Waffleyumboy
Waffleyumboy
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- Username
- Waffleyumboy
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Comments
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I'll play how I want and I don't care what anyone thinks. If you're affected by survivors pressing the crouch or flashlight button more than you like, that's your weakness, not mine.
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It's not going to be a static slowdown for a set amount of time...otherwise devs would have already been slowing down gen speeds.
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@Aven_Fallen said:
I had an idea a few minutes ago, which came to my mind after reading a comment. This is not thought-through and it would affect Solos more than SWF, so its probably a bad idea:
Survivors Repair Speed is reduced as long as they have not met another Survivor. For each "Reunited" Score Event, the Repair Speed increases (but it goes back to normal after a fixed period of time). So its not like that the Killer will have bad RNG when all Survivors spawn apart form each other and good RNG when they spawn together.
Also, this would make the Shrouds worth using, currently the Killer Shroud is bad for the Killer and the Survivor Shrouds are bad for the Survivor. But with my idea in mind, the Killer could get a Slowdown at the start of the game by using their shroud (even though it would need to be a higher rarity then) or Survivors can get rid of their Slowdown.
Slowdown should be minor of course, not something like 50% Repair Speed or similar nonsense.
You're right, that's a terrible idea. Swf solo gap becomes wider and the top tier killers and camping become oppressive.
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@NuclearBurrito said:
Wait ######### I'm an idiot. The Survivor I was looking at for a reference was using T2 spine chill. T3 is 6% not 4%. The 2% makes a big difference here.
What tier of spine chill were you using and were any other perks in play? Also what patch was this?
You forgot to ping them
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@SirCracken said:
Why would you have to look where you're going to spot survivors?
Maybe because you're going in the most likely place to find survivors, towards gens?
It kind of helps to spot them by looking in the place that you're searching.
Wouldn't any survivors at the gens be moving away from you, not towards you?
Wait scratch that, you're a stealth killer. They won't move at all.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1568777#Comment_1568777
What if the gens are close together? What if the map generation puts a bunch of stuff inbetween gens and you have to look at them? What if you want to actually look where you are going so you can spot survivors as you patrol?
It's not nearly as simply as you're making it out to be.
Why would you have to look where you're going to spot survivors? I don't think looking straight at a gen immediately improves your chances.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1568746#Comment_1568746
That's because prove thyself + spine chill is after the games rounding 100% repair speed.
Idk, from my calculations the difference from base speed is lower with PT by itself than with PT + Spine Chill. Would you like me to lay them out?
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Why would people run Spine Chill then? The lackluster 6% vault speed? Just don't look at the gens you approach if you think a survivor has spine chill. They were still gonna see or hear you eventually if you try to stalk them.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1568638#Comment_1568638
Have you seriously tried to moonwalk across the entire map, the whole game, just to counter a perk that you aren't even sure that survivors have?
Because no one who wants to have map pressure would do that.
Just keep the gen out of your FoV, simple as that.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1568680#Comment_1568680
Amazing how you're still continuing this. What, can't accept that somebody else has a different opinion than you? Or are you intentionally trying to bait. Either way, you have your view, I have mine, and I'm not inclined to share more from someone who seems to take glee in garnering 'recognition for their efforts' by being obtuse.
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Now, on to another thing that frustrates me..
Devs slow speed when it comes to fixhing bugs. Or their inability to keep them fixed. The sound bug has been around forever, and this hill bug is getting real old, real fast.
I would also hate those things, but I understand from the view of a programmer how hard it can be to fix bugs. A thing that I really hate is when the last 2 survivors make no effort to fix the gens and instead hide for as long as possible. Idle crows should really also be used to encourage survivors to push the game towards its conclusion.
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@malatruse said:
https://forum.deadbydaylight.com/en/discussion/comment/1568686#Comment_1568686
Really? I swear it turned grey one time when a teammate and I were repairing a gen with Prove Thyself and Spine Chill activated.
As for other changes, if the gen is slowed down, change the fast forward icon to a rewind icon.
For your first example, I use Spine Chill often and have played with people using PT. I have personally seen the progress bar turn yellow from red once my spine chill lights up. You must be thinking of a time when the killer had a stack on Dying Light or Thanataphobia, I don't know how else to explain it.
