Waffleyumboy
Waffleyumboy
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- Waffleyumboy
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1087555#Comment_1087555
I mean .. now that you mention it, that sounds kind of tempting, not gonna lie.
But it would probably also shine a bat light on all the non-toxic Steve mains out there.
Non-toxic steve mains? Sounds made up.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1087648#Comment_1087648
Spine Chill can be countered easily by just going backwards towards the generator you know is being worked on by a Spine Chill user. Works everytime, they rely on Spine Chill too much ;)
It's hilarious seeing killers try this. I literally just walk away and they lose me lol.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1087564#Comment_1087564
I think DC penalties are a possibility.
According to dev statistocs SWF are about 1/2 of all players, and if 1 person gets banned for DCing, then they all have to wait. So basically the amount of people not playing the game because of DC penalties is way bigger than amount of banned players, it could be close to 2 times the amount of players actually banned.
Hmm...so swf matchmaking is the cause of queue time disparities?
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1087623#Comment_1087623
Because it's easier to rank up as survivor than it is as killer.. and with the derank changes, everyone's red ranked survivor now.
This. Mmr coming soon.
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@Tactless_Ninja said:
I don't think the masks idea works. The members of Legion are depicted as flesh and blood. Removing that boils them down into caricatures (despite already just being skins).
Legions original concept was 3 markers after the first stab representing the other 3 members calling out survivor locations, and 4 stabs representing the crew initiation. Then they nerfed the stabs (because honestly who likes being tunneled to DEATH by someone's power? Oink.) Nothing they do now says anything about being numerous, other than the headaches Legion causes.
Honestly if they do anything significant with their power, it would be spawning in multiple killers that would continue chasing injured survivors. It would fill in the whole dropped pressure issue he has from pinballing and would be a lot more chaotic. Yeah, I'm asking for bots.
Sounds broken
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Are other killers affected by Clown's gas?
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@Marcavecunc said:
I still have fun playing killer.
Never used Ruin (well, almost never, exept on killers I don't care for and don't have perks on, never on my main ones) I'm a bigger fan of Devour Hope and Third Seal.
And as annoying as it is to always get matched against red ranks as a green ranked killer, I don't mind it that much, it's fun playing against good survivors, as long as they're not the toxic teabagging flashlight clicking type.
Haha it's not that. It's that swf matchmaking is pitting up baby grey/brown/yellow ranks against my sweaty killer and killing them isn't satisfying. These types of games make me feel like everyone wasted their time. I can understand why the opposite end of the spectrum might also be frustrating though.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1087544#Comment_1087544
I can counter them fairly well. Its just kind of stunning to see people thinking they are the big #########, because they can window tech a green rank killer.
That's mostly satire and self-deprecation is it not?
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1087507#Comment_1087507
Yeah, let a toxic survivor main voiceact for an ingame character.
Isn't he rank 1 as killer?
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Ngl I was really hoping the Enigmatic Sprint would be on-demand and the masks would change how it works. Here are my ideas but yours aren't all that bad:
Frank: Vaulting pallets in Enigmatic Sprint immediately breaks them, moves 10% faster than other members during ES but has 1 sec reduced duration and increased cooldown.
Julie: Hitting a survivor during ES shows you the location of all other survivors in KI for 15 seconds
Joey: Blood trails are highlighted during ES, dowing a survivor using ES decreases We Are The Legion's cooldown by 10 seconds and gives that survivor Mangled until they fully heal.
Susie: You have no TR in ES, move 10% slower in ES, but have 10.5 sec increased ES duration and 1 sec reduced ES cooldown.
Just some ideas I thought would be cool.
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Any explanation as to why? I'm feeling something similar, due to bad matchmaking mostly.
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@SL33PY said:
https://forum.deadbydaylight.com/en/discussion/comment/1087435#Comment_1087435
That makes sense, was it always this way? I remembered it not doing that for some reason
HG has been the same since release. Running HG and Noed together is actually a decent combo.
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Cleansing one HG turns the other dull
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@The_Real_Milk_Man said:
https://forum.deadbydaylight.com/en/discussion/comment/1087395#Comment_1087395
fair fair, maybe each legion member could be the key to them not being an m1 killer?
I was thinking about that...like if one legion member was good at detection, one good at chase, one good at stealth, and maybe one good at securing downs?
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I like idea 1, maybe there is some way to give each Legion member a unique twist to their power? Also, I would like Legion's sprint to remain on-demand so that they aren't an m1 killer for 54.5 seconds after teleporting. I'll have more ideas for ya soon.
