Waffleyumboy
Waffleyumboy
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- Waffleyumboy
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Comments
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@Aven_Fallen said:
Keys in General should be changed, focus more on Aura Read so that you have Maps for Environmental Aura Read and Key for Player Aura Read.
And well, those Add Ons which let you keep the Key on Death or Escape should be reworked as well, if a Key is gone, it is gone.
Aura reading is getting heavily weakened though...you can thank OoO
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DS isn't too strong but it's very annoying for killers to face so it would be nice if it had deactivation conditions like repairing, unhooking, and hiding in a locker. When I play killer I think DS makes the game more interesting, aside from locker plays. Clone plays are also frustrating.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1080721#Comment_1080721
It goes down if you let go? or it keeps progress?
Goes down unlike mending I would hope
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If killers needed a buff so badly why not make all killers 5% faster? Would be a good start.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1081291#Comment_1081291
Rude, uncool and unnecessary.
No perk for killer is really that bad in my opinion, they all have a counter for the most part
Basically my thoughts
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1081195#Comment_1081195
It not about increasing or lowering the "chance". It's about making adrenaline less "potent".
Its potency is constant and dependent on the amount of survivors alive, which game length doesn't determine.
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@[Deleted User] said:
Adrenaline doesn't need to be nerfed. Games just need to last longer.
If games are short, adrenaline is at its strongest. If games are long, adrenaline is at its weakest.
Game length doesn't determine the chance of it activating.
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It needs to require skill to activate, to compensate perhaps it will become even stronger.
Adrenaline activates when you complete a generator's worth of repairs. You are invulnerable for the duration of the sprint.
Reasonable?
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@OrangeJack said:
If they make the killer need a lot of skill to play then I don't see a problem why they shouldn't.
With the way Freddy went, I doubt they're going that direction.
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@hex_genrush said:
https://forum.deadbydaylight.com/en/discussion/comment/1081106#Comment_1081106
Hmmm 80 second cool down also sounds s tier
Yup. It literally permanently destroys a loop.
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Wall smashing sounds S tier to me
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Ghostface: I love taking selfies with survivors and teabagging with them. Sneaking up on survivors is pretty satisfying too.
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Monto, Scott Jund, Otz, Ohtofu, Demi and noob3 if they upload, Ayrun, Ussylis, and lately I discovered the JRM. I don't catch any streams. Yerv and The King are nice too.
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The only way to tell is facing the same killer over and over. Once that happens, you know the game is screwed hard.
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I see you have no problem applying extreme pressure as clown.
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/1080008#Comment_1080008
THe problem I have and I think others do is that its supposed to be an expectation that a killer loses 2 gens and unable to do anything. If that was said on the opposite end, that survivors should expect to lose one player without being able to do anything, it would be seen as madness. And it is madness to force that kind of expectation on anyone, on either side.
Expecting all survivors to escape is entitled.
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@rhodamia said:
https://forum.deadbydaylight.com/en/discussion/comment/1080644#Comment_1080644
You aren't. If you hold shift then you have them a health state because you THINK they will take a hit. You thought it was unsafe enough to unhook with BT. So you get exhausted.
If you think it's safe. Don't hold shift. Just regular unhook. No exhaustion nor free hit.
It's not a punishment. It's a choice you make based on how dangerous you think the situation is.
Oh yea I missed the whole choice part. That's interesting and a pretty good idea.
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@rhodamia said:
https://forum.deadbydaylight.com/en/discussion/comment/1080631#Comment_1080631
100% gonna go edit post and throw the DS part in there. Agree. And I'll add some words to edit what I meant by the BT exhaustion. I like mine a bit better.
Regardless of getting hit, if you give someone the ABILITY to have a free health state. It should cost you your exhaustion. It was your perk. Your gift to them.
Hmm I guess that makes sense, but why should I be punished for doing a safe unhook in the TR?
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BT compromise: doesn't activate while exhausted, user becomes exhausted when the unhooked sponges a hit. It activates in a 28m range instead of TR.
Make it so another survivor getting downed and hooked won't deactivate DS while the user is slugged and we're golden.
Good post mate.
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What if you have 5 traps then each takes a random amount of searches, but each can only take a search number once? So the traps could take 1,2,3,4,5 searches or maybe 4,2,3,5,1 searches.
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DS is not an issue either. Well put, friend.
