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Why is Ruin+Tinkerer not nerfed yet?
This combo is beyond broken and is a free win for killers such as Blight. Why is such an absolutely busted and overpowered combo not nerfed yet? Boosts a bad killer into a good killer and a good killer into a god killer. Survivors have zero chance to beat it and there is certainly no fun having no chance with an aggressive Killer, Overpowered Perks, and Killer-sided Maps. I've played against enough of it and it is totally BS. I've played with good survivors and everyone is oppressed into nothing. 3+ gens are always still untouched at the end of every trial.
It is particularly disturbing when there is an actual survivor achievement where you have to play with no perks and is expected to exit the gates with such a combo that is spammed constantly.
Does anyone at BHVR realize you can't escape with perks against it much less without?
Rework Tinkerer and nerf Ruin so these perks don't literally "give" the game to the killer.
Comments
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Why do I find myself agreeing with sluzzy more and more every post he makes?
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It was. It's still strong, but much more manageable. If you hate hex perks as much as I do then allocate one slot for totem detection and you will be fine.
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On Today's epsidoe of "sluzzy died to this" sluzzy complains about gen defence perks....again.....
Yes im aware sluzzy is a troll.
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Split up on gens.
The Killer can't be everywhere at once.
Break Ruin totem, Tinkerer isn't nearly as good without Ruin.
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Probably because ruin undying is usually gone before corrupt is even over for me. I stopped using it without a map offering long ago.
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But that means they cant run dead hard, unbreakable, DS, and borrowed...thats unfair.
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What exactly is so broken about it ? Is it possibly the fact that survivors can't split up to pressure gens or memorise totems spots properly.
You exaggerate as always. It's a good combo but it gets screwed over by RNG very often. Nerfing it further would just render is useless which I guess is exactly what you want.
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STO THIS CIRCUS PARADE. JUST STOP
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Ah sluzzy, back at it again.
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Tinkerer only punishes solos
I can't respect killers who use it, especially the ones who play both sides since they should know how unfun and unbalanced it is for solos.
The perks is almost useless against swfs.
Sluzzy is right that it is a free win, but only against solo players.
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Because Ruin has no need of a nerf. If your so concerned about Ruin just run small game,
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Why is spirit not nerfed yet?
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Tinkerer and ruin(undying) is only really strong on very mobile killers. I actually think that you can't finish the gens with ruin up against a good freddy/spirit/blight, you have to destroy the totem (at least in soloq).
I almost always run tinkerer, although i think it is not a good perk for the health of the game. Why do i still run it ? Because in a lot of games the survivor are playing immersed (often they hide with spine chill before i even come), with tinkerer i can find them and get closer before they hide)
My problems with tinkerer are: it has no cooldown, if you tunnel out a survivor fast from the game, tinkerer information for the kilelr becomes even more oppresive. It can be very nasty when defending some 3 gen setups (nearly impossible for the survivors depending on the situation), i believe that with some killers (freddy, spirit, blight)if they are good, it is impossible to finish the gens while ruin is up if they have tinkerer.
I don't like tinkerer, but i believe it is a necessary bandaid to help the killer. Most survivor mains probably don't know, but if you don't play one of the top killers, the new reworked maps are very imbalanced. Coldwind maps, or the game for example are unwinnable against good survivors with a normal killer.
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Bust the hex, now they only have a perk that tells them which gen is lost.
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Personally I think this issue would be solved if they nerfed the pig
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I just realized this is a Ruin/Tinkerer post and not a Ruin/Undying post. Oops.
Now about your topic. I don't think Tinkerer + Ruin is a balance concern for most killers. You can argue it's somewhat problematic on the high tier killers. But even then, destroying one hex is usually not a tall order. But if the killer combines Tinkerer with Ruin/Undying, that's when the match becomes ridiculous imo.
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So should we also punish people that just Camp pallets and furiously tbag killers for no reason aswel?
Or are you one sided on this?
