Waffleyumboy
Waffleyumboy
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- Waffleyumboy
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Comments
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@matchmakingworksfine said:
https://forum.deadbydaylight.com/en/discussion/comment/1265499#Comment_1265499
Don't tunnel isn't an arguement to ds when 2 survivors can have ds at the exact same time. Also. Ds isn't meant to be anti tunnel so you cant just say don't tunnel. And don't forget ds can be ran with unbreakable so in some cases you either eat the ds and get body blocked to hell or you don't and they run off. Also to be bodyblocked
Man I'm really sad how many upvotes you got. Just shows how many ignorant people are on this forum. I'll put this simply so you and your ilk can understand it:
The DS timer doesn't activate when you are being tunneled. A survivor shouldn't be able to be tunneled through DS just because another survivor was unhooked while their DS was active, this suggestion makes no sense and is just an idea entitled killers crowd around like moths to a flame.
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@Booper_Of_Snoot said:
I base viability on how the killers power synergizes with perks, how the add ons better the power, and how the power effects the game
Oni is very viable, but punishing, with forgiving add ons.
He has the best synergy with either Ruin or PGTW, BBQ, Infectious, and M&A due to his quiter terror radius, his ability to pressure many gens at once in demon form, and a good snowball potential.
Clown is good with perks like STBFL and surprisingly, PWYF, BBQ, Sloppy, Pop. He has the ability ti end chases with welll placed bottles and needs the less distance gain to get the most of his ability. This remedies that.
How does Clown synergize with bbq or PGTW?
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@NinjaDette1 said:
https://forum.deadbydaylight.com/en/discussion/comment/1273916#Comment_1273916
I am ok with most doctors but I’ve had a few that constantly shocked everyone.
Dang :/
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@RFlex said:
https://forum.deadbydaylight.com/en/discussion/comment/1272965#Comment_1272965
What mindgames dude? freddy was the worst killer in the game. Now he is good, what else you want.
They probably just have nostalgia, no other reason to bring back old Freddy.
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Doc is fine. Decently strong and not too annoying.
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Ok as in "ok I was wrong"? Imo a killer isn't viable if they can't beat an optimal swf w/o iridescents.
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@N0ob3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1273892#Comment_1273892
This is every game, not every once in a while.
You did not lose every game...
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No results :(
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@shwag said:
https://forum.deadbydaylight.com/en/discussion/151999/how-would-you-change-freddy
Not easy to learn or boring.
Tired of these threads and your survivor main bias is showing hard.
Freddy is fine as is.
How is he not easy to learn or boring? Curious.
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This is perfectly fair. It's normal to get a challenging game every once in a while.
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@brokedownpalace said:
Let's be honest when most people are talking about viability what they're really basing it on is whether or not they've mastered that killer. I think few people are able to remove their own skill and biases from the equation. People say Clown, Legion, Wraith, Demo, Trapper, etc are not viable and yet I regularly see them 3-4k at rank 1. (And no, not just against "potato" survivors. There's no point in going down that rabbit hole)
Some killers, like Hillbilly, are seen as viable because they are powerful and easy as ######### to learn and you can rely on their incredibly strong power to compensate for your lack of skill and/or mistakes.
And then there are people out there who genuinely believe Hag is a trash killer. Why? Not because she's actually bad, but because they refuse to learn her.
Every single killer in this game is viable. Are some better than others? Of course. But aside from tweaking every killer to have some sort of sprinting/teleporting and ability to one hit KO, it's just not possible or frankly even necessary to get the game to a point where every killer is equally good.
I'd like to see a clown beat an optimal swf. Would be a fun watch.
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@senki527 said:
https://us.v-cdn.net/6030815/uploads/683/salty2.png
Well, this guy takes this game too seriously i guess
At least he said thank you
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@BloodMoneyMerc said:
https://forum.deadbydaylight.com/en/discussion/comment/1273003#Comment_1273003
I barely hear anyone say that Clown is annoying to play against. And honestly countering him does require a bit of skill in that you have to bait his throws or utilize tiles in different ways to avoid his gas. Dropping pallets early is a solid technique for survivors because then he either has to waste his time breaking them or has to attempt to mindgame them. Only reason I wouldn't find him fun to play against is because of how bad he is. It gets boring watching weak killers struggle to win matches against good teams. I actually love the thrill of going up against a Clown who knows what he's doing.
