Waffleyumboy
Waffleyumboy
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- Waffleyumboy
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Comments
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/921907#Comment_921907
Although I disagree with the information portion, I'll agree with the viability of stringing together chases :)
The game is only as survivor sided as the map you know
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Emotes would help balance the game
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/921324#Comment_921324
Didn't you say in another topic that the killer should ALWAYS be chasing survivors?
You can usually get off of a chase and straight on another one because of how much information and control killers have. I didn't mean always extremely literally but unless the killer is always chasing they have a small chance of winning.
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@BrendanLeeT said:
https://forum.deadbydaylight.com/en/discussion/comment/921324#Comment_921324
It's kind of hard to apply pressure to 4 survivors and that's why tunneling is effective (even though I don't like it so don't do it) because it removes 1 survivor from the game and it's much easier to pressure 3 survivors.
You say drop the chase but the moment you drop the chase you have to walk to a generator, hoping that a survivor is on it whilst the survivor you just dropped chase on is already on a gen. Sometimes dropping a chase works but against good survivors it unfortunately doesn't always work.
I'll use an example of one of my games a little over a month ago:
Map was Wretched Shop and I was playing Wraith at purple ranks. I find a survivor and injure them and they run straight to the Wretched Shop, which we can all agree on is a horrendous loop. So me thinking I'm being smart drops the chase on the survivor and goes to a generator AWAY from the Wretched Shop to avoid the building but nope a survivor sprint bursts to Wretched Shop and loops it. To cut a long story short all 4 of them knew how to efficiently run the Wretched Shop and I got a 1k because I commited to the chase resulting in all generators being done and camping the final person to at least secure one kill.
Some people need to understand that dropping the chase is completely map reliant and if there are strong structure then dropping the chase wont work if all of them know how to abuse them.
Agreed
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+1
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@[Deleted User] said:
The math on paper, if we're talking about each side playing efficiently, of course.
Survivors only need to equip brown tool boxes, a brown add-on and a yellow add-on, and they can repair at +40% speed. This isn't even with perks, just basic common tool boxes and add-ons.
This literally allows survivors to do all five generators in 3 minutes even if one of them is being chased, as long as they repair somewhat efficiently. This is not an exaggeration.
Let's say it takes the killer 30 seconds from the match start to find a survivor (pretty common). All the survivor has to do is hold the chase for 2 minutes which at the start of the match where every single pallet up, shouldn't be that difficult as long as the survivor is not greedy with looping and has Dead Hard at their disposal to extend the chase. Even if after 2 minutes, The survivors gets downed and then the time it takes to get hooked a few seconds later, all 5 generators will be done.
This exact scenario has happened to me when I played killer as Huntress once (they used commodious toolboxes and one engineer's toolbox with a BNP). Everyone de-pipped. The game lasted just under 4 minutes in total. They were a SWF group trying to see how fast they could speed run, which isn't too difficult to do against a Huntress on Lery's who was trying a build without Ruin (was trying out PGTW, lmao).
Boy, did they ever speed run alright.
Isn't it the killer's job to choose chases wisely and apply pressure on generators? I agree gens are too fast with toolboxes but sometimes the killer is at fault for losing. If a killer can't end a chase in 60 seconds or less it should be avoided
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Devs don't care about keeping all perks at the same power level. Just nerf what people complain about too much. BL needs a rework so it's not an exhaustion perk because it will always be too much better or too much worse than the others.
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Dbd map design is terrible
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@JC316 said:
Pipping for one. It's stupid easy for survivors to rank up, yet high rank killer takes perfect play and people can't gen rush. Bug fixes is another. Oni was barely released and his "bugged" flick was removed, yet you have survivors spawning right in front of hex totems for a long time and not a peep out of the devs... Unless you count Peanits and his "You have my permission to not run it" line, which to me is as insulting as the "play something else" line.
How I see it, at low ranks, killer wins a lot. Medium ranks is fairly balanced, and high rank survivors destroy killers. The question is how do you balance higher ranks without completely screwing over the lower ranks?
Ranking system bad
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@innocentguy said:
https://forum.deadbydaylight.com/en/discussion/comment/921282#Comment_921282
Ohh lol that makes more sense. That’s true, you’re right
Thanks :)
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@innocentguy said:
https://forum.deadbydaylight.com/en/discussion/comment/911185#Comment_911185
That doesn’t even make sense lmao. Neither are killers? So killers are trying their best? And they still have like 70% kill rates and they still aren’t trying their best? So with their “best” you’re saying they can get like 80% - 90%? Maybe even 95%? Wow we need to nerf killers, NOW.
