Avatar

Waffleyumboy

Waffleyumboy

About

Username
Waffleyumboy
Joined
Visits
519
Last Active

Comments

  • @Heartbound said:

    I really think you should get notified if it's a SWF and get a bloodpoint bonus for playing against them. That way you know when you need to sweat back. There's nothing like being barely awake and chasing after someone running tiles and seeing 3 gens pop simultaneously before you start wishing you put end game perks on your slasher.

    Not all swf are sweaty...

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1492368#Comment_1492368

    Because of pure obvious logic. If the reason for "sweat squads" being rare is because the game is easier for survivors, then it's a logical impossibility for "sweat killers" to be rare for the same reason.

    So it's a logical impossibility that you gave the correct reason for "sweat squads" being rare?

  • Complex.

  • We should have map bans from map selection. Each survivor chooses 1 map to ban while the killer chooses 4. Map voting doesn't work with asymmetry.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1492665#Comment_1492665

    There is literally a video in this thread of this. It took a killer with thousands of hours, that is probably one of the best in the community atm, billy pre-nerf, and him sweating his balls off to get a 3k. By the 3 minutes mark he had 5 downs, 3 hooks, 2 full heals, 2 unhook AND STILL 3 gens popped. How is that not proof enough.

    A 3k is a win. It would be pretty sad if either side didn't really have to try to win. In a balanced environment, all 5 gens would always be popped to allow 2 survivors to get out the gates and have 2 survivors sacrificed. Props to that killer for stalling gens well.

  • @[Deleted User] said:

    Think about how powerful Surge would be without a cooldown against rank 15s who play twice a month. There's your answer. They've been on a warpath to balance around the absolute lowest common denominator for over a year now. But it's weird because Infectious Fright has no cooldown yet it's insanely powerful on certain killers. Not trying to give them ideas, but they're certainly scattershot and arbitrary with perk design. I don't think they're as organized as we think they are.

    How do you know who they're balancing around? Like you said, IF and BBQ are devastating against low ranks but the devs leave them unchanged. I think they're being careful with surge because of how different each map is from each other.

  • Maybe other survivors are just better at hiding. I personally don't mind taking the first chase, it guarantees the killer doesn't have any stacks on their perks and I have all the resources on the map available.

  • There's a max of 5 cooldowns to keep track of. If you can't keep track of 5 cooldowns then you can always play other perks or killers.

  • Oh no I lost control of the gens in one of my games, devs nerf survivors please!


    Bruh, post a full game with a video and breakdown if you want to really show the devs the game is unfair. These random anecdotes from when a killer got mad over not getting their 4k in one game are pretty much auto-dismiss to the devs. Nice to hear you met some nice survivors though.

  • @pseudechis said:

    Bummer if they are reworking them, neither keys or moris bother me at all. In fact I like both of them.

    They do what they are supposed to do, unbalance the game in one direction or the other. Mori used to be usable without hooking, now its usable after one hook guess the next thing will be usable after 2 hooks, how long until people complain then about how they get tunneled down after second hook.

    I guess the counter will be keys can only be used once exit gates are powered? But then we'll all be whining that survivors don't even have to open the gates to escape. Guess I'll have to use up my moris and keys while I can and go on a slaughter/escape fest.

    Why should an offering or item completely swing the balance of the game?

  • @dugman said:

    Just a minor point but Clown is actually fairly lethal since the Silent Hill patch buffed him. He's one of the best one-on-one chasers at this point, certainly more lethal than Legion who can't use Frenzy to get a down for instance. He definitely lacks mobility though.

    But the top killers certainly do combine map mobility with something that helps them in a chase (Freddy, Spirit, Nurse, and even maybe Billy still since it looks like the nerf he got was considerably toned down before going live.) Everybody else is in this "good enough" category where they are good enough to win if you play well but are either hampered by map movement (e.g. Huntress, Deathslinger, Clown) or a lack of a way to chase people down efficiently (e.g. Legion, Demogorgon).

    P.S. I'm not quite sure where Hag fits in here, I think Hag might be on the upper end of that "good enough" bucket because her traps effectively give her sort of a "virtual map movement" and quick chases. But her movement speed is slow enough that it takes her a little time to ramp up at the start of the match, so not quite top tier but a little above average?

    I thought Hag was one of the best killers in the game, arguably better than Hillbilly on some maps and certainly better than him on others.

