Waffleyumboy
Waffleyumboy
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- Username
- Waffleyumboy
- Joined
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Comments
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@BigBubs said:
The killer doesn't have any advantage playing on 180ping server.
Play killer on that kinda ping and see for yourself before saying dumb stuff.
Killers have priority, the devs said so in their hitboxes stream.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1246058#Comment_1246058
It's almost as if AFKing gens may not always be the most viable strategy to win:O
POG.
https://forum.deadbydaylight.com/en/discussion/comment/1246064#Comment_1246064
I wouldn't say it rewards camping. If NOED exists at the end of a game where a killer camped all game and didn't defend anything, gens or totems alike, it sounds like another case of survivors just being too lazy to get the full job done. You are however right, though. Against good players, NOED means nothing for the most part. That's how you can so easily brand the ones who complain about it as mediocre at best.
Camping is the easiest way to put pressure on survivors. I know that may sound counter-intuitive, but when the killer is camping the survivors have a set amount of time before a survivor is put under permanent pressure. This threat of permanent pressure means that the game will fall out of their favor if they make a mistake like checking the hook or spending too long looking for a gen. Basically, camping the hook is like going on a 120 second chase that ends with the survivor being moried.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1246053#Comment_1246053
Want to hear more?
After 4 years, i still don't mind being on Generators mostly.
I do recognize it can be very boring, and won't protest against making Survivor gameplay more diverse.
Just that i don't personally mind the current state of their gameplay.
That's an interesting opinion, thanks for sharing!
I personally am against generators as an objective from a balance perspective more than a casual perspective. With only 1 objective the survivors have to complete, it makes tempo pretty inconsistent between games. I always liked the idea of Trials having different Stages in them in order to smooth this out, or even just a second objective. A second objective would even out the tempo by acting as a sort of locked door between separate objective checkpoints. A good example would be having to fix fuse boxes to complete generators. It adds a space of time in between each generator completion where survivors are forced to do a particular objective, instead of the very flexible generators which you can work on as you wish and pace the game how you like. Put simply, I would say that they don't enforce enough structure that would make the game feel less RNG based and more rewarding to players who focus on it.
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I agree NOED isn't that strong of a perk against good survivors, but there are other reasons to complain about the perk. The big ones being how it emphasizes the solo-swf divide and how it rewards "bad" playstyles like camping. Not a huge problem, but definitely unhealthy.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1246035#Comment_1246035
See, that argument doesn't work both ways, Mr. Entitled Survivor Main. NOED is deactivated all game. It doesn't exist until the end. It can be prevented entirely FROM existing - and the ones who control whether it exists or not...wait for it...survivors. So, be less lazy. :)
Also, stop using DS and Adrenaline. Then you can complain about NOED. Until then, run along and keep dying to NOED because you didn't cleanse totems.
You will never win this argument.
It does exist though, why else would survivors do bones from a competitive perspective?
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@Xhaviour said:
https://forum.deadbydaylight.com/en/discussion/comment/1246004#Comment_1246004
well if you check Patch notes Past 24 Months how it come you can call this "most balance state" ?
https://forum.deadbydaylight.com/en/discussion/comment/1246007#Comment_1246007
1.) This game has a realy bad learning/effectiveness curve i mean you litterly use only W & M1 as Survivor in 95% of the time in a Round, i mean if you would ever Played a Game which realy Requires "Skill" you would know DbD is a horrible game if it comes to skill
2.) Both sides recive changes ya, but for ever time a Killer got any Nerf the whole Survivor got 3-4 So in 10 killer nerfs survivor received 30-40, and why ? we even did manage get 4 kills over the years without this heavy buffs on our side
Killers want to be able to kill survivors more skilled than them, perhaps to compensate for the wack matchmaking.
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@Boss said:
Playing both sides, i like it as Survivor & dislike it as Killer.
Killer's reason: It's a late-game Perk. I don't like those.
Survivor's reason: I like trying to find all.
