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Waffleyumboy

Waffleyumboy

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Waffleyumboy
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  • @Rin_is_my_waifu said:

    Ok I added him to the nerf list but please one at a time

    ✓ NOED

    ✓ Iri hatchet

    ✓ Mori

    ✓ Freddy

    ✓ Camping/slugging/tunnelling

    ✓ Doc

    I think I included most of the posts

    Doc but no Spirit? Is she really that bugged?

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/149204/reasonable-and-civil-discussion-about-freddy-and-his-skill-ceiling

    The issue with Freddy is that he does not only have TWO special abilities but THREE special abilities - with a second hand objective for survivors that disadvantages them.

    remove his teleport and change the alarm locations (or let survivors use any alarm) and he won’t be as powerful as he is now

    This thread isn't about power, and he's pretty balanced anyways.

  • They're working on it.

  • @Magikazam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249915#Comment_1249915

    Indeed, What it show is that they only care about survivor fun too. look at what they say about the new ruin

    The Hex effect persists as long as the related Hex Totem is standing. 

    This version of the perk has many benefits: 

    • Survivors who are working on generators are unaffected as the perk no longer affects Skill Checks. 
    • Killers must be active in pushing Survivors off generators to get value from it. 
    • It is less useful in the early game, but very useful in the late game. Survivors now have a more interesting choice about when it is necessary to find and cleanse the Hex Totem. 

    See how the reworked KILLER perk has benefits like being not a problem anymore for SURVIVORS when they do SKILLcheck....

    another benefits is that KILLER should be WORKING HARD to get value from a KILLER PERK"

    also SURVIVORS now have INTERESTING CHOICE.

    That a killer perk and clearly I think you see the problem.

    The patch note aren't balanced around making the game balance they don't care if the new perk is op and who gonna use it, They only care if it FUN for Survivors.

    Let say Huntress had a addon that let her have mape wide auto aim undodgeable hatchet that go trought obstacles, but it take 10 hits from these hatchet for survivor to go down a state.

    They don't care if it strong or weak, what they care is ''Is it fun for a casual survivor to get hit by undodgeable hatchet''

    so this mentality create thing like DS, they don't care about how anoying or strong this perk his for killer, it not fun for survivor to get tunel therefore BAM 1 min immunity.

    But killer being forced to play musical chair on the hook don't seem to anoy them at all.

    Like, you would think killer want to kill, and usually if I want to kill someone I need to hook them 3 time, some who got 2 hook left is closer to death. I want him Death. it my goal, Why am I punished to do that?

    This wording doesn't indicate they only care about survivor fun, the wording is phrased this way because the change mostly affects the survivor experience. Ruin was just a passive gen speed nerf for killers, not much experience to be had.

  • @bilaueta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249919#Comment_1249919

    What do you think to be critical thinking then? Looping? Picking which gen to build? When to go for a safe? AT WHAT MOMENT IT IS BETTER TO AVOID THE KILLER?

    In your opinion, this does not require thinking for survivors when the whole point is for the ones trying to think to have a chance to avoid him. But also should not make the killer think.

    At that situation, who is thinking critically? No one. The survivor can't because they are not given a chance to while the killer does not need to

    The survivor is given a chance, awareness of the killer's position is a core gamesense skill survivors need. There's nothing wrong with this feature making this skill more useful. If you have the skill, you can pay attention to signs of the killer's approach and attempt to hide. The killer will use the signs of your departure to attempt to find you. At about this point the added critical thinking of this feature is made clear.

  • @Respectfulnancymain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249908#Comment_1249908

    It litrally says newer players helping veterans makes it worse which is essntialy saying its op aginst new players but not against good ones

    Point 1: dosent say anything about swf considering we both know how bad matchmaking is

    Point 2: said that ruin was too passive unlike other perks that you have to work towards

    Point 3: said ruin was inconsistent

    The wording isn't survivor sided its just stating the facts from a newers players perspective

    Q times are bad because matchmaking is bad which resaults in baby killers quitting cause they get put with red ranks. Im a red rank killer and i get put with rank 20s

    And because its too easy to pip as survivor so all of them are at red ranks cause of the rank reset change

    If killers quit cause of the ruin nerf then they need to git gud

    Facts

  • Actually that sounds pretty helpful for both sides.

