Waffleyumboy
Waffleyumboy
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- Username
- Waffleyumboy
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Comments
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@metalklok said:
https://forum.deadbydaylight.com/en/discussion/comment/1294556#Comment_1294556
why are you doing 50%x4?
Stridor affects all 4 survivors :o
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@Chordyceps said:
Aight, I'm boutta say it. Adrenaline, Sprint Burst, Dead Hard, D-Strike, Borrowed Time, Head On, Lithe, Balanced Landing.
Lithe OP?
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False. Both sides still have many valid complaints. No good reason to ignore them.
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@metalklok said:
survivors still have the best perks in the game hands down. iron will gives your cries 100% harder to hear while strider only does makes it 50% easier to hear.Distressing doc sucks its a waste of a perk unless you're running unnerving and overcharge, also its no where near what bbq does. OH NO the killer can see me heal while good thing i have bt,ds,unbreakable,iron will.
Lol 50% times 4 is 200% mate
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1291850#Comment_1291850
Not really. You don't have to go for a swing right after your power and the penalty only happens if you do. Nurse has a penalty after using her ability whether she swings or not
Good point.
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I don't think she should be a 110% Nurse with a clunkier power. Just sounds like a strictly more boring Nurse.
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🐝🐝
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Is it really that rare of an opinion?
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Break LoS
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Your C tier has more A tier killers in it than your A tier does lol.
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To be fair, stereotyping is easier than addressing groups as collections of unique individuals. With all the complaining some people do on the forums, they might not want to add an extra layer of difficulty to their endeavors. However, I agree that this behavior is unhealthy and doesn't promote thoughtful discussion and debate.
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This would be nice. It would have to be less than a second so kicking gens still takes strategy and planning though.
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@Cancan71 said:
https://forum.deadbydaylight.com/en/discussion/comment/1285580#Comment_1285580
You do make some good points. A long breaking animation is needed to balance survivors making good loops and not all walls should be broken by survivors as they would benefit the killer more. However, it is a lot of work for the devs to implement walls on every map that benefit survivors when broken for only one perk. It'll be like the devs announced that breaking walls was a perk for killers when they revealed the mechanic. It's a lot of work for a mechanic that is locked behind a single perk that may be on a dlc character, and they would have to do it for every map they release in the future. I see your point, but I rather they make it a base mechanic for every survivor and then add the limitations as needed rather than doing a lot of work for every map current and future to make sure that a perk that all survivors wouldn't use works as intended. Basically for all the work they would have to do to make the perk useful, they might as well make it a base mechanic.
True, your argument for breakable walls not being a perk is exactly the reason why Any Means Necessary is a failure of a perk. Either the feature gets a lot of work and is therefore made widely available or the feature gets little work and is put into a perk and is horribly imbalanced, like Any Means Necessary. Thanks for the discussion!
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1285623#Comment_1285623
To some extent if it's one person. It really only becomes an issue when it's a team with all the second chances and coordination.
It's a big part of why peak survivor play will always destroy peak killer play. (Although peak survivor play is harder due to coordination, of course)
It's not a huge deal, and DS by itself isn't that strong. But they're all stackable and can be used to force the killer to play along with them.
I guess that makes sense. Being able to coordinate perk bonuses is pretty beneficial and this level of efficiency skews the perk balance. Unbreakable as a concept is fine but how counterable is it when teammates help you activate it? Good points mate.
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I'd rather it put you into the role with faster queue times, 1 survivor for each killer would probably kill killer queue times.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1285615#Comment_1285615
They can essentially ignore the killer for the duration, knowing that you can't really punish them for it.
Like I said, it's not as bad when it's just one person, but an organized group can eventually make it feel like the killer is completely impotent. No matter who you're hitting or hooking, everyone ends up invulnerable and healthy, even if they're running right into you.
Can't you still punish them by downing them as killer? It mitigates some risk but you're not invulnerable.
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@Ghost28 said:
https://forum.deadbydaylight.com/en/discussion/comment/1285606#Comment_1285606
As if there wasnt enough? Adrenaline, DH, BT. All of these give you another chance. Add DS and its a wonder people can even play killer unless they use top 5.
Second chance perks are fine as a concept. Nobody complains about Deliverance, MoM, Camaraderie, Flip Flop, Saboteur, and many others.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1285589#Comment_1285589
Pretty much.
I don't really object to the overall power of DS, but rather the gameplay that it encourages. Eventually with an organized group of survivors, they can play as if the killer is no threat at all.
