Waffleyumboy
Waffleyumboy
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- Waffleyumboy
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Comments
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@Tactless_Ninja said:
Lol at everyone wanting pallets base kit.
It's his most powerful ability. You run into an area with 4 pallets, you're getting downed.
If anything should be changed, it's snares should have their slowdown removed. It's mainly for detecting survivors. You use pallets if you want to win chases.
At least pallets are more interactive. I personally wouldn't mind Freddy being a bit stronger.
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@[Deleted User] said:
I’d honestly change him back to how he was.
I loved all the mind games and tricks while invisible I could play on awake survivors. I.e. wait for an optimal time to put them to sleep so I can pop out at them where they least expect it.
Plus when Dream Demon was used cleverly and aggressively, Freddy could either keep most survivors under the influence of the 50% debuff most of the time (slower with add-ons and/or perks), or just as clever, take advantage of survivors stupidity and force them to do LOADS of repeated failed skillchecks on gens, effectively getting survivors to repeatedly undo their repair progress over and over again.
In a game still riddled with gen rush, old Freddy was the best solution to that issue when he was used properly.
Oh yeah, and I loved how he could TOTALLY render OoO completely useless
gEn RuSh iS aN iSsUe
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1272946#Comment_1272946
Multilayer protection is only avoidable if the survivors don't abuse it, and... Well, by definition there's no reason not to abuse it except generally being a nice person.
And I'm not sure what you mean with the whole locker-DS thing, please clarify?
How would they abuse it? Do gens like normal or take unnecessary risks and get pressured?
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/1272946#Comment_1272946
jumping in lockers is a great strategy if you do or don't have ds especially if there are 1-2 gens left since the killer had to make a crucial decision on whether to eat a stun and waste time or ignore the survivor and protect gens which leaves that survivor to do whatever they want
There's no downside to opening lockers. Either you call the survivor's bluff or remove their DS early. The strategy is only as strong as the killer makes it, like camping.
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@MadLordJack said:
First: it's a 5 second stun, and the biggest distance creator in the game.
Second: the problem with DS is that it is at the core of every multi-layer protection combo. DS/Unbreakable, DS/BT, DS/Adrenaline, DS/Deliverence (questionable, I admit), DS/Inner Strength... The list goes on. These perks are powerful on their own, but you put them together and it's like chocolate and peanut butter. Or, if you are the killer in that situation, shite and vomit. I'm all for perk combo's, but DS is a huge, huge issue simply because you have to play around it's combo's.
Third: it is yet another straw on the metaphorical camel's back, and a very big one at that. Almost a haybale, tbh. You may be of the opinion that killer isn't stressful, but maybe the rest of us don't like playing Dark Souls blindfolded. Confuse 2 survivors and suddenly everyone gets away. Miscount the timer and everyone gets away. Forget who used what perk when and they get away. Play around a DS that's not in the match and they get away. Because of this, a team doesn't even need a single DS to get the benefit. It is an ACTUAL technique to jump in a locker when the killer comes your way WITHOUT HAVING DS. And that's not a red flag? I've gone against teams that run other perks that give an obsession, play super obnoxiously, and still get the benefit because you had no way of knowing that that 1 Claudette had For The People instead of all 4 having DS/Unbreakable.
Lastly: the 60-second slug. The counter that isn't even a counter. The only time slugging the DS works is when they don't jump into a locker AND they don't have a perk to pick themselves up. I'm all for slugging, but a forced 60 seconds where you aren't allowed to hook someone is a bit dumb, especially if the team screwed up. Killer is all about the snowball: a perk to disrupt that for free is bad enough, but a potential 16? Including 1 that works in every situation because it forces another perk to trigger? I just LOVE getting outperked. Boy howdy, it's so fun.
Jumping into lockers isn't a strategy, any good killer knows to immediately grab the survivor. Multi-layer protection for 60 seconds is as easily avoidable as just DS in most ways. If you play killer using actual strategy, it's easy to make most survivor perks a waste.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1271150#Comment_1271150
I said could, not would.
Such a change couldn't just affect those who only play SWF.
The decision itself could be seen as one of the stupidest moves by players who don't regularly play SWF.
And then the potential fear that removing SWF could lead to more radical decisions that could hit them next.
Then there's also the Killers that leave the game cause the waiting times just became too atrocious due to the SWF-only players leaving, and living in an area without many players could lead to even longer wait times + potentially very laggy games.
Removing Moris could have the same effect on the playerbase as well, just to a way lesser degree.
Ah ok. Queue times could drive away players.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1271143#Comment_1271143
Okay then that's really your problem isn't it? If he is boring, but his power level is fine. Then why make a fuss about it?
Clearly there are people who like going against him like @Hoodied and myself.