  • I think his skill floor is also a problem

  • At least it's good on Doc, unlike Mindbreaker which is always useless.

  • @bilaueta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249904#Comment_1249904

    And in my suggestion I just said how they have to actually think.

    I know killer is hard but you should just be given information for free without you needing to prepare or use your power in a smart way. Hag gives you information with her traps, but you have to set them up first. Doctor as well, but he has a long cooldown and can be countered if the survivors think fast enough. Even wraith's all seeing add-ons have a limiting factor which is that you are loosing options for stronger add-ons and that you have to uncloack first to hit someone

    Nah it doesn't make survivors think more, it just makes them not have to worry about GF finding them all that much.

  • @Magikazam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249889#Comment_1249889

    The upcoming mid-chapter update will also include a major overhaul to Hex: Ruin, and an associated update to the Gatekeeper Emblem. Recent data show that Hex: Ruin is used in over 80% of all games in the red ranks, and across the entire userbase it appears in about 45% of all games. 

    We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified: 

    1. Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better. 
    2. The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer. 
    3. Its inconsistency due to the random nature of the appearance interval of skill checks. 

    That litteraly a copy paste of what the dev put on when they announced the nerf. see, it dosen't mention the reason you stated for the nerf.

    and you can see the wording is clearly survivor sided.

    ''what make it so frustrating to play against''

    point 1 litteraly being in favor of SWF.

    Point 1 basicly say '' it should be okay for Survivor to no put effort''

    Point 2 basicly say ''It not okay for killer to no put effort.

    But here whe are with 15 min queu for survivors and killer find a game in 1 min, I wonder why. there MUST be a reason right? it not like the g ame LACK of killer playerbase or anything.

    Bad wording doesn't mean they're one sided...

  • @bilaueta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249865#Comment_1249865

    There is no critical thinking about having an arrow pointed at the survivor or the survivor trying to look away and getting screwed anyways

    My suggestion actually encourages more critical thinking. The killer can choose and figure out where he is being revealed from or can decide to just leave while remaining undercover since he has better things to do.

    The survivor has to think wether they are in a good situation or not to try to reveal him. If you are the last survivor you obviously want to sneak around and try to avoid being found so you should have the choice to not get found immediately by looking at him for half a second. If you are good at looping and in a good spot you can try to reveal him with no problem

    Right now it is a case of a mistake that most of the times can't be avoided while the killer just needs to mindlessly follow the marks to the hiding survivor

    The game does encourage looping but hiding should still be viable, specially against a killer that is hiding as well. Create the ultimate hide and seek situation, if you may :)

    I'd rather survivors have to have more critical thinking. Killer gives some people a headache as is.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249878#Comment_1249878

    Sad, I loved that perk, but I guess balance-wise it had to get nerfed since the infinites it created were way too strong.

    Yeah the devs took the easy way out. They'd rather nerf a perk than put more effort into balancing their maps. I'm disappointed that they didn't just make BL have a cooldown without the Exhaustion and speed boost effects. Holding on to the speed boost makes it niche because you have to compare it with other exhaustion perks. Making the maps in this lazy way also means their probably won't be perks like BL added to the game, killing some perk variety that could've had some fun potential. At least they're fixing maps, so they deserve credit even though the direction is disappointing with its implied limitations.

  • @daddymyers3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249874#Comment_1249874

    They did the same with yui's perk (the one you could reset pallets)

    it was fine on ptb and could be buffed a bit but they increased the time it takes to reset the pallet... aka. killing the perk.

    like why can't they make perks like inner strenght?..

    Ikr? Zarina's perks seem like watered down versions of meta shifting perks. Off the Record would be worth using if it had a 3 minute duration like Lucky Break. Red Herring would be great if it stopped the gen's regression. For the People could've been an alternate version of Second Wind.

  • @josh6_66 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249844#Comment_1249844

    well if you use it in chase you either sacrifice a lot more distance than you gain because the killer has to be miles away or you hop into the locker with Q&Q and the killer needs some seconds to notice what is going on, after he wants to open the locker (first scenario i mentioned) or he is completelly lost and that he walks by your locker is complete luck (second scenario i mentioned). what i am saying is that its not intended to use it during chase to gain distance not that its impossible. Ofc it is possible but it is more a gimmic, not a viable strategy.

    same with any means necessary for example. there is a 4 sec activation time so you cant just pick a pallet up mid chase to stun the killer twice, but to reset pallets the killer didnt kick. Still its possible to use it during a chase either if the killer is a bit lost and doesnt know where you are for 4 sec or if he keeps doubeling back for 4 sec to mindgame you and you just reset it.