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@thrawn3054 said:
I believe the devs said the were making behind the scenes adjustments to help with que times. Maybe they found something that worked?
It would make sense if the made both changes at once, that does make me wonder whether or not xbox will see the same effects.
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@28_stabs said:
Delete all keys, pls. Not a joke.
Green key gang disapproves.
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@Divinitye9 said:
I honestly don’t like this solution. It’s another band aid fix for the larger problems at hand. The current gen speed would be fine IF
A) Toolboxes were addressed
B) Map sizes were seriously looked at
C) ALL killers are able to have mobility to pressure gens on larger maps (if not fixed) or just get across the damn map before a gen pops
These are just a few, as I know there are more. Core issues need to be fixed. BHVR loves their band aid fixes, but this is the only way to truly get things where they need to be.
Map sizes will take forever to fix. This will be a great solution until then.
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I think keys should only allow one escape each, and require a 10 second channel to open hatch. All survivors escaping from one key is ridiculous when gens still need to get done.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1087275#Comment_1087275
I use multiple builds on Demo because I like to change things up. I find STBFL is definitely pretty strong on him, but it's not required or anything as it does have it's fall backs. The better you are though the easier it is to take advantage of it for sure, but once you get that good with shred you kinda find you don't use STBFL as much because it's better to shred usually.
That being said I don't have a problem with missing too many shred's on my obsession and having 8 stacks can be quite strong.
M1s requiring more work I understand, but I thought that was counterbalanced by the fact you can't lose stacks. Thanks for the response!
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@LoverOfDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/129254/demo-players
As a demo main here is my go to try hard build.
Corrupt Intervention: Amazing early game slowdown helps with portal placement early
Monitor and Abuse: Close distance easier without use of portals
Enduring: Makes you unfearfull of pallets in a chase, can lead to wombo combo's if the pansy out of a loop or if you hit them through a pallet.
Pop goes the Weasel: Slowdown baby
Addons: Purple Resin and Green Thorny Vines...
Put portals always on gens and now you have a bootleg surviellance and survivors have to waste time either destroying a very tough portal or give you free access to the gen they work on.
As far as using shred either bait it to get them to unnecessarily juke or just practice with it at loops and learn the timings and distances as well angles on certain tiles, that's all just practice, you wont master it at first but after many games of constant trying I am very good with it myself.
Not being able to use STBFL seems more like a skill problem not a synergy problem, the perk is strong on other killers and is strongest on Demo. Am I wrong here?
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Bubba, clown, legion. Someone lackluster
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@The_Real_Milk_Man said:
Oooooh what if he called survivor phones which revealed their location? Another interesting idea lmao. Obviously something would need to be in place to stop him from constantly knowing where they are.
While survivors let it go to voicemail they are oblivious and the killer can hear the voicemail within 16m or they can answer the phone and scream and become exposed. GF himself has connection bars over each survivor icon that have a stronger connection the closer he gets. GF also can call survivors by selecting their username on his phone, 45 sec cooldown would be balanced I would say. This would match GF's lore of isolating victims and terrifying them.
This is my idea from an earlier thread.
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@The_Real_Milk_Man said:
https://forum.deadbydaylight.com/en/discussion/comment/1087112#Comment_1087112
That's fair. I just wanted to try something different. I don't feel like my last post which was about the pig changed all that much so with this one I wanted to try creating a whole new power. But I can see why you'd like to keep the creepiness. Also, to answer "why change that?" Because that's what this series is about!
Haha true. If I wanted to change GF completely, it'd involve phones xD
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MYC is decent on him
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@Iron said:
I had someone try to hook tech the other day while injured and I downed them behind the other person. End game chat they said I shouldn't have been able to hit them since they were behind the person on hook and I swung through. I told them they shouldn't be able to be back there in the first place, but here we are. Moral of the story don't use exploits and then get mad when the killer knows how to deal with it.
Not an exploit but cool story
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Ready for Trouble: For 60 seconds after being unhooked: you can channel the hook you escaped from while holding no item with the use item button. Channel is paused while the killer is further than 32m from you. After completing a 4 second channel you will obtain a Baseball Bat.
Baseball Bat: Obtainable through perks. Cannot be used while Exhausted. Cannot be dropped except upon death. Has 60 charges. Press the use item button to swing the bat 3m in front of you. Each swing expends 30 charges. Passively loses 1 charge per second you work on a gen. If you hit the killer they are stunned until you are done swinging and then stunned for 3 more seconds and this item is depleted and its user is Exhausted for 20 seconds.
