Waffleyumboy
Waffleyumboy
About
- Username
- Waffleyumboy
- Joined
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Comments
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@Kongtwenty12 said:
https://forum.deadbydaylight.com/en/discussion/comment/932752#Comment_932752
@Waffleyumboy I have to disagree with your definition of a killer win because no one is ever obligated to win just because of the map. Sometimes you'll get out played because this is a game of skill. A truely balanced map shouldn't make you feel like you should win because it would be an even chance for either side. I feel like the upmost factor that should be important factor is that you had fun.
I'm not satisfied with being outplayed as killer. If you disagree, that's your opinion.
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They added a new one don't cry.
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SB, Adrenaline, BT, DS
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Loss as killer (less than 3k) is never satisfying for me. If I play well and get a balanced map I deserve the win.
Loss as survivor can be satisfying if my sacrifice helps my team get out. If you're counting derank as loss then it is impossible to lose as survivor. Loss is not satisfying if I lost due to silly mistakes or inexperience facing a certain map/killer. Being unsatisfied overall helps me improve and appreciate the satisfying losses/wins.
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Counterpoint: everyone is red/purple ranks because of new rank reset.
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@LoverOfDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/932651#Comment_932651
Applying pressure doesn't much work against optimal survivors without a viable killer or playing scummy
In many maps you can turn an area into a dead zone by eating pallets and kicking generators. Low tier killers and high tier killers can both do this (although on some maps this doesn't prove effective due to poor map design).
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@LoverOfDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/932640#Comment_932640
Perks just act as a patch work for the lopsided system. If the system was better meta builds wouldn't all revolve around slowing the game down.
Just because slowdown perks are meta doesn't mean they are neccessary for having a fair chance. The real problem as I stated is underpowered killers and poorly balanced maps.
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@SnakeSound222 said:
They’re not okay, but Survivors will keep using the “jUsT aPpLy PrEsSuRe 4HeAd” bullshit because they don’t like a lot of Killers being an actual threat. It’s bad enough that Nurse, Spirit, Hag, and Freddy exist in their current states.
The killers you mentioned aren't even at the same power level. If lots of people say applying pressure works maybe you should try it and see for yourself.
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@Patiencehero said:
https://forum.deadbydaylight.com/en/discussion/comment/930604#Comment_930604
I'd say it's a little of column A, a little of column B.
Frankly I think base Gen speed and Slowdown perks both need a look. Slowdown is just a band aid fix to try to prevent 4 minute matches, and generally isn't fun to play against. But it's become a necessary evil due to the rate at which gens go down, to the point Ruin's considered mandatory because even in the worst case it means 30 seconds a survivor isn't working on a generator.
30 seconds of extra time is still considered better than all the other perks available for most killers. That says something.
I say change base gen speed, and rework slowdown into something less fire and forget and more meaningful or interesting. In the end, it'd benefit both parties.
Have you ever heard of pgtw?
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@MegHasCuteFeet said:
No ruin means that the game will be over in 5 minutes in high rank.
Legion doesnt snowball good enough to avoid ruin.
Are you kidding? Ruin gives no extra time against good survivors.
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Yes but hopefully this isn't permanent
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/930431#Comment_930431
Right..ok you obviously didmt read what I posted..therefore theres not much else for me to say to you..
Bruh.
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@Peanits said:
The speed up the rate at which you heal others as well, but most will only allow you to heal yourself at regular speed (16 seconds base). If you're ever wondering, I'd recommend checking the descriptions. They'll all say if they increase the speed you heal yourself or others.
*oops*
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More important question: will they always be reversed? This sounds predictable.
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If you want to turn away new players then feel free to keep Doc the same. BHVR needs money so they don't care what others think.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/930074#Comment_930074
Glad to see your looking at this non biased -_-
I think you're the one that's biased. If moris could be basekit they would be, but they can't. It is the Entity's job to kill survivors and the killer's job to hook them.
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@Cassandra_Alexandra said:
https://forum.deadbydaylight.com/en/discussion/comment/929210#Comment_929210
Lol. Thanks I'm at work and I needed a laugh. I agree though. Hey maybe Killers should have their own chests they can open.
Coin killer offerings turn chests into killer chests.
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:(
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What about gen times on high tier killers, skilled killer players, and balanced maps. Gen speeds are obviously not the problem that needs to be addressed when maps and low tier killers enter the equation. Both killers need buffs and both maps need nerfs. Am I wrong?
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/929104#Comment_929104
Insta heals, Bnp, Insta flashlights...need I go on? The devs can and have nerfed plenty of things they consider OP. I personally don't think keys are OP (or Mori's for that mbv matter. But I do believe they will nerf both. Probably this summer. Assuming they can find a way to do it they are happy with.
How are moris not op? You're kidding me
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I get some maps are unbalanced but where did gens go too fast?
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Too complicated
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I realized this was a joke after you said a win is a safety pip. Nice bait.
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Easy fix: 6 second hatch opening animation when using a key, hatch then immediately closes which does not trigger the egc.
