Waffleyumboy
Waffleyumboy
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- Waffleyumboy
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Comments
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/906553#Comment_906553
I thought hunting down something to fix gens, would basically be another objective. I was looking for something fairly simple to implement. That would still, hopefully, give lower tier killers a chance to get going. If you have an idea I'd like to hear it. That was the main point to this thread. To give my solution, and let others improve upon it. Or give a better idea.
I wasn't talking about you I love your idea!
My idea would probably be to make Ruin basekit but its regression depends on the amount of other totems up. Also the Ruin totem respawns after 90 seconds. A clunky idea but its an idea
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Yes the game is survivor sided because of RNG. At times it is also killer sided but let's just ignore those.
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@Troman said:
https://forum.deadbydaylight.com/en/discussion/comment/906513#Comment_906513
Almost. Next up is "why cheese is meat":
https://forum.deadbydaylight.com/en/discussion/comment/906546#Comment_906546
Lmao "it's because they both go on my sandwich"
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As killer my lobby times weren't longer at all due to survivors dodging. It practically never happened and I think seeing ranks before the game is healthy.
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It's funny how many people are saying "make gens slower" without considering other solutions or even the repercussions of that solution. I guess they realize that is all devs will do because devs aren't willing to add another objective. Slightly disappointing.
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@FancyMrB said:
https://forum.deadbydaylight.com/en/discussion/comment/906509#Comment_906509
Water is wet? I am not sure what your point is.
You think the survivor role is not fun because 'gens are boring'? If you think so then don't play survivor. I mean, I switch between roles to keep things fresh.
Still, it is not the killer's job to make things fun for survivors. Their job is to remove them from match however they want.
I'm saying the killer shouldn't be able to stop the survivors from playing by camping. The survivors hardly play the game as it is. Instead of punishing camping tunneling and other toxic and unfun behavior the devs just added controversial perks to the game. Point is that genrushing can be countered by normal gameplay: patrol gens.
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@xllxENIGMAxllx said:
If gen rushing isn't a thing then camping/tunneling isn't true. It's the killer want to kill as fast as he can.
You must to see the difference between killers and survivors objectives. Killer have to find someone , chase him (could take some time) , pick up the survivor and hook him. Survivors have to find a gen and work on it. which one do you thing is faster and which one easier to do ?.
Not everyone want to main Nurse , Spirit and Hillbilly 95% of the time. Gen Rush is as fair as a mori to be honest even if i think mori should be nerfed at least the ebony.
Doing gens is breaking the game?
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@smileybones said:
Okay, I have an insane idea: What if lit totems re spawned after a lengthy amount of time has passed? Ruin dies within the first few seconds of the game? Have it reassemble itself after 1 minute and half, or something like that. Also, it would only apply to lit totems, so cleansing all the dull totems would still prevent NOED from activating in the first place. I believe this could go a long way into making hex totems besides Ruin more viable, while also giving ruin the ability to slow the games down longer.
Ruin is already the most used perk in the game. No thanks
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@FancyMrB said:
Who says gen rushing is tunneling? Survivors need to complete gens... and killers need to kill.
You do know that each side has their own objectives, and the two side's objectives contradict one another... therefore what is fun for one role, is to the detriment of the other... its an Asymmetrical game lol.
Survivor's are not concerned of the killer's fun, why should the killer be concerned for the survivor's?
Survivors don't need to care about the Killer's fun because they have fun during the entire trial. Survivors meanwhile are doing the very exciting generators, sometimes not hitting a great skill check and being forced to hold m1 longer. There is a small difference between survivor and killer gameplay.
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Cool idea.
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No arguments from me.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/906478#Comment_906478
It certainly has fallen in terms of effectiveness and reliability, but the fact remains when it works it's a free health state that can extend chases. Not the king of exhaustion for sure.
Lithe is better at extending than DH. I give DH credit for its versatility though. Glad we're on the same page.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/893391#Comment_893391
That's where we differ. I don't view it as bs. The killer is in a 1v4 situation, there are going to be things they do better than survivors. It HAS to be this way otherwise we just get bully squads running around. The whole point of perks is running some to enhance your strengths or bolster what you perceive as weaknesses. The old BL did both at the same time with literally no downside and was miles ahead better than other exhaustion perks except for DH.
DH was far behind it. Obviously you haven't seen all the people saying SB is better than DH and all of the popular streamers not using DH as it was overhyped and now does not even work most times.
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My friend recommended it to me and I was tired of shooting games.
