Waffleyumboy
Waffleyumboy
About
- Username
- Waffleyumboy
- Joined
- Visits
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Comments
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Weak but a cool concept
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No.
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I'm not good at jokes :(
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Good on ya
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/899212#Comment_899212
Why would you disagree? The secondary ability is useless if half of it is spent on trying to use it. Its as if it took 1 second to start healing, but you lose one charge in the process regardless if you manage to heal anybody.
Keys have strong effects and most people think keys are strong enough on their own and wouldn't want them to be buffed more
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Keys some people will disagree but map buff is reasonable
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No one ever takes the BT hit. This is why I don't play solo queue any more.
(You can bet your bum no one has ever tried to risk themselves to get me off hook)
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Yes more game modes. The game modes they have rn need no more love imo
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I think someone has favoritism over what they see the devs fixing.
Also hasn't the team grown a lot since Wake Up days?
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@Bigbootiejudy666 said:
https://forum.deadbydaylight.com/en/discussion/comment/898512#Comment_898512
Yeah, I did´t really think the perks thorough lol. I´ll take your thoughts into consideration
Thank you!
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@Polychrome_Baku said:
I would love a mew killer that rewards skill and practice like Huntress or Nurse. Too bad the survivors would riot against anything they can't instantly counter with an unsafe pallet loop.
Every future killer will most likely be a stale mess with niche/bad perks, not to mention with counter play built into their kit. Instead of being something survivors figure out.
thanks for insulting people and starting arguments.
On a more serious note, you act like the devs releasing an overpowered killer wouldn't be worse than them releasing an under powered one
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@switch said:
https://forum.deadbydaylight.com/en/discussion/comment/894787#Comment_894787
Sprint burst is literally the best perk in the game, if used at full potential this perk is any killer's worst nightmare, thankfully dumb survivors run DH.
But yeah sprint burst is not S tier is SS tier, above everything in the game.
I don't see how. You give no reasoning and I have already countered the reasoning of others
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@FancyMrB said:
https://forum.deadbydaylight.com/en/discussion/comment/898564#Comment_898564
You are only looking at small picture stuff. I am not a game developer but I understand basic balancing. You can't make such a big change without changing a lot of other things... and yes it is a big change.
Kindred base kit buffs the survivor role as a WHOLE. You literally just pointed out the issue. Giving everyone Kindred base kit is giving everyone a 5th perk slot. That buffs the survivor ROLE.
This game was designed so survivors had limited information. If you want that information (kindred, bond, empathy, spine chill, small game, etc) you have to use a perk slot.
Asking for Kindred to be base kit so 'you don't waste a perk slot' is big deal. 4 survivors ×5 perks each. The killer is now going up against 4 people with 20 perks between them, one being one the best aura reading perks in the game.
Please, tell me, what do you think would need to be done to balance the game if Kindred became base kit?
You don't get that Kindred has no impact on how the game is played for swf at all. Whether you have it on or not. So you're saying swf have 5 perk slots? Why not solo queue too?
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@LordRegal said:
https://forum.deadbydaylight.com/en/discussion/comment/898600#Comment_898600
Vaulting pallets is crucial to the game.
Being able to heal other survivors is crucial to the game.
being able to recover from exhaustion is crucial to perks that use it to be able to function.
Please explain to me how the game or any part of it becomes unplayable if you don’t have Kindred.
The point people are trying to make is that having Kindred basekit would help only solo survivors because swf on comms is pretty much Kindred no perk slot required. I would agree with you if it wasn't for the fact that Kindred does nothing for swf. This is where we disagree and obviously neither of us can convince the other.
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@LordRegal said:
https://forum.deadbydaylight.com/en/discussion/comment/898585#Comment_898585
Sorry, if OP can call straw man and then not answer my question, I can call this whataboutism. You’re talking base mechanics. I’m talking free aura reading every time someone’s on a hook. Extremely unbalanced equivalences.
Maybe I'm talking about base mechanics because that's what the thread is about. You completely missed my point.
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@LordRegal said:
Nope. I like BHVR’s usual response for this:
If you’re at EGC with both doors closed, two things have happened. First, you failed to complete gens, your primary objective. Second, you failed to find the hatch before the killer, failing your secondary objective. At that point, the killer has clearly played better and deserves an advantage.
Honestly, be glad you get a third chance to escape at all. Plus if you’re on a map like Lery or the Game exits have to spawn far apart, so it’s a lot easier. Should gates be a bit farther apart? Probably. But partially charging the exit gates after you’ve failed two objectives is rewarding poor play.
When I came back from my 2 year break from this game, EGC was hands down my favorite addition on both sides. It’s an amazing mechanic that forces the game to a close.
You make a good point, but this wasn't really helpful
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Obviously you haven't considered gate mind gaming. Waiting for the killer to leave, getting progress on the gate until right before it lights up, waiting for them to come then leave, then finally popping it before they can get back to you. It requires some skill, like some other things in this game.