Huh, i guess i'm pretty much the opposite of pretty much everyone in this Perk's regard. 😋
Aren't you special 🤗
Honestly finding bones is way better than pumping gens
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@Clevite said:
Another No Ones Even Dead yet crutch post.
Look I'm all for playing how you want, and with whatever build you like. And either way you get a gg from me and I move on.
I have a lot of time as killer, and my opinion of Noed is more from old school killer perspectives then survivor's perspectives .
When I first started playing, it was considered in bad form to use Noed. I was conditioned by the mantra of killers, at the time,that only noobs killers use it.
I have just recently switched to survivor. I have 7 devotions of killer and am nearing my 2nd devotion as survivor.
So, for me it will always be a crutch perk. Same reason 4ks will always be a win for me. I can accept 3ks if you got to hatch first.
But if you are consistently running Noed, it is probably because survivors are consistently powering the exit doors on you.
It is an OP perk that rewards bad game play. It is the same with DS, an op perk that rewards failure, and I will not run that as a survivor, out of respect for how op that perk can be.
Dang that's a lot of upvotes when you are clearly mistaken. If the killer is doing badly, they are giving the survivors extra time. If the survivors don't use the extra time to do bones, then NOED is completely justified in that scenario. It's not that the survivors should be punished for genrushing by NOED, it's that NOED is fair(in this sense) because a bad killer will not be able to activate it against good survivors. I hate to echo the words of so many trolls and spammers, but the perk really is in the survivors' control...when the killer is bad. Outside of those scenarios I would say you pretty much nailed everything else.
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@ChiTenshi said:
The biggest issues with the Perk are:
a) It has no warning. Only until someone is downed do you get a notification that everyone is suddenly exposed.
b) You can cleanse totems but can still be penalised for your team missing totems. Solo Survivors know this pain very well.
c) It rewards a Killer who is less skilled than the Survivors they were matched against. The Survivors could doing very well but are penalised because 1 totem was left standing at the end of the match.
d) It’s overkill on Killers who are more skilled than the Survivors they were matched against. The Killer could be doing very well and now has an overkill option for the last 1 or 2 Survivors on death-hook. If 1 Survivor remains, they have almost no chance of escaping. If 2 Survivors remain, only 1 is likely to escape but that’s very dependent on whether the Survivors were separate and near Exit Gates.
e) In every match, Survivors have to cleanse dull totems. It doesn’t matter whether NOED is in-game or not, they are not cleansing for other reasons unless they get a notification that Retribution, Thrill of the Hunt or Hag is in-game. And even then, the Survivors primary reason is because of 1 heavily influential Perk potentially being in-game.
Survivors don't have to do bones, and probably shouldn't. Attempting to do bones every game is a good way to go on a losing streak.
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Both sides have received changes, most of them increasing the skill requirement for both sides.
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This would be nice QoL change, not boosting the perk to meta status per se, but bringing it in line with other end game perks which have a permanent effect as well. Either that or they put a timer on NOED KEKW
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@Alice_pbg said:
Hope lasting the entire end game would be broken AF.
There is absolutely nothing you can say that would change that fact.
Adrenaline is meta because of the heal+sprint burst effect. So they can focus on gens and not care about healing. That's why it's prefered over hope.
Doesn't egc end in 2 minutes normally? It's not like you're holding the killer hostage.
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@JediWithASniper said:
https://forum.deadbydaylight.com/en/discussion/comment/1245972#Comment_1245972
It literally would only be 2-3 pallets 90% of the time.
How? If the survivors drop the good pallets that the killer is forced to break that usually allows them to chain at least 1 more. That's already 2 pallets per chase, God knows how many pallets will be broken on a long chase or just chasing survivors at a decent pace.
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@JediWithASniper said:
https://forum.deadbydaylight.com/en/discussion/comment/1244829#Comment_1244829
So you are suggesting that it is a normal occurrence on the newly adjusted maps for a survivor to be able to find all the strong pallets on the map in 2-3 minutes and use them effectively against the killer? I play in red ranks, and chases that last longer than 40 seconds are rare. That’s not to say that some survivors aren’t master loopers. I have had many longer chases myself, but most chases are not 2-3 minutes long in SQ.
