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MegaWaffle

MegaWaffle

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MegaWaffle
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  • Broken keys allow you to quickly drop them to confuse teammates holding items so you can take theirs. This was their intended purpose!

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1131654#Comment_1131654

    Nah, this is actually something I do.

    Some Survivors are super loud and I really do not want my ears blasted, looking at you Steve and Meg.

    Oh I don't argue you do it, I was just thinking up a funny t-bagging reason.

  • Unacceptable thread!

    1: Lack of uncivilized people arguing

    2: Polite feedback on both sides is appalling

    3: Both sides agreeing to an extend with one another

    Disgusting, this post needs to be shut down.

  • You can work on all aspects at the same time but where you spend your resources (from hired personnel to funding) changes the degree of success in each department.

    I'm not saying this to direct hate towards anyone but it leave a poor taste in my mouth when you see bugs and issues persist for weeks/months yet 6 new designer jeans came out for claudette...

  • @ZoneDymo said:

    Nurse, people write her off completely because of a little needed nerf, but she is sitll pretty much the best killer out there easily.

    That "little nerf" affected console players in a big way. That is one aspect I think many people forget. PC vs Console changes affect gameplay in different ways.

  • @brokedownpalace said:

    The smacking on the hook to stop the scream is a silly way people found they could justify hitting survivors on the hook and claiming it's not bm lol. Why didn't he hit op the other times he hooked him?

    I didn't t-bag you at that pallet, I have gas I need to release and bending in this position helps move it along much faster!

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1130665#Comment_1130665

    I didn't say only killers complain on the forums at all, I said only killer brag about playing with mories/4 man slugging/4 man bleeding out vs survivors not bragging about tbagging/flashlight flicking etc.. and oh boy I remember ochido that guy that's been banned for like 2 years now, really good comparison to the 1 - 2 posts every couple of days with killers bragging about how they're going to make survivors feel miserable while they play.

    not really sure what your point was, you haven't disproved anything I've said and even yourself said that I said forums and you replied with "youtube juke montages" lmao.

    I wasn't arguing against your point that we see killer players brag about this stuff on forums, I was pointing you in a direction where survivors are doing the same thing and its labeled "entertainment".

    Moral of the story both sides complain/brag and both sides will use what platform works the best.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1130289#Comment_1130289

    The fact that you compare someone making videos and having fun that are watched by 1,000s of people to somebody who comes here to post to only a few like minded people really shows some sort of bias, no?

    Do you remember Ochido? Those videos suuuure where "fun" were they not? Also how did I make any statement at all? I literally wrote "YouTube juke montages" because you were saying "only killers" complain on the forums.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1129661#Comment_1129661

    4 to 1 ratio of survivors to killers, you'd expect at least some survivors to come here and brag considering how "toxic" they are but... nope... just killers. :)

    YouTube "juke" montages.

  • Played my first game last night after stopping for a few months. Naturally my rank reset back down to 14 but after nearly 12 minutes solo survivor queue I got into a match with a Nurse who didn't blink....So my first game after 12m of waiting was a snooze fest into a black pip while my 3 random teammates refused to leave and were just t-bagging/360ing the Nurse player. I was disgusted....

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1127981#Comment_1127981

    It's not bait, it's reason. But I can see how one might confuse the two, given how rare the latter can get around here.

    image.png


  • Your smile causes large amounts of gas to rapidly expand within my heart, causing sever heartburn and pain? I'm not sure I want to see you smile...

  • You stink and your face looks like a goose.

    Report me you coward!

  • I'm confused, all I see is one badass player rocking their skills on some level 1 noobs!

    This my friend is DBD giving you and your skills a true challenge!

  • @trouble2x said:

    So, hear me out. I would love to see Chucky as a newly introduced killer. However, instead of his standard, iconic doll size I think they could make him life size; making him average height. That way he wouldn’t be too difficult to spot on maps and he could stay true to the iconic shoulder carry. They could also make their own spin on how he came to become a life-sized doll in his backstory. Cosmetic wise they could give him different styled overalls, shirts and shoes; different faces such as a damaged face and benign face. Maybe even different styles of apparel so it’s not limited to just his classic overalls. His arsenal could consist of knives, axes, hammers and other weapons of the like.