Hope this helped 😊
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@LordRegal said:
https://forum.deadbydaylight.com/en/discussion/comment/898564#Comment_898564
I don’t play SWF to be hyper optimal. Typically there’s a newer friend in our group if we’re a 4 man. Newb Friend won’t know how to callout where they are in relation to the hooked player. This lets us optimize even farther.
When I do play with all vets, my wife and I still like running Kindred since it makes things smoother for all involved. Yeah I can say where on the map I am, but being able to look around and see me is going to be overall more information than just “I’m by shack.”
Solo or SWF, I don’t take off Kindred. I strongly dissent with the idea it should be basekit because it’s strong enough to be worth a perk slot.
That's like saying a perk that allows you to heal downed survivors shouldn't be basekit because it's strong enough to be a perk. Or a perk that allows you to vault dropped pallets. Or a perk that allows you to recover from Exhaustion unless you're sprinting.
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@FancyMrB said:
https://forum.deadbydaylight.com/en/discussion/comment/898421#Comment_898421
You are not looking at the big picture. It changes everything.
You buff solo survivors, you buff the survivor role as a whole.
I am not against survivors being spoon fed all thr information they desire. However you can't just leave the killer in the dust.
If Kindred is base kit, what do you think would be needed to balance the game after such a change?
Slower gen repair? More gens? Hex perks are no longer tied to totems? Maybe survivors have a one hit down? Faster killer speed? Less loops?
You're not getting it. Kindred as basekit doesn't buff swf in any way. The only effect it has is that solo queue will have as much information as swf without wasting a perk slot. Tell me how kindred as basekit will buff swf
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I would be an Adam main if he had more cosmetics. Oh well, back to Dwight
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Reasonable enough
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I recently discovered how jank Demogorgon's shadow is. It was funny
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I agree that with all these people saying they will rework survivor sided maps first. Definitely Haddonfield
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@[Deleted User] said:
Do what I do. Tunnel the key user into oblivion.
healthy
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For the blood daggers, it should pause the bleed out timer for 10 seconds and you can't collect them from a survivor whose bleed out timer is paused.
The perks are all pretty poorly designed but I can see potential good designs coming from them.
Unladylike - lose a token each time a generator is completed. Token maximum increases as generators are completed. 5% is a lot in this game
Bird of Prey - Gain 10% movement speed from long falls for 3 seconds
Witch's Skin - Max Exhaustion 60 seconds, doesn't disable perks (why would this ever be in the game), Exhausted survivors heal 20% slower or some other debuff.
The lore is great!
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@yoi said:
https://forum.deadbydaylight.com/en/discussion/comment/898482#Comment_898482
Thats the problem u don't see they don't deserve the escape because they didnt do the gens. They want a free escape killing the rannk system for the killer because they Will definitelly pip despite the killer
You act like the ranking system matters. I've seen enough camping killers to confirm it doesn't really.
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I'm an xbox player when does it get patched?
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@yoi said:
https://forum.deadbydaylight.com/en/discussion/comment/898466#Comment_898466
So keys are fine but Moris arent . Amazing. You only play survivor right?. As pretty much a killer Main (because i play survivor sometimes always ending in rank 1 due how easy it Is) i can Say that both of them are unfun and unfair.
Well I do play killer but maybe not enough because I never felt the one or two people who got out using a key didn't deserve it. They still had to survive and do gens. For moris, the killer needs to do nothing but tunnel to gain its benefits. Do you see the difference now?
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The hatch and keys were probably designed with punishing killers who tunnel survivors to death in mind. I don't see a problem with it in its current state, at least not a problem as big as most of this game's other problems. I do not feel the same about Moris (lazily implemented back when the devs thought this game was going to be casual)
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@brokedownpalace said:
Moris shouldn't exist
Well moris like they are now are unacceptable in a game that tries to maintain competitive levels of game balance. Devs were probably too lazy to code them so they only work on survivors on death hook. Feelsbad
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Seems legit.
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@FriendlyGuy said:
They're afraid to create another viable killer like nurse.
I think you said "viable" instead of "broken". There are reasons why she was nerfed bud
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That sounds like a ps4 issue and not a dbd issue
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@Mr_K said:
I like how the narative has become solos are helpless and weak. Yes, getting bad teammates sucks but four randoms that are independently good can out play any killer.
Giving a powerful perk like kindred to all survivors for free and allowing another perk to take that empty spot would throw the "balance" of the game. Kindred alone would remove any hook pressure for the killer.
As a survivor working on a gen while a teammate gets hooked. I'm not getting off that gen if I see someone else going for the save. Time wasted by two or more survivors going for the save is lost for the killer and it doesn't cost a perk slot.
So what does the killer get in exchange for the increased gen efficiency? Are you willing to make a non-hex version of Ruin basekit? How about increasing base movement speed from 4.6 to 4.8 and 4.4 to 4.6?
You're making no sense. Swf already have kindred for free because they can say who's going for the unhook and whether or not the killer is camping. Giving this to all players wouldn't change much.
