Waffleyumboy
Waffleyumboy
About
- Username
- Waffleyumboy
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Comments
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@JustAMelon said:
There is an incentive, it's called Inner Strength.
That's like saying PGTW's existence is incentive for killers to kick gens
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@Aztreonam78 said:
In my personal opinion it should.
Firstly, Inner Strength discourages Survivors from doing more than just 1 totem. Until the perk is used, Survivors again become focused only on Generators, they have no reason to NOT be because of the limitation.
Secondly, this perk anyway would take more time to heal than If you just used med kit. 14 seconds of cleansing, plus 8 seconds in lockers, 3-4 seconds to enter and leave a locker, and time required to find Totems and then lockers. Generally Inner Strength takes more than 30 seconds to get one heal.
Inner Strength is a 22 second heal, better than Self Care but worse than a medkit.
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It could use a buff, but this type of change would be unhealthy. What if your blood trails vanish for 30 seconds after cleansing a totem? It would make the perk easier to activate without encouraging survivors to hog totems.
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Sure these changes would work, but I'd rather it not be extremely obvious to the killer you have it before it even activates.
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@Donleov said:
This would be super cool
Thanks for the feedback
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@Exerlin said:
I think that it would be better if for each dull totem still standing, the killer's movement speed would increase by 1% when the exit gates get powered. That way, survivors get a little bit if they don't cleanse all the totems, they still benefit from cleansing totems at the end-game, and killers get a slight boost as long as at least one totems still stands (or a large boost if the survivors did not cleanse any dulls).
I like my idea because it incentivizes dull totems earlier
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Deep Wounds does what it is meant to do. It makes survivors stop doing gens, healing, or hiding in lockers until they slow down and finish the interaction. It was never supposed to get killers free downs.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1256816#Comment_1256816
You're doubting me when you can actually prove it yourself?
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I doubt it because they couldn't even give the different Legion members different voices.
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@Funcle1983 said:
Wow I’m an idiot!
i think I’m more mad I wasted my first post on such a dumb question haha! Too bad dead hard wouldn’t map to another button vs me having to remap my controller layout. Thanks everyone for your help, I’ll do better next time!
You can't remap active ability?
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I don't get stressed over a video game. Where's my cookie.
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I would go with Claudette.
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@Booper_Of_Snoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1257768#Comment_1257768
I meant design, backstory, everything. Hes just a boring killer from a boring, bad movie.
In your opinion.
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Why would you subject yourself to such torture? Just change your run button!
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@bkillerc said:
https://forum.deadbydaylight.com/en/discussion/comment/1257804#Comment_1257804
So just exit gates, healing and chests?
That would work, the duration should also be shortened to something like 20/25/30 seconds imo.
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He's one of the classics and his power has a lot of potential for being fun and strong, like Billy and Spirit.
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I don't think it's all that stressful anymore tbh
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Ghosts shouldn't be able to do gens or unhook
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That would encourage farming too much imo, this could be a nice addition to Deliverance tho.
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I don't think Spirit takes that much mastery, she's about Wraith level in terms of difficulty. Tracking is a tool all killers should learn.
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@Quol said:
I agree with your assessment of Nurse if it was pre nerf. But current Nurse is not that good, I hear a lot about the legendary 10k hour Nurse that can 360 no scope you across the map with her pinkie finger and you won't be able to do anything about it. But I have never personally seen that.
As such I believe Freddy should be in the top 3, not Nurse.
OP is apparently doing fine with Nurse
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Even if this actually happened, it's not a testament to MoM's power but more a testament to the power of swf and how they can coordinate their builds so even the most niche perks can frustrate the killer. Complaining about MoM is like complaining about For the People or Deliverance.
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Surge regresses gens by itself. PGTW would just be wasted.
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It should block ALL windows for 30 seconds. Anything else is too niche.
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The least they could have is a charm. I hate having to give up Steve's Scoops Ahoy hat just so my prestige can be worth something.
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I always run SB, DH, or DS jic my team gets into a tricky spot like this.
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@caz_ said:
to everyone saying Jeff & Jane
i dont think jane is fat.. she has just a fat butt but her body shape in overall isnt fat.
same with jeff.. he isnt fat but not thin either.
Meg,nea, clauddete are for me in the thin category and ash,jeff, jane etc the average.
i was talking about FAT i mean a survivor with 400+ pounds.
They would clip through walls if they got that big lol
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@Ryuhi said:
I think most of the reason people hate him is because they refuse to wake up.
Alarm clocks are actually an interesting risk/reward mechanic in regards to both his power and the speed of the game. Sure, there are easier ways to wake up from dream state, but the extended time awake can definitely be worth it if you're good at avoiding that first hit. Most of the people who complain about him tend to be the same who refuse to wake themselves up, not even by failing skill checks or snapping each other awake.