What gameplay? Hopping into lockers in your face? Flashlights already exist...
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That could work
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@Ghost28 said:
https://forum.deadbydaylight.com/en/discussion/comment/1285597#Comment_1285597
then tell me what is ds made for??
I think they described it as a "second chance perk".
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I don't think we'll ever get a kid survivor in dbd.
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DS doesn't need a change, it's not strictly an anti-tunnel perk. DS doesn't need a nerf, it's not uncounterable or unavoidable and its effect isn't too strong. I know this sounds like copypasta, but there's not much else to be said. If you have another reason or opinion about the state of DS based on logic and looking from a mindset focused on game health, I'd love to hear it.
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@shwag said:
Killer is easy to beat fun, killer is not easy to beat boring.
Lol just put ######### npc killer bots in the damn game.
Billy and and Demo are the most fun killers imo. Clown and Legion are pretty boring. Besides, everyone has different opinions.
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@Cancan71 said:
https://forum.deadbydaylight.com/en/discussion/comment/1285502#Comment_1285502
For your first comment the walls in Dead Dawg Saloon are thin, worn down and have gaps in them. They might not break them as fast as killers but I can imagine a survivor can break them if using enough force. Plus all survivors can repair gens, perfectly heal survivors and run as fast as normal after being chainsawed in the back so we can say that the Entity allows this to happen from a lore standpoint (it feeds on hope, so why not allow survivors to break walls to give them hope of escaping the killer?) Pallets are thick and are capable of hurting a killer so I couldn't imagine a survivor breaking them. Plus why would a survivor break a pallet when it's one of the few things they can use to protect themselves from the killer?
For your second comment, if the devs change the walls so that breaking walls allows survivors to create stronger loops, than all high rank survivors would want this perk in order to get access to a mechanic that they wouldn't normally have access to. It would be like how old Ruin was used as a band aid to slow down gens before all the map and gen changes happened. Since Ruin was nerfed, it wasn't used in 80% of red ranked matches, allowing killers to use different perks, whether they be gen perks or other perks with different effects. If people felt they had to use this perk to make better loops, then this perk wouldn't become part of the old meta, it would be the new meta. I rather if this change was made that it would be available to everyone and then perks could be changed to effect the mechanic, rather than limiting an entire mechanic to one perk.
I guess the walls are breakable enough, but just because breaking a wall might make some chases longer there could still be downsides, limitations, and complications that would make the perk balanced. Like maybe breaking walls could take long, like 16 seconds. In addition, the locations of these walls could be where chases don't usually occur anyways or where survivors don't need that much help in chase. You assume the perk is inherently too powerful, but it actually doesn't have to be.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1285545#Comment_1285545
Once again you curiously act as if I spoke out against something that I didn't.
Why do you hate kittens, Waffle? Why?
Kittens are deceptive representation of the true nature of cats, and don't last nearly long enough.
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I like him, chases are unique and one of his counters is body blocking. Just a good example of what the average dbd killer should be, change up the game and have an easy to understand counter that is difficult to pull off.
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@Bovinity said:
Ah yes, "is it fun".
We all know what it translates to. Just cut to the chase and ask for the nerfs.
Oh no, people are asking for and giving their opinions. We must rise up against these oppressors!
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This wouldn't really work, just encourage more camping and 3(2?)-gens.
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@Cancan71 said:
https://forum.deadbydaylight.com/en/discussion/comment/1285458#Comment_1285458
I don't think making the ability a perk would be the right idea. If the devs made breaking a wall beneficial for survivors then it would be one of the most used perks as it opens up looping opportunities, and we wouldn't want to decrease perk diversity anymore than it already is. If the devs leave walls as a mechanic that mostly benefits the killer than this perk would be useless as you would be actively hurting yourself by weakening the loops for everyone.
If the devs were to allow survivors to break walls I think that it would be best to make it a base mechanic and balance the game around that.
How does adding another perk to the meta decrease perk diversity?
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It doesn't make any sense from a lore perspective. It's not like they can break pallets.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1285480#Comment_1285480
Then maybe don't open discussions with silly bait like, "What do you have against chases?" when no one said anything of that sort and that wasn't the topic at all.
I was drawing logical conclusions based off of your previous comments on this thread. Pardon me if your opinion has changed drastically since you made these comments.
"Most chases consist of the survivor running in circles while the killer tries to M1 them anyway."
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1285469#Comment_1285469
If you want to discuss it, address the question you initially quoted.
