Waffleyumboy
Waffleyumboy
About
- Username
- Waffleyumboy
- Joined
- Visits
- 519
- Last Active
Comments
-
@Acromio said:
This is why you should always leave if survivors don't click ready by the 15 seconds marker. :)
Damn, they're adapting lol
-
@Feiten said:
https://forum.deadbydaylight.com/en/discussion/comment/1264861#Comment_1264861
Arnt you flashlight clicker? And its not like other perks are a deathsentence. Relax kid :<
Using other perks can be a death sentence. Like @NursesBootie said, that's a problem.
-
@venom12784 said:
Haven't had too many killers saying they want me house to burn down with me in it,or that they just embarrassed me on there stream or get my gaming ig and try to live chat with me after I blocked them.
I've had a couple
-
@Orion said:
Nobody says killers are never toxic. What's (accurately) said is that survivors are disproportionately toxic.
When you say disproportionately are you accounting for the fact that there are 4 more survivors than killers in a trial?
-
This is exactly why I do it. Killers can say they don't care or that they don't prepare but it still incites them, and that's exactly what I want as my team's runner. It still has uses ;)
-
@Entity_Hugs said:
https://forum.deadbydaylight.com/en/discussion/comment/1264891#Comment_1264891
Not very often. I rarely come across someone who tries to flashlight save, and there's enough hooks that Sabo is rather useless.
At red ranks flashlight saves are pretty common for me, but I guess at the lower ranks where you hang out they wouldn't happen all that often.
-
@GeordieKiller said:
Im in favour of OP suggestion considering on what SWF brings with them but atm they have no negative drawbacks for doing SWF and for the people who says this is going to hurt casual can i ask would people who play casually with friends even care that theres a debuff if they just want to have a fun with friends and by slowing down the game it means you get more moments of thrilling chases close dodges and actually a fun time instead of holding M1 and then leave which in turns give you more bloodpoints!
Hate to break it to ya...having more time on generators is generally not a fun time for survivors. I understand your error because it is a hard concept to wrap your mind around unless you yourself play survivor. Luckily I'm here to help you out :)
-
@Entity_Hugs said:
https://forum.deadbydaylight.com/en/discussion/comment/1264879#Comment_1264879
How would it be any different form Killer's tunneling to 3 hook someone? Either way; if they were down after hook #2, they're dead.
Flashlights and sabo don't exist? K.
-
@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1264866#Comment_1264866
Moris and keys both dont have any logical arguments defending them since majority of the time the people defending them are bias
Yup lol
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1264860#Comment_1264860
So if the killer breaks a pallet across the map from you, as a solo survivor without Alert or any other detection perks or line of sight to the killer, you magically know that the killer is headed in your direction? Please, do tell how you accomplish that minor miracle, help me improve my survivor game.
He was only talking about your first point
-
The first idea is good if you just mute his chainsaw entirely. Stealth Billy sounds fun.
Second idea is rough. Real rough. It doesn't have any flavor imo, what type of object could you correlate to making a chainsaw not shred wood but instead be very easy to maneuver? Plus, it's pretty useless because his curves are already insane.
My idea to replace your second one would be that his chainsaw shreds through pallets without stopping him but his chainsaw no longer instadowns. Could be fun.
-
@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1264748#Comment_1264748
"Dont get caught" thats probably the most illogical argument I've ever heard its litrally like saying "dont get looped lol"
Logical arguments to defend moris do not exist, don't you know?
-
@Feiten said:
I'm mad i don't see flip flop or boil over used more. So many interesting perks but most r1 survivors use the same predictable builds...
So you're mad r1 survivors are trying to survive? K.
-
@NursesBootie said:
DS, BT, Unbreakable and DH/SB works against any killer. That's the problem.
Deja Vu, Flip-flop, Mettle of Man, and Hope also works against any killer. More problems I guess?
-
@Blister987 said:
https://forum.deadbydaylight.com/en/discussion/comment/1264783#Comment_1264783
https://us.v-cdn.net/6030815/uploads/719/CPIDC1XE8JBT.jpg
4 man SWF are 5% of all players. If you go against those groups all the time, there are two possibilities:
1. You're Tru3ta1ent.
2. You're aren't very good at the game and you lose agaisnt randoms.
That's weird you only listed one possibility...
-
The sad truth is that more entitled killers defend them than survivors complain about them. Experienced survivors learn to just take the L and move on to the next game, you should too.
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1264835#Comment_1264835
Made a false analogy?
I was making a blanket statement, also thanks for the attention bud
-
@Rivyn said:
In most cases, tunneling is just a survivor's way of blaming you for their mistakes. For instance, if they were recently unhooked, yet run into you, they expect you to leave them alone, otherwise 'YOU FILTHY TUNNELER!'
Now, there are actual cases of tunneling, when you focus down one survivor consistently, as that Reddit quote states. But, again, I wager a lot of the time it's on the survivors. Same with 'camping.'
"Genrushing" is just the killer's way of blaming survivors for their mistakes. See what I did there?
