Waffleyumboy
Waffleyumboy
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- Username
- Waffleyumboy
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Comments
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@GorgonDorgon said:
He really does I’d buy all the Quentin cosmetics, unfortunately lol.
Hell I'd even buy Quentin if the devs ever spruced him up.
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@ZFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/1232540#Comment_1232540
I understand looking at it like that but at the same time those perks could be changed in away that keeps their own identity. No Mither can't stay the same or change slightly because no one would run a perk that makes you a glass cannon. You can't take a way the Broken status effect because then you have a better perk than Unbreakable.
The best thing to do would be to completely rework the Perk but keep it as close as you can to David's Identity.
David takes the hits to protect his team and in return he get his own boost.
I can recall a fair amount of posts on the forum that retained the glass cannon aspect while keeping it on par with Unbreakable. One such example is only becoming broken after being hit and the killer can't see that you're broken.
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@Hoodied said:
I'm just gonna say that Claudette may have bad cosmetics....but Adam has less cosmetics by far and finally got another full outfit after a while and it wasn't that good of a cosmetic
Admittedly it is underwhelming but I appreciate the effort.
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@luvcraft said:
https://forum.deadbydaylight.com/en/discussion/comment/1232557#Comment_1232557
what's smurfing?
Basically creating alt accounts so you can play at lower ranks. I don't know if deranking also counts but it's pretty much the same result.
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@TheBoyXP said:
https://forum.deadbydaylight.com/en/discussion/comment/1232560#Comment_1232560
Yeah but i think they will still manage to make em somehow fair while on the hook (probably like those when we clear the demogorgon traps) .
Hmm that could be an interesting idea
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@GhostofYharnam said:
Just spent the entirety of a game bodyblocked by a Nea in a corner aftee cleansing a totem while the killee Camped. All the Nea did was tbag and point.
Man that teabagging sure did make the game unfair :(
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@TheBoyXP said:
Well I will still have to push somethin non-stop plus i think skill checks would be a good idea to keep us on the game while being on the hook. Also it would be easier to look around for the others xD .
Skill checks would be too random imo :P
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@luvcraft said:
I came here to post pretty much exactly this suggestion, but glad I searched for it first. :)
I think a straightforward way to implement it would be to modify each survivor's base move speed by a percentage equal to the difference between their rank and the killer's; so a rank 1 survivor vs a rank 20 killer would move at 81% speed, while a rank 20 survivor vs a rank 1 killer would move at 119% speed. If the killer is rank 10, a rank 1 survivor would move at 91% speed, a rank 20 survivor in the same match would move at 110% speed, and a rank 10 survivor in the same match would move at 100% speed.
Just that change I think would go a long way toward mitigating the broken matchmaking system, and then based on the results it could be further tuned from there.
I also absolutely agree with you that scaling rewards based on rank differences is NOT a good solution, because it doesn't do anything to address the primary problem that a badly matched game is no fun, for either the killer or the survivors. Unfortunately, according to this status update, that's exactly what they're implementing: https://forum.deadbydaylight.com/en/discussion/124795/
So smurfing becomes even stronger?
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@CoffeeKiller said:
I do it to say hello or thank you to other survivors. But the ones who do it in the exit gate to gloat they escaped I think should get some kind of penalty on emblems (similar to killer's proximity to hook penalty) or something, maybe if all remaining survivors are in the exit gates repeatedly crouching they get a "holding game hostage" emblem penalty?
Or just take your hits so they have to leave?
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Can't struggle be rebinded?
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@ZFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/1232487#Comment_1232487
Exactly, it doesn't do anything because in the current game any sane Killer won't leave you on the floor to actually get value from your perk. Its basically a hey I'm one hit tunnel me perk. This change would actually see play.
I think the devs want to keep the core functionality of perks intact. Ruin still regresses gens and DS still stuns the killer.
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@Vult2 said:
Thx for the opinions, I bought it and I have a good impresion.
