Waffleyumboy
Waffleyumboy
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- Username
- Waffleyumboy
- Joined
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Comments
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@SpaceCoconut said:
Same here, Corrupt Intervention.
I just can't get over how it only lasts for 2 minutes, but people still say it's one of the best perks to stall the beginning of a match.
I can see the theory behind using it for Hag or trapper, but if you run into survivors before you've set traps you're at a disadvantage anyway.
120 seconds is 3 gens in dbd. If you want to shut down early gens or even get a 3 gen on some maps CI has always been the best pick. I don't use it, but I respect its power.
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I am confusion
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@tippy2k2 said:
I would love for it to happen
You could just have a "give in" option if for some reason it is more advantageous to go down (People probably gonna use it to suicide instead but I don't like having no option at all to not die on the hook at your leisure).
I'm not gonna hold my breath but it would be nice.
Exactly my thoughts.
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@ChainsawCharlie said:
Why do survivors intentionally spite people like this? Most people should be aware that they're trying for the achievement, yet they'd rather die to EGC in the locker? They still lost the match but they just have to do the ol' "I stick my nose up at you sir."
They won't do you the consideration, but I guarantee that survive expects to be given hatch or other considerations from the killer.
Tbf OP and many others expect this survivor to just surrender to Mikey. Both sides set expectations.
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Letting go during struggle is a strategy so I would think they wouldn't remove it. Nobody likes mashing buttons though so yeah it is a mystery why they never changed this.
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Adrenaline and Unbreakable are too selfish and situational for my tastes. Plus, Deliverance is a better Unbreakable if you play it right.
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@RareOmen said:
https://forum.deadbydaylight.com/en/discussion/comment/1255210#Comment_1255210
How is are Infinite loops in the same category as camping? An infinite loop is Infinite, it will go on forever, it can't be stopped. Vs "camping" a method of applying pressure to survivors and make the game more dramatic and forcing them to choose the most appropriate course of action, which by the way can be beaten. You're seriously comparing something impossible to beat with something that is relatively easy to overcome.
Also can you please explain how camping is playing unfair?
What do you mean appropriate course of action? I think the decision here is: rush gens or die
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1255237#Comment_1255237
No, it does less. PT's repair speed is now slower, therefore it does less.
PT's repair bonus is now higher, therefore it does more.
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Saving is a key component of dbd so this is all definitely theoretical, but theoretically I hardly use 'em so you can take 'em.
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@ChainsawCharlie said:
https://forum.deadbydaylight.com/en/discussion/comment/1255241#Comment_1255241
Lol bro you called it. Waffle is already here, basically on cue.
Well I actually agree here. OP says that NOED is in the survivors' hands and they have no right to complain if they don't try to counter it. This all makes complete sense to me.
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@StutteringSpartan said:
https://forum.deadbydaylight.com/en/discussion/comment/1255244#Comment_1255244
Don’t do bones IDC, just don’t complain about it when it bites you via DH or NOED. That’s all I’m saying
Agree
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@Mister_Holdout said:
You want to know why DS is a busted perk?
Because survivors use the protection to do stuff right in front of your face.
The "protection" isn't much better than a health state. If you don't want them in front of you, down them or pick them up lol.
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You just pointed out how doing totems makes survivors lose out on at least 17.5% of their objective in time and you want to use that as an argument FOR survivors doing bones? K.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1255098#Comment_1255098
How is it flawed? The Perk now does less than it did before despite its increased numbers. New Camaraderie now offers less overall time to save a struggling Survivor than old Camaraderie, therefore it's less useful, therefore it was nerfed. Similarly, Prove Thyself now takes longer to do gens, therefore it's less useful, therefore it was nerfed. It's simple, really.
The perk doesn't do less, it does more. That is a fact.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1255090#Comment_1255090
With the current 60 second timer + Cama's 34 seconds, the struggle phase takes 94 seconds. With this change, it would last 90 seconds. Therefore, the combined length of time the Survivor has to be saved when using Camaraderie is shorter. So yes, overall it would be nerfed.
