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What are our opinions on Undying Version 2.0
Yeah, I think it's currently fine guarantees your Ruin will last longer. And not as devastating to Solo Q anymore although I didn't have as much problems with the old one. But, still risks gone under 1:00. Or lasting a while. Because, I've heard some people say the new combo might as well be Blood Favor or others act like this is still impossible to face like Old Undying.
Comments
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All Hex perks, aside from NOED, are wastes of perk slots. They are far too unreliable to be used consistently, and most are trash. Undying just allows a mediocre perk to remain around a little longer. It was actually useful before the nerf. After? No thank you. Slap something else into that slot.
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I like it, and don't think it's that OP. Powerful, but not overpowered.
Basically both totems are Ruin until the 1st one gets destroyed. You also get to keep whichever spot was better hidden (until they're both found)
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Not good enough anymore the aura reading on dull totem is worthless you have no reason to protect them
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Pretty map dependent also.
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Definitely healthier just to keep it short.
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I like the way it is now but they should have kept the aura reading from hex totems, and in exchange, the aura reading should have a cooldown.
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I think it's ok. It still has a problem where if your team is uncoordinated it will just destroy you but at my level that rarely happens. The people I get matched up with can mostly power through it. It's still very strong but it's not too unbalanced.
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Right, tell that to the 2 teams i just wrecked with myc, unding and devour. 1 of which was trying very hard to gen rush 😂
i had a whole 4 man swf bitching about my devour trapper the other day and have the vod to prove it 😂
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Ruin Undying manages to drag matches through the mud quite regularly, also how is NOED that only Hex perk that isn't a wasted perk slot? It can be deactivated before it gets used once and only activates in end game.
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Your giving up your 4th perk slot for yndying to make your 2nd one last slightly longer making it not worthwhile most of the time.
You'd usually get the same protection but with an upside with Haunted Ground exposing all the survivors.
Haunted Ground can let you snowball early so while you won't have your 4th perk for long it will still do something other then keeping another totem up for slightly longer.
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it's ok I guess I never actually used original undying and I've only used it once in its current iteration
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It's in a good spot. The old Undying + Ruin was too oppressive, too unfair. It allowed Hex perks (AKA ruin) that are supposed to be a gamble to use, much more dependable. It was not only totem spawn location RNG, but the fact that you never knew if you were cleansing the Ruin or the Undying RNG.
The new Undying + Ruin combo gives killers a safety net. It's still a gamble using Ruin and you do have to use a perk slot for Undying but at least you know that Ruin will always last longer than it would have without Undying. Having to cleanse 4 Ruins was just not fair and way too time consuming, especially against top tier killers that already have good snowball abilities.
Plus, Undying + Devour Hope is now an option. Also just to note, I'm not the best killer. But I am still using Ruin + Undying as my primary build for basically every killer I play. It's nice to just have it do all the work for me and to have free pressure. It's amazing and I can say for most games, I'm happy with how long Ruin lasts for, if it ever even gets cleansed.
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I like it better mainly because I use devour hope as my game slowdown. Works a lot better then most think.
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Lest they just played immersed while doin' so. wasting the Haunted Ground,
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You still know the general area of the person who trigged the haunted grounds so depending on how much they waste hiding could cost the their teammates 2 hooks for 0 gens done.
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Strong but not overbearing on solos, has plenty of counterplay now and most importantly is consistent. No RNG, pure consistency. And it works with the rest of the hex perks, too.
I'm all for it.
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hex perks should be OP because they could get destroyed at any second commonly 10 seconds at the start of t he game
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I would've preferred if it had some sort of gimmick beyond "your totem has now been saved, time to get the value- oh, nevermind, they found the other totem. Hope you enjoy your two perk slots." I only really use Undying with killers that can't use Pop very well or benefit a massive amount from Ruin, like PH, Billy, Twins, Plague, etc.
I think letting Undying work like a Hex bank could be nice. So, whenever a Hex is cleansed, the Hex effect transfers to the Undying totem. Multiple Hexes can be present on the totem at once. This would make multi-Hex builds no longer a complete joke, while still only allowing one revival per individual Hex.
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I dropped Undying after the nerf. 1 extra life for my Hex isn't really worth the slot I think. Plus Hexes in general are too RNG due to totem spawns.
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It's a good, flexible perk that no longer wins you trials.
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It is strong, not even gonna question how strong it is, but it is not going to win your trials for you or anything.
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I think undying shouldnt be a hex. So if you brought a hex it would make that hex respawn on a different totem if the former were destroyed. This incentive's a reason to bring undying by itself as well as provide some use after it's main effect was used.
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Needs another rework. In its current form, it's a pubstomper perk. The good survivors that you'll need the power of a hex to combat will typically cleanse a hex really quickly unless you're absurdly lucky. One extra totem life is effectively inconsequential to good teams, but oppressive to survivors that are bad at finding totems.
I think it should be reworked to normalize the lifespan of a totem. Maybe like infinite respawns until the 2 minute mark, and after that, it's gone. This puts on a safety net against terrible RNG or the survivors that are good totem hunters, while likely not being much of an impact on teams struggling to find hexes since they probably aren't finding it within 2 minutes anyway (aside from the spawning right in front of them scenarios).
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Yeah they can be inconsistent but they can be so damn fun to use. There's nothing like seeing the survivors panic to find the totem upon realizing you have 3 Devour tokens.
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High risk high reward.
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They should've kept old undying if they were planning on reworking Small Game to what it is now and making Counterforce
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Undying created more problems in the game. All they had to do was some sort of totem spawns change instead of slapping this perk in the game.
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Kind of like being able to see people near dull totems? That sort of gimmick? Cause that can be pretty useful sometimes
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They completely gutted it, zero reason to run it unless meme Devour build. All hex perks besides the ones you WANT the survivors to find are useless.
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