    I hope you get what I mean now

    I do. Thanks for explaining.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249826#Comment_1249826

    Yeah, they are. Hopefully once all the maps are balanced, we'll get the old BL back too since it wouldn't be OP.

    Old BL would be nice, but sadly I think they adjusted tiles to make old BL even stronger. The drops in coal tower are a big example. It's probably not coming back.

  • @daddymyers3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249840#Comment_1249840

    Yea like I dont know why the only thing people have in mind is nerf like ask to yourself, why do people keep running the same perks over and over?

    Maybe cause 90% of the survivor perks are utterly hot garbage that are situational and if they work they're not that game changing....?

    I wish devs created more good perks to survivor instead of every patch make them remember why they run the same perk and over.

    (This apply to killers as well)

    Yeah the devs are taking it too safe with the new perks. Gearhead's duration was fine during the ptb, but devs decreased it with little explanation which signifies their position of insecurity and probably sadly signifies an unwillingness to release meta perks with new characters. Sad.

  • @bilaueta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249836#Comment_1249836

    So your solution to the power is to tell survivors to not look around and walk blindly or staring at the ground? What kind of solution is that?

    You said I ran out of arguments but yours doesnt really add up to much. I get the horror movie idea, but even in horror movies the characters have to look around for their killers in order to not die

    Yes and if you look around you aren't hit immediately, you just start a chase. Pallets and windows are there for a reason, chase is supposed to be a key component of survivor gameplay. If you don't want to get chased, dbd might not cater to your every want and desire. If you want a thrilling horror vibe that encourages critical thinking and last second decisions, I'm sure the devs can cater to your request within reason.

    My point is, the feature you want removed is a tool for an otherwise bare killer and this feature encourages more critical thinking and puts survivors at greater peril. Your only argument for removing it is that you think it's unfair for the killer to find you. If you have any other arguments against this feature, I suggest you put them on display because the one you have currently is pretty weak.

  • @josh6_66 said:

    head on's 3 sec activtion time has nothing to do with the 3 second stun. the 3 second activation time is to Prevent you from using it when the killer knows you went in the locker to head on him. what i mean by that is so you can go into a locker after a hit or when he is picking someone up in front of a locker or something like that. the Purpose of head on is to stun him when he wants to upen the locker not to stun him mid chase or sth. of course with luck or in a SWF you can also use it when he just walks past the locker.

    How come it can still be used in chase? If devs really wanted it not to they would've made the timer 10 seconds or something.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249832#Comment_1249832

    Really I just want the frame rate and sound/scratch mark issues to be fixed and then we'll be golden. I can deal with SWF keys and the SWF DH/DS/Unbreakable/BT meta if those are fixed but at this rate I don't think they ever are. So if that's not going to happen, I'd rather keys/DH to be nerfed, yeah. Nerf moris/NOED/PGTW/BBQ or whatever for all I care.

    You want it so you can win easier? That's a bit selfish.

  • @daddymyers3 said:

    https://forum.deadbydaylight.com/en/discussion/149195/adrenaline-change

    So... if you want new meta why instead of NERFING the good perk you dont buff the good one so people dont run the same over and over?

    And imagine nerfing a perk that rewards you for doing your objective and playing all the game with 3 perks, just omegaLUL.

    And I love how you say "Hate on it if you want because that’s all you run along with DS, BT and unbreakable"

    LMAO like if this change would make it trough, it wouldn't even make it to a PTB, we know devs make bad decision but they aren't this stupid.

    Adapt and Git... GUD

    Take it easy on them. They're obviously a casual player that thinks any perk they don't like is meta and needs to be changed lol. Totally agree with you on the buffing over nerfing thing.

  • @KingFrost said:

    7% bonus speed is nothing compared to making survivors actually do totems. Survivors need that incentive.

    NOED doesn't give incentive...

