Waffleyumboy
Waffleyumboy
About
- Username
- Waffleyumboy
- Joined
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Comments
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Make it a 10% discount per prestige level and that'll make it so that you aren't actually punished for prestiging your characters. Make it 15% and prestiging will actually have incentive.
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@Joao_Bandicoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1237857#Comment_1237857
There was a Dev post with stats of kill rates and some of them had about 70% kill rate. But that data includes matches with moris, some people doing suicidal attempts to save everybody (and failing horribly) and some people probably farming. People like this guy properly forget about this things when talking about the stats and only state that killers are OP and survivors are being nerfed to the ground.
Farming and failing plays are playstyles, not data skews. Moris may skew the data, but there are also keys and pre-nerf toolboxes. Please make actual good points if you want to add to the echo chamber.
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@Fog_King said:
There are toxic solo players and toxic swf players and that, in my opinion, is the problem. Survivors can be toxic and immature at any time and that is not fair to the killer, I agree, but not all swf players are toxic. When I play with my friends, we are not toxic, so it's always bad to see topics saying swf needs to be changed. People's attitude in the change is what needs to be changed, but I don't see that happening.
Anybody can be toxic, and it's not really a problem because you can just ignore it or report it if it gets serious. As for griefing and holding the game hostage, those are also reportable.
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@arslaN said:
Freddy has a lot of stuff going for him + they made his main ability require extremely minimal skill (which is the main issue imo).
Fake pallets require zero skill to use, snares requires a tiny bit of skill but you can figure out where to place them if you understand looping. You can also spam them as much as you like, which is quite braindead. The skill required to play freddy comes from general understanding of how the game works, nothing specific to freddy.
So he has an easy to use power but on top of that, he also gets free slowdown from the sleep mechanic + he has a teleportation ability. I don't mind these on their own but when you add these together and make his main ability super easy to use, it becomes really cheap. He can also make BT useless for free, making him able to camp very easily. That is the cherry on the top.
I don't even think that it is possible to fix these issues without giving him another rework, which is extremely unlikely to happen.
I think Freddy would be fine if his anti-loop actually took some amount of thought.
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@SpacingLlamas said:
https://forum.deadbydaylight.com/en/discussion/comment/1237631#Comment_1237631
Didn't the stalking music only play for survivors when they looked at Myers when he's stalking them? Or am I wrong
Cause if that's the case I dont see why it was never fixed. That doesn't seem like an advantage for survivors or disadvantage for Myers
That sounds like a free Premonition
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Getting looped for 5 gens? Git gud. Having all the gens pop in 5 minutes? Git gud. Great post OP.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1235149#Comment_1235149
Stop this blatant lie.
Get real.
Her mobility only got reduced slightly, her chases only last a little bit longer. 3.5 seconds is pretty much nothing for Nurse.
And all these changes can be negated by add-ons.
People need to get used to not having all the OP add-ons they could ever ask for.
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That would make for a cool chapter: an old school detective, a grotesque beast that gives off Cthulhu vibes, an old spooky mansion. Definitely something that needs to come eventually, just like a cowboy killer had to come eventually lol.
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@Aven_Fallen said:
First of all, thank you to @Fibijean for doing this again. I have watched the Stream, but highly appreciated to see it here in a more combined form to check something back.
And, since I got quoted here:
https://forum.deadbydaylight.com/en/discussion/comment/1237167#Comment_1237167
Yes, I was also disappointed because of the answer. At least it did not get ignored like multiple Forum Posts, and I am happy THAT we got an answer.
However, @Almo only answered to half of my question, he completely ignored my concerns about the Difference in BP-Gain for Killers and Survivors (Base and the different Multipliers, which are easier to get on Killers side) and the much higher number of different Items and Add Ons (3 times as much as in Killers Blodweb).
Also I did not change my opinion about the fact that there was not much thought put into this. Because now coming up with "This was intended" is quite weak, if we consider that it was changed aftter almost 4 years. Sad thing is that this is a "Killer Argument". You can basically use it for everything without any chance to counter it.
I am thinking about an idea if the Items should be removed completely and function as the Survivors Power. Meaning that a Survivor can choose if he wants to use nothing or a Med-Kit or a Toolbox... And Items itself get removed from the Bloodwebs. Then Add Ons are adjusted so that the number is roughly the same as for Killers, because quite a bunch of Add Ons can be removed for being not used at all. This would at least remove the aspect that it is harder for Survivors to get a specific Add On.