Too many people keep that anti-plague/legion mentality of "just ignore the power and rush everything lul" but it's not a good idea vs him (especially with snares.) If he has pallets you're taking a bit of a risk, but with snares you need to be very quick to recognize when you need to abandon a loop AND remember which loops are already tagged (bonus points for when you have enough space to safely set one off without giving up your position.) If you're awake? None of that matters. He's basically just trapper without traps until you fall asleep or get hit and forced to fall asleep.
TL:DR There is a built in mechanic to counterplay him hard, but people refuse to do it because muh gens. Come to think of it, he's basically like if NOED was a killer 🤔
Alarm clocks aren't actually better than missing skill checks. Missing a skill check on a gen costs 8 seconds and keeps you up for 60 seconds. Grabbing an alarm clock takes about 30 seconds and keeps you up for 90 seconds. They're two separate options depending on your scenario.
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@ZeroJukes said:
https://forum.deadbydaylight.com/en/discussion/comment/1257025#Comment_1257025
jane is fat and that's a fact.
She's only a meme cause she has a big you know... but she isn't beatiful... kate is still the most gorgeous survivor, and im not against fat people Im just saying facts
I think that's a matter of opinion
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His power requires no skill and it barely has any room for improvement. He's not OP though, his tools are strong but there is enough counterplay to justify them.
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That's pretty reasonable to say. It's not like the killer should just stand there and watch you do the gen.
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Freddy
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Imagine if the best looper on the team is using the most overweight character, that'd be funny.
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/1254862#Comment_1254862
Yeah and focusing on getting a survivor out of the game is efficient for killer
Not always...heck probably not even most of the time.
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@ChainsawCharlie said:
https://forum.deadbydaylight.com/en/discussion/comment/1255598#Comment_1255598
Everything you're saying should be highlighted with the word SUPPOSEDLY. I'm Rank 1 and queue up with my Rank 11 friend and get a Rank 15 Killer. So stop acting like it's so clear cut LOL
Rank 1 solos also go against rank 15...enough with the anecdotes.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1255365#Comment_1255365
"hold for 2 seconds to let go" here you go my son, that's the fix you are looking for.
Haha yeah as I said further ahead in the comments this is what I had in mind with my comment but didn't write down, but thanks for helping.
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@immortalls96 said:
Hmm..I see the idea but my sole concern is during the end game where it is all but a free escape and nothing short of a mori can help you ..that's my beef...
My advice has always been to camp during end game so you can guarantee trades. It's the most effective way to secure kills.
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Mori animations are a selling point for some killers. Having the game be more dangerous for survivors can also be fun occasionally.
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@ZeroJukes said:
https://forum.deadbydaylight.com/en/discussion/comment/1255432#Comment_1255432
It isn't a nerf to killer hex perks, hell how it is a nerf?
Half of the killer hex perk give you a notification:
Ruin: Tap a gen so you can know if the killer has ruin or not
Devour Hope: If the killer makes it to 3rd stack you get a notification
Lullaby: Hit a skillcheck and you get a notification
Thirdseal: Get hit
Thrill of the hunt: Touch a totem
Haunted Grounds: if there's 2 lit totems there's a high chance the killer is using it
So I dont see how it is a nerf to hex perks, and why is it bad? swf already has a totem counter, why solos can't? we're just trying to close the gap between solos and swf so killers can get a good buff and the game be balanced, so it is a win-win.
The fun fact is that killers can see who have DS: If there's a obsession.
How do you know the killer is using noed? you can't.
Just only imagine solo survivor, the weakest role in DBD, how dare those devs buff solo survivors!!!
And i'll repeat it again, a totem counter doesn't remove N.O.T.H.I.N.G, it is just a simply buff for survivors so you dont have to run trough the whole map to be sure other surv didn't touch the totem, and 1s on this game is gold, now imagine walking trough the map how much time it is wasted there.
Crazy, how dare this devs add something to the game swf already has!!!
idk why this guy hates solos so much. Good point that a totem counter literally doesn't hurt hex perks at all.
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@ChainsawCharlie said:
https://forum.deadbydaylight.com/en/discussion/comment/1255540#Comment_1255540
Yes I realize that...it's not just about ranks. It's about who is queued up. If you have a 2 man, it has to find another 2 man or two solos. If you're in a 3 man, it has to find just a solo survivor and a killer. If you're a solo it can throw you into a duo, a three man, or with a bunch of other solos. Being solo just diversifies the amount of lobbies you can possibly be thrown into.
If you're a 4 man SWF, the queues should be shorter, but it'll still go through the normal algorithms of trying to find a suitable killer, and if you're all red rank survivors, there isn't many red rank killers to go around for everybody.
I'm a Rank 1 killer and my queues are about 1-10 seconds, any time of the day, any day of the week. North American region.
