Waffleyumboy
Waffleyumboy
About
- Username
- Waffleyumboy
- Joined
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Comments
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It would be best if Q&Q had a 5 second cooldown that doesn't cooldown while sprinting but Q&Q is fine as is.
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@RIP_Legion said:
https://forum.deadbydaylight.com/en/discussion/115384/can-survivors-get-a-buff
Love the sarcasm that 90% of everyone missed.
That's the forum members for ya
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Yes
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It wouldn't help at all. Play kyf if online play is stressing you.
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@ALostPuppy said:
It would likely do the opposite. There'll be less people playing each mode which leads to even loner queue times and dividing the community. And knowing what killer it is before you even start the match takes away the last shred of excitement starting a match has. A ban phase would also not make any sense at all and would make the game very boring, since survivors and killers will ban the same perks every single time.
That's what happens in all games bud.
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She's top 5
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Yikes
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No reason to.
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Slugging is fine imo.
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All bad. Other posts have handled these perks much better. Vigil is confusing, wake up is jank, and pharmacy was fine as it was.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/948130#Comment_948130
Grab is needed because on 1v1 the killer can't do anything if both are close to the hatch
Well yeah that's why slugging is in the game.
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@Deltin said:
either a bait, or just... yeah i ain't even gonna say what im thinking.
He's complaining about how inaccurate the ranking system is.
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/948711#Comment_948711
Nah not with the key's tho.
They can still mess up and escape.
The thing you will get with the hatch closing behind you is that there is a big chance that all 4 will take a key at the start.
Meaning they can still 3 gen themselves and escape without any effort.
Yeah waiting 5 sec to open the hatch is nothing.
The killer can hit you once and you still escape,and so does the other 2.
If you want to keep key's in the game than i personally think my idea about the key rework would be better imo
5 is a placeholder number. If you'd like, pretend it says 10 seconds.
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You mean like looking around for flashlight saves?
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@Pulsar said:
I think the Green and Yellow Mori's are fine right now. Green is definitely strong, but not broken. I think having to hook everyone once with an Ebony Mori is more than fair. It prevents immediate tunneling and gives the Survivors some chance.
As for Keys, I think the Green Key needs to have a default aura reading of Killer possesion's and a use time of 10 seconds. Not super useful, but not useless.
Purple Key can no longer open black locks. In return, it has a use time of 20 seconds with a default aura read on ALL other Survivors. No range limit.
Pink Key, default Blood Amber, keeps the default drain of Blood Amber, so it drains hella fast. Keep the current usage time. Can unlock black locks after a DS skill check.
As for the add-ons that will be getting added to the Keys, make it so that the add-ons you get in the BloodWeb for these, like Blood Amber, decrease the drain time on that specific Key.
At least you think like the devs. Locking away broken stuff behind high rarities won't fix it and keys don't need a basekit rework. Green shouldn't be stronger than red and you're saying it's fine if an offering encourages tunneling.
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@SambaSaw said:
They should be removed completely end of discussion.
Using a mori=toxic
Using a key=toxic
Both game mechanics are broken.
If you rework moris as you said you can just tunnel and adapt the way to kill one particular survivor.
If you rework keys as you said 1 person escapes, leaves the others to do gens, if the timer starts you doomed all of them and that would be toxic for both sides.
The egc doesn't activate
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??
This is what makes him unique though.
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Gj on survivor perks. I don't know how to balance this many killer perks so I won't even try. Buckle Up looks like it could be meta but that's fine. Overall very insightful and inspired suggestions.
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@PistolTimb said:
Open handed should be buffed to 16 meters but it shouldn't be stackable.
No
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/948244#Comment_948244
nah it really isn't,i legit get out of the stun zone completely and it still stuns me(talking about the same thing as the OP,like you cant avoid the stun range unless you really respect the pallet alot.For the pallet saves it is probably latency like you said but its still a bit scuffed.
Latency doesn't explain OP
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/115651/unbelievable-pallet-hitboxes
i know what you mean.Someone pallet saved against me yesterday,i walked AWAY and wasnt even close to the pallet and got stun.Sometimes when i just try to avoid the stun range it hits me regardless its messed up
That's different. It's also explained by latency.
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She's fine now.
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I'll put my mori idea one more time jic someone doesn't see my other posts: all 4 survivors need to be hooked or you can ignore this requirement for a survivor you have hooked twice. Easy fix.
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@Mister_xD said:
yes they should.
but should they be next on the chopping block? no.
there are other things that require the devs attention much more than mories do.
as examples we have keys, survivor objective times, DCs, legion and certain maps balancing.
Gj hiding your bias
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@PistolTimb said:
As long as keys exist, Moris should exist. If one goes the other should follow.
Keys are 2 small changes from being completely balanced. Moris need a rework.
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@ThisGuuy83 said:
https://forum.deadbydaylight.com/en/discussion/comment/948145#Comment_948145
Once again, for the same guy that doesn't understand what I write, I'm not saying nerf chests, I'm saying just take the keys out, or give the killer something to search to get 1 Mori to balance it out. How is that not fair.
Mori=Key correct?
If I don't BRING a Mori, I can't get one mid match. If you DON'T bring a key, why should you be allowed the opportunity to get one mid match and completely change the outcome of the game? Thats my point, take it or leave it. Twist it however you want, but it can't be any clearer than that. Now, good day to you.
