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Waffleyumboy

Waffleyumboy

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Waffleyumboy
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  • Up the Ante 30% gen progress not needed. Just make it so that when you start work on a gen you instantly face 3-5 skill checks with 50-100% bigger Great zones (idk how to balance skill check size). Other than that seems good.

    Open handed is awesome.

    Ace in the Hole is good I guess. (Countering specific perks is very meh imo)

  • I feel like you're making a new game

  • props.

  • @Auron471 said:

    its so dark that i cant even see other survivors and they end up sand bagging me then i die.

    I'm embarrassed how many times this has happened to me 😂

  • @SnakeSound222 said:

    He seems pretty strong but is going to take some time to learn. If you’re on console, then he’s a nightmare to play as.

    Yea sucks that a hype new killer comes out that is no better than legion on console. *insert sad blood demon noises*

  • The new map is terrible. I get the counter for the new killer is stealth (I guess?), but did you really need to make a map that is incredibly small, has the weakest main building, but "oh look you can hide in the grass". Disappointed. Combine these problems with engine problems (Very dark for both sides, killer side audio is extremely jank) and you get a completely broken map to follow up a broken patch. Nice.

  • What are we discussing? That solo queue is miserable? Yes, it is.

  • @DarthRane said:

    Terrible against any competent team on console it's virtually impossible to make use of his odd.

    You can literally just run left or right from his charge unless he's super far away he'll never hit you with the charge.

    Like wise if he is using club, no charge it's very easy to juke because he has very little control over aiming the club smash (again this is WITHOUT using his demon dash)his movement during DD is better than billies but his aiming with the club is terrible, which honestly, is way more important especially since they needed blood orb drops, increased DD Startup time and recover time when stopping.

    I've been able to win games with him by just primarily treating him as an M1 killer and rarely using his ability, which is extremely sad and boring. If I try to use his power once in a blue moon it helps but more often than not it's a detriment.

    that's a console thing not a killer thing bud

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/895944#Comment_895944

    Theyre still trying to improve them, but theyve been online for awhile now.

    My point is they're not finished and not officially online christ mate

  • @Ghost28 said:

    Can you please change the 4 man hatch escape trophy? It is incredibly hard as a solo queue player. I would suggest just making it to unlock the hatch with a key in 5 different games.

    Try playing with your friends, it gets a lot easier to do

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/895930#Comment_895930

    Dedicated servers are online though...

    https://forum.deadbydaylight.com/en/discussion/comment/895931#Comment_895931

    I keep getting cutoff mid chat though. Had a game where a killer asked a question and I got cut off before I could answer.

    Oh I thought dedicated servers were only online in a testing phase right now

  • @LetsPlayTogether said:

    People complaining about nerfing is the real shame, as far as they dont understand that certains issues need nerfs.

    Nerfs can sometimes be something to complain about when everyone is calling for them at once. Only sometimes, of course

  • Yeah this is an easy fix once they add dedicated servers

  • 🤔

    Here's my counter-argument: Balanced Landing just got nerfed

    Sure, some killers get fixed here and there but they're just fixes. Not nerfs. Nerfs imply that they had a level of fairness/balance beforehand. Nurse and Spirit didn't exactly have that. Pig and Legion nerfs are unjustified though.

  • @toxic_clown said:

    https://forum.deadbydaylight.com/en/discussion/comment/895316#Comment_895316

    really? so what is tunneling then?

    cause i get hit by it all the time when i dont tunnel.

    hook person A, chase person B, person A gets unhooked, down and hook person B, chase and down person A, get DSd. sick tunnel, right?

    do i just ignore them? follow them around for a minute till ds is gone? slug them?

    when you have to play around ds when you didnt tunnel them, its annoying. you dont really seem to know what youre on about. either that or youre new or an entitled surv. idk.

    slugging is like hooking except it doesn't bring survivors closer to death hook. The more you know

  • This isn't really a problem for me on xbox

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/895789#Comment_895789

    What I'm saying is that this isn't the case. Contrary to popular belief, survivors cleanse dull totems, so there's a 30-40% chance NOED won't even activate in red rank play. And as I said, it's usually cleansed pretty quickly if it does activate in my experience. It's not that "good killers don't run NOED", it's that good killers know to run better perks.