    Additionally, ideas for Chucky’s Perks and Power could be where there are multiple stationary dolls scattered across the map and he can transfer his soul into them. Once taking over a doll his previous body will cease moving, turning to a husk that he can later teleport to if he chooses to. The power will have a cool down that will refill over time. Moreover, Chucky could add a Red Stain and Heartbeat to one of the husks to “guard” a specific location; fooling survivors into thinking it’s actually him. He could also use these husks/dolls to block off paths— similar to Spirit when she Phasewalks.

    Further, the Perks Chucky could wield can vary much like his power and character design. Chucky could have a Perk where he can trap a vault, generator, or pallet after hooking a survivor. Perhaps if they interact with said vault/generator/pallet they are injured or maybe just suffer from an effect such as blindness or exhausted or something to that effect.

    Again, these are just ideas and suggestions on what he could bring to the table, nothing concrete. I would just really like to see Chucky in this game as I think he’d make a great addition as Killer. I’m confident they could make him a good killer. One that is fun to play as and fun to play against.

    oH nOEs guYs HEs tAkIng Me tO thE HoOK!

    image.png

    This image never gets old.

  • @Seiko300 said:

    Currently Otz. Used to be Monto

    No0b3 = very honorable mention. Super funny, pretty skilled, well edited videos, but uploads are a tad infrequent and inconsistent (as many have pointed out.). He does re-use the same sound effects and audio bits a bit too much sometimes though, needs to expand on those.

    RIP No votes for Paulie Esther T_T Poor Paulie, he's got to be the most wholesome Fog Whisperer and community member out there. He's the true favorite but in a different way. Best content creator who covers DBD related news, speculation, theorycrafting, lore, and all the great extraneous bits about DBD that aren't about gameplay.

    No Yerv on the list of options? He's a pretty cool & chill dude too. I tune in just to listen to what he's got to say about some things, he doesn't make super serious videos he just kinda throws ideas, opinions, and information out there which I can respect. "Hey, here's a problem, here are some ideas about what could be done about it. Don't know if all of these would work or if they're balanced or whatever, but hey this is just to get the conversation started..".

    I don't tend to watch Paulie for his gameplay but rather anytime he covers notes/updates/events. He is my favorite source of DBD info dump! Also he is probably one of the most humble players out there.

  • @Todgeweiht said:

    What the title says, who is your favorite DBD content creator and why?

    There are 3 I would have put as my "favorite"

    Tru3 - Because I enjoy his competitive mindset towards the game and I prefer the killer aspect of the game (even if I disagree with DBD killer balance)

    Otz - Because while he does try his best to win he has a more "casual" mindset to the game. This is a nice balance to Tru3.

    Monto - Because he mostly plays gimmick builds and messes around for fun. I enjoy his content for fun ideas I may want to try myself.

    The three have to be tied for favorite simply because they offer a nice balance from one another and afford me a break from one particular mindset/echo chamber.

  • @White_Owl said:

    Because this is a PvP game, and as such it has to encourage interaction between players. I love being stealthy, but I realize not being seen by the killer all the match is fun for me only.

    "Because its a PvP game, and as such it has to encourage interaction between players."

    MW2 Tactical knife stealth build says otherwise!

  • @AhoyWolf said:

    There are 4 Survivors in the match, so Killer is going against 16 perks, also items are technically an ability.

    @WylieCoyote91 said:

    I don't get why survivors all don't have an ability that's not teachable an unique to the character. That of survivors should straight up get 5 perks

    Exactly as Ahoy said.

    Killer= 1 ability / 4 perks / 2 add-ons

    Survivors (4 on team) = 16 perks / 4 items / 8 add-ons

    Sooooo where do you see the killer having the "advantage" in match tools?

  • @CLAUDETTEINABUSH said:

    As killer I dislike the red forest and haddonfield. I hate em both 😠😡😤

    As survivor, the game is my n1. Honestly, the game is the only map I hate as survivor.

