Waffleyumboy
Waffleyumboy
About
- Username
- Waffleyumboy
- Joined
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Comments
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@Rattman said:
https://forum.deadbydaylight.com/en/discussion/comment/1262404#Comment_1262404
Yup, turn out, I was right.
Please be Candyman
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Why does he need to be so fast?
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Tunneling - Hooking a survivor consecutively despite being given the opportunity to do otherwise
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@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/1263068#Comment_1263068
And you missed my point. DS and Tunnelling still have interactions and can be used together in arguments like , for example, any Killer stealth mechanic and Camping (those things aren’t made intentionally that way but still have interactions nonetheless).
Please come up with an argument about DS involving tunneling right now. I literally haven't seen any and that is why I feel like you have no cause for concern.
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@oh_0k said:
Seriously tho why do survivors only think killers can only get stunned by ds if they're standing right in front of the hook and immediately down the unhooked survivor?
Why do survivors ignore all those times where killers get hit by ds even if they fairly outplayed the survivor at the loop or a survivor jumps into a locker as soon as the killer gets near them, if they killer leaves they get back on the gen, but if the killer stays the other survivors are free to do gens, and if the killer eats ds the survivor can just run across map.
Let's not pretend ds is only used for anti tunnel and not as a free escape that rewards bad survivors and punishes good killers
It is used that way, but don't imply there's anything wrong with that.
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@Meroko said:
he shouldn't have a slower reel but he should have a wind up time like Huntress. There's no counter play to him right now because he can insta catch you. You have to throw pallets early and get LOS as best you can, but he can thread needles and shoot through many walls so it's really difficult.
He just needs a wind up and he'll be fine. I'd remove his Deep Wounds effect as well if they give him a wind up, since there'd be more counter play possible if he has it. Also he should not injure you if you manage to break out and stun him
So in short: Give him a wind up to shoot, remove his Deep Wounds effect, remove damage from breaking away and stunning him.
The counter play is his reel...
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No
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@Poweas said:
I can't honestly say I disagree. Some people in this community are great, though.
Exactly how I feel
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Choosing to stay by a hooked survivor instead of going out and patrolling even when you know no survivors are nearby.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1262486#Comment_1262486
I disagree.
The newer perks have more conditions than early perks because the effects that can be balanced as unconditional boosts are also the perks that are easiest to implement and thus get implemented first.
Having those perks acts as a useful baseline for balancing other perks as well, for example Botany Knowledge essentially provides a conversion rate between heal speed and a perk slot, so when you go to look at a perk like We'll Make it you can judge how useful it is by comparing it to Botany and ask how often the limitations of Well Make it come into play depending on your playstyle.
So it's just nice for perks like that to exist.
Additionally, since they fill the low side of the Risk vs Reward spectrum, those perks are often perfect for newer players who are still learning the core mechanics and would struggle to also incorporate perk conditions on top of that.
Plus perks like Bond and Botany aren't the problematic perks anyways. So it'd be a waste of time to rework them.
This is an awesome perk analysis, kudos!
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@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/1262442#Comment_1262442
The problem is, that’s exactly what’s going to happen. Anyone who mentions anything about tunnelling is instantly going to get to counter-argued with your quote and contribute nothing else to the argument.
That's because DS isn't about tunneling
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I think I have just stepped too deep in the Legion lore.
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@PassarinoT said:
https://forum.deadbydaylight.com/en/discussion/comment/1262953#Comment_1262953
Yeah, that's actually a cool idea! Maybe prestiging increases their caps slightly too?
Yes that would be perfect!
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@KingFrost said:
Survivor Perks:
This is Not Happening - When healthy, receive a 3/6/9% boost to repairing, healing, and totem cleansing speed. You are permanently oblivious.
Up The Ante - 1/2/3% luck increase. Great Skill Check zones are 20/25/30% bigger
Slippery Meat - Instead of increasing escape attempts, escape attempts take 50/75/100% less of the hook bar.
Deja Vu - See the Aura of all Generators. Bloodpoint gains from working on gens increased by 50/75/100%
Babysitter - Unhooked survivor also sees the killer's aura
Lucky Break - Activates every time you are injured. Leave no blood trails for 30/45/60 seconds
No One Left Behind - Activates as soon as the gens are completed, instead of the exit gate being opened
Solidarity - Med-kits count.
Camaraderie - Works even when not in the struggle phase.
