Waffleyumboy
Waffleyumboy
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- Waffleyumboy
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/913084#Comment_913084
I know, but if I didn't say the general facts, my point wouldn't make sense to some people and I didn't mean to put words into your mouth, my apologies.
BW doesn't need a buff, but EGC needs to do its job better is what I'm trying to say. 😁
I don't get what that has to do with exit gates
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@Boss said:
I always had the idea that it would regress instantly completely the moment you let go, but the lights on the Switch would work as checkpoints for the progress bar.
When you open the door for 25%, the first light goes on like usual and it won't drop past 25% if you let go.
When at 50%, it won't drop past that, same for 75%, and 100% of course is complete.
Then buff Wake Up! so that the user of the Perk ignores this and uses the current rules of the Exit Gate Switches.
Good idea :)
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@Nobsyde said:
@ Every answer the like just open the Exit Gate as killer if you want to trigger EGC:
that's not the point. As a killer you (usually) don't want EGC to trigger (I'll come back to this), because the timer works not just against survivors, but against you as well. The point of my suggestion is that right now survivors 99% exit gates in order to guarantee an escape without risking bloodwarden (1) and have time to unhook everyone (2). Once the unhooked survivors is near an exit gate, just tap it and you're done - borrowed time and DS do the rest.
Also, even if a killer has bloodwarden and wants to trigger EGC, most of the times it is not possible for him to open the gate before hooking a survivor - the only viable scenario where this is possible is when the downed survivor is right next to the gate. This change could induce survivors to open the exit gates instead of 90% them, indirectly buffing bloodwarden, but what I think will most likely happen is that survivors will simply have to be more careful in their last minute escape.
In other words, no more hook bombing by the 3 survivors remaining, and no more injured survivors escaping from the killer just because they tap for 0.1 seconds the door.
https://forum.deadbydaylight.com/en/discussion/comment/913003#Comment_913003
That's actually not true: before EGC was a thing, survivors would open the exit gates all the time, and almost no one went for it if a survivor was still on hook - NOED not withstanding of course.
I think you're a little mixed up.
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/913036#Comment_913036
Well, I don't have either of those perks, so it seems like a moot point.
:/
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/913003#Comment_913003
A 4 minute timer is more than enough time to perform a hook save, so I don't see survivors leaving as soon as the EGC initiates. 😁🤗
Also, I don't see the big deal with a timer, the only problem is when the timer is getting low because survivors kept trading hooks. However, at that point, the killer played well enough to defend a sacrifice for 4 minutes, so it's definitely fair in my opinion that they get a sacrifice from that.
https://forum.deadbydaylight.com/en/discussion/comment/912997#Comment_912997
Most players can agree that the EGC isn't supposed to kill survivors, but moreover, just to end the game.
If a 2 minute timer is going to get you killed, then I don't think the Exit Gates are the problem at that point — you simply wasted too much time trying to make a save.
The only reasonable argument is BW, but that can be fixed by having the EGC start when the 5th generator is completed. The EGC will tick down at 50% the speed until one of the Exit Gates are opened. This shouldn't be a huge deal because 4 minutes should be more than enough time to open the Exit Gates or prime them when they need to be opened. 😁🤗
I never said the EGC is supposed to kill survivors. BW doesn't need a buff.
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@oxygen said:
You'd be surprised how quickly totems can be exterminated if you have 4 survivors that know their spots actively looking for them. Or even one guy with a map with or without totem-finding perks doing it in a "serious" SWF while the other 3 hit gens/chases/saves like normal.
Even maps where there's juicy totem spots now would quickly be learned if totems were a proper secondary objective at all times, which would completely kill all hex perks as a side effect. And as a Devour Hope enthusiast that's a no thanks from me 😄
I don't see how it could nerf anything at all. That's like saying faster healing for survivors will make healing perks irrelevant.
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Yes I want to see the kill animations without being hated and or loading screen dodged by the survivors.
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This is awesome! The devs could learn a thing or two ;)
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These ideas are great!
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/913032#Comment_913032
To do what?
Waiting for the injured person at the exit gates? DS.
Waiting around the hook as a stealth killer? They know that. So they either wait till you got a TR again or bodyblock.
Like i said, there's a good reason why those perks are meta. No counterplay in this situation.
Yes definitely not. Let's just ignore all counter play because it's against the survivor handbook.
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@S_Panda said:
https://forum.deadbydaylight.com/en/discussion/comment/913026#Comment_913026
Sorry, guess I should just say the guy was bad and walk away.