Just an idea I found lying around.
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I think Ghostface should stay a creepy killer...he sneaks up on you and if you don't notice him you'll go down instantly. Why change that?
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High rank killers don't face camp, but the green and yellow ranks I get matched up with do. The sad thing is, when we rush gens and get out fast that is their justification for doing it again next game. Some people just don't want to try.
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@rhodamia said:
https://forum.deadbydaylight.com/en/discussion/comment/1086759#Comment_1086759
And here I was making things complicated. Fair point. I've just never been a fan of slugging because I HAVE to. I don't like to slug in general. So making it an almost requirement to avoid dumb mechanics is kinda not fun. But. Ya gotta do what ya gotta do. And that would work.
Yea it sucks how often killers must resort to "unfun" strategies to avoid getting cheesed out, but that's how the meta is for both sides. Use everything you have or get taken advantage of.
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@Lmronby said:
https://forum.deadbydaylight.com/en/discussion/comment/1084650#Comment_1084650
I think his point is that the survivors dictate the outcome of the match a lot more than the killer does
Funny thing is, it was the killer's mistakes that repeatedly cost them the 4k. I find it amusing how OP believes Ardetha was entitled to a 3k that game.
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@rhodamia said:
https://forum.deadbydaylight.com/en/discussion/comment/1086509#Comment_1086509
No the BT combo is not countered by slugging because you don't get the chance to slug.
Say person 1 gets hooked and person 2 unhooks them.
Killer downs and hooks person 2.
Now when person 1 approaches. They have BT active and DS as well.
If you hit person 1, BT eats it, he will unhook the other guy and both take off.
If you catch person 1 in the unhook animation, he will DS you and unhook the other guy and both take off (BT still hasn't taken a hit and is thus still active).
Cheesing mechanics. But it works.
The only slug option would be to hit person 1 then be close enough to hit him again after he unhooks person 2 and hope he doesn't have Dead Hard. THEN you could slug him.
Just slug person 2 for like 10 seconds. Problem solved.
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A tool for helping weaker killers getting some much needed slowdown? Probably.
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Play the game if you want it to end. It's like the original Jumanji lol.
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@Mikeasaurus said:
To me, it seems like the first and third coin is like someone observing time frozen. Since the hourglass is lying flat, time has stood still and can't move, kind of like the Realm of the Entity. And who observes in this realm? The Observer from the Tomes. Could be he's somehow connected to the Entity, maybe even works with it? The second, the one with the symbol, kind of looks like a monolith. Maybe a shrine where people worshipped it, linking the Entity to some sort of deity or god-like figure that had a following. The final coin, the 3-eyed crow, seems again linked to the Entity. We know the Crows in the trials are essentailly alarms for Killers as they alert the killer to any survivor, but it also does the same for survivors. It could be the crow represents 'Being watched'. Like, no matter what you do, the Entity will always know. That's my take on these coins. Heck, could be wrong and the coins mean nothing, but it's still fun to speculate into this kinda stuff.
These are just two coins
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I'm curious too. If there is a way to pull this off, BT might need a nerf.
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Need a crutch perhaps. Can't wait until the meta settles.
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Sounds like a sweaty noob build /s
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Killers don't need to be more add on dependent.
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@scarslookgood said:
Oh, these are great ideas, guys -- thank you so much!
We're just sitting down to play now, so I'll try some different suggestions from here and see if some work better for us than others.
Good luck!
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@underlord99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1085398#Comment_1085398
if it had the 60 seconds would the change be okay? i realize now that the infinite timer would still be abused
Yea I don't see how it could be abused now, but it would be nice if the timer perhaps slowed in chase, but it's fine without that feature. The important part is that it's no longer free invincibility.
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60 seconds seems like enough to me.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1085310#Comment_1085310
Actually no, I did not say that is the only reason. I simply gave one reason.
Stating a fact about something doesn't mean I'm complaining about it. I simply just pointed it out as a reasoning. I didn't say if it was good or bad.
I do in fact think there are other reasons for more diversity in perks among killers.
There aren't any more reasons, sadly. We both know killers would run all the same 7-8 perks if no killer had a power.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1085287#Comment_1085287
"You know what killer you're facing, just like the killer knows that they are facing survivors."
No, you can't see what killer it is until the game's started.
