Waffleyumboy
Waffleyumboy
About
- Username
- Waffleyumboy
- Joined
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Comments
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Luckily they are fixing matchmaking. With the current matchmaking every survivor team is full of potatoes that don't even stand a chance of getting 2 out.
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@Kabu said:
https://forum.deadbydaylight.com/en/discussion/comment/1222937#Comment_1222937
Senzu.... You've played DBD far more than the majority of people on the forums. So, what is your point exactly when you state how good you are at the game? It's like when someone uses popular twitch streamers to try and make a point. DBD twitch streamers are NOT the average player and neither are you.
The average player isn't a competitive player. Shouldn't the game be balanced around competitive players?
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1222889#Comment_1222889
Two gets unhooked in the basement. You being a tunneling camper downs both and rehooks them. Just because you hooked the saver first, the other two have a dead worthless perk. Don't be sneaky.
Killers don't appreciate having their main strategy nerfed apparently. Whether that is tunneling or just simply hooking survivors is unique to each individual.
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@aregularplayer said:
Fix? You serious? They are not fixing it, they will be only hiding ranks so we stop complaing LOL
Honestly no other reason to hide ranks :/
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1222937#Comment_1222937
You could easily say the same of most survivors. I am a consistent rank 1 killer, and I can tell you most survivors are absolute potatos. You only feel the imbalance when you are facing competent solos/swf.
Weird. It's almost like this feeling of imbalance has the same definition as facing someone who is more skilled than you. Perhaps you should rephrase your statement to prevent confusion?
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That doesn't sound very considerate, if you really believe that dbd needs to do justice for killers then you have no reason to wish injustice upon survivors or to insult their playerbase. Btw, no one is going to cry about losing infinites.
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The devs have not released information regarding this problem, but most theorize it is due to faulty matchmaking. The evidence to support this is that the devs are doing a matchmaking rework soon.
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@KingOfBadRNG said:
Steve have worst perks.
Camaraderie gives you more time in struggle state and only useful for face camping killers.
Babysitter gives you a live target on your back also if the unhooker tires to heal the injured survivor he'll place them both in danger.
Second wind - is too situational for little payment.
Second Wind saves you 32 seconds when it procs. Definitely worth.
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It's fine. Like others have said, you aren't meant to get a shoulder escape every match. It's just there to prevent the killer constantly getting advantageous hook locations.
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@RaSavage42 said:
So 99ing SB isn't the same?
https://forum.deadbydaylight.com/en/discussion/comment/1222744#Comment_1222744
But when they do use it then you can make a choice to continue the chase or leave
SB is just another one of those perks that rides the razors edge on balanced or OP/UP
It's simultaneously OP and UP? I'm pretty sure most know it's balanced.
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Mirrors for mobility, bees in chase is definitely the most likely iteration of his power. I hope bees wouldn't be too much like clown's gas.
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It's fairly obvious, to reduce the power of tunneling. Although this does also add minor encouragement to farm off hooks more so what can you do :/
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@Pulsar said:
I would be in favor of disabling DS once the Exit Gates are open, making it last a minute and letting it be used on both hook states if it reset upon hooking another Survivor.
Doesn't that just empower NOED and fail to address the abuse of DS to put pressure on the killer?
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Is it supposed to be? I don't remember the devs saying it was...
However, I do agree DS is unhealthy in its current state despite its potential to discourage tunneling. I think an easy fix would be for DS to deactivate when the survivor gets on a gen or totem. Maybe even when the survivor gets healed to healthy if you think DS needs to be put down a couple dozen notches. The reason being, DS giving free objective progress just from playing normally is a little ridiculous.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1222727#Comment_1222727
the best time to unhook someone is when someone else is being carried to a hook, if someone is hooked as you're unhooked you lose your perk and the killer is also likely to see exactly where you are with BBQ, and as you're the easier target, and he knows your DS has been deactivated, he's very likely going to go after you.