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Why are people acting like it's easy to avoid an m1? Isn't m1ing the thing most killers do to win? Last time I checked killers often win.
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Rank 1 survivors and rank 1 killers are very different in skill level. Good old ranking system.
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3 of their perks are dead if you don't play in a specific way. Is there a problem with that?
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@hammertime said:
Just do what i do. Block all nonfriend player interaction. Then lower your rank by sitting in matches and not playing at all. Makes it easier to do challenges and you actually get to play against more fun survivors more of the time. If i play in a match where i can tell they are communicating together i instantly leave. This strategy pisses off those nasty 12 year olds and makes the game fun for me. I dont even care if this post pisses anyone off because im still going to do it because its fun. I dont even see what they send me because they are blocked. Its freaking awesome. Also, if i play against a troll i camp them on purpose and let everyone else go.
What makes a survivor fun? They wait until their teammates get hook stage 2? They try to loop around a dropped unsafe pallet? They let you camp and tunnel with no consequence? I would like to know.
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@yoi said:
https://forum.deadbydaylight.com/en/discussion/comment/906402#Comment_906402
Before servers he could walk above first time after placed now he can't Even do that.
Well he still can kind of
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Billy is balanced and most of the community can agree. Although realistically you can't chainsaw through windows or around corners, dbd is a wonderfully jank game. I myself play Billy a lot and against laggy survivors every other chainsaw is gonna have a phantom hit.
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@StrickxNyne said:
Just remove Trapper being affected by his own traps. Any serial killer movie the killer can run across their own traps and the folks chasing to kill them always get trapped. If trapper gets caught on his own traps he gives the paths that can be ran away thus should start with all traps or all traps auto hurt anyone who disarms them that does not have tool box or Sabo perk. Trap add ons that would place a survivor into dying only injures survivors with Sabo and toolbox. Then it's fair. Slippery meat has always been weak and this would encourage survivors to run Sabo or use tool boxes in traps instead of gens pushing a different fun game play that lasts longer for all.
Yes there are some very good players who play trapper insane, the game should not be balanced around those pro players. If all games were balanced around the top 10 players no one would play them, idk why this game balances around red ranks only but it's wild.
This is for balance. Trapper would be able to completely shut down loops he has trapped.
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@Hag.is.Dtier said:
Trapper buffs:
1) starts with 2 two traps
2) Tar bottle base kit
3) Can't dead hard over traps
4) Traps cannot be sabotaged
Good ideas. Although nerfing dead hard might not be necessary.
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Not bad.
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@PlzDonBeMeanToMe said:
Why dont devs just at the bare minimum (for red ranks) atleast add a extra 2-5 seconds for gen completion??
Doesnt seem much but atleast its a start
Gen times are stretched as far as they can while staying tolerable. Of course killers wouldn't mind if playing survivor was m1 simulator. Most people can agree another objective is needed in this game. If that means making noed basekit, I wouldn't be against it.
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@ad19970 said:
Increasing the objective time would butcher this game. Kill rates are already high, this would increase them even more and discourage many people from playing survivor. The game would need so many more changes in addition to an increased objective time. I don't think the devs will want to make so many changes to their game, especially at once.
Killers want game balanced around 4k because that's what red ranks need. What this game needs is a reward for ranking up and a pipping system around killing 2 or more survivors to get iridescent. Would fix a lot of problems but what do I know
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/902955#Comment_902955
https://forum.deadbydaylight.com/en/discussion/comment/903470#Comment_903470
I'd say this is the real problem here. What it takes to get a pip, or even black pip at red ranks is nonsense for killer. I really miss the old killer victory cube sometimes.
https://forum.deadbydaylight.com/en/discussion/comment/903500#Comment_903500
Both of which are legitimate tactics with legitimate counters in the form of perks.
Ranking system is broke. I don't get why so many people care about it. Then again, if they didn't there would be a lot more camping/farming.
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Engine is broke. What a surprise
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@Reyla said:
A unique perk for each survivor that only they can use, so they all play differently.
I like this idea! (Although I would prefer 3 options instead of one)
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Um no. It is similar to my idea of survivors having only 3 perks and an ability and there can only be one of each survivor. This is too extreme. You say the devs should have a new rarity for perks killers dont like bt ds ub dh sb and only one of each per team? Too restrictive but maybe thinking in the right direction. (Yes, having only 3 perk slots is less restrictive)
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Both ideas are very good. I'm proud of this community.