"The fact remains that you already know the meta perks of your matchup game after game"
For survivor. Killer is a little more varied.
"Complaining about the fact survivors are skins is pointless because the devs have made it clear they will never address this."
What are you talking about lol. I never complained survivors were just skins at all. What I said was that we need more perk diversity.
"Learn the matchup, stop whining."
Again, nothing to do with anything we're talking about. There is no "matchup" to learn against survivors as they are simply skins and the perks are mostly the same.
No one here is whining about anything, put your ego aside and relax. It's quite possible to have a normal conversation without continuously trying to insult me.
You specifically stated the only reason killer perks are diverse is because killers aren't just skins.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1085209#Comment_1085209
Yes.
BT should not have unlimited use (when the conditions are met). Either 1 use each for anyone that has it equipped, or at the absolute least it should have a massive cooldown.
I like the idea of BT as an exhaustion perk and it activates whenever you choose(while not exhausted).
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1085087#Comment_1085087
This game is not deluded to one match. That's why saying "the survivor team is not pitted against the entire killer roster. They are pitted against an individual killer" is a fallacy. Game after game is against a different killer and in turn different perks.
Whereas game after game against survivors will be the same perks you face more often.
Basing seeing perks too much or too little on one match doesn't make sense.
You know what killer you're facing, just like the killer knows that they are facing survivors. The fact remains that you already know the meta perks of your matchup game after game. If killers had different opponents to face and the meta was still less than a dozen perks, we would have a real problem on our hands. Complaining about the fact survivors are skins is pointless because the devs have made it clear they will never address this. Learn the matchup, stop whining.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1085057#Comment_1085057
"Why would survivors being one character support your argument that killers have more diverse meta perk choices when that's not true for individual killers?"
Because different perks are better for different killers, which is part of why we see a wider variety of perks used.
"You can't compare a group to an individual is basically my point it's just hard for me to wrap around the fact you don't get this yet."
Because those are the two sides we have in the game. The same perks work just as well on every survivor but the same perks do not work as well on every killer. Hence the more variety on killer. This seems straight forward to me.
Stop this two sides bs. In a trial, the survivor team is not pitted against the entire killer roster. They are pitted against an individual killer whose meta perk choices are just as limited as the survivors', if not more for some killers. When I start facing the entire killer roster in a single trial I'll come back and admit you were right.
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@djsponge10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1085026#Comment_1085026
if You think crutches in games are healthy, you must not play too many. Games become boring and repetitive because of it. Why do you think amateur killers now always bait out DH every time they chase a new survivor? That shouldn’t be a thing. That just wastes dead hard and any surprise. Dead hard is used so much that it really is only a perk for a free pallet/ window nothing else. It’s supposed to be a HAH SURPRISE GOTCHA perk but if you’re not new at the game as killer you will always usually bait our dead hard. A lot of people assume I write about this because I don’t do that or I think dead hard is SO OP IN DEDICATED SERVERS IT DONT EVEN WORK OMEGALUL yet it works for me 100% of the time as survivor. Dead hard doesn’t need to be nerfed but it needs to not be a crutch (So it has to be nerfed somewhat) and used way less just like exhaustion perks in general.
I see other exhaustion perks as much as DH at red ranks. DH is usually more memorable because you see it used though. In terms of power, DH is pretty weak. If used for distance it is much worse than other exhaustion perks and getting one extra loop out of it is a lot worse than other exhaustion perks. It's just popular because it's simple to understand and easy to manage unlike SB or BL. And its use in chase is straightforward unlike Lithe or Head On.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1085033#Comment_1085033
Let's control our sarcasm and be a little less passive aggressive shall we?
"that's why saying killer meta perks are diverse is an outlandish claim when you are comparing the diversity of 18 different characters versus the diversity of one"
Each killer is unique and plays differently, survivors do not. I'm not sure how much more layman's terms I can put it for you.
Yes, but that only supports my argument. As much as I would love for survivors to be unique, it's never happening. Until they are, they are one character. Why would survivors being one character support your argument that killers have more diverse meta perk choices when that's not true for individual killers? You can't compare a group to an individual is basically my point it's just hard for me to wrap around the fact you don't get this yet.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1084971#Comment_1084971
I'm not bending rules to fit a narrative lmao
Survivors are all the same except for perks, they are just skins. Killers are not.
These are two different scenarios.
Yep, that's why saying killer meta perks are diverse is an outlandish claim when you are comparing the diversity of 18 different characters versus the diversity of one. Glad you understand your mistake.