    60-70% chance is pretty good. Also killers can protect totems. And with noed, you can protect totems while simultaneously getting kills. But you make a good point. If survivors could even finish gens in red ranks noed would see more play

  • @DarthRane said:

    https://forum.deadbydaylight.com/en/discussion/comment/895836#Comment_895836

    https://forum.deadbydaylight.com/en/discussion/comment/895836#Comment_895836

    You know I still wouldn't like it cause there's no counter play BUT it would be MUCH more tolerable. Because at least it wouldn't be so dang long. My solution would be to set it so that it can only activate if killer has made it to bloodlust 1. Once bl1 is hit the user gets to use it once WHENEVER the killer picks them up no time limit.

    This punishes the killer for not being able to end a chase quickly rewards strong looping, and prevents the perk from being a waste and it was earned. It's be semi similar to old except it's completely based on who is better at loops and gives at least a semblance of counter play.

    But I think even a time reduction would be good

    What type of counter play would you like? You can tunnel the survivor if you say please?

  • @[Deleted User] said:

    I’d like to see it have 3 tiers, and like sickness or madness, a survivor increases the rate of approaching the next tier by running or engaging in actions, until fully healed.

    T1: Increased bleeding frequency.

    T2: Slight Hindered status (equivalent to Freddy’s Kid Drawing add on)

    T3: DW. Mending returns survivor to T2. (With DW changes can’t be abused by simply chasing survivor till they drop, but survivor can’t abuse “hiding” within TR either)

    Nah too complicated and Hindered is busted. OP put it quite well. (Although I don't see when it would actually see results it's mostly just flavor)

  • @IceCreamPrincess said:

    @BenZ0

    See thats where i disagree with you. Just because the perks have an activation requirement doesn't mean theyre inherently fairer or less powerful. While yes, there is skill in borrowed time, dead hard, and a bunch of other perks, it doesn't mean that perks without skill dont have a place.

    NOEDs activation may be rng based, but from my own personal experience its very rare that survivors do all 5 totems, regardless of their spawns. I can count on one hand the amount of times it hasn't activated. The stress of counterplay is only after the survivors know of its existence.

    For example, theres skill in adrenaline, its a risk where the exhaustion effect is actually detrimental, or the sprint boost/heal of it is wasted. Also, risking like sounding like a broken record, there is of course counterplay to NOED

    Of course theres the much parroted "just do totems" to cleanse noed, but theres also just mentally noting the location of the totems and checking them when the gens are done. As well, the killer still needs to actually hit a survivor, and they only gain a 4% movement boost, which whilst powerful isn't earth shattering.

    I wont deny that NOED is a powerful perk, but like ive said, there are many powerful perks in the game, some more niche than others, some with more counterplay than others, and thats why i dont feel bad about NOED, because its just one of many perks to choose from

    And on your last point on you finding pleasure on activating your perks, or fulfilling their requirements, NOED isnt about that, its more giving the player a fighting chance against a superior team, or giving an edge at the end of the match. Its balanced that way, since you are a perk down for the entire match before its activation.

    if a team is superior shouldn't they win? isn't that what superior means? or would you rather have it that by hooking survivors (doing what you're supposed to do) brings the survivors very quickly closer and closer to winning the game. I'm rambling at this point but the design of "killer comeback" perks is really poor because they often can be used by killers who aren't in a losing game and the game is being played well on both sides. The ranking system is there for killer and survivors to have equal skill level. (It's there, but it is definitely not working)

  • @SadLegion said:

    I use it on killers like wraith or trapper. I dont have ruin or corrupt to slow the game down and gens pop in like 5 minutes. If survivors dont want to spent time cleansing totems or want to get the gens as fast as possible and get out its their fault if they fall down to noed. That being said usually what noed gives you is 1 down. Then other survivors either get out or play immersed cleanse it and try to go for a save. If it comes into play of course.