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@Well_Placed_HexTotem said:
Keys would be fine if they were only obtainable via blood web, like a mori. You shouldn’t be able to load in empty handed and find an item that changes the game so much. When I’m playing killer I can’t break a pallet and an ebony mori falls out for me to pick up.
Survivors should have some reason to get off gens and explore. I thought my nerf plunderer's comment was just a joke but now I see people that think it is actually too strong. If you don't like survivors not doing gens you're doing it wrong.
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@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/930170#Comment_930170
Tremors is when you pick up, BBQ is when you hook.
Oh right
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@Peanits said:
Not blocking the ones that are being worked on gives you information as the killer. You'll know which ones are being worked on, so you'll know exactly where to go after hooking that survivor even if they hide in lockers to avoid BBQ.
How are they working on it while hiding in a locker??
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Supersonic's idea is best for game balance imo
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Punctuation
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Joke perk
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Maps, keys, moris
Boom game fixed gj devs
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Basekit moris is dumb. There is a reason they are offerings, killing survivors by your hand is a special reward from the Entity. I will ignore the rest of OP.
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No reason to make survivor more boring.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/930034#Comment_930034
I prefer the term simple : p
You can come up with the most colorfull fancy idea possible but if it is too much work or changes too much the devs will never bother
And you can't really blame them, changing stuff like this takes a lot more work then people realise
Yes I already said that. I like your idea as a temporary fix but eventually I would like my idea implemented. As a dbd player one learns to have patience.
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Devs probably didn't add this just because of coding spaghetti or whatever. Good idea
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@Sonzaishinai said:
Make it activate only after the second hook and tripple the bloodpoints gained by it
Then mori's would be a fancy way to make bloodpoints instead of completly changing the balance of the game
In return let key's only be able to open the hatch in the end game crisis with bonus bloodpoints
For the same reason
Moris and keys should still have power. OP idea for moris still gives it plenty power while making hatch take time to open and not stay open would fix keys. Your idea is just lazy bud.
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@SilentSpectre said:
No. That would be a HUGE nerf, moris would be practically worthless.
They still dodge DS and sabotage, besides items and offerings shouldn't change the game too much. Instaheals nerf is proof.
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Entity forbid a challenge be possible
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I just let them kill themselves because they don't deserve the bloodpoints that follow their death.
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New swf matchmaking punishes people for playing with their friends. A lot of my friends quit because of this.
Also, because I have to say it, ranking system bad.
Good post hopefully devs will learn soon how bad pipping system is especially with new rank reset.
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That wouldn't hurt
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90:10
Rank 1: Rank 8
I mostly play survivor unless my friends aren't on. I rank up on killer very slowly because I let the last survivor go often. I enjoy survivor more than killer because it's more fun to play with friends.
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@BloodMoneyMerc said:
@Waffleyumboy I feel as your idea is the same as mine but with extra steps. It would actually be worse with your idea because you would need the killer to remain in 24m to build up the 20+ charges to even activate the perk. What i proposed was that if the killer remains within the 24m range for 10 secs (# of secs flexible) then the perk activates for all who have it equipped. It's meant to prevent the rushed unhooks in the killer's face from happening, while also keeping the anti-camping aspect of the perk alive. It would also work against no TR killer's, preventing them from camping as well since it would be based on distance rather than TR.
Honestly gj. Mine and yours would be the exact same if I doubled the rate BT gains charges. Except yours gains charges as soon as the survivor is hooked and yours is active permanently. Therefore, all I have to do is double the charge rate and my design is yours except less abusable. You did well though tbh.
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@Psypho_Diaz said:
https://forum.deadbydaylight.com/en/discussion/comment/925084#Comment_925084
No, survivors are affected too. So you have to be David or Laurie to have both dead hard and decisive strike. No more dead hard, decisive strike, borrowed time and self heal build out.
I just think the ability to have all 4 slots filled with other characters perks really takes away the speciality of the character. At least with killers they have a power but survivors are completely unpredictable because of this. As a killer, I would like to be able to see a survivor and have a chance to guess what they will have. When you see what killer your playing against, you get an idea of how they are going to play but as a killer you don't get that at all. If anything this would buff killers more by preventing SWF running 4 blendettes with meta builds for survivors.
Mainly, it would completely mess up all meta builds without changing any perks. It would allow 25% predictably while still granting 75% guess work, and force people to experiment with new builds. Ultimately refreshing the game, bringing balance without messing up perks.
I want to see Survivors or killers and know that that they have 1 of their perks attached. Other wise, what is the point of using that character other than looks and cosmetics (minus killers because they always have unique powers)
I like my idea better
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Nope
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Dude what do you think about my BT idea?
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@Mister_Holdout said:
He's just a buggy killer. His night shroud detection doesn't work right.
Other than that he's fine
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@BloodyNights said:
I don't actually think DS is a problem. However if I was going to change I'd simply disable it if another survivor got put on a hook, unless the DS user got slugged.
Good idea
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/928483#Comment_928483
Okay, compromise - if you're slugged, the timer freezes; but in exchange, DS only lasts 20 seconds.
Good idea