WaffleFalafel
WaffleFalafel
About
- Username
- WaffleFalafel
- Joined
- Visits
- 939
- Last Active
Comments
-
Brand New Part.
-
Myers is a good killer. Fun add-ons, good perk synergy, and good teachables. If you really want to understand him, it'd be best for you to use a Splinter offering after having watched a guide or two so you can get a feel for his play style.
As for appearance, don't expect anything perfect. You could be stabbing air with the tombstone add-ons, so that might ruin your immersion. Appearance is more of a you thing anyway, so do what you want in that department.
-
Its really only visible to me if I just lost scratch marks. I've places to patrol, gens to kick. Can't look in every corner. That's what audio is for.
-
You react. No plan survives first contact with the enemy. If you notice they all heal at relatively the same time, they likely congregated somewhere. Start loosening yout patrol and look for places where they could be healing. Just stuff like that.
-
Does no one seriously want Plague? There's so much potential for the vomit and even pools of devotion.
-
I'll run an Ivory if I'm just having the worst luck all day. Ebonies are typically reserved for Adept achievements. The real kicker is the Cypress Moro though. I'll use that by opening the Exit gate after downing someone and pretend I have Blood Warden.
-
I mean, if people go to Self Care in the corner or the map or touch themselves for a split second before you heal them, the perk doesn't activate. Same goes for a teamate assisting in healing. Its condition is annoying, so I don't use it.
-
I had this happen with Demo, the black skin thing. After the trial ends there's a few seconds where the killer gets covered in shade and is covered all in black. Don't know how consistent it is though.
-
It's fast and I don't see a rank farther than 4 higher or lower from mine. Solo by the way. I think its a good change.
-
@Spicybarbecue said:
because survivor mains are entitled cry babies.
that's why the swf game mode exists, because they biitched untill they got their own way.
but don't worry the devs don't balance the game around these entitled,cry baby survivor players.............oh wait
I don't have anything to contribute to this discussion opinion wise, but to correct something here, the devs have stated before that SWF were meant to come into the game at launch, they were just crunched for time and prioritized the Kill Your Friends option. The lobby joining issue that arose from this being absent didn't spur the devs into developing it, it was already a feature being worked on.
-
And killers don't like having 3 gens pop by the first hook. It's neither side's fault for complaining, that's just how the game works right now. Unless you're playing a top tier killer or get some luck like Haunted Grounds, you're not going to be able to hook someone before 3 gens get done. Sucks for both sides really. Can't play a low tier killer without it. Can't stop seeing it used as a survivor.
-
Out of curiosity, what console are you using? I've played him on an Xbox One S and he seems fine to me so far (key phrase being so far). And are we talking Doctor levels of dips in frames or what?
-
I picked up Doctor when I first started the game and did pretty well. That was, of course, an impossible skill checks build to make up for my poor chasing.
-
Use Whispers. I'm assuming you feel like you're wasting your time because you're not playing killers who have a lot of set up like Trapper or Hag might. At that point, you'll need a tracking perk of some sort in order to chase people as soon as possible or risk losing 2 minutes of your life.
-
Take it easy on the DLC releases. I'll do the "unimaginable" acts of tunneling and camping some other day.
-
There is gens you can hide behind very easily. Or get close to the killer when he hooks a survivor. Distortion. Juking the killer with scratch marks. You can even show your aura to take the heat off your injured friends. So there's plenty of counterplay beyond running to a locker every hooking.
And against all the killers you just mentioned, they have limited vision when using their power. Assuming you hid behind a gen, Nurse would have to be looking specifically at your gen and teleport at an angle to see you, Billy can't turn his camera well when sprinting, and Spirit can't even see auras when phase walking.
BBQ right now has too much counterplay to justify only showing unhooked survivors auras. Its in a good spot anyway, so leave it alone and adapt to it by not using lockers.
-
I think Demo's Shred attack can stop loops that Pig can't and vice versa. Pig doesn't have anything in terms of map pressure until she downs somebody and they get rescued (trap), but Demo hooks somebody and uses a previously placed portal to patrol gens quickly, usually finding someone else in the process. If the portals turn out to be weaker than we think it is, I'd agree with the placement here. For now though, I think Demo's constant map pressure accompanied with a stellar chasing tool outmatches Pig's abusable stealth abilities and snowball potential.
-
@Spirez said:
https://forum.deadbydaylight.com/en/discussion/comment/695278#Comment_695278
Easy fixes, Clocks, Miss a healing, Sabo, Gen skill check or have someone else wake you up before performing a save with BT
Hitting a survivor also puts them in the Dream state though. If you can hit the unhooker before he saves, you'll get the down on the rescued person soon after.
-
@Spirez said:
Lol what? All oblivious does is make it so he can’t use perks that are required to have a terror radius. If anything it’s a slight nerf to Freddy using terror radius builds.
A lullaby is not a terror radius. Nothing has changed freddy in this patch to make him better.
Except for the fact he nullifies the most OP survivor perk in the game: Pebble. Also Borrowed Time if you like punishing unsafe hook saves.