    How about you? Let me know down below.

    image.png


  • Inb4 the thread is closed!

  • @CosmicParagon said:

    Personally, I'm excited. 99% of the god OoO users already have and use it, so we're gonna have potatoes leading us to them

    Potato survivor using OoO

    Me as Killer OwO

  • The harder you make it to get to a hook the more likely you are to be slugged. Take your poison.

  • Take your damn "points" and leave!

  • @Onyx_Blue said:

    So, your idea is to make it so every killer has chase pressure and gen pressure?

    I find it to be that every killer can achieve both of these things well. They all have very different styles of play, and it just so happens that with these different styles of play, their unique tools and their unique application in matches allows them all to have both chase and gen pressure in effective ways. It's all about knowing what you intend on doing in the match and how you work with map and rng you get. Take Deathslinger for example, the newest killer to be released, he has very powerful chase pressure, he also has very good gen pressure too, all it takes is applying his unique style into the match effectively.

    Deathslinger can pressure in a chase with his instant shot (and decent aim) but I fail to see his gen pressure.

    He is 110% so traversing to gens is slower, his power is default 15m I believe? So its unlikely you will get a sneaky gen shot and even if you do get shot he is then stuck with 1 survivor for a few seconds as he reels them in allowing anyone else nearby to simply escape. I fail to see his gen pressure.

  • @MyNamePete said:

    i swear it was a misclick

    [ ] [ ] [ ] Buy a box. In one of them you will find my forgiveness, the other two are filled with scorn!

  • The whole concept of lootboxes is so exploitable and have already been a proven horrible addition to games. They need to die.

  • @DelsKibara said:

    This needs to be said over and over again because it keeps popping up in this forum over and over again.

    SURVIVE WITH FRIENDS IS NOT A PROBLEM IN DEAD BY DAYLIGHT

    And allow me to explain my reasons as to why:

    • The majority of people playing SWF are casual players playing with their friends

    I don't have actual statistics of this, heck, I'm sure not even BHVR has stats on this. But I am certain that most people who play with friends aren't out to bully the killer every game they play. They are there to chill and have fun with the game, it is a party game after all. Most people come to this game because they think it would be fun to play a horror game with some of the most iconic characters in horror with their friends.

    No, DBD has not been and will never be a horror game for anyone with enough hours on it. Anything above 50 hours and you most likely won't even be scared of the killers anymore. Nor the environment and atmosphere. So you cannot use the excuse that survivors "shouldn't be on comms" to keep the "horror atmosphere". That just doesn't work like that. If survivors want to play with friends and talk to each other while they do so, like in every other game, they can.

    And even if they are on comms, not all of them will be coordinated. The information is useful and valuable, yes, but will most survivors use it to their highest potential? No. Of course not. Some survivors still bumble around, not paying attention to the information their teammates are giving and are still surprised when the killer is after them.

    I've been in comms with everyone who are at red ranks (ranks don't matter, I know), and everyone got wiped because we weren't coordinating as a team, we kept fooling around having fun. Which is what most survivors do anyway.

    Of course, that is not to say there aren't people who just want to win, win, win every single game. I know some people who are like that and thankfully I don't play with them as often anymore.

    • SWF Death Squads are not as common as you think they are

    One of the reasons people hate SWF is because there's a possibility that 4 survivors with the best gear and the most meta build possible will kick through gens and run them around the map like there's no tomorrow. These are what people refer to as the SWF Death Squads or the Depip Squads.

    Here's the thing. The chances of you meeting these kinds of survivors are very miniscule. Unless you are playing late at night or early in the morning, you won't find these kinds of players because your lobby will most likely be filled with partial SWFs or solo players.

    Don't believe me? Play just 10 games as any killer, in any rank in at a normal time of day in your region. Screenshot their loadouts and ask them if they are an SWF. You'll probably find that most of them aren't, or that they aren't bringing the best items or the most meta of perks.

