MegaWaffle
MegaWaffle
About
- Username
- MegaWaffle
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Comments
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New killers
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@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/647019#Comment_647019
Who runs iron maiden?
*Deep Russian yelling*
Oh.
Hey if the other perks become "meta" then we get to look forwards to all the "nerf Iron Maiden" posts ^.^
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Iron Maiden
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^ He is in jail because he rejects the idea of shirtless Myers.
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Remember when survivors and killers would spawn side by side? Good times.
In all seriousness though so long as you hide instantly at the start of the match for 4-5 seconds you will know if the killers spawned close by.
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I still hired the assassins though...
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@meepee said:
https://forum.deadbydaylight.com/en/discussion/comment/642769#Comment_642769
A man in a Godzilla suit
Well have you seen Davids new cosmetic?
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@Glory said:
https://forum.deadbydaylight.com/en/discussion/comment/640318#Comment_640318
Easy there sunshine, save some positivity for the rest of us
Welcome to Dark Sou- oh its still DBD.
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^ Username checks out
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@DetailedDetriment said:
As it stands now, NOED is entirely unbalanced in the Killer's favor. They get a movement speed boost and permanent Insta-down attacks if the totem is never found. NOED has recently been popping up in every survivor match I play, along with an ebony mori. This combination makes it impossible for survivors to escape if they find themselves in a chase unless they're one sneaky Nea or Claudette, or if they happen across the hatch. The perk is even appearing in high rank games I'm in such as a Freddy I went against yesterday with top tier NOED and an Ivory Mori. He was rank 7. Games like this show that certain perks are completely unbalanced and that killers don't want to have a fun time playing and learn how to mindgame survivors. Instead they want the game to be on a sort of easy mode. I personally see this as a pathetic attempt at a win.
As it stands right now, NOED doesn't need a buff or nerf; it needs a complete rework.
Sounds like the problem wasn't NOED but rather the Mori. I am completely fine with NOED because it has a clear and easy counter that people just refuse to do for some reason (I play 99% solo as survivor so in my experience "solo" is no excuse). Now as for the Mori offerings I do feel they are simply not fun. I only use them if I have a daily because they offer the most BP but I think they do need to leave the game along with instant healing.
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Actually Demogorgon is fine its just his add-ons that need changing.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/636467#Comment_636467
HorsePower provided proof that he was wrong, he just never came back to this thread afterwards.
Alright.
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@Atsuka_Anarchy said:
Both are doing their objective. Any complaint is just sea salt.
Agreed. Gen rushing is the most effective way for survivors to complete their objective, just as tunneling is sometimes the fastest way for a killer to complete their objective. Both suck but the game doesn't really offer an alternative if you see gens/kills as your idea of "winning".
Hate the game, not the player.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/635269#Comment_635269
There is - you can crawl. Crawling will make the bleed out timer go faster.
This simply isn't true, at no point in DBD history has crawling ever effected your bleed out timer.
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@GrootDude said:
That event kinda makes me wanna quit Apex.
I don't care at all for the cosmetics because I won't give EA any of my cash however after seeing the pure greed now being poured into Apex I won't give them my time as a player either. There are plenty of games out there and I won't waste my time on a game that treats players like cash cows.
Its a shame too because when Apex first launched and EA didn't have their hands all over it I really enjoyed the game, but now that they see the potential $ value it holds I just can't find enjoyment with Apex anymore.
Monster Hunter series (I played almost every hand held version and Monster Hunter World) does it the right way. They release an amazing finished product that already delivers beyond on the price. They offer free updates/events all the time, and now with the upcoming release of Iceborne I want to support them and give them the due cash for it. Sure Capcom has a very shady past but they have proven right by the consumer with this title and I am happy to spend my money on their product.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/636317#Comment_636317
It's also been repeatedly stated that overcharge is not the only answer, given it's your best bet, and the fact remains: people refuse to swap out their meta for what would help them. This could be posted in easily 25% of the threads that pop up complaining about a specific mechanic they have issues with.