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@ClickyClicky said:
What does it matter? There are plenty if instances when people can’t reveal him from across a pallet 2m in front of him.
His power is BS. He’s basically prayer beads in killer form. Never seen a single one that won’t camp or tunnel or doesn’t run that stupid sloppy/nurses build.
Hey! Anti-heal build is perfectly acceptable 😁
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Hmm not a bad idea tbh
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I recently got tunneled by a console nurse. She said it was because I teabagged her but I don't think I did. Don't underestimate console nurses boys.
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Play how you like
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There are some killers too weak to perform well without ruin imo. Luckily, they are going to be buffed.
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It's a pretty boring experience, no? Not to mention your proposed counter to tunneling is the classic "don't go down 4head"
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@hex_genrush said:
If they know u have a mori they will just kill them self’s on 2nd hook
mori are in a good spot keys are not
Why would they kill themselves? They get to keep all of their hook states. Who would get angry about dying after getting hooked twice and them downed?
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The DS and BT changes seem reasonable but DH nerf is uncalled for. Do you want to nerf SB too?
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That wouldn't work because of free injures and stalks.
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@Coder said:
https://forum.deadbydaylight.com/en/discussion/comment/1079264#Comment_1079264
Thanks for your reply Mandy, but as I stated before, if that "griefing" overlaps with the the bleed out timer, I don't see the issue, since it's the same as killing all survivors and slugging the last one to death. There's nothing he can do if you follow him and close the hatch and he doesn't have or has used his unbreakable. And even if he uses it, I down him again. And I don't have any reason to do that other than annoying him. Slugging to death should be bannable too.
Keep in mind I understand it's toxic, however there are so many toxic behaviours in this game, so many things had been said to me at the end chat, racist, sexists, insults of all kind, most of them reported and I still see these survivors ingame and it's really surprising that the only toxic behaviour to be banned is this one, the only mechanic the killer has to BM, when survivors have even more. For instance repeatedly crouching 4 times per second in front of the killer. Unless it's a huntress and you're dodging hatchets, there is no other reason to do it other than to annoy the killer.
The killer can do something about it if survivors crouch in front of them
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@Mellow7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1077662#Comment_1077662
Killers will never suffer queue times unless they get bugged again by BHVR. Survivors out number killer 4-1 and survivor is the popular and easier role to pick up by newer players so killer's will always have quick queues. Just the way it is man, when I first played this game I played nothing but survivor because playing killer was intimidating and when I finally did play I got bullied by swfs and players who knew what they were doing but I got better and now I beat them. I play about 50/50 and now I'd rather not play the game due to horrendous survivors queues and killer games ending in a breeze.
Yes because you have the stats ready
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1077662#Comment_1077662
As much as I think OP is wrong on this, I want to share a few points:
Ruin was used 80% of red rank matches, if it wasn't effective against good survivors, it wouldn't be used. Good streamers would also say it's a bad perk, but it wasn't, so streamers recommended it. This mentality of "Ruin didn't effect good players" needs to be removed because it sure did effect them.
DS: It is used as an anti-snowball perk along with an anti-tunnel perk, this perk is stupid powerful and needs to be nerfed. When you start getting snowball it's a pain to be hit because you downed survivors too quickly. Lockers literally give survivors 60 seconds of god mode, that just isn't fair, and waiting 60 seconds (or any time for that matter) is a stupid form of "counterplay".
BT: I'm certain that the survivors will be at a loop in 15 seconds. Hey did you just make a really bad save that you shouldn't have made? Don't worry everyone is fine because you have BT! In all seriousness BT encourages bad gameplay and it has no counterplay. It also has disgusting synergy with DS. IMO it should just be reworked.
Dead hard: You cannot counter dead harding for distance for a pallet. You can't. Unless you have exhaustion add-ons (which are being nerfed and reduced in efficiency). Dead hard also needs a rework.
Unbreakable: Sure you can do that, but it's still a second chance perk that can change a 4k into a 1k, even though the survivors allowed themselves to be slugged because they're bad. Needs to be reworked.
Adrea"win": The reason the no heal meta exists, this perk. Can't do anything to counteract its effect except maybe NOED as you said. Needs the free health state taken away.
Iron will: This perk is fine.
Ruin literally does next to nothing against great survivors. Red ranks aren't great survivors.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1078605#Comment_1078605
If we count opening gates as doing objectives then ok. You cant let the guy opening the gate do whatever he wants either.