Agreed. Punishing survivors for making safe unhooks makes no sense to me.
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Wow these ideas look pretty cool, can't wait for the lore!
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1221297#Comment_1221297
Perhaps Blood Lodge, yes. But from what I've seen the majority of the farm maps and Macmillian maps are fantastic. The new maps are almost all balanced. The only ones I'm not a fan of are specifically the Azarov ones. But those weren't the maps I was referring to.
Okay how considerate of you to refer to maps OP wasn't.
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Idk, maybe because games are such a hassle. In Fortnite you're instantly back in a new one and there are no investments made into each game.
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I don't remember when mmr announcement was honestly
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1220523#Comment_1220523
"What bothers me about Deathslinger is that when he shoots you with a gun, you take damage."
So... Huntress?
Lol exactly
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/145177/theyre-killing-the-new-maps
Darn, they're actually fixing the problematic maps that currently are insanely one sided for survivors. What a shame.
They're complaining about some maps that have probably mistakenly become insanely advantageous for killers. Please be considerate.
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Um...they're already working on it.
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@Leonardo1ita said:
Shut up please, for the only times the Devs do something intelligent
Making the game unfair and near impossible was the issue they were trying to fix. Shifting the victims of these problems is not something I would call an "intelligent" move.
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It is possible for the hatch to fail to spawn, but it usually still makes noise when it does. The more likely scenario is that your search tactics were inefficient and/or unlucky.
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It would be a really cool concept if they removed the extra hatchet synergy.
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@sebbo94 said:
Guy 1 & 2 have borrowed time, guy 1 must have ds:
- guy 1 gets hooked
- guy 2 has borrowed time, unhooks guy 1, gets downed and hooked
- guy 1 has borrowed time as well, unhooks guy 2, gets downed, uses ds
- both escape the basement
an injured person can't pull off an unhook against a camper :/
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Better to make maps underpowered than overpowered. Although I agree these dead zones have to be a mistake and aren't balanced at all.
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I agree this is unhealthy, but it is also necessary for the report system.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1220570#Comment_1220570
Yes, but only after a few seconds once they stop moving. If you pay attention after they hook the person, you can still tell if they're Insidious camping if they go a few feet away, stop moving, and then disappear.
Correct
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@freddyisdeadagain said:
https://forum.deadbydaylight.com/en/discussion/comment/1220965#Comment_1220965
The feedback is appreciated! As for the Leprose Lichen, it's a very tricky addon to try and balance out. Aura reading on survivors who are already vulnerable is very strong in and of itself, so I wanted that idea of "the Demogorgon can sense a drop of blood through dimensions" as extreme as it could in this game. The idea of having your aura revealed just because you're injured and close to a portal was a bit much to me, so I think this was a decent enough compromise when it comes to the effort needed vs the reward you gain. It's still a very powerful effect, having mapwide knowledge of all injured survivor's locations, but it comes at the need to be charging of the Abyss on an active portal. A need that isn't too unreasonable considering it's a common thing for a Demogorgon player to do so they know what portals to protect. That was my logic behind it anyway.
Yea that makes sense, it is a pretty good idea.
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Isn't that in the pause menu?
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@xEa said:
The best perk is definitly not Spine Chill. Stop spreading rumors please. Spine Chill is a medocre perk at best, which does not have to be investigated by the Devs.
So now the Devs know, they can leave Spine Chill alone.
Agreed. Mans out here putting the spotlight on my innocent little boy. Spine Chill may have a million and one uses but it's not even close to Iron Will, Unbreakable, or DS.
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These changes feel like they do better justice to the killer and make him a more viable and fun killer. Leprose Lichen seems lackluster though, what if it was something more like you can see the auras of injured survivors within an 8m range of your portals. Or maybe something strange like your portals become active when an injured survivor comes within 8m or something. Something unique and interesting.
