Waffleyumboy
Waffleyumboy
About
- Username
- Waffleyumboy
- Joined
- Visits
- 519
- Last Active
Comments
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1225127#Comment_1225127
Peanits, do you think perks should have storage points?
If both killers and survivors can have a maximum of 10 storage points, you can balance perks more easily.
A strong perk would have around 8 storage points because it has the ability to change the tide of the game. Weak perks would have around 2 storage points because they aren't as effective as strong perks.
Players can't use a lot of strong perks, while weak perks can be used freely. This could be expanded to allow players to use as many perks as possible as long as they don't go above the storage point limit.
Just spitballing ideas here! :D
Whoa that just blew my mind
-
A better way to shake up the meta is balance the game.
-
@aregularplayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1225930#Comment_1225930
Sorry if I think gen rushing is boring, my bad. I don't usually hit greats.
Having the entire outcome of the game based on luck is kind of boring imo. It doesn't take skill to make less skill checks appear or to make the totem easy to find. There's enough RNG in the game as is.
-
@Deadman316 said:
https://forum.deadbydaylight.com/en/discussion/145481/psa-about-noed
Translation: "I'm too lazy to break totems"
I'm more than willing to break totems when the opportunity presents itself, but often times it is most efficient to leave it for later.
-
@SoylentPixie said:
Call me crazy. But aren't both tactics a viable option?
Yes you can cleanse totems as you go. Plus side, you're potentially getting rid of NOED early in the game, you get points, you feed inner strength if you have it. Cons, you risk the killer catching you in the act, you have no knowing if other totems have been cleansed.
You can also memorise where totems are and cleanse it when NOED hits. Pro's, you spend more time on gens and don't risk getting caught in the open. The totem is lit and possibly easier to spot. Killer will likely camp hooked survivor and give you time to search while someone 99's the gates. Cons. NOED could be well hidden, killer might not camp and instead snowball.
Both have advantages and disadvantages and tbh i'll pick either one over doing nothing and then coming to the forums to complain about a counter-able perk.
Everyone has tactics that work well for themselves but might not be for others. Doesn't make it invalid.
My tactic is applicable to more situations and is more efficient overall with good knowledge of totem spawns. However, cleansing dulls is efficient in some scenarios and should always be considered based on the current situation. Saying the counter to NOED is cleansing dull totems is just a false statement to me.
-
@NMCKE said:
I can see why one would think the DS rework was a straight buff, but considering before the DS rework, every survivor could use it before being hooked — I would have to strongly disagree with your claim.
Although DS can be used outside of tunneling, it's fairly obvious when a survivor is baiting you, and good memory can save you from getting hit by it. Not saying our current iteration of DS is perfect, but proving the point that it definitely has more counterplay than the previous iteration. 😄
There are many suggestions to changing the current version of DS to make it unable to be used outside of tunneling. A popular suggestion is to make all existing DS timers expire when a survivor is hooked, but to compensate, make the timer pause while downed. This should help killers not get hit by DS when they actually weren't tunneling. 😊
I thought Peanit's suggestion would be the most popular lol
-
What map don't you like?
-
@Nurgling7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1225858#Comment_1225858
Or you could cleanse the totem and not need to search that area later...
You often won't need to search that area later. Either the killer doesn't have NOED or someone else cleanses it or everybody sneaks out even with NOED up.
-
I hate the long fences and abundance of windows, but other than that it's honestly not half bad.
-
@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1225737#Comment_1225737
You're not supposed to know. There needs to be some uncertainty since destroying a totem completely removes a killers perk. You can always wait till gens are finished if counting is too difficult and then just cleanse the lit totem. Not everything in the game needs to be dumbed-down.
So you want solos to be separated even further from swf? May I ask why?
-
@AvisDeene said:
The whole point of playing Survivor is to struggle and persevere against a powerful Killer. Stop asking for the game to be made easier.
There's a difference between perk balance and power level. Having a perk be much stronger than the rest just means that it will be used more and will stale the experience. If you really care about the survivor experience, you would accept and criticize perk balance change suggestions fairly.
-
I'd say he's just below Demo. The TR shenanigans and quickscoping makes chases fly.
