Waffleyumboy
Waffleyumboy
About
- Username
- Waffleyumboy
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Comments
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@ExcelSword said:
https://forum.deadbydaylight.com/en/discussion/comment/1317862#Comment_1317862
Heh, that actually made me chuckle. The title is a bit too general to be fair. I mainly mean the entitled players, but then again they would find any reason to hate their opposition.
True lol. I respect the effort mate.
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@Awakey said:
I'm also a console player with 1k+ hours. I'm just gonna go tier by tier.
S: Drop Freddy to A and Doctor to B.
A: Move Hag and Billy up to S and Deathslinger to B.
B: Bump Myers and Huntress to A tier.
C: Pig and Wraith up to B, Bubba down to F.
F: No complaints.
Edit: Spelling is hard.
People still play Billy well?
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Wow this is actually a great idea. All newer players know is "kill the survivors" or "repair the generators". If somehow they could all be informed about meta strategies and tactics when they first get into the game, they could employ these strategies earlier and improve the experience for them and those who match up with them. Killers don't automatically know that the survivors always have potential to repair generators when they aren't putting pressure on them, neither do survivors hence why the horrific meta of early ranks is the killer proxy camping a survivor until they're dead and the survivors sitting around the hook, afraid to unhook and potentially get hooked, but also too concerned for their teammate's well-being to just go back and sit on generators.
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@Bovinity said:
Maybe I was wrong all along, look at this goddamned hero of a survivor:
https://us.v-cdn.net/6030815/uploads/Q6KXMMNDSEYQ/image.png
It gives me hope for the future. (For context, the first line in the chat was "what a camper" from another survivor, after they set up an epic 3-gen by doing the Saloon, Hangman, and "bushy" gens, leaving 3 all together in the town jungle gym area.)
Oh yes it is super rare to see a reasonable survivor. Perhaps this blessed occurrence is a sign that the winds of fate might soon blow in my favor!
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True. Gen simulator sucks.
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It's obviously latency.
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Nurse is B tier because no one uses her, if people put time into her she's still godly, especially with a higher stick sensitivity cap. Legion is highly underrated, a good Legion with Ruin and Thana will literally ruin your day, and he's easy enough to use on stick.
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Alright, give us some time to go and spread the word throughout the hive mind 🙄
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@Fibijean said:
There are a lot of great underrated perks out there. People tend to underestimate the amount of information that aura-reading perks, like Alert and Empathy, give the player. Personally, I'm a fan of perks that allow you to escape by doing things the killer isn't expecting - so Poised and Tenacity are two of my favourites for that reason.
Aura reading perks are very map dependent too
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@Rivyn said:
They become complacent, and instead of switching things up in higher ranks, they claim 'killers force me to use this build,' as an excuse to keep the same old, same old.
I agree, it's boring, but what can ya do.
"Survivors force me to tunnel and run NOED"
it goes for both sides
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Oh no survivors trying to escape. Simple.
Edit: The archives heavily influence my perk choices. Other than that I have off-meta perks in my build because they suit my playstyle.
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@Orionbash said:
Considering I never played DbD for the graphics Im a little miffed about that. The game is wildly unbalanced (Freddy, ahem) and the devs should be focusing more on that than graphics
They are two different teams. It's not like the graphics team has time to go and playtest different potential changes, that's just not their job as much as I'd personally love for there to be more balance changes.
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It's realistic that multiple people would be less efficient sharing the same task, especially one as complicated and time consuming as fixing a generator. Plus, the bonus points need to be balanced out by bonus risk.
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Even if they down you in one hit, you'll still get another chance once your teammates pick you up or unhook you.
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I remember someone saying the new engine they use is a lot better for console optimization. It's not an official statement, but it's what I'm hoping for.
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@RizeAki said:
Honestly I never see the reasons killer mains quit the game
yes swf can be extremely rough to beat but it’s not an every game thing where it’s one of the really good ones
hex ruin did get a drastic change but all in all it was for the better for higher ranks as most survivors could hit great skill checks and I find it working better besides the one problem all totems have 5 second cleanses
And lastly while matchmaking is bad just sticking through it until you have the points for good perks to counter the higher rank players perks will help immensely I went through this for awhile stuck through it now I am rank 1 on killer
I think the reason you don't see these reasons is because you have a healthy mindset and don't resort to victimizing yourself when you encounter challenges. We could use more dbd players like you.
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@Booper_Of_Snoot said:
Stupid OP, and Survivors already have, what, almost 16 perks more than killers?
Well to be fair killers have powers...each one is kind of like a perk imo.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1311203#Comment_1311203
Now or never's effects aren't really related though. One heals a survivor automatically, the other stuns killers for longer
Good point, but at least they are both active together lol.