The game is an online game and there's a certain set of priorities. If it was the opposite way around the killer would see themselves hit the survivor, only for the survivor to get back up and dash away
I wasn't being sarcastic :)
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/913022#Comment_913022
Don't dodge the question, dude: When was the last time you actually had a good opportunity to open the exit gates as Killer, and opening the exit gates actually had an impact on the outcome of a match?
You haven't truly played killer until you've tried Blood Warden with Fire Up
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/913011#Comment_913011
How to "dodge" BT? Waiting 20 seconds? Then the survivor usually got enough distance on you to crawl out of the exit gate in 60 seconds if you slug em.
or you could be a stealth killer. or be away guarding an exit gate.
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@S_Panda said:
https://forum.deadbydaylight.com/en/discussion/comment/913018#Comment_913018
Survivor side: activates before being hit by the killer
Killer side: hits before the activation
Server: activates dead hard but the survivor is hit
Wow that was so helpful.
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/912997#Comment_912997
I'm asking you: When was the last time you had a moment where you had the luxury of walking up to a 99% exit gate and opening it? When was the last time that actually made a difference on the outcome of a match? I can't recall a single situation where I wasn't either busy doing something else (Like protecting a hook) or where it wouldn't have made a difference.
If you want to get survivors out faster activate the EGC.
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@S_Panda said:
https://forum.deadbydaylight.com/en/discussion/112253/deadhard-exaugstion-and-hit
You hit too late: On the killer's side they have already hit you before you activated it. There's a reason it's recommended to use it for distance rather than baiting a miss.
No he didn't. Why would he be exhausted if he activated too late? You can't activate DH while Dying
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/912578#Comment_912578
DS and BT are the two perks, that guarantee a free escape, if you are hooked while the exit gates are powered. And the killer don't got many opportunities left at that point. Those two perks are basically the difference between a 3 or a 4man escape. That's why they are meta.
I've seen a lot of good end game plays without DS. And I don't see how a survivor is going to crawl all the way to an exit gate guaranteed. You forget how easy it is to dodge BT. If there weren't any counters they would be nerfed
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/912959#Comment_912959
How often does the Killer have the luxury of opening the gates themselves? How often is that actually a good play? Usually, the Killer has more important things to do than doing the survivors' work for them.
This is such a bruh moment. A 99% gate is only different from an open gate because the EGC does not activate. Yes, it is worth the killer's time to activate the EGC
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He still has his flick
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/912961#Comment_912961
I don't find killer fun in any way only reason I play killer is if im desperate for points
Yea killer is too lonely for me
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/912945#Comment_912945
the only reason is bloodpoints lol
People forget all the fun power and perk combinations killers have. Survivors have m1
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@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/912937#Comment_912937
Not really fair to call that a nerf though, that's clearly not intended in any way.
Why wouldn't it be? You are so resilient you get healed by others faster.
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@Science_Guy said:
No way. This game get stale enough as it is waiting 3 months for new content.
New base game stuff can be as exciting as new killers maps and perks
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/912924#Comment_912924
I think that was a bug affecting resilience and spine chill.
Others weren't supposed to heal you faster?
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They just need something to be angry at. It gets boring talking about gen speeds all day instead of actually improving your ability to pressure generators and end chases quickly.
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On a serious note: Blood Warden buff would be terrifying. EGC isn't to pressure survivors more just to keep the game going. This "minor change" is unnecessary.
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@ASpazNamedSteve said:
...no, not really.
However I do see EVERY Ghostface play the 'just stealth and M1 everyone' way with Sloppy and Nurse's.
Like I get it, but so much of his potential is missed this way. Truthfully I think people do it because it's way easier than trying to stalk with him, I think Ghostface is legitimately pretty damn hard to play really well. Gotta keep a lot in mind.
I myself prefer not to stalk with GF because you never know how jank revealing is gonna be at that moment.
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Or what if killers could open exit gates survivors have 99'd?
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@sorrowen said:
If they don't release new content the game loses a large amount of players DLC keeps it alive not growing but alive
Why do you think players leave? DLC is duct tape over a leak while base game fix stops the leak for good. The difference is DLC gives money.
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@Thatbrownmonster said:
https://forum.deadbydaylight.com/en/discussion/comment/912900#Comment_912900
To be fair
-Nerfed nurse
-Nerfed legion
-Fixed Freddy
-Nerfed Oni
-Nerfed spirit
And this are the most recent changes, not counting the old ones
That may be a lot of fixes but not one was undeserved. Maybe you are all mad they went overboard? Better to go over than under as devs have shown with Balanced Landing nerfs.