Yea makes sense
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1078595#Comment_1078595
######### ur right, I need to write this again lol
Ok, so again there are 2 people hooked and 1 not. All of them have DS
1st unhooks 2nd and then 3rd.
Now 1st and 2nd have active DS.
So who should you go after? Obviously after the 1st, but lets say he got downed by Deep Wound or something, and he is in dying state now (NOT DEAD YET!)
So now you should go after the 2nd. Why? Because he was unhooked earlier.
So now your idea. Yougo after second, get DSed by 2nd, 3rd's DS deactivates and then you tunnel 3rd.
So you killed the most recent unhooked, instead of the earlier one you were supposed to go for.
Now my idea: the moment 3rd is unhooked, 2nd's DS deactivates and 3rd's DS activates.
You go after 2nd because reasons above, kill him, then go for 3rd and get DSed.
So the most recent unhooked is protected, and the eariler is now a target.
Yes but why does the 2nd deserve to get tunneled? The survivors should've unhooked slower?
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1078583#Comment_1078583
What?
If you see a guy working on a gen, then it shouldnt matter that he got unhooked recently, because you are supposed to PROTECT GENS. So you have the full right to attack him. He came here out of his own violition, felt safe enough to stop running/hiding and then staryed working on an OBJECTIVE YOU ARE SUPPOSED TO PROTECT. This is not tunneling, this is protecting generators.
I was talking about if DS got disabled in endgame. Disabling on gens, unhooks, and lockers is fine.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1078561#Comment_1078561
I think your idea makes no sense...
Thin about this:
There are 2 people on hook, both have DS.
1st guy gets unhooked, and then 1st unhooks second.
Currently BOTH of them have DS active, and this is wrong.
So now, who is the "unhooker" and who os "unhooked"?
The most logical rule would be that the "most recent unhooked is THE unhooked", so in this case it would be the 2nd guy. Why? Because the 1st guy became "unhooker", and the "rules" say that you should go after the unhooked.
So basically in this scenario, 2nd guy has the right to DS, while the 1st doesnt have it (because he became the "unhooker" in the most recent rescue.
So how would your idea work here? You follow the rules and go after the "unhooker" (1st guy). You get DSed, because your idea is to "disable all active DSes after a DS stun". So now the 2nd guy DS deactivates and you kill him.
So in the end, you got DSed by the 1st and then tunneled the 2nd...
If "DS deactivated after another DS activates", then 1st guy DS would deactivate as soon as the 2nd is rescued.
So you would kill the 1st guy and then get DSed by the 2nd guy. Everything works as intended, unhooker is not protected, while unhooked is.
Hope I didnt confuse you lol
Dude wth? DS shouldn't stay active if you unhook someone anyways. Try another scenario.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1078538#Comment_1078538
I also do that most of the time.
But so many people here say that to counter DS you have to "eat it early" and that basically requires tunneling.
So if I dont want to be DSed by a guy opening an exit gate/ doing gens right after getting unhooked (well 50s is not that right after), then I HAVE to tunnel him early... This makes no sense...
You should be able to tunnel because the survivors did well and finished their objective? Sounds fair enough I guess.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1078529#Comment_1078529
Im not talking about healing either, im talking about doing any objectives in the proximity of the hook.
And no, it doesnt disable as soon as killer walks away, it disables as soon as YOU disable it. If you have enough intelligence, you can disable it after you are sure that the killer is not going to come back.
If you dont want to be tunneled, then at least do ANY effort to run AWAY from the killer before you start doing something that killer cant ignore (eg: gens).
And no, I never said hooking one person would disable DS.
I think I should clarify when DS should work imo:
DS TIMER IS PAUSED WHILE IN A CHASE
DS deactivates:
- When you perform any action for more than 1 second (except vaulting
- When all other surviviors are dead/hooked/downed
- When another DS activates (cant tunnel multiple people at once)
- When caught in a Bear Trap
- After 2 other people get downed (-30 seconds for each down)
Another DS activating seems really jank to me, maybe DS deactivates whenever the killer is stunned by another DS?
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Yea this could accompany the removal of the stun from Head On, and the removal of the speed boost from other exhaustion perks. Just an idea to match their power level with other perks.
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@underlord99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1077640#Comment_1077640
just think , what if the devs created a perk for killers just to bully survivors ?