  • @bilaueta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249805#Comment_1249805

    Because many times you don't. I mentioned it before but sometimes you are trying to avoid him because you are injured or you just dont want to be found at the beginning of the match. Ghostface is passing by unnaware of you presence and you just happened to be looking at his direction by accident

    Even if you try to look away he gets notified "Hey, a man is looking at you from your right!". He turns to the right and now just has to look around for a few seconds to immediately find you

    You can't avoid that situation atm. If he didnt get pointed at your location you could manage to not look at him and kinda walk away as he is not sure from where you are watching him, or you could still try to fully stalk him at the risk of being found. You dont have that choice rn, you are forced to try to fully stalk him before his arrow leads him precisely to you

    You can avoid that situation...don't look. I think this adds a fun horror movie vibe like when the character has to decide whether to see where the monster is with the risk of revealing their location or to continue hiding oblivious to the monster's location which puts you at risk for being caught off guard. I'd rather this dynamic not be removed because immersive survivors don't understand that tracking tools are supposed to help killers find survivors.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249810#Comment_1249810

    I just think they're not putting enough effort into balancing it and just used breakable pallets as a bandaid. It's just my opinion though.

    Currently they're testing out straight up doorways first, it seems like they're putting forth some good effort towards balancing maps. Taking their time and using feedback to adjust their approach seems like the right move to me.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249796#Comment_1249796

    Yeah, they were at about the same rate. But if they were dedicated lobbies, I wonder if it would change. If all 4 were randoms I mean.

    Because obviously a solo in a 3 man swf game, would have a higher survival rate, then 4 solos, imo.

    Yeah it sucks that the devs won't release any more stats.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248768#Comment_1248768

    The breakable walls are honestly some of the worst things the devs have thought of. It's a mess of a design and a terrible bandaid.

    Hard disagree. It's like sprinkling dropped pallets across the map, it adds more diversity and allows map balance to be more fine-tuned.

  • @bilaueta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249788#Comment_1249788

    Or maybe its just because there is only one situation that makes this mechanic annoying and unfair, limiting my argument to just that one case

    The rest of his power is fine IMO, I really like the concept and how you can play around it or how the killer can use it in unique ways

    The rest of his power isn't fine...reveal mechanic is frustratingly inconsistent.

    This one situation you value so much is...a hiding player trying to reveal GF and getting punished for it? What is wrong with getting found if you had the option to easily avoid it?

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249750#Comment_1249750

    That is a fair point, well stated.

    I don't think the can balance around solo because so many players choose to swf.

    Even at the current state of the game, you would have to nerf the heck out of killers to balance around solo.

    4 randoms will lose to a skilled killer almost every time.

    If we have two lobbies, I think wait times will be incredibly long in the swf lobby.

    But like I said, I'd love to see the survival rates between the 2 groups.

    Didn't they show that in some old stats already?

  • Bruh the archives...

  • @bilaueta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249762#Comment_1249762

    Again, many times when you try to not look at him he starts to get revealed anyways and your position is given away before you can do anything to stop it. It's not as easy as just "oh man just don't look at him if you don't want him to find you"

    He should know that he is getting revealed but not from where as it just gives the killer a free chase

    Dammit I'm starting to really sound like a broken record

    You're repeating yourself because you're low on good arguments against this feature. There's nothing wrong with GF having this little bit of extra tracking, it has counters and doesn't throw him into S+ tier.

  • I think NOED has established too much notoriety to be completely reworked atm. This idea would be pretty cool in a new perk, though.

  • @LetsPlayTogether said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249754#Comment_1249754

    My connection is pretty fine. And the perk is far away from being consistent. But hey, i can also make videos looking DH being perfectly consistent. Like I said, its just faking issues.

    If you can make a video showing DH being consistent, that means people who have it inconsistent have a personal problem. Be that strategy, connection, or whatever. Many don't realize this because they want everything to work exactly how they want instead of adapting to how they actually work.

  • @BlueFirebilly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249751#Comment_1249751

    I play lots of survivor but I just dislike it because it rewards you massively and completely ######### a killer over and give them zero chance, I’ve seen and had a game where I was going to get a 3K but someone pops a gen and then I receive a 1k

    Survivors should be allowed to use perks to help them escape imo. Controversial opinion, I know, but I have to say how I really feel rn.

  • As a GF main this isn't an issue to me. If you don't want him to find you, don't look at him. Why so many people think this is unfair could only be entitlement.