    I have no idea why people so hate this perk. It annoys me only if used in some dirty combinations like spirit+ruin+noed when i play survivor. I hate ruin more but thats because im still not so consistent at hitting great skill checks. I always cleanse totems when i run into them. And if we are doing gens too fast and i have time I go searching for totems.

    Id say noed is necessary for newbies and people who dont have ruin and play on m1 killers like trapper. IF you want have a chance to win of course. All the people hating it sound like a broken record. I mean it has so many counterplays, just adapt to it already. Instead people blaming me for running it on trapper with no slowdown after everyone dies before 5 gens are done.

    It's kind of sad if players all must accept that killers need to rely on not 1 but 2 crutch perks that are guaranteed to see play every game. As if crutch perks didn't rule this game enough (adrenaline, iron will)

  • @Orchid said:

    I don't even see a problem in using Noed. As a survivor main i know to cleanse totems from the beginning, not only i get easy points, but I know the killer has lost one perk and he only has 3 more to rely on.

    You should always start thinking about the fact that the killer is using Noed. You do not take risks or rely on luck, u just cleanse everything (except haunted grounds ofc), and u will be fine.

    Sometimes when i play killer i use noed because i am not a killer main, and i do not have enough teachable perks to create a good build, so noed is always a good choice for a second choice if you did bad in the game.

    It is funny how if survivors keep doing mistakes, they could just repair them with Dead Hard, Ds, Adrenaline, Deliverence and killers are not allowed to recover from a gen rush or a long chase with a helpful saviour perk. No one should cry about this honestly.

    That's the chaser chasee mechanic. The chaser catches the chasees mistakes and the chaser therefore can't usually afford to make mistakes of their own. But why would this game be realistic?

  • @[Deleted User] said:

    Endgame builds only. Pretty bad perk otherwise at high ranks. It's not this mythical auto-win perk that people make it out to be. I usually only get 1 or 2 downs with it before it is cleansed. You get the same value out of MYC or HG.

    Because the Exposed effect is usually permanent due to totem spawns being themselves, and the perk having an obnoxious and unnecessary speed boost, these "downs" are better said to be "confirmed kills"

  • @IceCreamPrincess said:

    When i use NOED its primarily when i value hooks and sacrifices over gen protection. I just slap it into a normal build, and if the conditions are met and it activates then yay, otherwise oh well, guess i did good enough i didnt need it.

    I see no shame in using it, its a perk just like any other. Killers and survivors see no issue with using strong perks, like ruin, borrowed time, PGTW and dead hard, so why shouldnt i use a strong perk.

    No comment. (future me please insert some comment concerning dbd players and hypocrites)

  • @TatsuiChiyo said:

    I just consider it a failsafe personally. It's rare it gets to that point for me, but when it does NOED helps speed up the process for me. And the best part is that Survivors have no one to blame but themselves for not cleansing totems

    cleansing totems is not the objective of the game. I guess if survivors escape out hatch using a key you're to blame for not looking for hatch?

  • @NoOneEscapesNancy said:

    Because it’s fun when I go against SWF and they all try to save their teammates and they all end up dying

    ur kinda sadistic ngl 😂

    I can see the appeal after facing 5 full flashlight swf

  • I personally don't use noed because it's unfair. It's like if survivors had a perk where they instantly escape when the gens are powered and kills gotten with it are not earned. On the other hand, because there is an archive challenge for it I was forced to use it. Thanks devs

  • @Bloodartist said:

    Survivors want everything nerfed and then they are going to cry that the game is boring or the queue takes too long (when there are no killers)

    I wonder why a group of people are being toxic when people like you are constantly harassing them? It's so weird it's almost like survivors aren't bots and also play this game 🤔

  • @[Deleted User] said:

    DS is the single most impacting perk in the game and it's a passive at that. I think that kind of shows that it's a bit more powerful than it has any right to be.