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@xCarrie said:
https://forum.deadbydaylight.com/en/discussion/comment/912846#Comment_912846
Same, I’ve hated killer more but still play a lot of it cause I’m a dummy. Usually it’s fine but sometimes I’ll get just a liiiittle bit tilted when I get “that should’ve hit” moments...like a lot. I’ll sometimes get cucked by auto-aim (apparently there is none) and fps dying on me. Console player too so that’s fun :)
There is no auto aim. The game registers a hit before doing the camera focus
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/912885#Comment_912885
Well I don't know about that. A lot of the time the people working on new content and the people fixing the game are not the same people, it's divided into teams generally; which is affected by what the publisher requires of them.
They have to make money to actually keep fixing the same, so content HAS to keep coming out, that isn't really on the table for them to drop.
True but everyone can agree they're going a bit too fast for the game's good
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/912635#Comment_912635
This actually would solve a lot of massive problems with the game.
All the gens being done too quick? Well survivors might do a harder objective for like a massive boost in blood points, and give the killer a second chance because of it. If the killer is being toxic then they would probably not risk it and just leave; thus promoting killers not to play as toxic.
Also this would make it so that matches are less land slide-y because this would allow more turn around.
Also this would help make the games a little longer, so people don't wait in queue for 15 minutes for a 7 minute game.
Also this would make the game way less frustrating as it gives even people at a disadvantage more of a shot, and people doing REALLY well a chance to make mad bank- even if the killer doesn't succeed on stopping the extended objective it's almost certain that he would get at least some more downs or hooks or such, would feel a lot more engaged at least and still get some bloodpoints for their time.
Also on top of all that, it would help with the matchmaker/rank problems, because currently a lot of matches are stupidly one sided because of how it works. The game can't start making a strict matchmaker the player base is too small, queue times would be forever, and staying the way it is means remaining unfair and making new players just give up and quit- but this solution would solve that at least a large portion of the time, because they would be trying to get that second objective and maybe the killer gets at least one kill out of it instead of none, and the survivors are earning more BP from that risk.
Oh ALSO SWF would be more likely to go for that than solo players, meaning guess what another problem being dealt with, it would let SWF players run that risk if they wanted to gain more rewards and I am sure a lot of them would- especially for that feeling of success basically pulling off a "Double-win"
Like dear god the amount of benefits this would have to the game is staggering, yet still here we are =/
Thank you :)
Devs need to stop releasing new content and fix base game ASAP
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@NuclearBurrito said:
If it were true that Killers throughout the game have been getting nerfed more than Survivors and that Survivors have been buffed more than Killers then it logically follows that if we go back in time Survivors should be weaker and weaker the further back we go.
https://www.youtube.com/watch?v=Q1fkX3H84SE&t=229s
Thus in order for that to be true the Survivors in this video must be far weaker than Survivors are now in terms of what the mechanics allows them to do compared to the Killer at the time.
Since this is clearly not the case it's just a matter of quantifying what changes makes this so and why it had this effect.
My theory (which is easy to verify by just looking at patch notes) is that the big core gameplay changes were all in the Killers favor, while the majority of Killer nerfs were outside of the core mechanics.
For example some core gameplay mechanics that have changed since 2016:
- Medium vaults added
- Entity blockers will now block windows after 3 vaults
- Killer vaulting is faster
- Pallet breaking is faster
- Generator regression implemented
- Generators now take 20 extra seconds to repair
- The end game collapse was added
- The Hatch can now be closed
- Bloodlust added
Those are all the ones I can think of off the top of my head. Meanwhile I can't think of any changes to the core mechanics that were in the Survivors favor except for the hatch always spawning for the final Survivor.
I'm sure you can come up with plenty of Killer nerfs period, but if we restrict ourselves to just the core mechanics it's pretty obvious how and why Killers are stronger now than before.
That doesn't mean a lot of Killers don't need buffs, it just means that the claim that Killers have been getting weaker is demonstrably false.
Good Point.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/912696#Comment_912696
He stole a mod's lunch money
*Surprised Pikachu Face*
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/912848#Comment_912848
If people find 3-5 active Hex totems, then they're going to do them all and hope they don't hit HG. I was more saying it as if they're the ONLY Hex perk.
Then again, I only run Ruin to help me get that first hook, considering I play slower killers, so if I had a better substitute, then I'd go towards that instead. And no I'm not going to use Corrupt Intervention. I prefer the more universal use of Ruin.
I guess I can respect that
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@altruistic said:
His flick was unintended, supposedly.
Darn you can’t flick 90 degrees anymore, just like every other Killer in the game 🤔🤯
?
Every other killer has a one shot with a gimmick of being hard to land?
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@Xerge said:
Like I said in another thread, I'd add a little additional perk slot for killers that would be exclusively for endgame hex perks, noed would fall into this category. I can think of a couple of new hexes; a hex that shows the killer the survivors' auras or a hex that prevents the survivors from interacting with the exit gates for 80 seconds. Adding a variety of endgame hex perks wouldn't let you know what to exactly expect as a survivor once all gens are done, making the endgame unpredictable.
