Waffleyumboy
Waffleyumboy
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- Username
- Waffleyumboy
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Comments
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/930431#Comment_930431
The description of Cypress Mori is "You worked well. The last one is yours." The Entity is clearly okay with sharing some of the spoils as long as the Killer does their job of feeding the Entity. So that is not a good reason to not make Cypress base kit.
Well ok then what will the offering do
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@gizmo said:
Nurse was game breaking and deserved the nerf. Get over it.
What do people not get about this?
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Yes this is what should take priority over fixing maps or moris. No sarcasm btw.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/951094#Comment_951094
Yeah, basically. Base pre nerf nurse was fine imo, that's why i'm okay with that buffs.
You're joking
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/950531#Comment_950531
For solos: Kindred basekit, Totem Counter, Chase Indicator and maybe Bond basekit
For killers: too many to mention
RIP mate.
Related: No Bond basekit. For killers just say the maps that need to be nerfed and the killers that need to be buffed.
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@Xerge said:
Wihout ruin all gens can be done in about 6 minutes even if you are efficient at finding survivors and ending chases. Today I got 2 kills as Plague in a 7 minute game but got a depip. Ruin didn't last more than a minute. Even with pop and ending chases quickly, because survivors didn't cleanse, all gens were done in 6 minutes.
Ruin doesn't decrease gen speed against skilled survivors. Unskilled irrelevant scrub killers think ruin will carry their terrible gameplay.
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I get 60% praise 40% toxicity. I never run moris or ruin. Toxic swf groups always message hate when they lose no matter how you play.
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@2LuvRias said:
To any new survivors please don't pick spine chill right off the bat. I did this and now I can't leave home without it. Get use to finding the Killer with your eyes and ears, first, then maybe put it on.
I made the same mistake 🤣
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@anarchy753 said:
A "2k average" is the ideal, but on the graph, having everyone at 50% would actually be a pretty bad point of balance.
We're measuring ONLY kills here, not how kills happen, and it's very important to think about how game results come around.
How often does a 0k actually happen? Pretty rarely. In most cases a killer can at least have someone on the hook, and anyone competent can camp/take down the unhooker repeatedly until everyone else is forced to leave. In most cases, a 0k game is bumped up to a 1k regardless of how hard the killer got stomped. That pushes your average up from what the games represent without the killer being strong or performing well.
On the other end you have 3 and 4ks. What's the difference? From a 3k it is incredibly easy for a killer to either; a. find the hatch before downing survivor number 3, usually securing survivor number 4, or b. slug survivor 3 until they find survivor 4. Both are very simple to do but push a huge amount of 3ks up to 4ks without much difficulty.
So when a graph shows "the average number of kills is 3," it doesn't necessarily reflect that killers win most games, or that the quality of their results is actually that high, just that the number of average kills does not accurately represent the quality or balance going into a match when numerical outcomes of matches don't represent the quality of that match or how well either side performed.
So you're saying the game is balanced.
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@yandere777 said:
https://forum.deadbydaylight.com/en/discussion/comment/951212#Comment_951212
Subjective. Having a hilariously broken game is kinda fun. You can do all kinds of wacky things and get away with it. Just depends on the genre of game though. Obviously a broken 4v1 won't be fun but a broken arpg or story game can be hilarious at times. Just look at day one mass effect andromeda.
Haha true
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/950337#Comment_950337
Quite the opposite. I'm actually MORE LIKELY to stick with something unless I see Spine Chill, as opposed to running at the first sign of Terror Radius.
Agreed.
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@yandere777 said:
https://forum.deadbydaylight.com/en/discussion/comment/951204#Comment_951204
Crying killer main? I just wanted to make a fun post and see what broken stuff people could think of. When was i crying and how did i sound like a killer main lol. Well to be fair i kinda am one but still lmao
Broken stuff is boring
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At least you didn't lose.
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Sounds good can't wait for dbd 2
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Um ok. Interesting to see a crying killer main that didn't play back in the broken days. To be fair, the broken days were not too long ago when BL created infinites and insta heals still existed.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/951165#Comment_951165
Yes, everyone knows that there are not enough killers at red ranks. But if they continue with this MM, there wont be enough killers at any ranks.
Lol yes
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Would be nice
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@ABannedCat said:
It would be logical really, and makes the atmosphere of the game more realistic.
And the best thing, survivor-mains cant cry about it being a nerf, because sound is so bad in this game, killers can't hear you anyway.
So its a win-win. Make it happen, devs.!
You didn't have to attack people on this thread. Be chill or get banned.