As for your suggested change, it makes a lot of sense and I'd also like to see it implemented.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1568667#Comment_1568667
Except that personal agenda doesn't mean "I want killers/survivors to be the superior." Unlike random individuals on forums, many content creators have built themselves on the concept of "fair play." If it is someone's bias that the game should in fact be fair and fun for everyone, and they stake their income on that concept, then clearly their opinions hold more weight than others.
They stake their income on entertaining content. That doesn't necessitate being fair and fun for everyone, nor should you ever assume that this is what someone's bias favors. I guess maybe you could find out what their bias favors after studying their content for a long time, but in that case you critically analysed that person so of course you can trust their motives.
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I wouldn't have cleansed totems at all. Slowing down for any reason in a camping situation is too risky. Might've been 2 escapes from the gate if you had played it that way. Alternatively, you can test your luck and run Detective's Hunch and pray that you get a NOED killer. Probably 2 escapes that way as well, but I don't know for sure because I didn't see the match and where the totems all spawned in it.
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@Heartbound said:
https://forum.deadbydaylight.com/en/discussion/comment/1568680#Comment_1568680
Hey you're the same guy that responded to every single post on that other rant thread a few days ago.
Very smol pp energy.
Nice to see I'm finally getting some recognition for my efforts :)
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@malatruse said:
It really confused me at first, because Thana also turns the bar red, but there's a little fast-forward icon next to it, which seems to indicate increased speed. Meanwhile the bar turns gold if the gen speed is increased by something like spine chill, but if it's sped up and slowed down to the same degree it just turns grey like none of those effects apply.
I really wish they would do some QOL changes regarding this.
It only turns grey when it is going base speed, not every time there are both positive and negative effects being applied. What other changes could you ask for?
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1568633#Comment_1568633
Why are you trying to turn this into a debate?
Where did you get 'blindly hating people?' Can I not dislike an action or implementation of a gaming mechanic, without 'blindly hating' the person? They can't be exclusive? Rather insulting to place a blanket statement, I would think.
Where in my comment did I come off as 'completely ignoring facts?' I made a statement, eighteen words only, and you went digging for gold. I understand the idea behind SWF. That doesn't mean I have to like it. Am I obligated to like everything set before me, just because I 'know the facts' behind it? Of course not.
Now, can we get back to the more light hearted idea behind this thread, or do you want to continue name slinging.
What name did I call you? Dense? Of course someone who forgets the name of the thread they're writing on is dense. The thread is called "things we hate", so I naturally assumed that you hated the thing you wrote on the thread. I call this hate blind because there is no logical reason to hate the thing, and I like to try to quell any illogical hate I come across. The only thing light hearted about hating things is the understanding of the impact of hate that people in this community seem to have. Sorry if you didn't like being called dense, but I can't find another word that describes your thought process right now. Feel free to correct me if I have been mistaken during any point of this conversation, I wouldn't want to start a "debate" on this "light hearted" thread. :)
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@MadLordJack said:
I agree. Learn to think critically. And a large portion of critical thinking is analysing which opinions have the most weight, and who is coming to the table with the most experience and facts. Which, like it or not, is usually the people who play the game for a living and genuinely attempt to critically analyse the situation presented to them.
Well actually no matter how much experience you have you can never eliminate your own bias. Content creators' words should always be taken with a grain of salt because like regular players they have a personal agenda and will say or do things in a way that benefits their agenda. Critical analyse is for the individual, and should never be delegated completely to someone else.
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Of course it's good. It shows new survivors that by working together they are actually taking longer overall and hopefully those survivors develop the good habit of splitting up on gens. How was this even a question?
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@LiunUK said:
its because for every survivor repairing a gen you repair 15% slower you are still repairing faster in general but the bar becomes red to indicate you yourself are repaining slower here are the numbers behind multi repairs
1 survivor = 100% repair speed or 80 seconds repair
2 survivors = 170% repair speed or 47 seconds repair
3 survivors = 210% repair speed or 38 seconds repair
4 survivors = 220% repair speed or 36 seconds repair
the more survivors repairing a gen the less efficient it becomes.
unless you bring prove thyself which completely removes the stacking repair speed downside
That last sentence is false. With the new repair speed inefficiency with multiple survivors, Prove Thyself doesn't even compensate enough with 2 survivors to not show a red bar. I have gone over this in detail many times.