You mean like a perk that allows the killer to leave them in a helpless state for a long time? Or do you mean a perk that bypasses their only defenses like windows and pallets? What about a perk that extends the time it takes for them to do the boring objective of generators? Maybe even a perk that helps secure kills in the endgame where most survivors feel the game is already over? These perk ideas will probably never be added because survivors won't like them :(
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1077564#Comment_1077564
Really? With the gate opened, and a 60 second timer on DS...and a 5 second stun on DS...it doesn't guarantee an escape?
That's asinine.
Right but since camping exists the unhooker isn't getting saved anytime soon.
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@Joao_Bandicoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1077472#Comment_1077472
Isn't holding W with DS activated a "brainless" play but it gave a good result ? I kinda want to agree with you but that part was a little off.
Hmm true...that's why DS needs some tuning imo
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@Archimedes5000 said:
Do we need 10000 threads about NOED?
If you want to defend it, do it in 9999 threads about NOED that are open, im seriously tired to write the same thing all the time...
NOED is like DS, rewards you for playing bad. It doesnt matter if its countered by doing bones or eating early, in its current state these perks are abused by bad players.
NOED should require the killer to do ANYTHING, for example he can NOED people he has hooked before.
DS should require survivior to think what they are doing, it should disable when you start rushing the gens, unhooking, healing or get caught into Bear Trap, because it has nothing to do with tunneling.
Bear traps have everything to do with tunneling. If a survivor is caught in a bear trap they were caught by the killer's power. Should DS also deactivate if hit by GF's sneaky attack or Spirit's post-phase lunge?
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@ClickyClicky said:
I hate survivors like this. They just troll and throw the game. Or they expect everyone else to hold M1 for them which is boring.
Also look at all those instadowns. Truly Hillbilly is “tHe mOsT bAlAnCeD kIlLeR”
Really hope you're trolling
@Dwight_Fairfield said:
I never understood the appeal of Ayrun. His playstyle often is just to annoy the killer with stupid antics like that.
I first started watching Ayrun because of Ussylis, and I like his build videos. Admittedly the "toxic" playstyles him and others like Noob3 employ are not exactly my style but hey it's content. Who do you prefer to watch?
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Hmm if killers could get stunned for 75 seconds to turn off DS permanently that might be balanced. Maybe even there could be a system where they need only be stunned for 5 seconds to turn it off on a certain survivor?
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@Sonzaishinai said:
Made a mistake with the tittle of this thread so i changed it
Headon wasen't really the focus point it was everything in combination that the survivors could do to frustrate the killer
The clipping through the killer, coordinations, the constant stuns and blinds
I know Otz was tired but i don't think anyone could have fun vs this as killer. Even if you win afterward cause the survivors
Mostly posted it cause it's an intresting discussion i think, the survivors had the most fun is this, but they did lose. While the killer gameplay was frustrating but they did win. And while it's not unussual that in vs games one side fun is at the expence of the others i feel this game can be quite extreme with it
On both sides really
I find head on and flashlight games interesting, you just need to not fall for easy baits.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1075120#Comment_1075120
zero respect for DS, BT, Adren, DH, Unbreakable users as well, but hey its the meta so I guess I dont respect 99% of the survivors out there sadly.
Nothing wrong with having no respect for crutch perk users
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1077708#Comment_1077708
Feel like a good comparison for "eating the DS earlier" is if I told you to counter Spirit fury+enduring by just getting hit when its better rather than working towards not activating it at all. Frankly, if killers could deactivate strong survivor perks by just breaking a totem...they probably would. Would be a good way of recycling those lanterns from the year of the boar event. Imagine if each survivor was assigned a lantern, and breaking said lantern could guarantee you wouldnt get hit by that particular DS. You wouldnt KNOW which survivor's lantern you broke, so unless you broke all 4 lanterns, you couldn't be 100% sure the survivor infront of you could still have it or not. Just spit balling here.
Hmm that would be a good way to prevent tunneling in the basekit, should DS ever get the MoM treatment.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1077731#Comment_1077731
I mean, yea you are right, its not effective, and i am the last person in DbD that would ever play stealthy (i find it boring and uneffective aswell). But many do it, and this would be a very hard nerf for their playstyle.
On top of that, this is maybe just a "relative" small nerf for the best survivors, but a hardcore nerf for beginners or unexperienced players. Its hard for them already to get into the game, they can not make it even harder.
New players take forever to get on gens as is lmao. This wouldn't affect them.