-
Thrill of the Hunt actually. I don't run any other hex perks, but people assume I do and waste time cleansing. Besides that, peoplr are most likely going to try and break my totem so I always know where one person is.
-
I had this one today because of rank reset: quickly entering lockers and staying there without Q&Q or Head On.
-
The cooldown nerf is changing the big lunge from 2 seconds to 2.25 to prevent alternate travel methods (e.g. Legion lunging repeatedly) last I heard. Its not a big deal if you're using Demo as intended. At best its around 1 meter more for the survivor to travel.
-
I'm All Ears. It's a mix of simple and complex, so I can admire it and not still not get distracted mid match.
-
I think Ormond is a lost cause. Can't see scratch marks or blood due to snow and grass, yet with survivor there are those maze of walls that always get me killed.
-
You could just gen tap after every few seconds.
-
I once slugged a David and went to go get a baby Dwight for a BBQ stack. David crawled off in the corner of the map and was a pain the whole match, so I took him to the Dwight to unhook. Once he unhooked, I put David on the same hook and let the Dwight escape.
The David definately wasn't happy about that and let me know every detail of why he hates me.
-
I play the same. I've personally put the game down before and come back to rank reset where the killer exclusively face camps and smacks me on the hook. Because of that, I know that there are survivors who don't know how to deal with camping or geting chased. I'm not saying I play the same to be toxic, but playing nice isn't going to teach them much about dealing with harsh scenarios. I'll leave the hook and give them a chance to heal up. Then, they can try again until they eventually get the hang of things. Playing nice is only going to give them false expectations of the game and overall hurt their growth.
That being said, I do recognize that my method of dealing with newcomers does spawn Blendettes. Typically newcomers think chasing is too hard and resort to stealth. No teaching method is perfect though. Now if only we had a functioning tutorial...
-
We already have our cop, so they might just want some variety. Same reason Jonathon isn't here: too close to Quentin. I will admit though, Hopper would have some good quotes for his perks.
-
Add a variety of emotes for solo players to communicate with.
-
They sold us Ghostface for 8 dollars, why make make this one any more expensive
-
They gave us Ghostface at the same price, they'd better give this for the same price as well
-
That's a nice find. Thank you for sharing it
-
@AChaoticKiller said:
Even if it is fake lets all be honest, that killers power would be awesome and effective against loops like both a slow down and it can injure is pretty strong even if its limited to a trail that follows you.
We could ask the devs to allow fan made killers in like this. We've already got fan made cosmetics coming, so this could be another step to enhancing the game. With rules, of course.
-
Discordance gives less frequent information the more you level it up.
-
Spirit or Clown. Spirit is a good killer with some usable perks, but Clown has Bamboozle and PGTW which are really good. A lot of people think he's boring though, so the safe pick is Spirit. Best thing Legion's got is Discordance.
-
@NuclearBurrito said:
Cataracts?
Cataracts: clouding of the normally clear lens of the eye. And yeah, I had to look it up.
-
You lose 5% for missing a great skill check, which is 4 seconds. You have to wait 3 seconds to work on it again, making it 7 seconds. You still have to work another 4 seconds to get back your lost progress, making it overall 11 seconds.
-
This doesn't encourage stealth, it's just camouflage. Stealth is when you avoid the killer by evading their line of sight over walls and such while they search for you. Stealth is not sitting in a corner the whole time. If you want a real stealth perk, make it an activable perk that buffs your walking speed alone to 150% while also making no sound for 7 seconds. That'd be handy and actually encourage people to evade a killer.
-
He's got one solid build as @Groxiverde showed, but other than that you're going to have a bad time.
-
In the stream you mentioned not being able to wake each other up if someone is injured; does that mean Self Care can't wake you up now?
-
Couple problems. The first one is the movement speed.
If Dio is exactly as fast as survivors are, then he's screwed. The idea of looping only works because survivors have smaller hitboxes than killers. If Dio is the same speed, he can't chase in pallet loops or even catch up to people. Furthermore, his terror radius also dictates how much time survivors have to run from him, hurting him even more.
Now let's move on to the THE WORLD. This is broken. How long does Dio have to wait to use this power? Is he slowed down when he activates it like Carter's shock? This is very important to know because if poorly implemented, you've got a better Clown with Legion's problems. What I mean is that in small loops, survivors are basically going to be like, "Well Dio pressed M2, so I guess I'll die." Just like old Frank's Mixtape Legion. This power is broken from a fundamental level.
I'm going to to skip the perks and most of the add-ons real quick to get to the pink one's: they're both broken. First, Joestar poison has better tracking than Doctor or Plague does with the best add-ons with no initial effort of the killer being needed. As for Dio's perfect plan, I can see that being used to take the game hostage depending on the cool down. Even if it couldn't be abused, it sounds really weak since Dio can't actually harm survivors far away or waste enough of their time.
-
I honestly couldn't care less about DCs if instead I have a free loading "stealth" teamate contributing nothing to OUR escape as a survivor. As killer, its SWF with BT. Yes, I know that Borrowed Time isn't overpowered, but the sense of hopelessness I feel from this combination is tremendous. No longer do I feel like I'm even a person or even the powerful role I'm supposed to be as I get to watch all that I worked for crumble before my eyes.
