Waffleyumboy
Waffleyumboy
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- Waffleyumboy
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Comments
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@Entity_Hugs said:
https://forum.deadbydaylight.com/en/discussion/comment/1278760#Comment_1278760
Really? You're actually going to try to claim that SWF helps Killers? Solos can't run depip squads. Solos can't run bully squads.
You're claiming this in a vain attempt to defend a broken mechanic that's used and abused with voice cheats to give more Survivors an unfair advantage then it ever does 'help' a Killer.
swf helps killers because it matches low rank survivors with high rank killers.
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@Hex_KillerMainBTW said:
Because, even if you had it down to exhaustion level, you would have to remove the 3 seconds it takes to lift it up. Which means lifting it up right away, then being able to drop stun the killer again. Then at that point most killers would be running spirit fury and enduring. Having more perks to basically stun killers multiple times would be painful.
No you wouldn't. Everything in dbd has an animation(except maybe gen tapping).
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I agree it should give boldness points. Sad that it can't give survival points because then people could just farm it when the match starts.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1280403#Comment_1280403
Botany Knowledge, We'll Make It, WGLF and a Purple Medkit.
I wonder how much the healing speed will skyrocket.
That's 316% speed or a 5.06 second heal. With add-ons at max I believe it's 346% speed or a 4.62 second heal. With a green medkit you can heal yourself at these speeds: 216% and 7.41 seconds or 246% and 6.5 seconds.
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It probably isn't strong enough to be one. If it only took 2 seconds to lift the pallet instead of gently easing it upwards for 4 seconds, exhaustion would be a perfect fit.
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@DelsKibara said:
I hope it's something altruism related.
Basically Botney without the Efficiency bonus. Though that may make Botney rather irrelevant if that is the case.
Oh god imagine stacking the two healing bonuses on top of Self Care. Could be a funny build(more like degenerate lol).
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@Izo_Quartz said:
https://forum.deadbydaylight.com/en/discussion/comment/1280380#Comment_1280380
Personally, I hope it's something that can benefit both the player and the teammate (but mostly the player themself) like a temporary haste when you get a unhook or prot hit.
I like an idea someone else on the forums had, I think they said something like you see all of your team's auras and they all see yours for 11/13/15 seconds when you gain a WGLF stack. I think aura reading just suits the perk tbh.
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Devs: *Read this*
Devs: So you want another Legion nerf? We're on it!
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/1280351#Comment_1280351
Let's say that a team is doing so good that they cannot be matched against any killer because the killers that have the same skill as them are not online or don't exist. THEN they will have to be matched against a weaker killer, and depending on how much weaker the killer is, the more perks the killer will get.
That could be an interesting idea. It could allow matchmaking to match high rank survivors faster without them being at a huge advantage. Extra perk slots would be a fun way to go about this, but I think just 2 extra would suffice.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1280364#Comment_1280364
To be fair, this would at least make Chests somewhat worth (in regards to Toolboxes). Even with a Commodious Toolbox the time someone spent to search a Chest is longer than the actual benefit from the Toolbox.
In general, Chests ingame are pretty much something to be ignored, unless the Survivor is running Plunderers or is injured and needs a Medkit.
Good point.
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At least the devs are finally acknowledging the bp gap between killer and survivor. WGLF having an actual effect means I could actually use it in an altruism or bodyblocking build and not just to farm, which is nice.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/1280344#Comment_1280344
Because it's not about ranking or score or winning or losing. It's about fun. It's not fun for the killer when survivors use voice chat to shut down the killer in ways that normal solo players cannot. This is about giving fun back to the killer. If the team they are facing is stupid good and is likely to make the match very unfun, let the killer have fun with more perks.
The score/rating is only used to determine how much the members, on average, in a SWF setting, have been winning uncontested.
Why only swf specifically? Why perk slots? Everything here seems to be dripping in bias and I don't want to touch it anymore. It's clear to me that your idea is meant to be a straight up swf nerf, so I won't bother responding any more because that just isn't a possibility nor would it fix any issues people have with the game.
Edit: Thanks for cleaning up the idea and putting thought into it. I really think this could help ease the frustrations the new mmr system might bring and I commend your creativity in coming up with this. Hopefully this or similar compensation is given to killers at least during the early days of mmr's implementation because otherwise things could be chaotic.
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A brand new part is literally 15 seconds of free gen time so I can see why the devs would be hesitant to allow it to appear in chests. The pink medkit add-on allows survivors to heal without wasting any time and even in chase. Also controversial.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1280273#Comment_1280273
And this is why this community has a bad reputation to new players.
No wonder the devs changed rank reset so newer killer queues are abysmal.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/1280324#Comment_1280324
It depends. If you don't like playing solo then you're free to party up. If your team wins and loses then nothing changes. If your team is wrecking then the killer obviously needs the help.
