Waffleyumboy
Waffleyumboy
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- Waffleyumboy
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Comments
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@djsponge10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1081836#Comment_1081836
Yet I literally explained how bad crutches are in this game. I’ve been playing the game for years, having them be crutches is a problem. You can’t have a single game where there’s no exhaustion perks the whole exhaustion system needs to be changed.
Guys we should rework slowdown perks because they are crutches!! Dude, for real? Using a type of perk is fine.
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@Mikeasaurus said:
Ghostface's stunned sigh sums up DS for me perfectly.
Oh god that stun noise is too relatable sometimes, hearing it too much makes me want to quit killer for some reason.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1084955#Comment_1084955
I disagree. You see much more variety in killer perks.
I'm talking killers in general, not specifically one killer. That isn't how that works.
Each individual killer is their own character
All survivors is also one character
Don't bend the rules to fit your narrative.
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@Blueberry said:
You see a bit of variety in killer perks, but 90% of survivor perks are the same with very little deviation. You'd think this would be a sign of an issue.
It's the same for killers and survivors. They have about 6 meta perks to choose from, except survivors have even more variety than that because of 4 different exhaustion perks. Name more than 6 meta perks on freddy, for example
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Are two aura reading perks really needed? I would do Head On or Iron Will for easier saves from shoulder or BT so you can get her off in endgame.
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@Kebek said:
Downs a survivor almost every 30s for 10 minutes yet survivors still manage to do all gens and get 2 of them out even while beiing constantly outplayed.
Ofc let's call out those few possible mistakes killer did and completely ignore those 10 minutes of surviors constantly messing up in any kind of stealth or mindgaming during chases since surviors can do as many mistakes as they want yet still escape. Good thing that we measure survivor skill by the ability of holding M1 and not by beiing good at chases or anything.
Pity that DBD is still allows for coordinated M1 holders to end the games within 5 min unless killer is litterally mistakeless superbeiing while they struggle beating drooling gen jockeys who go down 30s after beiing found.
The killer lost a lot of pressure in many scenarios. The coordination required for this is a bit better than "drooling gen jockeys". I think outplaying was equal in this game, and so was the outcome. That's the definition of balance.
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@neekocheeko said:
https://forum.deadbydaylight.com/en/discussion/comment/1084673#Comment_1084673
It's only toxic when it counters your argument and vice versa.
Even if he camped the one Adam, that means the Nea he was in chase with he would have to leave her. The person that saved Adam would have backed off and that still leaves 3 people to do 2 gens. Even if he camped he was screwed.
Don't be a 4head mate. You know full well that the nurse had time to patrol the hook but instead chose to hook the nea.
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@Seltas0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/1084662#Comment_1084662
So let me get this straight, your saying that he needs to camp, a strategy that is likened to war crimes on these forums with perks such as borrowed time and decisive strike to counter it?
Make up your mind. It's either camping is a valid strategy or its toxic.
I acknowledge it as a valid strategy and employ it myself as killer when needed(securing kill because of gen greed, securing a regressing gen by a hook, no bbq auras). They also didn't go after the claudette they saw getting the heal at the beginning. How was that a top tier play?
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I see a lot of mistakes. A major mistake was not camping the guy dead right before the 4th gen popped. Make mediocre plays, get mediocre results. If that's not balance what is?
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That would pretty awesome. I doubt we'll get any survivors from the lore like Alex or Vigo though :/
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Myers, Plague, and Demo could be higher but other than that this would be pretty accurate if you bumped everyone by one tier. A good nurse is S, not A.
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@AvisDeene said:
Sure, but killers get a new perk that lets them lasso and hog tie a survivor from a distance like a cowboy would.
That sounds more like a new killer
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@DarkPit said:
https://forum.deadbydaylight.com/en/discussion/comment/1084468#Comment_1084468
If it does, its my fault and i take it back.
It just looked like it from my point of view.
But i checked the wiki and think youre right.
Insidious applies undetectable, so it should counter
Wiki is wrong on some things, like NOLB activation.
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@DarkPit said:
It doesnt counter kindred. I could see his red aura through me...