Like I said, I'm not taking your dumb survivor bait. You're just clicking a flashlight at me right now from behind a pallet.
Thanks for insulting me instead of responding thoughtfully, it provided helpful insight that will guide my choices in this discussion.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1285459#Comment_1285459
Nice try, but I'm not taking your bait. No one said anything about "having something against it".
Then how does Freddy not simplify chase interaction? He can literally just hold forward all chase without consequence.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1284929#Comment_1284929
I'm pretty sure that "boring" is just the new code for "OP plz nerf" anyway. It's just a way to say it that kinda skirts around the issue and asks for changes but doesn't leave any doors open for discussion.
Boring opens a lot of doors for discussion...what makes dbd fun? How related is power level to enjoyment? These are just two examples of huge doors of discussion that you'd rather dismiss by saying "survivors don't care about any of that" in a biased and derogatory manner. If you truly cared about discussion, perhaps you would be more open minded?
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1285152#Comment_1285152
So what IS "engaging gameplay" to you?
Most chases consist of the survivor running in circles while the killer tries to M1 them anyway. Yet any deviation from this gets called "boring" or "broken". (Both of which mean the same thing, we all know what "boring" is code for.)
I really don't know what people want. It feels like everyone just wants the game to be played to the theme of Benny Hill, where the killer runs in a single circle for five minutes and then survivors run out the door.
Something that is "boring" is something that simplifies "fun" game elements or removes "interaction". Chase interaction is a core element of dbd, what do you have against it?
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@Aura_babyy said:
Imo the best nerf freddy can get is making all the clocks usable to wake a survivor. The only catch is that they kinda work like plague cleanses, and they won't respawn until x amount of time passes.
This way it's practically your fault as a survivor if you're asleep, but won't have to run across the map just to wake up and run back to a timer starting again.
Freddy doesn't need a nerf...I would rather have a killer where survivors need to struggle and make tough decisions in order to have a shot at countering it, not a killer where their power is a mere minor inconvenience like Legion.
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What outrage? I haven't seen this few killer complaints since the ruin nerf. Sadly enough, I think there are more people suggesting changes for Deathslinger than for Freddy even this long after his release. I personally think Freddy could use a few tweaks, just like Nurse and Spirit. No killer is perfect and change isn't always something to be feared, it's this type of paranoia that makes the devs dismiss the parts of the playerbase that care most about the killers in question.
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@Yamaoka said:
Sounds as useless as it is right now to be honest.
Pallet pick up animation must be INSTANT (if you try to go for a double stun you risk getting hit/downed through the pallet) otherwise it will never be strong or fun enough to replace ANY meta perk OR decently strong perks.
Decisive Strike, Borrowed Time, Unbreakable, Dead Hard, Adrenaline, Iron Will, Sprint Burst, Prove Thyself, Kindred, Inner Strength etc etc etc
Why should you instead pick a perk that lets you pick up a pallet (IF THE KILLER DOESN'T BREAK IT STRAIGHT AWAY) a few times per match and requires you to stand still for 4 seconds?
Getting the killer to leave a pallet up for 4 seconds isn't that hard. Your comparison of BT to a double pallet stun every couple of minutes is hilarious. Any Means Necessary shouldn't be a staple perk, it should fill a niche effectively(like Autodidact or Deliverance) and imo a reduced cooldown and limited aura reading is exactly what it needs to accomplish this goal. Basically, a perk doesn't need to be staple to be appealing and see use(like Boil Over and MoM). Don't you agree?
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1280514#Comment_1280514
No killer worth their salt complains about MoM. It is terrible. I would love if every survivor I went up against used it. Running around trying to get protection hits instead of working generators is the dream for a killer. The passive heal would only be outside of a chase. That is an important distinction. You can't just be chased by the killer and randomly get back to full health. If 30 seconds turns out to be too short then it could be extended to 45 seconds (anything past that would just be dumb). Anyway, it's just an idea on a forum that isn't going to happen so I wouldn't worry about it too much. It's just my opinion of what I think would be good.
True.
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I haven't tested them but I know otz used them in an old YT vid and they worked fine. Neither work with a medkit.
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@VentingSylar said:
https://forum.deadbydaylight.com/en/discussion/comment/1280441#Comment_1280441
I don't man, it depends on the killer heavily, lots of games with nurses and huntress I find pallets all over the place still downed. One time I even re-used the pig tree pallet cause it wasn't broken, you'd be surprised what kind of mistakes people make. I don't really use exhaustion perks so if this was one I'd be okay with it. Do you really thing head on is strong enough to justify being an exhaustion perk cause I sure don't
Head On is 12m of free distance in chase when you activate it. Definitely exhaustion worthy in my book.