But one question, when he is crouching his terror radius is the normal of 32 metres or is 0 like the pig?
His TR is normal unless he's in shroud. Crouching doesn't change it.
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@Venzhas said:
I hate this killer since he was the one to bring a lot of A****les on this game. I never met a ghostface that isnt a tryhard/toxic
But teabagging isn't toxic ;)
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Depends on what type of genrushing...bringing maxed out boxes with prove thyself and resilience could be considered toxic because technically it's not really playing the game normally and it's not a fun experience for anyone. I'm pretty sure it isn't considered punishable by the devs though so yeah not technically toxic.
Like Scott says, it's hard to name things in this game that won't be considered "toxic" by some portion of the community. I don't think the word has much meaning anymore.
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@Stitch7833 said:
https://forum.deadbydaylight.com/en/discussion/comment/1232510#Comment_1232510
i only loved ruin because it meant most red ranks knew how to lead on chases etc. but because gens have been made easier and therefore the whole game you see more people in red ranks, its why you get people that have no idea how to run loops and go down fast, you even get people who struggle to hit skillchecks and im to believe these are the highest ranks. personally ruined teached me totem spawns, tiles and made me run loops better as the games lasted longer... one killer perk teach me how to be a strong survivor so that wasnt a bad thing, i mean i learnt to hit greats 95% of the time as well. but yeah i never used it much as killer because some mf would spawn on it unlike every survivor game i played haha
Oh yeah it was nice that rank actually had some meaning back then. I think rank reset changes had a greater impact than ruin nerf tbh.
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It would be cool that there be a shrine the killer can channel to receive a minor temporary boost or a mori, but first moris and keys should be on the same level of influence on the outcome of the game. I can't tell you how many times the killer got 2 kills or more even though we all brought keys. I would estimate around 20% of the time, and I've probably done this a little over a couple dozen times.
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@Stitch7833 said:
https://forum.deadbydaylight.com/en/discussion/comment/1232478#Comment_1232478
i am a sad veteran ngl man, iv been rank 1 for killer and survivor for 2+ years and iv learned to play against every killer or perks used and its saddening to see everyone complaining and wanting everything nerfed. it honestly makes no sense at all, like people nowadays just seem to wanna get in a game, escape and repeat... like umm dont you want the game balanced, fun and lengthy? personally i miss ruin when playing survivor, at least back then red ranks could play and matches was more fun as people learned spawns, counters and how to loop. its also funny how most nerfs are aimed at killers yet you have meta perks like DS and BT which are strong as hell even more so when all 4 people run it. btw we`ll make it gives 100% healing speed for like 90seconds or something compared to that terrible 12% that thana does
At least back in Ruin days it was a coin toss whether the killer got a massive advantage or completely screwed...without Ruin the game is no longer balanced or fun. Please devs return to us the perk that decided most games based on the spawn of a totem :'(
I just don't get the Ruin love...I should probably make a thread on it or smth lol
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Um No Mither does nothing anywhere close to this currently
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@Cheers said:
Then where's the other gen...?
I'm guessing 4 gens on one side 2 on the other.
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I agree that the first time should be a warning. Then making the timers substantially longer would be justified.
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@freddymybae said:
https://forum.deadbydaylight.com/en/discussion/comment/1232282#Comment_1232282
with swf i dont always mean a full 4 man squad
anything less than a 4 man squad hardly affects how the game plays. One solo is just as weak as 4 solos.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1232415#Comment_1232415
I agree when your other 2-3 teammates are alive, but when it's just you and 1 other teammate and the killer is lording over you as bait to try and secure a 4k, I agree - I dont wanna lay there for 4 minutes staring up the asscrack of the killer or have him stutter follow me in hopes I'm slugging it toward the other play. Especially if I'm death hook anyway. Just lemme let go. 😂
That would be a neat idea, suicide while dying if you've been hooked and your bleed out timer is over 50% progress.