-
@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1224110#Comment_1224110
New Ruin does too, since they wont know why their gen is regressing on its own.
It is as if hand holding survivors is holding them back and stopping them from getting better... Same with braindead perks...
The perk icon pops up on their screen, just like most other effects in the game. It's definitely not especially punishing to newer players.
-
@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1224563#Comment_1224563
Point was with Myers that as soon as he enters Tier-III, the Exposed notice happens. I was just pointing out how almost every Exposed effect has an instant warning. Probably my biggest hatred of NoED.
Agreed, I think Rancor lets you know but NOED doesn't lol
-
@illusion said:
Sorry, but i think i am missing something. What takes 70 seconds? Is that the time to cleanse all totems? I don't see that as being a big issue if everybody does it. The 15 seconds or so it takes to cleanse a totem, is not that big of an impact on any one person, especially for the ones you run across normally as you run around.
Trying to cleanse after it is already active would, imo, be far more dangerous as you will have to search for it while the killer has the benefit of NOED. With it only taking 70 seconds to do a gen, less with toolboxes and/or others helping. I don't see that time as a big loss, as it can easily be made up. I wouldn't go out of my way searching though. But, so many are out in the open and using perks that detect them makes it pretty easy to find them along the way to wherever you are going.
Not saying it's the wrong way to go. Sometimes the situation dictates the best approach.
Right, in some situations it is efficient to pick off some dull totems while the killer is checking you gen or whenever you have the time while being pressured.
-
@Nurgling7 said:
And how much time and snowball potential are you giving the killer by searching the entire map over again when NoED activates?
I left out the tidbit that you should take note of any dull totems you see, to check later if you need to cleanse NOED.
-
@KingFrost said:
Use Detective's Hunch. Cleanse 1 or 2 Totems. Hope your teammates do ONE. Keep in mind where the last two are. After all gens are done, check the other two totems. If one is lit, Cleanse it.
Did this against a Leatherface some time back. Unfortunately, he got me at the NoED totem, but it was my second hook. Someone came for the rescue while he was guarding the exit gate on the other side of the map, I went and cleansed the totem as the exit gate opened. I hopped in a locker to heal with inner strength. Got out, the Claudette who rescued me opened the Exit gate on this side, and I didn't see the killer again.
That's a pretty direct counter to NOED, I prefer to keep my build versatile and not rely on the killer picking specific perks for my success.
-
@TypicalNancy said:
https://forum.deadbydaylight.com/en/discussion/145481/psa-about-noed
Nah I’d rather cleanse them before it’s active, I don’t mind wasting 70 seconds especially cause what if the killer slugs or the game turns around real quick, and it’s all your fault for not cleansing all totems even tho you thought about it. Your more screwed if the noed totem is right by both exit gates, cause the killer can just camp them both.
That's reasonable. Not everybody keeps track of all the totems and some prefer to cleanse them immediately.
-
@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1224179#Comment_1224179
I don't take it out on anyone. I have my moment of "OF EFFING COURSE THEY'RE RUNNING NOED" and how my team are idiots, die as a result of this garbage perk, and move on to the next game.
There is an easy solution to all of this though: Make it give the Exposed notice when Endgame triggers, AND make it only come into effect when all 5 generators are powered. This brings it more in line with more of the perks, and less frustrating to go against. Considering it is a basic perk, and not a teachable, there is NO reason why the perk should have that much power, especially since it's activation requirement is basically "be losing".
As far as I know, there are currently two effects that hide the Exposed status: NoED and Devour Hope. One of which requires work, is a teachable, and only has one "active" totem.
MYC, HG, Myers
-
Another person who doesn't know the real counter to NOED, good on you for making Killer easier for yourself I guess...
-
I mean if dbd's your fix, then that's how it is. I personally think the next survivor should go back to being a relatable nobody like Dweet and Claudette are.
-
Billy with IF, Ruin, Surveillance, and BBQ. They can't hide, they can't touch gens.