If anything, calling for a harsher regression would be a better idea. It would enable overcharge to still be efficient, as well as somewhat relieving the "gen rush". It also wouldnt prevent people from taking the risk of BEING HIT while running around a generator....
You know the topic is "gen tap" not gen speed right? Surveillance does not stop gen tapping.
The issue being stated is that it takes a killer just over a full second (without perks) to kick a gen and begin regression while a survivor can simply quick press a button (in some cases bypassing any animation at all) and stop that regression completely. They can be in a chase and stop gen regression without losing any ground at all while a killer would have to sit for a full second to start it. No perk in the game prevents this. Sure overcharge can help with lower skilled players but the skillchecks can still be done while nowhere near the generator and they are not exactly difficult to hit by any means (again unless the killer is Doc).
I think you are confusing "gen tap" with "gen rush".
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@HatCreature said:
I remember there was a HUUUGGEEE thread about this a little bit ago and thought this was a re-post.
Yes, I agree, they need to add just 1 second to stop regression, 1 second of an animation.
But do know that Gen tapping was officially given a counter with Overcharge so there is that. The true power of Overcharge comes in when you get Gen tappers but you don't always get them. Just like you don't always get body blockers and waste a perk slot on Mad Grit or don't always get people going into lockers when you get Iron Maiden because the perk is #########.
I don't think they'll address this but I still think they should, Overcharge will still be relevant but will probably not be as strong since Survivors will have to focus during that 1 second. I might be wrong though, never know until they try y'all.
Problem here is that you can still tap even with overcharge because somehow you can still complete the skillcheck even when you have ran a mile away, for this reason its still not a counter because the skillcheck isn't hard to hit. Unless its a Doc.
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If you listen closely they say you can still hear the sound of his Mix Tape playing in the wind.
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@Chaddad2169 said:
https://forum.deadbydaylight.com/en/discussion/comment/626474#Comment_626474
"Same man, I tried getting some sleep but I just can't because of this racket! I also have a generator and killer loop shift at 5AM to 5PM! You're not alone, I feel your pain"
You need a carpool to work?
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@thesuicidefox said:
Or just reduce it to 2 protection hits and fix protection hits to register correctly.
They definitely need to fix the protection hits registry.
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@Clockso said:
https://forum.deadbydaylight.com/en/discussion/comment/626022#Comment_626022
fun fact: jane and laurie share the same voice actor.
Also fun fact: Myers and Wraith share the same voice actor.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/626458#Comment_626458
Or maybe a bunch of killers refusing to acknowledge when something is clearly broken, even though they already got what they asked for (better totem spots).
Given the track record of this place it's not surprising.
I play both in equal parts (maybe more survivor and nearly 99% solo) so I'm sorry but you cannot use the "killer main" excuse to just ignore legitimate counters, advise or balancing.
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Man this post has just turned into one person refusing to come to reason and admit they are simply being stubborn/ignorant of the situation.
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@prayer_survivor said:
@MegaWaffle. You forgot NOED. I saw it twice this week. Trapper only need to protect 1 totem, any of them, to gain NOED at the end
So 99% last gen and have someone at both gates, congratulations at best that Trapper is getting 1 kill. And if you are playing solo then pop the gen and go to a gate, if you decide to save your team then don't blame the killer when you die.
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"No what's entitled is to think your totem is so precious it needs to be hidden so super well and up the entire game."
-If Ruin stays up the whole game you can still get gens done (gen tap if you are bad at skillchecks). Once you learn skillcheck timing its easy (unless doc but then he can't defend his totems very well).
-If Lullaby....well no one uses that and even if they did its pretty easy to ignore as getting it to 5 tokens rarely happens.
-If Devour Hope well since you said the Trapper has to keep coming back to get his traps I guess he isn't getting his Devour tokens.