  • @LetsPlayTogether said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249732#Comment_1249732

    I really dont care what this video is about and i dont want to see it, cause those videos are no evidence at all. Theyre just trying to make it look like something it isnt. Like those stupid threads with "look gens fly so hard" and in the end they get 4k or "hey mm is soo bad i get matched with reds all day long" but hey on the same screenshot they get 4ks. that just faking issues.

    Ayrun's video shows how consistently Head On can be used, that's why I mentioned it. If you're having problems with the perk, might want to check your Internet connection.

  • Adrenaline is fine...it appears that it has been powercrept over time somehow. Probably because it's too much of a win more and it's better to carry a better utility perk like QnQ, IS, or IW.

  • You're argument is that it helps you escape more than any other perk? Even though it is deactivated the entire trial?

  • I don't regret getting him, he's fun and not weak.

  • @LetsPlayTogether said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248885#Comment_1248885

    Thats entirely wrong. The timer is 3s but you it just starts if you stand in a locker which takes additional time. Also I really doubt its 3s. If I try stopping time its alsways between 4 and 5 seconds. Also the stun doesnt give you back 3s of time, its less due to animations your character goes through. Head On still doesnt have a radius indicator, which is highly needed to see if it even would hit with this goddamn awful hitboxes. Also often you get hit first and the stun comes second to that, if the stun even happens, which also happens quite often. Head on is probably the worst inconsistent perk in the game. And like always: devs dont care.

    I'm sure those animations make my point entirely null xD

    If Head On is so inconsistent how do you explain Ayrun's Head On video?

  • I know dbd can be frustrating, but is it seriously rage-inducing enough to cause someone to break things? Would also like to point out that it's pretty weird to complain when the game is the most balanced it's been since release...

  • @G1ng3rBreadMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248885#Comment_1248885

    That logic is incorrect because with the other exhaustion perks it's 3 seconds at 150% speed so you will get more distance than head on allows also you don't get to move right after head on because you still stuck in the animation so if that truly was the reason for having to wait 3 seconds then their reasoning is wrong so doesn't matter anyways whether it's a trade off or not therefore. Also I can understand there being some kind of timer but 3 seconds is kinda long especially when there doesn't have to be a timer anyways

    3 seconds at 150% speed is a max of 6 meters gained...3 seconds of free 100% speed is 12 meters gained, I think Head On deserves the wind-up.

  • Double battery works best for me.

  • It takes 3 seconds because it stuns for 3 seconds. It's a trade so you don't get more distance than SB, BL, or Lithe. Would you rather it activate immediately but stun for 0 seconds?

  • I would prefer shards because bp affect gameplay too much

  • @Dr_Trauts said:

    https://forum.deadbydaylight.com/en/discussion/comment/1238003#Comment_1238003

    it isnt a reward for failing though, at least not on the killlers side. Its a penalty for the survivors failing

    completing gens is not the failing of survivors

  • @Cheers said:

    All I want is it to be changed from "You get rewarded at the end of the game for failing." to "You get a boost at the end of the game for playing well."

    Give it a nerf that rewards you for playing well. Maybe for each hook you get the exposed status effect for 15/20 seconds?

    It already rewards you for playing well...and facing solo queue, camping, and the survivors' mistakes.

  • I think it's better that Spine Chill stay more information focused. A resilient person would be more determined to vault and complete generators, but a person with a chill up their spine would only have 66% of that effect. This makes sense logically and keeps it in a good spot balance wise as well. Do you agree?

  • Cool idea, I could see this working. Meta shifting? Pretty close. Fun to use? Appears so.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248842#Comment_1248842

    lolwut

    So right now, killer queue time takes long, because PC has a lot of killers which is good.

    On Console, survivor queue times are hell.

    If you mix both of those then?

    Both sides benefit, PC killers will get instant queues and so will console survivors.

    I meant ratio issues of 95% of possible swf lobbies ceasing to exist.

  • @BigBrainMegMain said:

    With Crossplay incoming, Dead by Daylight NEEDS to implement something like this....

    https://us.v-cdn.net/6030815/uploads/453/YTI3GYJFSBZW.png

    Where you opt out of SWF or not, you get extra Bloodpoints if you opt in.

    More people will be playing, so I don't see the excuse NOT to put this in the game.

    More people doesn't fix ratio issues...

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