Waffleyumboy
Waffleyumboy
About
- Username
- Waffleyumboy
- Joined
- Visits
- 519
- Last Active
Comments
-
@Thatsmartguy said:
https://forum.deadbydaylight.com/en/discussion/comment/1227773#Comment_1227773
NOT TUNNEL so just let the person walk out the doors for free. He was talking about when they in the exit gate and you want a kill of course your going to go for the injured guy but that's classified as TUNNEL!? the doors r already open so what else is a killer supposed to do hit the 2 hit guy and he just sprints out the door anyway??? (Teabag first then leave) no im gonna try to secure my kill but ds takes effect at exit gate anyway survivors wanna talk about counterplay against killers all the time where is the counter play to that like #########
The counterplay is going after another survivor. How hard is that to understand?
-
@ZoneDymo said:
Survivors do need to get good, way too many just get carried by the meta so hard
You don't even need the meta to rank up
-
@GhostofYharnam said:
https://forum.deadbydaylight.com/en/discussion/comment/1227859#Comment_1227859
Its crying. Its all any of these ds posts or noed posts are about.
Oh ok thanks.
-
@illusion said:
https://forum.deadbydaylight.com/en/discussion/comment/1227832#Comment_1227832
Why do you have to hide and stall? You don't have to do anything different than you normally do. If that's how you play it, that is your choice. You see a challenge and mentally give up, apparently. Not everyone is like that. Most of us play it the exact same way. You can still get points for all of the same things you do when you have 4 people. And yes, it is my opinion, and you are welcome to yours. I'm just glad we don't have a system like that, because people like you would give up and quit at the sign of the slightest adversity.
If you don't hide and stall it's impossible to win, and you want to imagine scenarios in which everyone is still trying to win. Or would you rather everyone give up?
-
@GhostofYharnam said:
Everybody who makes a ds or noed post
What does this mean?
-
@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1227811#Comment_1227811
You obviously don't play killer. It's totally necessary to do.
Tunneling to me is when there are other options and you ignore them. At endgame, the only option is sometimes the recently unhooked injured person
Come on...
I literally commented above that you still have the option to go after the unhooker and it is still your choice to tunnel. It's obvious you're running out of justification for stopping an anti-tunneling perk from preventing tunneling.
-
@illusion said:
https://forum.deadbydaylight.com/en/discussion/comment/1227581#Comment_1227581
Again, people that disconnect now are doing so for their own reasons, and they don't consider how it affects others, or just don't care.
However, if leaving meant you cancelled the entire game, then toxic people would be abusing it to intentionally ruin other people's games.
And I disagree with the idea that it already ruins people's fun. The game is still fun, just more challenging when someone disconnects. You can still escape, and even if you don't, you can still get points and have fun. It's no worse than someone getting mori'd early. I would much rather stay and play a 3-man than get disconnected and have to wait in the queue. Plus, not everyone that DC's does it at the beginning. Some have done it after the gates were opened and they got downed.
You think it's fun to have to hide and stall the game? I guess that's your opinion, but most people know that 3 man games are a pointless effort.
-
@Thatbrownmonster said:
https://forum.deadbydaylight.com/en/discussion/comment/1227781#Comment_1227781
Yep and funny how you can play respectfully all game and still get tbagged and told to end yourself . Pretty funny
Yep
-
@MegMain98 said:
Survivor is just how difficult their adepts are (mainly to newer players). You’ll have a way harder time with Laurie’s adept than you would Meg or Claudette if you’re a beginner.
Killer is basically just understanding the way their power works and how long it’ll take you to become effective with them. Which is why a killer like Spirit and Oni are labeled as “Hard” because you won’t be great with their power right away and a killer like Trapper is labeled as “Easy” all you do is place traps.
Some don’t make sense though. Huntress and Deathslinger are labeled as “Intermediate” while Freddy is labeled as “Hard” which is far from the truth.
Spirit and Freddy should be "Easy"
-
@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1227778#Comment_1227778
Im speaking if you dont tunnel but have to get at least a kill at the end and some survivors rub ds in your face by having you down them at the exit gate and you just watch them crawl out or pick them up and get punished. Its funny though when i have like a mori or something and then mori them when they think they are safe then they complain about moris yet they have a perk that guarantees a free escape at the end.