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Demogorgon and Oni are laughing.
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/946780#Comment_946780
Chill. 2 survivors join a game - 1 with ward and item, other without an item. Killer smacks first guy. Second guy takes the item and escapes with it. Both guys keep said item.
No the item goes back to the White Ward survivor no matter what this way. Easy enough to code.
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@PhantomMask20763 said:
Why not add a bunch of water based maps? It should be a whole new mechanic. They can add it with the new Jaws killer "The Shark" with a 1080 priced skin that just has chains on it
Where have I heard that idea before...
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/951111#Comment_951111
Stronger? He seems a lot weaker and less fun to play as at the moment...
No auto detection, no exhaustion and a 60 second cooldown on something that was automatic over time.
It told you survivors were close now its a i think survivors are close so ill hope blast works.
The only good change is iri queen and no stances. The backwards skill checks will be useless survivors rarely miss skill checks.
Everyone doubted Freddy would be good
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@Zenro said:
https://forum.deadbydaylight.com/en/discussion/comment/950985#Comment_950985
Not normally but everytime i get 2-3 sacrifices in the basement at least one does. Or gives up and runs to the other side of the map so theres no way you can complete it. It is entirely im the hands of the survivor not the killer.
If you're running a basement build you'll get the survivor to the basement no matter what. If you're afraid of them escaping close the hatch before picking them up.
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@MrPeterPFL said:
I understand you dislike gen rushing and want another objective for survivors to do but have you ever thought if a killer decides to face camp? The survivors will have to find a wrench and gen rush. I can extend this by saying what if the killer is face camping with ruin? The survivors will have to find a wrench, find ruin and do gens. What if the killer is face camping and has ruin & noed? The survivor will have to find a wrench, find ruin, cleanse totems and do gens before the killer face camps everyone. Now imagine this on a bigger map, I don’t see the point on extending the game, it’s going to buff face camping.
The problem isn’t gens are fast, the problem is that some killers cannot apply enough pressure because they don’t have the ability to shorten chases. They need to buff weak killers and rework big maps, Behaviour knows this as their roadmap consist on reworking killers and reworking maps. Plus their recent killers all have the ability to either shorten a chase or pressure gens E.G. Freddy’s Teleport, Snares & Fake Pallets, Demo Leap and Portals, Oni Demon Dash.
Just give behaviour time, they have a lot on their plate like balancing, bug fixes, future ideas whilst keeping the game fresh like creating new killers, survivors, maps, cosmetics, dealing with license killers etc.
I mean, you're right but it was just one suggestion of many. The point isn't to slow down objectives tremendously but to make the game less focused on gens. My idea is a much better example than his I can't link it rn though.
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@snozer said:
https://forum.deadbydaylight.com/en/discussion/comment/950832#Comment_950832
Expect this to happen to all Exhaustion addons if this is the case.
Exhaustion is much more boring to use than watching survivors miss skill checks left and right.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/115837/i-found-a-counter-to-ds
I Slug them. 100% more efficient and cheaper then Google Home/Alexa. Least this way someone had to come get them meaning 2 less survivors currently on a generator.
Less People on Gens = More Survivor Time Wasted
Survivors Time Wasted = Killer Time Efficiently
Efficient Killer Time = Less Survivor Chances due to Inefficiency.
Survivor Inefficiency = Killer Wins
Forcing Survivors to do other things makes the game easier for you. Plus them never being able to hit you with DS means they have wasted a perk which always feels bad.
If you slug instead of hook them they personally die more slowly despite their team being applied the exact same amount of pressure. So the slot isn't technically wasted.
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@The_Second_Coming said:
All of this is an awful idea. Survivors have enough second chances without blatantly needing to be brought back to life. Hell with that.
Did you read the second half?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/951112#Comment_951112
The standard for reworks should be Freddy, powerful but not oppressive.
Legion and Nurse, while arguably more fair for Survivors, are absolutely miserable to play as.
Agreed
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Last year
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Skill based matchmaking would be nice.
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@ABannedCat said:
I mean, Freddy too was reworked because old Freddy was apparently "frustrating" to verse. No killer ever gets reworked because the person playing them find them frustrating or boring. Its always all about the survivor's fun.
No you have it backwards kid.
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They are also making him stronger and more fun to play as. Your argument is unfounded.
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This isn't even within +-6, how ridiculous!
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@Doing_gens_wbu said:
https://forum.deadbydaylight.com/en/discussion/comment/951058#Comment_951058
As in did you think it was a good or bad thing.
Ah well I explain earlier in the thread.