It counters kindred afaik, could someone confirm?
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Insidious counters Kindred. Fun perk right?
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@Seanzu said:
Probably because the devs wont make "strong" perks for survivors anymore.
The last true meta perk for survivors was Dead Hard, with David King 2ish years ago, the only real "contender" for a meta perk since then is Head On, and it's not ran because it's a good perk, it's ran because it's annoying for killers, and maybe now Inner Strength, but that's very recent.
Quentin Smith
Pharmacy, Vigil, Wake-up - No Metas
Detective Tapp
Tenacity, Detectives Hunch, Stake Out - No Metas
Kate Denson
Dance With Me, Windows of Opportunity, Boil Over - No Metas
Adam Francis
Diversion, Deliverance, Autodidact - Deliverance is useful, but by no means has it hit meta status
Jeffrey Johansen
Breakdown, Aftercare, Distortion - No Metas
Jane Romero
Solidarity, Poised, Head On - Head On is "meta" because it's annoying and funny to use
Nancy
Better Together, Fixated, Inner Strength - Inner Strength is pretty meta now
Steve Harrington
Babysitter, Camaraderie, Second Wind - No Metas
Ash
Flip-Flop, Buckle Up, Mettle of Man - MoM was meta, but it was too OP and should never have been put in the game the way it was
Leatherface
BBQ, Knock Out, Franklins - BBQ is very meta
Freddy
Fire-up, Remember Me, Blood Warden - While not meta, since EGC Blood Warden has seen a resurgence in use (at least from what I've seen)
Piggy
Hangman's Trick, Surveillance, MYC - MYC is used on a handful of killers, and surveillance is now making a come back after several changes & the ruin rework, we'll see if it becomes meta
Clown
Bamboozle, Coulrophobia, PGTW - PGTW is very meta, bamboozle is used a fair amount (seen it a lot on billy recently? idk)
Spirit
Spirit Fury, Haunted Grounds, Rancor - Spirit Fury is meta
Legion
Discorance, Mad Grit, Iron Maiden - Discordance is pretty meta
Plague
Corrupt Intervention, Infectious Fright, Dark Devotion - Corrupt & Infectious are both meta
Ghost Face
I'm All Ears, Thrilling Tremors & Furtive Chase - I'm all ears isn't "meta" but i see it on almost every huntress player I go against (from my experience)
Demogorgon
Surge, Mindbreaker, Cruel Limits - No Metas
Damn I feel really bad for survivors now. Each new release is nothing but disappointment and commitment to the everlasting meta.
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@Kai6864 said:
Well this sounds fine in theory but there are 5 gen runners out there. If they don’t touch a gen then they’re going to end up with 3 crows which give the killer a notification to where they are constantly. Thus meaning say goodbye to any mind games you try to pull as survivor and would get pretty annoying for the killer if they kept receiving the notifications. Maybe there needs to be another condition to your suggestion? Like if they’re in a chase they don’t get crows either.
He said it resets in chase
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/128997/afk-crow-rework
That just seems like an unnecessary nerf to stealth. The AFK crow gets the actual AFK people, I don't see the problem.
Not touching gens for 3 minutes isn't "stealth", that's a crime and you should know as a solo queue player.
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@Jasonisanicefella said:
https://forum.deadbydaylight.com/en/discussion/comment/1084110#Comment_1084110
A game with 3 chases total, is that in any way fun? I found it boring, and it seems that survivors don't want to be chased anymore just power through gens
You still got kills though? How could the game be more fun than that?
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@Jasonisanicefella said:
Well picture this: red ranks, I have a bubba daily. I start the match, see a yui and down her with the saw, hook her in the basement.
2 gens pop, I go into a chase with a feng, it takes a bit but down the feng, hook her. 2cgens pop. Find the last feng, final gen pops and its game over.
10000 points for me 16000 for the person scoring the highest ,wow what a fun game!
Game's not over sweetie
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I pretty much only play this game, but MW and SoD2 definitely feel better.
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Yea there are a lot of ignorant players ngl.
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So gens go slower the less pressure you're applying? Sounds counter-intuitive and encourages camping.