  • @SavouryRain said:

    Honestly, I feel like the biggest issue with balancing in this game comes from the three layers of balance each Killer gets:

    Killer Power is layer 1.

    Killer add-ons are layer 2.

    Killer perk loadout is layer 3.

    The game is in serious need of a revamp though, imo, as the 3 layers are making it harder and harder to balance the game properly.

    Survivors have a similar problem, only it's item, add-ons, and perks. Personally, I wish survivors only came with 2 teachable perks, and the 3rd was rolled into the survivor as a power. Like Jake could have saboteur built in, Claudette could have botany knowledge, Dwight Leader, Meg QnQ, Nea Streetwise, so on and so forth. And then you could lower both sides down to only having two layers of balancing to worry about.

    That way there would be a reason to play a survivor over another one.

    Overlapping layers of balance are definitely slowing down the balancing process, I like your thought process.

  • Stealth goes under the lethality category I'm guessing, but there's also disruption to consider. Though Legion and Pig aren't very lethal they do have a lot of disruption.

  • @Erk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1492317#Comment_1492317

    If a sweaty SWF group plays the game, don't pair them with the Clown who has no addons. I think that would be okay.

    Agreed. Matchmaking is a vital part of balance. If ranks stretched further into higher echelons of play, that could cause more killers to play optimally and challenge them, perhaps exposing the true balance that was once hidden from us.

  • @immortalls96 said:

    Difficult yes..but not impossible..and EVERY killer should have the tools if they learn to use them..issue is the dev's haven't gone the extra mile to make solos in the proper setting for that to be possible without the resulting clash of titans to squash the lower players..hence why only a few killers are allowed to stay on beat with the top atm..don't look at this one sidedly or you'll just look like your demeaning and degrading needlessly

    The reason OP is being "one sided" is because complaints originate mainly from one side. If people cared about how hard optimal killers are to beat, OP would mention it. Unfortunately, only survivors are allowed to be called OP on the forums.

  • @Dehitay said:

    While you're not wrong, you're completely ignoring the other side of the coin. "Real sweat killers" should be as difficult to beat. And that's where the problem comes from. Survivor potential significantly outweighs killer potential. Survivors playing optimally will have the advantage over killers playing optimally. The reason your survivor sweat squads are so "rare" is because survivors of enough skill can be played with low effort and still come ahead against your average killers. Why try hard when you can win by just playing regularly? Meanwhile killers have to try hard in order to beat regular survivors which is why you see so many more "sweaty" killers.

    How do you know that your reason for "sweat squads" being so rare doesn't also apply to the rarity of impossible to beat "sweaty" killers?

  • All I have to say right now is I completely agree.

  • I didn't know what a stan was before this thread. Dweet and the Locker Gang sounds cool though.

  • @clem1710 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1492094#Comment_1492094

    No need for a civil discussion when the only argument of OP is "moris are unfun to play against" and then the devs say "ok no problem we'll nerf them". Dbd forums in a nutshell

    Tbf, moris have been a topic of discussion for years. Pointing out that moris are unfun to play against is a simple way of introducing the topic, and the devs were aware of the community enough to know that moris and keys are a very hot topic and have been for a long time, hence their readiness to offer their position on the topic. Perhaps you are correct in suggesting that there is no room for further discussion.

  • If they left after a couple of bad games it's not like they were gonna be a loyal customer anyway. Matchmaking is a problem, but fixing it won't suddenly make everybody who tries this game want to start committing time or money to this game. That comes gradually with impactful base game changes such as a training mode. New players deserve better than just facing other new players.

  • @batax90 said:

    I love survivor who equip charm i could spot someone cause of that

    It's always funny to see a Blendette wearing a glowing charm and that's how I find them.

  • The devs collected feedback about charms not too long ago I'm pretty sure. If people stop caring about charms or want them changed, the devs would be able to tell. I personally enjoy decking out my characters with charms even if I can't notice them on survivors all that well.

  • Moving without collision is problematic if he can be deactivated anywhere. First perk looks workable, second perk needs conditions and cooldowns in order to even understand its triggers and limitations, third perk seems more like a power than a perk but I guess it can work as a perk somehow. Interesting proposal overall, there's definitely good material for springtrap that we could use and I definitely think he can work in dbd.

  • I'm with Boss on this one. He's not so far behind the curve he needs a total rework, but I would be excited to see some buffs to make him less add-on reliant.

  • He has enough powers where they could make him into something fun and balanced. What else could you ever want from a potential killer?