Of course when doing it that way, Keys need to be changed, because otherwise the Survivor has unlimited access to a Key.
I may write it down in a more detailed form in the Suggestions.
That would be interesting. A change that would both make bp spending consistent between roles and reduce the bloodweb grind and clutter would be great.
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Well actually, more new survivors would be the most helpful thing for new killers. New survivors are just as clueless as them so they can learn the game in a relatively stress-free environment. Pushing away new survivors is definitely something that would frustrate new killers, their queue times will be longer and they'll be out skilled in their matches.
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@Thatsmartguy said:
https://forum.deadbydaylight.com/en/discussion/comment/1237288#Comment_1237288
It'd be nice to have a cas mode to where I don't have to sweat everygame
What are you asking for exactly? Being able to kill survivors while sitting back and drinking a relaxing cup of tea? This is a strange request if you don't specify what "sweating" is because in my view it means trying really hard. If you have to "sweat" every game you're probably in the wrong rank.
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What would stop swf from queuing up into casual mode? Devs have already deconfirmed split matchmaking.
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I don't think you know the map all that well. Most of the loops are safe, which is a bad thing. Yes it is small and confusing, but that is what makes people find it unique and fun sometimes. Yes there are few windows, and this is super boring. It means end game there are pretty much no chases, and early game is just holding w on pallet loops. The new maps/changes are nothing like meat plant because loops are becoming less safe. Yes, tiles will be further apart on most maps but there are still plenty of resources and they are all still bigger than Meat Plant.
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Sure if they weren't toxic and it won't make me depip.
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I think the intention was to keep players of different skill levels separated further.
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@Kakateve said:
https://forum.deadbydaylight.com/en/discussion/comment/1237803#Comment_1237803
And that’s what makes Clown a ######### tier killer who’s never played. We need more killers like Freddy and Spirit who can actually do well. You complainers probably don’t play killer much or all.
I'd prefer that we get more interactive and fun killers that also have a high skill cap so they are more rewarding to improve on. Something like Billy or Nurse(if she was fun to play), something that can be rewarding to counter and not feeling like the same thing every chase. But it also should be strong and give the killer the tools to manage the objectives and pressure the survivors.
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@oh_0k said:
https://forum.deadbydaylight.com/en/discussion/comment/1237405#Comment_1237405
Man Im always tired of survivor mains thinking they know everything about killer always saying stuff like "slug to avoid ds" and then immediately contradicting themselves. They also always say "go after the unhooker" as if it's a good idea to go chase the fully healthy person vs the injured person
It is a good idea if the injured guy has a 5 second stun in his pocket
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/146631/balance-idea-tweak-unbreakable-buff-no-mither
I don't really have a problem with the spot Unbreakable is in. No Mither, I agree, needs some work but 50% faster Exhaustion is asking for trouble.
Yea 13 seconds shaved off is a bit much...I could see 20-25% being reasonable though
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Depends. Some maps and some killers can swing the game to one side a bit, but overall neither seem overtly powerful.
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He requires no skill, his snares are pretty much just mindless loop enders. He gets free map pressure with his teleport so you don't really need to be efficient in your objective management. He's probably the easiest killer to win with.
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I don't know why these threads exist tbh. Good job on winning a game I guess?
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@Kind_Lemon said:
cough Tier one Myers should be immune cough
I hate facing Myers enough as is lol
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@xTalon32 said:
https://forum.deadbydaylight.com/en/discussion/comment/1218843#Comment_1218843
What do you think about this?
You cannot kill a survivor until after you've hooked another survivor. This would allow the person who can be mori'd to get away and heal, and make it so the killer actually wants to find another survivor to hook.
That would be fair.
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@EvilJoshy said:
You don't even need a perk to counter BBQ.
Hide behind a gen.
Go one direction, count to 4 then change direction
Be within 32 meters of the hook
Last but not least. Get off the gen and get in a locker. You have all the tools needed to counter BBQ. Stop asking for more buffs. It's only useful on killers with high mobility. Most people use it for the BP bonus.
"We don't need this perk so let's make it useless!"
Personally, I wouldn't mind if distortion got a buff but it's fine in its current state
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I agree, straight up buff add ons are just boring imo.