So your idea is that mmr is a set score that increases and decreases based on the outcome of trials? So skilled players whose mmr would naturally average higher would be punished for playing in an swf whether or not the killer is as good as or even better than them?
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@Terra92 said:
8 perks is an insane concept to propose. I'd say 5 max, so one extra if there's an imbalance, but even then I'm hesitant. Killers are supposed to be OP. That's their gimmick. Survivor comms are just a side effect of being an online game. If voice comms didn't exist we'd be calling each other or using Xbox Live just to talk.
I think at most killers should receive slightly less penalty to their mmr if they lose against swf, and perhaps slightly more bonus. Borked matchmaking could also be handled similarly, players who face players with higher mmr could get considerably less penalty and more bonus. Using mmr to change game mechanics like perk slots just doesn't make that much sense to me.
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It's easy to finish so I would just accept the free bp and fragments and move on.
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/1280281#Comment_1280281
When you get used to a killer using a certain add-on, they feel bad to play without it. Example is that I use cooldown on Plague and the shorter phase activation charge on Spirit. I don’t believe either Plague or Spirit NEED add-ons to be viable but I hate playing without those two add-ons.
I don’t play or like Billy but I hope he gets his bugs fixed soon and gets an add-on rework soon as well.
True
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@Nos37 said:
For this to work, I think that the Survivors would need two score rating categories: their solo rating and their SWF rating.
Killers could have a rating for each of their killers as well, so that if they perform well with Hillbilly they aren't outmatched when switching to a killer they have less experience with. Though, this could cause longer queues (initially) for skilled Survivors when new killers are released as there will be a lack of skilled killers.
So would your idea punish people who don't like playing solo?
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I think the game should do a better job at both indicating that deep wounds will down you and how to prevent them from doing so. Something as simple as reduced blood visuals while mending and informative text over the mending prompt could go a long way to improve the newer player experience. I'm not one way or another on if this should be implemented or not, but that's my idea how it could be.
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Because it's pointless if the doors aren't open or are too far away. Overall it would just make killer more tedious so I am against it personally.
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That's weird that you got kicked from a match. I've never seen or heard anything like that before tbh.
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@Huff said:
He's saying he got disconnected, and got to play more games without a ban, and then randomly got banned later. I don't see what's so confusing.
People like to over complicate and extrapolate things on the internet. It's the human mind's replacement for body language and speech inflection, it's its natural instinct.
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Why should only solo queue be allowed to take advantage of bad matchmaking? Or did I misread your post?
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/1280131#Comment_1280131
Billy definitely doesn’t need add-ons nor does Freddy. Billy, Huntress, and Freddy are the three least add-on dependent killers in the game, I just think Huntress is the least add-on dependent. Probably because I watch Umbra a lot and she doesn’t use add-ons on Huntress so I’m used to no add-on Huntress.
Spirit is not add-on dependent but she is significantly weaker without add-ons. Her power is so much better when you have add-ons. I would argue that at base-kit Billy is probably stronger than Spirit but when you put on add-ons Spirit is way stronger.
When you have add-ons Spirit can apply map pressure and chase potential and overall have much higher potential but without add-ons she can only do one of these things.
Against a good team a Spirit without add-ons will lose because she can’t pressure the map and have chase potential.
Billy doesn't need add-ons, but he feels bad without them to me. I like having more uses of his chainsaw in chase, and I think that that's something that could be transferred to basekit when he gets his add-on rework.
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Technically don't Clown and Bubba apply pressure in the same way Huntress does?
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I just want to have a killer challenge and survivor challenge simultaneously so I don't have to go through a bunch of extra loading screens for switching roles.
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It's better than m1 simulator. I like being on edge all game, dbd shouldn't be a relaxing experience.
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Solidarity is no good w/o complementary perks
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1278688#Comment_1278688
Yes...yes they do. This rank 20 killer went right back to playing survivor afterwards (as did many of the other players posting similar screenshots). I didnt even have to assume this, since they strait up said it themselves. This particular player was a rank 1 survivor main who's first and only game as killer ever was this screenshot.
Oh true
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Give this man a medal
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1278670#Comment_1278670
One assumes matchmaking is bugged in a way that only affects the survivor queues. The implicit assumption here is that matchmaking is different for killers and survivors, since it's the only way a matchmaking bug would affect one side and not the other.
Another assumes there are ranking errors that only affect the survivor queues. Like the previous one, the implicit assumption is that rank works differently for survivors and killers.
Rank does work differently for survivors and killers. This is a fact.
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@LordGlint said:
There definitely IS an issue with the matchmaking. I'm seeing screenshots like this one, or even worse constantly being presenting in a DBD facebook page I'm in. You cant tell me this is how its SUPPOSE to be.
https://us.v-cdn.net/6030815/uploads/614/95390681_3813252178748104_4835153643579637760_o.jpg
This btw isnt me, just a random example I snagged.