    This isn't even going into the duration of the stun which was moved to 5 seconds because of enduring, then they removed enduring being able to counter it but did not readjust the stun back. It should at most be 4 seconds.

    I don't agree that DS should deactivate if someone else gets hooked though. That's too easy for the killer to play in their favor and means the killer has control of your perk rather than the other way around.. I would prefer that DS deactivates after exit gates are powered and/or if they attempt an unhook action on another hooked survivor. Basically, the only way it would deactivate is only because the survivor made a willing action to deactivate it (saving someone else while the timer is still up), or because it's now the end game.

    Either a 1 second stun nerf, or making it deactivate under other EGC and/or unhooking someone else. One of those changes are the only thing I want. No other perk in the entire game impacts the game as much as DS does, it was balanced with a counter in mind that then got removed. Both of those facts alone proves that it's not balanced.

    Or it's just fine and this game has more important problems than you being annoyed because you can't tunnel. Just saying

  • I'd rather they overshoot than undershoot a nurse nerf. According to most people they overshot and that sounds good enough to me. If you want to play a broken game please stop playing dbd

  • @Dustin said:

    Definitely deserved nerfs but the basekit nerf feels just slightly over the top. However it definitely isn't something that cripples her Nurse is still a strong killer.

    imo the first blink shouldn't have a CD because in some situations you can literally just run forward and she can't catch you unless she has specific addons.

    running from killers? How strange omg

  • Insidious is pretty pointless to have in the game, old fashioned design with no insight to its use in-game

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/894851#Comment_894851

    I only play with purple or red on SWF, that's a rule for me, I believe it's a D move to get my low rank friends to play against a high rank killer just to play with them which ends up in a 3-4k

    Yea once I hit red ranks I couldn't play with my green rank friends anymore or else we would all die horribly

  • @Majora said:

    kindred incredibly overpowered now no reason to use empathy bond or anything else.

    A sad side effect. They will probably never buff Empathy 😢

  • "The perk is still good"

    Well yeah, but only because it's an Exhaustion perk. It is the worst among them and people who continue to use it are probably slightly deluded

  • @xCarrie said:

    How..?

    He means killers can be more toxic without survivors dcing I guess

  • @dont_ask_me_again said:

    As a spine chill/resilience main.... they both need to go down 1 rank each.

    The devs also basically killed OoO as stealth killers can see the OoO player. It’s like C/D tier now.

    BL needs to go down one more.

    We’ll make it needs to go up one more.

    Streetwise is worse than No Mither honestly... I’d rather take a no mither build that can gen rush to feel more use.

    Plunderers I’d move up one.

    Pebble is worse than No Mither.

    Self-care is atleast B tier... yeah you don’t need it but if you run resilience and 99% strat it’s solid to bring and if you’re whole team dies you can obvs afford to heal yourself.

    Leader I think should go up one... it’s not bad for replacing self-care... you get unhooked faster which can make a large difference aswell as get healed quick... when multiple survivors heal it’s fast. It’s better than or as good as Botany... can be argued.

    BL is the only thing I agree with the rest is soloQ nonsense and if not idk what it is

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/886516#Comment_886516

    You can shove 'personal value' when I can bust my ass for a week on the thing, meanwhile green rank players have the same achievement for barely scraping a 4k.

    In green ranks I got all iridescent after letting two survivors go I felt sorry for because their teammate was absolute garbage and ran into dead zones instead of windows or pallets

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/894919#Comment_894919

    Lets agree we disagree ;)

    https://forum.deadbydaylight.com/en/discussion/comment/894945#Comment_894945

    Well, it IS a fantastic perk for chases. Many people have not found out yet, thats it. Still, the List was not ment to be "most fun perks"... if that would be the case, Head on would be the best by far xD It should illustrate my POV which perks are the best in reaching the goal to succeed in DBD.

