Waffleyumboy
Waffleyumboy
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- Waffleyumboy
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Comments
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/928474#Comment_928474
How so? If it's anti tunnel, someone else being hooked effectively removes the possibility that you are being tunneled.
Double slug scenario. Guarantees no ds. Guaranteed tunnel.
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@Raven014 said:
I think the right way to balance DS is simple:
- Deactivate it when another survivor is hooked.
- Have a faster tick down time when:
- in a locker
- working on a gen
- healed at full health
I think these changes would be better than what you proposed for DS.
Number 1 is excessive.
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@Exerlin said:
https://forum.deadbydaylight.com/en/discussion/comment/928457#Comment_928457
Idk, it's been pretty useful to me.
Not when all you can do is sit on gens
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@Exerlin said:
https://forum.deadbydaylight.com/en/discussion/comment/928443#Comment_928443
What huge downside? You just have to be on a gen when someone goes down. That's pretty common.
You refuse to acknowledge how useless 10 seconds is.
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@Cornpopers_Evan said:
It really depends on a lot of things. Am I in a decent mood(I almost always am) or did they play good? If yes then yup, I'll probably let them live and that's just a very small example. I do also have character bias, if you play Feng or Yui you have a 95% chance of a guaranteed escape.
I'm that way about Steves and Adams :3
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@Exerlin said:
https://forum.deadbydaylight.com/en/discussion/comment/928332#Comment_928332
If that's what you're going for, making is so that you can read the aura of all survivors when one survivor is on the ground would be much more balanced. Though personally, I'd prefer the flat 10 seconds of aura reading we get now.
10 extra seconds won't hurt, especially with the huge downside
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@TbagThisLag said:
What rank 1 killer uses whispers ? Even if you use it , 32 meters is a lot of distance to hide . And that’s assuming they use it .
I think that all high rank killers would rather use :
1 . Ruin
2 . NOED
3 . BBQ and Chili
4 . Random perk / iron grasp , bamboozle .
also , how would they know to use it if this was the first time you played against them ? How would they know your style unless you stream ? You only put that as a solution because you know the strategy . I know I probably play way different than you , because I am a plunderer player , but I can gen rush you through ruin . Also I don’t play Claudette since even using her , to me , is a crutch in itself , like UE , Noed , and Ruin . I play feng with her sweater so I’m white as can be . But I also use her blood red shirt if I want to have a good chase . 🏃🏻♀️💨💨🐒
What red rank runs noed? I don't see how they can without depipping. Also, whispers is a must have for me and I see it often on stealth/control killers.
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I do unless I see a reason not to. If they were too immersive or farmed their team I'll kill them for my points.
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I love facing Billy and Nurse cause they're usually legit. Pig, freddy, and wraith all run noed and tunnel hard. Stealth killers are healthy for this game.
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@Exerlin said:
I like most of your ideas, but the one that stood out to me is the Up The Ante change. You're proposing a pretty big nerf. Its main utility comes from the stackable +9% it gives every survivor from the start. 4 survivors can run this to get a 40% chance to unhook themselves, pairing it with Slippery Meat as a fail-safe. This perk is definitely not overpowered, especially since it's very risky to try to use without all four survivors running it and SM.
Besides that, a lot of buffs you suggested basically slapped on needless aura reading to a perk that doesn't need it. Calm Spirit showing you survivor's auras isn't necessary, and the Better Together buff would show survivor's auras for way too long.
Better together would be a Kindred for slugging so not that op but I agree with you on other points.
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I like that generators actually do what generators do with this system. On the other hand, most perks rn are balanced around current system so it's too late for massive overhaul.
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@MrChillsX said:
This is a good idea but the main thing people been asking for is another objective which would most likely finding missing parts for generators and turning BNP into an in game item which is required to be found/placedi n a generator first before working on it.
My idea :)
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I've never heard of this. In game reports are nothing anyways.
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Do you also want survivors to have you on comms and tell you when they're working on gens?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/927347#Comment_927347
BT is overtuned. It needs a nerf.
@BloodMoneyMerc said:
https://forum.deadbydaylight.com/en/discussion/comment/927347#Comment_927347
Borrowed time is meant to counteract camping, hence why the killer must be in range of the hook for a set period of time (based on my idea). BT now is just abused for free unsaves that generally are right in the killer's face. I'm open to other suggestions but this would not render the perk useless, it would just take away its abusive aspect. We're gonna live forever is balanced, as it's just a way of getting more bloodpoints in a match (similar to BBQ for killer). And the vault speed stuff could be changed to something else, those were just the first things that came to mind with those specific perks. I personally don't see why increased vault speed is such an issue but I see others think it would be.