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1264819#Comment_1264819
Of course. I mean, what possible mechanical advantage could one gain from knowing where the killer is and what they're doing at all times? Or knowing how many totems have been broken? Or the percentage of every gen around the map and where they're located? Truly, there's absolutely no way all this information that requires multiple perks if you're a solo player (or is downright impossible to get as a solo player) could benefit anyone.
Spot on
-
He's on par with Wraith imo
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1264793#Comment_1264793
Sure, the fact that I got myself killed because I wasn't playing seriously and could then spectate everyone and report to my teammate what everyone was doing offers no mechanical advantage whatsoever. Neither does the fact that I could tell him when the killer was headed toward him thanks to Alert (or just literally seeing the killer and knowing where my teammate is by simply asking him where he is). The fact that he can do these things as well and keep me informed also offers no advantage whatsoever.
Correct
-
@Stitch7833 said:
The reason the progress bar doesnt go yellow is because you arent actually gaining an increase in speed, prove thyself just counters the de-buff putting you back at 100%. if you want to see the yellow bar then you will need something extra to boost up the repair speed (spinechill etc.) you can also see this if you and someone else both have provethyself, if one is on the gen and the other is next to them they shall receive the yellow bar, as soon as they get on the gen it shall go back to red, the red indicates something is affecting it even if its been balanced out by the perk. the same effect happens when the killer has thana but you have resilience, you can still repair at 100% but the bar is red. the perk is working fine and i use it often too
The perk doesn't balance out the speed, each survivor is only putting in .9775 charges, enough of a decrease to turn the bar red. Old PT had each survivor putting in .99 charges which was too little of a difference to turn the bar red. Here are the gen speeds of the two which might help you determine the bar color threshold.
Normal 2 person = 40 seconds, grey
Inefficient 2 person before patch = 44.44 seconds, red
Inefficient 2 person after patch = 47.06 seconds, red
PT 2 person before patch = 40.40 seconds, grey
PT 2 person after patch = 40.92 seconds, red
My guess would be the bar turns red after the gen takes over 2%(.8 seconds) longer, hope this helps!
-
@Deadeye said:
And it is pretty funny, that this article is linked and same time saying that the idea of being an anti tunnel perk is coming from the community. I'd rather say the idea comes exactly from this post
That is funny. It's pretty sad how bad the devs are at PR sometimes.
-
Swf offers no mechanical advantage, and should also not offer any mechanical disadvantage as a form of compensation. Plus, discouraging friends from playing together would hurt the playerbase. Plus plus, slowing down 2 and 3 team swf hurts solo survivors too because they're in their team.
-
You are allowed to tunnel if you want, nothing they can do about it.
-
I think it's fine that Spirit gets a free hit with her power. She's like Deathslinger but she also has excellent map pressure, perfectly balanced 😊
-
@Freesham said:
So same question, but instead of being able to hit and slug them, they're able to jump into a locker.
I feel like in this situation tanking the DS is better since walking away means they get away for free without having to use DS until later.
Yup, they get a free health state either way but by tanking it they lose DS.
-
People have no reason to run perks in the meta unless they are meta. You can't design a perk intentionally for it to be weak then be surprised when it isn't run in the meta. I think that balancing perks around a standard a step behind the meta is exactly what is keeping the meta so stale. The devs shouldn't be afraid to innovate or expand, but they are. People can complain about seeing the same perks in the meta over and over again, but the truth is they don't really want perks to be that strong. They aren't willing to have another perk become associated with such negativity, and this attitude is what prevents that negativity from going away. Buckle Up working like BT, Hope not having a timer, and Second Wind being easier to activate are all changes that could happen and put those perks closer to meta status, but these ideas are thrown away to ease the fears of the community. "We wouldn't want that perk to become a game changer."
Ok rant over, good post OP and you are pretty spot on with your analysis.
-
Tanking the DS is basically giving the survivor a free health state, I wouldn't use this strategy unless you can get major value out of tunneling them later.
-
@Deadeye said:
Two things: I think I heard it is bugged and currently does completely nothing. Like almost all Huntress addons do nothing and Entity Blockers dont show on Bamboozle and what else is broken with the current patch.
Second: I also thought the perk just puts you back to 100%, and does this for every survivor on the gen. Apparently from a discussion in another thread, where Peanits also participated to confirm, the 10% (15%) is based on the reduced repair speed. In addition to that, you only get one stack, not one per other survivor. Meaning the following:
- Old PT gave you 10% on top of your 90% current speed, giving +9% to a total of 99% (but "rounding" showed that as a grey progress, being nearly at 100%)
- New PT gives you, assuming 2 survivors sitting on one gen, 15% bonus, based on 85% current speed, giving 12,75% to a total of 97,75% (which is enough for the rounding to mark the progress as red)
- New PT gives you, assuming 3 survivors sitting on one gen, 15% bonus, based on 70% current speed, giving 10,5% to a total of 80,5% (so increasing every survivors speed from 0,7 c/s to 0,8 c/s)
I really have problems to believe that old PT did the same like mentioned in point 3, because the perk description totally reads differently in my opinion and I think I would have noticed earlier, that I have a red progress bar when using old PT with 3+ survivors. But I couldn't find any video proof that this is the case. Anyone else has some evidence?
