http://dbd.game/killswitch
Perks are supposed to carry you! just stop with the bs
i dont understand all the killer mains whining and crying about some survivor perks.
the best excuse is "DS is carrying" "bt is carrying" etc
you guys act like Tinkerer, ruin, undying isnt carrying?
Pgtw isnt carrying or any other perk.. these are not carrying matches?
what is wrong with killer mains always attacking survivors and there perks.
"DS needed a rework because it carried survivors" well then every perk who is carrying you needs to be reworked lol
so devs when will ruin, tinkerer get reworked? since something strong shouldnt never a thing in the game right?
gosh stop with the whining its just emberassing nothing else at this point honestly.
there is one perk what carrys me and its RESILENCE well.. i guess soon it will get nerfed since its carrys me every match with faster vaulting.
Comments
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So, you just gonna act like survivors don’t do the same thing...
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Ruin has a deactivation condition.
PGTW has a timer that doesn't allow for much dawdling.
Tinkerer is not much of a threat if you're observant of your surroundings.
None of these are comparable to current DS, since there's no killer perk that unrepairs a generator (which would be the equivalent).
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Doesn't ruin literally unrepair a generator, regardless of its ability to be removed?
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This feels like a bait/strawman thread.....op is clearly mad about DS or something. Which...if thats the case, you've been abusing DS....its was obvious it was gonna get changed.....you have no reason to be mad.
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You're right, sick and tired of these killer mains giving one sided arguments about balance and ignoring the obvious which is pig should be nerfed.
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How do you abuse a perk you can only use once per match? I don’t understand the ‘abuse’ term being thrown around in these forums.
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As someone who plays about 50/50 survivors overall have it much easier. Killers have certain things that really mess things up for survivors but survivors have a lot more options honestly and more debilitating in the right hands
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Me who plays bothsides perkless
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Keep your filthy hands off of the holy snoot.
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Only when the killer pushes you off of one. I play with a friend as a 2-person SWF (one of us often running Prove Thyself). We've had numerous matches where we've repaired multiple gens (either working together or split up on different ones) and didn't realize Ruin was even a thing until halfway through the match because we were never pressured -- Ruin in those cases might as well have been Monstrous Shrine for as much as it impacted our ability to finish gens. REALLY good survivors/teams (which neither one of us would claim to be ourselves, lol) power through gens with Ruin pretty commonly.
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To use the two perks you've given as an example.
PGTW:
- without this kicking generators is pretty useless, because it merely starts the regression, however this takes you a couple of seconds and can be undone with a split second tap by survivors, I'm sure you know the Killers time is more precious than survivors, so this balance is backwards
- lots of people would argue pop should be basekit in all Killers, perhaps with a less powerful reduction, maybe 5% or something when you invest time kicking a gen
- PGTW has a 45 second and was recently nerfed
Compare that to DS and, well we all know the problems with DS, it's discussed everyday and it is getting nerfed soon anyway.
But the fact PGTW is included in so many viable builds for almost all Killers shows you its maybe less of a crutch for "unskilled" players as it is an actual necessity of playing the game at high levels.
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But yeah I guess your point is correct, perks carry on both sides. A lot of survivor ones complained about are often considered second chance perks because they erase mistakes, whereas a lot of the Killer ones are usually rewarding good play, but perhaps not all (e.g. Whispers is a massive crutch if you haven't memorised map spawns)
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Perks that consistently carry you are the vast minority on both sides, most give some vaguely useful effect or they'll win matches for you one in every 20 games.
Also your example is a bad one. Resilience won't do anything for you if you can't loop well anyway.
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Perks are supposed to help you, not carry you.
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Pause for a moment and use your brain. DS is not reworked because of that it can carry, but because its widely used outside its indended purpose.
DS should be strictly defensive perk that protects players from getting tunneled, but in fact its used offensively to forbid killer from taking action against survivor, who for example is sitting on a gen and while used with unbreakable it will create lose-lose situations for the killer, who neither can pick survivor up nor slug them.
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Of course if the killer isn't putting pressure on survivors they won't even recognize ruin was taking place in a match, but that isn't likely to happen.
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Technically yes, but it takes a long time. If it were a DS equivalent, it would do so instantly.
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It happens more often than you'd think, especially at Red Rank. Unless someone is on a hook or slugged, there's only one person getting chased. That's three people potentially working on gens if they're efficient (and at those levels, they are likely going to be).
Playing killer (currently at Red Rank), I've run Ruin on plenty of builds (both with Undying, and before Undying came out). Even getting into quick chases and getting a quick down with Ruin up, a gen almost always still pops. Games where the initial chase goes longer than I'd like, it could be multiple. And that's when Ruin isn't being cleansed 30 seconds in.
Are there games where Ruin carries the day? Sure -- but the perk is supposed to be potentially powerful, and those games are in the minority in my experience. It's a perk that can be worked around and outright eliminated, which is why it's high risk/high reward and somewhat unreliable if RNG isn't in your favor.
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Thank you for stating what needed to be said, and I'm sorry if I missed anyone else who said likewise.
