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Waffleyumboy

Waffleyumboy

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Waffleyumboy
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  • @ChiTenshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1261895#Comment_1261895

    It’s still rather broad for it’s use. People have been using it as a distraction tool, to aggressively save other players, as immunity to do gens. It needs to be tightened down a bit so players take it for the right reasons and not the varied outplays it has to offer.

    I barely see people use it nowadays, its use outside of tunneling scenarios is too niche to take it over something like BT or Adrenaline. Using it aggressively doesn't do much good because the killer can still slug you and maintain efficient pressure.

  • @Huff said:

    https://forum.deadbydaylight.com/en/discussion/comment/1261879#Comment_1261879

    It's clearly designed to be that way. It's activated when somebody gets off a hook for a certain duration. Tell me what other things those conditions are there for (and no I'm not talking about running up to a hook and unhooking right in the killer's face because you have DS active or something like that.)

    It has use outside of tunneling, therefore it is not strictly an anti-tunnel perk nor was it meant to be by design. Simply put, you can not argue design intentions by effect whilst arguing improper effect compared to design intentions!

  • @MojoTheFabulous said:

    Your changes are interesting for sure but they certainly wouldn't put him on par with Hag. One change i'm not sure about is making the Shred faster as I already feel like it's fast enough already.

    I don't like how easy it is to dodge Demo's Shred and force him to lose STBFL stacks. If his Shred was an actual anti-loop like Hag's traps are, combined with how he can use his portals at will, he'd probably come close to Hag I would imagine. Plus, he's Trapper speed instead of Spirit speed.

  • Peanits actually called you out lol. I can't wait for the nerf. Also, you say adapt so maybe you should just adapt to DS, UB, DH, BT.

  • @Sydraen said:

    I feel like movement speed changes are a bit iffy since bloodlust is a thing, It doesnt affect gens directly but it does let you chase a survivor faster when you are failing the chase. Also, Thrill of the Hunt already gives you a notification when people touch your totems, its a Hex perk.

    Survivors can't use Thrill of the Hunt

  • @JustAMelon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1260052#Comment_1260052

    Nope. The cause of PGTW is to kick gens after hook, the effect is to slow down gen speed. The cause of Inner Strength is cleansing totems, the effect is an eight second heal. The incentive is the effect, not the cause.

    Slowing down gen speed is not a good effect? Are you perhaps a newer player?

  • @elvangulley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1261902#Comment_1261902

    because they want break his hook easy. They want everything easy.

    It appears to be so lol

  • @Dzeikor said:

    yeah man survivor got downed because killer is bad,killer has to wait 1 minute to not take ds bcuz survivor is definetly too good at crawling,survivor logic strikes again lol

    The killer is the one who tunneled them. DS is more a killer perk than anything. Think if it like this: This perk costs no perk slot, if you don't go after recently unhooked survivors they will have their perk slot wasted. Idk why you wouldn't use this perk tbh.

  • There's an option to close chat and even an ingame report system if they use slurs. Complaining about it is pretty questionable when the devs have already done everything they can to prevent it.

  • No, why would he need a change?

  • @ChiTenshi said:

    It’s better being specialised towards an anti-camp perk than having it as a much broader second-chance perk.

    There are no other anti-tunnel perk available for players, but there are plenty of second-chance perks. Specialising them instead of leaving them broad would help with balance issues.

    It was specialized with its nerf...it's only active for 60 seconds at a time.

  • @ImJustABeeBro said:

    I’m a Demmie main and all I really want is

    1. make a him quieter his stomps and screams give to much information to survivors.
    2. get rid of the alerts whenever he uses a portal
    3. like you said improve the shred a tiny a bit
    4. edit again like you said rework his add on his only good are commons and uncommons

    I like that Demo gives info to solo survivors, it's one of the things that makes him fun to go against. Plus if it got removed and his footsteps got removed he would have zero indicators of approach, something the devs haven't added to any killer, not even tier 1 Mikey. I would lose the footsteps over the scream.

  • If you are looking for a real discussion, I could easily explain it to you. Unfortunately it appears you are not :/

  • Honestly the ranking system for survivors is too lenient imo. Sucks that you didn't end on a rank up, but since rank is used for matchmaking the devs have stated you should usually safety pip when you are at your skill level.

  • Same has been said about Nurse and Spirit. They're still here, why not keep Deathslinger?

  • Is it because Health is the most horrifying thing imaginable?