Having said that, I’m not married to 2 minutes. I think 3-4 might be reasonable with what some of the voiced concerns have been. In addition, the pallets do not respawn in the same locations as they were broken, so all the God loops are still gone when they are gone. There is no guarantee that the 2-4 pallets that respawn will be strong.
You can't respawn all the broken pallets mate, that literally removes any need for strategy or critical thinking in chase. Make it 1 or 2 pallets and it might be worth considering if windows ever got a slight nerf or smth of the sort to afford such a major change.
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Interesting concept, but endgame is fine as is imo. There are plenty of decent windows on most maps, and pallet respawning would remove elements of resource management(however basic they are).
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@Onyx_Blue said:
@Waffleyumboy well, making a survivor think about when it's worth using one of the tokens automatically makes it less braindead, since they have to use their brain. And if a killer wants to camp in order to trigger BT, then what the hell are they thinking, wasting all that time just to commit to the rescuer? Why not just use that time to patrol gens and chase active objective goers
True, but I would prefer if BT took even more thought than that. I heard an idea an here where you control when BT activates but if you give the survivor the Endurance status effect this way then you will become Exhausted. Basically BT would become an exhaustion perk, and I find this appealing because it adds more depth, choice, and mind games to this perk instead of "me unhook teammate, teammate get free hit" or "me have Insidious, me camp for free now"
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I thought rank doesn't matter?
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@Onyx_Blue said:
@Waffleyumboy it's more to move away from the braindead style it currently has. Block one loops vault, the survivor outplays you and moves away to a new one, all a sudden that new area is now blocked too all because the killer you vs has minimal skill/thought going into that chase. Same with the other perk alterations, making perks actually encourage intelligent thought is how dbd should be, rather than how they are now
How would giving BT tokens make it take more thought? Either it's useless because it pops on every unhook without actually allowing the survivor to sponge a hit, or it's unchanged because it pops only when the survivor sponges a hit and rarely do you make more than 2 survivors in a map sponge. There's also the added downside of more camping among killers if BT was even more restricted than it is already.
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I'll probably forget by then...sorry
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They're probably just a low priority. Few will go to the trouble of setting their builds up to torture survivors, so the tools that enable them to do so are largely ignored by the developers in favor of bigger projects.
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I think it was a good way to even up the power levels of killers a little bit. Easier chases and mobility for all = less disparity between the performance of individual killers.
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I'm with Peanits on this. Focus on planning and efficiency. Do new maps make it more efficient to heal? Nope, the reduced strength of long loops means less chase time per health state even though the increased amount of space between tiles means that your chases with only 1 health state will end quicker than usual. Put simply, Healing is simultaneously more valuable and less valuable in the newest update.
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Isn't that a cartoon character who has never been seen walking? Wouldn't fit too well with the slasher vibe dbd has going for it imo.
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People I play with, sure. Friends? Nope.
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@xEa said:
Starting with all of his traps would make him overpowered, plain simple. He is in a good spot right now, all he needs is maybe +1 extra trap to start with and he would definitly be a viable killer.
Agreed. Trapper could easily become too oppressive to be fun to play against if they aren't careful. I agree Trapper needs buffs, but he should stay a killer which requires more thought and planning than others.
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Bamboozle change low-key looking like a buff
I wouldn't mind survivors having to be a bit more careful, but I think killers don't need any more changes. They have to be interactive enough as is in order to apply pressure.
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Swf matchmaking is a problem, but it can be fixed without making a bunch of people quit the game.
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@mystery_wolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1243561#Comment_1243561
This is true. When you see the toxic talk a few times though, you know the kind of people you're dealing with. I don't remember who said it, I think it was Bob Ross, but it was to surround yourself with the people you want to be around.
I'd rather not surround myself with people that I just want to ignore straight away because I know how the majority of them will often talk to me.