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@AvisDeene said:
I’ve made over 10 millions bloodpoints playing Survivor over the last month. Sure, if you’re great at killer and have BBQ, you can make more that I did, but the stress that goes along with playing against Survivors is not worth it to me. I now play Killers for Dailies and when I do I don’t play seriously. It’s more enjoyable that way.
lol I can't handle the stress of trying to escape with 4 wglf stacks
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I guess it's how the devs make people play killer.
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@oxygen said:
Even if we straight up ignore the entire balance debate around NOED it's quite simply always going to be a perk that people complain about, because it leads to situations that can feel bad and unfun.
You play perfectly all game and then get hit by NOED, or you do 4 totems because no one else can be bothered and while looking for the last one you get found and end up going down to NOED. And since NOED by definition only activates at endgame, it's more likely than usual you get camped, and less likely than usual you get saved. That feels bad, and it's quick to use words like cheap, unfair or unbalanced in place of simply "bad". It's like genuinely getting hit by DS when you feel like you shouldn't get hit by it, even though the perk is working as its implementation describes it doesn't feel right.
So no, people will probably never grow tired of complaining about NOED. Is that mindset resulting from the "it feels bad" line of thought entirely rational or objective? Of course not, but it's always going to put some people in the mood to make complaints.
And for the record, I don't even have much of an issue with NOED as a concept to begin with. I like ideas like an indirect totem counter, like an audio cue when a dull totem is broken so people still have to pay attention. Because then you might avoid the almost tragedy of the commons-like situation where players ignore totems because "everyone else does", which in the end might make survivors take totems more seriously and therefore spend some time on them.
NOED doesn't feel bad or unfun, it's just that lazy players refuse to counter it and complain when that decision bites them. Simple as that.
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Calm Spirit should also go too I guess...
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@DawnMad said:
https://forum.deadbydaylight.com/en/discussion/comment/1232729#Comment_1232729
Stuff they share with killers like efficient looping (harder for survivors), mind gaming, using sounds (harder for killers), memorizing hatch locations, pallet/window knowledge for all maps, memorizing every survivor/killer perk and such.
Stuff that are specific to survivors like flashlight timings, getting fast vaults, controlling scratch marks, great skill checks, memorizing totem locations and probably more that I cant remember off the top of my head. Also survivors have to learn to deal with every single killer, so a skilled survivor is also experienced in every single killers mechanics.
There are a few other things like Dead Hard timings, Sprint Burst on demands, memorizing the best ways to run every single tile (sure useful but you wont always follow a pattern), timing pallets against chainsaw killers etc that I dont count as very "crucial" but maybe you do, so Im mentioning them here too.
I think killer has a higher skill cap, you need to use your power and efficient looping is harder because you need to learn which loops are mindgameable and how to mind game. You also need to learn how to distribute pressure and keep tabs on survivor locations. Just tracking alone is a huge aspect that takes a lot of skill.
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@ZFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/1232610#Comment_1232610
At that point you would be adding false information to everyone in the game.the only way I see this perk having any benefit while keeping the core perk intact is by completely removing grunts of pain and drops of blood. But that also makes it unfair for Oni players.
False information, like noise notifications and scratch marks without any cause? Or hallucinations of the killer that can be mistaken for the real thing? What about some killers not having a terror radius? Players shouldn't be spoon fed info all the time.
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I think it's fine if a terrible team dies.
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@Stitch7833 said:
i mean most claudettes all run prestige gear to blend in with everything, its honesty sad and stupid... id love them to change her shirt to white and reduce the blood and watch how many people change, personally id like a full on lab coat for her
I'm surprised they don't have one already.
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@SpaceCoconut said:
I'm not sure what ~ indicates. But winning isn't the topic, how difficult to play the role is.
Also, the time for a chase isn't a static number, it's an unknown variable depending on a myriad of other factors. Sometimes it's 0, sometimes it's 120 (chase daily)
It's a tilde
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1232724#Comment_1232724
What are the variables in your calculation?
~10 hooks needed for the killer to win, ~30 seconds needed to end a chase. We're both missing important info.
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@DawnMad said:
https://forum.deadbydaylight.com/en/discussion/comment/1232713#Comment_1232713
Definitely this. Survivors have a higher skill cap but until you reach it killers are on advantage. The thing is, against a team of skilled survivors the killer will be on disadvantage, but those teams usually never happen when solo queuing.
Also you should play both sides if you want to get better on either. A killer who doesn't play survivor or vice versa can only get so far in the game.