North America my queues have been 1-3 mins post patch. I get the fitting survivors into lobbies stuff, but what does multiple survivors of the same rank have to do with anything? Matchmaking takes the rank of a survivor party and matches it against killers, not regarding other teammates in the lobby. The highest rank(1) of the party is used to determine the party's collective rank. This collective rank system has been this way since the swf matchmaking change, which ruined queue times by skewing survivors towards higher ranks.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1254841#Comment_1254841
Never said it was disabled and it's more fair than what we currently have
Well actually you may want to respond to my DS thread. I even have some fun ideas suggested there.
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@JediWithASniper said:
It’s very important to keep the most reasonable idea in this thread alive, which happens to be my idea of setting the killer on fire.
Most definitely
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Tone down the numbers and the idea is actually great. It means you are limited to one shot at instadowning and that sounds pretty fun to me.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1255371#Comment_1255371
A totem counter removes the uncertainty from Hex perks, if you include a counter for survivors, then Killers should be able to see when DS and BT are active on a Survivor. So no, it wouldn't be good for everyone, it would just be a buff to Survivors and a nerf to Killers who uses Hex perks.
Swf removes the uncertainty from Hex perks. Why not solos too? It could be compensated with a neat buff like allowing killers to select hex positions and maybe even a small increase to the base totem cleansing time. And as always the devs are working on improving totem spawns.
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@ChainsawCharlie said:
https://forum.deadbydaylight.com/en/discussion/comment/1255536#Comment_1255536
BHVR recently stated that it tries to match you with a killer or a teammate of similar rank, but will sometimes sacrifice that in favor of shorter queues.
Yes that's how it matches solos too. It isn't supposed to pair you up with people of random ranks.
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@ZeroJukes said:
This happens to me as well but it doesn't take 10 min only 5 max, this happens since the SWF update they did.
Yes this update ruined my queue times, especially swf. I should do a thread on it eventually probably.
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@ChainsawCharlie said:
It's trying to decide which rank killer to pair you up with. If you're all the same rank, there might not be a killer in the same rank range available. If you only have 3 survivors, it then has to find a solo survivor and a killer of similar rank. So there's a lot of variables.
If you're solo, there's less variables and it can fit you into basically any lobby including ones that already have 3 survivors and a killer. Playing solo is basically akin to removing search filters in Google.
What do you mean it's trying to decide? It's the exact same algorithm as solo.
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You can't go into lobbies that already have survivors in them so you basically have a smaller lobby pool.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1255283#Comment_1255283
Just playing devil advocate, doesn't Myer have special attack that functions like a basic attack that downs people in 1 hit on EV3 with fancy new lunge and fancy music. I think there should be a grey zone for transformation abilities applying hit-on.
https://forum.deadbydaylight.com/en/discussion/comment/1255230#Comment_1255230
Just a little trick, a lot of legions memorize spawn points of survivors because they generally spawn together and Legion wants to get a good start on his power every time he loads into a map. This is also really good for Oni and Billy so they can get a head start. If your grouped against Legion and he finds everyone, one of the strategies you can do is purposely camp a weak pallet and wait for him to hit you, as soon as he hits you, you can drop the pallet and protect everyone else health state. Honestly though, If the survivor team is good, even if all 4 get hit by legion power, there isn't real consequence to staying together against Legion. On most maps, If they're good at survivor, they'll loop the killer just as well as injured as they would when healthy.Its just that red ranks sometimes has a lot of potato survivors/teammates.
I think transformation abilities shouldn't count as basic because they're too easy to apply.
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@EvilJoshy said:
The notice would help newer killers. The only thing i would want changed about ds is if the killer hooks someone else it shuts off. Too many times i hook one, leave, hook another, the first survivor bt saves right in front of me, i down the first survivor again and they still have ds. I wasn't tunnelling as they came to me. As much as i hate ds i know why its still here. To help with tunneling off the hook. However even if i dont tunnel i still have to deal with it. When that 60 sec timer starts if they decide to get in my face i either have to slug or if they get in a locker i have to take the stun.
Oh also my second change idea for DS would prevent you from eating DS in that scenario.
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@EvilJoshy said:
The notice would help newer killers. The only thing i would want changed about ds is if the killer hooks someone else it shuts off. Too many times i hook one, leave, hook another, the first survivor bt saves right in front of me, i down the first survivor again and they still have ds. I wasn't tunnelling as they came to me. As much as i hate ds i know why its still here. To help with tunneling off the hook. However even if i dont tunnel i still have to deal with it. When that 60 sec timer starts if they decide to get in my face i either have to slug or if they get in a locker i have to take the stun.
That's too abusable. I would rather DS cover all tunneling scenarios and then some instead of covering most tunneling scenarios except a few key ones. If they could implement it without allowing the killer to tunnel I would be all for it.