As for Freddy, the only thing that could make his power slightly stronger than Clown's is that it is more consistent. But I don't get how it is annoying. Sorry it stops you from looping him to infinity, but not every killer should be ran through a loop the exact same way...
All I hear from people about Clown is how unfun he is to go against. Chase is boring and he refuses to apply pressure.
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@Nurgling7 said:
What I find WAY more fascinating is this idea that the killer always has to justify their build or playstyle to their opponent.
People laugh at the notion that it's the Killer's job to entertain the Survivors, but legit strategies are considered "toxic," and as soon as the killer uses a good build, it's a rush to call the police on them for ruining the game.
Survivors have to do this too. I can't tell you how many posts I've seen of images of "toxic" survivor groups even though they weren't running any op items or add-ons. Boggles the mind.
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@Chewy102 said:
For me, "viable" means playing and doing well with that Killer depends on my personal skill. No need to depend on luck nor someone else making mistakes. This doesn't mean that the Killer is GOOD or not. A Killer for me can be viable but still weak in the meta. Should still earn wins more often that not, but those wins will need effort in learning and using that Killer's power.
Clown is an example of a non viable Killer. His power does little to help in Survivor location or to end chases. Doing well with Clown often depends on Survivors making mistakes or being unskilled. A great player with the Clown, is still just the Clown.
Deathslinger is an example of a viable Killer. His power allows a Deathslinger to do well based solely on the player controlling him. If you can aim and mind game, odds are you WILL do well. Survivor mistakes help, but aren't needed if the Killer's skill is good enough.
If anyone cares, here is my opinion on viable and non viable Killers and why.
Viable-
Hillbilly. Mobility, one hit downs, and all without any real downsides.
Nurse. Mobility, pure unfiltered mobility that allows a Nurse to bypass ANYTHING in her way.
Hag. Insane amounts of defense. 1/3 to 1/2 of any given map can be controlled by a Hag if allowed.
Huntress. Ranged attacks are simply god tier in melee based games.
Nightmare. Teleporting to gens gives instant mobility and his snares give help in chases.
Spirit. It's 100% her mind game potential. With added mobility.
Plague. Keeping everyone wounded, having the ability to punish cleansing with a ranged attack, and added tracking.
Ghost face. The king of stealth. Never underestimate how good being able to turn off your terror radius and red stain is.
Demogorgon. Tunnels offer map travel plus a time sink for Survivors and Shred has both ranged and mind game potential.
Oni. Slow to start, but some of THE best snowball potential once he gets going.
Deathslinger. A near instant ranged attack and Deep Wound for a forced time sink.
Non viable-
Trapper. Too slow to setup and too dependent on Survivor mistakes.
Wraith. He is basically a M1 Killer that might get a jump on someone with cloak.
Shape. The stealth helps but he takes a long time to build up, can't snowball well, and is a M1 Killer.
Doctor. Anti and negative stealth builds work very well, but he ends up as another M1 Killer.
Cannibal. He is a slower Billy, not much else to say.
Pig. Ambush is near worthless, her stealth slows her down, leaving Pig with depending on M1.
Clown. He has next to nothing to work with.
Legion. GREAT at getting information like Doctor, but Legion must fall back on M1 as his only means to down.
Doc has a chase tool lol
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/1273812#Comment_1273812
A lot of people don’t actually use powerful builds, I’ve started to recently take notes of perks and etc in all my games. But I’ve been running into a lot of Rank 1s, playing killers with insta down abilities, who will camp and tunnel and also have NOED on.
personally that seems like a really boring play style from both sides.
As killer it might feel good to dominate the survivors and make them feel helpless. Not everyone feels the same way.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1262417#Comment_1262417
Repeat thet part where you said latency after this:
"It'S nOt tHE hITbOxeS iT'S LAteNcY"
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@MrsGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/1273803#Comment_1273803
There is no way I was letting it go by the dozens of times I attempted in private matches, 2 times per match. I had to have been glitched. It never ever let me hit it until I switched the controls. It always gave me that second chance regardless of me attempting to hit it. Now that I switched it back to L1 it lets me hit it, and I rarely miss. It just didn’t process it but im wondering why
Probably just your average dbd bug
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Why does anyone use powerful builds in video games? Why does anyone play in an annoying way in video games?
