Avatar

JetTheWaffleCat

JetTheWaffleCat

About

Username
JetTheWaffleCat
Joined
Visits
4,304
Last Active

Comments

  • @tiamod said:

    https://forum.deadbydaylight.com/en/discussion/comment/817661#Comment_817661

    I feel like even the slightest chance versus none at all would be more fair. That’s why I used the same percentage as escaping the hook. Doesn’t happen often, but when it does, it’s pretty annoying.

    and I still feel like it would happen FAR less often than it currently does.

    Yeah, I'd be cool with a 4% chance on the first box since it's a very slight chance that it will actually free you from the trap. Pig just needs a little boost to something with her traps.

  • @tiamod said:

    https://forum.deadbydaylight.com/en/discussion/comment/817572#Comment_817572

    I think that scenario would be so rare that if the stars aligned and that managed to actually happen, then so be it. Luck should have more determination in these kinds of things. They make luck out to be a huge thing but as you said, it only affects escaping the hook and bear traps. I didn’t even know until earlier this year that luck didn’t affect chests, which honestly blew my mind.

    Yeah, it's whack that out of all things the luck stat don't work on is the looting luck.

    I know that they said that a luck rework was suppose to happen but they never came around and did it. Other than the looting buff during either the Winter or Blight event last year.

    I wouldn't mind luck affecting other things such as skillcheck chances, different skill check sizes, alerting crows, or even having a chance to earn a little more bps.

    However having a killer's power completely affected by luck can feel really bad for one side or the other.

    There would need to be a middle ground of some sort if that was the case. That's why I tried to come up with a compromise of both of our idea for Amanda.

    Even if it was a small chance to get a box off in the first search it could mean a lot if it does come off.

  • @tiamod said:

    https://forum.deadbydaylight.com/en/discussion/comment/817508#Comment_817508

    I’m fine with your idea as well. And for the record, I know the boxes aren’t determined by percentages, I just think they should be. Plus, it’d make luck perks and offerings slightly less useless.

    What if the luck offerings were able to shave off some the percentage of the first box search? So say Up the Ante is equipped and you're able to take off 9% of the 100% to 91%. If all survivors have it equipped it can stack to 36% and make the first box search a 64% chance.

    I do agree that luck should be made to be more useful since it only works for Self Unhooks and Bear Trap escapes. Should work for looting chests.

  • There is not a percentage chance of getting your trap off. The game randomly selects a box for every survivor in the trial.

    I feel like the best thing they could do is put an extra Jigsaw Box on the map and make the first box you search is a guaranteed 0%.

    Then you go around and search the other 4 boxes for your key in the right box.

    Then rework either Annotated Plan or the Sketch to do something else. Only one of these.

    And rework Tampered timer to only take 15 or 20 seconds off the RBTs.

    This change would make the RBTs more effective on what they're suppose to do, delay gen progression. And as a little treat, a slightly better chance to getting a trap death.

  • It's the fact that survivors have very little information on what the Spirit is doing in phase. They have no feedback to what they should do to juke her. You have to guess where the invisible killer is instead of making a calculated decision.

    That is something that makes Nurse more fun to go against than the Spirit, the survivors have feedback on what they need to do rather than choosing heads or tails.

    Survivors don't have much they can do against her other than running situational perks such as Spine Chill. Perks shouldn't be the only counterplay to a specific killer. That's simply not healthy for the game.

    There are other things that are wrong with her such as the lack of vault animation, collision, and how easy it is for the Spirit to track injured survivors without Iron Will in her phase.

    While I agree that we should focus on reworking the weaker killer, Spirit is not healthy at all for the game and should be changed in some way. Not gutting her, but making her more interactive to face.

  • I really enjoy all MacMillan (Ironworks make me sad sometimes) and Autohaven maps. Coal Tower and Wrecker's Yard are my favorite out of them for playing both sides.

  • I don't mind the Serum being on the Rift, but I wish that the event was more atmospheric in the trials.

    The pumpkins near the hooks and generators just make it seem like a basic Halloween event with zero lore tied to it.

    I'd love it if there was blight everywhere. On gens, hooks, windows, pallets, everywhere. Maybe give the mist a red tint to it.

    Anything to make it look like there's an actual blight happening in the realms.

  • As Ghostface I teabag at the survivor to bait out their Dead Hard.

  • I'd be cool if the killers had a specific chase music track that has a chance to play when facing that specific killer. Like Spirit would get the same chase music as anyone else, but having a chance to play her own track.

  • I get that a lot as Killer. Just hearing Meg randomly breathing even if there's no Meg.

    Call me crazy, but I honestly think Meg took Nea's place as the Entity.

