Waffleyumboy
Waffleyumboy
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- Waffleyumboy
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Comments
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If you start working on a generator, unhooking, or opening an exit gate: DS deactivates. Fixed.
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@Funguu said:
https://forum.deadbydaylight.com/en/discussion/comment/1577370#Comment_1577370
Such a bizarre comment. Care to elaborate a little?
Actually I don't. Thanks for asking though.
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Nerf: Spirit, Blight, Oni, Freddy, and Doc
These are my picks simply because they could survive the nerfs and still be strong and unique contenders.
Buff: Nurse, Ghostface, Trapper, Demo, and Pyramid Head
Nurse is here not really because she needs buffs, but because I like her as a concept and I wish she was still playable. Ghostface isn't the worst killer around but any nerf would kill him so I protect the stalky boy here. Trapper is an obvious pick. Demo just needs a few tweaks to shred and portals and he'll be a great killer. Pyramid Head isn't starving for buffs but he could use some tweaks to make him less reliant on his cages while also giving him ease of access to them.
Rework: Myers, Bubba, Huntress, Hag, Pig, and Legion
Myers is too iconic to cut, but his power is too simplistic to leave as is. Maybe he could passively gain EW over time, instead of relying solely on stalking. Bubba is in the same boat except his problem is a power that has too few dimensions. Having a built in slowdown tool like Freddy does would do wonders. Huntress is too map dependent and this needs to change. Easiest fix is the old +1% MS for each hatchet missing. Hag only has defensive tools and also has enough of them to play a boring web style game. She needs a tool that encourages straying from her web, maybe being able to hex generators by interacting with them but she can't teleport within 32m of those hexed generators. Pig is iconic but her power doesn't do her character justice. She needs a trap that fits her character, I can't recall any specifics but something that punishes cooperation and that can have no escape sounds good to me. Legion is an interesting concept but currently the linearity of their spread injury then m1 chase is very boring. Maybe they can have a fast transition out of frenzy after they vault.
Cut: Deathslinger, Clown, Billy, Wraith, and Plague
All these killers are not iconic or unique enough to keep around.
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@NursesBootie said:
That's part of my argument why the while deathslinger/PH discussion is BS. People just want reliable counterplay. Reliable counterplay is what makes a killer bad btw.
So that's why Doc, Ghostface, and Hag are bad? Oh wait they aren't and you were wrong about reliable counterplay making a killer bad, oopsies.
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Imagine bragging about winning in dbd
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From a casual perspective, tunneling, camping, and genrushing are the [BAD WORD] things in dbd.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1577042#Comment_1577042
Just a fact, there are many loops that are literally unmindgameable. In those situations survivors are having the complete upper hand every single time against m1 killer.
This is the same as spirit, just in reverse. As killer you have no choice but to waste time to brute force it.
Even if survivor makes a mistake, dead hard will always save them. And i think these situations are far more common than facing a spirit.
unmindgameable loops are a problem that should be fixed or mitigated as much as possible, I agree. Dead Hard saves you from one 50/50 sure, but sprint burst and lithe can take you to an unmindgameable loop and BL gives you extra options where you wouldn't have any. DH is no better than any other exhaustion perk.
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Clown is EZ mode, you should play a different killer if you're just learning the game so you know what it's actually like.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1577349#Comment_1577349
Any Means Necessary.
Pick up a pallet and allow it to be used again.
It's a joke.
Oh ok
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Don't killers always lose a gen during the first chase?
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Weird Champ
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Technically since it caused you all to die, it's working with the opposite team.
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@PigMainClaudette said:
ANY. MEANS. NECESSARY.
I don't get it...
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Meh who cares if they dc for hatch. They gave up all of their points so their buddy could have a couple extra and deny you some as well. Sure it's a smooth brain move, but I'm not going to go ape on them in chat for it.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/1577042#Comment_1577042
How does the Wraith use their power to "close the chase gap and prevent the survivor from extending it indefinitely?" M1 killers are given that moniker because their power does nothing to aid them in a chase: Their success is determined wholly by survivors being outpositioned, or by guessing incorrectly.
Every time a situation occurs where the outcome is not definite, that is technically a mindgame. The reason why the "winning chases relies on survivor mistakes" meme is such a thing, is because the majority of mindgames tend to be in the survivors favor by design: The red stain, a zoomed out third person perspective, the terror radius, being able to see over foliage/some walls, etc. The only real universal tools for killers to counter these things relies specifically on attempting to punish survivors over-reliance on these advantages: moonwalking, baiting pallet hops, etc. Therefore, the counterplay is, in itself, "making the survivor more likely to mess up."
When used honestly, its not saying that the killer's input doesn't matter, but more that the survivors input is "more important" to the outcome. Of course, since resources are limited, it starts more heavily in survivors favor and shifts toward the killer's favor as the match goes on... but thats why every killer player and their mother wants to slow the game down in the first place.
By the outcome not being definite do you mean that players have to guess? The thing about guesses is that they are purely probability and "mind games". "Mind games" are used specifically to describe learning another player's preferred way of playing and exploiting it against them in situations where you would have to guess by knowing which guess is better and more likely to work against that particular player. Note the "situations where you would have to guess" part.