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@memiieko said:
Sorry fellas I win (I wasn't saying lol ok because I purposely tunneled, he was injured and unhooking so I down the unhooked and then him, the unhooker)
https://us.v-cdn.net/6030815/uploads/230/IMG_20200314_001124__01.jpg
https://us.v-cdn.net/6030815/uploads/143/IMG_20200314_001430.jpg
"pea-girl" LUL
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@MrsGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/1273767#Comment_1273767
Well I would attempt to hit it but it would give me a second chance. No matter how many attempts I tried, I could not hit the skill check both times. Now that I switched the controls around I can hit it every time, and when I miss I don’t get that same second chance.
Like I said you were somehow letting the skillcheck scroll by entirely, probably because of a controller error or something.
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@MrsGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/1273747#Comment_1273747
Well I have switched to L1 again to test it. Went in a private match, missed it on purpose and it never have me the second chance again so idk
You don't need to miss it, you need to let it scroll by all the way without pressing the skill check button.
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@EvanRaven said:
when i play killer i get the immature 'first down dc' usually. the first guy ragequits and people still ragequit when getting moried. it's still the same for me.
Nothing's going to stop people from rage quitting. If you made dc penalties an hour long to start, people would still dc because they're doing so because they no longer want to play. All increasing the penalty to start would do is make people give up in frustration with longer queue times and harsher punishments for the game's errors. I agree punishments should ramp up quickly though, but should start with a warning and then 10 minutes so it's a bit less frustrating for people who aren't rage quitters just encountering bugs and crashes.
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It sounds like the game wasn't processing your input and assumes that you opted not to attempt the DS escape. The game decides this when you let the skill check run all the way and this allows you to save your DS for later. Are you sure you were pressing the right button?
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Obviously they don't play killer and are entitled to having the killer cater to their every need.
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Ah yes I hate it when the game gets ruined by these people I can completely ignore and the devs have no control over...
Really makes me grr😠, you know?
Also saying f13 is better than dbd is a straight up joke lol
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@Slaughterhouse3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1271593#Comment_1271593
So if the killer is not viable its fun? lol
People don't hate Freddy just because he's strong. No need to make assumptions here.
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I guess this story is kinda funny...pretty much the typical Hex game though
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@SquirrelKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1273233#Comment_1273233
Lemme mention, i do kill 1-2 usually though i try not to rehook people in a row, if i kust downed whoever id do. Etter
oh but I thought you were having issues with 4 man adrenaline?
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@xRem said:
https://forum.deadbydaylight.com/en/discussion/comment/1273409#Comment_1273409
The second one is a change to that, if you unhook with ds then it goes away.
ok
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@xRem said:
https://forum.deadbydaylight.com/en/discussion/comment/1273401#Comment_1273401
Just disable it when someone else gets hooked, or if you unhook then your ds goes away. Just a few little things or make it infinite, its turns off if you work on a gen, take a protection hit or someone else gets hooked. Just my idea
DS going away when someone else gets hooked isn't a little thing...it literally removes one of its most important uses: saving yourself from bad teammates and camping killers. I don't think you play enough survivor to understand the impact your suggested changes would have :/
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@xRem said:
https://forum.deadbydaylight.com/en/discussion/comment/1273392#Comment_1273392
I think for the most part it's fair, alot of people just farm hooks in my face and it gets abused. I think that should be fixed
Ah that's a reasonable complaint I suppose. It doesn't need a huge nerf in order to fix that problem though. What do you think of my suggestion?
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@xRem said:
https://forum.deadbydaylight.com/en/discussion/comment/1273260#Comment_1273260
Yeah, I just want the game to be balanced on what it has now
How is DS not balanced? It makes tunneling harder for you?
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You lose your offering when the trial starts, always.
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I'll annoy them if they annoy me. One of the benefits of playing Ghostface.
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@NMCKE said:
Personally, I want skill checks to replace the Struggle Mechanic since it gives you the feeling of needing to do something to stay alive while not wearing down your keyboard / controller.
Don't worry, failing the skill check won't kill you. It will be something like this:
Great: +5 Seconds
Good: +2.5 Seconds
Failed: +0 Seconds
You will receive a skill check every 10 seconds during the Struggle Phrase.
This is a great idea. Just need to cap out the bonus amount of time, probably make struggle 45 seconds at base with a good skill check granting 4 seconds up to a 16 second bonus. A great skill check could grant 8 seconds and capping the same way. Skill checks could occur at 10 second intervals kind of like snap out of it checks. It would keep struggle engaging whilst removing the need to mash.