    But lets not only focus on this one Perk, there are definitly more placements to criticise then Spine Chill ;)

    I am VERY interested especially about the new perks or those who got changed aswell ;)

    Spine Chill has a skillcap :o

    Apparently you have to ADAPT to looking at it and the killer in chase how strange :o

  • This is actually not a bad idea, just replace the effects you have with Exhaustion and it might actually be in the game someday

  • @MegMain98 said:

    Spine Chill being THAT high is a bit of a stretch.

    It’s not a bad perk but I’d personally rather run perks that help me prolong a chase because chases are the most fun part of the game on the survivor side.

    what perks? You mean an exhaustion perk? You can run exhaustion perks with Spine Chill

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/894879#Comment_894879

    The best awareness can not beat Spine Chill, sorry ;-). Ghostface, Wraith, Myers, Pig are a joke if you use that perk. And you still have a big opportunity vs every other killer, and strong perks like Monitor aswell.

    Its also the only perk beside Iron Will that will help you vs Spirit and Nurse.

    I like getting chased, and i would use SC over DH any day, even if it had no other benefit than the notification. I can not count how often Killers mindgame themself simply because Spinechill tells me all the time, what they are actually doing during chase ;)

    Well put. These people are proving themselves uncultured by doubting Spine Chill's power. (SC stands for Self-Care by the way)

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/110375/survivors-do-still-get-punished-for-killers-bad-internet

    The dedicated servers are still being worked on thats the point of the forum id send this to bugs so the devs can add it to one of the many things that need to be fixed. Also toxic killer views? Most of us are pretty nice. Dont try to start a survivor and killer thing.

    Toxic killers are pretty nice? I don't think that's what toxic means tbh.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/894776#Comment_894776

    Why do you think that?

    I think it is hands down the best perk in Dead by Daylight, not only on Survivor side. How can you top 100% awareness all the time even vs stealthy killers? Its great vs Spirit, Nurse too. Or that it helps you greatly while looping? Or the extra 6% on vaulting, healing, repairing etc? If you can handle this perk well, you even know when the killer is doing mindgames. Heck, even the ment "downside" with the 10% higher Skillcheck chance is a big plus.

    Yes. The awareness has no counter, the vault speed can save you, the objective speed and higher chance of getting a skill check (and a Great landing) make it one of the most underrated perks in the game.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/894802#Comment_894802

    Thats true, but i think, items are usually not really the game changers. Plus, you can just get them from the Bloodweb and bring them. The reason why i did not put those on "No Tier" (which is more or less ment for Farm only perks) is that you might run out of whatever you bring in.

    I was also trying to see the perks as its own AND their potential to combine with others if that makes sense. For example, Dance with me alone is not better den D Tier imho, but with Lithe and Q&Q, its might actually become very useful.

    Very though to decide.

    Dance with me can sometimes end a chase but if the killer has a good headset it won't happen often

    @ruler33 said:

    honestly hope should be b tier or low a tier it is ridiculously underrated for some reason

    Yes.

  • @Venoxxie said:

    https://forum.deadbydaylight.com/en/discussion/comment/894779#Comment_894779

    Yup, actually does sound good to me because guess what? It happens. Sorry that people actually have friends and like to play with each other. I mean you can't even tell if they're in a SWF, so if you figure they are then you've already gone at least half way into the match and should just see it through. If you lose, you lose oh well it won't kill you.

    Or you could always check profiles and see if they're friends that way you won't have to DC and you can just leave the lobby. Or if you're just talking about the enjoyment part and not the DC part then idk what to tell you, learn to enjoy the game regardless of what happens during a match because if you really can't enjoy it, why play something you dislike?

    I just don't see a point in DCing for anything... this, the secret offerings, bs hits, whateverelsepeopledcfor... it ruins the game for everyone else.

    Well we may agree on this but I don't know how you can get everyone else in the community to stop DCing

  • @I_Face_Camp said:

    The new map is awesome. Its unique and changes up the game because it's so dark. It's more focused on stealth for both sides and I think is completely balanced.

    Well it's kind of odd that getting a specific map changes the way you have to play the game. Another map that does this (Haddonfield) is definitely broken.

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