If you try to kill the recently unhooked survivor how are you not tunneling?
-
@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1227773#Comment_1227773
And if you choose not to tunnel and get them at the end you get punished anyway...huh funny how that works huh
If you don't tunnel DS doesn't activate
-
For survivors it's probably utilizing their three base perks. Killers is understanding the power.
-
@Leachy_Jr said:
I mean the thread got bumbed, but its still a fairly relevant and valid topic.
We have yet to see the effects of the upcoming patch.
-
@DYNAMICskills7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1226430#Comment_1226430
And everyone realises 50% or something play Claudette despite dozens of characters and maxing out any dlc survivor is wasted effort.... and on the other hand people will use all characters with passives because people are stupid and will use bad passives regardless and bored people can switch up how they play with different styles. Can also increase playtime to max needing all characters lev 50 with perks. In the end passives increase character usage for all. Devs saying otherwise are wrong.
Exactly. Making each survivor unique will make people more willing to try them. I doubt there are so many meta sweats in the community that survivor usage will become more skewed than it is already.
-
@KolbyKolbyKolby said:
All of those killer changes are just buffs to their power with the exception of Billy. That's not really passive perks, just buffs.
As for survivors, devs have stated that they don't want that as it would encourage playing one survivor with the best passive over the rest which would reduce variety. I'd hate for my survivor choice to be wrong simply because their passive isn't meta.
Sadly there are already meta survivors...different sizes and visibilty, even different sound level.
-
@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1227613#Comment_1227613
I don't have much issue with DS tbh, the only thing I really want changed is to make it deactivate if you get in a locker or do objectives
We are of the same mind on this, I think the only thing wrong with DS is that you can get free objective progress from it.
-
@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/1227668#Comment_1227668
No, not all. But i would bet some would, because a lot of killers use those as a way to keep up. I know i do, when i play killer.
And a lot of killer mains dont use them, because they have enough experience in their role to not need them.
Sure, sometimes someone chooses easy mode, but i belive it would go down.
I think there are ways to give killers an easy mode without making killers immediately remove survivors from the game.
-
@C3Tooth said:
https://us.v-cdn.net/6030815/uploads/154/ZRAFKFMXDXZ7.png
Survivors main somewhere.
I once suggested that allow Killer to kick finished Gens to make it regressed to 95% after the kick,but not regress further. Alone this will force Survivor to open the Gates and not 99% them, also letting Killers to have something else to do (kick finished Gens) rather than camp hook. It will make the end game more dynamic.
Good meme
-
Technically going after the unhooked guy is still your choice so...
-
@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1227660#Comment_1227660
If the killer is gonna have his objective cut down, do the same for Survivor. Make them have to do less gens lmao
I couldn't decipher this comment. Are you being facetious?
-
Haha I have actually suggested this. I think it's a good easy way to add a second objective.
-
@sulaiman said:
Well, if all survivors use the "increase fog" offering or the oak-offering, or even the coin-offering, do you think that has an effect on the game? I actually i do think so. Yes, they are not nearly as powerful as a mori by themself, but they do affect gameplay. As do map offerings, in a very strong way.
Also, the mori doesnt delete the killer objektive. One does nothing until 3 survivors are already gone, one basicly deletes 2 out of 12 hookstates (and one chase).
The ebony does much more, i agree. But actually, if a mori is used to kill one survivor early, in my opinion it doesnt matter if its an ivory or an ebony, because if the skill level is somewhat equal, the game became a 3v1 far to early and is basicly over. Dosnt matter then if the survivors are hooked or killed, because they will lose anyway.
Now, i think a sabotage squad with 4 times the rare oak offering might make the killers live also misserable.
so either you want all except xp offerings gone, or you do accept they have an influence on the game. Some more, some less.
For me, it is actually important how often that happens. And i dont have too many games where a mori is involved (and actually does something). I had games where all 4 escaped and you see in the end screen the killer had an ebony mori. happens.