I'm sure those people wouldn't mind if he was even more enjoyable. Same goes for people who like going against moris or keys.
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1271219#Comment_1271219
It would've been a lot lower, but I purposely kept the game going to ensure I got the 4 kills in a game achievement (Blood On Your Face).
Ah ok
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Actually it does...the highest ranked survivor got the most score.
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Yeah this is definitely a huge sign or how boosted survivors are.
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@[Deleted User] said:
Just an opinion: there isn’t ANY killer build that guarantees 3-4 kills. Perks and add ons are just tools that offering varying amounts of strategy or surprise.
Its how the killer effectively uses these tools (and the skill/coordination) of the survivors that determine kill ratio.
This actually makes the most sense. It doesn't matter what your build is, nothing's gonna stop a bad killer from making mistakes and letting survivors get away.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1271174#Comment_1271174
I would not classify DS as an Obsession Perk anymore since you might not be the Obsession right at the Start of the Match. You might become the Obsession, but this can already be a Downside because you might be a potential target for Rancor then.
Of course someone can argue that it can be a Downside that the Perk might not have any use. But this would mean the Killer did not tunnel and sadly this does not happen that often.
I would personally classify any perk that places an obsession in the trial as an obsession perk. Less headaches that way.
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My vaults are all fine after the patch.
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@Aven_Fallen said:
Can we give a Downside to BBQ? Or a Downside to PGTW. Or a Downside to Discordance.
Those aren't obsession perks...
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I haven't been able to do it on xbox lately. Could just be bad luck on my part because the method is jank.
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@Boss said:
Cause it could effectively kill over 50% of the playerbase.
I'm pretty sure swf barely makes up 50% of survivors, let alone the playerbase.
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@Hoodied said:
Freddy is completely fine
He is a killer that actually is a challenge to face and forces survivors to...GET THIS, DO A SECONDARY OBJ to wake up
He's boring and takes very little skill. Not fine. Power level wise he's in a great spot
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Because NOED isn't that strong. The devs won't address it unless it is either used extremely often or performing extremely well.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1271099#Comment_1271099
Because there are a bunch of situations where people get to use their DS on killers that are playing 100% fair?
Depends on your idea of fair
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@Unbreakabilly said:
https://forum.deadbydaylight.com/en/discussion/comment/1271043#Comment_1271043
Man idk honestly anymore, I feel like someone's only playing Survivor here lol. I'm sure the Survivors would welcome some QoL Changes too and we can talk about it aswell. But you being so negative to possible every slight "buff" that Killers might get is frightening lol.
Eh killers do it all the time. You wouldn't believe how many people are against a totem counter. Simply increasing killer FOV just doesn't seem that impactful and just makes the game more linear than it is already. It wouldn't be an outright bad change I'll admit, but it doesn't do too much good for the effort and rebalancing required. I'm trying to use logic here, because I'm not biased and would love it if killer felt better even thought it already feels pretty good disregarding the bugs.
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It already does...you are exposed to tunneling for the rest of the trial after you use it.
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DS is entirely avoidable. If it hits you, it's on you for failing to strategize efficiently. Plus, a 4 second stun isn't gonna completely kill all of your momentum.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1271043#Comment_1271043
Imagine the audacity of asking to be able to hear the in-game sounds when in a chase. How entitled. Perish the very thought! /s
Ikr, players act like seeing and hearing is something normal that you're supposed to be able to do. What an entertaining mindset to observe 😂
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Bruh this is a mori game...
JK GG
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1271037#Comment_1271037
Nah, he is fun to play as and can be viable at any ranks (Rainbow ranks because they were a SWF, their ingame actions kinda made me suspicious of that and this just confirms it)
https://us.v-cdn.net/6030815/uploads/958/381210_20200509024911_1 - Copy.png
Rainbow ranks are a perfect example...
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@[Deleted User] said:
This is how I would describe Shadowborn right now:
"BHVR, Can we have a perk that lowers the volume of the chase music?"
"BHVR, Can we have a perk that makes it easier to hear survivors?"
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@Unbreakabilly said:
And like I already said, wasting a Perk Slot just to increase your FOV is silly. A Killer has 4 Perk Slots. There's no room to waste a whole Perk Slot just to increase your FOV.
Besides, stealth is far away from being weak. The increased FOV does not counter Stealth at all, I don't know how that is even an argument. It helps for sure, but there's countless of Perks that help you being stealthy. Shadowborn is not gonna make me find crouching Survivors on Yamaoka, lol.