  • Stunning a killer with Head On

  • Feng has the same issue with her pink Ballet outfit. Guess her and Nea have issues with shaving.

  • Plague is in fact a viable killer. There's an issue on her side and the survivors side.

    Killer, her strongest state is in the hands of survivor ignorance.

    Survivor ignorance (mainly solo) is the death of them.

    Smart survivors will ignore the infection and power through everything as a perma expose, which can be rather boring for the Plague.

    One cleanser can be the end of the team, giving the Plague a ranged ability that can be swung around like a fire hose. Which can sabotage the other three teammate's efforts to survive.

    Best you can do is avoid her as much as you can when she has her Corruption.

    I'd be fine if the survivors had more incentive to cleanse such as hindered while vomiting and/or decreased action speed, but make Corrupt Purge duration last a shorter amount of time since survivors may cleanse more often.

  • I'm a little sad about the delay, but the delay was for a good reason. I'd rather have a patch that's delayed but not busted rather than getting a patch that's extremely buggy.

    Take into consideration that the PTB was really buggy and the power outage last week might have caused them to lose either a day or hours to work on fixing things up.

    The devs are humans not robots, life happens. There's no reason to be so pissed about a patch delay. A little disappointed is understandable, but baby raging is not.

    It will be here before you know it.

  • Please no more Dollar Tree costumes for Billy.

  • Throwing pallets when the killer wasn't even close to me during chase.

  • Huntress: High skill ceiling, but fun to play and learn.

    Ghostface: Sneaky boi

    Spirit: Hella fun to play as, not fun to go against unfortunately so I only play her a few times every killer session.

  • Annoying is not the same thing as OP. Doc does not need a nerf at all. If anything he needs to be reworked to become more viable, but make him less of an annoyance for survivors.

  • @zodbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/763913#Comment_763913

    In that case it would need some kind of cooldown because in swfs it would be OP as hell, and randoms running empathy would be able to trigger it a lot.

    Yeah there would have to be some sort of cooldown. Maybe a 30 second cooldown for the team's use of MoM after someone takes the protection hit?

    So that only one person can take the MoM hit while someone's being carried?

    It should probably have a limit of like 1 or 2 uses per match as well.

  • Okay, what if they made it to where if you heal a survivor fully (Like Second Wind), the perk activates. The next time you take a protection hit for a survivor you don't take damage?

    Just an idea that I came up with in like 30 seconds.

  • It's feeling a lot better than the public test. Huntress feels great now, almost like the p2p system.

    I do have beef with Dead Hard giving me the whole exhaustion timer when I get hit and have a seizure on the ground though.

    The killer can't hit survivors on the hook which means you can't pull off the unhook mindgame.

    Other than that I think they're getting better.

  • @Boss said:

    I assume a higher number means more annoying.

    Yes, I put it in the description. Sorry for being vague.

  • @Endstille said:

    Like what is solo queuing?

    Basically playing survivor by yourself with a team of random teammates.

  • What type of lore would be on the Archives? We already know that we're getting cinematic. But will we be getting things like journal entries from different characters as well and maybe voice acting?

  • I want to keep it for solely for making unhook plays when I have to make a drive by save while being chased.

    I fake the unhook, killer hits the person on hook, gets in the attack cooldown and I save them. You can't really do those types of mindgames anymore if they remove hook smacking.

  • As Ghostface I exposed a survivor and they ran at me, got downed, and dced. The weirdest things happen when you play Ghostface or against him.

    As survivor I was messing with a Spirit on a hill. She wouldn't leave a gen. I saw that she was standing still and phasing to me so I hid somewhere on the hill. The Spirit proceeds to look around on the hill and she was literally dancing around me. I kept staying right behind her then she gave up the search and I did the gen as she left.

  • Spirit and Hag. Gives me other customization ideas other than schoolgrill and lettucegrill

  • These are some pretty interesting changes.

    The non-Directional cries would make it to where the Spirit has to hear the cries get louder in both ears and eventually footsteps to catch the survivor.

    Collision shouldn't have been a thing from the start, it feels awful when it happens to you while trying to "mindgame" the Spirit.

    The Prayer Beads change has great potential to be an interesting add-on and can be synergistic with other perks with it.

    As a Spirit player I approve of these suggestions.

  • Usually around 11 a.m. EST I believe.

  • She's going to still be on the S-Tier level. Probably on the same level of Spirit, but slightly higher than the Blueberry Grill.

    The changes are going to make her a more higher risk/higher reward type killer. Her skill ceiling is going to be on the more higher end now more than just muscle memory now that you can't spam blinks with no consequences.