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/1311288#Comment_1311288
I'm just saying add more because of Bill's 3 perks are now teachable and before they weren't
Oh so you'd like more strong general perks for survivors? Makes sense, atm there are only like 2 or 3 lol. People who choose to invest in a survivor with no strong perks first are literally having a perk slot wasted until they invest in a good survivor. Quentin, Steve, Ace, and Jeff come to mind.
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@Exerlin said:
I do not like your perk ideas at all, but I do think we need more non-teachables.
Why not just buff the non-teachables we have already? NOLB, for example, should activate when the generators are powered and not when an exit gate opens.
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They haven't fixed matchmaking yet, so I guess you could say it's broken again?
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1311212#Comment_1311212
Devour hope gets countered same as anything else... There was no stipulation about gens being done. It would also still counter Myers and Ghostface because whether the killer knows you have it or not...the counter here is just "hit them more"
At least they still lose 2 tokens if you commit to them. Then you hit another survivor with exposed and their perk is gone. The conceptual counter works fine.
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@AgitatedPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1311148#Comment_1311148
Isn't the problem for that that killers aren't strong enough or enough of a threat that forces survivors to actually work together? Surely if killers were stronger, many solos would see the need to actually work together to try and win which would give voice chat a point in being used. As it stands, communication pretty much trashes killers that aren't top tier.
Or they would just give up on solo because voice chat with randoms is unbearable.
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@Yung_Slug said:
High Confidence: Don't do Myers like that.
Now or Never: Multiple seemingly unrelated effects, a little complicated for a generic perk.
Tricky Situations: Why use For the People if this exists?
High Confidence is situational even against Myers because it loses tokens when your teammates get hit.
No One Left Behind has the same amount of effects and is generic.
Agreed, this perk needs to not be an instaheal.
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@GoodBoyKaru said:
My criticism for Now or Never is that it scales with two factors- all other perks only scale with one thing (Infection Fright for example is 4/5/6, NOED is a 2/3/4 movement speed boost, DS is a 40/50/60 with a flat 5 second stun, etc). I'd say have the 40/50/60 scale and go for a flat 1 second increased.
Agreed.
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Or we can just buff the ones we already have?
About your ideas:
One or two stacks is the only way to balance this. Free health states need to be very situational and limited.
The extra stun is pretty broken, 1 extra second is probably the max a perk could theoretically have. The instant heal should have a condition, maybe the healing starts after you take a protection hit for the survivor you unhooked while the perk was active? Fun concept tbh.
So you instaheal people just for existing on the map? What if it activates for 90 seconds after you are unhooked and deactivates for the rest of the trial when you instaheal someone? There needs to be effort and planning required to utilize a perk, straight up boosts usually don't fly, especially free instaheals.
Edit: Misread the third perk. It looks like a faster Unbreakable to me, so I still prefer my redesign. If I had to fix it, I'd make the perk only give 30% progress per skill check but it can activate 3 times per trial.
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@AvisDeene said:
It would be too much work for the Devs. Their time spent would be better making a Dbd2 rather than adding comms and rebalancing this game around it.
As far as comms go, if they're not optional, I don't want them. I don't want to hear mouth breathers, someones annoying music, someones mom calling them to go eat, someone chewing as loud as a horse, coughing, or whatever else people will be doing.
Your second sentence is pointless because OP is not proposing forced comms.
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@Aven_Fallen said:
Ingame Voice Comms for SWF - would be an idea for different platforms. But even if someone is on PC and has friends on PS4, they could use Dicord via their Phone, for example.
Ingamce Voice Comms as standard communication between every Survivor - hell, no.
Not everyone speaks English. It might work in America, but not in Europe, 100% not in Europe. Also, if there is a 3 man Russian SWF, why should they use the ingame Voice instead of Discord? And even IF you can force them to use the ingame voice comms (which is not possible), why should they speak English with the random?
Also, not everyone wants to talk to 14yr olds with 5 Euro Mics. And there are also people who want an immersive experience - alone, without any communication.
Exactly this. Everyone would keep their teammates muted and coordination among solos will see pretty much no improvement.
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Survivors already have the opportunity to use voice chat. You'll still be better off playing swf if you want to use comms anyways.
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@fridayslasher said:
So what i'm getting here is... you don't like how they made a challnge for a character you can get for free, but you choose note too, just because her perks are useless and complain that it's a "pay wall"
1) pay wall's mean you HAVE to pay, you don't have to. you choose not to. there's a difference.
2) Why make a rant about it, you know full well it own't change anything except get you clicks and annoyed by being proven wrong.
3) there's the amazing "internet" if you can't acsess it yourself, you don't need to do any challenge for lore.
It may not be a paywall but it's still a heavy investment just so you can have an achievement for another character, not to mention this is a horrible investment otherwise.