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I escaped as a Solo against a Rank 1 Blight today running Ruin/Tinkerer (arguably one of the BEST killers to be able to take advantage of that perk combo), and I wasn't the only survivor in the match to do so (and it was a gate escape, no hatch/key shenanigans). And in what I think might have been an all-Solo lobby, one of the players (who did die) was a Rank 10.
And I'm frankly a decent, but nothing special, survivor (Red Ranked, but that doesn't always mean much), who isn't the greatest at looping, so it wasn't because I possess some Omega-level survivor skills. If I can do it, and against a capable killer -- who wasn't a new Blight, and was also running Sluzzy's other completely "unfair" perk, BBQ (sarcasm alert) -- anyone with SOME level of skill at survivor should be able to do the same.
Just saying.
ETA: There's an old saying, "A bad carpenter blames their tools". That seems somehow fitting to use here.
Additonal ETA: Just rewatched the match I referenced above. The Map was Santum of Wrath, Yamoka. Ruin was broken in just under 90 seconds. A Rank 2 Elodie was dead 4 and a half minutes into the match, taking three of the first four hooks, and leaving a Rank 1 Adam (who lived) and the Rank 10 Steve (who died just before the last two gens popped) with me in what was essentially a 3 v. 1 for the majority of the match with 2 gens done at that point. My only hook state came when I tried to finish a gen in the Blight's face and got pulled off milliseconds before it would have popped. I did it again later and finished the same gen just before getting yanked. I actually finished the first 4 gens (both solo and with someone on one with me), AND broke the other 4 totems (hey -- Detective's Hunch for the win and the Rift challenge!) in the match. I was able to evade BBQ, and gens popped without being contested even with Tinkerer because the killer CAN'T BE IN MULTIPLE PLACES AT ONCE. Usually, a gen was done when the Blight was in chase with someone injured across the map, or they were in the process of hooking someone, or in the case of the last two gens, they popped in quick succession, and they couldn't defend both. So yeah -- is it a tough build to face? Sure. Is it this unbeatable nightmare some people claim. Simply put -- no.
Post edited by ChiSoxFan11 on0 -
Because they do present some valid points. Perhaps a bit exaggerated, but valid nonetheless.
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Because Ruin can get cleansed in the first few seconds and we got maps like Autohaven and Ormond where totems are visible 10 miles away. As well we got maps like Badham, Game, and Cowshed where gens hard to reach and chases can last whole game.
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Oh no it's Autohaven and MacMillan I'll never find them. So do you think Ruin, Undying, or Tinkerer needs a change?
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By they way Sluzzy why no nerf Spirit threads? Wouldn't you want her nerfed with her lack of fair counterplay.
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Okay yeah this was gonna be my point
It's so godtier vs solos and nowhere near as good vs swf. It should get a rework for that fact alone.
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You cherry picked two map realms. Hex totems are more well hidden on the newer maps. But even on Autohaven and MacMillan, they can still be tricky to find (especially for solo queue).
As for your question, I think Ruin/Undying need changes. Tinkerer I'm not so sure about. Tinkerer might be problematic on the high tier killers, but I'm still not sure yet.
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omg don't give them ideas.
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How often do you win against that? Winning one game doesn't mean it is balanced, the killer could have been going easy.
In my experience, it is a massacre because gens are regressing and if you almost have one done, here comes the killer. Then it is reset to 0. Its too oppressive especially against solos.
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You know, if Sluzzy spent as much time getting better at the game as they do crying about it, they might actually find out how to counter all these things.
(Yes I'm aware Sluzzy is a troll)
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More often than you, apparently.
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Hi Sluzzy! Glad to see higher quality posts now:)
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To answer the "How often do I win" against that, I usually play with a SWF group -- I've been playing more solo lately due to scheduling issues with my usual teammates.
