Waffleyumboy
Waffleyumboy
About
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- Waffleyumboy
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Comments
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@xTalon32 said:
https://forum.deadbydaylight.com/en/discussion/144831/no-one-escapes-death-rework-proposal
First off, thank you for a thought out idea.
Personally I like NoED where it is right now. People constantly complain it's OP and unfair, but it's a punishment for gen rushing and doing no other objectives. Totems are part of our survivor objectives, and if we don't cleanse them that's on us. It takes significantly less time to cleanse a totem than repair a gen.
NoED means you have to play with 3 perks for the whole game and if you have any other Hex perk, that number can be reduced to two VERY easily. It is a High Risk - High Reward perk, because if survivors like myself do our objectives (and I mean all of them) then it'll never trigger.
Ok if you like punishing survivors more then you would like OP's idea better...there is no totem to cleanse at end game to remove all of their mistakes magically.
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No graph?
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@elvangulley said:
https://forum.deadbydaylight.com/en/discussion/comment/1218976#Comment_1218976
If Survivors need 2 hits and a speed boost maybe they should get good iri heads are fine as is
3 insta downs before reloading doesn't sound very skill-based to me.
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I'm more of a Golden Rule kind of person, but it's more of a personal preference and there are few choices that are wrong. In your case, your behaviors are acceptable so kudos.
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@The_Bootie_Gorgon said:
The problem seems to really be the queue times. 30 mins is beyond ridiculous.
It was hyperbole. My queues as solo are 3-5 mins on average at rank 3.
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Just camp with NOED if killer is too challenging. It's actually a mathematically guaranteed 2k if your first chase is short enough.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1218961#Comment_1218961
Adding prerequisites to perks weakens them regardless of the reward.
Correct. Your statement was justified, although not as clear as possible. My apologies.
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@Okapi said:
SWF rank matchmaking is supposed to use the highest ranking survivor when creating lobbies. It used to use the average and at times the creator of the lobby, but it was changed to prevent high rank survivors from bullying low rank and casual killers. Which was a huge problem of DBD.
The problem though is as of right now there is a significant shortage of high rank killers. So what's happening is the game has to open up SWF lobbies with red/purple rank survivors to any killer so as to shorten already high queue times for high rank survivors. The limit is meant to be +6/-6 ranks but the game will ignore that after a period of lobby waiting has passed. And when low rank survivors are in SWF lobbies with high rank friends that's adding even more survivors to an already crowded high rank survivor queue which makes it even likelier you'll be paired with a low rank killer.
So low rank and casual killers are now getting bullied again, just this time unintentionally, which only leads to more killers leaving or playing survivor more. Thereby making the problem even worse.
This also means low rank survivors are getting ez wins when them and their high rank friends are paired against rank 14 Wraiths, leading to even more survivors ranking up into the red/purple ranks. Which is why red rank survivors seem so awful nowadays.
Hopefully the upcoming map reworks and MM changes leads to an increase in high rank killers and/or decrease in high rank survivors so MM isn't busted anymore.
Most of what you just said is simply wrong or has no evidence or even no evidence to support it. I could explain to you why in great detail upon request. I just quoted you to point out specifically that you are entirely wrong in their reasoning for swf matchmaking changes. It was changed because it was bugged and skewing towards rank 20 which caused a lot of bullying and scaring away newer players.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1218827#Comment_1218827
Actually you are. If you refuse to do bones and you get hit by noed thats your own damn fault. If you get nailed by DH that too is your own fault. Its not the killers fault you ignored something and it came back to bite you in the ass.
I'm wrong that bones were useless? I guess you could say that if you dislike NOED you could cleanse dulls but overall the perk wasn't on the radar back then. If you don't care about NOED you don't care about bones to put it simply.
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You should have made the killer kill you so you can make more bp. (Escaping gives less bp than keeping add ons using White Ward)
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@SpaceCoconut said:
I stopped after the op called everyone a Liar in a blanket statement.
Less people are inclined to have a discussion when the OP decides to insinuate and insult the readers in order to preemptively defend what I'm assuming is a wildly out of touch take on the current situation.
tl;dr - Don't insult readers in the 2nd sentence if you want them to read your absurdly long post, let alone listen and take you seriously.
Only liars are being called liars in OP. The intention was to instill relation to the subject matter in their audience. The intention was not to offend, and I am certain the author is disappointed by your reception.
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@AvisDeene said:
I stopped reading when they insulted killer mains as sweaty but had nothing similar to reference survivors.
You disregard their opinion because you do not appreciate their terminology? Certainly you can make accommodations and allow this one offense to go with a warning alone. You need not disrupt the thriving democracy of these forums.
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@SpaceCoconut said:
Tying a non-hex perk to totems is probably a weak choice if you're also adding prerequisites to activate the perk.
The movement buff is interesting even without the 2nd effect but would probably be too powerful when combined with other effects. Especially if you consider the map changes and the cries for bloodlust changes.