You can argue that survivors have 3rd person PoV but it's not much compared to the wide coverage that killers have in the form of a lunge. The red stain is unreliable because it can be hid. About Wraith, he's a hit and run killer so he uses his power to easily apply injury and leave survivors vulnerable to his future surprise attacks. Wraith couldn't hit and run or perform surprise attacks effectively without his power, which is why he's a moderately viable killer despite being an "m1 killer". Being an m1 killer doesn't mean you are automatically disadvantaged in chase, it just means that you lack the advantages other killers have. As a killer player I think gen speeds are fine.
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Feeling powerful is fun.
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Tbh OP has no counter play.
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I agree, 20% haste for the entire trial is the most broken perk to have.
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That's a really fancy way of saying "I don't know how mind games work, but I'm gonna explain them anyway!"
Mind games involve guessing from both players, Spirit involves guessing from the survivor while she retains all the tools she needs to gain an advantage. Killers don't rely on survivors making mistakes to get downs, they take chances with 50/50s in order to have a shot at ending the chase early. Otherwise they have to use their power to close the chase gap and prevent the survivor from extending it indefinitely. This is objectively how chases work, you have no argument here so I don't expect you to respond. If you do respond, try not to resort to name calling too fast, that would be boring and predictable.
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Best: Stranger Things, DS change, Ruin change, Mori nerf, BNP nerf
Worst: Original MoM, Nurse nerf, SWF matchmaking change(stopped swf from griefing new killers sure, but screwed the entire system for so long), Basement bug, Forever Freddy
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1576420#Comment_1576420
The downside of deja vu is occupying a perk slot that could be taken up by something useful.
lol
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Why do perks need downsides? What's wrong with Agitation, Botany Knowledge, and Deja Vu?
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@teamdehn said:
https://forum.deadbydaylight.com/en/discussion/comment/1067772#Comment_1067772
there is no definition of camping or tunneling. as its not referenced anywhere in the game. they do not exist. they are colloquialisms that some players have used to describe behavior.
The devs have directly referenced camping and tunneling in the game rules, are you suggesting that they don't maintain objectivity in their game rules? I didn't think so.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1574960#Comment_1574960
Wouldn't that be mutually beneficial and not momentum for either side then?
You really don't know what farming means. I'm tired rn. I'll explain tomorrow. Good night.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1574955#Comment_1574955
Farming isn't an action of the killer its an action of the survivor so its completely unrelated to a killer's momentum.
It wouldn't be farming if the killer wasn't there to benefit from it. Please bring an argument that doesn't look like Swiss cheese.
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I've been able to wiggle off of it.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1574949#Comment_1574949
Since when did farming mean momentum?
Farming is the purest form of momentum, right?
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Why leave out the male killers? There's enough for everyone.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1574946#Comment_1574946
Yeah, only those 2. Therefore its anti momentum when it shouldn't be.
You obviously don't know what farming means...
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1574928#Comment_1574928
But it specifies that its to stop tunneling, whats your point?
The quote specifies that it's to stop tunneling and farming...
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1574868#Comment_1574868
I don't want to be the bearer of bad news. But that quote also specifies tunneling as well as farming.
We all already knew that DS helps stop tunneling
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1574664#Comment_1574664
DS is literally is an anti tunnel perk.
https://forum.deadbydaylight.com/en/discussion/48381/design-decisive-strike
Question: What led to the decision to put the timer on Decisive Strike?
Horvath: We decided to put a timer on Decisive Strike as one of the solutions to Decisive Strike being used too often, we tried 2 minutes internally and found that players were able to use DS a long time after being unhooked, where it no longer serves the purpose to protect you from being tunneled/ farmed
I highlighted the part that confirms its anti tunnel.
Being farmed is NOT being tunneled according to most killer mains. Killer mains have no argument here.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1574651#Comment_1574651
Earned - it doesn't mean what you think it means. Consult your nearest dictionary and get back to me, bud.
Earned - obtained in return for labor or services
Here's the dictionary ^
Looks like "equipped the perk and hit the skill check at the proper time" isn't specifically excluded in it. Judging by how confident you were, it seems like you were unaware of this. Seems like common sense to me :/
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1574664#Comment_1574664
They "no" there's nothing wrong? They know there's a lot wrong with something so powerful being given for free. Imagine thinking there's nothing wrong with a perk that does what DS does. I smell a DS reliant survivor.
Exit the conversation.
Pointing out a small mistake in my grammar and calling me names doesn't help your argument. DS is too easy to avoid to deserve a nerf, but I think you deserve to get good and stop complaining about a perfectly balanced perk that I absolutely don't mind to see as killer myself. Why? Because I know how to play around it and exploit survivor cockiness to gain an edge over them. Things you should learn to do before your head explodes from having to comprehend too many complex strategies like "slugging" and "distributing pressure". I don't expect you to reply, you made it evident from your last comment that you have run out of valid arguments and have resorted to name calling. Here's your L.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1574495#Comment_1574495
This EXACTLY.
