Waffleyumboy
Waffleyumboy
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- Username
- Waffleyumboy
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Comments
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@YaiPa said:
Sad thing it’s that noed is the only crutch perk for killers, and have an easy counter, something we can’t say about every other survivor crutch.
Wrong and Wrong. Ruin and Adrenaline sucking/slugging (please refrain from mentioning me if you don't know how to suck Adrenaline and especially if you don't think slugging is viable)
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Oh no. Another lost soul mistaking dbd for a well designed game.
RELATED: I would like to see a window trap :)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/908035#Comment_908035
Ruin essential?!?! Lol.
Sorry, I respect every other opinion you’ve shared, but I’ll always stubbornly disagree with anyone regarding Ruin.
He meant that people consider it essential. If it actually was essential I wouldn't play killer at all even for the bp (because the bp/shards needed to get Ruin is not worth just to play a broke role).
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@switch said:
https://forum.deadbydaylight.com/en/discussion/comment/909382#Comment_909382
were you the one saying head on is better than sprint burst ? OMEGALUL
Keep running dead hard and if possible queue up in my games, i have some good laughs seeing survivors dead hard into a wall, you should see it from the killers pov its a blast :))
Ah you say something true 😂
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I haven't seen any undeserved nerfs around but imo nerfs should always take priority above buffs. That isn't to say buffs aren't badly needed.
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@Spooky13 said:
https://forum.deadbydaylight.com/en/discussion/comment/907416#Comment_907416
We shouldn't go off of ranking/pipping. Legion, one of the worst killers, is incredibly easy to rank with die to the nature of their power. You could probably have 3, maybe even 4 survivors escape, and still pip or probably even double pip. Does this mean Legion is a good killer by any means? Hell no! Again, by this logic, Hillbilly, Ghostface, and every instadown killer would be terrible, because they are very hard to pip with, again, because of the nature of their power.
Both of you are off topic. OP wants all killers to be near the same power level, not all killers being buffed as a whole.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/909286#Comment_909286
Of course they make a difference but that's not the point. It's about a need to use it.
Take Ruin.
If you feel you need it to do well and can't without it but others players can then what does that tell you? That says its not needed by higher skilled players.
What all perks do is give someone more of a chance. They artificially increase someones skill level so they can reach a rank where it gets worse for them to play in and then they start to complain.
Without it you will just get to the rank you should be playing at.
It's not rocket science.
Someone finally explained it in a way simple enough for the "average player" to understand! Bless you, may the spirit of Ascended Dwight watch over your travels and keep you safe.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/909211#Comment_909211
Nope.
SWF think Killer is fine, Killers want SWF nerfed, Solo's want Killer nerfs or Survivor buffs.
It's a vicious cycle.
Oh gotcha
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@Kabu said:
Dude, what did you not get that Otz plays the game for a living? He is NOT the average player. Not even close.
The average player shouldn't be rank 1 (Don't tell that to survivors though lmao)
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@switch said:
https://forum.deadbydaylight.com/en/discussion/comment/909346#Comment_909346
Sprint burst has more play making ability than dead hard. ( don't even argue thats a fact)
Why do you think they made it so you can't recover while running ?, spoiler alert isn't because of dead hard. I play mostly killer on eu, i've seen some decent dead hards, but once i know you have it, even when in a loop situation i will swing in a way to make you either use it to hit the wall or you get hit, lose-lose situation.
In that loop scenario you wouldn't even have to do anything because the survivor is already exhausted because of SB. Seeing survivors use SB puts me at ease, they exhaust themselves and show how much of an amateur they are. Trust me I've seen a lot of both of them (Survivors switch to DH as they rank up).
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/909355#Comment_909355
I think they just need to make like, 3 dailies appear and not one each day, more reasons to play and things to do, more BP and a lil less grind to account for the increasing number of perks and such the game is getting.
Yeah 3 slots but only one reappearing a day never made much sense to me. I guess Rift was the way they tried to make up for this although it does them little consequence to make it a little easier to get BP.