Open Handed - If someone sees your aura, you can also see theirs
Small Game - Add a Totem counter
Autodidact - 25% more likely to receive skill check while healing survivors
Off the Record - Killer does not receive a sound notification when you are saved from the hook.
Buckle Up - Heal survivors from the dying state 20/25/30% faster
Poised - 8/10/12 seconds
Boil Over - Increase hook aura range to 16/18/20 meters
Red Herring - Works on lockers instead of Generators.
Diversion - Only takes 30 seconds to activate.
Fixated - No healthy requirement
Distortion - Cleansing a totem will give you one token
Flip-Flop - See the aura of hooks within 20 meters of where you are.
Killer Perks:
Monstrous Shrine - Makes 3/4/5 dull totems appear as hex totems.
Mindbreaker - Works on all gens, not just those with less than 50% completion
Overwhelming Presence - Survivors in your terror radius also suffer a repair efficiency of 10/15/20%
Furtive Chase - Decreases terror radius outside of a chase as well
Territorial Imperative - Also applies to the Killer Shack.
Unrelenting - Cooldown of missed basic attacks by 40/45/50%
Predator - You're able to tell which direction the scratchmarks were going in
Hangman's Trick - 6/8/10 meters
Bloodhound - See the aura of bloodspots within a 2/4/6 meter radius
Coulrophobia - Also applies to totem cleansing speed
Beast of Prey - Bloodlust activates faster
Cruel Limits - Map Wide
Unnerving Presence - Also removes Great Skill Check area entirely
Gearhead - No Skill Check requirement. Just reveals any survivors on gens for that period of time.
Third Seal - Also applies oblivious status effect
Dead Man's Switch - The Dead Man's Switch timer doesn't start until after the obsession has been unhooked or is sacrificed.
Dying Light - Obsession's healing speed is reduced to 20% instead of 33%
Huntress Lullaby - Start with 1 token.
Overcharge - Any time a survivor starts to work on a generator, they are met with a tremendously difficult skill check.
Surge - 40 meters instead of 32
Thanks for giving me something to do for the next couple minutes!
This is a funny twist on the perk name and a nice Resilience counterpart. Tone down boost to 4/5/6 to prevent genrushing.
Good
Infinite escape attempts is a bit too much, I'd rather it stay the same and have +4% kobe chance, changing overall chance from 21.7% with the perk up to 39.4% chance with the perk.
This change makes no sense flavor wise, my idea would be it stays the same but with infinite duration and aura reading on survivors within 32m of those gens and aura intensity based on the gen's progress.
Would be nice to also grant a Haste effect but your idea works
Makes sense
Idk why this isn't already the case
Good
Good
Good
Totem counter should be base, small game should increase cleansing speed and bloodpoints
Good
Good
Good
Obscuring your aura would also be nice
Good
I just want it to pause the gen's regression
Good
Good
Good
Maybe make this only work while downed? Otherwise it's now a sabo perk which feels wrong
The perk no longer affects basement or hooks. This is not Monstrous Shrine
Should also be a noticeable amount of exhaustion, not just enough to 99 Sprint Burst
Repair inefficiency? If you mean co-op speed 20% is overkill and 5-10% is more reasonable
This change makes no sense because it's called Furtive Chase, not Furtive Patrol
This works
Sure, w/o doing the math it looks fine
Great
Sure
Sure
Totem cleansing debuff should be reduced otherwise this with TotH sounds pretty oppressive
Good
Great
Great
Still a worse Thrilling Tremors imo, it needs character
Good
Flavorful
Sure, but it would also be nice if the debuff still applied while the obsession is dead
Sure-ish
Bleh it should just pause progress for 5 seconds whether or not the skill check is failed imo
Sure, but the cooldown is still a bit unreasonable imo
Again, thanks for keeping me busy <3
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1263005#Comment_1263005
My statement stands in relation to the OP.
You're no fun. Thought exercises are good for your brain, ya know?
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10$ for the battle pass indefinitely is a good deal. I'm glad the devs found a reliable source of income.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1262997#Comment_1262997
I can't say either way since I don't use the perk.