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@Entity_Hugs said:
https://forum.deadbydaylight.com/en/discussion/comment/1272438#Comment_1272438
The only reason I disagree is because there are people out there who can hit any and all skillchecks. They would, every time, give themselves 50% more struggle time.
And that's somewhat unfair to the Killer. Now they have to deal with a Survivor who has extra time to be unhooked, which reduces the pressure to save him, which increases Survivor pressure on gen times.
All devs need to do is make it automatic and let people press and hold a button to give up.
Obviously there would be a maximum amount of time you can gain xD
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Couldn't people just use that to troll their teammates? At least working with the killer is reportable.
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I'm a console pleb but I guess I'll celebrate too :)
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1273295#Comment_1273295
Wait for the killer to leave?
https://forum.deadbydaylight.com/en/discussion/comment/1273174#Comment_1273174
Actually, yes I do. DS, Adren, NOED. Take them all out. I feel they reward bad game play.
Second chance perks are here to stay. Deliverance, Unbreakable, Adrenaline, DS, BT, Dead Hard, Lithe, BL, Babysitter, Camaraderie, For the People, Breakout, Iron Will, Mettle of Man. Too many to remove, sadly :(
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1273253#Comment_1273253
Yeah I've been combing the two, break los urban evade away. If two people are on a gen i find a different one. Its been tougher going against these play styles as killer. Spies may become meta 😂
Aren't crows not alerted when the survivor is crouching? I could be wrong.
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@Feiten said:
https://forum.deadbydaylight.com/en/discussion/comment/1273222#Comment_1273222
Due to the recent patch this is recommended.
Also I like that survivors are being stealthy. Makes for a really fun game win or lose.
What about stealth game play is fun? I find it tedious as killer. As survivor my teammates use it improperly and play inefficiently.
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Hasn't stealth always been useful? Btw, the most commonly used builds aren't the meta. Basement Bubba and Self Care are not meta.
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@SquirrelKnight said:
Ive been having issues with 4 man adrenaline. Ive been thinking of bringjng NOED just to counteract the entire team healing last second
I think the problem is that you're letting all 4 survivors live until all the generators are completed, even though they only have 3 perks available for use. NOED isn't going to prevent this from happening, you should analyze your gameplay and recognize areas where you can perform better and put more pressure on the survivors.
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@EvanRaven said:
i don't know what i'm supposed to do. I don't want the game to keep putting me against 4 rank 1s and i'm yellow ranks with 2 perks doing tome challenges. The gens get done in 4 mins. They all teabag and click at the gate.
Just keep trying to improve even though you might not win
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I think DS should deactivate when you start unhooking someone.
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@EvilJoshy said:
When I hook survivor A, leave, find+chase+down+hook survivor B. Survivor A is saved during all this. Survivor A BT+DS saves Survivor B. I go after Survivor A thinking enough time has passed. I down Survivor A and they still have DS.
That's my issue with the perk. If I hook someone else Survivor A's DS should deactivate because I wasn't tunneling. They came to me. The people who say "The devs never said it was an anti tunnel perk so your arugment is invalid!" That makes it a 2nd chance perk which is even more broken.
Why are second chance perks inherently broken? Do you want them all removed?
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It's not for everyone :/
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@TheButcher said:
I wouldn't change Freddy. I would change most of the other Killer's to be more like Freddy.
Freddy is the most balanced Killer in the game, since he makes the game more than just running in circles till a survivor drops the pallet or not. He actually can catch survivors off guard, you can't out run him forever, and he is strong to mind game with. He actually brings Horror back into the game, unlike most of the Killer's who don't have vast enough abilities that survivors just walk the floor with them by running in circles.
I'd rather killer still take a modicum of skill.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1270561#Comment_1270561
It definitely shouldn't be necessary to invest a huge amount of time in order to enjoy a killer.There are killers that can be fun without having to invest a lot of time playing them.
In my opinion i think if you want to play something strong then you should also invest a comparable amount of time in mastering it.
Freddys power,in terms of accessibility,is perfect.Quite simple,easy to understand and learn.
I just think it needs to be toned down just a bit to accomodate the fact that his power is easy to learn.
The only counterplay to freddy is to either drop the pallets early or trying to stay awake as long as possible.And that,in my opinion, is just really boring design.It's the same situation like plague where you have to stay broken the whole match.
Killers should have more interesting forms of counterplay rather than just hiding/stay awake etc.
I agree that the difficulty to power level ratio is the main issue.