High skill cap as survivor. What exactly about survivor is skill based?
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@SpaceCoconut said:
Here's my opinion on your question.
Tldw: survivors have less pressure to work on their goal. One survivor can accomplish 20% of the team's goal in 80 seconds. I forget the rest since it's been a while.
If we're talking math, can't killers accomplish ~10% of their goal in 30 seconds?
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It's not fair that the pixels are vertically ascending and descending on my screen. The pixels are disorienting me and negatively affecting my game play.
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Killer. You have to pay more attention, choose more carefully, and take more responsibility.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1232691#Comment_1232691
I wouldn't mind adding the Cypress and Ivory change you made to this, as the Cypress that I made could become harder to use than the original form as this Cypress can cause suicides on hook, but I could think of a way to make the Cypress an extremely weaker version of the Ebony... would the hook all survivors and have 1 be killable afterwards be good for cypress instead?
That sounds like a pretty good idea, I was just keeping in mind that most killers have 100s of these things stocked up so it wouldn't be wise to give them too powerful of an effect. Both of your ideas sound pretty good to me.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1232669#Comment_1232669
https://forum.deadbydaylight.com/en/discussion/comment/1232674#Comment_1232674
I will seriously re-install this game again and record games with how many chests I opened and how often I got a key just to prove that he is woefully exaggerating, staking a screen shot for every single chest I open.
Anybody who only sees less than one key from a chest every devotion level on average is either not looking in chests very hard claiming they're literally a 1/1000 thing to get (they're not), or they are woefully exaggerating how rare they actually are (they are).
3 keys in 2 games, by the way. Apparently I should have bought a lottery ticket so I could be a millionaire, with how rare they allegedly apparently are. Two of them being iridescents at that in the same game. Totally unheard of.
I agree they're not one in a thousand or even a hundred but they're definitely not close to guaranteed or even 50/50. It's probably just a tad higher than chance to kobe basekit(6-8% per chest??).
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Not fun to use or play against, power makes no sense lore-wise, too RNG based. Cute snoot tho
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1232677#Comment_1232677
Exactly why I mentioned in a prior thing that these fall under "glass" items. These are stupidly hard to balance properly so my excuse for this shall be "While the Ivory can only kill 2 and requires you to hook 3 survivors over all, the Ebony requires 4 hooks to kill them all"
If I can think of a way to make the ivory actually a good while also not being too good I will edit the original post to show a better version, but making the total hooks 4 for 2 survivors could work better than 3, but this was a mori I took way too long to think off and struggled to make a good way to make it useful
I think ebony but limited to 1 or 2 moris would be pretty good. Ivory's gimmick has always been that it is the direct downgrade of the Ebony. Cypress idea looks jank because it encourages tunneling, I would personally add the Ebony requirement on top of that just so it's a bit healthier. Other than these minor nitpicks these changes would do a lot of good imo.
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This makes Ivory better than Ebony, Ivory requires less effort and less hooks.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1231761#Comment_1231761
That so?
Here's a key:
https://us.v-cdn.net/6030815/uploads/703/BEG9PYVANUY3.png
And here's a key -- after finding another key before this key in the same match:
3 is less than 10...
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@Schmierbach said:
I don't think DS, Adrenaline, or Exhaustion perks are necessary for survivors, but are ran by a majority of people in red ranks and people will defend it as the only way to survive against tunneling/camping killers.
I don't run NOED as a high tier killer cause I don't need it. Whether or not I run Pop is build dependent.
How else do you counter camping and tunneling? The reason they have such strong counters is because they are very strong.
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Imagine calling Oni Kazan but not calling Spirit Rin.
Spirit is focused on mobility and fast chases so yes slugging is often the optimal play. Oni's power is the same, plus you lose it when you pick up a survivor.
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Clown first.
Being serious, his power is really poorly designed because it offers him no map pressure. What do you do as an instadown killer with no map pressure? Camp! He needs better chase potential and something to get survivors off gens imo. Then I would be fine if they nerfed his camping.
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I meet a lot of cool and nice people playing on xbox, even though the forums are often a mess. I don't remember any interesting stories sadly, but the killers there are gracious and the survivors are understanding. Often times if a survivor sends me a salty message I will reply with reasoning and the survivor will promptly apologize and we will usually play together later. The bad apples are few and far between in my experience.
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Whoa Jane as Spirit. I think I over-visualized that just a little bit.