    People only use Death Squads as "the worst SWF has to offer", and that is true. But they overexagurrate how often they appear in your games. You probably won't even find one every single day you play this game. Heck, you probably won't find one in a month. They are that uncommon.

    • It's what is keeping Dead by Daylight alive

    Want to know how I got into Dead by Daylight? A couple of friends invited me to play the game and I just so happened to have owned it through Humble Bundle. After that, I got hooked and addicted to the game. Breaching more hours than even the most enthusiastic player in the group I was playing with.

    SWF invites new players to come and play the game, it's what keeps new players coming, it's what keeps BHVR afloat, it's what enables the devs to create more and more content for us veterans to enjoy.

    The more players that come into this game, the less longer the wait times will be, the more variety of players there are, the more killers that play the game, the more people who play the game casually.

    If you're asking to remove SWF, you're just asking people who play the game seriously to snipe solo lobbies until all their friends are in the same game. You're basically asking BHVR to remove what is essentially keeping the game alive in favour of...... Nothing. Because the game will continue to be played like normal by anyone who really wants to play this game with their friends.

    And with no SWF, people will no longer play the game because they won't be able to just chill and relax with their friends. They won't be able to just play a couple of rounds, whether or not they win or lose, and just have a laugh. And the players will dwindle fast.

    Just a quick reminder that the forums is NOT an accurate representation of the whole Dead by Daylight playerbase. Some people might be fine or even get excited with the changes the entirity of the forums dislike. So don't always assume the majority opinion of the forums is the majority opinion of the playerbase, BHVR has their own statistics (ones they don't release because they know how their playerbase reacts to stats of any kind), and they can discern what needs to be changed and what doesn't.

    And while I don't always agree with their changes, they literally educated themselves in this. They are professionals in this field. We as players may think we know more than them at the current time, but they have to think way far away from that.

    ------------------------------------------------------------------------------------

    I'm pretty sure I am not going to be making many friends with this thread. Considering how this forum often is. But I needed to say something about this because it's getting a bit ridiculous with all the people saying that SWF should be removed when it wasn't a problem in the first place. It's just perceived as one.

    Playing casually with friends or not still gives SWF teams the added benefit of cross map communication. I could be talking to you about a movie I had seen and still casually drop "oh its Myers, he's chasing me" then continue our conversation. That is still an advantage SWF has that grants them huge advantage. Communication can destroy so much for the killer when it comes to stealth or builds.

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1117827#Comment_1117827

    The gore helps, but you’re right, it’s not the end-all-be-all. That’s why several of the suggestions I made earlier were specifically designed to affect you when you least expect it.

    Imagine for a moment that the Trapper is chasing you at the swamp. You run across the wooden deck heading for a damaged gen to tap before jumping off the side. But before you get there, CRAAAACK! The deck breaks beneath you and you fall through. Now your heart’s racing! You need a new plan, and fast! Which way to turn? Which jump to take?

    I had not read all the posts in this thread so sorry if I missed any ideas you mentioned.

    Yes such an unexpected event would add an element of surprise, panic and fear I think think it would be cool. Given time however these possible events would become an expected probability and would no longer cause such feelings. I'm not saying they shouldn't be explored and added but that we would end up right back at square 1 again. The issue is the constant need to change the formula to crate such stimuli without becoming predictable.

    Hell my first playthrough of the "new" RE2 was creepy as hell but my second playthrough was manipulating AI and rushing items I wanted to get. I had seen the scares/horror already and everything was predictable. all the scares in that game worked the first time because it was all new to me but after experiencing everything only once I knew exactly what could happen even if such things happened at different times/places. Past experience tempered my reactions and fortified my wit.

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1114365#Comment_1114365

    This just feels like a lazy reasoning. What's the point of having horror icons if you don't have any horror in your game? I agree with OP, DBD needs more horror in it. Give us spookier atmospheres and a jumpscare now and then. Let us be on edge, not mindlessly holding M1 or W till we win/loose.