The second iteration of NoED had a timer as well which was later turned into a Hex totem. You'd essentially be changing it back but adding an additional effect to it along with conditional effects effectively neutering the perk without simply solving the one problem you have with the perk.
Your first sentence belies your bias.
The numbers are temporary, they just want NOED to be more fun, variable, and interactive to use and play against. If you have something against that, for what reason other than bias?
Also, how can you call a perk that buffs your MS a weak choice?
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Insert "killers have the worst time" comment here
Yea this community is pretty bad...I just avoid solo when I can because, like you said, solo is hell.
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It's supposed to drop you off at the deep end but it appears it doesn't always work properly. When I play with my yellow rank friends we either get red ranks or yellow ranks which is weird because when I solo I usually get greens and purples. Honestly swf matchmaking change was probably the worst mistake in the game's history and it was executed poorly to boot.
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Killers like free wins. It's why they gravitated toward the role and have developed an entitlement for power. Free kills are apparently "scary" even though this game is already far from being "scary" even without the decent balance of power. Take Forever Freddy or Iri Head Huntress - they're not "scary", just boring.
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115% MS would be pretty balanced imo. Basically infinite Tier 3 Meyers but slightly worse at loops.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1218839#Comment_1218839
No, I haven't considered that yet based on the few other posts with that exact same detail.
For real though, I understand there's less spots and that means an easier time finding it but it's even easier to find when it's right next to a generator, so honestly I'd rather take the negative that comes with it because the positives outnumber the negatives for doing that change.
What if they kept totem spawns next to gens but they're no longer visible from most angles? Maybe hidden by tires or barrels.
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There are plenty of ways to handicap yourself if you want a challenge.
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Yes as long as they have milestones (they all increase to a certain point when you pass a certain point with an individual killer)
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Wow that sounds like a horrendous miscalculation by the devs. You really can't turn while lunging?
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The worst aspect of moris atm is how they encourage tunneling. This change wouldn't fix that, frankly.
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You do realize the more limited the totem spawns, the more predictable they are. Right? Although I'm not opposed to making totems more hidden I just wanted to point out your error in logic.
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@Fibijean said:
If NOED were to be reworked, and disregarding the numbers since you said they were changeable, I wouldn't mind if this were how they did it. I'm just not convinced that it needs a rework to begin with.
In other words, I'm fine with this as a hypothetical change, but also "if it ain't broke, don't fix it".
I'm of the opinion the devs will eventually get around to tweaking all the more controversial perks. Maybe I just have too much faith lol
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1218336#Comment_1218336
Hell, Inner Strength feels like the devs put it in here as a subtle was of saying "Cleanse the damn totems!"
It seems more like an acknowledgement of how justified survivors were in ignoring bones because they have no use besides bp and now Inner Strength :P
Am I wrong?
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This looks great, I love how it punishes survivors who ignore dulls even more than before. Great design, man! Personally I would increase the exposure to 30 per so you can actually use it a little.
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I mean...that's not gonna stop toxicity from spreading.
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I don't really have much to say that @Aven_Fallen didn't cover. Of course buffing solos would mean buffing killers otherwise half of the player base would be crying because their experience has been ruined or whatnot. And yup nerfing swf wouldn't fix the solo swf problem because they would feel the nerfs too, not all swfs are 4 man. When you think about the specific tools swf have, you realize that they are not concrete and power adjustment for them is impossible because it is so variable, like the amount of skillchecks per generator. They can call out relative locations and coordinate actions, both of which would not only be easy to give to solos, but also the buff killers receive to compensate would be easy to come up with. Something like a nerf to all second chance perks to prevent synergy or making some killer add-ons basekit would be just enough without making killers too strong.
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It wouldn't be a horror game if you didn't get punished, right?
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@ZoneDymo said:
I mean, yeah...another survivor....great? I mean they are just skin jobs so who cares? they could add brenda as well, would be exactly the same thing.
Well they also need to theme 3 perks for them :/
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I think Doc is well-designed, he gives access to really good pressure if you have some skill with his power and a decent mind for resource management. Counter him by not greeding at loops.
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@SoylentPixie said:
Of for the love of god, it's embarrassing to see other survivors still whine about NOED.
You do not even have to do 5 totems!!
Totems have a finite number of locations, some of them fairly obvious and you'll always remember where the well hidden ones are (I'm looking at you mr 'hidden in a log pile and a bush' at Dead Dawg). if you can work out looping spots on most maps, you can remember most obvious totem spots, not to mention you'll run into them in the game.
Gens pop, totem procs...uh oh, killer has NOED.
Most killers will camp the newly hooked NOED victim and even if they don't you can still 99% the gates, hunt down the LIT totem and break it. Killer now no longer has NOED, your gates need barely a sneeze to open and you can heal up and make the hook save.