  • @clem1710 said:

    I'm tired of reading crybaby survivors complain and asking for killers nerfs. Most survivor sided forums ever

    How is this related to the thread? Do you want moris changed? If not, please explain your position and we can have a civil discussion.

  • @Babyyy_Boyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1490855#Comment_1490855

    Rework keys yes, but nerf SWF no. Let’s be real most killers bring moris for SWF groups but IMO it’s stupid. (I main killer btw) you shouldn’t bring a an ebony Mori to be a a-hope to a group of friends that want to survive together.

    I agree. Targeting specific types of players with game mechanics generally considered to be unfair is not constructive and is definitely immature.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1491191#Comment_1491191

    You need to change them both at the same time. If you don't want the community to be at each others throats then that's what needs to happen.

    The one thing the community seems to be united on is that both are equally game breaking.

    Why would the devs care about the petty squabbling between "factions" on the forums? I think the devs should make changes at their own convenience because I trust that the devs will eventually keep their promises and make everybody happy, requesting ridiculous things like always changing both sides at the same time is just going to slow down their progress.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/176942/so-devs-can-you-rework-moris

    I agree, fix both moris and keys, neither have good counters. Both of them have a few problems

    Problems with keys:

    • Survivors can get one through RNG, which is completely unpredictable, and the killer can't possibly patrol the chests too. It's unfair because it is entirely RNG based, you might be dominating a whole game and then the survivors just get a key and now your win is barely a draw.
    • One key can allow multiple people to escape, especially when down to the last 2.
    • Even if you know they are bringing a key, it's hard to prepare for them, when survivors typically can finish 2-3 gens in the first couple of minutes, it is very difficult to deal with a key, especially in a SWF scenario.

    Problems with moris:

    • Shortens the time to kill way too much, killers can just tunnel someone straight off the hook for a mori, can't even use DS to get out of it.
    • Removing even 1 survivor from the game early generally means a loss for the whole team.
    • There is no realistic way for survivors to counter a mori. They can't predict them before the match to prepare in some way, and the only way to not get mori'd is to "play better"

    How to fix keys:

    • Make it so keys are no longer able to be found in the trial
    • Make it so when a key is used on the hatch it only allows 1 survivor through, and the hatch is put on cooldown and will not open for 60 seconds.
    • Make it so the key has a short charge/animation for opening the hatch (something small, like 5 seconds)
    • Make it so if a survivor is sacrificed (specifically sacrificed, so moris don't count) while holding a key, the key is removed from the trial
    • Make it so if a survivor uses a key they get more bloodpoints when escaping through the hatch. (max out survival, give em 8k)

    How to fix moris:

    • Make the yellow mori basekit, because its fun why not? You already killed everyone anyway, outside of having DS as the last survivor which is pretty rare it shouldn't be a problem.
    • Make green and ebony moris now work on a token system. Every time a survivor is hooked, gain 1 token. Everytime a generator is completed, lose 1 token. When you are at 3 tokens, you can mori a survivor you down.
    • Green mori allows 1 kill
    • Ebony mori allows 2 kills, but survivors only have to repair 4 generators to escape. The generator that is furthest away from the killer is automatically completed when the trial starts.
    • When a killer mori's someone, they should get significantly more bloodpoints (think like pyramid head where you get like 1000)

    This means that keys can now be countered in the game, by focusing on the person with the key. It also leads to some moments where a survivor with a key who is on death hook, might give their key to someone else so that they can still keep the key in the trial. It also means that keys can no longer randomly be found in chests to give survivors a free win they don't deserve.

    This gives moris a counter so that survivors now have a way to prevent a mori from occurring by powering through a generator together, it also makes ebony mori much less powerful by only allowing 2 kills and giving survivors a head start on the match to compensate for the fact that the killer gets to shorten their kills. It also gives both sides a fun way for the match to end by making yellow basekit so that it's not always the same. Many killers who don't like using moris will now get to actually see the animation play out sometimes.

    Thank you for finally proposing the solution that keys and moris deserve. I now see that since keys have contested moris thus far, that they are not worthy of the privileges normally given to items, such as transferring them between survivors and finding them in chests. And of course you added the fact that keys don't leave the hatch open and a hatch opening animation, both of which proposed by myself in the past and I am glad to see articulated so well here. The mori change is fun and encourages players on both sides to try harder instead of give up or slack off. Brilliant work.