It appears that your mindset is flawed. Idk how to change your mind atm so I'll just leave you be.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1255077#Comment_1255077
But it still takes longer to do a gen, therefore it's less useful, therefore it was nerfed.
If struggle phase lasted only 30 seconds with the new patch but Camaraderie was buffed to pause for 60 seconds would that mean overall Camaraderie got nerfed? Just curious...
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Here's my one rule: I will tunnel you if you use DS on me outside of tunneling scenarios. You're just asking for it.
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@Thatbrownmonster said:
-don't quick switch last second in lobby
-don't ds when I am not tunneling you
-don't go into lockers to force a ds
-don't tbag
-don't destroy my hex perks 20 seconds into the game
Those are rules for survivors.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1255070#Comment_1255070
Because the important thing isn't how much it undoes the penalty. The important thing is how long it takes to do a gen, as that's what matters in a match. And new Prove Thyself takes more time to do a gen than old Prove Thyself. It is now LESS effective at doing the objective more quickly. Therefore, it was nerfed.
It takes longer to do a gen now yes, but PT boosts that speed more than it used to.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1255049#Comment_1255049
Except it wasn't, because its purpose of undoing the co-op repair speed penalty is now less effective, and its viability as a Perk for finishing generators quickly has been slightly reduced. In terms of actually helping Survivors do gens faster, it has been nerfed. The number changes didn't save it from being less useful as a whole.
It undos the penalty by .075 more than it used to. It gives .075 more speed than it used to. Why are you saying it is less effective now?
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I don't run it but I make sure my swf mates have it so the killer doesn't play as scummy. In solo I don't expect to survive so I just keep it off there too.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1255010#Comment_1255010
You obviously didn't read my post. Even with the number increase, post-patch Prove Thyself still does less of a job at undoing the co-op repair speed penalty than pre-patch. You can literally see this evidence by just going in the game and seeing that when you repair a gen with someone else using Prove Thyself, the progress bar is red. It wasn't before.
It doesn't matter that the bonus is larger; the efficiency penalty is still less countered than it was before. If it was actually buffed, then the amount of time taken to co-op a gen with Prove Thyself would remain the same despite the increased co-op speed penalties. But it's NOT. It's SLOWER than it was before. It TAKES LONGER to co-op a gen with PT equipped than it did before.
Despite the stat increase, PT has less of an effect than it did before. That's how it was nerfed. Old PT was faster than new PT. Simple as.
Dude stop obsessing over your post just do the math.
1.98 - 1.8 = .18 charge bonus
1.955 - 1.7 = .255 charge bonus
PT gives .075 more charges than it used to. It doesn't matter that co-op is less viable overall because PT by itself was strictly improved.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1254999#Comment_1254999
That post literally has the math explaining why you're wrong but sure.
How am I wrong? Pre-patch base speed is 1.8 and Post is 1.7. Doing the math PT increases from base more in Post :/
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@Demogordon_Ramsay said:
Here's some stats fo yo ass.
Prove Thyself's bonus has always been multiplicative, not additive, and it applies to the post-penalty repair speed. This means that even before the nerf, it only increased your slowed repair speed by 10%, not your base repair speed. 10% of your base repair speed would be 0.1 charges a second, but 10% of your repair speed with a -10% penalty is 0.09 charges a second. Even though you didn't have a red progress bar, your speed when co-oping a gen with Prove Thyself was still only 0.99 charges per second, not 1 charge per second.
Because of this, reducing the co-op gen speed will reduce the bonus given from Prove Thyself. You repair at 0.85 c/s when working with someone else, and 15% of that is 0.1275 charges. In order to up your repair speed to the base level, it would need to increase it by 0.15 charges. Prove Thyself is missing out on 0.0225 charges needed to fully undo the co-op speed reduction. This means that both of you are repairing at a rate of 0.9775 c/s, down from the pre-patch speed of 0.99 c/s. Together, your combined speed has dropped from 1.98 c/s to 1.955 c/s—slow enough for the progress bar to turn red.