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bUt iT's THe smALl pEepEE BuILd aNd iT's ABuSe
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1568428#Comment_1568428
Ironic how you make a post about imaginary rules, then call me dense for stating my opinion in a thread about things we personally hate. High horse, much?
What's not dense about completely ignoring facts and blindly hating people? Genuinely curious about this.
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@Xbob42 said:
I feel like if you're willing to sacrifice multiple perk slots to something, they should always stack, barring game-breaking exceptions.
Good thing the perk already stacks with other perks
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WMI already stacks with other perks, would you rather have it also stack with itself with 200% or even 300% bonuses from the perk?
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@Rivyn said:
'But we just wanna play with our friends' responses to SWF complaints, even when they bring sweat builds.
But not all swf bring sweat builds...that's why there are so many rebuttals to people who complain about swf as a whole. Kind of dense of you to not realize this simple fact by now.
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I hate all the imaginary rules people make up in this community. I bought the game, I should be allowed to camp, tunnel, and genrush as I please. I hate it when people call the devs biased, they're clearly working hard to appease both "sides".
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@[Deleted User] said:
Also remember that survivors don't need powers because they already have the advantage of having up to 16 different perks + 4 different items in a single match.
It's not about advantage, it's about character, variety, and identity.
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@SweetTerror said:
I always thought the game should have something in place that gives each individual survivor something special that makes them stand apart from everyone else. Because I do agree that they are just skins once you've unlocked their teachables, but as others have stated balancing the game around that could prove to be very difficult.
SWF is already insanely overpowered, especially when equipped with the right perks, so I can only imagine the nightmare that would be in store for a killer that would face a full team of Claudettes capable of healing a bit faster, or a full team of Laurie Strodes with object of obsession that provides a little bit more information, etc.
Actually the game is balanced...
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@Veen said:
Don't you dare bringing back this dark age of claudettes everywhere. I like the survivor variety, I don't want it to be influenced by a "meta".
What if like OP was suggesting, the buffs aren't impactful enough to form a community changing meta. The idea is to increase diversity by giving survivors a unique passive for you to experiment with if you want but it's also small enough you can ignore it and just play who you like.
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@Todgeweiht said:
4% may seems small but in practice it can make a painful difference, especially against 110% killers
It's just an example...if it's too impactful of course it wouldn't be added
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Honestly this would be awesome, as long as survivors don't get anything too impactful like increased run speed or stun time. That would be impossible to balance.
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@MadLordJack said:
This is a terrible idea. It would drastically decrease the variety in the game. People are lazy and only want to run the easiest, strongest things they can. If you try to make the survivors be anything but skins, you're only going to see the same survivors every match. Case and point, Blendettes.
Wow you really have no trust in BHVR
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@Golden_spider said:
Immediately creates a Survivor Meta. (especially if Meg just makes 115% Killers into 111% and 110% into 106%)
So no.
Oh no killers have to keep in mind the different abilities their opposition might have. Truly such a cruel experience that a player must go through.
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Killers refusing to adapt...why am I not surprised one bit to see this?
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Imagine calling someone toxic for bringing in a perk. The word has really lost all meaning in the community.
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Idk how that would be useful.
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Because it was overused and required little player interaction to use. Unsurprisingly many people think that Ruin was vital to balancing the game, because it made their games at mid ranks easier, but in fact it did nothing to help killers at the highest level of play and was too RNG based to allow BHVR to make balance changes based on their stats. I wouldn't call the Ruin change a straight up nerf, because now it's much better at the highest level of play. I'd rather BHVR be able to make actual balance changes than just keep Ruin around forever.
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@ Antares2332 said:
Devs don't make them unique survivors so that they are not used as "meta-survivors"
And yet they still have survivors with innate advantages...invisible claudette skins and Ace as a whole being a ninja in terms of making noise. Meta survivors isn't an issue, although I agree that these weird passive speed boosts would be too hard to balance. I always believed in survivors having either unique perk-like abilities(highly unlikely) or at least a unique item or offering in their bloodweb. These unique items or offerings would be easy to come up with although implementation is questionable. Some examples are a graffiti can for nea, an offering that summons more crows for jake, and a new medkit add on for claudette.