    What Peanits said would still come to pass even after adding "jumpscare" because after the first few times you now come to expect it and no longer react. Time and experience dull the senses. In order to keep some semblance of "fear" the amount of constant change needed would consume so much designer time and require the team to constantly come up with new ideas as to not repeat the old.

    Take a look at horror movies that mostly rely on cheap jumpscares that have become so cliche you can predict them 30 minutes in advance. How many creepy crab walking Japanese ghosts are we expected to consider "scary"? Its impossible/unrealistic to maintain such stimuli leading to a feeling of constant fear, especially in a game since the player is sitting in a room perfectly safe.

  • @Mushwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1114365#Comment_1114365

    sorry but blood and gor will add it better to then some cowboy shooting his gun, we need dripping blood, scary, gor, guts heck anything you can think of as this game just just getting none scary

    Gore doesn't make something scary.

    Gears of War has plenty of gore, DOOM has plenty of gore, hell Diablo had plenty of gore but its not "scary" because of it.

    Suspense, the unknown, tension, anxiety, feeling helpless, being lost, being stalked these are types of things that stimulate fear.

    If I see Trapper chasing me I have no fear in DBD, if I see Trapper chasing me but he has some guts hanging from his neck I still don't care, I've seen Trapper a million times and know everything he can do. I know my limits of what I can do against him. I know this song and dance is the same as all the others before it. Time and experience dull the senses.

  • Should be free because nothing leaves a poor taste in your mouth like seeing more micro transactions being added when there are still huge problems plaguing your game.

    If they wanted to charge a fee then I think they should become part of the rift system (maybe a couple free and a couple locked to owners) this would add something more to rift while also not completely isolating people who cannot afford to pay.

  • @NursesBootie said:

    Why is the title "Hex: Ruin"?

    Anyway, Gens are boring, why not a more interactive way to longer the matchtime?

    Many vocal survivors complain about needing to cleanse totems as being "impossible" or "time consuming" when it comes to a match so I'm not sure BHVR would be willing to upset their "new players"...

  • @IronKnight55 said:

    NOED needs changed. I don't know what those changes should be, though. It pretty much gives the killer a free kill for doing absolutely nothing. The killer could stand in the corner all game and still get NOED. It needs some changes.

    I agree NOED can reward a kill to a player who may not have proven skillful on their own and I'm not a huge fan of the perk as a whole. I'm also not one to say the perk is "OP" or broken either as I find it easy enough to deal with (solo survivor).

    With that being said your reasoning is also why I dislike the hatch mechanic. I could take my survivor to a corner of the map and spin in circles until everyone is dead or my key has proc and just escape....because.

  • @Zombra808 said:

    https://forum.deadbydaylight.com/en/discussion/130177/to-the-people-who-say-key-is-fair

    The one issue I have to the comparison of keys and mori is that keys, if a lot of people leave, it's usually because a lot of gens were done. Some games, you dont even get the chance to use it and is only ever useful late game. Moris on the other hand can be used as long as you hooked the survivor once. That can be early, mid, or late. Mori gives an advantage at all stages of the game, while keys only give an advantage at one stage, late game. They both need to be nerfed equally.

    On average I would say a Mori has a higher power level than a key however I think when both sides of a match are skilled players they pretty much even out.

    Keys do not require a ton of gens unless your goal is to get everyone out. If I am using a key and gens are going slow the killer is actually helping me escape by killing off my team because it will cause the hatch to be available sooner and require less gens to appear.

    My stance on both Keys and Moris is that neither should exist as they remove an aspect of the match that feels bad for the opposing side and doesn't really offer anything positive to the overall experience. Change them or remove them is my opinion.

  • @Flatskull said:

    I keep running into dead hard and they will ABSOLUTELY never use it until I am directly infront of the closet where I can start a search. I've tried baiting in multiple ways and it rarely ever works. It's purely luck if the survivor panics. Problem is loads of areas have such safe zones where I have to give up chase, allowing dead hard to reset.

    Then rinse and repeat watching dead hard start a pallet tour for me or let them get such distance from me I might as well give up any hope of gen pressure even if I absolutely kill the chase itself. For killers than can 1 down I find this is less of an issue but those that can't the stun assures attrition. Is this the new version of old DS where the only "counter" is to bring enduring?