TL;DR—Prove Thyself was nerfed, actually.
PT's bonus was buffed. Pre-patch is .18 more charges. Post is .255 more charges.
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@ChainsawCharlie said:
https://forum.deadbydaylight.com/en/discussion/comment/1254922#Comment_1254922
All you did was copy somebody else's earlier post on this thread. I was referencing the Survivor's Rulebook for Killers, and saying "Wow now we're adding more to it?" What does that have to do with a bunch of meta survivor perks?
Funny how guys like you seem to hate killer mains so much but you get so sad when killers AFK? Could it be you can't play without killer? "Wahhh the killer AFKed so I couldn't teabag and point at them after pallet stuns and rapidly vault windows to annoy him with sound notifications."
Also comparing an AFK killer to a DCing survivor is a false equivalency. Killers don't complain about AFK survivors ever, yet you chose to mention DCs instead? Why not compare AFK to AFK?
DCers still deny the other players a normal experience.
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@ChainsawCharlie said:
If you go to a gen shortly after being unhooked, tunneling you is completely fair game.
If you use DS offensively by forcing a grab from a gen, locker, or unhook, etc you are ALSO fair game to be tunneled.
If your ENTIRE team is swarming the hook, I therefore know no gens are being worked on and you are fair game to be camped or proxied at the very least.
Don't put yourself in dangerous situations and expect mercy. Run off and self care in the corner of a map and give me a chance to chase somebody else.
Those are rules for survivors.
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As killer I will try not to hook the same survivor multiple times in a row.
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@art said:
Killers have been on strike since Ruin Nerf. I know I’ll get lots of hate for saying this but I felt the game was most balanced when old ruin existed. Killer queues are instant in Midwest and survivors takes about 10 min. Total opposite when old ruin existed
I remember having to queue up with my friends for 5+ mins after the swf matchmaking change and before the ruin nerf. Queues are shorter now. Can you explain that?
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@SpiritLover1133 said:
https://forum.deadbydaylight.com/en/discussion/comment/1254871#Comment_1254871
Dude red ranks doesn’t mean anything. My Mom can reach red ranks if she spent 20 hours in DbD.
I meet 11 and 12 year olds in red ranks all the time lol.
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Just because it's a strategy doesn't mean people have to accept it.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1254676#Comment_1254676
What do you mean? Sorry I may have missed something lol
Your second paragraph.
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/1254132#Comment_1254132
Gen rushing is ignoring bones and in some cases even healing
Isn't ignoring bones the efficient play?
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Egc is fine as is. It prevents survivors from holding the game hostage whilst also not discouraging altruism too much. No reason for DS to deactivate during egc except killer entitlement to free kills. DS secures trades and that's fine. Moris still encourage tunneling so that's not really the best change.
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@Cheers said:
The problem with this map is that the exit gates are either too close or too far away majority of the time. Regardless if a killer camps and gets the 4k, you're doing something else wrong.
If the killer camps and gets a 4k it means his team made mistakes, not necessarily that he made mistakes.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/1254706#Comment_1254706
Never said that now did i? Was just a statement for what generally happens. Actually DS needs a rework because as is it's not a anti tunning perk.
DS is avoidable.
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I'm glad there's an extra perk in the meta
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1248820#Comment_1248820
It's not as accurate as you think.
The Survivor dictates where to go during a chase. If a survivor knows about an infinite they may run to it. If a survivor knows about a dead end, they're not going to run into it.
The killer can't lead a survivor into a dead end, but a survivor can lead a killer to an infinite.
If they don't know about it they'll fall into the trap just like a killer could fall for an infinite, but they would learn and avoid it in the future.
The situations are quite different.
Killers can influence a chase, but you're right that survivors have more.