-
@ALostPuppy said:
NOED is lame and stupid, but it's also a trash tier perk that bad killers think is good. The most it'll usually do for them is get 1 pity kill at the end of a match when they failed to complete their objective in time. The reason why it's usually only 1 kill is because the remaining survivors will just book it out of the exit gates anyway. And also a lot of the lower rank killers who run it will get a down, hook and then camp until death. It gives the other 3 survivors more than enough time to find the totem and then bomb the hook with BT to get a save.
That's pretty accurate. In theory, you could snowball and kill everyone, but the reality is that it either gets cleansed or everybody books it. Guaranteeing one kill with no effort required, however, probably sounds super strong to a weak killer that normally gets 0-2 kills.
-
@GrannyonAcid said:
https://forum.deadbydaylight.com/en/discussion/comment/1224249#Comment_1224249
I just feel like you have to have an agreement here. Because it took like 2 years for BHVR to figure out how to keep you in a lobby with your SWF group. Simple tasks for most games takes BHVR a lot longer to accomplish. Something like a mute feature might be obvious for most. But it could take them 3 years.
Lol you make a good point. The community always has to be specific with the devs, be it that the Nurse should still be fun to play after her "add-on change" or that fixing infinites doesn't mean opening all the windows or making the entire map a deadzone.
-
A perk that warps your position could be cool. Or just a perk that lets you farm flashlights from chests.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1223892#Comment_1223892
Aha yes because slowing gen speeds, removing infinites, and nerfinf maps is a big nerf to killer and ACTUALLY makes gens get done quicker. Killer mains rise up!
The oppression ends today! Rise up with me against these injustices!
-
@GrannyonAcid said:
Mutes a must though. If you can't add it don't add a voice chat system. No way in hell do I wanna hear music blasting, kids crying, terrible mic quality, and young'ins.
Obviously
-
@brubli said:
i feel like this is less of a way to counter NOED and a way to just win the game lol
That works too lmao
-
@StutteringSpartan said:
https://forum.deadbydaylight.com/en/discussion/comment/1224123#Comment_1224123
This community is super toxic, a lot of players would end up muted. Which would then end up throwing out the balance.
Correct. Adding comms is not a good way to balance out the game, although imo it would be better to have them than to not have them. Giving solos the option to coordinate using voice would go a long way to reduce the pain of the experience, and you can still leave it muted if there's no one saying anything useful or you want to preserve the atmosphere.
-
@StutteringSpartan said:
Because nobody wants to hear a 11 y.o stating how he’s fkd your mum
How'd you get so many upvotes? Has nobody heard of a mute button?
-
@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1223295#Comment_1223295
It was the only skill based gameplay in the entire game for survivors. The survivor mains whined and got it removed. It is very clear why Old ruin was taken out... but there was NOTHING to replace it... because nothing fixed the issue Ruin was a bandaid for, gen rush is a legit problem at higher ranks.
Maybe it is alright to have a skill curve for the match? That way people who are skilled actually get rewarded for being skilled but it isn't screwing over the one person who has to work against a team of 4?
And if NOED was basekit, people wouldn’t complain about another killer perk to nerf because survivor is ’’hard’’. It would make the endgame more difficult.... you know, instead of the easy 99% the door and leave strat.
Door progress decay would be another feature I’d want as well... but topic for another time.
Ruin just made the game more punishing for newer survivors...I think it's high level that needs work
-
NOED and Kindred
-
@Stitch7833 said:
Okay so i own every killer and am always rank 1 and this is what ill say so i hope this can help.
Death slinger is easier to both play and learn, what i mean by this is after a game or two youll get the understanding of how to play him and the more you play him the easier and better you shall be. youll learn what angles to shoot, quick scoping will be no issue and you will have fun with him. however do note that your experience as a killer and the overall control of you camera etc. will determine how easily you adjust.
However he is not stronger than huntress, while i personally enjoy playing him and he is all round easier to play he isnt as strong. what this mean is if youre a really good huntress you wont do as well with this killer just because hes not as strong, he is also 110speed which means map pressure can be an issue (the 3.7.0 patch will slightly help) but he can still cut loops etc. short if you have a good aim.
all in all its up to you, i love the look, style and everything of him and im happy to play him at any point but i wouldnt call him a very strong killer compared to the faster moving killers, i personally dont think huntress is all that strong either but like most killers he has good and bad points but certainly an interesting killer
Agreed
-
I could never really get the hang of Huntress but Deathslinger I started getting kills after only like 5 games. He has an actual crosshair and no windup which are definitely major pluses.
