Waffleyumboy
Waffleyumboy
About
- Username
- Waffleyumboy
- Joined
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Comments
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@Bullettimegod said:
Most of this seems like killer nerfs. For what tho?
They change both sides please try to put your bias aside.
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I haven't seen people use exploits with any perks besides that exhaustion perk bug.
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What we need is to buff killers and solos. Camping and tunneling, while annoying, are not a balance issue. The other suggestions are just memes so I won't respond seriously.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1543474#Comment_1543474
Then they can use Unbreakable or Soul Guard.
Soul Guard encourages survivors to leave your totems up and UB is one time use. These perks, like DS, have restrictions that reduce the advantage survivors get from using them that all too often people ignore just to push their narrative. UB and DS do exactly what they say, and if you play into their advantage then don't be surprised if you get punished or if even more often the survivor is able to reduce the punishment they receive.
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@Masochistic_Killer said:
I don't think survivors are OP, I think killers are weak and should be balanced around SWF, which they aren't.
Wow we're actually in agreement.
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Looks like someone got lead on a long chase.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1543280#Comment_1543280
Doing totems should absolutely disable it. Otherwise the survivor could go around cleansing your hexes/block your NOED while they have invincibility.
It's not invincibility, it's a second chance against an attempt to pick you up. You can still slug a survivor if you see them creeping on your totems, the same can't be said if the survivor gets near permanent progress in the form of gen or gate progress or an unhook. These 4 objectives all have similarities and differences, doing totems has too many differences to be classified as a main objective(so does healing).
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1543442#Comment_1543442
Right, but that would be a problem if there was a locker always available 24/7. Which there isn’t.
The locker play is only played when there is a locker available. It’s far more fun to pretend like you left and have the survivor come out and get downed than this proposed idea of “I can’t go back to the hook because there is no longer a timer and I’m going to get stunned no matter what if I chase that same survivor”.
This is why I have a big problem with most of the complaints about DS. They always bring up 2 things Lockers and 60 seconds. One isn’t around all the time in specific said area and the other is depleting and it hasn’t magically paused. Both of which ironically RARELY ever get played against me or killers I play against.
You could say the same about slugging being too strong. Something that isn’t even a perk itself, but a mechanic. Yet no one is asking for a nerf. Even tho there are literally builds that encourage it. Survivor gets slugged, that’s free pressure.
Good point. I still think a couple extra restrictions would still leave a lot of variability.
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@Aneurysm are you so surprised that a group of people have different opinions amongst themselves? I could also generalize something like "moris are fine but keys need to be deleted" despite the fact that these two opinions are not shared by the entire group nor will any opinion often be shared by an entire group.
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@BubbaMain64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1543431#Comment_1543431
I just don't play survivor as much to be completely honest. But I've played enough to know that with basic skill you can make most builds work since survivors don't have to worry about if their power doesn't fit with their ability or something. I made a forum post a while ago talking about how to fix and why so many perks are garbage. I don't know how to find it but if you want to read it I will try to get it to you.
No worries I understand and can look myself.
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@Johnny_XMan said:
This would make gameplay stale tbh... not to mention broken during ECG. This is basically saying NO killer can go back to the hook under any circumstance without getting stunned.
Sometimes going back to the hook is a necessary evil. The way DS works now is fair when you consider the counterplay and the way you can play around it when you encounter the person after you didn’t purposely tunnel.
Also, as it’s been said countless of times. DS isn’t strictly meant to be an anti tunnel perk, so by you defining it in that way you are acknowledging that you don’t really care for the gray areas in which DS shines in as well. It isn’t just useful for after unhook tunneling.
Killer could just wait until you do any action and get it deactivated until they decide to pursue.
Main reason I feel DS is fine now is because of the different outcomes. With too many restrictions you (again) have stale gameplay.
Stale gameplay also comes from too strong of outcomes being purposefully sought after. Like when a survivor uses DS to hide in a locker next to a gen. If the killer leaves, the surv gets free gen time. If the killer opens locker, they get stunned. The mean of these outcomes is so high that survivors will replicate this scenario as often as possible, leading to stale gameplay.
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Why the devs turn a blind eye to all the camping and tunneling complaints?
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@BubbaMain64 said:
I want killer perk buffs. It sucks being stuck to the same perks if I want a chance to succeed.
Why not buff survivor perks? They have as many if not more useless perks that do nothing for them.