Long story short, it annoys me when I can't do anything to control my outcome because of other people's decisions.
-
The devs were unsure if it was going to be base in the 3rd year anniversary, then in the hair cosmetics live stream that occured later they confirmed it would be an add-on. They didn't say which, but it is going to be an add-on you can use if you want to switch out Dream Pallets. So clap your hands everybody, the devs are likely going to strip more of his base kit away for add-ons.
Edit: I have no idea what's going on now. Check on the dev comment below and wait for the Freddy live stream.
-
There's a lot of concerns I have as well that were never answered. I have a whole list of them actually...
Can Freddy even teleport through walls? Why is there a range requirement to teleport based on the anniversary footage? Wouldn't I get to a gen quicker by just walking then? How long is the cool down?
What add-on is going to be Snares? Black Box? Class Photo? Is there a range requirement in where I can place them (pallets and snares) or can I only place a certain number of them? Both? How big is the hitbox of the Snare? How slow are survivors enveloped in a Snare?
Why can Self Care still remove his entire Chase potential? Will Freddy get destroyed from gen rushing due to the sleep cycle? Why wouldn't survivors be doing generators anyway? Are skill checks the same? Do survivors on hooks or downed get put to sleep?
Honestly there's too many uncertainties for me and I think he'll be a killer who got rid of his strong gimmick that stalls the game in favor of chase potential that is in hands of the survivors.
-
I'd say that solo is harder than killer. As killer, if you don't hook somebody within a minute, then you've lost the game. You can start mindgaming better or use your killer's ability to it's utmost potential, but the time you lost is almost always never redeemable. There's also the addition of flashlight/pallet stuns, DS, and exhaustion perks that make killer that much more stressful. One mistake and you instantly can lose the whole match. At that point you're just playing like an A.I. because there is no margin for error against SWF or even just regular survivors, because they will bully you the moment you let you're guard down.
Solo survivor is different. How well you do is dependent on your teammates. As solo, it's impossible to gauge how useful they are unless you see a Blendette. At some point of the game, the killer is going to be transferring people on hooks as fast as you're saving and that's the moment you've lost. There's nothing you can do to survive at that point unless the killer makes a lot of bad reads while chasing. The only thing they can do to survive at that point is wait for the hatch. I think that's why people were so allured by old DS: it gave them some sort of power over that situation.
I don't think solo is hard, just frustrating because there's nothing you can do to win in most cases. You've got perks to prolong the inevitable, but that's it most times.The killer has more options to win though, like a lucky Haunted Grounds, Dying Light, or even just a basement situation.
-
Being in chase pauses Deep Wounds though.
-
@Gorgonia Ok, thank's for the info.
-
This seems pretty well known too. I ran into a 3-Man SWF who all had this perk at tier 3. They failed spectacularly, but they T-bagged and did unsafe unhooks with BT all throughout the match. At this point I'm just reporting everyone who runs it for exploiting. Those who realize what this perk is doing should stop using it immediately or face the consequences.
-
@[Deleted User] said:
@WaffleFalafel i have to disagree. I’ve personally found that the longer i play this game, the more that small numbers matter. Small numbers make HUGE differences in this game.
Take Clown for example, i play him a lot. Stacking his strongest ether add-ons only increases intoxication by a little over an extra second, so a little over 3 seconds total for a green and purple stack. But in game that tiny bit of extra time intoxicated and hindered a survivor suffers always gives me a TREMENDOUS advantage.
That may be true for Clown, however, the add-ons I'm discussing is for how the killer can more easily catch the survivors before they get to somewhere safe, not making it harder for survivors to get there. Legion's cool down add-ons hardly achieve that now and are instead meant to get you into the chase faster as they can't shorten the stun enough to capitalize on a mistake from the survivor. In regards to Ghostface, the power of the add-ons are so small they can't be used without each other (it's less abhorent than Legion at least). Ghostface has no problem with the normal stalking time, but I expect for a noticable difference to be in effect when I use an add-on. Right now, the yellow add-on decreases the stalking rate by .25 seconds, which is 1/20th of the normal stalking rate. That isn't going to save me any time for stalking people like it's supposed to. I'm going to have to stalk 4 survivors before I can save 1 seconds in a match. If it were .6 seconds though, I'd be saving 2.4 seconds or at least be able stalk somebody to Marked before I get knocked out of Night Shroud.
Besides that, I'd like to spend the time to thank you for your providing insight onto the effect of small numbers, @DudeDelicious. I'm also interested into what your thoughts are on buffing individual add-ons, but not letting them stack. You said you disagreed to my post, but you also vouched that small numbers having a larger role than I anticipated. Do you disagree with the idea of not being to stack add-ons or buffing singular add-ons? Both maybe?
-
Myers is a snowball killer that's good for that and he can use a terror radius build for tier 3 to get the best use for things like Coulrophobia, especially Infectious Fright.