It is not hard people. Yes there will be games where NOED will screw you over, but that is the game. It's not about what you think is fair or what you think killers should be using. It's about using your brain and understanding that the sky isn't falling just because you have an exposed status.
NOED is a risk for the killers to take, because if they are against savvy survivors, the most it can do is down one person. But if the players aren't on the ball, refuse to do bones or just run at the hook for a save...well you just handed the killer your butt.
NOED isn't going anywhere, better do what the rest of us do and learn to counter it. If you refuse to do the counters on principle...that's on you.
100% Agree, but when is Haunted Grounds also going to give a speed boost? The activation conditions for the two perks are pretty much equally risky.
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You're joking...remove aura reading perks and TR too? Balance doesn't matter at all...
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@kidmaxx said:
https://forum.deadbydaylight.com/en/discussion/comment/1091438#Comment_1091438
The fact you think they buffed ruin tells us all we need to know about your biases
On the contrary...
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@willoftheboss said:
https://forum.deadbydaylight.com/en/discussion/comment/1090862#Comment_1090862
DBD isn't "literally any multiplayer game". it's an asymmetric game, but one with a flawed design where the team that should be weaker (survivors) is stronger than what is advertised as the "power role" and one side completely dictates the flow of the game.
in CSS, the CTs don't have more power than the Ts. in Overwatch, the defending team can't steamroll the attacking team without putting in more effort. things are more even in other multiplayer games from the get go. but it's increasingly apparent that the "balance" of the game only goes one direction, with the Killer role repeatedly dumped on.
SUrVivOrs sHoULD bE WEaAkeR - why?
Are we going to pretend they didn't buff Freddy, Ruin, and Doc. Not to mention BL and instaheal nerfs. Sorry you're not getting easy 4ks little buddy, must be the game imbalance. I'll start a petition for all us neglected killers!
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Trap Trapper, Hinder Clown level I would expect.
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Hmm sounds like a rational opinion, must be bait...
Honestly though they should make great skill checks give less progress. To like .75 sec each from 1.6
Would solve a lot of frustration.
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I'll take that disadvantage for my boy shirtless David.
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@Stitch7833 said:
i mean xbox still dont have servers and we get killers playing in hot spots or with connections of 150+ most games, yay us!
You must refer to my hot spot by its proper name: waffle weefee
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Punn
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1091114#Comment_1091114
I think that's due to the Survivor's high ping communicating with the server too late. I wouldn't know though, just an educated guess.
I recently heard there was some sort of rollback on windows where the game temporarily miscalculates the survivors distance from the window visually. That's what I suspect it may be.
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@Slamadam said:
https://forum.deadbydaylight.com/en/discussion/comment/1091113#Comment_1091113
survivor "if you need ruin you have to get good"
also survivor -> runs ds unbreakable dh every game.
I never ran ruin or ds. Unbreakable and DH are fair and balanced.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1091093#Comment_1091093
It's either get hit from far away as Survivor or Killers missing dead on hits. I think they made the right call (even though it pains me to say this as a survivor main). They did say they're experimenting with some ways to lessen the latency gap so that should be exciting.
What's interesting is when the hits don't even look like they hit on killer side...this can happen at windows frequently I've seen on YT and it even happens to me on XB1 where we don't even have servers.
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@McLightning said:
OR...and stick with me here, cause this is a big brain, big dick, 10,000 IQ idea....the map rotation stays random.
Boom. Genius.
Real big dick that you're fine with low tier killers not standing a chance!
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1091027#Comment_1091027
Once again, probably latency.
I thought huntress' hitboxes are bigger for hitting survivors than they are for hitting debris?
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Yea I think map ban would be better, each survivor gets a ban and the killer gets 4 bans. Your thoughts?
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@Angel_di_Soufre said:
I “ tunnel” when somebody decided to waste their DS just for being “toxic” and already have enough pressure to justify eating it
it’s like “hey #########, remember that DS? Yeah, you don’t have it anymore”
they want to BM me with their DS, I just return the favor
mthey want d
Same. Want to use your DS outside of tunneling situations? Fine, but you won't have it when I tunnel you.
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@MrGummeBear said:
What if Trapper could grab traps from Lockers?
What if trapper could throw traps from range but they only deal a hit and don't trap survivors? Trapper could be 110% speed to compensate.
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@AsePlayer said:
It's actually just an extended trailer for that chains costume for Demogorgon. Get jebaited
I'm a sucker for sequels
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1088680#Comment_1088680
The killer in the video was applying pressure what more do you want? I can't believe how much survivors expect the killer to do in these scenarios when clearly gen times and maps are a massive problem, but no it's always the killer's fault that things didn't work out. I know a killer can make mistakes, but you can't blame everything on the killer, when clearly gen times and maps are bogus right now.
Dude...the killer got a 2k. They applied decent pressure and got a decent result. Does balance not please you?