It's SUPPOSED to be anti tunnel, but it's just anti momentum. It ENCOURAGES survivors to make stupid plays because it's a get out of jail free card for 60 seconds.
Anti momentum - do you know how screwed up that is?? It's basically rewarding the survivor for getting caught while simultaneously punishing the killer for doing their objective too well.
DS isn't supposed to be an anti-tunnel perk...why do you think they haven't changed it by now? Ignorance? No, it's because they know that there's nothing wrong with the perk, it's just the community that's confused at how a perk can help prevent tunneling and simultaneously be useful outside of tunneling scenarios. Here's a hint: A perk doesn't have to be specifically designed to counter something in order to counter it naturally. Think Fixated and Spirit.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1574625#Comment_1574625
Perks don't need to be earned - but something that gives you such a strong line of defense/second chance should be earned.
DS is a perk that can hault the momentum of a game in some cases, against some teams, on some maps. And nothing was done to earn that power.
Killers have to earn pretty much everything that can hinder the survivors objective.
DS is "earned" by the killer being desperate enough to pick you up within 60 seconds of you being unhooked. The killer deserves to lose momentum if they decided to go back to the recently unhooked survivor instead of properly distributing pressure. "Earn" is a very subjective word.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1574604#Comment_1574604
The only one of those that is truly second chance is Pop, and even that is a stretch. Ruin is only active if survivors get off the generator - and the killer isn't hooking anyone if they are constantly chasing people off generators.
Pop and Surge have to be earned. You had to find, chase, down and in Pop's case, hook a survivor to get those. The real distinction here is second chance vs. free second chance.
Aside from deliverance, which second chance perks on the survivor side are have the condition of the survivor needing to earn their use?
Perks don't always need to be earned, their sole purpose is to help you. What's more, a perk having to be "earned" doesn't exclude it from its inherent classification as a second chance perk. Can you tell me what's inherently wrong with perks that don't need to be "earned" like Agitation, Botany Knowledge, or Deja Vu? Or does this only apply to second chance perks? If so, please elaborate.
Edit: Grammar :P
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Might as well make exit gates spawn right next to each other.
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The only thing serious about the DS "issue" is how killers need to seriously adapt.
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@NekoGamerX said:
when people say Ruin, Pop and Surge are killers second chance perks I want to do a spit take.
Setting back the enemy objective gives you a second chance, what is your argument here?
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@KingFrost said:
DS should deactivate if you attempt an unhook. I think that'd be completely fair.
I don't think there's any reason that anyone would ever be apposed to this, aside from entitlement of course.
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If DS is changed to be an anti-tunnel perk and CI is changed to be an anti-genrush perk I don't know why not. I personally think CI should wear off(one gen at a time) when survivors are downed or hooked, not on a static timer. Just like DS should wear off when the survivor does any objective instead of a static timer.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1574014#Comment_1574014
I can't be going against that many good Survivors if I am able to win frequently in high ranks with a pure meme build.
That doesn't disprove the viability of killers at all. Winning at high ranks with a meme build proves killer viability, whether or not you think survivors could be playing a little better in your games.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1574006#Comment_1574006
Also, you forgot your "/s."
Not like it's really needed lol
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Nah Hag and Ghostface are dumber. Some Pigs too.
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@TAG said:
I've made it to Rank 1 playing nothing but Agitation, Iron Grasp, Mad Grit, and Surge. This is just anecdotal, but I have a feeling it has less to do with the strength of Killers and more to do with there being a decent amount of not good players out there.
Either way, killers have all the tools they need to succeed. How else would it be possible to win 100 games in a row as killer? It's not like you're facing the worst survivors dbd has to offer EVERY SINGLE GAME. Wow killers really will go to the furthest lengths in order to victimize themselves and tell a sob story.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1573865#Comment_1573865
This is the sort of thing you need to track thousands of games of between many, many people both Killer and Survivor. That sample size is just a drop in the bucket between the data that could be collected by, say, BHVR.
I've already had to explain this far too many times to people on the MTG Arena forums whenever they wanted to claim the shuffler was "rigged."
The shuffler is rigged, how else do I draw more copies of a specific cards than lands twice in a row? Stop trying to pretend WotC isn't a corrupt company willing to use every strategy at their disposal to make more money from mtga.
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@Todgeweiht said:
Legion is underrated on its own, sure, they dont have the most thrilling gameplay, but they possibly have the best non-RNG dependant stall in the game. I have shredded SWF teams with ruin surveillance endurance and spirit fury.
Legion is considered the worst killer in the game by most dbd players for a good reason. He has no tool for downing survivors and relies on making good mind games and spreading survivors away from strong tiles. Consistently winning with Legion is a feat of skill and possibly the most challenging killer to attempt a challenge like this with.
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I'm not a survivor main but I have the most fun playing survivor interacting with the killer and other survivors.
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Exactly. If you play well as either side, you will do well. People should stop blaming the devs for their failures and instead use simple logic...