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@Kabu said:
https://forum.deadbydaylight.com/en/discussion/comment/908621#Comment_908621
Otz plays this game for a living. People like that should be who is used to argue things are in a good spot. Do you play the game for a living. Does the OP? Probably not.
If the cues are had for survivor it means there aren't enough killers. So OP is obviously not in the minority if there are less killers.
Well I don't see how the game is not balanced if otz can succeed greatly as killer. It's probably that killer only appeals to people of a special type (maybe just a little sadistic) and people of other types just can't handle the pressure of having to be constantly brutally smacking and hooking survivors. Either that or people like playing with their friends (Why would anyone do that?).
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@[Deleted User] said:
Grinding for the same perks over and over is tedious and annoying, and just not a very interesting concept.
That being said, it's how it is and I doubt it will ever be changed so just roll with it and play with what you got until you can get it, or get it from shrine.
Yup that's the rhythm of the game.
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@switch said:
https://forum.deadbydaylight.com/en/discussion/comment/906154#Comment_906154
Please keep using dead hard, it makes my life as a killer x10 easier.
I'm going to stop telling people to run sprint burst, why make it harder....
Yes dead hard the best perk <3
I don't know what survivors you're facing but survivors I face use SB to get to a loop they would've reached anyway had they been paying attention. Sure sprinting off hook is nice but I don't tunnel so they're just wasting it. I don't know what play style could make SB more useful than DH (which can extend a chase by any amount, almost like a free hit)
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Yes surviving is a thing some people do
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@darktrix said:
EGC kills me more times than the killer. Common scenario for me - last survivor, killer finds hatch before I do, killer proceeds to patrol exit gates since they are usually right next to each other.
I find a nice quiet place to die.
Sad life of a sensible survivor that doesn't rush in and trade hooks
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Huntress hatchets wouldn't be the same without their giant cube hitboxes :)
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/111901/hitboxes
It's a product of dedicated servers. Something survivors whined for more than anyone, by the way.
I've seen a lot of killers complaining about it too. More frequent phantom hits and missing because of laggy aim assist. Although you are correct, these new hitboxes make it harder for survivors to tell when they are going to be hit and as killer I have noticed I can hit from much farther.
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But that means I would have to burn my Crispleaf Amaranth Sachet collection :(
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Next up on things that will never happen: Rank Rewards
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I feel you. I just didn't level up Hag and didn't even get Ruin from the shrine. I refuse to use meta perks or unfair perks or situational perks for that matter (Ruin, noed, adrenaline, DS, UB). Sure it's tough, but toughing through the bad makes the good all that much sweeter. (Who am I kidding as survivor DS or Adrenaline would've saved my hide 6/10 times but it's the thought that counts)
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/909221#Comment_909221
I mean, Legion is there too, but at least certain builds can be insane on Legion.
Those builds are probably all better on other killers with STBFL
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Yes there are way more important and less balanced things in this game other than Trapper. (Although he needs to start with at LEAST 2 traps imo)
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@The_Second_Coming said:
On the contrary - please buff Trapper. Out of all the killers, him and clown probably need to most love.
Sigh
Time to pull out the old "Buff Legion" stick
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@Pulsar said:
Nah, both sides have some things that need adjusted.
Keys, Toolboxes, solo vs SWF gap for Survivors.
Mori's, the near requirement of Ruin, SWF vs Killer vs Solo for Killers
I think you meant "SWF for Killers vs Solo for Killers"
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/909179#Comment_909179
I did. The OP literally used the words impossible to loop in certain loops. Imagine you saying imagine not reading when you are guilty of that very crime.
Certain loops is the same as any loop ever. Yes thanks for correcting me.
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@mmain said:
As a survivor main I agree with you 100%. Camping is a winning strategy only when survivors make it a winning strategy. If survivors would just do gens when a killer camps it would quickly become a horrible strategy. Killers would generally only get 1 or 2 kills per match by camping.
Instead over half of survivors want to be a hero by grabbing someone off the hook regardless of whether or not the killer is standing there or not. I've said it before. I HATE camping, but not because killers do it. I hate it because it makes 50% or more of my matches nothing more than watching 2 or 3 other survivors play hook carousel with the killer. Of course that makes it significantly more difficult for those of us who actually have the goal of escaping.
