Waffleyumboy
Waffleyumboy
About
- Username
- Waffleyumboy
- Joined
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Comments
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I just hate that 1 key = 3 escapes. Imagine if 4 keys = 12 escapes lol
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If BNPs aren't skill, Ruin didn't enhance the skill of the survivor playerbase.
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@Joao_Bandicoot said:
I have a crazy idea, hear me out what if noed was removed from the game ? Scratch that it already can be removed, apparently by doing some weird bone things, idk strange right ?
I think it'd be better if it was modified to be more fair and healthy. Simply removing it would also cause backlash probably.
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@evilwithinIII said:
https://forum.deadbydaylight.com/en/discussion/comment/1248310#Comment_1248310
Well the add-ons of the older Killers need overhaul.
Specially leatherface, some add-ons doesnt even work!
True
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Looping is more fun for both sides. I didn't come to dbd to hide until I die, I came to experience the thrill of the chase, either trying to avoid the wrath of a killer or to use my power to kill a survivor.
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@BattleCast said:
For Clown
- Remove slow-down after bottle toss.
- Thick Cork Stopper basekit.
- Increase the range at which Clown can toss his bottle and allow bottles to damage gens.
Increased jiggle physics.
For Legion
- Make his power recharge while he is fatigued.
- Increase FF movement speed from 130% to 140% or change Friendship Bracelet, Never-sleep Pills, and Susie's Mixtape to do what they did originally. ( Those add-ons were fun; not sure why they were changed)
- Reduce his fatigue from 4 second to 3 seconds and then change Cold Dirt, Joey's Mixtape, and Julie's Mixtape to do something else.
Looks like 6, might need to make one of your buffs a buff to your buff count
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Add-ons are in a pretty good state, overhauling them would just be an unnecessary diversion of resources. Items are literally the survivors' power so...
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Mind breaker, monstrous shrine, cruel limits
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@Rin_is_my_waifu said:
I'll just leave this here
https://us.v-cdn.net/6030815/uploads/107/1BH4D1MOAK1L.gif
Before I start working on a gen, I run around the map cleansing every totem I see, making the perk useless.
Before you start working on a gen, you run around doing nothing productive as your teammates get hooked? I finally understand my teammates' mindsets in solo queue.
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It's like a bulk sale discount kind of like they do in stores. Buy one soda it costs half a pound, but buy a dozen sodas it costs 5 pounds.
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Steve's perks
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@heybuddy said:
Or you can just Detectives hunch and cleanse all the totems. Dbd is a team-based game, if your teammates are bad that greatly reduces your chances of escaping
DBD isn't a team game. You aren't forced to help your teammates. Hence why keys exist.
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@sulaiman said:
I dont know what to say to this. The op doesnt even know the difference between facts and opinions.
since the patch, i keep statistics again. Its still a small sample size, but there are already patterns to see.
So far i escaped 72% of my games. Noed where in about 50% of the games, and did something endgame exactly once. All the other times, totems were done (i agree, mostly by me, but still).
1 game i lost because one survivor dced after loading in, and the second one suicided on first hook.
One game was lost because the killer was streamsnipping the other survivor (he said so in the endgame chat).
One i lost because i died on the first hook when noone came to rescue me from a non camping killer, while i was the first one hooked (the other were a 3swf and just didnt care).
The rest of the games i lost due to heavy camping and tunneling, often combined with an instadown option and a mori.
All 4k involved camping, tunneling, several times combined with instdown options and a mori. 2/3 of the 3k also involved tunneling, camping and moris, while none of the 0-2ks involved these strategys.
The question is what that means. Does it mean camping and tunneling is op because we couldn´t counter it, or does it mean killers have to camp and tunnel to have a chance to keep up? If we ignore the 2v1 and the streamsnipper game, my survival rate is at 78%
To me, it means noed is not a problem if you don´t want it to be, camping might be,
Most games were red or red/purple ranks, but there were several rainbow matches as well.
A lot of you should think about keeping statistics for some time, because it might put things into another perspective. your actuall survival rate might be different than your felt survival rate.
Then, with lots of data, we can really discuss this matter based on facts, and not just opinions we try to pass as facts.
True, you may have facts about your personal statistics but I have facts about flaws in perk design that are being overlooked by people such as you that think the game needs no changes except those that affect your experience.
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@sulaiman said:
And this comment helps neither the topic nor the community. Can this we vs they-mindset change?
Who are you responding to?
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@Quol said:
- To say swf have an unfair advantage and therefore the perk needs a nerf is faulty logic. Swf have an unfair advantage in general. For example why not talk about how M&A needs a nerf since swf can tell each other when the killer is coming negating the lower tr compared to solo who are unable?