  • My guess is that killers are tunneling less, so the perk isn't as useful

  • This is like the second thread I've posted on and I'm complimenting it. What are you implying lol

  • @Nutty_Professor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1258338#Comment_1258338

    I'm a survivor main that has a single issue with DS. Which is that I believe DS should deactivate once the survivor starts working on a generator. As when I'm playing killer I prioritize going after the survivors working on generators. If a survivor happens to have been unhooked, that isn't tunneling that's me preventing the survivors from completing their objective.

    Don't take this the wrong way but looking at your killer ranks in your print screens they are ranks 12 and 16. Even though there's issues you with match making so you'll sometimes play against red rank survivors. Playing at rank 1 as killer is a different ball game to playing at rank 12 and 16.

    If you have doubts whether I'm truly a survivor main, below are images of my character levels. What kind of killer main would P3 their survivors whilst leaving a lot of their killers at level 1.

    https://us.v-cdn.net/6030815/uploads/080/9TP1N8QY4KR7.png

    https://us.v-cdn.net/6030815/uploads/640/GWFHQ8HF4VFY.png

    Wait I level my characters like that too...does that make me a survivor main?

  • @[Deleted User] said:

    i hate to spoil it for you but even in a fresh account. you'll still get matched against red rank survivors because of this amazing matchmaking system

    I think second accounts are better used so your queue times as survivor are more bearable. At night, they start reaching 10 minutes for me at rank 1 so I just swap over to my Rank 18 account where queues are instant.

  • I actually agree with most of this. There are too many factors for the game to reliably determine skill level. Balance the game or account for its imbalance, then we'll talk.

  • @youarewronglol said:

    why is this pinned

    I'm also confused. My guess is that it's a fun topic that the community can interact with.

  • It's not supposed to be an anti-tunneling perk. Thread done now?

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1260244#Comment_1260244

    You act like that's all she has, can do, and even state she has no mobility. If you can't see the potential a killer has without having to be shown by people or told so than your lack of foresight into a killer is too limited to makes correct assumptions.

    It's not like your fully wrong most n00b Hags just camp and have even put 10 traps at the hook, but if that was all Hag to her than she would of been buffed highly long ago.

    Sorry my intention was to exclude any details that weren't immediately relevant, I don't want my comments to be essays. I admit that I was wrong to say she has no mobility, but I wouldn't say she is very capable of distributing pressure like Oni and Nurse, and relies more on snowbally pressure like Trapper and LF.

  • They used DS in an infuriating way.

  • @zone_dymo said:

    Dude I would LOVE Candyman, just straight up badass

    Imagine if we actually got Tony Todd to do voice work 🤤

  • It's not really a funny moment but I wish I recorded the moment when a Kate had DS but was lagging so bad I was able to drop her before the stun registered for me. She got the obsession marker and everything, good times.

  • I had to face a Claud who got the speed bug.

  • @ChainsawCharlie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1260239#Comment_1260239

    Yes. My own personal perk would be

    Hex: Repel Dickwad

    Hopefully it works

    It appears to have no effect :(

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1260225#Comment_1260225

    Pig main so dont need to explain it man.

    You are extremely wrong about Hag though. She has a 40 meter base teleport range that with a brown addon is increased to 60 meters, yellow is 70 meters, and green is 80 meters. This gives a Hag some of the most powerful map pressure in the game. She may not have classic mobility, but with a good Hag who knows what shes doing and how to trap effectively you'll never escape. It's why she's capable of extremely good basement camping while simultaneously able to destroy SWF. Problem is thats all most people see when they play her is the hook potential for camping. Worse part is Hag does not need addons or perks to be good, but most people who use her don't tell her secrets leaving a lot of people in the dark.

    How am I wrong? You literally admit she has potential for camping, and that's exactly what I said.

  • @ChainsawCharlie said:

    I use a different build for every survivor I have. That way it keeps things interesting and they aren't just skins to me.

    Feng uses Lithe, Resilience, Alert, and Spine Chill.

    Tapp uses Dead Hard, Tenacity, Unbreakable, Detective's Hunch.

    David King uses Borrowed Time, WGLF, Balanced Landing, and Kindred

    Among others. They're all different for me.

    Did you read the post?

  • I can't get over the idea of a modern urban environment, complete with rooftops with standard tiles on them down to alleyways with pallets, lockers and dumpsters. And connecting the two could be multiple wide iron stairways with drops and vaults sprinkled throughout. It could be a Nea themed map lol.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1260178#Comment_1260178

    I mean, it makes sense that the breakable walls aren't the best right now since they are a brand new feature and mechanic being integrated into the map design. If you want to think about it a different way, the breakable walls on the one map are a kind of prototype for how they would act on future maps and in older maps getting reworks.