Exactly why this is a reasonable complaint :)
I know some people like myself that just want to have fun and even make friends but it is often ruined by toxic people.
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Unhooking other survivors safely was kinda good, but this definitely takes the cake.
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You'll also never see toxic talk directed towards you if you close the chat box. These are all reasonable complaints, and I can see why someone might stop playing killer for these reasons. Good post.
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/1243483#Comment_1243483
If this goes live, the healing speed will also be affected which is a bit too much. Just because spine chill relates slightly to skillchecks, it doesn't mean it should be buffed. Let me demonstrate:
The reason you want the buff is because it's skillcheck relatable right? (With gens). Let's go what spine chill does:
- Gives you information
- Raises skillcheck chances
- You repair faster
- You heal faster
- You vault faster
- Sabotage faster
- Search chests faster
- Cleanse bones faster
- Open gates faster
Now imagine all of these will a 20% skillcheck chance and congrats you made the next op meta perk :)
See what I mean?
I pointed out that this would not make Spine Chill stronger than it was before, 20% chance times 1% bonus = an average of .2% bonus
10% chance times 2% bonus = an average of .2% bonus
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/1243517#Comment_1243517
I would also change the name of this forum to deserve instead of needs :^)
Good thinking
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1243526#Comment_1243526
Legions probably my third killer of choice. After playing 50 games straight with him, he began to get repetitive.
I'd say third as well. Stabby stabby is fun at first but it loses its glamour after the first 2 or 3 matches of the day.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1243370#Comment_1243370
I guess I should sit down...
Me too...Joey's my favorite Legion but I prefer other killers over Legion usually
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@Pulsar said:
I disagree. I don't think it needs a buff. Forgive me if I am wrong, but it seems like you want a buff to Auto-Didact, maybe having it make skill checks appear more often, but they are more difficult?
I think it might need a little nerf to how far away you can detect a Killer, but other than that I think it is a super healthy perk.
Yea you're right. It'd definitely be better to buff Autodidact directly instead of buffing Spine Chill which is already a controversial perk it seems.
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@Desh said:
https://forum.deadbydaylight.com/en/discussion/comment/1243497#Comment_1243497
It was a minor indirect Nerf. Whether or not it was intentional, I can't say. No matter what happens, you still get notified when a Killer looks in your direction and you get a speed boost in whatever activity you are doing by 6% as they look. It wasn't even based on great skill checks, it was based on triggering skill checks while shortening the success zone. You hitting great skill checks constantly was just an indirect buff at the time.
Fair points, I agree that it is plausible the devs didn't intend for the skill check chance to be a buff. Thanks for discussing!
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@RareOmen said:
https://forum.deadbydaylight.com/en/discussion/comment/1243484#Comment_1243484
Are those numbers influenced by perks and items? Or are they base times. If 1 survivor is being face camped for 120 seconds and it takes 160 to finish 5 generators with 3 on each than the 40 second difference IS in the survivors hands. That time is determined on your ability to loop, pallets available, and other tools at your disposal.
I already said that you don't necessarily need to cleanse all 5 totems, but once again it's in the survivors hands to either take that risk and do all 5 or influence the location of where NOED would spawn if the killer had it.
True, but only 1 survivor can participate in the starting chase usually.
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/1243495#Comment_1243495
I would love to swf with you :)
:)
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@Desh said:
I'm going to go out on a limb and say 99% of people do not use Spine Chill in the red ranks for the skill check. They use it because it nullifies any possibility of being snuck up on by stealth Killers and it's honestly the best counter to Spirit. Stake out makes sense because it's solely based on getting great skill checks. It's also an actual teachable perk from a character unlike Spine Chill which is universal.
Hmm fair enough that it doesn't need a buff...but did it need the nerf?