Borrowed time slowly gains charge as the killer remains within 24m of a hooked survivor (1 charge per second, to a maximum of 60 charges). Borrowed time slowly loses charges while the killer is outside 24m of a hooked survivor (1 charge every 5 seconds) while a survivor is hooked. Borrowed time quickly loses charges while no survivors are hooked (1 charge every 2.5 seconds). When unhooking a survivor, if borrowed time has 20 or more charges borrowed time will expend up to 30 charges and the unhooked survivor will have Endurance for 15 seconds. If the survivor endures a hit this way they will go to the Deep Wounds state and has 10/15/20 seconds to mend themselves. Borrowed Time does not gain charges if a survivor has been hooked in the last 10 seconds.
I like my version, it keeps all the good aspects of Borrowed time and stops it from being abused. If you think my version is too complicated, you care too much for simplicity and not enough for game balance. Tell me if you spot any errors in my design.
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@BloodMoneyMerc said:
https://forum.deadbydaylight.com/en/discussion/comment/927347#Comment_927347
Borrowed time is meant to counteract camping, hence why the killer must be in range of the hook for a set period of time (based on my idea). BT now is just abused for free unsaves that generally are right in the killer's face. I'm open to other suggestions but this would not render the perk useless, it would just take away its abusive aspect. We're gonna live forever is balanced, as it's just a way of getting more bloodpoints in a match (similar to BBQ for killer). And the vault speed stuff could be changed to something else, those were just the first things that came to mind with those specific perks. I personally don't see why increased vault speed is such an issue but I see others think it would be.
My BT idea: IT'S BALANCED
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@Madarao said:
https://forum.deadbydaylight.com/en/discussion/comment/927248#Comment_927248
Yeah but now they can do it at the exit gate safely. And just spam it without a worry
And I just don't want to give the survivors more things to be toxic/annoying
Just add a cooldown duh
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The hell is Reddit?
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I'm not going to criticize this seriously. You nerfed BT to make it quite inefficient and complicated and you put We're gonna live forever as balanced. Vault speed boosts are also obnoxious.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/927266#Comment_927266
I'd appreciate it :3
Wait I'm on mobile rn I can't figure out how to do it.
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@RIP_Legion said:
https://forum.deadbydaylight.com/en/discussion/comment/927262#Comment_927262
Gens were done at 7:22 bud, the problem is a killer as potentially good as Nurse while being as good as he was with her couldn't come close to cutting it even with pop.
I was kidding around. On a serious note: I'm not taking any video "proof" unless it is from killer side.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/927236#Comment_927236
Can you provide a link to the explanation?
Do I have to? The devs explain it all the time :(
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Gens were so fast they were done in 11 mins? I don't get what's wrong here.
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More emotes can't hurt imo, they can even help buff solo survivors.
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@Madarao said:
https://forum.deadbydaylight.com/en/discussion/113519/give-survivors-a-scream-button-emote-action
Cut to the exit gates. Survivors using that so the killer goes there to t-bag. Or just spam it if he doesn't go there
If survivors want to make noise notifications they already use pallets and windows. This complaint is childish.
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@humanbeing1704 said:
youtubes been garbage for about 4 or 5 years at this point amazed anyone even posts to the site anymore
Where else?
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@SoulSever said:
https://forum.deadbydaylight.com/en/discussion/comment/927043#Comment_927043
They are, because generator speeds only become a problem when compared to chase time, if you tried to balance the game without touching generators you would have to make every chase end early enough so that the killer has time to hook a survivor, walk across the map to the generator and prevent it from being completed, and with that there is a problem: the chases would have to made very short, so short that they become blatantly boring with how fast survivors will go down, and as I said, you could have a perfectly balanced game but no one will play it if it is not fun.
Generator speed is based on hook times bud
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Broken maps for both sides when they bring an offering.
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Nice joke
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@[Deleted User] said:
A SWF can be absurdly strong because objective speed is balanced around imperfect information. Some of my more frustrating experiences are against teams that don't even last for one loop in chases and still manage to get every gen done. I've also had teams that camp and drop safe pallets and still win. You should have to outplay the opponent in chases and be efficient with resources to win. But too often certain SWF groups stack every second chance perk possible and then escape with a key if you still manage to beat them. It's just frustrating.
Objective speeds are balanced around hook time 4head
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Consistency?
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Whispers is underrated imo. I can't play killer without it. Nurse's is overrated, the range is terrible and having ears means you won't need it.