    Her add-ons are more on the fun side than just straight up buffs to basekit. People who love experimenting with different combos will love these add-on changes.

    But like many people say it's PTB, we test thingies for reasons. But these changes seem pretty promising to me.

  • People simply don't know how to play her well.

    When I play against most Hags they don't place traps around the map to increase pressure. They don't prep the map in advance.

    They just run around like apes and trap mid chase at loops, causing the survivor to run away and waste even more of her time.

    Once she eventually catches someone she just places a minefield of traps around the hook, basement, or whatever main building and doesn't leave.

    I don't play Hag that much anymore but I want to get back into playing her.

  • Maybe because it's frustrating to get immediately taken out of the game when you get unhooked. Then your 3 man team has to deal with painfully long gen times.

    Not only that, but it makes Myers' teachable make sense together with keeping the obsession alive til the end.

    New Dying Light promotes going after multiple people to decrease action speeds, making you earn it slowly as the game goes on rather than just burning an Ivory to kill someone right when the game starts.

  • I already find Trapper annoying, this would make me feel stronger on my opinion.

    Just give him all his traps from the start so he has faster prep time and can start spreading pressure around the map.

    Then make the bags increase the amount of traps on the map.

  • While the major Huntress issues are fixed, the hatchets still feel awful. Hatchets going through survivors is more common from what I can see and they hit when they look like they shouldn't. They feel better than they use to, but they still need quite a bit of polishing.

  • She's suppose to be bald on the skin on the right.

  • @humanbeing1704 said:

    please tell me they are gutting omegablink thers's literally zero courterplay to that

    It seems like that they're making range add-ons have a charge speed debuff. I'm not sure if it's changing the movement speed of the range add-on though.

    So I guess it's going to be like a normal blink, but you charge it longer for a longer range.

  • I didn't know reworking unfair add-ons into fair and fun add-ons was a buff.

    With the Plaid Flannel discussion, is it really going to change anything?

    Yeah, it will make her easier to learn, but will it cut out mindgames and cut out the reaction time of the survivor like her add-ons do at the moment?

    No it will not, it simply shows you where you blink. A good Nurse won't need it and the learning Nurses will eventually not use it.

    It doesn't blink for the player.

  • Remove collision and seeing grass and corn move.

    Like I said before, you could run through the Spirit and disorientate her hearing.

    Seeing grass and corn move allows survivors to plan ahead more with less of a guessing game on where she's coming from.

  • It depends, if the new content isn't that interesting or unfun I get burnt out easier. Legion's release caused me to burn out really bad.

    It usually takes a long time for the burn out. If I do I play another game like Minecraft for a week.

  • Fine, Blendettes you're safe from moris.. For now... Grind the good grind! : /

  • Prestiging Nancy as much as I can. If I get through the P3 I'll start unlocking Demo's perks and level him up.

  • @luka2211 said:

    https://forum.deadbydaylight.com/en/discussion/comment/709178#Comment_709178

    Thats what i replied to someone,some killers have powers to shut it down alot better(demogorgon fr example)and some killers dont have any other way except red stain mindgames which are the unmindgameable part im talking about(BTW when i said its unmindgameable i meant against really good survivors,not in a way that the shack is unmindgameable against bad survivors)

    There are definitely ways to mindgame good survivors at the shack.

    The killer needs to have good reads on what the survivor is going to do. If you know they're going to fake the vault from the inside you can force them to medium vault or throw down one of the strongest pallets in the game by doubling back.

    It's all about knowing thy opponent.

  • I personally have no issues with shack. It's pretty fair on both sides and the killer and survivor have equal mind game potential.

    A lot of killers have some sort of way to shut it down as well.

  • It's very fun indeed. Gonna try out Small Game, Inner Strength, Quick and Quiet, and Head On when I get the chance to do so.

  • Hostage Doc is already a problem, we don't need any more fuel for that "playstyle" for him.

  • Flashlights have too much counterplay to be considered top tier.

    I can look at a wall, bait out the survivor trying to get the save, and actively look for other survivors after downing someone.

    If the killer is intelligent the only way you can really use it is to blind at pallets and windows, mainly for bloodpoints because the killer can still hear the survivor's movement. Also probably annoying the killer.

  • Exhaustion, I run DH and BL and my build gets shut down when the killer is using the add-ons.

  • Last night my friend threw a pallet on me and Myers popped Tier 3 on me. I was expecting to get downed but I got tombstoned in awkward silence. Fun Times! : D

  • One tip I can give you is to not only use Night Shroud for exposing. Use it to hid your stain at loops with line of sight breakers.

1 2 3 4 5 6