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JetTheWaffleCat

JetTheWaffleCat

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JetTheWaffleCat
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  • I think the best thing they could do after the changes is remove the reduced camera sensitivity when aiming. It's the main reason why so many Slingers resorted to quick scoping.

    That way he can still kinda flick shots like a Huntress can.

    I'm not sure what else they could do with him after this.

  • I've been kinda bored myself, mainly because we've just had a streak of uninteresting killer powers. It's hard to not be bored when we haven't had any killers that are lacking intereactivity or just boring to play. Not to mention the full gen shutdown meta.

    Hopefully when ptb drops we see something that is original, innovative, and fun. And not Recycled Medium Ranged Killer 4.0

  • Events are always like this unfortunately, this year has been one of the worst tho.

    Had a Twins player camp Crowns with Victor and people have been overall lame.

    I'm not even worried about crowns this year, just hoarding my items and event cakes til people learn how to be semi civilized.

  • As much as I love Nightmare on Elm Street. The dlc is just bad. Unlike Michael Myers or Amanda's power, which catch the feeling of playing these iconic character and against. Freddy's power doesn't catch the feeling that you're playing an iconic dream demon, but a bland, basic, boring killer that has nothing unique to him. Springwood is a really annoying map for killers and Quentin is well... not Quentin.

  • Adam and Elodie

    Pyramid Head and Amanda

  • I think they're pretty good and they're more consistient with DbD's updated style, but there's some things that could use improvement.

    Give Meghead her red head back. Dwight's hair should be a bit floofier and his eyes should be a little bigger. Claudette looks amazing, can't think of anything to complain about her new model.

    The dirtiness of their clothes is and the cleaness of the skin doesn't make a lot of sense.

    I see a lot of people critiquing the lack of facial expression, but I think it's for reason. Faces are easier to consistiently animate if they have a similar resting expression, so maybe they might put effort in facial animations in the future.

    But yeah, I'm liking the new models and they need a small amount of improvement.

  • It's a mix of his shot being unreactable when he quick shots and his zoning potential.

    He forces survivors to constantly weave and juke due to how unreactable his projectile is. That leads to another issue.

    The Deathslinger closes distance because the survivor is juking and he can constantly fake is shot with no penalty, just like Pyramid Head.

  • @BangBang said:

    Brown trees in Yamaoka Estate are also abysmal.

    Yeah I've noticed a lot of rocks and tree on Yamaoka map are really bad too.

  • Yeahhh apparently things like Myers, Reddit, and Crossplay are censored too. It makes no sense tbh. I thought they would stick with serious stuff like slurs and threats, not petty insults and random words.

    It's like a Roblox chat filter.

  • He's still hella strong, but he can also be a challenge to learn. Most people rather play simpler killers like Spirit and Freddy, who don't take such a long time to learn.

    Billy isn't too different than he was pre rework if you didn't use insta saw or rev your chainsaw at the wrong time all the time.

  • I personally don't mind if I get streamed. If I get trash talked in the vod it's honestly whatever, 90% of it is just heat of the moment and reactionary. It's meant to be for entertainment not to purposefully attack and hurt a person.

  • I feel like before anything they need to tweak his zoning potential. It's more "Optimal" to just zone survivors to death rather than using the actual power due to how wonky and clunky his movement is and how telegraphed PotD is.

    It would be nice to have PotD more usable in exchange for his zoning because, y'know, he's actually using his power.

  • my-image.png

    Spare Blight? Spare Blight Ma'am?

  • Swamp is up there when it comes from hating maps for me. Hate it for both sides

    Bad rng can make deadzones for survivors.

    Hatch spawns on literal edges of the map.

    Totems spawns are either bad or spawn on map edges.

    The docks are very confusing for both sides.

    Collision for certain loops can be janky, can't forget the tiny shrimp boat.

  • @LastShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1946231#Comment_1946231

    Eeeeh, too much work that actually needs thinking, better to just make new UI and animations.

    I bet they wanted to have a certain number of pallets, but something didnt work and they didnt bother to test it, too much work.

    I just can't believe they test stuff with new desync, lack of collision in new greenhouse, lack of some animations, broken bus and so much more.