Of course, a totem counter would be needed.
Variety can't hurt :)
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@SilentSpectre said:
https://forum.deadbydaylight.com/en/discussion/comment/912830#Comment_912830
Pig is currently one of the worst killers in the game.
Careful, your ignorance is showing. 😋
I acknowledge this fact in my comment. You're just proving you don't care about counter arguments and that you would rather use silly emojis to make your point. Come back when you're ready to accept that just because I'm not a killer main like you doesn't mean I'm ignorant or biased in any way.
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@PigMainClaudette said:
No.
Too many survivors (myself, included) just despise the existence of NoED. I actively avoid it in my killer bloodwebs, because I will EARN my kills. I've had too many games where I've almost escaped, only to be cheated out of them by someone using NoED.
If this also happens, then every other Hex perk in the game becomes useless, because Small Game will now become a staple perk, and everyone is going to hunt totems. No more Ruin, No more Devour Hope, No more Thrill of the Hunt. They will all be cleansed too quickly to become relavent. "But what about Haunted Ground?" I hear you say, well simple. That'll be left alone. It's already an active Hex perk.
Why would HG be left alone but not the other active Hexes? I get hating NOED but making it basekit is the best way to nerf it without making baby killers cry. (You could also replace the NOED speed boost with missed attack cooldown reduction but devs felt like they needed to make it OP)
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@kisfenkin said:
DS isn't as good as most killers seem to think. Five seconds is not long enough for you to escape, so if the killers were just good enough at tracking and looping to down you again it is only a ten or twenty second delay on that hooking. Instead, killers give it so much respect that they add thirty seconds to that hooking, and possibly even give the escape to those slugged survivors that heal up to 95% or more if they run unbreakable...
The power the killers give DS is what is making it so good. Just play like it doesn't exist and it loses all of its power - except in EGC, where the survivor could actually use it to escape you.
What needs to be dealt with is the fact that some of the best perks a killer has are able to be destroyed by clicking on a totem. Those hex perks should have a lesser passive buff that remains regardless of the totem being broken.
totems are just a bad design for a competitive game anyway. So is map rng. but still people compete
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Welcome to the club :)
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@dont_ask_me_again said:
The problem with shortening time on the hatch is that solos get cucked but swf do not... I think if a survivor uses a key on the hatch it should automatically shut behind them and broken keys should work after a certain amount of time of M1’ing it to give them a use.
Making them work on pig would be pretty unfair on her, she could always dodge keys also so that doesn’t really accomplish much but adds dodging and she just needs a buff tbh... just make her traps work during the endgame (and dies on exit) BUT if a survivor is trapped then the endgame timer slows down like the survivor is hooked/downed.
Good point.
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@SilentSpectre said:
More pig nerfs are definitely not needed.
Dude if you could actually read you would see he said if pig ever gets buffed (which she needs to be and will be eventually) then they could make that change. Come on you're not even trying to hide your bias.
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Agreed.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/912794#Comment_912794
The clarification was directed to a Dev. For the reasons already stated.
Sorry I don't see a Dev.
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@Galklife said:
ok so if youre telling me "just cleanse 5 totems because you have 100% chance noed is in game"
with same logic make DS basekit "just wait 60sec because you know he has DS" (well we can eliminate locker DS tho)
i would rather see sth like: if 5th gen was done before 5-6min mark noed would activate but in the same time i would add mini DS too (like 15sec but unslugable)
Buffing survivors and killers at the same time sounds like a good idea
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@Aura_babyy said:
https://forum.deadbydaylight.com/en/discussion/comment/912771#Comment_912771
Thank you!
I thought about having it as a death hook type of thing but I believe most killer mains would dislike the idea. I wanted to try and appeal to both sides in a sense for making it slightly different and less frustrating.
In my personal opinion I think the key argument is a bit weak, because EGC and gate placements seem to favor most killers on certain maps. Then again that can be solved If you look at the map rng directly, but that is probably harder to work on that this.
No Problem!
I'm glad you're being considerate to all different kinds of players :)
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/912779#Comment_912779
Are you secretly a Dev?
Why are you asking?
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@Mr_K said:
I'm afraid to let the Devs touch her any more.
The addon changes were needed. Are they ok now? I don't really care tbh.
Basekit I feel was unwarranted. But if a cool down is needed it should apply after a swing, hit or miss. Fatigue has a spot for moving around the map and cool down adds time for a survivor to gain distance after getting hit or successfully dodging a hit.
That would probably make nurse more tactical and fun. Good idea!