  • I dunno why, but shirtless David running No Mither ticks me off. I'll bring a mori if I see ol' shirtless in the lobby, and I'll give it to 'im if I see a little Broken icon when the tial starts. Of course I never mori anyone who isn't the last survivor or on death hook :)

  • @Sonzaishinai said:

    Like the forced penance idea

    Anything that changes the obsession to make nemesis oblivious effect trigger more is a fun perk in my eyes

    Maybe not supergood, but fun

    I'm a little sad it completely outclasses Furtive Chase in most ways tbh. My boy FC gets no love :(

  • @Dpooly said:

    @Waffleyumboy Thanks, so I can have a Ranger Kit with Gel Dressings and Gauze Roll for a total of 60 charges or Alex's Toolbox with a Hacksaw and Cutting Wire to increase Sabo speed or are these overkill and a waste?

    It depends on what you have in mind for using these add-ons. 60 medkit charges is 3.75 heals, or 5 heals with Botany Knowledge. I'm pretty sure you can't sabo in between the killer's hit cooldowns without add-ons, so that's how those could be useful I guess. Hope this helps!

  • @EmpireWinner said:

    Is it because I'm black?

    Why would it be Claudette exclusively then?

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1317985#Comment_1317985

    I understand, but we're going around in circles now - as I said in my original comment, the idea that the other three survivors are free to do generators as long as you're chasing one is equally true regardless of whether you're tunnelling or not, so I don't think it's true that pressure is a good reason not to tunnel - especially since, as long as you pick your battles and tunnel someone that isn't going to run you around the entire game, eliminating one person early is probably the single most effective way of applying pressure to the other three that there is.

    https://forum.deadbydaylight.com/en/discussion/comment/1317959#Comment_1317959

    Nope - read my replies to StutteringSpartan above. You're letting the other three roam free regardless of whether the person you're chasing was recently unhooked or not. Perhaps I should clarify though, in case we're operating off different definitions of the word, that I'm talking about tunnelling off hook until someone is dead, not overcommitting to a single chase.

    That's called proxy camping I'm pretty sure. I guess I understand what you mean now.

  • The Haste should be 30 seconds max. A survivor with Haste is pretty much untouchable on a lot of tiles. The other perks and stuff look fine.

  • Tbh it's pretty disheartening to commend the killer for slapping my team and all they have to respond is "Thanks, I haven't played this killer too much but they seem fun so far!"...I really want to like Spirit because she's a ghost killer and all but she literally takes the least amount of practice for the most reward in all of dbd(maybe tied with Freddy...). It probably has something to do with the nature of things feeling "deserved" and whatnot, but it just feels uncomfortable, and happens quite often. It feels like how a rank 1 killer would feel if they got slapped by a team of rank 12s.

  • Add-ons stack unless specified that they do not.

  • @Nos37 said:

    If grabbing is impossible because of latency, then why put in a challenge that requires the other team cooperating/farming? Ridiculous.

    Basement 4k challenge already exists lol

  • @supersonic853 said:

    Ph already does by not allowing you to hook suicide. Just make hooks like his cages where you do nothing at first and then have to complete skillchecks but if you fail you only die alittle quicker so you still cant hook suicide.

    I'd rather his cages have a neat special effect instead of becoming more like regular hooks.

  • @NinjaDette1 said:

    As a Claudette main and a doctor main I get most people are bias towards Claudette mains for different reasons.But you shouldn’t go after a specific character just because you don’t like them.Not every Claudette main is a toxic but dancing crouching bush lover. I’ve met plenty of other characters that are used in ways that are equally toxic.Yes even killers can be toxic to not just survivors anyone that denies that killers aren’t toxic is not right in their head.

    True, they shouldn't. But no one can stop them, and if that's what they want to do you better bet your perplexed pears that they will do it. Plus, killers can't be toxic because it is their job to kill survivors.

  • @Orion said:

    Not rank 12-20, but I would sure appreciate it if survivors were to show me the same sportsmanship when I play killer that killers do when I play survivor.

    Guilt trip gang.

  • I only take kills I deserve. Not a rank 12-20 killer, but I carry those survivors back on over to the hatch or gates where they belong. Maybe with the extra bloodpoints they receive they can go buy a bps and brighten up some other player's day.

  • @Fibijean said:

    I agree with the general idea of informing new players of counterintuitive strategies that might help them win, but from a purely strategic perspective, tunnelling is generally far more effective than I think you're giving it credit for.