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Swf is an essential part of the game, like kyf
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@RepliCant said:
https://forum.deadbydaylight.com/en/discussion/comment/906167#Comment_906167
Yeah but Sprint Burst is just as trash ;)
It's as overrated as Unbreakable at least. Putting on Unbreakable is a waste of a perk slot 9/10 times. Let's not even mention DS. Glad to see a reasonable person on these forums.
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@RepliCant said:
https://forum.deadbydaylight.com/en/discussion/comment/899916#Comment_899916
Dead hard is better by far, you lose pressure with SB and you have to waste it continuously
Sprint Burst is the second worst exhaustion perk lol i think head on is better
Well put. Let us not forget Head On can save people from basement. Jk Head On is trash
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Kindred dominates the aura reading meta, but I love using Empathy. I can lead the killer away from vulnerable teammates, see when pallets are being used anywhere, and find people who need healing from others. It is on the same level as Bond imo, but both are severely outclassed by Kindred. Maybe someday they will be buffed to match Kindred's power :)
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I think I don't have to hit the fast vault. But then the killer reminds me how long their arms are.
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What have we unleashed 😂
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/906034#Comment_906034
The only argument for the basekit nerf people come op with: "She can ignore every survivor defense and has no counterplay, there for she should be legioned."
(completely ignoring a huge amount of people showing counterplay possibilities and weaknesses of nurse)
What's your argument for the basekit nerf? Or did i mention yours already?
She really had no reasonable counter play, if a Nurse was accurate there was nothing you could do. Now she has a window of counter play built in. More skill required? Yes. Nerfed to Legion Level? No. Still the best killer in the game? Yes.
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/894787#Comment_894787
MoM is not B tier. Unless B stands for "Bottom". If you are wasting time running around getting protection hits and healing guess what you aren't doing? Generators. If you take a protection hit from the killer carrying to a hook then 9 times out of 10 the player is still getting hooked anyway. So that is a waste. With all the time it takes to build up protection hits you could get 2-3 gens done. Even bringing MoM into a match means you are just a bad player.
If getting hit gives your teammate a health state, especially a teammate who has been hooked, then having MoM as well will eventually make your team hit positive. Think of it like a balanced flashlight save.
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@Heartbound said:
Same tho. Red ranks are overrated. Even your skill checks are red and if you miss the hex skill check you have to do the spin of shame.
You're not missing much.
Yes this is why I have my trap card ready. Scoops Ahoy Steve with a Rainbow Map. I quickly find and cleanse Ruin, loop the killer for 2 gens by being toxic and using dead hard and spine chill. Finally getting downed and then hooked. Camped for 2 mins while the killer smacks me and nods at me. My teammates accept reality, finish the gens and escape. We all happily accept a depip and unfun game. God bless this community
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Wow. I never knew. Thanks for the info!
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I've never heard this. The community is full of stealthy players that know how to avoid the killer and still be efficient
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@VincentRedfield said:
Killer mains: "until the game is balanced around 4ks the game is survivor sided."
Killer mains see 4 man SWF getting 49% survival rates= "SWF is game breaking OP please nerf"
I hate to stereotype but this is too often true. Let us not forget about "survivor mains" that call for every killer to be as bad as the Legion
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@Jallybwan said:
Potentially unpopular opinion - I think what BHVR should do is add voice comms into the base game for solo queuers, and then buff all killers to be able to deal with it. Then they won't have to worry about nerfing SWF without making solo queue even more unbearable.
This is the logical fix that BHVR refuses to do. Unless they implement this swf and solo queue may be forever apart.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/898440#Comment_898440
Addons yes, basekit no.
https://forum.deadbydaylight.com/en/discussion/comment/898608#Comment_898608
Honestly, both of them are okay. Oni needs to M1 to get his power. Survivors can easily deny that by dropping pallets early. Demo got mostly QoL problems like non-turnabke camera after shred and insanely much noise.
That's where you and everyone else disagrees. Her basekit was broken, maybe you just didn't see it at the time.
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@switch said:
https://forum.deadbydaylight.com/en/discussion/comment/899167#Comment_899167
Tbh i don't even need to explain why sprint burst is the best perk in the game to a good player, but i'll break it down for you.
The fact that you can sit on a gen have 0 awareness and be totally fine if the killer tries to hit you, the amount of play making chances this perk gives to survivor is a little bit mind blowing.