I will literally eat your children I swear on all that is holy--
I have only ever seen DS accomplish its intended purpose twice, once because the survivor was right on top of the gate and the other when there was three other injured P3 Claudettes directly on top of the killer.
BT is a counter to the killer being close to the hook more than anything, so there's really no problem with it--the counter as killer is to choose if you want the unhooked survivor to be wasting time mending or not.
Ruin was "nerfed," and Undying is going to be reworked (talk about a failure to make a point, eh?)
As someone above said, there's more than one way to counter Tinkerer, so in this case that's a "you" problem.
DS needs a rework, again, because it's used wrong more often than not--and when it's used as intended it usually doesn't work.
Too late on two out of three, good luck on that last one though, I guess!
Actually, I can agree with you on that last point, I just think that the whining on both sides is embarrassing.
Hey, if that's what works for you, then more power to you!
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This will be the only comment i will respond too.
and i can clearly say i never read such a bs comment for a long time. ds stuns you for 5 seconds. ruin, undying waste time for atleast 2 minutes.
dude these whinings about ds ... yeah ds isnt in a good state but saying DS is carrying people more then ruin, undying? LOL
so why do people use that combo so much then when its so useless?
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just ignore this entitled ......
as soon someone says something about their side.. their feelings hurt and they start calling people either "entitled toxic survivor mains" or just straight insult you, funny fact is that i play more killer then survivor and never really had an issue with DS. maybe just in 5% of my killer matches.,
its always the same fckng thing. they win 9 game in a row and the game is balanced af but when they lose the 10th game "DS IS SO OP OMG"
and for those people devs balance the game.
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i wasnt going to respond to many comments here but
did i say ds gets reworked because it carrys people? did i say im mad about ds rework?
i just see too many people talking crap about ds and surviors how it carrys bad survivors when at the same time they get carried by the ruin, undying combo.
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Ruin regresses repair percentages.
He's saying Ruin doesn't break a Generator, forcing you to repair it again.
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Please let me boop it
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Ruin and Tinkerer are fine. PGTW got nerfed and Undying is getting nerfed so chill. And because you said killer mains as like you don't do killer I'm gonna guess you're looking at this from a biased perspective.
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It depends on the perk, some perks reward skillful play while others give massive bonuses and benefits for no work, arguably the father to the no work side they are and the bigger the upside the more a perk "carries" someone
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I thought perks were to help not to carry, there is a big difference between help and carry.
Carry = ruin + undying, DS+unbreakable.
Help= pop + corrupt, DS by itself, unbreakable by itself, spine chill etc.
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i smell some bias here ;)
In fact... killers rarely say these things. It's more "RUIN CARRIED"
or the new "can't wait til tomorrow for undying nerf"
to be honest... from both sides... complaining about DS is more a streamer/youtuber comment section. Glad they changed it, but survivors tend to be way more toxic than killers. And I play more survivor these days
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as i was so thoughtfully told a thousand times git gud
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They have a valid reason to be mad. If they're unhappy with a change to a perk they liked they have every right to express a negative opinion towards it, even if you think it's a bad one.
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DS does much more than just stun for 5 seconds, it completely robs the killer of the momentum they built up to that point. Instead of carrying the freshly downed survivor to a hook, hooking them, then going after the next target, thus keeping two survivors away from gens that way, they now have to chase the survivor for what is essentially a third health state, in addition to losing the time it took them to pick the survivor up, get stunned, and catch back up. Meanwhile, the other survivors can continue to progress the objective unbothered thanks to the killer still being occupied with that same survivor.
If you call that bs, then I question your understanding of the game mechanics.
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The point is you're not supposed to chase them again, or avoid going after them in the first place if you think they have it!
I suppose you could also slug and eat the unbreaking and/or/soul guard (either forcing them to deactivate the perk or give away information for later respectively) if you really want to have them be downed.
There's not much point in sitting there waiting for them--even if someone comes to pick them up, you know about where they are (or exactly if you're a psychopath who uses Deerstalker) and while healing there's one less person working on the objectives!
DS is intended as an anti-tunneling perk.
All it really does is guarantee the user's death, though.
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"You're not supposed to chase them again."
And here we have the very core issue of current DS: you're expected to just let them go for successfully landing a skill check. Sorry, but that is pure entitlement. It's the killer's objective to kill survivors, not to let them go, because they got stunned.
And as you continue to point out: slugging them isn't a great idea either.
If DS is truly an anti-tunnel perk, then it has no business being active in circumstances when you clearly are not being tunnelled, which the incoming change addresses.
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"the best excuse is "DS is carrying" "bt is carrying" etc"
That's not at all what the reasoning is. DS does FAR more than what it's supposed to do.
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Well, technically, you do let them go for a successful skill check, that's how DS works, it stuns you! (jk)
In all seriousness, though, I pointed out why slugging is actually both okay and completely viable in order to harass someone else, but I'll let it slide because you get the point: DS doesn't work like it's supposed to, and that's a problem.
EDIT: Wait, I'm off topic already. What just happened?
Post edited by CryptFriend on0