Surely enough survivors have used it on you for you to assess it
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@Macymj6 said:
https://forum.deadbydaylight.com/en/discussion/comment/1262979#Comment_1262979
Ughhh. Im sorry but I really dislike true. When he plays survivor he blames his mistakes on his teammates. I just watched a video where he was looking for hex ruin (the new one) the whole game which isn't even worth it anymore. Just focus gens. And complained how no generators were getting done. And he had detectives hunch and still couldn't find it, he was on the game map and was downstairs and was still trying to look for it downstairs when he already saw 3 totems that weren't hex ruin. Like its literally upstairs is that not comment sense? He pisses me off. He just seems like an A- hole.
I tried watching him once but was instantly turned away due to his accusatory nature.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1262937#Comment_1262937
One will not activate if all totems are cleansed. It can be deactivated by cleansing the totem or avoided by exiting the match. It allows for insta-downs, but relies on the killer's skill to make contact with an attack.
The other's activation cannot be prevented. It can be avoided by letting the timer run out but the activation can't be prevented. It will allow for a free escape with a skill check.
They're quite different when you look at them objectively.
Speaking of objectively, would you say the change suggested in the original post is objectively healthy or unhealthy? I would love to assess your bia- I mean, hear your opinion ;)
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@USELESS said:
Why did I read it "communist closet"?
Haha I was just about to comment something similar
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Yeah in my experience DS doesn't really increase your chances of being the obsession.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1262962#Comment_1262962
Indeed.
Although, this creates an interesting shift in the dynamic of the discussion.
So the argument will no longer revolve around, "It's an anti-tunneling perk!" and instead the fact that it's a "risk-taking perk". (Which I actually agreed with already) The nature of those risks is that they're exponentially stronger in the endgame compared to early-game. Meaning the ideal strategy would seem to be to force people to burn DS early.
Thus, the correct - community accepted - counter to DS would now seem to be...to tunnel!
I guess so :/
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@Schmierbach said:
I'd rather the game keep its unique style and build upon it instead of copying other games that already had failed releases and are either re releasing themselves or dead.
I agree. Dbd's system may be flawed, but if they shelled out and reworked it it just wouldn't be the same.
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The problem with swf is killers always blaming their mistakes on them. The reality is solo and swf aren't all that different and the excuses you try to make up to make yourself look prettier will always remain mere excuses.
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@ninjamediness64 said:
So if DS isn't meant to counter tunneling, what is the purpose of the perk?
The purpose remains the same, to embolden survivors and allow them to take more risks.
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@PassarinoT said:
https://forum.deadbydaylight.com/en/discussion/comment/1262922#Comment_1262922
Honestly the grind is so hard with so little assistance aside from archive goals rn, I'd love to see a mechanic that dynamically adjusts your BP caps on categories depending on what you're doing best at. If you get chased excessively, possibly increase your boldness cap and decrease objective or something. Seems interesting to test with
That sounds cool. It gives me an idea where individual survivors have unique bp caps, like Claudette would care less about boldness and not have a cap increase but she likes using her medical knowledge so she gets an altruism cap increase. Just an idea.
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Haste is good for body blocking and baiting out swings. No good reason to remove it.
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I think the limit is ridiculously low, especially with the new archive challenges. Right now you can only save 1000k which is approximately 250 nodes or 30 webs. This is extremely restrictive for no good reason and deserves a change.
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Devotion charms and/or bonus shards would be nice.
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Yes I would love more survival points, atm I just ignore my survival bp offerings. To coincide these changes, I don't think it would hurt to increase the cap for the Survival category up to 10k so escaping still rewards a good sum of bp.
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I think it's better people see what they're purchasing.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1262911#Comment_1262911
There were no complaints from survivors, just insults toward killers who performed poorly and were quite obviously outmatched. That's why I said "comments" and not "complaints".
PS: I played exactly one trial as killer these past two days. The rest were as survivor in a duo SWF.
I was just meming but okay
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@Orion said:
This is the second day I've been back to DbD and all the toxic comments I've seen so far came from survivors. Killers were usually just upset about the matchmaking.
Survivor complains: t0XiC
Killer complains: Understandable
No bias present here folks, keep scrolling
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@memento said:
This is the ideal HITBOX survivors imagine.
https://clips.twitch.tv/AggressiveMuddyVelociraptorCoolStoryBro
Yes it is ideal that survivors can crouch to avoid hatchets.
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/1261745#Comment_1261745
Finishing a gen>healing. I always play injured,no adren. Healing is just a waste of time imo. Ofc depends on the killer,but I still don't heal.
I agree. Healing is just a crutch for survivors with bad awareness and/or positioning.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1262890#Comment_1262890
Not really, the term just had no place in the discussion.