I'm sorry but the issue you presented here seems to have so many available counters/ways around it that I fail to see the problem. I would love Hex perks to be reworked but the totem placements is far from a problem (with the exception of totem spots that physically not be cleansed however I believe they have all been fixed).
This sounds like a situation where rather than change your approach to the match you instead wanted events to unfold how your wished them too. Also Trapper is the only killer able to defend a totem spot in this way and it takes him loads of time to pull this off, continually go back for his traps to protect the totem and has no map pressure because of this investment. One killer is your reasoning for wanting the whole system reworked?
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"That's another thing about NOED and various other things killers have, why should I swap my perk build for what other killers are running?"
I really don't understand how to respond to this. Any competitive/vs game involves making a build that can either maximize/ease your gameplay or counter what the opponent is running. If you are choosing to be stubborn and only play 1 build then you need to accept that you will not always have a build that works well against someone else.
I don't want to run Ruin in most of my killer games but if I choose to not run Ruin then I cannot complain that gens are poping too fast as I made the choice to ignore a perk designed to combat the problem.
This sounds more like a stubborn mindset you have rather than a legitimate problem with NOED, and that I'm afraid only you can fix.
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@gantes said:
"Leaks" generate hype and most definitely boost sales.
Especially on licensed content, not so much in original content.
But it'd be stupid for them not to announce with a live stream first. They need to generate hype somehow. Otherwise only the diehard fans who keep track of dates and stuff will be hyped and that's bad for business.
Personally I'm not a fan of "leaks" because the hype they generate fades fast for me. If I get a sneak peak at something I have been waiting for a week or so in advance I usually have far less hype when they are finally released. It also allows too many people to speculate about the "leak" and more often then not come up with better ideas then what actually gets released. This often leads to unintended disappointment.
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@Chaddad2169 said:
https://forum.deadbydaylight.com/en/discussion/comment/623286#Comment_623286
Breaking the bones is getting harder and harder because killer mains keep complaining about their spawns.
I don't mind how they're technically making Ruin and Huntress Lullaby etc stronger because they're making the totems more hidden but this also is buffing NOED.
It's becoming a problem
Maps have only a select number of "nodes" a totem can spawn, for this reason learning all the spawn locations is very easy (hence why they had to mix totems placement up in the first place). To add to this any time you see a circle of rocks or tires its pretty obvious this is a potential totem location. The only time I find it difficult to find a totem (yes this is based only on my experience as I cannot speak for others) is the swamp maps as sometimes I can confuse myself of where I have/have not already looked.
The more you play the easier it becomes to locate the potential totem nodes. You also have Small Game if you ever feel like you don't want to be bothered with memorizing locations.
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"But have you ever wondered WHY it was a close call in the first place? More often than not you will get hit AND BARELY make it to the pallet or window BECAUSE you didn't have a speed granting exhaustion perk during your chase giving you actual distance to the killer."
-Debatable, since you cannot run without triggering SB you may have had it on cooldown from running prior to ever being in a case thus SB limits your map pressure because you need to conserve its activation time. For this reason you may actually be hurting your overall match gen performance/hook saving.
-Also Lithe requires a pallet or window to activate and unless you can get to them the perk won't exactly help you.
The reason so many "elite" players prefer Dead Hard is because they don't get caught out in these situations and if they do it is often only a small second chance they need to get themselves back on a proper track, something they have complete control over with Dead Hard vs another exhaustion perk.
Now to an average player I would not recommend using Dead Hard because more often then not you will get better use from other exhaustion perks because you will most likely get caught out of position. So depending on what caliber of player we are talking about Dead Hard IS the best exhaustion perk.
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Well before people start posting
theobvious let me get my two cents in.Is this common? No. This does however show that if people really want to abuse the power their role has that they can make the game completely one sided.
It doesn't matter what the end results of this match were to have been but rather the fact that this video shows the potential one side has over the other and the incredible amount of tools they have to increase their chances.
To clarify my "vague" phrasing this video shows how many tools a survivor team has in comparison to the killer without even taking into consideration skill and luck.