But please, and i mean it, keep using dead hard, i'm happy if i don't have to deal with sprint burst literally x10 better than dead hard would ever be, might need to start telling people to use dead hard since sprint burst is any killers worst nightmare
I don't know if you're just not in the right mindset, but usually survivors can make it to loops from generators with good pathing. I see Sprint Burst as a crutch for people who don't want to learn proper pathing/killer position awareness. Sure it can be used like Dead Hard but even if this wasn't buggy and actually reliable this relies on a survivor not doing any objectives. I will give Sprint Burst credit for making it safe to do a generator in a dead zone and sometimes giving people a few extra seconds on a generator.
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@RepliCant said:
https://forum.deadbydaylight.com/en/discussion/comment/905223#Comment_905223
I see, we have different views on what S tier is! I usually dictate S tier as "What's the best and what's currently being played" tier, not necessarily just broken or super good perks.
I disagree with your input about Prove Thyself. Teaming up on a generator *is not* a bad thing in this meta at all. It's an incredibly smart tactic infact if you need to rush certain generators on the map. i.e The mid generator on Azarov's resting place, other unsafe gens that could hurt you as a Survivor.
It drops a generator down from 44 seconds to 40, in a game where time for killers is incredibly important, so try not to overlook that! It's misconcepted that "4 survivors working on 4 separate generators" is the best way the win, most of my games that had gen rush (talking like 3 minutes 5 gens done) were consisted of Prove Thyself builds.
Yeah, like I said, Hope sounds far fetched right? I've been running it a lot ever since noticing we are in a really end-game meta, and I honestly prefer to run it over Adrenaline (even though Adrenaline subjectively better).
Here's why:
You move at 107% movement speed, allowing you to get to where you need to be faster. You will barely ever be caught with Hope.
Add Dead Hard to this mix and you're just a late game god.
Some cons as to why I can see you didn't put it in S tier:
- Doesn't pause when you are immobile like Adrenaline
- Only 120 seconds
Yea I agree. I don't see many perks in this game as being broken. Even Adrenaline has counter play (albeit not very viable).
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@alphaholic said:
https://forum.deadbydaylight.com/en/discussion/comment/898484#Comment_898484
Probably about the time you posted this comment. Lol
Wym?
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/899247#Comment_899247
And gives them more time. A high risk play.
idk what you mean. they are immobilized completely for 30 seconds
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/898858#Comment_898858
This isn't realistic, especially when so many survivors, especially licensed ones may all look alike.
How am I supposed to remember which Claudette I hooked, or which Steve I hooked, or you know, 50% of my games as killer that are usually filled with four Yuis, if they all look almost identical to one another?
There's also the problem that slugging doesn't actually avoid decisive strike, unless you can tell me the secret recipe to stopping people from crawling out the exit gates who have decisive strike and were never forced to use it because I was forced keep slugging them or ignoring them entirely whenever they jumped in a locker if I didn't want to, or couldn't afford, to eat the DS.
https://www.youtube.com/watch?v=eS7nn1B03YQ
I don't understand why this one perk which is a passive, is allowed to impact the entire game as a whole even when it's not equipped and be considered "balanced". Either DS is 'balanced' and literally every single other perk in the game is massively under powered, or DS is over powered and impacting games far more than it has any right to be for a single survivor perk.
When I see you say "DS is fine", what I hear you say is "Every other perk should be just as impacting as this one".
If the counter to DS is not tunneling, then being able to cleanse Ruin should be removed and the counter to Ruin should just be "hit great skill checks". Then it would be just as impacting as DS (effects how an entire role plays the game), with just as much counter play to it (you either play a certain way and deal with it, or it punishes you).
Maybe it affects how you play the game because you tunnel too much.
If the survivors have opened the exit gates then you have probably already lost.
Ruin already impacts the game enough, when I play swf we always have a guy bring a map or small game just so we can do our objectives normally. I've seen way too many people try cleansing HG or TotH because they haven't seen yet that I'm not running ruin. Or maybe I am wrong?
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/898835#Comment_898835
You make it sound like slugging isn't a high risk play for killers. They aren't getting the option here either, this is forcing them to make that risk. Also, you are expecting the killer to slug every single survivor after every single hook that they attempt to do this? That seems so unrealistic.
Killers are on the clock with already not enough time for their objective in comparison to gen speed.
One single perk is effecting how the killer plays every single game. That is not good design.
Tunneling also is not just downing the same person twice in a row. Killers work on momentum. If I leave a hook entirely and just happen to run into the same survivor again a killer can't afford to be like "oh my bad! Didn't realize it was you, carry on. I'll go look for someone else randomly". Killers don't have time to do that.
Slugging is like hooking except it doesn't bring the survivor closer to death hook.