It's not "like a hitscan" or "affecting it like a hitscan" or anything remotely relating to or similar to hitscan in any way. They're just mixing up terms for no reason.
I think they were meaning to use the term purely as comparative hyperbole
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@Primalux135 said:
https://forum.deadbydaylight.com/en/discussion/comment/1262729#Comment_1262729
And also demo can smell blood even from another dimension but we dont know where is an injured surv in all moments
Entity: Oh...about that...it is now an iridescent add-on but it only shows the auras directly ahead of you when traversing the upside-down!
Demo: sad good boy noises
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1262873#Comment_1262873
Right, which is why I said he was describing a pinpoint projectile, not anything having to do with "hitscan". For some reason he just kept on with the term for several posts for some reason. There's really nothing to compare between a projectile and a hitscan interaction, no matter how small the projectile is. It's just not applicable in any way.
(He also used the word "splash" with regards to Huntress axes which, again...not sure where they're getting these terms. Just stick to what they are.)
I think you took him a little too literally and it frustrated him :/
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@PassarinoT said:
https://forum.deadbydaylight.com/en/discussion/comment/1262863#Comment_1262863
He has average map pressure, 115 killers aren't totally effed like hag or anything but his chase potential with bottles is pretty irritating, disabling fast vaults and slowing survivors with a simple throw of a bottle is pretty strong for something that has little cooldown on his end.
Not saying he's strong tho, would not place my money on a rank 1 clown.
How does he have average map pressure when the only killers with as low map pressure as him are Bubba and Deathslinger?
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His power doesn't give him any map pressure, and the chase potential with his bottles is heavily limited by his slow reload.
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/1262799#Comment_1262799
Yeah it's pretty versatile. The whole semantics part of the argument is kinda dumb. I wonder what perk if any is anti tunnel then.
Exactly, semantics are completely invalid and now it comes down to the matter of what it should have been about all along: balance
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/1262792#Comment_1262792
I've did read that. The point i was making is that the devs might not have intended it be an anti tunnel perk but it certainly functions as one. Just like how they intended the game to be more like hide and seek.
Just because it functions as an anti-tunnel perk doesn't mean it shouldn't have any other function
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@Nurgling7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1262781#Comment_1262781
Sure, except is isnt 1:4. More like 1:50.
Whatever fits your narrative man
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@Seanzu said:
Yea, this patch wasn't very good because it didn't give killers automatic 4Ks.
Wholeheartedly agree. It's kinda ridiculous how DS still punishes me for tunneling and how survivors still escape if I don't pressure them. Idk why the devs continue to overlook these obvious issues in game design.
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@Steel_Eyed said:
I f—-ing hate trapper. One game against him and I’m checking my feet seven games later against a Doctor.
And people are asking for buffs, smh.
Unpopular opinion but I wholeheartedly agree. It's not exciting or interactive to check my feet wherever I go, then loop him normally where I know he doesn't have a trap. The design is just really boring, even when playing him I can't shake the feeling that a bot could play Trapper just as well as I could.
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For survivor I hate the ones that typically try to troll me...Meg and Claudette come to mind
For killer Hag is just painful to go against, especially in Solo.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1262787#Comment_1262787
Nah, I mean that they probably dont belong to Red Ranks then. But Ranking up is too easy on both sides, so on both sides people who dont belong to Red Ranks are in Red Ranks. And think they should be there, which is wrong.
https://forum.deadbydaylight.com/en/discussion/comment/1262556#Comment_1262556
Besides what was already written, there is also a Scoring Event (Reunited)... And for me its simply wrong to see this pop up 3 times at the start of the match. Does not feel right.
It makes perfect sense. These survivors are going through endless trials of torture, they have got to have met each other in another trial or at a campfire at some point.
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/1262569#Comment_1262569
DBD was suppose to be more like hide and seek. DS also has some strong anti tunnel usage.
But if DS isn't suppose to be an anti tunnel perk are there any anti tunnel perks?
It is an anti-tunnel perk, but that isn't its sole purpose.
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@Negitive said:
https://forum.deadbydaylight.com/en/discussion/comment/1262785#Comment_1262785
Imagine thinking that a perk should be mandatory to have fun in a game.
Good point, if DS was removed the devs might actually fix the problem for once.
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I hate the long walls but other than that the space between gens doesn't seem particularly massive.