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@OniWantsUrLocation said:
https://forum.deadbydaylight.com/en/discussion/comment/1220865#Comment_1220865
True. No one should ever wait for the (potential) DS timer to expire. You can definitely down the person and then go for another survivor. I think that's basic killer knowledge. Maybe some ppl prefer to pick the survivor up and get ds'd, but honestly I don't think this is the right descision.
Eating DS on first unhook means you can tunnel them next time. It is pretty much trading a 4 second stun for a hook state.
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@gatsby said:
@Waffleyumboy Survivors spread out when they're not injured to avoid being Frenzy chained yes... but if they're already injured and you're chasing someone else they usually don't feel threatened enough to leave. Survivors really aren't afraid of Legion in general they just think mending is annoying. There's a reason they mend in your face and dare you to cancel your power.
Well then IF isn't useless on him, but I wouldn't say it's especially effective like on Plague or Nurse
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@StutteringSpartan said:
https://forum.deadbydaylight.com/en/discussion/comment/1220862#Comment_1220862
You can’t down a survivor in FF
Infectious Fright can give you capitalization when going for the M1
But what about survivors spreading out? Do they not actually do that?
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1220857#Comment_1220857
I just mentioned in my following comment that BT is the counter to camping, aswell as the others doing gens.
so you don't think camping requires more counters? Reasonable I suppose.
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@GrannyonAcid said:
https://forum.deadbydaylight.com/en/discussion/comment/1220844#Comment_1220844
Yes. That's what I'm saying. I think it's personally a bad perk. But how killers play against it and expect every survivor to have it. It becomes a god tier perk. I don't even think it makes killers tunnel people less. I feel like they'll still often go for the unhooked player and they'll just wait a minute while camping them to pick them up. Causing numerous objectives to get done. All because they're afraid of taking a couple second stun.
Camping on a slug is the worst way to play around DS, and I have never seen a high ranked killer use this strategy. You either eat DS early or ignore the survivor for a minute. Slugging them is a waste of time and exactly what they want.
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He has built in information though?? Besides, wouldn't players already be spreading out to counter Legion? Idk, just sounds redundant to me.
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Honestly I can't see this working mechanically, but it is a good counter to camping.
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@Cheers said:
For the last time people! Camping is a legitimate strategy!
You can make perks that counter legit strategies, whispers for hiding, SB for healing, DS for tunneling. Do you have any real feedback?
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It's called a dead zone for a reason. If you don't have an extra hit left in you, you're dead.
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It makes sense lore-wise to me. Thanks for pointing it out I guess.
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@GrannyonAcid said:
DS. It's amazing. You can have a team that doesn't use DS at all and still cause the killer to waste numerous minutes countering it. There's nothing out there that does what this perk does. When I play killer I just eat the DS, because I don't think it's a super strong perk. But with how most killers play around this perk, it makes it way more strong then it actually is. It's the most overhyped perk in the game that causes so many mistakes by the other side.
So you say DS is strong because killers are tunneling less? I'd say it's a healthy perk, but in terms of strength it rarely comes into play normally.
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@Adriang14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1220833#Comment_1220833
That would also work, but you’re right they won’t add them, but I wanna know why. How is it too much information, when there’s people with comms run around.
Devs refuse to buff solos and killers, but they also refuse to nerf swf. Why they won't buff solos and killers is beyond my understanding tbh.
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Guaranteed 2k is balanced to the devs I'm pretty sure. 2 survivors will get to do chase and the others will get to do a bunch of gens. Balance.
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I'm pretty sure the uphill battle ended long ago...
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nah they can be exactly equal with a ping system and chat wheel too. Devs won't add those either.
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Unbreakable, the comebacks are insane and it removes all of DS's counterplay.
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Second hook stage moris doesn't stop tunneling and actually encourages it because you can just slug ds first hook then mori them through ds afterwards. Hooking all the survivors is pretty easy with the right perk or power setup, so I think a 4 different hook requirement isn't too restrictive and makes moris useful for more than just tunneling.