    I remember seeing comments about desync since the PTB but it was all assumed to just be dedicated servers. It's something that completely that went under the radar.

    So much stuff managed to get more bugged after a week of extra work. I hope the hotfixes start coming hella soon.

  • @LastShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1946213#Comment_1946213

    Well... putting pallets down is easier than making vault loops...

    Yeah I think you're right, but still, I don't think it would've hurt to put a few maze tiles upstairs or something. Mindgaming on this map isn't really an option since a lot of the god loops, plus some of them can been seen over now.

    Just wish they put more mindgame potential on the map that doesn't have a lot of mindgaming to begin with. : (

  • They really missed an opportunity to put more window play upstairs by making that big middle room. I would've taken that over the 25+ safe pallets (Don't forget the excessive amount of walls) that can spawn on the map. Breakable walls also completely cuck hooking and be dead ends for survivors.

    You know how MIdwich is Hold W Simulator? Well The Game is Press Spacebar Simulator.

    Honestly, this is probably the worst map rework that they've done so far.

  • The super annoying camping is definitely one of the core issues, but I think the major issue with Twins is their ability to create a never ending slug cycle.

    Let's compare and contrast Oni and Twins. Both, when played right, have very strong slug potential.

    The thing that contrasting them is that Oni has to build up his power after using it. With Twins, Victor comes back in a very short amount of time after being crushed so survivors don't have a lot of time to breathe and recover. Even with Charlotte, she can still maintain the cycle shortly before deploying Victor again. Well that's how my Twins matches go when I play them.

    Oni has to charge his Demon Dash to gain speed, giving survivors ample time to react, while having limited movement of camera.

    Victor just runs up to the survivor at fast speed and gets to point blank range and downs them, with a mini Demo shred hitbox.

    I love the idea, aesthetic, and story of this killer but the gameplay execution is horriffically atrocious, I'd like the Twins to see some love to make them healthier for both sides in the future.

  • I've personally been using the speed bottles to zone a survivor away from an area since they think it's purple gas most that time. Then I run through the yellow then pelt them with purple.

    In open areas I pelt the survivor with yellow gas since they have to run or I'll catch up, I run into the yellow gas then I use purple.

    1. Freddy: Ultimate Snoozefest with max slowdown builds including snare spamming and bloodlusting. Also sketchy lunge animation.
    2. Spirit: Very little information to work with to avoid her unless you're running bandaid perks. Even then most run Stridor and a lot of father's glasses.
    3. Pyramid Head: The change did not change his gameplay. Stick knife into ground, they vault, use Punishment. Try to avoid it by not vaulting, quickly put knife away then m1. Rewards hardcore scummy plays such as camping and tunneling due to how the Torment effect works. Honestly would be happy if he got hard reworked to do something else, or just fix the jankiness on both sides.

    Honorable mentions are Hag and Solo Queue Slinger. Hag I don't even need to say much, promotes all the unfun aspects of the game. If she was played more often there would be as much complaints as Spirit and Freddy. With Slinger I have fun with a swf since I can be overly sarcastic and dramatic when facing him.

  • The concept art looks great. I just hope it isn't just a graphic rework. I hope they change the size and tile logic on Ormond and fix the deadzones that can spawn on Autohaven.

  • I'd love to get Amanda's story in the Archives. Like what someone said, instead of what happened in the movies, we see how she is in the Entity's realm and how she adjusted there.

    Seeing Ghostface get more lore would be a cool addition as well since I'd love to read about someone who lives a double life as a journalist and serial killer.

  • Outer Strength:

    When you cleanse a totem, the perk activates

    While activated, gain the ability to throw a locker down like a pallet, trapping the killer inside the locker.

  • I don't really mind Doctor all that much when it comes to his chase or tracking. The main thing that I don't like about him is the sensory overload that he can cause using specific add ons and on screen visuals.

  • On paper they can lead to some dynamic gameplay such as opening different routes for killers. However they've been mostly used to create pseudo infinites at main buildings. Springwood's house of pain and nearly all the new Macmillan buildings are suffering from this right now greatly.