When I see survivors playing that way I'm rooting for the killer every single time.
I agree. I would've written something as thoughtful as this had OP not been biased.
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Wow I never knew. Thanks for letting me know!
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Personally, I think facing Oni is too much like Hillbilly. His power is too accessible and not scary because of that. This is coming from red rank survivor where people don't bother to heal against Oni. Blood Orbs dissolving and slightly less charge up time for his dash would be good fixes imo.
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@The_Second_Coming said:
Imagine calling Oni impossible to loop in any loop ever. Oof.
Imagine not reading
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@Xerge said:
Seriously just hide, if you run around the map and try to loop he will destroy all the pallets on the map if he is on blood fury. You can try to loop him but many pallets will be gone. Again, it's better to be stealthy against him.
Don't you think survivors would hide if they could? The game is designed so the killer can easily track and control survivors. But I may be wrong, I haven't tried stealth in a bit.
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Moris and keys are kinda busted ngl
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@smileybones said:
https://forum.deadbydaylight.com/en/discussion/comment/906525#Comment_906525
A perk's popularity shouldn't prevent it from being improved, especially if it improves other's of the same type
I thought popularity was an important factor in determining whether or not a perk is too powerful?
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@snozer said:
https://forum.deadbydaylight.com/en/discussion/comment/906649#Comment_906649
Kills literally mean nothing without context. won to many matches after the gates are open, going from a 1k to a 4k because of stupidity and because surviving literally means nothing since pips are not tied to it.
If the devs grow a pair and tie pipping to surviving and nothing else, we would have a very different outcome.
That would be pretty unhealthy. I can already see solo queue Blendettes with keys sniffing the ground for hatch.
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Every killer I go against runs Ruin. Then when I still manage to loop them for 2 gens they say I'm abusing good tiles when in reality I'm just stringing jungle gyms into pallet loops into jungle gyms like survivors are supposed to do. Ruin is unhealthy because killers use it as a crutch, some going to great lengths to keep it up all game, instead of improving or learning. That's not to say I haven't faced the dreaded skilled killer running Ruin, I have and it is honestly very bland. They can pressure generators effectively and we struggle to do gens when not pressured. Please tell me how Ruin is good for this game. As killer I never bothered to get Ruin or level up the Hag because I care for neither. The Hag is very bland imo, trap mechanic encourages camping and tunneling, Hex perks are very RNG dependent, the survivors crouch around the map. Instead of Ruin, I use the perk slot for Sloppy or Nurses because I am quite sweaty. I also use Whispers to help me manage my time more effectively. Ruin neither helps me maintain pressure on survivors or help me manage my time more effectively. It just hampers the rate at which I improve and makes the game slow and boring. If you disagree, please tell me!
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Every killer I go against runs Ruin. Then when I still manage to loop them for 2 gens they say I'm abusing good tiles when in reality I'm just stringing jungle gyms into pallet loops into jungle gyms like survivors are supposed to do. Ruin is unhealthy because killers use it as a crutch, some going to great lengths to keep it up all game, instead of improving or learning. That's not to say I haven't faced the dreaded skilled killer running Ruin, I have and it is honestly very bland. They can pressure generators effectively and we struggle to do gens when not pressured. Please tell me how Ruin is good for this game. As killer I never bothered to get Ruin or level up the Hag because I care for neither (The Hag is very bland imo, trap mechanic encourages camping and tunneling, Hex perks are very RNG dependent, the survivors crouch around the map). Instead of Ruin, I use the perk slot for Sloppy or Nurses because I am quite sweaty. I also use Whispers to help me manage my time more effectively. Ruin neither helps me maintain pressure on survivors or help me manage my time more effectively. It just hampers the rate at which I improve and makes the game slow and boring. If you disagree, please tell me!