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I always talk about Spine Chill and Dead Hard so today I'll discuss one of my other "keeper" perks. BT. I know, I know, "Waffle, isn't BT an abusable crutch that encourages farming?" Yes, but that's not why I bring it. I like playing altruistic, running perks like Empathy with a flashlight or running WMI or BK with a medkit. I bring BT to save my teammates from campers, because you can't be altruistic without your teammates. It's pretty handy in end game for securing one for ones too, which is definitely something I like. I hate leaving teammates behind, so I hardly ever queue up without BT.
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@RareOmen said:
https://forum.deadbydaylight.com/en/discussion/comment/1243475#Comment_1243475
I never said the survivors determine the game. The OP said there isn't enough time to do Gens, Save a hooked teammate and do totems. There is time, you just have to find it. Prioritize, if the killer is camping a hook, there is plenty of time to do generators and totems.
Actually that's mathematically incorrect. Check my earlier comment on this thread.
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@CLAUDETTEINABUSH said:
https://us.v-cdn.net/6030815/uploads/592/KGEE8RL6STIJ.jpg
It shouldn't be buffed. As a spine chill maniac, I know that this isn't the reason to being spine chill. You bring spine chill so when the killer is looking at your direction, spine chill activates and says: "get the FK out of there!". Also, why double it? Either way the skillcheck nerf didn't hit spine chill that hard, since it remains an S++++++++ tier perk.
You sound a little biased. What I mainly aim for with this change is consistency between skill check focused perks. Buffing Stake Out but not Spine Chill seems like a missed opportunity. Besides, why would you be against an Autodidact buff?
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This is a good idea but I can't help but feel that this effect would go better on wglf, which is an even weaker perk. Volf's idea is pretty good.
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@RareOmen said:
https://forum.deadbydaylight.com/en/discussion/147746/noed-on-facecamping-leatherface
Technically you still have the time. If you're unlucky enough to be his victim then you just have to face it. People play how they want. Use the experience to better prepare yourself in the future.
When my Small game goes off, if I feel I can't take that totem out right then and there I make a note of where it is. You don't need to do every totem you come across, you can basically influence where NOED would spawn by doing 1-2 totems.
Actually the game is not in the survivors hands. It's the killer who must chase and hook and put survivors on the clock. The only "time" the survivors have is how good they are at holding m1 on gens.
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Time for a survivor to die on hook: 120 seconds
Time for 3 survivors to complete 5 generators: 160+ seconds
Time to cleanse dull totems: 70+ seconds
Just balance things 😅
(Also 40+ seconds of time for the chase? Guaranteed 2k here I come!)
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@Desh said:
Yeah you can... Do both. An extra 16 seconds won't hurt you. And if you choose to Gen rush, immediately do the bones that you annotated the locations of in your mind before you rush out in the open to do an exit gate.
Travel time's gonna clock it well over 16 seconds.
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WMI stacks with other bonuses, not itself
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@Martin99CZ said:
https://forum.deadbydaylight.com/en/discussion/comment/1243364#Comment_1243364
Ty for your answer, but i dont need tips to play ( no arogant) i was most likely looking for answer about system and how new one will fix huge difference in ranks ( skill)
The new system will try to distribute players more evenly across levels of skill. This will help players find matches faster and with players of their skill level. How exactly they will go about doing this however, is a complete mystery. What we do know is that they will hide the system in order to prevent players from abusing it and boosting themselves.
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@Seiko300 said:
You mean "poor four"? You forgot the Pig.
But it really doesn't matter since the devs tend to focus on giving a single killer the support they need at a time, and Clown needs the most support right now out of anybody. He needs the most significant changes out of everybody
Didn't Almo say Pig was in a good spot besides her add-ons? If we're including killers needing an add-on change add Billy and Huntress up there.
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@Cheers said:
I think it's good, but definitely the poorest out of the three. I love Spirits, Dwights and Fengs outfits and I also like the Kate outfit.
Not a big fan of Huntress, although I don't like alot of her cosmetics in general, I'm disappointed in Legions, but maybe that's because I wanted the rift on Joey or Susie, and Adam's is sub par.
Joey mains rise up lol