    Or am I doing something wrong.

    EDIT: I meant to type Head on. I'm such an idiot. Countering dead hard is easy...ish. No more posting while I got this head flu for me. Sorry guys.

    Iron maiden makes all Head on users panic.

  • You know you don't have to play AS the killer you want the perks for. You can just play whoever and spend the BP on Leatherbilly instead.

  • I enjoy Hawkins.

    In fact all the indoor maps are my favorite as a survivor (feels more tense) and I enjoy them with most killers too.

    Sure it sucks to play huntress on console or Nurse and get them, but I don't tend to run those two much.

  • Its a nice QoL but I'm not sure why people are hailing it like the invention of sliced bread.

  • It does. Survivors that couldn't be bothered to either learn totem spots to find Ruin or who couldn't be bothered to practice hitting skillchecks are now having a far easier time jumping ranks. I rarely had issues working through Ruin and could finish a solo gen just fine. I'm not some exceptional player either, now with Ruin being removed I can go back to mindlessly holding M1 and flying through a gen with no drawbacks.

    Ruin was removed because "survivors found it frustrating to play against", that was literally the reason written in the notes.

  • @BabyKillersLol said:

    https://forum.deadbydaylight.com/en/discussion/comment/1097498#Comment_1097498

    A small boost after spending years getting nerfed lol. And you still need to do totems what? NOED says hello

    Been playing since day 1 release and I have seen changes on both sides. I'm not here to argue balance I'm simply pointing out that your comment goes both ways.

  • Yes and no. While the wording wasn't great I believe what they wanted to say was.

    "Survivor shouldn't have to learn totem spots, yet killers must know how to run loops optimally to catch good survivors"

    Its the double standard BHVR has created with "survivors find X frustrating/survivor fun" yet they make comments such as "added X for killer challenge".

  • @ba_tetsuo said:

    "Whats with everyone wanting noed nerfed all of a sudden?"

    Because the last 20 things they wanted nerfed were nerfed. This is just next on the list

    Lets not forget the "echo chamber" effect.

    Once one prominent person mentions it EVERYONE needs to be on that train.

  • @BabyKillersLol said:

    https://forum.deadbydaylight.com/en/discussion/comment/1097487#Comment_1097487

    Matters a lot to the baby killers crying that they cant hold red anymore without Ruin lol

    To play devils advocate what about the survivors who are now being boosted because they no longer need to learn skillchecks or learn totem spots?

  • @Heartbound said:

    If you think nerfing noed and ruin is bad wait until they come for territorial imperative.

    Dun dun dunnnnn

    Territorial Imperative

    "Your lust for blood wasn't as strong as you thought"

    When a survivor enters the basement and you are further than 40m away you won't receive a notification because that would make things too frustrating for the Meg searching the chest.

  • @thesuicidefox said:

    @MegaWaffle You need to give more details, this post is too short.

    Well.....if you insist....

    https://www.youtube.com/watch?v=fS7w-TXinPE


  • @batmanscar said:

    ban times are clearly unfair so cast your vote on if you think they should be changed

    Where is the option

    "I paid for the game too and shouldn't have crybaby rage quitters ruining my experience! Ban them all I say!

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1095531#Comment_1095531

    Identity V makes it so the entire Survivor team has to voluntarily surrender. I think you can only do it after a certain point in the game too.

    Never had the chance to play Identity V.

    Sadly I was one of the few people who cried real tears when Blizzar said "What you guys don't have phones!?"

    (._. )

  • @DatboyJephh69 said:

    Red ranks to green ranks

    Its part of the "Red light, Green light" program BHVR is implementing into the game.

    The idea is to halt or stifle the rapid progression of exceptionally talented players (Red light) and push them back further into the ranks so others may learn to improve by having the chance to play with them (Green light).

    Rather than view this as a "bug" as some people are considering, I would suggest you take this as a massive compliment and give yourself a major pat on the back!

    Keep being awesome champ 👍️

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