Both are unhealthy but one has many more problems.
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@ThisGuuy83 said:
https://forum.deadbydaylight.com/en/discussion/comment/948145#Comment_948145
Once again, for the same guy that doesn't understand what I write, I'm not saying nerf chests, I'm saying just take the keys out, or give the killer something to search to get 1 Mori to balance it out. How is that not fair.
Mori=Key correct?
If I don't BRING a Mori, I can't get one mid match. If you DON'T bring a key, why should you be allowed the opportunity to get one mid match and completely change the outcome of the game? Thats my point, take it or leave it. Twist it however you want, but it can't be any clearer than that. Now, good day to you.
What you don't understand is key =/= mori.
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Bringing a map offering for an unbalanced map is pretty toxic.
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Imagine being worse than Lithe...
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Oh I thought this was about being hit from the other side of pallets.
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Yes this is a rule didn't you read the handbook?
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Fav killer: Ghostface
Build:
Whispers: A crutch for me. Great for maximizing pressure.
Bbq: I want bp. Good alternative to Nurse's if you also want bp.
Sloppy Butcher: GF can always activate it so why no use it. Keeps survivors vulnerable and/or increases pressure.
Surge: Great for maximizing efficiency and great slowdown potential.
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Do what you want no one can stop you.
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@darktrix said:
https://forum.deadbydaylight.com/en/discussion/comment/948150#Comment_948150
Yeah you probably run into that - as a solo I'm usually the one left behind as the killer slams the hatch down cause I never got the memo. So I see things very differently.
Yeah if they fixed that it would decrease solo swf gap. Good thinking.
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This doesn't work.
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Just remove the speed boost and I'll be fine with killers running noed. The speed boost is cheap and unnecessary to make the perk worth using. Replace it with reduced missed attack cooldown if you're having trouble finding something to put instead devs.
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@darktrix said:
Some consider it a free escape even though you had to either complete enough gens for the hatch to show or pay enough blood in survivor deaths for it to show.
But hey killers get all those free kills from EGC now - so what's the problem?
I really feel if the hatch was gone the game would be far less interesting for survivors to play. That hatch is what keeps them playing til the end when all other hope is lost. Plus I would not even touch this game unless I was in an swf. In solo play, I don't take any pride in having to use the hatch, I consider it a consolation prize for being RNG'ed into a bad group.
Yeah the "free escapes" never bothered me. What does bother me and pretty much everyone who plays killer are the toxic hatch escapes during chase and the toxic everyone immediately escapes from one single key. Keys would be pretty balanced if these unhealthy behaviors were addressed.
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Agreed. Dbd is a diamond in the rough.
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@ThisGuuy83 said:
They should either just remove keys and mori's all together, or balance it out better. We agree there pretty much the same. Only diff is a survivor can find a key mid-match, where as a killer can't find a Mori mid-match. Keys should be removed from chests, or there should be something the killer can search that gives him 1 free mori mid-match.
Yes nerfing chests is a priority to balance this game. Grow up man, chests are a farming tool that have almost no effect on the outcome of a trial. It also shows what your priorities are if you think taking keys out of chests would fix everything even though keys will still be able to be used during chase and used for multiple people.
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Multiple people escaping from one key is unnecessary. Opening hatch during chase is also annoying. Other than that keys have less impact than toolboxes most of the time.
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My idea for moris would be that all 4 survivors need to be hooked or you can bypass this requirement on a survivor if you hooked that survivor twice.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/947091#Comment_947091
Multiple people can't escape together and it doesnt trigger endgame collapse. Also, opening hatch with a key takes time, and you can be grabbed out of the hatch
Grab isn't needed if there is a channel time but other than that yes.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/944739#Comment_944739
Care to explain why not? The way I see it, this DS will always punish people that actually tunnel, and will never hit people who do not.
The way I see it, the killer will be able to tunnel as long as they have slugged first. Infinite timer sounds sketchy during end game also. My idea has less problems than yours.
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@Pulsar said:
Yeah, DS doesn't need any buffs. It needs changes, but not buffs.
Make the timer last an infinite amount of time BUT, it is immediately cancelled once you fully heal, work on a gen, or someone else gets hooked.
Please note, it will not run out if you are slugged or being chased.
No.
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DS doesn't need a buff just a smaller timer and paused timer while slugged or some other fix.
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@Roses said:
https://forum.deadbydaylight.com/en/discussion/comment/944690#Comment_944690
What exactly is your problem with it?
A mend timer is much worse than broken state. Besides, you want to ignore new mend rules which keep it from being abused. Just delete option 3
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I thought it already could be saved by dodging the skill check. I never use it but thanks for letting me know anyways.
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You're not running SF and Enduring?
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@Jacksansyboy said:
https://forum.deadbydaylight.com/en/discussion/comment/944245#Comment_944245
Iron Maiden is really good on Billy, especially with bbq. Also good on huntress. But i use iron maiden on my billy, and it works great vs head on, hiding from bbq in a locker, and dodging a chainsaw in a locker. I've gotten alot of free downs from iron maiden.
Good for you but I'm running PGTW instead.
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@DetailedDetriment said:
Ruin is B tier at best. People rely on it too much. It's easily avoided at purple ranks and is beat out by Corrupt Intervention.
Stopping great skill checks is pretty helpful imo.