I would suggest to stop worring about moris and worry more about matchmaking. Because i firmly believe, thats the root of all evil. A lot of killers use moris, camping and tunneling to keep up because they often find themself in games they shouldnt belong in, against opponents why above their skill level. At least thats my experience.
Matchmaking being fixed won't stop all killers from abusing moris to tunnel survivors out of the game instantly.
-
@DelsKibara said:
I feel like Moris should still be a thing regardless. It does make playing as Survivor much more harder because your life is a lot more fragile than before. And I want that kind of challenge and intensity in a game whenever I play Survivor (though not the kind of intensity where my teammates DC on command). Though maybe I'm just an exception, not the norm.
I do understand where you're coming from though, it can feel unfair that a killer can just kick you out of the game just because you've been hooked once. Though I don't know what kind of nerfs would be good for moris. Someone in another thread mentioned that every survivor needs to be hooked once before anyone can be moried. And I feel like that's a great idea, because it means as long as one person hasn't been hooked yet, no one is at risk of being moried.
I actually agree with this 100%. Despite how many rules they break, moris are an essential part of dbd and making them follow the rules of other offerings would ruin their personality. It's nice for killers to have an easy mode where they and the survivors both understand that it is now a very dangerous game which makes the game less stressful for killer and victory more satisfying as survivor. I like to think of it as the killer activating an alternate game mode.
-
@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/145860/playing-killer-is-easy
Yes, OP. Potatoes exist. So the premise is the potatoes are multiplying and the thread title is bait.
It's less the potatoes multiplying and more the potatoes getting into high ranks. It's kind of hard to get worse at survivor.
-
@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/1227611#Comment_1227611
This is the only reason for DC’ing I’ve read in this thread that I’ve agreed with.
So being held hostage or trapped by a game breaking bug aren't proper justification? Just tab out and stop playing dbd until the killer gets bored or the game crashes?
-
@icareaboutstories said:
Well i would like to point out the example of using a fictional setting for video game mechanics, might be rather poor. Since star wars has the force, Vader who medical suit looks like it heavy based on sengoku armor[ might be due to star wars being influenced by hidden fortress in more ways than]. What is most important about a fictional setting, is consistency. That and a setting can have different rules from our own reality. So science might be hard to fully apply to it. Since it often working on different rules. Like say berserk. We have trolls, elves, god hand, giant swords. In the case of Guts, since a young age he was always training with and using a sword that would be oversize for him. The dragonslayer sword he uses, was created due to some rich high born lord holding a contest, to create a blade that slay a dragon. So the blacksmith created one, that could slay a dragon. Only it turn out the blade was not very usable for a normal man and dragons don't exist. With it all coming together and making sense with in the context of that setting, as to why Guts can use the giant blade and why it was created. It has more context to it, than just giant blades are cool. IT all comes together to make perfect sense, with in context of that setting, even if using a giant sword in our own reality might not be the best idea. That and authors or creators tend to be gods of their world, so they have final say over how things work. As long as something is consistence and make sense in their setting, how it works in our real world doesn't matter at all or else we would never have fantasy races, supernatural elements or magic. Since gundam mecha should be a massive big target but due to minovsky particles, something that exist in gundam but not our own reality, it makes the mecha seem like a very good idea, due to things that only exist in that setting. Sure it might be impossible in our own or simply a bad idea, yet in the context of gundam, it's a good idea due to things that only work in that setting. Now if it lacking in consistency and the rules change all the time or simply make no sense, like in rwby or disney star wars. Fair game to point that out. Since that is a legit flaw in the writing. That or if it claims to be historical and get something wrong related to history. Than yeah fair game to point that out. Since well part of the point of being historical is to be historical, not create your own fantasy world.
While video games mechanics are massively different. Since it always effects the player, in some way shape or form, good or bad. It has a often clear real effect. That and failing to notice bugs or other issues, like balancing issues. Can have a clear effect on the player experience and can't be written off as it just being part of that setting's rules or the way things work there. Someone getting something wrong like a certain number, could make a skill way stronger or weaker than it should be. Since you can more easily prove, if a certain mechanic is working as it should or if a skill is to weak or powerful. Like oh yes this thing is very useful or this certain skill is worthless or simply anything else would be a better choice than picking x skill, due to other skills having better effects or bigger pay offs for their usage. Same can be said for mechanics working together, you can show off how poorly or well they work together. So if someone messes up the code and creates a bug, that can be prove to not be working as it should.