Do I/we win/escape every time? Of course not. But I/we've had numerous escapes against killers running Ruin/Tinkerer (even paired with Undying). And we've lost badly to killers running those perk combos. That's to be expected -- they're strong perks. They're SUPPOSED to be difficult to go against. Just like when I play killer and I go against a team full of Dead Hards/PT/Iron Will/UB/etc. -- some of those matches I do really well in, and others I end up getting creamed because they're strong survivor perks and are supposed to represent a challenge.
Not balanced would be that, no matter how good you play or no matter what you do, it's nearly impossible to overcome or completely unfair in some fashion. There ARE ways to work around Tinkerer. There ARE ways to work around Hex totems. There ARE ways to -- gasp -- work around both and still survive.
People on both sides in this game want to always blame the game -- or the perks -- or the playstyles -- or the strategies -- of their opponents for why they lose, instead of realizing that it's often their own play or their opponent's that's the reason for the result. No one wins their match every time (even the best players). This game isn't completely balanced -- there are still things that can and should be looked at from both the survivor and the killer experience (Clown's Pinky Finger, for example -- I'm looking at you, lol). But the majority of the time, when a killer or a survivor loses a game, it's likely because they didn't play well enough to win, or because their opponent just played better. Too many people want to nerf anything worth playing into the ground (again, from both sides) instead of looking into the mirror and realizing that sometimes you get outplayed, and that's okay.
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Yeah......nah
Those combos work sometimes cause since its a Hex most likely it will gonna be found quickly at the start of match.
Also depends which killer is using it and depending on how well they are playing.
I have met many killers with this combo and its a 50/50 win which is the point of the game......you either win or lose since not every match is the same.
You could have a god-tier nurse with this combo and they can lose easily if everyone is on different gen or 2/2 people on gens or 1 person loops while others do gens.
Plus, they often run Small game, which tells you how many totems were done and where they are if you're close to one.
Also instead of complaining killers complain survivors since Gen perks are there because if you get a good survivor team that is not an SWF Gens gonna pop very fast if even 1 survivor is left alone. If its a good SWF then most likely 1 gen is gonna be left in like 5 minutes.
This is main reasons I play and want to get better at Blight. He can down a survivor real quick, then hook, and go to gen to regress it preventing instant gen pops so you won't stress so much and actually enjoy the game and real challenge instead of the real challenge of game lasting 5 minutes everyone be popping gens.
It's funny how most cases the survivors are the ones that Killers fear and not the other way around.
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Sluzzy is actually very good at the game.
They are a Nurse main.
Which explains a lot tbh
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Imagine being a Nurse main and complain about BBQ being OP lmao
Sluzzy GOD
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Makes sense since a god Nurse doesn't really lose
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Bruh.
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Oh man. Did I miss a Sluzzy post again? I can never keep up
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Sluzzy is Spirit main maybe, i will not surprise
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Oh that's some high quality bait right here; 9/10
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Almost forgot Ormond and Haddonfield. And no I don't believe it's an issue the old one could be changed and it wouldn't bother me. But I don't think the new one should since they're loud easy to hear and find. Many maps it's easy to find them. And many spawn points where you're on top of them with two good perks to counter totems. And a third on the way. It only takes two totems to eliminate it not 5. I find two manageable.
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Break ruin, easy fix to the Ruin + Tinkerer combo. If they have Undying as well than that's 3/4 of their perks just dedicated to Ruin, and only 2 totems that're necessary to break.
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Ruin has already been nerfed. Tinkerer was changed, because it was bad, and now its fine. There's literally no reason to change them now.
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Was wondering when is next Sluzzy thread, and what about. Was not disappointed
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And how pray tell would you nerf this combo without making either of these perks worse individually, cause ruin is good but has a tendency to be deleted from the game within a minute and tinkerer on its own isn't exactly top tier.
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Do your bones
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Just use Small Game or Counterforce my dude, a survivor team has a total of sixteen perks, you can give up one slot to cleanse the totems and make the killer have only three
And if there's Undying, you're gonna be against a killer with two perks.. and trust me, they're not gonna be "defending" the totems when you can power through gens
You have the options to counter the meta you're so mad about, go do it
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