    I will actually agree that breakable walls in their current state are a bit lackluster, however, once they've got a better sense of how Breakable walls will fit into overall gameplay that is far more smooth and natural, and when they create new and unique Breaking Walls animations for every killer outside of the really cool ones we got for Freddy, Oni, Huntress, etc. it's gonna be great.

    For me the atmosphere is a huge deal, the empty space around the map currently feels a bit too unnatural, which I mean might make sense given the lore they are "constructed" realms of the entity after all, loosely based on but not perfect replicates of the real world. But you can't tell me a beyond-the-fence scenery unique to every map would be dope. A forest of conifer trees or maybe a distant mountain range in the Red Forest, the snowy slopes of the mountain Mount Ormond Resort sits upon, the surrounding suburbs of Haddonfield around Lampkin Lane, etc.

    Now imagine that, but in conjunction with the Graphical Update they mentioned in their most recent survey. Now that, would be mind blowing.

    Indeed

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1260198#Comment_1260198

    Kinda funny Pigs generally let me boop the snoot and will play along with me. Leather faces for me are 50/50. I've memed with a lot of LF. Hags probably the second most common to meme with who is slowly getting outpaced by Ghostface. Yet I would say Ghostface are probably the most toxic to play against in general anymore.

    Steve also hides his key in his pocket during the lobby. Ya Male Meg though.

    I personally play Feng and have all her cosmetics minus the ones in the rift currently, but I can play anywhere between totem/chest hunter to 5 gen chase. I prefer a bit of everything except chest I love chest. I understand what you mean by either way.

    https://forum.deadbydaylight.com/en/discussion/comment/1260201#Comment_1260201

    It's funny because neither encourage tunneling people just do because they never got better at these killers. People don't seem to do well with unique killer powers so apply basic logic instead.

    Exactly. Pig's power actually works better if you let survivors run around silly with their party hats and Hag's power...well Hag's power doesn't offer any mobility so the best option is usually to set up shop somewhere, preferably around key points such as generators and hooked survivors. Not exactly encouraging tunneling but definitely being a very helpful tool for doing so.

  • My thoughts are that a good solo team is just as devastating as a good swf team if the killer is unprepared. I get called out as swf tryhard when I go solo just because I know how to hit flashlight saves and bodyblock.

  • @Swiftblade131 said:

    Clown was probably my favorite update. It was a pretty good period in time.

    Agree, the game at least worked back then

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1260196#Comment_1260196

    Claud was a lost cause. No amount of amazing character development could save her.

    True lol

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1260146#Comment_1260146

    Steve is just Male Meg.

    I would say Dwight, Feng, Nancy, Jake's are the most liked.

    Pig and Hag are the coolest killers.

    Pig and Hag are killers that definitely receive a lot of hate. Their kits encourage tunneling and each have their annoyances, Pig's trap RNG can be unforgiving for both sides and having to crouch around Hag's traps is generally regarded as boring.

  • @thesuicidefox said:

    For killers... probably Myers. A lot of killers seem to have gotten into this game JUST because he is in the game. Of all the killers, Myers has had probably the least complaints about him from survivors. Most survivor even enjoy playing against him the most.

    For survivors... Dwight, Bill, Jake, or Steve seem to be the most liked. They are all pretty wholesome and don't have any stigma's attached to them like other survivors. Bills especially make me laugh pretty much every time they are in my killer games.

    However after seeing how much of a dick Dwight is in his Rift animatic I think perspectives might change on him soon.

    Claudette was well received in the archives but I don't think general opinion about her has shifted significantly. I think Dwight will be the same.

  • She seems too map dependent to me personally. It's why I'm never touching her again after this Rift.

  • @Seiko300 said:

    Seeing rank and character level only ever encouraged anyone to dodge their lobbies frequently and if ever possible, whenever they are matched with anyone they deemed "below their skill level" (even though, ironically many red ranks, aren't actually all that skillful)

    Old Ruin was a crutch perk used in by over 80% of killers, and Balanced Landing was also being used far too frequently by comparison to the other exhaustion perks available to survivors.

    The two survivors that were introduced, while cool and certainly looked the part, their voices did not. This was because for some odd reason though BHVR successfully secured the voice talents of the legendary Bruce Campbell the actual actor of Ash Williams himself, they were not able to get a hold of 20 something year old Joe Keery or Natalia Dyer nor did they ever explain why. It could have been for a myriad of innocent reasons such as conflicting schedules, or a restrictive license from netflix, but the fact they never explained any of these possibilities leads me to infer there was a worse explanation. Something that looked bad or that they don't want people to know like BHVR being too stingy to recruit the voice talents of these two actors, or maybe that they flat out rejected working with BHVR creating some bad blood.

