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Remove "HEX:" from Ruin?



  • gantesgantes Member Posts: 1,611

    Oh yes the playerbase is falling HARD the last few months

    How will the game ever survive with the next level gamers quitting because a single problematic perk is gonna change and BS killers got a slap in the wrist

  • Aura_babyyAura_babyy Member Posts: 583

    Most hexes are late game though :/

  • RyuhiRyuhi Member Posts: 1,535

    Liscenced DLC will always bring in new players, especially if its something as popular as Stranger Things. Do you have statistics for how many people have left? How many have been playing less than they had in months prior?

  • gantesgantes Member Posts: 1,611

    Neither is social media. Please show me how many people out of the entire playerbase are active on these sites, I dare you.

  • gantesgantes Member Posts: 1,611

    I don't know, do you have the evidence? When you make a claim you need to prove it otherwise your point is worth absolutely nothing. The burden is on you chief

  • RyuhiRyuhi Member Posts: 1,535

    lets think about this from the opposite angle for a second: Imagine if killers could entirely remove survivor perks at any point in the game, including the beginning. Lets say that at fixed points on each map, there are little survivor dolls or something that allow a killer to completely disable an exhaustion perk for the entire match. How much would survivors riot? Would it be fun if your sprint burst or dead hard was disabled in the first 30 seconds of the game?

    The concept of Hexes being an all or nothing is entirely flawed to begin with, especially since there are 4 pairs of eyes that can spot it vs 1. The only thing it had going for it was that Hexes are SUPPOSED to be incredibly powerful to offset the risk of losing 1/4th of your loadout in the (very likely) scenario that it is clensed.

  • aderpymuffinaderpymuffin Member Posts: 97

    Dude did you actually read ANY of what I just wrote? I'm not interested in how many people are active on the forums, at all. I've pointed you to the overwhelming amount of disapproval these patch notes have gotten. Don't reply to me again until you go back and actually read what I wrote, and skim over the front page of the Forums, and Reddit, as well as look at the opinions of TydeTyme, ScottJund, and Ardetha. The posts and comments of the posts AND a majority of the comments on the videos listed seem to agree with the opinion. P.S. this isn't even mentioning twitter, lol.

  • RyuhiRyuhi Member Posts: 1,535

    you already provided it. The numbers wax and wane pretty heavily in retlation to DLC releases. Look at July and October for example, those numbers plummeted. December didn't do so hot either.

  • gantesgantes Member Posts: 1,611

    People outraged at Freddy rework (muh snares are TOO WEAK), exhaustion nerfs for crying out loud. I'm not saying the Ruin changes seem good now but you can't take this community's hysterics at face value. People HATE change of any kind.

  • gantesgantes Member Posts: 1,611

    No matter how you analyze the data there's no meaningful drop in the playerbase consistently speaking. A few months were better, a few were worse than 2018, but the game still trended upwards.

    How come December didn't do so hot? It was still one of the best months of the year for the game and A LOT better than Dec 2018. Are we even looking at the same charts?

  • RyuhiRyuhi Member Posts: 1,535

    Why do you think numbers EVER go down? because people who own the game are not playing it. Since you can't "un-own" the game, new players will ALWAYS skew growth without having any sort of metric to differentiate them vs an existing userbase. For numbers to wax and wane THAT drastically means that either many existing players are dropping out for long periods of time (or permanently,) or that the amount of new players is minuscule. Guess which one my money is on.

    As for december, numbers went down vs November. This was in a month that actually had a new DLC release as well.

  • aderpymuffinaderpymuffin Member Posts: 97

    You must be a troll or something. The community has been split on both of those changes. Many were not happy with the exhaustion perks and the weakness of the snares, but in both instances there was a different side (an even side) voicing the differing opinion.

    This. Is. Not. Even. The other side is absurdly small in number. The popular opinion (and I mean really popular, like I've never seen this much outrage from the community) Is that this change is a terrible one. I've been with the game since launch, and I've been in Reddit since it was open, back when it was entitled survivors complaining about how bugs kept getting them killed. I have never seen backlash from the community anywhere close to this scale.

    And the idea that the devs should ignore the backlash because "Wahhh change!" is more absurd then you using the exhaustion nerf as an example to support your claim.

  • gantesgantes Member Posts: 1,611
    edited January 2020

    Wow, who would say that games that rely on people constantly playing them have PERFECTLY NORMAL ups and downs in their player count? Refer to LITERALLY ANY multiplayer ongoing game. It would be concerning if it didn't have fluctuations.

    No game grows non stop for all eternity. The fact that this game is many years old and still somehow growing shows that it's still a great game.

  • gantesgantes Member Posts: 1,611

    Sorry if I'm reasonable enough not to jump on the hate train for something that has been up for testing for like 6 hours. Real troll that I am.