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@Fiv55 said:
https://forum.deadbydaylight.com/en/discussion/comment/1280403#Comment_1280403
Smth like this?
https://www.youtube.com/watch?v=G0K3uvG6b4k&t=35s
Heal yourself before the killer vaulted the window. I love how broken the game was back then :D
lmao
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1280493#Comment_1280493
Because it doesn't actually stop the killer from downing you? It doesn't really even compare to MoM in it's functionality. It's more like second wind or inner strength. After the killer hits you and the perk activates the killer can still chase and down you like normal. You would have to escape and remain outside of a chase for 30 seconds to get the free heal. The perk would stack really well with MoM though so you could get the protection hits w/o wasting a ton of time or resources healing. 3 min cooldown would keep it from being too abusable.
MoM: take 3 protection hits for a free hit immediately
WGLF: take 1 protection hit and gain a health state passively over 30 seconds
They might not be exactly the same, but WGLF definitely outclasses MoM by a landslide. Killers already complain about MoM from time to time.
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@Izo_Quartz said:
https://forum.deadbydaylight.com/en/discussion/comment/1280487#Comment_1280487
the introduction of the oblivious and undetectable status effect baisically killed all survivor perks that read the killer's aura, besides kindred...
Yeah I don't get why Kindred doesn't trump stealth anymore, or Dark Sense either. I guess Kindred makes sense since it's currently the best aura reading perk in the game but Dark Sense could use the buff imo.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1280487#Comment_1280487
I mean I think Alert is fine as is, the most it will tell you is where the Killer is and which areas to avoid. I still don't think it should be aura reading though, for WGLF. Mainly because I wouldn't want it to just mirror the effect BBQ has, and I wouldn't want Survivors to be able to use it to read where the Killer is just from unhooking someone. So they can basically guarantee a safe unhook and not get caught off guard.
I guess not wanting it to copy bbq is reasonable enough, but it already kind of does that :/
Guaranteeing safe unhooks isn't possible because WGLF only activates after the unhook is already safe. Plus, Babysitter kind of exists and prevents you from getting caught off guard. Strangely enough, using the perk doesn't remove the tension of unhooking survivors but that could just be because the aura reading is reciprocal. I know I'm coming off as kind of critical of your criticisms, so I'll just say I'm not against you having a different opinion, I'm just against you using improper reasoning. I don't mean to be hostile, I just want to know your thoughts and reasoning since you seem willing to share.
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1280398#Comment_1280398
I could live with that. I would prefer it had an effect that auto heals after taking a protection hit after 30 seconds of not being chased by the killer. Give it a long timer to balance it out like 300/240/180 seconds.
That sounds cool but how is it not just a straight up better MoM?
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Spine Chill is kind of redundant since OoO always lights up when you look at the killer, so you can already tell when a stealth killer is approaching.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1280478#Comment_1280478
I mean seeing where to not go when going for an unhook is my reasoning why. I used Alert for the same reason, if I see the Killer breaking pallets/generators somewhere across the map, I know not to go there for the time being.
Maybe it's just me but I really wouldn't want aura reading perks for Survivors that reveals the killer to be easy to use without a drawback. I know the Blood Amber add-on basically does that anyways, but you have to bring a key for it to work. And it has very limited range.
Good thing WGLF isn't easy to use. Being able to get unhooks is never a guarantee, and is why Deliverance is generally considered mediocre. So you say aura perks should have a drawback, so you really think Alert needs a nerf? As if the undetectable status effect wasn't enough lol
Edit: Put the wrong status effect...and I main a stealth killer 😆
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1280467#Comment_1280467
I wouldn't want that. Map wide awareness of where the Killer is everytime you do something like Unhooks would be a bit much imo. There's a reason perks like Alert don't give you a long amount of time everytime the Killer breaks a pallet/generator to reveal their aura.
LUL do you really think 4 seconds of reading off of safe unhooks and prot hits would be OP? Tell me you're joking, Alert is the same thing but with easier activation and longer duration, nerf that too?
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@xTalon32 said:
https://forum.deadbydaylight.com/en/discussion/comment/1280398#Comment_1280398
What if it acted like BBQ except it highlights the killers aura for the same time as BBQ?
I wouldn't really want a worse Babysitter. That perk is bad enough.