- Camping itself is the problem as it rewards killers with an easy kill or a trade, to blame noed for the faults of camping is wrong. And to say it helps camping is also wrong since tons of other perks can also help with camping much better than noed, as noed only works end game
You just pointed out that swf and camping are problematic (which I agree with) and then try to pass the blame onto noed (which I do not agree with)
You act like a want to nerf NOED. Nowhere did I state that was my intention.
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@magicmaster2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1246398#Comment_1246398
Personally though I think people complain a lot about it and I'm just tired of it showing on my feed
lol yeah
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@magicmaster2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1246394#Comment_1246394
Oh. Then I apologize for the spam
np
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@magicmaster2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1246382#Comment_1246382
Anyway I was saying that I try to not camp because even against even against swf because it's unfair and I hate it as a survivor so I shouldn't do it when I play killer. But maybe that's just me. Lol
Hmm that comment was already posted for me
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I don't think the swf comms made a difference here tbh, you just got BHVR'd
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@magicmaster2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1246377#Comment_1246377
Dude i did that cause its not posting my comments lol
ok
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@magicmaster2020 said:
Tohvcvniufc
Bless you.
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@Thatbrownmonster said:
https://forum.deadbydaylight.com/en/discussion/comment/1246357#Comment_1246357
fine, since you are eager for me to discuss
NOED Punishes Solo Queue Survivors
Well yea… you can scout the map and count the ammount of totems you find...can't find the 5th? pray that you can escape before the killer hits you
NOED Rewards Camping
How? I can apply preassure and not camp and still use noed? noed punishes survivors that don't do totems
Why This Needs a Change
Nerfing noed won't be the change to close the gap, closing the gap is either making kindred base for all solo survivors
Scouting the map to count totems takes time,
Yes you can apply pressure but camping is easier and often yields greater reward
Every step towards closing the gap is necessary, it needs to cease to exist
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Another person not reading the post I see.
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@crixus006 said:
Try to play as a killer and try to become in red rank killer and u understand why the most of killers take noed. To get a rank 1 as survivor it's to easy however to get rank 1 as killer is a true challenge.
Some killers aren't skilled enough to deserve rank 1
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@magicmaster2020 said:
I would like to say that not everyone who plays killwr thinks canping is a legit strategy
I play killer and I would say it definitely depends on the situation. Camping is purposefully ruining fun at early game but is a strategic play near end game.
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What about my Clown which is able to apply extreme pressure? Checkmate.
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@TheHourMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1246333#Comment_1246333
Charge your battery
ikr that got me irked
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Facing a couple killers having bad games doesn't prove much. Try 50 games against rank 1 killers with only No Mither equipped. Record personal escape rate and team escape rate. Good luck.
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@emptyCups said:
can killers get chests so we can have game changing add-ons suddenly appear mid match?
That's a neat idea
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@Cardgrey said:
1 I'll agree it isn't fun however till they say it's not ok it's ok
2 it's not a imbalance it's a choice do you care about totems or not if you do you take small game if you don't you run w/e you want
3 nothing's mandatory just like doing totems and saving people correctly isn't mandatory
2. So you suggest that you "take swf" if you care about totems?
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@[Deleted User] said:
I think something that would help solo queue would be a sound cue (for both survivor and killer) when a dull totem is cleansed.
Thrill of the Hunt already sort of has this built in (along with a counter), but I think just a sound cue for solo survivors, and then keeping track of how many totems were done in their head, would go a long way.
Just a small "ping" or something when a totem gets cleansed. "Okay, that was 2 dings so far. 2 totems have been cleansed."
Great idea. Give solos the info whilst making it require some skill and also compensating killers. Thanks for the suggestion!
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@KiloOfSalt said:
https://forum.deadbydaylight.com/en/discussion/comment/1246234#Comment_1246234
https://forum.deadbydaylight.com/en/discussion/comment/1246237#Comment_1246237
I 100% prefer Oni over Billy. Took Oni all the way to rank 1 after deciding ghostface wasn't getting me there when his stalk started getting glitched. I find his power to be more fun to use, more reliable in a chase, and you can catch survivors way off guard with its maneuverability. Especially given his snowball potential it doesnt even matter if he's a bit weak early game, by mid game you almost always have your power anyway, especially if you bring offerings that drop more blood.
Fair argument, if you get a good early game the snowball is often too insane to counter.
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@Aven_Fallen said:
Thing is, Keys in Chests are a big RNG-Middlefinger. If you see a Key in the Lobby, you can at least prepare, put on a stronger Build to avoid getting to the point that more than one Survivor can escape or use Perks like Franklins.
But a Key which is found is... eh. I had it two days ago, Pig on Badham (somehow I only play Killer on Badham lately, especially with Pig...)... The managed to 3-gen themselves, 1 Gen in Shack, 1 Gen in the Two Story Building and one Gen next to said Building. They lost this game basically, got my first Kill, second Kill and the others escaped via Hatch. With a Key. Found without even using Plunderers.
And yes, this is frustrating, because at this point the Survivors had pure luck to find such a rare Item while actually throwing the game.