    If they're going to keep implemeting the walls as predropped ultra safe pallets, then they need to give them faster break speed or something like that.

  • I find him to be as fun as a good ping Huntress or a Billy. He brings something different to the table rather than what we normally see.

    The most dangerous part of the chase is traversing to another tile since he can rush you.

  • Red Forest has been an extremely common map since the patch. I've gotten that much more than Yamaoka. Springwood has been as common as I thought it would though.

  • Tied between Freddy and Pyramid Head.

    30 Minutes of exhilirating snare spam is great.

    Choosing which way you die at windows and pallets is also very engaging.

  • If the Golden Rule to using a killer is to not use his power, you know there's an issue.

    Punishment of the Damned needs to be less... punishing... and a little less difficult to use and make the transition from his m2 to m1 take longer in exchange. Instead of being zoned into nothing because of no downside to faking the power, you now have to actually juke a power that isn't only used for animation locks.

  • Slinger is really good killer and he's hella fun to play. I can average about a 3-4 kills if I'm playing at my best potential.

    However he can be extremely frustrating to face. His small terror radius combined with M&A can be really tricky and force survivors to be on constant alert. Probably the least annoying thing about the kit to me.

    The main issue I have with him is how he forces survivors in lose/lose situations.

    For example, run to pallet, get shot. Don't go to the pallet, he can immediately put away the gun and smack you. Run to vault a window, get shot and smacked through window. Run away from window, immediately put away gun and smack. There isn't much a survivor can do in situations like that other than hope that Mr. Slinger misses.

    This is where things get tricky, a lot of times there isn't much time to react to the gun due to the quick scoping. However this is the only efficient way to get hits because survivors will start juking if you're aiming down the sights for a long time with turned down sensitivity for moving your camera.

    If I were to change Deathslinger I would just give a small cooldown for aiming the gun to give a little more counterplay and that's about it.

  • Prettiest has to go to Jane. Nearly all of her outfits can mix and match and she has really good style.

    Dwight and Jeff are tied for me for most attractive males.

    Ugliest has to go to Meg... She looks like a caveman with a meth addiction.

    Quentin as well minus the caveman and a little more like his face is melting.

  • My personal build is BBQ, Nurse's Calling, Sloppy, and M&A.

    You can definitey replace M&A with a slowdown perk if that is your preference, but I find that Sloppy does just fine.

  • These stats are pretty interesting. Plague is played less than Clown apparently. People still don't play her often despite the fountain buff : (

    Do you think if you separated SWF duos and trios from the matches would change the outcome of the stats?

    If the whole team consisted of solo players with no comms do you think the stats would change drastically?

  • Cooldown: 3 seconds is very reasonable. Right now Legion gets heavily punished for ending their power and taking a second off of cooldown would be nice.

    Duration: I think I would just make Stolen Sketchbook basekit then give it another effect.

    Deep Wound Attacks: This is the reason why people despised old Legion and why they were the DC Kings and Queens, there's not a lot a survivor can do if they're just getting frenzy stabbed to death. I wouldn't be against the power gague not draining completely when hitting a deep wounded survivor if frenzy hits didn't drain the survivor's bar.

    Missed Attacks: There's no reason why the Legion should lose their entire bar when missing an attack. Losing half of the bar is a lot less punishing.

    Legion Pin: I personally think exhaustion add-ons are extremely boring. I would give the Legion Pin 60 seconds of Oblivinessness to survivors inflicted with Deep Wounds or 30-45 seconds of Undetectable after successfully chaining at least two attacks and ending your power. This can lead to interesting builds and synergize with your Stab Wounds Study proposal.

    Movement/Vault Speed: I love speed, but maybe lower the number on the vault speed just a little.

    Joey's Mixtape/Cold Dirt: I'm cool with these changes, but I think the Tunnel Vision should just be decreased in general.

    Blades: Increasing mend time is okay, but reduced action speed can lead to another Forever Freddy situation where no matter what the survivors do, the game's progression is at a halt.

    Stab Wounds Study: I love this idea a lot, but the range should be around 20 meters instead.