    And while the killer was cool for a multitude of reasons, he had a somewhat cool and unique power, introduced the new Oblivious status effect on the side (and also shipped with this update came the official Undetectable status effect which had numerous cool features including the killer can no longer have their aura revealed, which was a huge buff for stealth killers all around considering the resurgence of survivors using OoO after Ghostface's release), was possibly the most balanced killers straight from PTB, and was the very first official non-human but humanoid killer which was huge for the lore. All of that was well and good but this, at least for me, only caught my attention and wasn't all that captivating to hold my interest. I was never a big demogorgon guy I love the show but I'm not fond of the gameplay this killer provides, and with the benefit of hindsight there aren't that many Demogorgons around to begin with either. After the hype died down this killer, despite being very balanced and somewhat viable, very quickly fell out of the limelight and is one of the least picked killers. I personally have only seen maybe 1 demogorgon (though this may vary depending on rank, I am in red ranks) in the past couple of months.

    Honestly, I had a lot more fun with the most recent chapter Chains of Hate, almost purely because of the killer alone, but also because of a great map which for the first time changed the view beyond the walls of the map and also incidentally, changed the walls themselves. Great map, super fun killer winning or losing and who I know I'll be playing for months to come even after new chapters come out, and though the survivor didn't impress too many people I like her lore.

    The Stranger Things chapter might be one of the most well-rounded chapters releasing some very beloved characters into the world of Dead By Daylight, but it wasn't perfect and there was a bunch to poke holes into. The lack of support from Joe Keery and Natalia Dyer themselves was extremely disappointing and the voices they have now are at best "meh" and at worst completely ruin the immersion and take me out of playing those characters. By Comparison, Ash looks, sounds, feels, and even BREATHES Ashley J. ######### Williams: you're a bad-ass savior of humanity, and that's because that is actually bruce Campbell's voice and rounds out, finishes, and completes the character making it utterly incredible. Chapter XIII honestly might be one of those "Jack of all trades, master of none" type of chapters, it did a lot right but not everything.

    Am I the only one that dislikes the new map? The layout is boring and the breakable walls aren't that fun to utilize. The atmosphere is decent but the graphics are meh.

  • @Aven_Fallen said:

    How is SWF the easier mode compared to KYF? You get unlimited ressources in KYF, have access to every Perk in the game without spending a single BP on it and you know all other players (including the Killer).

    But I think giving BPs in KYF is not that bad, even tho, BP multipliers (like BBQ or WGLF) and BP Offerings need to be disabled/not giving any BP Bonus and it should be quite a low amount so that farming is not worth the time, but there is some little reward for playing a few friendly custom games.

    I think what would work pretty well is at the end of a kyf game, each player gets 100 bp for each participating player for each minute the trial lasted. Does that sound abusable?

  • Multi-tasking: When cooperating on a generator with injured survivors your repair speed is 22/21/20% slower for each but you heal the survivors at 25% of the normal healing speed.

    Quick Study: Gains a token every 10/9/8 seconds you are performing a cooperative action, to a maximum of 5 tokens. Your skill check trigger odds are increased by 3% per token with success zones increased by 5% per token. Lose 2 tokens when you are hooked.

    Positive Attitude: Gains a token each time a safe unhook is performed and when you perform a safe unhook. For each token your grunts of pain are 20% quieter and you walk 5% faster outside of chase and the Terror Radius. Lose a token when a survivor dies. Gain a stackable 20% bonus to all bloodpoint gains for each token up to a maximum of 50/75/100%, the bonus bloodpoints are only awarded post-Trial.

  • Dwight is probably the right answer, but I can't imagine anyone hating on good boy Demo.

  • It was awesome. Queues were bearable, the killer was cool, and there were fun new perks to try out. The influx of players also helped me make a lot of friends.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1258311#Comment_1258311

    It definitely can and does happen.

    https://www.youtube.com/watch?v=0ARvCdB5plw&feature=emb_logo

    Can't even count how many times I've escaped at the end game myself, just because I had DS equipped and there's literally absolutely nothing a killer can do against it. Any perk that makes the survivor literally undefeatable in a certain circumstance as broad as "reach end game" is too strong, imo. Perks are perks -- they shouldn't be that strong in any circumstance. Not without some massive negative downside.

    At the very least, it should deactivate once exit gates are powered so it's not a literal free escape.

    You do realize your argument works against NOED as well right?

  • Yeah new rank reset makes red ranks more diluted and skews queue times

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