So I would happily see Key being changed, especially because I like their functions, but I dont want to bring a Key into my Survivor games.
That makes sense, getting cucked by RNG is a terrible feeling.
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@CornHub said:
Oni has alot of things that are better than Billy. For example, his his kanabo has a longer range than Billy's chainsaw and he isn't stunned when he runs into something like Billy so he more flexible mobility. Another is his blood orbs give tracking to usually injured survivors. IMO the only drawback is you have to earn his power, but it's easy to gain and it lasts for a decent amount of time. I've gotten survivors in L and T wall loops, but in most loops you'll get a down when they try vaulting a window.
Good points. Would you say they're even, or maybe even that Oni is better due to his snowball potential?
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@PigMainClaudette said:
Oni's Demon Dash is way more controllable than Hillbilly's Chainsaw, and as a console player, it's really noticeable. You can also just do the slam, rather than always dashing.
Hillbilly has his power permanently, and to be honest, a bit too much for my liking.
If I go down to an Oni, then I generally feel like it was my fault, rather than yet another chainsaw with virtually zero cooldown. And Oni has a way better aesthetic to him.
Their perk "pools" also differ greatly, for example, I feel that Monitor and Abuse is good on Oni, considering you need early hits to build up blood, where as it isn't great on Hillbilly because you're always using your chainsaw. Differences like that.
I like that Billy's power has more counter-play, but I understand that Oni's is better because of the hefty requirement.
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@Cardgrey said:
1 camping isn't a issue as per devs who own the game and set the rules
2 so you use a perk slot the killer has to use a perk slot to get it so why not also maps are a thing
3 small game is a free perk were dh is a payed for perk
- I don't think the devs want camping to be a meta strategy, like I said it's not very fun
- Item slots and perk slots are resources, an imbalance of resources is imbalance at its finest
- True, but what if neither were mandatory just because you chose a certain game mode
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@KingFrost said:
Solution:
Only survivors who were hooked get exposed. Killer can now Mori survivors who they down while NoED is active.
I think that could be fair. Kind of like a Hex: Global Rancor or Hex: Rancor Nemesis but Useful lol
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1246221#Comment_1246221
I figured there might be people who think otherwise.
Good luck finding them this long after release.
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@Cardgrey said:
Noed is fine just add a totem counter to small game Bam problem solved.
- Detective's Hunch already shows you how many totems are left
- It would still cost a perk slot for solos to have swf information
- This wouldn't solve the camping issue
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@Dr_Trauts said:
do bones. noed is fine
Would you like to address my points? These types of comments are getting to be spam at this point.
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I thought everybody already had this figured out: He's Billy but his power needs to charge up and he's much better with maneuverability and in chase. Billy's a bit better because Oni gets hurt a lot in the early game.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/1245989#Comment_1245989
Hope activates when the gates are powered (a.k.a. when gens are done), not when the gates are opened.
And I didn't say anything about holding the game hostage.
Then there's nothing wrong with making it endless as long as the games aren't endless.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1246146#Comment_1246146
Force? Coerce? Persuade? Whatever term needs to be applied. The issue is that DS, DH, Adren, BT, and Unbreakable are meta. You will find at least two or three of those perks on nearly every build. I do, when it comes to purple/red rank survivors. There's no real exploration of other builds in high ranks. Killers build around it with gen slowdown and aura reading, and we're stuck in the limbo we've been in for months.
Maybe builds will change with the new map adjustments? Personally, I'd love to go against more survivors with stealth builds. Or even usage of the almighty pebble? Always get a chuckle when that's used on me.
I like that I'm seeing more Spine Chill and QnQ, I feel like nobody really runs Adrenaline with all the NOED going around though. I would say Iron Will is better and more popular than it.
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How are things from the killer perspective? So far it doesn't seem excessive at pallets, but I agree windows are smooth.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1246056#Comment_1246056
Perhaps because the game is a 1v4? So inherently a killer SHOULD be able to beat a survivor better than them, because they have 3 other teammates.
I said survivors, not a survivor. Should I have clarified?
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Well you're only running 2 perks...maybe the game thinks you're confident enough to go up against the big leagues 🤨
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@Rivyn said:
Tell survivors to stop running the same meta build every time and try something new, like killers had to with the loss of Ruin. Maybe then we'll see some changes.
Why would we see changes after talking to survivors?
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@PassarinoT said:
As a killer main, I'm fine with keys. What I wish, however, is that you couldn't just open the hatch with the click of a button. Often from this, survivors just sit on hatch teabagging until I'm close. I think it should be a progress bar like finishing totems, that way nobody can 99 the hatch and teabag on it. It's either leave or don't.
This would be great.
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3 survivors escaping my 3 gen from one key is bogus. Plain and simple.
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A balanced result doesn't mean you are facing opponents of lower skill, sadly :(