Ok I guess matchmaking errors do exist, but do they negatively affect queue times? We don't know.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1278318#Comment_1278318
Yep, I think they deserve to also know if they can get greedy or not personally.
It's only fair
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1278317#Comment_1278317
You'll see when it happens. Updates keep this game alive, in a balanced states, there'd be no big updates. Like all other games, it'd die. I know it sounds weird, but it makes sense when you think about it.
There will be big updates. Chapters won't stop coming when the game becomes balanced.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1278659#Comment_1278659
No, it proposes that as an explanation for the queue time discrepancy between survivors and killers. There's a difference.
What are the assumptions the other explanations make?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1278635#Comment_1278635
On the other hand, Occam's razor leads to the "killer shortage" hypothesis. It makes no assumptions and is therefore the simplest explanation.
Doesn't it assume there is a shortage of killers?
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1278626#Comment_1278626
A theory needs to be tested with scrutiny inorder to try to prove its its true or false and thus if a theory cannot survive the most basic level of scrutiny then either the theory or the way you got to the theory's conclusion is wrong.
Right but how does that validate the theory opposing mine? Their theory doesn't survive the most basic level of scrutiny.
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@[Deleted User] said:
Even after being rank reset all the way back down into yellow ranks as a survivor, it still takes me 2~15 minutes (depending on time of day) for me to find a game as a survivor. Same amount of time as any other rank, give or take a few minutes.
That still seems to me like there is not enough killers to meet the demand if survivors from all ranks are suffering from long queue times, especially at the time of day where most survivors are not playing so survivor queues are faster, and killer queue times actually take longer than 5 seconds (still usually less than 30 seconds).
Maybe I'm wrong though. It's not like I have the metrics in front of me, though the devs do recall saying that while in general, the rate of survivors and killers are pretty even if you just glance at the entire picture, but looking at individual cases, the amount of killers and survivors are apparently all over the place.
It could just be your region being empty in general. My rank 16 survivor alt account has queue times as fast as rank 4 killer.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1278615#Comment_1278615
Which proves nothing because the same would happen with a lack of killers.
The same would also happen with a bad ranking system or errors in matchmaking. It's all speculation, I can't prove queue times are not caused by a killer shortage, but neither can anybody prove the inverse.
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@Warcrafter4 said:
Your edit is you denouncing anyone who brings up valid counter arguments/theories as nitpicking...
I do not think you want to have a proper discussion.
So me being wrong about why swf queues take longer is a valid theory as to how much queue times are indicative of the killer-survivor ratio? How exactly?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1278605#Comment_1278605
And how would that prove your guess to be false?
Ummm...idk, doesn't it kind of prove that solos must find 3 survivors and a killer before they enter a lobby?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1278594#Comment_1278594
First, establish what would prove your guess to be false.
I'll load 50 lobbies before I give up on finding one that isn't full. Sound good?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1278580#Comment_1278580
Not since dedicated servers, I think.
I play on xbox so I'm used to lobbies always having a delay before survivors joined. It hasn't happened since servers went live on xbox, so I think you're right here.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1278577#Comment_1278577
Do you need more science than "this happens sometimes, therefore I'm right"? Yes, absolutely. Assuming you want people to take your guess seriously, that is.
Ok how should I go about this? Record myself playing solo and loading up into lobbies that aren't full? Would that work or is that not scientific enough?
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1278577#Comment_1278577
No, you're probably just guessing.
Well go play solo and test for yourself. If I'm wrong, you'll only load into full lobbies.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1278561#Comment_1278561
You're missing the point. Solo survivors don't get put into lobbies on their own, it's always to fill up a lobby. Therefore they should have the same queues as killers, since they need to search for the same number of players. If you disagree with my logic, then go ahead and write down a way in which your guess could be falsified, then go test it. Use a scientific approach, instead of just guessing.
Also when did killers have to find people? Don't they create their own lobbies?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1278561#Comment_1278561
You're missing the point. Solo survivors don't get put into lobbies on their own, it's always to fill up a lobby. Therefore they should have the same queues as killers, since they need to search for the same number of players. If you disagree with my logic, then go ahead and write down a way in which your guess could be falsified, then go test it. Use a scientific approach, instead of just guessing.
I don't need to guess. As solo, it is possible to load into a lobby that is not full. Do I need more science than that?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1278544#Comment_1278544
Lobbies get filled almost instantly nowadays. The only time I see a lobby that doesn't have all 4 survivors and a killer ready to go is when one or more of them dodged.
Doesn't mean matchmaking has changed. Although this does show survivor priority retention is working.
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@SpaceCoconut said:
"The only things that we know for certain affect queue times are swf and swf matchmaking."
This also means that no one knows whether queue times are or are not caused by an absence of killers.
An absence of killers could be the cause of long queue times.
You might want to amend your title.
I might, but I probably won't. People who read my post will get the idea well enough.