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@jokerdude23_ said:
As a killer main myself I personally think DS is fine and fair as is,most of the time I attack a rescuer and not the previously hooked survivor anyway
I don't know why some people refuse to do this.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/895393#Comment_895393
Yeah but you also forget that you can’t simply “body block” because you have DS. You can be slugged and at that point you are pretty much trading hooks.
The perk itself doesn’t stop tunneling, at best it prevents tunneling off the hook. If you left someone alone and find them again, most likely (once found again) they are at 10-15 seconds on their timer. The timer was not added as a means to measure how much tunneling you can/cannot do. It was to help discourage it.
The real problem with DS is players who for some reason don’t understand how it works. They asked for it to be nerfed and the devs did that but it wasn’t enough. I guess they will not be satisfied until the perk is gutted just like Mettle was. Even though this is nowhere as strong.
Good point.
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@Bingbongbong said:
It was a very questionable decision to remove the ranks from the lobby. I get you'd have some people that would dodge but better that than have them rage in end game chat and complain after the fact.
Good point.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/894750#Comment_894750
at the beginning of the game's life, yes. Looping just kinda started happening and the Devs ran with it till we now have people running around boxes to avoid a Killer. Can you imagine someone doing that in a movie with Myers or Jason?
You can't tell me the devs made T and L walls with the intention of players running right through them.
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@TatsuiChiyo said:
https://forum.deadbydaylight.com/en/discussion/comment/895772#Comment_895772
Found someone who doesn't cleanse
Who? I cleanse every dull totem I see
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/896118#Comment_896118
Play killer at red ranks for a while and you will understand. I don't feel sorry for any of the salty, teabagging, flashlight clicking, BMing survivors I usually see.
And don't get me started on the toxic SWFs, rocking literally everything under the sun and a key for their free escape to boot. Then talking smack like SWF is balanced.
I play to win, winning is fun, and there is no better way to win in this game then making it a 3v1 as soon as possible.
No comment. (future me insert comment about toxicity and hypocrites)
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/896083#Comment_896083
As someone who religiously camps and tunnels, the overwhelming majority of the complaints are completely unjustified. There is a huge difference between maliciously 1 hooking someone with 5 gens left (which I do) and camping someone to death in the middle of a 3 gen when they went down next to ruin (which I also do). But survivors will complain about both equally.
DS and BT need to be as good as they are to stop the strong competent killers from camping, but a side effect is they dunk on the weaker/newer killers by being so incredibly powerful. Combined, both are more than enough to deal with most campers.
Then you add in things like deliverance, unbreakable, etc etc and the survivors are basically at a 100% escape rate from the hook as long as the perks are still available. Only very seasoned killers are usually able to hard camp down a competent team of survivors running those perks.
Maybe because the game is supposed to be fun and not a facecamp simulator. I feel sorry for you.
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One note I have is that hooked survivors giving blood orbs is pretty ridiculous
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@SaintsxSinners said:
The third guy on the team was probably in a SWF with those players. And matchmaking in a ranked based game like this with no casual option is never going to go well. Either they're really strict on it (which would effectively ruin a lot of SWFs and cause que times to skyrocket) or they're a bit more lax (which would lead to too many SWFs bullying low ranked killers). I think what they have now is the best medium thus far. Survivor matchmaking times are extremely long on console though, if they get any more complex those times won't get any better.
it's not medium
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They ARE both healing...
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/895039#Comment_895039
Thanks for that great input, i love it!
OoO is not a bug? :o I ranked it from that perspective.
BL, was thinking back and forth, its a though one. I still think it is strong tho. But maybe you are right with that one.
We will make it is perfect where it is. Very good perk, but not quiet the level as for example Borrowed time.
Interesting, some think streetwise should go up. I think it is trash but not as trash as No Mither. This one really only makes sense with a full build around it and perhaps a strong team, and even then, its really not that great and more of a troll build (RIP sabo meta). If my life would depend on which perk to pick, 100% streetwise. Its better to have nothing great then a disadvantage ;)
Plunders like i said, it was really hard to rank this one, since you can simply bring the best Item + best addons. It only helps, if you run out of it, then it might even change the game (for example need of a medkit etc).
Pebble same as Streetwise.
Selfcare is probably the most overrated perk in DBD. Some even think this one is S or A Tier, which is... no offense a bit of a nonsens. I would not say that bringing a medkit is the best way to heal, but still it is better then using SC. You can 99% even with a Medkit if that is the purpose, and you would be even able to do it fast ;) I have no idea why people still hold on to that perk. Probably people just got so used to it. You have an explanation?
Leader. Hm. Dont know why but i dont see it on the same level as all the perks on C Tier. Botany or Alert for example are in my opinion definitly better picks.
You have great insight into the game mechanics!
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Camping and tunneling should be discouraged because of DS and BT. Not justified
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Is the map huge or small? When I play on it it seems really small but that is probably just me.
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This would be awesome! Giving everyone more mobility/awareness, making use of the elevated areas of maps (BL is useless now), and putting more spice and excitement into chases! There's no reason not to!
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Well Balanced
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On a serious note, this all looks well designed 👍️