    While it's true that whoever you're chasing, the other three are free to work on generators, that's true regardless of whether the person you're chasing is the one that just got unhooked or not. In a game that's balanced around 1v4, removing one of the 4 will always tip the balance in the 1's favour, so it is objectively to the killer's advantage to eliminate one of the survivors as quickly as possible.

    Not that I'm saying new players should be encouraged to tunnel, I just don't think they should be discouraged from tunnelling on the basis that it's a bad idea strategically, because that's not actually true in most cases.

    Tunneling means you're letting the remaining survivors roam free. Rarely is it effective, perhaps you are thinking of proxy camping?

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1317922#Comment_1317922

    Most of the powers survivors are more than ok with are ones they can interact with/disable. Trapper? We can disarm his traps when he isn't looking. Demogorgon? We can destroy his portals. Plague? We can deny cleanse (although not as strong as it used to be). See a theme here?

    Maybe you are correct about PC. But on console, this is definitely the theme.

    Well idk about the general opinion of the population but me and my friends hate Trapper and Plague. Both m1 killers, one forces you to stare at the ground all game and the other takes away your healing and stealth options. Some of my friends like bullying baby Trappers, but they're the minority and the majority of people I know would rather face a killer with a more interesting and challenging power, like Billy or Oni. Of course this is all subjective. The survivors I see in my games as killer don't complain about the killers I play(Trapper, GF, Billy, Demo), but I know that my experience is not evidence of any popular opinion.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1317896#Comment_1317896

    Billy is one of the few meta characters. Most Billies just rub against a survivor then use the saw. Or use the saw for transportation. Never for any skillful plays.

    A lot of Billies run Insidious or NOED too.

    Ah ok. I personally haven't seen a good Billy in a while, mostly just scrubs looking for backrubs or amateur players who respect pallets too much and don't know how to play around windows. Personally I think Billy is among the top 5 hardest to master killers, especially on console. It's just another reason I love playing as him tbh, learning new things every day is fun imo.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1317930#Comment_1317930

    Yeah, that is an issue with console killers especially. It is why I'm kind of against PC/console crossplay because it will be a nightmare for console killers. Every trick survivors have are much, much easier on PC and many killers may not have the input precision to counter it.

    It is one of the reasons Nurse is way weaker on console. She cant turn as quickly as on PC. Same with Spirit and Wraith.

    How is survivor harder on stick? I've never played dbd on pc but on console survivor feels very intuitive and responsive, especially compared to killer. Just curious about your thoughts.

  • Cruel Limits is getting a buff soon I think...is this the type of perk you're looking for?

  • @Raven014 said:

    As an Xbox Legion main, they could at least be B tier with the right player and build behind them. I would never consider them higher, because that is unrealistic. @Waffleyumboy seems to get this.

    Hag and Trapper could also be put higher. Their ability to trap the map is a really big help, especially in the right hands.

    Every killer who needs mindgames to get hits (Myers, Wraith, Pig, and Plague) should be B or lower, because mindgames are harder to pull off on console in general.

    The rest of the rationalization makes sense though. But it falls in the same category as any tier list: They will be influenced by the person who makes it, as well as the criteria they are being judged through. I assume you are judging through viability, as everyone seems to judge that. But then what is viability? A 4k? No list is good because any killer can get a 4k. A double pip? Legion gets those really, really easily, so they would be automatic S tier for that.

    This is more a tier list for yourself, and that is completely respectable.

    I didn't think about mindgames on console. I'm guessing stick maneuverability is a limiting factor in using mindgame techniques such as blinking the red stain and moon walking? Console survivors are going to be in for a fun little surprise when cross-play arrives.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1316617#Comment_1316617

    Most killers have counterplay built into them as their core concept. The main exceptions I can think of are: Nurse, Spirit, Legion, and now PH. Most of those got nerfed/are generally disliked by survivors. I wonder why?

    Maybe it is because they like the ability to deny a killers power? Just a thought.

    They like to be able to influence the outcome of a trial. They want to feel outplayed and feel like they outplayed the killer. It's not just about being able to "deny a killer's power", it's about engaging in skillful interactions and having outcomes of those interactions that feel deserved. Hence why players complain about second chance perks, which can make those players feel like outcomes were shifted in a matter undeserved. Hopefully this comment can encourage you to engage in more thoughtful and constructive discussion about counterplay and fun in the future 😊

1 … 11 12 13 14 15 … 136