I'm saying the stats are more accurate than people think.
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You forgot that survivors can't use characters/cosmetics the killer personally dislikes.
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Steve to say "Ahoy Ladies" at the campfire
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@MegHasCuteFeet said:
"I think a whole perk slot should counter undetectable."
Let's make stealth killers useless with 1 perkslot.
Make camping useless with 1 slot more like
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This just happened to me
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This is how BHVR inflates kill rate
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/920502#Comment_920502
wait you are getting blackpips with that? :o
I think black pip is the maximum possible
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Yep console sucks
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/920199#Comment_920199
how were they Nerfed?
They no longer affect the speed others heal you
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Devs fix bugs all the time. They nerfed resilience and spine chill not because they were complained about but because they were bugged.
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Yeah they didn't need to change his FF
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/919043#Comment_919043
Allow me to read the survivor handbook: Killer hooks survivor. Killer leaves hook and stay away from hook. Never rehook the same survivor regardless of the circumstances. Only hook another survivor next. All survivors must be hooked 12 times. Do not slug. Do not use moris. Do not use OP addons or strong killers. Never slug 3rd person for the 4 kills.
Sorry punk, but you are not entitled to survive. The killer has his own rules. You are on his turf.
You forgot to address my argument bud.
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@terumisan said:
The only nerf I'd give ds is you can't recover when slugged it makes slugging a pressure tool outside of a 2 second heal
Punish survivors for not wanting to be tunneled?
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/919037#Comment_919037
Calling it "earned" does a disservice to anyone who actually kills survivors with hooks.
WELL ACSHULLY IT IS EARNED CAUSE I HAD TO BRING A MORI TO DO IT HEHE
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I don't see a problem here ;)
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@badster said:
The thing that makes him annoying to play against for me is how bad his reveal is. You can stare directly at him and not reveal him. It’s a really bad mechanic.
Agreed.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/918931#Comment_918931
Incorrect. If a survivor went down twice, that's hardly a free kill but earned. Survivor failed miserably. He or she didn't respect the mori and allowed to be found and caught. Survivors aren't entitled to save.
Another one approaches. I'll put it simply: 3 hits and you're out of the game. Sometimes less. Respecting moris is some made up action in the killer handbook you can't actually do in game. Want more, punk?
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@Xerge said:
https://forum.deadbydaylight.com/en/discussion/comment/917109#Comment_917109
I wonder how many survivor mains would say something similar to that about moris.
How is using a mori bullying? Nice try but doesn't pan out well for you mate.
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If playing red mori makes you feel good no change in the game can help you. Dbd is a horror game and horror games are meant to be stressful. Am I wrong?
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@DarKStaR350z said:
https://forum.deadbydaylight.com/en/discussion/comment/918962#Comment_918962
If they have read it they don't/can’t always reply.
I play PS4 UK region and have echoed the same sentiments on similar threads that keep popping up.
My killer games are instant even in the early hours of the morning; survivor takes 5-10 minutes at least and gets worse in more unsociable hours.
As others have said, Killer is really stressful, often unrewarding; and with the survivor challenges being easier and more plentiful in the Archive I have played more survivor than ever this season, hitting rank 3.
I think it says a lot when people would rather wait 10+ minutes for a game than subject themselves to playing killer.
As a red rank survivor I’m more often than not matched with other red ranks against a rank 10ish killer, which feels horrible even when you all escape.
As a killer I was on the other side and stuck at rank 10ish for a long time, matched against a full red rank team which also felt horrible to be basically a play thing for players twice my rank.
I made it to rank 7 by season end but that was by barely scraping black pips until I got that 1 in 100 game where there were a couple of low ranks and I actually stood a chance of getting a pip.
If you can't even hit rank 1 as survivor you're not a credible source
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/919028#Comment_919028
I'm saying it's bad for killer
I agreed
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/919023#Comment_919023
Ranking system make survivor have fun
Sure.
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/919014#Comment_919014
My first post I said keys had no counterplay
My second post killers end goal is killing survivors goal is escaping
Third post game punish you for being an efficient killer especially with a mori
Understand?
Ranking system bad.