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I'm pretty sure Pyramid Head can be dodged.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/1561979#Comment_1561979
Billy over-performing and the current state of Survivor balance are unrelated issues. Treating them like they are produces no valuable dialog.
Actually they are related. Killers and survivors can't simultaneously be overperforming unless the game is balanced enough to allow it.
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I hope it's something balanced, not just a flat nerf to speeds for a few minutes.
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@douggie123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1561935#Comment_1561935
Killers don't need to be op just a lot more balanced than now. Survivors are highly op and need massive nerfs
Right that's why the devs nerfed Billy...because killers are in a weak spot and survivors are massively over performing.
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@douggie123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1561927#Comment_1561927
Mate you lot need more objectives other than pop 5 gens and disappear, playing survivor takes no skill whatsoever a bloody monkey could play and win as survivor. Did you lot not notice that when ruin was destroyed half the killer playerbase left. Because it was unnecessary.
- Bring old ruin back
- Make totem spawns a lot more harder
- don't put keys in basement chest every match
- nerf flashlights
- make it so you can only find hatch after all gens are done no matter how many survivors remain.
- kill adrenaline, dead hard etc
- delete half the pallets
- remove half the loops (which by the way they didn't fix god loops a couple of patches ago they merely made them worse)
Old ruin doesn't stop genrushing...unless you're afraid of low ranks genrushing you lol.
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Even though gen rushing is pretty much impossible now...a trial warmup would fix what little rushing there is and also help with balancing weaker killers.
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I agree, outplaying should always be possible and deathslinger does need a buff. Like I've said, opportunities to outplay the killer are what make survivor exciting and it's terrible to take that away. To those of you saying "killers have too many counters! Survivor is a cakewalk", killers having the ability to be outplayed doesn't necessarily make them weaker. In fact aspects of their power that have room for skill based interactions, like Billy's saw and Oni's mallet are often considered the strongest aspect of a killer.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1561873#Comment_1561873
I've noticed that this guy has a somewhat killer bias doesnt think survivors matter and only killers need buffs and tweaks.
That's likely, I still put effort into my arguments against these types of people because other people might come across them and decide that the us vs them mentality is toxic and a problem with this community.
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This kinda works for any killer. If you don't have DS or your team doesn't have BT the killer can cheese you out instantly.
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@MeatBycicle said:
Thats the thing, survivors expect to be able to 1v1 every single killer otherwise the killer is "boring" to play against.
Well you said be able to...of course people should have even the slightest chance of outskilling their opponent, otherwise what's the point of trying and what's the fun of a chase? Survivor is boring enough as it is with having to sit on gens and hooks, you really think they deserve to have every chase be "oh the killer found me, based on the tiles around me, I can live exactly 41 seconds before the killer catches me." Think about the experience of both sides.
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@MeatBycicle said:
https://forum.deadbydaylight.com/en/discussion/comment/1561004#Comment_1561004
Hes supposed to be strong in the 1v1. You aren't going to be able to loop him forever. And that is exactly what survivors want, maybe not necessarily to bully killers but they want to win games easily of course. Any killer that makes that harder to do, "boring".
Yes because clown and legion are the best killers around. That's exactly why they are considered the most boring. Get over the victim mentality and your claim of one "side" being holier than thou. If survivors want easy games we're all supposed to assume that the poor helpless killers are just trying to have fun? Not needlessly divisive and stereotyping at all...
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@Zozzy said:
and the biggest counterplay is to remember that this game is a 4v1, not a 1v1v1v1v1
They're not complaining about a lack of counterplay, they want to prove people that claim he has counterplay weong.
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I play killer when I want to destress, I don't have to actually try or adapt to situations in my games...it's not like survivors have tools that change the way the entire game plays. I just get to chainsaw/stalk around and smack survivors I come across. Never caught off guard, never surprised by a unique way my opposition uses their power, and never having to worry about how my team is doing. I play killer to destress. I can't play survivor without sweating my cheeks off.