Making the Killer-role more attractive is very important in this period, where Survivor Lobbies usually take 5-7 minutes and Killer Lobbies are instant. A change like this is way more attractive, then the next pallet loop being removed on Coldwind. I don't think you really understand that it's not a balance discussion right now, and more-so making it visually more attractive, again, without wasting a Perk slot for it. It would also help the people who get motion-sickness from playing with imo such a low FOV, which I heard many people suffer from by playing Killer without Shadowborn.
Minor changes don't really affect how many killers play, and these shifts in the amount of killers playing don't really affect queues. As long as ranking and matchmaking are borked, high rank survivor queues will take forever and low rank survivor queues will be instant.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1271001#Comment_1271001
LUL if that was basekit I would just hook suicide on every Clown. I have no interest in that.
I don't think Clown is all that bad - especially now that loops are open and there are less safe palettes. He is able to close chases pretty quickly. Trying to draw a comparison between killers abilities as why they should get a buff isn't the best, IMO. Each killer is different. I understand wanting a killer like Clown to have the same kill rate as Freddy, but they can't all be top shelf Killers...some killers have to be easier/harder than others for average people to get kills with so people can choose their preferred level of difficulty combined with their preferred play style. He honestly seems fine IMO. If he isn't your fave killer because Freddy's pools perform better - play Freddy.
I'm not fine with some killers being so different in performance. It really feels bad to invest money or effort into something only to realize that you're inadvertently handicapping yourself with no indication from the game that you're doing so. I would be fine with the performance gap if the game actually acknowledged it, maybe a power level instead of a difficulty rating could be implemented :/
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1270976#Comment_1270976
100% agree. Some pigs just tunnel which is extremely annoying but her camping doesn't usually cause me any problems. I don't mind if the pig camps a box since personally I love seeing the head pop animation. Ghostface never causes problems when camping either tbh. Hag however will trap a full 16m around the hook and without really good coordination and bt that survivor is dead or someone trades.
I agree that it's not problematic, it's just annoying and repetitive. In solo queue my teammates get gimped by this strategy sometimes which also sucks. These are really just minor nitpicks of camping as a whole, these killers are just an indication of its effects.
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@Stitch7833 said:
honestly most killers are fine, the biggest issue is swf atm, make it so swf have a de-buff to healing and repair depending how many are grouped up and the game would be in a much better state. afterall a full swf team on coms can communicate info which would take a solo survivor 6odd perks to do and thats the issue, i would say thats the only time i feel the game is really imbalanced and not much fun
It's completely fine that Freddy can teleport across the map in seconds AND have a decent chase tool while Clown gets a good chase tool but no mobility options? K.
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@LALYTHIA said:
Hard pass. I've had two Clowns finger addon/mori tunnel me this week alone. He seems to be doing just fine.
They would nerf his finger if he was actually a good killer lol. Or they could go the lazy route and make it basekit...could be "fun".
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He and Bubba need a rework. Having only a chase tool in your kit is just not a healthy way to approach killer design. Deathslinger gets a pass because his chase tool is ranged and therefore allows possible gen snipes 👀
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@Dr_doom_j2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1270949#Comment_1270949
Not helpful at endgame when hest the last survivor though.. it's like, I hated when BT and DS had synergy at endgame, everyone did.... But somehow Deliverance and DS are fine, paired with Unbreakable so you have no choice at endgame but to eat it?
Yea, I'd say that's pretty helpful... Some might even say broken
That's funny, but you're pretty much complaining that a survivor was able to "get a free escape" because they had 2 unused perk slots all game and you still couldn't manage to hook them just once. Add Unbreakable and it requires 3 perks...oh geez
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1270966#Comment_1270966
That's where we disagree. I love the pig lol think she can be very fun to face and her traps add a new thing to do besides just rushing gens.
Also playing her and getting a head pop is the best.
I would love the pig, her kit is actually pretty fun, but the people I face who play her do so just because she has built in insidious for camping and tunneling. The Pig, Hag, and GF are good examples of good killers ruined by the people who use them.
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@Unbreakabilly said:
https://forum.deadbydaylight.com/en/discussion/comment/1270931#Comment_1270931
I disagree with that. As someone already mentioned, it increased the window of you being beamed by a Flashlight. Something worth mentioning.
But besides that, no it's definitely not a strong Buff. You don't have to give a Killer the FOV of Shadowborn, you can also consider the FOV of Monitor as a setting. Increasing a Survivors FOV (as seen by ppl stretching their Screens through settings outside of DBD) is a much bigger advantage then the increase of the FOV of a Killer.
The point now is not complaining about the stretch thingy that Survivors can do on PC. My point is making the Killer experience more fun. And with how many Soundissues, Scratch Mark issues there is, I think many Killers would welcome this a lot. Especially the people on console that already heavily struggle with FPS and darkness issues on some Maps such as Yamaoka.