While in a fictional setting, something that is not a copy and paste of our own reality aka stuff they got wrong about our reality, well might be well part of the genre or someone playing with an idea. Like gurren lagann and spiral energy, that allows humans in that setting to do many things that would simply be impossible in our own reality, throwing galaxies due to pure will power. Yet makes sense and works, due to being consistence with in that setting, even if science in our reality would say that impossible. For the fun part is, it's not our reality but a totally different world from our own. So using our own science and applying it to that world, might not make alot sense due to the setting following massively different rules from our own reality. That and just due to not following our own reality. Doesn't mean it bad, in fact it could still be very good. Even if science screams at the top of it's lungs this is impossible for a fictional technology they might have no idea how it works, unless the piece of fiction goes into great detail about it. Since something being wrong in a video game, you can clearly point to it and say this is not working as how it should. While something not following our reality 100% in a fictional story, might just be the point and everything is working as it should, due to all the pieces fitting together nicely like a puzzle aka it being good writing.
Now onto the point of this thread. Well, slugging has a clear easy meaning. Put a person into the dying state and leave them. While camping, i seen people have massively different meanings about this. So if we had a clear meaning of it and a face camping buba and not going from gen to gen in your three gen plan. That would be helpful to this point. That and having a clear meaning of tunneling. Since is it tunneling if a survivor runs into the killer over and over again, jump scaring them or just the survivor playing badly? That and well, if these things are a legit plan someone can use effectively. Well the question is, when would this be a effective plan to use or in other words, when would it be ok to use and when would it not be ok to use?
You lost me with berserk.
-
@xenotimebong said:
Because his traps are really strong and the setup time is designed to balance that.
They’re not really comparable to Hag or Freddy’s traps, since you can disarm their traps nearly instantly by running over them and they don’t stop the survivor from actually being able to do anything. If you step on a Freddy trap you can at least try to run or 360 or Dead Hard or something. If you step in a Trapper trap you’re incapacitated and become either injured or downed.
I do think they should give Trapper the ability to hold more than one trap by default, but I think giving him all of his traps would be a bit too strong. I say this as someone who plays Trapper a lot btw. People underestimate how strong his traps are.
This. Trapper is definitely underestimated, and if you get rid of his setup there's not much that can be done to counter him.
-
Prepare what? Mentally?
-
@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1226958#Comment_1226958
You can't whine about a perk being OP while refusing to utilize the counterplay. That's not how it works.
Same goes for DS.
-
@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1227399#Comment_1227399
So the fourth survivor would still get tunelled. Great.
Or the fourth survivor can hide so the mori doesn't activate at all? It's not perfect but it's probably the only change the devs would go through with.
-
Nah. It's bannable and there are very few scenarios in which it is justifiable.
-
@aregularplayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1227576#Comment_1227576
IMO Even map offerings makes no sense showing. Every time a Meyers burns Lerry's or The game everybody knows his build. This is unfair. There is no point showing any offerings.
I think it shows them for transparency to help newer players. That's all I could think of.
-
@illusion said:
https://forum.deadbydaylight.com/en/discussion/comment/1226746#Comment_1226746
No way. People would just be disconnecting to mess with other people's fun. No one should have the power to stop the game.
If they could implement bots, like they did on the mobile version, that could help. Wouldn't count on that anytime soon, though. It would probably require redoing all of the maps.
Disconnecting already ruins others fun, better to get it over with if there aren't even 2 gens done yet.
-
@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/1227543#Comment_1227543
There are matches sometimes where you can't use your power with certain Killers. If you used it, the match would've been over because the gens would've been done at that point.
That's true.
-
@kld3169 said:
Imagine that.
"Uh-oh, a tough obstacle. I'm outta here."
DC babies...boo-hoo. How can you eventually overcome something unless you face it a few times more?
Killers dodge lobbies too. Too many survivors load in at once? Dodge. See a survivor you don't like? Dodge. See a couple items? Dodge.