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Imagine locking a character's lore behind a challenge for another character that you have to invest in. Excellent move BHVR, as if there weren't enough people buying Kate already.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1308498#Comment_1308498
Yeah I would say having something like DH which can extended chases on all 4 survivors, AND it recharges is pretty broke.
They have started to work on it at least. Look at the newest obsession perk. If it was designed like the other bullshit ones cough OoO cough the obsession would benefit with almost no downside at all and even if you weren't the obsession you still got a free obsession perk.
Now if you're not the obsession you don't get anything. That's not going to be abusable x4. There are ways to design powerful perks that aren't going to ruin the balance of the game if it gets x4.
Good point. I totally forgot about the fact there can only be one obsession or 3 non-obsessions lol.
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They're looking for survivors. Survivors can't automatically tell when CI is in play usually.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1308134#Comment_1308134
And half of their own. They can't use BBQ, Blood Warden, etc.
It's not an anti survivor ability. It's a "play without the hook" ability. For both sides.
I never said this applies exclusively to survivors, but like before I understand and discuss this interpretation. Hope this helps.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1308466#Comment_1308466
You're right. I'm not saying every hook perk is bad. That was a hyperbole. I just meant that with DS and BT, hook perks are something we can take a break from and let's get new perks that are useful and hopefully can't be abused by SWF. I know that's asking for too much but I'm gonna ask for it anyways lol.
I hope you realize if a perk "can't be abused by SWF" it likely won't shift the meta. If you are implying that the current meta is entirely "abusable".
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1308439#Comment_1308439
I'm glad there's a killer that has built in counter to hook perks. They're becoming oppressive and every new perk like it that releases just fuels the toxic SWF groups even more.
Babysitter and Dead Man's Switch fuel SWF groups? I don't think hook based perks are inherently unhealthy, every type of perk has that capacity. Wake up is a good example.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/1308222#Comment_1308222
I'm sure DS will remain meta even after this chapter will be released.
As if it wasn't already falling off...we'll see
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1308319#Comment_1308319
Well if you have something like a 3 Gen then you would lose momentum.
You mean like by the survivor coming off pressure too fast? Fair point.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1308222#Comment_1308222
I guess that's what I'm not understanding about your argument. If you believe PH will turn the meta around just because he cancels DS... I doubt it. Not everyone is going to run him and not everyone is going to drop perks like DS just because he exists.
If anything he's just another Plague. She completely turns off some perks but it's not really a problem and certainly not meta-defining. Once people learn how to counter him I'm positive he'll have to rely more on hooking than we are seeing now.
I don't see any healing perks in S tier. I guess we'll see who was right when PH goes live.
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@Orion said:
Which of these perks are actually used, though? Not as part of niche builds or people who have very few perks, but used regularly and often? BT, DS, BBQ, and DH?
PGTW?
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1308186#Comment_1308186
Not really.You are always risking that a survivor is gonna be near the caged survivor which leads to an easy save that ultimately hurts your map pressure quite a bit.
You still get a hook state on them if that happens, and it cost you almost no momentum.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1308207#Comment_1308207
That 1 in 20 killers won't have to deal with DS? 19/20 seems to be more than a fair amount to me man.
I'm talking about a shift in the meta lol
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@Eleghost said:
do remember this is on ptb and due to feedback i'd probably think they will make cages the same as being hooked so most perks aren't useless. Could be wrong but it wouldn't make sense for you to be basically unable to act whilst in a cage when you have perks to save yourself from the hook or something of the sort.
It's definitely intended and people seem to like it so I think it stays as is.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1308186#Comment_1308186
Not my point, but yes.
Oh sry
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1308175#Comment_1308175
At least PH Killers* can't whine about DS anymore.
The rest of the cast still has to deal with it.
Does anyone know if caged survivors count as hooked or injured for the sake of Thanatophobia?
DS just got more incentive against bringing it. A major complaint killers had was seeing DS too often. What do we get when we add these facts together?
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@Petraaahh said:
https://forum.deadbydaylight.com/en/discussion/comment/1308109#Comment_1308109
No but you can say something with a hint of constructive merit.
True
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1308103#Comment_1308103
Idk about how beneficial it would be for you, just informing y'all. 😊
Cages are basically slugging without its downsides. Definitely beneficial.
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@Science_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/1308134#Comment_1308134
His power can kill some builds, but I don't think it's so bad. Unlike, for example, Miss "**** Your Healing" Plague, Survivors can at least attempt to avoid his power if they want to keep access to certain perks.
True, plus it's hard to camp and tunnel survivors in cages. WMI is near unusable at this point, and the devs will never make changes to these perks to compensate for the existence of these counters. It kind of pushes survivors into a tighter meta perk pool with few good perks coming in to alleviate the issue. At least killers can't whine about DS any more.
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People telling others to shut up are just as obnoxious as people who let their disappointment cloud their judgement.
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Sucks that there's another killer that can make half of my perks useless. At least he's pretty cool.