    Frank's Mixtape: As said before, downing survivors with Frenzy is not healthy for the game. What if it was like Doc's Iridescent King and made it to where the Deep Wound attacks inflicted survivors with a random effect such as Hemmorhaging, Mangled, Broken, or Obliviousness?

    Iridescent Button and Fuming Mixtape: I agree that these add ons are perfect how they are.

  • Killer challenges are so much easier for me. I usually get most of them done within a few matches or even one.

    Survivor ones can take a very long time and depend on your team to mess up. Not only that they can take even longer than a few matches. The long survivor queues do not help the case.

  • Digital Deception: You like to think outside the box to throw off opponents. When injured for 30/45/60 seconds Digital Deception activates. Once activated place a cellphone that plays your groans of pain for 30/45/60 seconds. You can only place one cellphone per activation.

    "Let's waste his precious time"

    Move It: You try to fill your allies with determination. When healthy, taking a protection hit grants the protected survivor a speed boost of 150% for 3 seconds. You will become inflicted with the Broken status effect for 110/100/90 seconds.

    "Get out of here, I got this"

    Uncomfortable Isolation: Even when alone you still feel like people watch you when you work. While repairing, cleansing, and searching chests earn up to 3/4/5 tokens per completed action. When a token is earned, you and the killer's auras are revealed to each other for 4 seconds. At the end of a trial earn a 15% bonus in the Survival and Boldness category for every token earned.

    Increases the chances of becoming the Obsession

    "It might seem like I'm alone, but I know your ######### ass is always lurking"


    This was hella fun to make.

  • Freddy all the way at this point. When I see the clocks on the lower left of the screen I already know it's gonna be a boring game. Spam snares around loops and bloodlust. No gens get done because of slowdown builds and Pop synergizing ridiculously well with his dream projection. His skill ceiling is far too low for how good of a killer he is.

    I don't mind Spirit by herself but Spirits that run Stridor really urk me as well.

  • I personally really like the changes to the maps. The ridiculously large maps are downsized so they can actually be pressured well. God loops are gone on most the maps. Probably one of the best health patches like, ever.

    Survivor vaulting feels so good now, you don't get sucked back to the window after fast vaulting.

    Also, Huntress' humming plays the full loop now. Making it the best patch ever.

  • @Marcavecunc said:

    I would rather have them give survivors more ways to get Survival and Boldness points, but I'll take points boosts in any category; as you said, gaining points as a survivor is ridiculous.

    That would be really nice as well. What if self heal skillchecks gave survival instead of Altruism? It never made sense to me that you get points meant to be earned by helping others by helping yourself.

  • The Game has a similar issue to Hawkins. It leads to very lame matches involving holding W the whole time.

    Lack of window play (not overly strong buildings) such as T-L walls and jungle gyms upstairs is a major factor to why the map is so unfun.

    Most the time you will get unseasoned survivors that will camp every single pallet on the map, leading to complete dead zones, which then leads to why the map has such a high death rate. With most other maps the survivors at least have windows that they can use to evade the killer.

    Once all the pallets are used up on The Game there is very little that a survivor can do in chase to survive.

    If a good team uses the resources efficeiently the map can end up being unwinnable as killer.

    In contrast to Hawkins, the Game has an absurd amount of safe pallets with no potential for the killer to mindgame them. Much like how survivors are pretty much dead despite what pallets they use in Hawkins.

    The thing these maps have in common is the very little amount of outplay and interaction that can be done between the killer and survivor.

  • 20200228201851_1.jpg

    Here's my favorite Jane combo. : )

  • Mount Ormond. The whole map is one huge loop due to all the jungle gym tiles that spawn close to each other. Also there's unmindgamable pallet loops everywhere.

    Scratch marks are nearly impossible to track due to how bright the ground is.

    One of the biggest maps as well, which is bad for any killer without an ability to traverse the map quickly.

  • I believe that Jeff was around the Legion's age when the Legion was taken. Jeff was taken around 20 something years after the Janitor murder incident if I'm doing the math correctly.

  • What if there was a middle ground where it doesn't light up until 3-4 minutes into the game? It would fix the issue with it being destroyed 15 seconds into the game and the killer can get value out of it.

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