-
@MrDardon said:
Ignore them people who find it necessary to disagree with your opinion in an aggressive way without any valid arguments.
But yeah, Killer sometimes seems easy because matchmaking and the whole Emblem System is a problem. You'll get matched with purple or green ranks, sometimes even yellow ranks as a Rank 1 Killer, therefore making a Killer Game seem very easy.
Sometimes you'll be matched with other red ranks but since it is quite easy to pip as a Survivor that doesn't that those red rank Survivors are very good at the game and will give you false feelings of the match.
But then there are those experienced red ranks or purple or lower (some people intentionally derank to bully lower rank Killers) who will definitely give you a hard time with most Killers. And those are the type of Survivors who tend to usually exist on red ranks for the majority of time.
Me as well is getting alot of 3 or 4 k's which also doesn't mean that the game was easy, but experienced Killers will deal better with that.
Sometimes I get 4 k's and I am not even nearly satisfied with the match because the gens went very fast and I had to slug for the most part. With some Killers it doesn't pay off to use your power if you get those teams. I played Trapper yesterday against a good team and I couldn't use my power because I had no time, playing only with my M1.
So basically the main reason people don't like Killer is because of the stress you get and sometimes you inability to use your power which shouldn't be a thing, you should always have a chance even if it's a 1 % chance, it's still a chance.
What do you mean by 0% chance to use your power?
-
@gamemaster1 said:
Uh oh, stinky, two opinions.
It's surprisingly uncommon on these forums. I was surprised looking at the feed too.
-
@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1227517#Comment_1227517
Because one of the meta perks has to be replaced by for the people. Adds variation.
I guess you make a good point. The positives of more meta perks definitely outweigh the negatives. If only the devs knew how to design a good strong perk.
-
@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1227493#Comment_1227493
Well that's one less BT or DS they have to complain about. Seems fine to me.
Why would they complain less about the meta perks if there was an instsheal perk added to the mix? I think meta perks would be hated even more.
-
@gamemaster1 said:
maybe you can be rewarded with extra blood points and you get a little bit more luck on your side, with the additional bonus of knowing where that one person that you saved is for 20 seconds
Aura reading is actually a clever addition.
-
I think it's fine as is. Killers would complain if the instaheal perk got too popular.
-
@joker7997 said:
https://forum.deadbydaylight.com/en/discussion/comment/1225853#Comment_1225853
Its one perk slot, and counters not only noed, but ruin, devour hope, third seal, toth, and the most devastating potential effects of blood warden and remember me. With how fast gens fly most killers are running noed as a counter. If survivors have to gen rush so hard that they can't cleanse totems they deserve to get hit with noed.
Nope. You can rush gens and still dodge the effects of NOED. It's not an anti-genrush perk.
-
I agree the ranking system is flawed.
-
@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1227403#Comment_1227403
You know people will still dc or tryhard even if its nerfed people just dislike moris.
Ah so it will still cause dcs so should stay hidden. You're probably right.
-
I agree. The only reason most people leave in loading screen is because they see a secret offering.
-
@supersonic853 said:
It really should be invisible when/if they nerf it because then they have no reason to dc.
If they have no reason to dc there's no reason to hide it.
-
@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1227382#Comment_1227382
Yes. Thats why killers lose points for moris and if im not mistaken get no points for letting someone bleed out.
Slugging means you chased. Nothing wrong with it if you plan on hooking that person before they bleed out. Now leaving all 4 on ground to bleed out i would say is toxic. Or refusing to hook someone while also not allowing anyone to pick them up while not chasing anyone else is also toxic. Not cheating. Just scummy.
Agreed, there may be a bleedout timer but in my opinion it is still toxic to not even attempt to hook survivors and instead letting them bleed out.
-
That's literally the worst suggestion out there. Everybody who wants moris to stay useful and to make them more healthy backs up the 4 survivors hooked requirement for moris to prevent tunneling which was really the only problem I had with moris. If killers want to end a game fast, sure they have all the tools. But using cheap tactics like tunneling and capitalizing off of them feels really bad.
-
I like playing Steve or Tapp with friends and Adam or Ash in solo queue.
-
I feel bad killing Steve.