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@Masochistic_Killer said:
I've played many full loot pvp games that aren't half this bad. It's pretty much unmatched in 25+ years of online pvp for me. Warhammer 2 release Pyro squads, open world WoW pvp server griefers, age of conan tortuage exit campers, WoT, WoWS, SMITE, TERA, even Diablo 2 ear bounty hunter cheaters weren't 10% as toxic as this community is on a daily basis - it's pretty one-sided too, probably most because killer has a lot of hard limits, is alone, and can't do much to retaliate frankly.
What do you mean retaliate? If you're really frustrated by the community you can mute chat and pretend it never existed. Survivors will be the most insulted by killers who do this.
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I think we should buff the perks and killers we have before anything else. Better to balance incoming perks around a stable landscape than try to stabilize the entire landscape after taking on a bunch of extra challenges.
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@clem1710 said:
https://forum.deadbydaylight.com/en/discussion/comment/1543372#Comment_1543372
Exactly. It doesn't activate most of the time, BECAUSE it's very strong and killers have to not tunnel
Oh no killers aren't tunneling all the time anymore! Devs please save us from this torment!
Bruh ik tunneling is a legit strategy and all but people who hate tunneling is the exact reason why you will never like DS.
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@RbLen said:
Because the devs are favoring the survivors. They don't want to upset and risk a large part of players leave the game.
On a sidenote, make DS deactivate when the killer hooks someone else, you touch a gen, get healed, heal someone else, touch a totem or go into a locker because if you do any of those things you aren't tunneled anymore. I am so tired to lose games due to chasing the rescuer, loosing chase and finding the hooked guy again after 59 seconds.
How is maintaining the playerbase as a whole favoring survivors? You literally refuted your own point in your comment.
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@WeenieDog said:
girl, no shade but I aint waiting in endgame lobby for a survivor to Morse code me how bad of a killer I am with the controller.
Then don't.
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That's terrifying.
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Idk about ps5 but the new xbox has backwards compatibility.
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1543358#Comment_1543358
People have been complaining forever that survivor side queues take a long time to find a match. Why do you think that is?
It's not all toxic people being asshats but I imagine that plenty of killers (especially new killers) just flat out quit the game because they didn't have a fun game and now some clown is being a complete ######### about it.
So yeah, kill the game might be a bit of a hyperbole but I feel like my ultimate point still stands.
Oh it was hyperbole. My bad.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/1543364#Comment_1543364
There is no need to be rude.
I asked why you brought up slugging when quoting my statement that was referring to tunneling.
You seem to be getting rather defensive over nothing.
Well I explained it now so I'm pretty sure I answered your question.
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God forbid the survivors try to escape. If you're not pressuring gens well enough, take the depip so survivors can face people who actually know how to play killer.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/1543285#Comment_1543285
I don't know why you're tagging me to talk about slugging.
Let me put it simply: Perks can counter things. Did you have trouble with that one?
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I have.
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@tippy2k2 said:
It does absolutely suck. People just being completely asshats to each other has caused me to want to quit the game far more often than DS/Unbreakable combos or Face Camping Killers
Luckily, I'm on Xbox so generally I only have to deal with people being asshats every so often (as it is just a pain in the butt to send messages to one another since you're typing a message on a Xbox Controller and you have to specifically find and send me a message, it's not a chat board that they can just throw comments into).
These clowns either don't realize or don't care that they're going to be the ones that kill the game when they drive people away because they're acting like fools.
The game's not going to die because people on the internet are being mean to some sensitive kids. Honestly the state of this community is more exaggerated than it is toxic. If someone uses actual offensive language you can report them because the admins see chat logs, and if they don't then you don't have any reason to be mad.
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@clem1710 said:
Ds doesn't need a buff.
It barely activates in my games. Surely it could use some changes.
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@RayrafLPP said:
https://forum.deadbydaylight.com/en/discussion/comment/1543296#Comment_1543296
You wanted to add that its an anti tunnel perk... youre trolling? Or did you just not read? ######### these people here
Did you read my comment correctly? What are you saying? I said that DS is currently not an anti-tunnel perk by design so its use outside of tunneling scenarios is not a design flaw.
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@Slashstreetboy said:
My only real problem with ds (if not used for the uncounterable smol pp build) is in an endgame situation where it´s basically a guaranteed escape if you get unhooked. Bonus points for borrowed time.