  • HuffHuff Member Posts: 1,480

    I'm laughing how many people are saying "just make it not work with Surveillance." Not that I disagree, I think that's 100% a good point. Just... seems so obvious

    Anyway, isn't the point of surveillance to know when survivors are on generators? I'm not saying it wouldn't be problematic possibly but, that's one of the less OP things I've heard of/seen, some actually being in-game on live servers.

  • NoxeriasNoxerias Member Posts: 93
    edited January 2020

    Well, the worst thing is not addressing gen speeds and nerfing a perk that slowed the game into a perk that's now very weak as a hex since it's effect won't last a minute which is as long as hex perk last and this new ruin is meant for mid to late games, but like I said earlier, about it lasting a minute, the actually regressing abilty won't buy enough of the the killer's time/pressure to even get a chance to use it before it's cleansed. Unless you have some major changes or plans coming to address gens or secondary objectives, the worst thing to happen to this perk is the dev's touching it.

  • HatCreatureHatCreature Member Posts: 3,298

    I think the new Ruin is interesting but like everyone has said, Hexes don't last to the end game.

    I'm not playing the PBT but I'm assuming the Survivors have a notification you're using Ruin so they go look for the totem and then because totems have horrible placements they get destroyed instantly, I frequently spawn on Hex totems despite the amazing line of sight check that ALWAYS WORKS. This is because the old maps were not designed for totems while new maps like Hawkins were created with totems in mind so it was easier to find good spots. I haven't been to the reworked Lery's so I am assuming the new totem spawns are amazing and fun, if not then my previous statement is false.

    If all possible totem spots were covered with leaves or boxes and then Survivors had to move that object to find if a totem is there or not then it would take longer because

    1---they're wasting their time interacting with a fake spot

    2---the amount of fake spots is the strength and outweighs the obvious locations which BHVR can't get away from so this is a win for them 100%

    I'm not saying Ruin shouldn't be a Hex totem but I am saying that no matter what the Devs say, totems are inherently flawed because of their inability to put them in spots that aren't super obvious and in direct line of sight of spawns and near Gens.

  • RottingAlienRottingAlien Member Posts: 11

    Interesting thoughts all around! I've put some of the ideias i though were interesting in the original post. i hope you don't mind. that way they won't get lost.

  • Bill_I_Am__OverbeckBill_I_Am__Overbeck Member Posts: 307

    This is a very good idea! However I'd imagine that Bhvr. would put this idea on the infinite back-burner as of right now since there's a lot more pressing demand to buff the weaker killers on the roster lineup.

  • HatCreatureHatCreature Member Posts: 3,298

    Hopefully Legion is on that list, though I wouldn't be complain if Pig got hers next <3

  • terumisanterumisan Member Posts: 1,285

    Ngl the fake spots suggestion helps killers and survivors

    But I got a question/idea what if some fake spots injure you to keep people on their toes. Would it be fair?

  • AneurysmAneurysm Member Posts: 4,503

    A non-hex ruin with surveillance would be very strong, but as with other perk combos (enduring/fury, nemesis/pwyf) you're using up half your perks for it. It'd require committing to gens and possibly splitting up onto different gens but survivors would manage it imo. If three gens turn yellow and you're already chasing another survivor what can you do then as killer?

  • StompaStompa Member Posts: 154

    like a hex last till late game and the bullshit surveilance excuse is just pathetic, survivors are allowed to stack all the movement speed perks they, be it active or passive. look we know some of the dev team got their feelis hurt and now vent on your customer base, go ahead throw all the sjw participation trophy balance at us, bhvr is beyond repair. all that drives them is the easy money from skins and their arrogance of "knowing" what the customer wants

  • StompaStompa Member Posts: 154

    thats a mod, not a dev, mods just babysit the forums and have zero impact on balance decitions, i would love to see our hag main cote live on stage again, and ofc the whole balance team, every single one of them playing a road to rank 1 series.

  • HatCreatureHatCreature Member Posts: 3,298

    Not really, I once had an idea where Hex totems would ''defend'' themselves and would injure the Survivor who broke it, it was received very negatively.

    I would suggest maybe inflict a random status effect like Broken or make them scream but then it might feel too much like ''Last Year'' where Fiends trap boxes that explode with gas.

  • DeadeyeDeadeye Member Posts: 3,452

    if you want clips, look at the link and click clips. If you want whole matches, you have to follow and check out when he is streaming

  • FleeceFleece Member Posts: 253

    I did go to his clips and it was just swf Where's the red rank killer gameplay

  • Aztreonam78Aztreonam78 Member Posts: 1,040

    Maybe Ruin should be based on Dull Totems instead of Hex ones.

    Cleansed all Dull Totems - Ruin is gone. It will motivate Survivors fo something else than Generators.

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