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Other games are more fun rn by far
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@GH0ST3D said:
https://forum.deadbydaylight.com/en/discussion/comment/924542#Comment_924542
I'm a Wraith main and never used ruin once, other than adept Hag and Mikey's tombstone and tuft. If I 4k it's pure skill on my part or potato syndrome on the survivors part. Either way doesn't matter if I only get 1 kill or 0 it's because my skill wasn't good enough.
Well there's also map rng but I see where you're coming from.
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@SoulSever said:
https://forum.deadbydaylight.com/en/discussion/comment/925034#Comment_925034
Map design is a significant part of why the balance is so very poor, yes, but other things do contribute to it.
Even if you removed every pallet on the map and sealed off all windows so chases would end in 30 seconds, it would not be very fun for the survivor, you could have the most balanced game in existence but nobody will play if it is not fun, and then there are still other problematic features such as second chance perks like Decisive Strike, Dead Hard, Deliverance, Unbreakable, and their ilk.
The problem is not just map design, it is not just generator speeds and it is not just second chance perks, it is a combination of them all that shifts the balance drastically to one side, some of these things are more of a problem than others but they are intrinsically linked, example: would map design and chase extenders be such a problem if generators were not completed by the end of every chase?
Generators aren't though.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/925052#Comment_925052
105%?
May as well delete her from the game.
I was talking about phase speed. Come on dude.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/925821#Comment_925821
Absolutely! Have you bought a Legion Christmas Sweater?
Not yet but I'm working on it
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Devs have already responded to similar requests: Git Gud
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/925812#Comment_925812
Nah, I just like Halloween. Favorite horror franchise.
I actually main Legion, Spirit and GhostFace, though I started out on Wraith and Doctor.
Ah a fellow intellectual (I main GF and Legion has my favorite lore/cosmetics)
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Simple. Make the aura reading mutual. Other than that it's at a good spot.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/925802#Comment_925802
What is that supposed to mean? Do you think Myers is broken?
How do you know I main Myers?
Pfp maybe
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It should be like overcharge
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@Karaage said:
Not only does the perk have 2 activation requirements (unhook/flashlight + heal 1 state), You gain absolutely no profit from it. After meeting first requirement You're rewarded with negative status effect, and second requirement only cures the self inflicted status.
It says OR
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/925503#Comment_925503
They could honestly skip the system and just delete Haddonfield, Ormund, Fractured Cowshed, Thompson House, and Sheltered Woods and have the exact same effect.
Lmao true
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@thesuicidefox said:
Whispers 100%
Helps you find the first and last survivor quickly/easily. Helps you zone survivors into areas you want. Let's you know if you are wasting time searching an area for survivors.
Deerstalker is good for slugging that's about it. And even then, Nurse's Calling is a better option because it can be effective for other things besides slugging.
+1
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I want a map banning system where the killer bans 4 maps while the survivors vote on 1 map to ban then the game chooses randomly from maps remaining. Maybe replace map offerings with offerings to give you a heavier vote as survivor and give you one extra ban as killer.
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Whispers is a crutch for me. Can't play right without it.
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@Rasinbran said:
I don't understand why this add on is chosen to be nerfed when it's already been nerfed. You can only have up to 3 now as opposed to 7 when it was untouched.
What a bunch of privileged survivors begging for mercy, shut your mouths.
That's like saying bnp is untouchable because it was already nerfed.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/924189#Comment_924189
Yes he wanted an "adjustment", that shows people when she's going in her power. I'm not an idiot. That's a nerf.
Play nurde on r1 against a sweaty swf, win, and tell me it feels like a win. Then we can talk further.
https://forum.deadbydaylight.com/en/discussion/comment/924201#Comment_924201
A good way to adjust spirit would be making her harder to play. But instead of doing that they made the counterplay easier. And that's not good. I can crush solos with any killer too btw.
Solos<Killers<SWF=Nurse
The true underlying problem behind everything balance related is people ignoring the power of coms and building their opinion on matches against solos.
https://forum.deadbydaylight.com/en/discussion/comment/924925#Comment_924925
I agree on the map design problem. But 86 oni wins against solos tell you nothing. 86 oni wins against swf are interesting.
https://forum.deadbydaylight.com/en/discussion/comment/924953#Comment_924953
I got my own opinion, just to be clear. Every empirical killer facts people claim to got in this game are worthless, if they are not achieved against swf. That includes Day of the Wraith, otzdarvas trapper challenge, 50 oni 4ks in a row and so on.
Look what happened to oni. I also stated, that the BUG should be fixed, that let him flick 180°. The difference between the two of us is, that you stated he's op and not clearly explained, that he's op due to a bug.
Yes at red ranks you can play 86 matches without facing a swf. Good logic
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Trapper might look to fast if he was trying to lose weight.