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@Liruliniel said:
Killer finding you, hitting you twice has blood wipe animation or 1 shot animation, travel time to hook. Congratulations 1/4 to 1/3 of a gen has been completed on any of 1 to 3 gens. Even bad teammates have a use. Remember a bad teammate can still do gens even if they can't loop well.
Now Killer camps for the near full duration of 2 states which is 2 minutes. Congratulations you brought an additional 2 to 3 gens. Provided you have good teammates you can have between 3 to 5 gens done before you die. If your lucky a teammate will do a last second switch with you. Now the killer has proceeded to do nothing all game.
Killer tunnels assuming the rescuers had BT you can get away easily by taking that last second hit or use DS if they don't. After that the killer will probably continue to chase hopefully you brought DH to make it to the loop. Always DS first than DH. If the killer picked up the rescuer your also scott free.
Either way tunneling and camping is so ineffective against survivors who play for more then a week. Yet I see red rank survivors lose because of how bad they act. Shows you how brain dead easy survivor pipping is and why most people think survivors who brag about rank are typically bad.
Tunneling is fine because DS exists?
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@CashelP14 said:
This game isn't "ruined". With the recent map changes the game should be at it's most balanced yet. Only key and mori changes are needed.
Inexperience is a big problem on BOTH sides however. When these people go complaining about something and not trying to see the bigger picture it causes toxicity in the community.
Like when killers tell survivors to do bones or survivors tell killers to slug to avoid DS.
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Every possible simple perk will be made eventually. Once they're gone, if they're not gone already, they will only be able to make perks with more conditions. On a side note, imagine calling Gearhead overly complex. Dead Man's Switch is way harder to activate and the effect is just as complicated.
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It'd be pretty rude not to.
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@emptyCups said:
The devs in the last stream said it was lack of killers population
This last update helped alittle so did the world lock down.... but my console experience is that noone wants to play killer because it sucks.
They really said that? Timestamp or clip?
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@BadMrFrosty said:
The game is not killer sided in a scenario where everyone is either good and of equal skill (all solos) or they're a seal team SWF. Other than that, the game is massively killer sided. Your average survivor is terrible, and all but the most dimwitted of killers is intelligent enough to drop difficult chases and go for someone else on the off chance they're bad.
What about the Saw map?
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I don't think we'd be able to get any survivors, but yea there are a lot of cool monsters.
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@andyollolloll said:
https://forum.deadbydaylight.com/en/discussion/comment/1252498#Comment_1252498
First step has to be balancing SWFs to work out the top level players
What does that mean?
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Bad idea. Swf don't need to be in proximity to chat with eachother.
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@Jesya said:
I'm having the complete opposite. Before my ping was terrible... now always in the green.
Weird...
Same for me
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@PBsamichShoe said:
I felt the same way for a while and I even posted my $.02 on it in some older post where someone was saying the same thing. I got tired of being roasted by him as a solo survivor.
Then I played as the Doctor. Against a 4 player SWF. Changed my mind about the doctor permanently.
If anything his cooldown on his static blast at default is too long.
Try playing as the doctor up until about rank 16, which is when the trash matchmaking system starts to kick in to full effect.
You'll see what I mean. Have fun!
All killers face bad matchmaking lol
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I do it if the other survivor is in sight.
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@calem said:
https://forum.deadbydaylight.com/en/discussion/comment/1252485#Comment_1252485
Okay? Just because I outright said Clown needs some sort of buff doesn't mean I am asking for them fix every personal issue I have with the game. Yeah matchmaking is bad, yeah some killers could use some help, yeah lots of maps are survivor-sided. I'm sure we can all agree on that. I am not asking anyone to do anything about my issues, I never mentioned that 'ThE DeVs NeEd To bUfF tHe KiLlErS i pLaY', I am simply stating MY opinions and wanted some genuine and honest responses from people.
Excuse me if we've gone through this a million times and you already pointed out every fix killers need atm. Weak killers need to become Billy or at least Doc levels in terms of power. Maps need to be more consistent. If everyone agrees on everything maybe we should get into the specifics instead of lolling about.