-
Me too. I would hate for dcing to continue to be exploited en mass.
-
@Huff said:
You lost me at "nodding"
Same. It's pretty much just the killer's teabag.
-
@Beanmaster2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1223987#Comment_1223987
Not the point I was trying to make. I was basically saying the killers are weak so then they get bullied all the time. They then go into other games and be super toxic by camping and tunneling afterwards survivers go into another game and be super toxic. If you broke up the cycle by making the side that's supposed to be stronger (aka the killer) actually stronger then the weaklings then the weaklings can't be toxic because they are too busy running for their lives.
But if killers are weaklings they can't be toxic by your logic. Either side being stronger and bullying the other probably wouldn't be very healthy.
-
@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1222530#Comment_1222530
https://us.v-cdn.net/6030815/uploads/265/G6ZQB97MDGBJ.png
This is my build.
Imagine this x4.
Is THIS fair? (and yes, we were all running a similar build)
We died to a Rank 12 Hag, we didn't escape 1 match out of our possible 30 or 40 Rank 1 Push matches.
Is that build supposed to be scary? I'm confused, it literally has a killer perk in it.
-
@Beanmaster2 said:
The reason everyone is so toxic is because you've created an atmosphere where you allow it. Honestly I feel as if they just made killers five percent faster across the board made decisive strike way harder to use it would force survivers to be less toxic because they have less room to be. Or just make each individual killers perk more effective by restricting it less. The game is tipped in the survivors favor and in a game about struggling to survive I think that the devs have got it backwards.
If you have to be powerful to be toxic how are killers toxic? Head nodding?
-
@GrannyonAcid said:
I don't think a lot of people consider their gameplay toxic.
Camping and tunneling with an ebony. You think it's toxic, I personally agree that it's unfun. But doesn't mean everyone in the playerbase thinks it's toxic. A play style really shouldn't be viewed as 'toxic' either. Just because we don't like something doesn't mean it has to be personal in anyway. That's why I think people agree and disagree with the other side being toxic.
When I get camped and tunneled by a killer or mori'd off my first hook. I don't get mad and take it as in I've been treated badly. He was going to do the same thing to whoever got pulled off that hook. I just hit the continue button and queue up for another game instantly.
Survivor players are obviously toxic in a different way. Post game chat. They flame and talk crap. Usually trying to push it further and further. By making it racial, homophobic, or mother jokes that we all enjoy.
Maybe that's why I've never understood why survivors call killers 'toxic'. Because I never see killers start an argument in the post game lobby. It's always the survivors that start typing wars. So every time I see.... Killers are toxic I just giggle and wonder where the hell they're finding these toxic killers. Playing against mori's and campers might be UNFUN. But it's not toxic. When a game puts in offerings and add-on's - That's what they're there for to be used. Then they encourage it even more by adding mori challenges and dailies. Is it fun to play against for most? No. Is it toxic, no.
Agreed. By definition, just playing by the rules isn't at all toxic. Well put.
-
@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1222518#Comment_1222518
You also have the killers on here stating that facing a SWF knowingly would be a challenge for them, some even say "fun."
But there is also a group of killers that want casual gameplay and don't want to play sweaty, where's their fun?
Why can't killers want the casual experience as well?
Splitting queues is out of the question, and making swfs known is effectively just that. Not to mention the amount of swf players that will complain that it's near impossible to find a match.
-
@GrootDude said:
Using a mori and camping with insidious isn’t toxic though, using perks, offerings and a strategy (even if an annoying one) isn’t toxic.
You are correct by denotation, but the dbd community is notorious for muddying phrases with connotative meaning. I think "annoying" would be a better word to use since apparently OP is incorrect in their phrasing, despite the fact that this is the exact phrasing many killers use when referring to vigilante actions such as bringing DS, BNPs, Keys, or a mori.
-
By your definition being toxic is having an annoying playstyle, so the most likely answer is that they are getting very annoyed and want to take out their frustration in a very vigilante way.