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Spine chill because I love the awareness plus vault speed feels nice. As killer it would have to whispers because I hate the helpless feelings in early and late game, plus it's a good efficiency perk.
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@AntiJelly said:
https://forum.deadbydaylight.com/en/discussion/comment/1083308#Comment_1083308
Why wouldn't they be? Myers is technically one of the legacy Killers, and he has got exactly 2 changes since release (4.2m/s movement speed tier in 1 and undetectable tier in 1).
He definitely has a handful of issues, and besides, Doctor was only off by about 3 add-ons.
Makes sense, though I hope Legion and Clown are buffed first
I hope they look at the chainsaw boys sometime soon.
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When did they confirm Myers? He's only off by one, are the devs that nitpicky?
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@xEa said:
This comes from a guy who thinks, that the killer usually has the upper hand:
I agree with pretty much everything you said there. You can not loop a decent clown for a long time.. thats true, so just drop the pallet early and he does not have a lot to work with.
He suffers the most on big maps like red forest, since his throwing and then reloading time of his bottle takes quiet a long. His mobility and map pressure is really bad.
How to fix him?
Difficult. I would not start making a 2.0 Freddy by giving him tons of extra abilitys, but rather i would buff his ability.
Make it that
- If you hit a Survivor with your bottle directly, the survivor suffers from an extra hindred effect and is almost blind for a short period of time
- If a survivor comes in contact with the gas, the clown gets one stack of bloodlust for 3 seconds. Can stack up to 3.
What do you think about that?
Clown needs more abilities. Just being good in chase doesn't cut it imo.
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@Flexman said:
https://forum.deadbydaylight.com/en/discussion/comment/1082622#Comment_1082622
Yes let's invalidate the argument by mentioning someone who has played this game for years and not think about the thousands of other killers who aren't nearly as good as Tru3 and how they are suffering from this
If you want to play competitively shouldn't you be good at the game? Or are you entitled to free 4ks and pips so you can be a good customer? Serious question man.
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DS and BT are no-brainers if you don't want to get tunneled or camped. Exhaustion perks are really strong if used correctly. Should I criticize all the stealth killers I face running anti-heal or all the billys and nurses running slugging builds or the setup killers running CI and slowdown? If you want to play competitively, you use competitive perks. Isn't that common sense?
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@AvisDeene said:
There is a second objective, it’s called cleanse totems. Apparently that is too hard because you have many survivors complaining about NoEd. They’re even asking for a totem counter because it’s difficult to count to 5, bring in a map, or use small game or detectives hunch.
Survivors would riot if they were forced to do anything more.
You're joking dude. Solo survivors literally have no way of counting how many totems have been hit. Swf do. Simple enough for you to understand, or do you want to come at me with a biased argument?
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As survivor, I don't like running perks outside of my control like UB or DS. Adrenaline is also a no-no because I usually sacrifice myself before all the gens get done anyways lol.
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Yea not enough survivors
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I'm dying. My survivor is pretty basic.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1082264#Comment_1082264
Yes but how? Besides my idea or legion how would it work?
Have the entity clutch them like a gen
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Expert
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Add skill based elements to the game maybe?
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@KornySon10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1082206#Comment_1082206
I'd rather never go down, than save ~10 seconds off 1 heal.
That's your playstyle then :/
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@KornySon10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1082177#Comment_1082177
There's so many better perks than saving a few seconds on your heals.
You can be running stealth perks so you are not getting chased in the first place, chase perks so you are not being hooked in the first place, second chance perks, gen rush perks, etc etc. I think it's terrible overall in comparison to what could be in it's place.
It's nice to have, but overall greedy and will be punished by the best of killers.
Double heals for over a minute is good enough for me.
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My gamertag is obvious
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@KornySon10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1082167#Comment_1082167
I think it's inferior to something that will actually give you a new capability as a survivor. Like borrowed time, letting you stop a camping killer. You can save 5 seconds off your heal....or actually save your teammate from someone camping them.
I also run that...
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@KornySon10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1082145#Comment_1082145
Because it is mainly a greedy perk and encourages healing directly under the hook, which is never a good idea.