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@Doing_gens_wbu said:
https://forum.deadbydaylight.com/en/discussion/comment/951049#Comment_951049
Didn't know what side you stood on; which is why I asked.
Why do we need to choose sides?
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@Mtom912 said:
Frame rate is bad, but consistently missing because of aim assist is worse
There is no aim assist.
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@Doing_gens_wbu said:
https://forum.deadbydaylight.com/en/discussion/comment/950986#Comment_950986
Isn't that a good thing? You want the winrate to be around 50%.
I didn't say it was bad
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@gizmo said:
https://forum.deadbydaylight.com/en/discussion/comment/951019#Comment_951019
Not really, as someone who is constantly in red ranks there is actually no difference between green/purple/red ranks. VERY rarely you will get a good player in red ranks, but that's like one in a hundred games easily.
Survivor ranks mean nothing. You can rank up without trying and derank when you please. This doesn't apply to yellow ranks though.
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@The_Second_Coming said:
I will say - 3 red ranks and a yellow rank is different than a full team of red ranks. Even looking at the difference in BP gains alone shows this person was an EXTREMELY weak link. May as well have been a 3v1.
Though, I do find it curious why you crop out even your own name. 🙄 It feels disingenuous. Not accusing you, but some might think you're going out of your way to hide key details, for some reason.
It doesn't have to be him but otherwise good point.
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@Swiftblade131 said:
The game sorta needs more if we are being honest
The new DLCs hold no weight in making the game anymore enjoyable
Get's boring fast now.
They have to spend almost all of their effort on DLCs or they will run out of money. Sad circumstances but they put themselves there.
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They had a team of 3 and were running many sub optimal perks.
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Or maybe increase what it does? At least affect item rarity from chests.
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@28_stabs said:
https://forum.deadbydaylight.com/en/discussion/comment/950980#Comment_950980
so this is what Overcharge is for.. :D
I'm jk Overcharge has no uses except bullying baby survivors.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/950974#Comment_950974
People could do that with the old Freddy aswell but he was the worst killer that dosnt mean anything
Not against good survivors
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/950980#Comment_950980
I dont want killers to break Gens quicker. I want it so after a Killer damages a Gen. The time a killer spent kicking it should be equal to a survivor stopping the regression.
Not sure about you, but I can tap a gen and do the overcharge skillcheck whe running last time I saw a killer use Overcharge was maybe yellow ranks. So unless it changed you still get the skillcheck after u get off the gen and you can still succeed that.
Not quite sure why you think I play killer that much regarding our conversation so far. Believe it or not I have several issues with both sides. Just most of the killer issues I have would only work after a full Map redesign.
I don't think you play killer. When did I say that? Survivors taking a few seconds to stop a gen from regressing sounds interesting and would be a nice buff to some niche perks like Surge, Surveillance, and Thrilling Tremors.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/950977#Comment_950977
True, toolboxes are broken. Maps are definitely not in a Killer's favor either. But ultimately, we cannot expect BHVR to take this route, its too long and tedious.
The route they choose is...crutch perks! Hooray, another problem solved.
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@Quol said:
From the data that the devs showed it seems that they are content with killers having ~65% kill rate so its slightly killer sided, but they failed to properly take into account/balance highly skilled swf. So you have killer mains looking at the top 10% survivors (highly skilled swf) confused at how this is fair, while the rest of the 90% survivor plebs are looking at killers confused at what they are talking about.
https://forum.deadbydaylight.com/en/discussion/106566/stats-november-2019#latest
Top ranked survivors don't even escape more than 50% of the time.
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@Zenro said:
https://forum.deadbydaylight.com/en/discussion/comment/949690#Comment_949690
Yes but for the 6 feet under challenge it is entirely dictated by the survivors. They choose whether you get it or not. And if you're about to complete it they DC just so you cant.
Survivors don't dc that much. It is possible eventually.
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@NMCKE said:
Since I explained this in a different thread, I'm just going to re-post my opinion here about generators: There's TL;DR in my comment, so it's a quick read! 🤗😁
https://forum.deadbydaylight.com/en/discussion/comment/945237#Comment_945237
I learned nothing from reading this. At least dbd players understand what you're saying.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/950975#Comment_950975
Gonna be honest with you. Was waiting for this.
https://forum.deadbydaylight.com/en/discussion/comment/950973#Comment_950973
Brilliant let's not fix a issue. Oh wait that's DBD in a nutshell until one side complains so much the Devs cave.
Killers breaking gens as quickly as survivors can tap them would be problematic. If you don't like tapping run overcharge 🤣