When are they Nerfing Undying?
Comments
-
is a totem build, hexs perks usually are strong and come with high risk, usually VERY HIGH risk and they get destroyed very easily so you dont get rewarded, now there is something that potentially gives the killer a high risk high reward- because they are still bones...
0 -
You probably need those cells. Just saying since you didn't get my sarcasm that I wasn't even trying to go for.
0 -
And why should they, lol?
0 -
Instead of nerfing good perk, the dev should try to make other perk more usefull. Like Hex: Thrill of the Hunt -> a worst version of Hex: Undying, Hex: Blood Favor either need more range or no cooldown etc.
2 -
I think they should lessen the RNG-factor. Its the same with bear traps and pig traps. Luck should not decide who wins.
With Undying/Ruin you could need to break 2-5 totems. The difference is too much.
0 -
I'd like to see all these killer mains playing against undying + ruin on a map like hawkins/midwich where it's incredible difficult to find totems, specially as a solo survivor. Doubt they'd be too happy about being told "Just do totems 4 head"
1 -
100% agree, DS needs 1 change, If I commit to another chase while you are hooked, down/hook the other survivor, your DS deactivates. Simple as that. Why should a killer be punished for killing to fast. There is no "tunneling" in that scenario.
0 -
Still doable. Got a good grasp on totem spots on Hawkins, as for midwich. Maybe it would help if I didn't get the map like once a month to experiment on it.
2 -
I've never seen all 5 totems get cleansed in the first minute of the match but go off.
1 -
They don't need to all 5 as undying breaks first ruin can't be revived(50/50 each time with it increasingly favoring survivors to destroy undying).
So 4 survivors finding 2 totems in the first minute is reasonable and happens semi frequently if you actually play with/against the build at red rank.
2 -
Video evidence to back you up.
1 -
You only get midwich once a month if you play once a month.
0 -
Maybe just me but I love bringing Detective's Hunch to counter Ruin&Undying, I'll often bring Inner strength aswell in order to keep myself Healed as, let's be honest, when you solo Q most randoms can't be trusted
So person reading this...if you struggle with the current killer meta combo I recommend giving Hunch&inner a go. It's a godsend for solo Q players such as myself, plus you'll have two extra slots for whatever you want.
0 -
My main surv build includes inner/detectives, not very hard.
0 -
Or Detectives Hunch, I'd prefer that honestly though
0 -
Damn so you get midwich a lot and you still can't do bones there? Yikes.
1 -
Since undying came out, i had never tried the "meta combo" until yesterday, cause i had always prefer thanatophobia, pop or malefic intervention to slow the game a bit.
But yesterday, i wanted to try it to see if it have value on low mobility killers (clown and fat myer for the meme), so i used it 5 times in a row (3 clown, 1 fat myers & 1 regular myers), 3 times they destroyed the combo in less than 3min (+ 1 or 2 gens), 1 time they just found undying & 1 time they dont even bother doing totem and i had to chase 2 surv while the 2 other was sticking to gens tho i applied the most pressure i can.
So my experience with it resume what i was thinking, against good surv and mostly sfw (3 or 4, i play only at night where sweating is a rule^^), its completly useless and take 2 spots where pop or thanato have way more impact and reward way more being a good pressuring/quick chase ender killer.
The problem to me in this game is that the time to make gens is too low and since its the only objective that matter to surv, we can't blame them to make it the faster they can. i dont think they will implement new objectives so a solution be that they should 1.5x or 2x the time to do gen but reward way more perfect skillcheck (like a 5% progression and then 1% more every succesfull perfect skillcheck(6%,7% etc..) with a reset at 5% if only a good skillcheck or fail).
Perks and add on/object ons surv (as powerful as they can be, like borrow time, sprint/DH, insta heal (the most bs to me with keys)) are not a problem cause they lead to interesting chase & decisions take for the killer, wich is while i play the game. (DS i couldnt care less cause i never tunnel intentionally)
The main problem now is the core game mechanics, good/old survs mains dont care anymore about BP/Pip or even winning, they want to be chase and loop the killer (most of them not for toxicity purpose but just to have fun cause doing gens is boring af since skillcheck are not a challenge). By increasing the time needed to make the generators while rewarding the perfect skillcheck, they have to implement more fun mechanics for the gens part like more different skillcheck, not only press a button when needed but sometimes real sequence like ↑↓→ shown 5s before in a random place of the screen, that disapear before the skillcheck so you ll have to remember it, 360° with the mouse, gens cannot all be done on 1 side (25% each side, 33% for 3 side gens, 50% for 2 sides) etc...
0 -
Yikes isn't an argument. I play solo, I do not have the time to go around the map looking for 5 totems and do gens.
0 -
I play solo my entire dbd time. Solo isn't an excuse not to do totems nor should a game be dumbed down because randoms refuse to get better.
3 -
How many hours do you have and what rank ?
0 -
Which rank and how many hours do you have? Because anyone who knows the game enough and has many hours as a solo survivor in red rank would know it isn't easy to do all totems + gens
0 -
Lol i just got a game 2 minutes and i lost two perks gg! But it’s OP
1 -
Currently Rank 4 survivor would be rank 1 if I wasn't busy playing cyberpunk. I have 1572h in the game and I would post my stats here according to that dbd stats site but eh I rather not risk a ban and tread the forum's rules.
Because you're not supposed to do everything. Survivor is team based THIS is 4 v 1. It is not the game's fault if your randoms refuse to get better as players. Balancing the game because the players refuse to get better is such a bad way to look at things. You would be handholding your players as if they're children and get what they want which is Whine nerf these two perks with obvious solutions instead of getting collectively be better.
That's akin to me whining on CSGO(Team based game) that I can't push a site because my team can't complete their smoke set ups nor aim therefore please make it easier for me for I am solo queue.
2 -
Sure, but you'll keep running it because it puts you at such a disadvantage only have 2 perks right?
0 -
Still mindblowing to me how the obvious fix isn't done. Take off the aura reading. If it needs a secondary effect, give it something else. On its own having the survivors need to take down multiple dull totems alongside the hex is strong. Hell you know what? I'll even give a secondary effect. Make it so after completing a dull totem the survivor gets a deep wound status to simulate the totem being trapped. Honestly though that could go on a different hex and be made stronger so that it causes deep wound while doing the totem. Not enough to stop the totem obviously but enough to require mending asap and stop them from doing a task. Just to make it even stronger, make it give a stronger blurriness than usual so if the killer did come up they wouldn't see them with TPP camera. They'd have to rely on hearing. Also would tell the killer to watch their totems without ESP.
Post edited by Ohnoes on0 -
I keep running it, cause when It works it helps. It’s not OP, OP is something you can’t counter. I prefer it over Pop + something else because I don’t need to go the gen... If they would take away the aura reading, then probably I will switch to pop + ruin combo.
1