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@Chaddad2169 said:
Yeah I can see that NOED is fine against survivors like this.
But is NOED fair against poor helpless solo queue survivors? Ask yourself that
Break bones or be boned. Your call.
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The problem I see here is that a group of SWF can just keep lobby jumping until they get into a game with their Killer friend and then constantly "rematch" to farm points. Do I personally care that people will use this to farm BP, no, but I do care that several groups will be jumping in and out of lobbies making wait time possibly longer.
Maybe its my cynical mindset but any suggestion in this game I instantly think "how will people abuse this?" Because lets all face it there are far to many people out there that ruin a good thing.
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#freethenips
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@PhantomMask20763 said:
HAHAHAHAHAAHAHAHA OMG I'M DEAD ππΌππΌππΌππΌππΌππΌππΌππππππ€£π€£π€£π€£
You're dead? Oh I get it, its another Legion joke!
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Those dang kids and their crazy corn cult!
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So long as we get his voice from Saminations videos I'm all for this!
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I think I can sink my "teeth" into this puzzle but I cannot quite put my "eye" on the problem in this image.
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Samination did it best.
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I got a genuine chuckle from that ^.^
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While I cannot speak to the actually mindset or working model at BHVR it to me seems to be another case of "ship now fix later" that so many companies are doing.
BHVR has a history of not testing things fully before releasing them and just tries to patch things as they go. Take a look at how many recurring audio bugs happen every single update. I get that code is a horrible beast at times, with things breaking that you would never dream should be affected by a particular update but if you are having the same issues time and time again you would thing someone would see to it they are checked off first.
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@GrootDude said:
It isnβt and it is bad in general
I would take that back little tree guy.
*Stalking Intensifies!*
^.~ <3
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/618375#Comment_618375
False. As a killer, I have beaten SWF team with Trapper, Wraith, Huntress, and Myers (my mains in order with how much I use them)
And as a survivor on a full SWF team, I have been beaten by killers other than Spirit, Billy, and Nurse.
People need to stop toting this false claim that there's only 3 viable killers. If you apply enough pressure and outplay your opponents, almost every killer is viable.
While I agree that any killer can win vs SWF when someone "totes" that there are only 3 viable killers its because the consistency at high levels of play (both high level survivors vs killers) Nurse, Spirit and sorta Billy are the only ones who can maintain a high kill %. This doesn't mean that the other killers cannot perform well as it all comes down to who makes what mistakes and some pure luck, but the other killers cannot reliably hold a good win %.
Its like in a FPS when 1 or 2 types of guns are considered "meta" because their stats provide an easier time to kill or just overall provide better results. This doesn't mean you cannot best your opponent with another gun but that these "meta" guns are far better suited for your objective.
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Much like a good Nurse most of it comes down to small mindgames/outplays. If the Spirit player you are against is good then most of your chases will come down to predictions. The only advise I can offer would be perk selections.
Iron Will helps keep you sort of hidden from a Spirit with good ears.
Q&Q can help you get over a pallet or window without alerting the Spirit of what you have done. Additionally if the Spirit now knows you have Q&Q you can fake a vault (while she is in Spirit world) and walk away from the pallet/window without ever having gone over it.
Then you have Lithe and anything that can hide/reduce your tracks.
A little bonus tip would be to play ACE as for some reason he has the quietest footsteps of any other survivor.
Keep in mind these will only help take a bit of the edge off the mindgames/predictions you must make.
Regardless no two "good" Spirit players will make the same predictions/mindgames/outplays.
The only true way to beat Spirit easily is to play Spirit yourself ^.~
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@Awakey said:
I like it, however PGTW would need to be adjusted to compensate.
I would assume that PGTW would still simply take off the 25% but the normal regression afterwards would be the part that gets the "Power" effect added to it.
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What @Inji said OR just send the killer a message (PC and Console can both find the killers profile easily) and ask if they mind helping with the achievement. You would be surprised how many people are helpful with achievements.