Old PT was red when working with 2 or more other survivors.
-
@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1264604#Comment_1264604
Lets just agree to disagree then before this turns into another loop around the forums like most other threads.
Yes we disagree about what Enduring should do, but we agree that Enduring shouldn't be a tunneling perk. Conflict resolved.
-
@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1264594#Comment_1264594
I would want Enduring to have more use for general stuns.
I would want Enduring to work only on pallet stuns.
-
@DelsKibara said:
Honestly, I'm all for the Enduring change to be brought back.
It would make DS a lot more managable and would make Enduring more viable. Because right now I only see Enduring used in Aggressive builds where you don't focus on gens and instead only focus on chases.
With that said though.
Eat the DS Stun. It's only 5 seconds, and if you can eat it during the early game, you'll get a much better result during the endgame.
Why would you want Enduring to be a tunneling perk?
-
@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1264581#Comment_1264581
Yes, that is what I mean when I say it's intended.
I think the co-op repair colour trumps Prove Thyself.
I think the bar is red because Prove Thyself doesn't make up for the inefficiency enough
-
@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/1263171#Comment_1263171
You keep missing my point XD
I’m not going to continue arguing with you because I can’t see a way to get you to understand.
Well that's sad. You seemed to want a logic-intense argument but you gave up after round 2. See ya around 👋
-
@Cheers said:
https://forum.deadbydaylight.com/en/discussion/151104/perk-idea-tear-me-down
It seems sub-par to me as it's very conditional like Unbreakable. Personally buff the numbers to 50% and you gain a token every 7.5 seconds.
This buff would be nice, along with each token being 10% progress
-
@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1263158#Comment_1263158
Not really. The rest of your team is doing gens, and the killer is either wasting time to stay near you, or he/she has to try and track another survivor. There will be a MINIMUM of one person doing a gen while all of this is going down. Not to mention the fact that the killer isn't able to progress you another hook state, which buys even more time for the survivors.
Being on the ground for a whole gen means your team loses out on a whole gen's worth of objectives.
-
@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/1263132#Comment_1263132
Or from another angle, the argument is that DS should be intended as an anti-tunnelling perk and not serve too many uses.
You’re already letting bias take over your opinion on DS and ignore anything that mentions tunnelling.
What DS should be is an opinion, the devs didn't state what it should be other than a second chance perk. It's called logic, not bias.
-
This seems like a cool idea and not problematic since it only saves about 12 seconds of recovery at max. Unbreakable saves 8 and has no requirement.
-
@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1263109#Comment_1263109
That isn't a consequence. 60 seconds is more than enough time for a gen to pop. After that, a survivor only has to tap the downed person, or the slug can use unbreakable and hurt the killer even more. Dstrike impacts the game either way.
Being on the ground for a whole gen isn't a consequence? Okay...
-
@LetsPlayTogether said:
So survivor A gets unhooked and 2 seconds later survivor B gets hooked. Survivor A loses 29 seconds. So you make him even easier to tunnel. Great idea.
"Darn they already figured out I just want tunneling to be easier"
^Every person who makes these threads when they see the comments
-
This would be a fine nerf along with slug immunity if DS deserved one.
-
@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1263137#Comment_1263137
No, no, no....
They say...."NERF DS! SURVIVORS ARE INVINCIBLE AND I CAN'T DO ANYTHING TO THEM FOR 60 SECONDS!!!!"
And pretend slugging doesn't exist, or some other scenario they make up along the way.
You portray them much more accurately
-
@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1263121#Comment_1263121
Yeah, it's been a Witch Hunt for months. The whiny side of the killer community is always switching from Adrenaline to DS every other month.
Maps got changes, gen speeds got changed and they still want easier wins.
Streamers? lol Someone showed me a streamer the day before yesterday who blatantly picked up 2 recently unhooked survivors and proceeded to complain about it.
"Devs please nerf DS it's preventing me from picking up recently unhooked survivors and this severely inhibits my playstyle!"
-
@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/1263088#Comment_1263088
Survivors predominantly take DS as an anti-Tunnel Perk due to the regular amount of Tunnelling that happens in-game. However, the Perk despite being strongly suited for Tunnelling provides too many other uses to be overlooked.
Most Perks serve a main purpose, with other minor purposes being few and far between. DS serves too many purposes that Killers have to constantly be wary of it’s existence regardless of the situation. The only safe moment is when there is no Obsession in-game.
Therefore, I think DS wouldn’t be better specialised towards being an anti-tunnel Perk and not left in it’s generalised state.
The argument is that DS serves too many uses, not that it is intended to be an anti-tunneling perk.
-
The OoO change looks good
-
If you want them highlighted you can use Nemesis and Furtive Chase
-
@YuiKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1262997#Comment_1262997
I haven't seen someone more biased than tru.. you already know who im talking about
I never really paid attention. Is he really that bad when it comes to bias?
-
This doesn't really do anything besides discourage saves so no
-
@LiunUK said:
the problem is most huntresses who use iri head just pointblank hatchets you like it's a chainsaw which requires no skill that's why most people just want the iri head to instant down you at 20+ meters so that it rewards good hatchet throws
Yeah they need a skill requirement