Unless you are running spine chill.....and can know it is safe to actually heal under the hook. But still, it's usually not a good idea. 50% of killers won't directly come back to the hook, but 50% will. Want to gamble on which it will be?
That's why I run spine chill with it. Plus, I mostly play swf where it's super potent.
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@KornySon10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1081997#Comment_1081997
I honestly think it is their own fault for getting caught. Should I just throw myself at the killer because my team decided to run dumb perks instead of things that will actually help them survive the diciest situations?
Every time I see someone with like "we'll make it" or "we are gonna live forever" getting absolutely butchered; I wished they would run DS so they can be terrible and get away with it, or spine chill so they would not get caught in the first 20 seconds of the game.
I would rather run spine chill and left behind.
Why you diss we'll make it?
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I just want some good pants for Steve lol. I'll get the outfit though, it looks pretty nice.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1081882#Comment_1081882
Slugging for the 4k usually refers to the killer slugging the third survivor and then going off to find the fourth or using the slug as bait. This wasn't that scenario. This was the third was on the hook and the fourth was right there, gesturing me to come get him because he wanted to DS me. So then it was the third on the hook and the fourth on the ground while I waited out DS. And he didn't even crawl around looking for the hatch, he just spun at my feet.
You were slugging him. Why? Because you wanted a 4k. Simple, no?
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@TragicSolitude said:
Once the last gen has been done or the EGC has started or only two survivors are left, I mean in any of those situations DS becomes ridiculous. The killer's options are very limited, but hey, let's stun him for five seconds for bothering to try. Or hey, let's stab the killer when he's attempting to stop someone from unhooking another survivor in his face. Let's jump in a locker so the killer can't even slug for added pressure: either the survivor stays injured in the locker, or the survivor gets off the killer's shoulder injured. Crazily, the better option is to actually eat the DS so they can't use it later.
I don't get hit with DS very often. I play survivor, I've been tunneled out, being tunneled out early in the match sucks, so I know that DS serves a necessary purpose. Once you reach the end of the match, though, the killer can either tunnel or they can go stand in a corner while the remaining survivors escape, because there's not enough time to play musical hooks without getting DS'd at some point. That's the irony of DS: nice killers who don't tunnel early in the match get punished by it later when it's way stronger.
I remember a match once with a cocky David... it was down to him and a Quentin. Quentin saves him off the hook, I down and hook Quentin, and then I go after David because there is nothing else to do. David continues to act cocky, gesturing at me, and I down him. And then, because I'm not an idiot, I get to watch him spin around at my feet for 60 seconds before I can hook him. Woo, exciting gameplay. Is that really what a killer should have to do? Watch the last survivor spin around at their feet? And if the killer is inexperienced (or forgetful), they'd have picked up the David and gone from one hooked survivor and one downed survivor to two survivors back on their feet running around. How is that fair on the killer? How is being on the ground for 60 seconds fun for the survivor? What kind of gameplay is that??
Slugging for the 4k is the killer's choice, you're not forced to do it.
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@BrinierSword4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1081807#Comment_1081807
Fair enough probably like 30 seconds or so
Yea great perk mate :)
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I think the health state is too strong, and temporary endurance makes more sense anyways.
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Yes the perfect Derpface defense. We are begging you devs.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1081600#Comment_1081600
I mean, this is another Topic that Perks just got weakened only because OoO exists and this whole Undetectable Status would not have been a thing if they would have changed just the one Perk which is a problem...
But I also think that the Add On which lets the Survivor see the Killers Aura should have a really high consumption rate. But all other Add Ons, which let you see other Survivors are great and they can focus on stuff like that.
I personally would prefer if they tweaked the hatch spawn mechanics and hatch opening mechanics, but I also would be fine with keys being powerful aura reading tools. I think blood amber is fine, it's not a flashlight for saves or a styptic for a hit but it's decent. If keys get better charges/add ons it should get consumption increased though.
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/1078709#Comment_1078709
I kinda stopped listening after they tried to get Ghost Face nerfed lol.
Well it would be nice if they made his reveal more consistent. Billy does need add on changes as well.