It's the killer's fault if they let someone get unhooked during end game. The killer just has to take the trade at that point, "oh no I actually had to work for my kill because the survivors tried!"
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1543257#Comment_1543257
I said it makes the problem worse, not creates it.
How does it make it worse? More players coming in not willing to pay?
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Okay I'm kind of spamming at this point, but no way 2 time use is ever gonna slide without DS deactivating in end game, which leans more towards not being an anti-tunnel perk. To change it to a true anti-tunnel perk it should only activate once and still be allowed in end game because the killer can still trade around it if they play smart. That being said, doing the exit gates could also deactivate DS and it would be mostly healthy.
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Just realize you just said that you don't tunnel but are instead made a tunneler lmao. How are you a tunneler without tunneling?
Also wanted to add that DS is not an anti-tunnel perk by design so don't get that stick up in there. That's not to say I'm against making it an anti-tunnel perk, but it is to say complaining about it being used outside of tunneling scenarios is not a valid line of complaint. If you think DS is too powerful, explain how it greatly surpasses the power of other survivor perks that are "meta" then we'll talk, petty complaints based on opinions are a tired subject tbh.
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@Raccoon said:
Tunneling is the correct play, sometimes, particularly if a momentum swing is needed, you need to remove OoO from your game, etc.
So is slugging. Therefore there are allowed to be perks to counter both.
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Why healing, doing totems, or making noise? Of course survivors might accidentally fast vault 3 times while being chased and then get tunneled. Getting healed right before getting tunneled is also very possible and survivors shouldn't be able to be tunneled just because they wanted an extra layer of protection against tunneling in the form of a health state. Doing totems is a secondary objective, it doesn't make much of a difference if they are allowed to have protection while doing it. DS should allow for as few tunneling scenarios as possible, so I believe it should only deactivate if the survivor gets on a gen or goes for an unhook. No other weird gimmicks, just straight up "if you're doing these things you better not be getting tunneled because this perk's going bye-bye".
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1543249#Comment_1543249
???
You have to pay real money additionally to get access to certain characters and perks which give you advantage in game.
Yes but that's always in the game, dbd base game being free doesn't change that.
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@PigMainClaudette said:
Nope.
You see all the more problematic players in the game right now? Also the complaining about particular perks, especially in combination? Add WAY more of that, plus sky-rocket the entitled line of "if you don't like it, then don't play".
How does more new players cause all that?
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@Justalittlepeeck said:
As long as ALL DLC characters are available for free from the beginning, since otherwise we would be getting even MORE obvious pay to win situation.
???
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1542375#Comment_1542375
It could have an impact now that I think about it, but the only killer I could really see this effecting is nurse and maybe huntress. But from the survivors ive seen they seem to do pretty similar to PC against both of them. So IDK.
Plus that's not to say the survivors can't become just as good as PC players against nurse with enough time against them.
Exactly my thoughts.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1542423#Comment_1542423
Well they don't allow you to dodge killers powers for free, they're quite fine. Most of then also have a requirement like a vault or running.
DH is activateable on the click of a button. It also gives you invincibility frames.
DH gives less than 20% the distance of the other perks to make up for its ease of use. Accessibility does not equal power.
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Survivor is still slow at night but instant in day. Killer is always 3-5 mins.
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@NursesBootie said:
Unpopular opinion here, but i agree with op. DH extends chases for free.
That's kind of the point of exhaustion perks...nerf BL, Lithe, and SB too?
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@Respectfulnancymain said:
Im doing fine as survivor, i can still loop and 360 pc killers, but as killer im getting gen rushed everygame even if I play billy or spirit
Don't psyche yourself out. Analyze your choices and performance, improve from there. Easiest way to avoid feeling hopeless.
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@Leachy_Jr said:
Console player bad. PC player good. /s
Can we just accept that both PC and Console survivors are the same, but killer isn't due to frames and controls.
The capabilities of killers affect the experience of survivors. The capabilities of killers haven't changed but now survivors will be exposed to the killers with higher capabilities. Surely you acknowledge this will have an impact?
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Back in the day the old strategy was called "pumping gens and knowing how to loop". Have no idea what the modern terminology is.
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Whichever survivor is being toxic.
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Less map rng is always good.
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This isn't really important but what's the harm as long as people buy them.
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@Veen said:
Being feminine ≠ being sexualized
Exactly, release the dresses BHVR!
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Would be a nice harmless change.
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They'll adapt.