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I think all the killers and perks are in a pretty fair spot right now. There's not really any setup that will carry you every game.
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Um...you're the one giving it meaning. Tunneling could mean the killer hates you but you could choose to interpret it as a friendly wave or greeting. You never know the motives or attitudes of the person on the other side of the screen.
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She still has a lot of bugs so I barely touch her anymore. Besides the bugs, basekit hasn't changed much. Blink, hit, repeat. She has always been my favorite killer to go against but I'm a console pleb so that's understandable.
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NOED meta? If popularity determined the meta we'd be calling Self Care the meta. I guess the stupidity of survivors can make a perk meta but still this is too funny. I use Whispers a lot and that probably doesn't count as meta so there :P
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I don't know, I think slugging has enough counters as is.
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Aren't you tired of complaining about perks and swf? You already know the counters just use them so nobody has to listen to the constant complaining.
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Hopefully it puts survivors where they belong, I mostly take breaks from killer because I face boosted survivors and it's just not really fun to play against players that are so far behind in skill level. I would say the same about survivor but this problem is mitigated if I play with my green rank friends and we just play to have fun.
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@Pennywise said:
Otdz has said many times that the game is survivor sided. I can see why you have used one of his streams to bolster your point but you then go on to say killer takes no skill, which makes me wonder if you watch his streams at all.
Why can't we use other people's opinions just because that person has some different opinions than ours in other aspects of the game?
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@Kakateve said:
You supposed to hide names if you post an end game screen...Especially when you trying to promote a nonsense by winning to a well mixed up team of potatoes that didn’t even care.
Play killer outside of the prime noob ranks. You’ll quickly find out Bubba can’t even use his power against a semi-competent team.
I'm pretty sure hiding names is encouraged, but not required if you aren't flaming them.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/1230588#Comment_1230588
They answered a question about it but I don't think they understood it correctly. They just said that they were going to fix them eventually. It's like they aren't even aware that they added most of them with the recent map changes.
That's an oof
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@emptyCups said:
https://forum.deadbydaylight.com/en/discussion/comment/1230509#Comment_1230509
Hello.
P3 huntress
Devo 4 killer veteran here
Yes. Removing the few mildly effective tools killers have does in fact get players to quit.
Did you not notice how much longer the ques have gotten since the ruin nerf? And ruin didn't even last that long or work that effectively.
Queues have been like that since swf matchmaking change, not since ruin nerf.
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5 seconds is nothing
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1230351#Comment_1230351
Dead zones and windows that funnel you directly into the killer do not have any kind of mindgame potential, no.
I personally like Hawkins aside from the fact that 95% of the pallets may as well not even exist.
I'm hoping the dead zones are something the devs plan to fix. Was there any acknowledgement in the Q&A?
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@arslaN said:
It looks like the amount of trolls in these forums doubled in the past weeks. It's hard to have an actual discussion nowadays.
Devs said a lot of questionable stuff in this Q&A. The reason for not removing bloodlust doesn't make much sense, they don't want skillful gameplay I suppose and it's basically confirmed now that the devs view DBD as a competitive game LMAO.
Oh my that did give me a good laugh
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@RareOmen said:
https://forum.deadbydaylight.com/en/discussion/comment/1230499#Comment_1230499
I get what you're saying, the amount of time to cleanse every totem is damn near as long as doing a generator. Investing that much time can be dangerous, but like I said as of right now it is the only counter to NOED. Breaking totems is the counter to every Hex perk, whether it be Ruin, DH, HL, anything. The only difference is NOED is an endgame Hex that needs to be forsought early-mid game.
It's a heavy gamble, yeah but not inefficient because its not like you were doing nothing the entire match. Say, you decided "He's not going to have NOED" and did zero totems, do you still have that right to be angry because you decided to not do a secondary objective?