-
Spine Chill and BBQ
-
@Karl_Childers said:
Couldn’t you just run into issues as a solo player, where nobody saves you because maybe the killer is around and they have no idea you have BT? Or perhaps they do save you, with the logic of “I thought you’d have BT”, and you get rehooked? SWF would still know who on their team has it. The only way it would benefit solo players more is if upon being hooked, the icon for BT pops up similar to Kindred, so others are aware you have it.
Yea I like the idea of BT and DS being two sides of the same coin so all the options are covered. Giving more info to solos would be awesome too.
-
@GrannyonAcid said:
https://forum.deadbydaylight.com/en/discussion/comment/1223924#Comment_1223924
I actually also go with this. If I see a totem that's in a very open spot and easy to see. I leave it up so I can easily find it again at the end of the game hoping it went there. But the ones that are really hidden well into the environment are probably good to cleanse.
That's my strategy too :)
-
@Cheers said:
So you're complaining that you gen rushed and got hit with NoeD as a response.
This is why you do the bones people.
I love how you're even saying NoeD isn't easy to counter, because it is if you learn the totem spots. Plus you get alot of BP
Cleansing dull totems is the worst way to counter NOED. It's better to cleanse it at end game or just not heal all game. Although I do agree with you that someone who refuses to try and counter NOED shouldn't complain about it.
-
@Raulillo said:
TL;DR Rank system is broken, Matchmaking system is broken and use some elements of the rank system. Killers probably have shorter game sessions so matchmaking need more killers to fill increasing the 1-4 expected killer-survivor relation.
I think there are a few killers. I only play killer when qeue times for survivor are high enough because I think how this game is supposed to be played. Change sides when there too much people playing one side.
Also emblem system is weird, as a rank 7 killer you will be already playing with red ranks while playing survivor is more linear until you reach green ranks at least. Top killers will remain on rank 1 but the good enough killers will be around purple ranks because there are killers that they play and are not that good with (this can't happen on surv side) so they depip.
For example when I tryhard my main (huntress) I can get to red ranks, but at the moment I switch to another killer my rank drops and I start being paired with worse survivors, then i switch again and go up again. But I can't stay at 1-2 ranks as i do as a survivor because I would need to play only one character to do that.
Now comes the funny thing, we already know by a fact that a lot of killers stay in purple ranks although they are more experienced players. We also know that each month rank reset one color. So after reset all matchmaking is messed up. The match making can't fix itself in time and the next reset makes things worse. So a lot of experienced players that don't play that much each month stay in lower ranks. With these and more factors qeues have to adapt fake data to match a few killer players with a lot of survivor players. This is not better thanks to the stressful process on being a killer. Add it up to the toxicity a killer have to face, that eventually provoke a break from keep playing.
In a few words, in theory matchmaking need 1 killer for each 4 survivors. But as killers need to take a break earlier you will need a filler. So now you need 2 killers for each 4 survivors, which is bad because thats 25% (in reality is 25 * probability of a break so a bit less) more in a game when most of the player base wants to play survivor. I don't have the data to run this numbers but it could be worse depending of how bad are my assumptions.
2/6 isn't 25%. I like your idea that survivors have shorter matches than killers, which could definitely be a big factor. As usual, I highly doubt there are more than 4x as many survivors queuing up as killers. Being able to play as a horror icon is a major draw for this game.
-
@SpacingLlamas said:
https://forum.deadbydaylight.com/en/discussion/comment/1223703#Comment_1223703
What do you mean killers dont have unique matchmaking rules?
There is only one way to queue up for killer
-
@SpacingLlamas said:
https://forum.deadbydaylight.com/en/discussion/comment/1222953#Comment_1222953
I could agree that the matchmaking is at fault (and is the only problem) if there were long queues on both sides but it's not.
Only survivors are getting the long queue times and killers are getting instant matches
To me, there definitely is something else going on
Killers don't have unique matchmaking rules...it'd make sense that matchmaking is the culprit if the victim has the more complex matchmaking mechanics.
Besides, matchmaking isn't the only thing affecting queue times. I also agree that the ranking system and regional disparity can play a huge role. Just not as big a role as matchmaking does.