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Every killer I go against runs Ruin. Then when I still manage to loop them for 2 gens they say I'm abusing good tiles when in reality I'm just stringing jungle gyms into pallet loops into jungle gyms like survivors are supposed to do. Ruin is unhealthy because killers use it as a crutch, some going to great lengths to keep it up all game, instead of improving or learning. That's not to say I haven't faced the dreaded skilled killer running Ruin, I have and it is honestly very bland. They can pressure generators effectively and we struggle to do gens when not pressured. Please tell me how Ruin is good for this game. As killer I never bothered to get Ruin or level up the Hag because I care for neither (The Hag is very bland imo, trap mechanic encourages camping and tunneling, Hex perks are very RNG dependent, the survivors crouch around the map). Instead of Ruin, I use the perk slot for Sloppy or Nurses because I am quite sweaty. I also use Whispers to help me manage my time more effectively. Ruin neither helps me maintain pressure on survivors or help me manage my time more effectively. It just hampers the rate at which I improve and makes the game slow and boring. If you disagree, please tell me!
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@creekwookie said:
https://forum.deadbydaylight.com/en/discussion/comment/906446#Comment_906446
I've had this same thought recently. Maybe increase the Gen repair time, but make every completed Gen lower the repair times on the remaining gens.
That's like counteracting the increased pressure killers get as gens get completed. I like it though
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/905483#Comment_905483
Why is the answer Bamboozle... but if people tell survivors to run BT or DS to counter tunneling we get laughed it because “survivors shouldn’t be forced to use a perk.”
Could you explain? It's hard to understand you.
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@POTUS45 said:
I think there should be 1-3 less pallets on each map.
Reasonable. Sometimes it seems like I would've performed better as killer had the pallets not been spread very ideally AND there a couple extra for them to fall back on. I don't want a window meta to come back though.
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I think the game would only be broken if survivors were able to string loops one after another. Luckily, there are usually enough unsafe pallets and dead zones along the way to prevent this. I would like for instead of a loop being completely safe and stringable all loops have a maximum of 50% chance of stringing into another one so it takes good pathing and luck to extend chases beyond 15 seconds or so. Just a thought.
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@DarthRane said:
https://forum.deadbydaylight.com/en/discussion/comment/906565#Comment_906565
Vast majority of maps are in survi it's favor regardless of the tiles, the primary difference is whether or not you have a god tier loop connection or just a strong loop connection.
About the only thing that plays in the killers favor MOST of the time is the gates at end game collapse they are almost always close enough to monitor if you're down to a single survivor scenario
What's powerful about loop connections? Unless there is a window that pallet and that entire loop can be depleted. I do see how some window setups can be broken if spawned in a certain way in some maps, but these areas are thankfully hard to reach giving the killer a chance to zone you elsewhere and get run along normal loops.
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@Mister_Holdout said:
We know lol.
Yes this we all saw from the statistics. We also saw Freddy still needs more buffs and Nurse needs more nerfs.
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@PrettyFaceKate said:
Another nerf making tiles totally unconnected would leave the maps barren. Survivors would play a lot more immersed and the last thing I want is to wander aimlessly looking for the urban evading p3 Claudette twins.
I agree. Survivors are stealthy enough as is (they all hide if I get them into a 3 gen scenario and the game lasts way longer than it should)
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Meme thread. Gorgeous
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@Mjra said:
https://forum.deadbydaylight.com/en/discussion/comment/906643#Comment_906643
That's a very fair point that could be a good balancing of it
Thank you! 🤗
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Honestly I don't play pc so I don't know how toxic it is. On xbox the report system is very good so no one is ever toxic. I agree the killer should be stronger than survivors but aren't they already (>50% kill rate)?
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@Mjra said:
Balanced was unhealthy on quite a few maps purely because of the stagger reduction. Removing the speed boost will not fix anything.
You can remove the speed boost and keep the cooldown.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/906466#Comment_906466
I don't think anyone is saying it's easy to avoid an m1. Of course, when the killer is right behind you, you won't be able to avoid his normal attack.
I'm just annoyed people say avoiding m1s is counter play. If survivors could avoid m1s all game they would.
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Props to the creative team.