I agree that doing bones is a way to counter NOED, but I stand by that it is inefficient. If you really don't want NOED to pop, you can risk your team by being inefficient and that's ok. But, if you want to know how to counter NOED whilst maintaining an efficient and competitive strategy the solution is a bit more nuanced.
About anger, I completely agree that you shouldn't complain about a perk if you make no effort to counter it.
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@RareOmen said:
https://forum.deadbydaylight.com/en/discussion/comment/1230474#Comment_1230474
So you're telling me there is another way to counter a Hex Totem other than taking the 15 seconds to cleanse it? I would love to hear it. It's a risk if the killer doesn't have NOED yes, but you get rewarded for it none the less and the ends justify the means. Just like as killer, you take the risk of a survivor having unbreakable, DS, Adrenaline, etc but if you take that risk it will save your ass at the end would it not?
I don't know anybody that would prefer wasting 70+ seconds of objective time over allowing the killer to access a perk they may or may not have. To put it in perspective, for Ruin it's 14+ seconds to remove something with certainty that your efforts have an impact. Of course cleansing NOED in end game is a perfectly good play, but cleansing every dull totem in sight is inefficient and an unnecessary gamble.
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@[Deleted User] said:
That's not at all what Ethan said about bloodlust. What he said was that ultimately DbD is about killers killing survivors, and that it shouldn't be possible to extend chases indefinitely. He went on to say that if a survivor is running a killer long enough that they gain full bloodlust, the survivors are likely going to win that match. They don't find bloodlust to be overly impactful in the outcome of matches.
The community is thinking about the survivor experience differently than the devs are. People often think about "my survival" and not the overall survival rate of the trial. Yes, a killer can conceivably gain bloodlust 3 and down and down a survivor in spite of the survivor playing everything correctly. I would almost guarantee one of two things at that point: multiple survivors are going to escape/have already escaped, or there have already been people sacrificed and a killer is just cleaning up. Yes, YOU might get downed due to bloodlust, but it's not determining the outcome of the trial overall. It's a result, not a cause.
If bloodlust isn't overly impactful then there's no reason to keep it from a balance perspective. ix-nay the esults-ray
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@RareOmen said:
https://forum.deadbydaylight.com/en/discussion/comment/1228842#Comment_1228842
That's a discussion you should post in the idea category. As for why they don't add one is beyond me. I would love to see a change in the HUD.
Even if you're solo you can't sit there and say "I can't do Generators AND Totems, it takes to much time etc." That's a strategy you need to come up with as a Solo player. It's been done countless times, and you still have options at your disposal that help you find and counter totems.
Um...totems aren't the counter to NOED. Not only does it punish you severely if the killer doesn't have NOED, but it uses way more time than just keeping up dull totems that spawn in the open in an undefensible location to cleanse later if need be. I would love to see a totem counter though, just to make NOED more fair against solos.
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Doesn't this remove any skill requirement for ranking up? In my opinion results are irrelevant and performance should be the major factor, chase performance, dance performance, acting performance, and time management performance.
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@Kon said:
yeah lets get rid of bloodlust, lets also remove windows being blocked during chase. we might as well make it so killer cant destroy pallets too. that way rly good survs can loop the killer without being punished
It would be nice if the map balance was like this. The current designs appear to be very straightforward and restrictive so they're easier to randomize, which is disappointing as I'm sure many would prefer chases be skill based and fun rather than a bit more random.
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@ZaKzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1230382#Comment_1230382
so because this game has been balanced around the majority of the playerbase, where killer is oppressive, survivor becomes very oppressive at higher ranks and skill levels
So, survivor was made easier and killer was made harder. We come full circle. This is why i brought up this point.
I don't think killers are receiving more nerfs than survivors lately, it appears to me that the devs take care in adressing issues with both sides and trying to appear impartial in their balancing decisions. Although, speaking truthfully, they probably don't care about balance that much and just want people to stay and keep buying DLC.