Increased FOV would be a big hassle, and for what? Making stealth weaker than it is already? Like you said, you can use a perk slot to increase your FOV already.
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Yes. Deliverance even comes with a built-in DS timer so you know exactly when to pick the survivor up, how helpful!
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I hate it when survivors give up. As survivor I like having a chance to escape against a challenging killer and this ruins that. As killer everyone hides and doesn't do gens unless I farm with them. Farming is dull.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1270764#Comment_1270764
I personally have the opposite reaction.
It's more excitement when I see those sleep timers. Because I know at least the Killer won't be easy to escape from like every other Killer in the game, and I do find Survivor rather dull until I get matched up with one of those fine specimens of a Killer.
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As for what I hate the most, playing against and with Survivors on the other side of the world. Their teleportation all over the place is just annoying to deal with and it makes me wish I was playing another match.
"Fine specimens"
So you enjoy having to work on gens longer, and you enjoy shorter and less interactive chases? Good for you, but I'd face Spirit over Freddy because at least her chases aren't completely linear and I can do gens at a normal pace. The strength of the killer doesn't even matter that much when it comes to challenge, a clown can still be a god at chase and do basement plays and make the trial real challenging. And a Freddy can be a potato who barely knows the killer who never learned how to mindgame or keep track of generators. Overall, Freddy's kit is very bland and I will never have a positive affinity towards it no matter how "challenging" it is and "on the edge" I have to be. I have the same attitude towards one-hook moris.
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Idk, has camping gotten worse? Tunneling? None of these terms mean anything so it's hard to describe their patterns...
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Increased FOV is an advantage for killers.
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It doesn't really matter since survivors who get dodged are kept together at the top of the queue. Just don't lie to yourself and realize that you're dodging because you're not confident in your skill :/
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@danielmaster87 said:
It's stupid that we even have to lobby dodge. The killer is running from survivors basically. If that's not a sign of the power imbalance in this game, I don't know what is.
It's more of a sign that you need to git gud. There's no reason to lobby dodge unless you want to avoid a challenging lobby or you have a real life emergency.
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Make him slow down a little bit when placing snares, but they last a little bit longer when activated.
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I think the survivors deserve to depip if they allow the killer to do that. I still think there's no reason for the killer to do it, they miss out on emblems and bp.
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Scott admits you shouldn't rely on him. I'm personally completely disregarding his opinion because that's all it is.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1265304#Comment_1265304
I know how it is calculated and I already said what Peanits calculation mistake was. But it is not about this mistake, it is about what he says and confirms with his calculation. I'll just test it and count the seconds, "pretty sure" is not what I would put over "one survivor" from a dev
He confirmed nothing because he obviously wrote his equation completely incorrectly. Lmk how the testing goes
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It's Candyman because it's dripping yellow. We all have conspiracy theories lol
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He probably meant this latest chapter
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1265220#Comment_1265220
Prove Thyself can negate the inefficiency
of one survivorworking on the generator with you......Beyond that, however,
you still get the penalty"four survivors on a gen with Prove Thyself active, you'd be looking at: 80 / (1 - 0.3) / 4 = 28.57 seconds"
-0,3 is 2 slowdowns instead of 3. What is to misread on that?
Peanits made a mistake in calculating the PT bonus based on 100% and not on the reduced speed. But that you only get 15% maximum bonus is pretty clear and misunderstandable.
PT charges per person with 4 people = .55*1.45 = .7975(Over .2 less charges due to how PT works)
Times 4 people = 4*.7975 = 3.19
Time until generator completion = 80/3.19 = 25.08 seconds
If PT was always 15% bonus
PT charges per person with 4 people = .55*1.15 = .6325
Times 4 people = 4*.6325 = 2.53
Time until generator completion = 80/2.53 = 31.62 seconds
Either way, Peanits did his math wrong and you can't draw conclusions from his comments. I'm pretty sure PT works just like it says, and the red bar is just to indicate inefficiency. This is fine because PT doesn't fully compensate for inefficiency.
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/1265192#Comment_1265192
I’m not saying Spirit isn’t a pretty straightforward killer to learn but if she’s considered “training wheels” then a majority of the killers in the game would also be considered “training wheels”.
Spirit isn’t complicated but she is one of the more complicated ones since she is 110%, relies on her power heavily for downs, has to actually know how to track survivors properly, and is more difficult when survivors are actually good and running perks like Iron Will. She’s not noob-friendly, you have to actually be a good killer to be good with Spirit. An experienced killer player won’t have issues but mediocre/average killer players will struggle.
I think she’s fine the way she is personally. I just never have any complaints when facing a Spirit, then again I always run Iron Will.
I didn't say she's not fine, nice dodge.