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/918998#Comment_918998
Yes the game punishes you for bringing a mori , slugging, tunneling, camping, and chasing because the devs want to prioritize survivors having fun. I said the end goal of killers is to kill survivors/sacrifice them if a killer wanted to be efficient you'd just pick the strongest killer and tunnel with a mori and the survivors end goal is to escape either through the hatch or exit gates.
I honestly feel like you skimmed my post
Maybe because you type like you're drunk. I have trouble finding your argument and even when I do it's still not there.
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@HellDescent said:
I forget every time what it's like to play on rank reset lol
https://us.v-cdn.net/6030815/uploads/700/RXPQ6HPQMU7O.jpg
I'm gonna take a break for a few days, probably until tome 4 is out, so it's easier to do the challenges
But ebony mori is healthy for game devs said?
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/918931#Comment_918931
The end goal of killers is to sacrifice/kill survivors gens try to give enough time for killers to do that but at the end of the day the game isn't over till the survivors are dead or have escaped the rough exit gate or hatch. Tunneling to get someone out of the game is still killing the survivor meaning the killer is partially fulfilling their goal of killing all survivors
The devs implement perks to discourage tunneling and you say tunneling is what killers are supposed to do? Not only that but you say the survivor objective is to get tunneled?
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Will the effects activate even if the killer is undetectable?
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@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/918976#Comment_918976
Exactly. You defend the last 3 gens, as I said.
It's up to the survivor where they want to be chased. The pressure's on them to try and pressure multiple gens and keep the killer busy for long enough, and it's up to the killer to choose his chases wisely (choosing not to be baited away from gens on long chases).
You can take away survivors' power by eating resources or preventing them from healing. So basically I agree with you on this :)
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@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/918971#Comment_918971
Not true. The exact way to lose in that scenario is to commit to a chase on a guy away from the gens, letting the other 2 do the last gen.
That's why you chase survivors near gens 🙄
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@pemberley said:
Calm Spirit is a niche perk that completely nullifies the Doctor.
No Mither SHOULD leave NO DROPS OF BLOOD. It makes way more sense than the perk making the crows quiet also countering the Doctor.
Finally someone with taste!
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@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/918959#Comment_918959
It's not really the killer losing momentum if none of the survivors are doing any remaining gens. At that point the killer has control, he's just doing his 1 objective of defending gens.
The killer should always be chasing survivors
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Ranking system is poopy
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@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/918943#Comment_918943
Not really? Only takes 1 key, and if the killer is defending the last 3 gens then you might not even have to go anywhere near him. Only certain killers can punish survivors grouping up too.
If the killer has lost momentum that badly maybe it is time for them to lose. On the other hand, I agree opening hatch during chase is op and it should be a 5-8 second channel.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/918948#Comment_918948
So you did tunnel. Got it. The perk is doing its job.
When will they learn?
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@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/918931#Comment_918931
I don't really see 3 survivors escaping when there's still a gen to be completed as them doing their job. That's just kind of a free escape to me.
To do that wouldn't they have to group up like idiots or each bring their own very hard to obtain item?
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Pray for forgiveness 🙏
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/918908#Comment_918908
He was fully healed.
So the Spirit would have had to back away from the hook, perform a lunge attack to avoid the grab, let the Steve unhook during the recovery animation, hit him again, then wait... however long for the DS to go away, to be able to hook him.
All while suspecting by the way, that the Steve who apparently had enough time to fully heal and come back to the hook after finishing another chase, still has DS.
...Or, we could just fix the perk, so ######### like that are not possible, because they shouldn't be.
The Steve could be downed with no chance for getting up if the Spirit knew how to track someone who got unhooked right in front of them. Tunneling is what makes DS strong.
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/918482#Comment_918482
How are keys much weaker? Keys have no counterplay since if you bring Franklin's it can be picked back up not to mention plunderers counters it too also the hatch spawns regardless if the survivors win or lose so if they brought a key in or even worse found it in a chest it's a guaranteed escape even if you previously closed the hatch
The hell mate? Keys are only really effective once the killer and survivors have done their job. Meanwhile with Moris just tunnel and get free kills, punishing survivors for saving like they're supposed to.
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@badster said:
They’re ok, they aren’t worth using anymore in my opinion. Plus I wish they would bring the bloodpoint cost down since they are so damn expensive and not that great anymore.
Nope
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Yup