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@Joao_Bandicoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1230392#Comment_1230392
Lore perspective makes total sense, the Entity feeds on the fear of Survivors and loves to extend the suffering of both parts, if the Survivor is taking too long to be downed the Entity gives a little boost to confirm that the Killer can down the guy. Competitive perspective is like a notification telling you "too long in a chase better switch targets" can be misunderstood by some Players but that's their fault and will most likely learn next time to try something different.
Good points, I just felt the lore perspective was lacking because of its actual utility. If BL got some touch-ups to affect chases more I think it would be a nice QoL change for killers.
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@Joao_Bandicoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1230357#Comment_1230357
What is bloodlust effect then Lord of this game? For me a speed boost when in chase for more than 40 seconds seems like a "I'll eventually catch you no matter what", and this is the intended reason behind Bloodlust. One of the Devs even said something like "a metaphor for the inevitability of death".
I just think it's weird that it's supposed to make the killer scarier but does almost nothing against actual chase strings and instead incentivises the killer running around the same tile over and over letting the survivors get max value from it. Seems redundant and near useless from a competitive perspective and lore perspective.
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@ZaKzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1230346#Comment_1230346
You should probably read that quote a little more critically.
If the best players in this game are good SWF players, then by the same logic applied by the quote means that the game would be based off of them. The same holds true for the killer side as well.
If this game was properly balanced, solo queue wouldn't be painful because you wouldn't have bad survivors in high ranks. The ranking system would solve itself. Bad players that have no concept of teamwork would be in the low ranks, and good players with a knowledge of the game and teamwork would be at the top.
This is the elegance of balancing the game around the best players, because then there's a definite point where the devs can go 'ok this [whatever] is being abused too much, we have to change it.'
You need to understand that the ranking system and the failure to implement a proper one is by far the most fundamental issue with this game, and most other issues this game has with balance could be ironed out with a proper ranking system.
The problem with your logic is that the ranking system is completely broken.
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@gaydavidking said:
Except, as a survivor, you're never supposed to always be at an advantage against the Killer even if you're playing optimally 100% of the time. I see how it can be frustrating to have looped the Killer for a long time and still have them catch up to you, but that's the point.
They're the power role, they're SUPPOSED to catch you. You're the prey, you're supposed to waste the killer's time for as long as possible but not forever.
Ignoring the fact that that's not what bloodlust does because it goes away when you get stunned lol
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@Callmehandsome said:
Except a lot of the loops don't really have mind game potential. Survivors have been heavily against making loops taller in a way that you cannot see the killer to get mind game potential. Such as pallets between two rocks. L wall loop is also good example of a loop which you CAN mind game.
Bloodlust was added to punish survivors who abuse certain strong loops, RNG is still horrible sometimes when it can spawn shack window facing - jungle gym window with long wall. These kinda loops are nearly infinites for good survivors and bloodlust helps to defeat them, and it still wastes a lot of time.
Examples like this https://youtu.be/NGcVXsOC_Zk?t=110
Don't recent updates and maps have more mindgame potential? This feels like the devs' general direction and I'm definitely not against it, especially not hawkins cause boy that's a fine map.
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cya next week
Jokes aside, "survivors aren't punished for their mistakes" is definitely looking more and more like a false statement.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1230188#Comment_1230188
I actually just had a game with a spirit who was downing everyone really fast but she made one mistake ..chased someone for a minute and that one mistake costed the game my point is if the survivors are good and you make one little mistake as killer then you lose but if survivors make a lot of mistakes they can still win ..that’s why I play more survivor now killer is so frustrating at times
How is going on a super long chase one little mistake? Also what qualifies as a mistake for survivors, because in my games if they make mistakes like going down early or making an unsafe save then I'm going to snowball off of it and make huge profit. Do you mean mistakes like dropping the pallet one loop early or missing a great skill check? Those mistakes aren't nearly comparable to wasting over 30 seconds in chase.