Waffleyumboy
Waffleyumboy
About
- Username
- Waffleyumboy
- Joined
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Comments
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Leaving behind your team is part of the risk involved with keys.
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Doesn't matter now, apparently I'm never allowed to ask it.
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/1076084#Comment_1076084
Why r h jailed boi?
Also oni,do you use him huh?
Maybe one day >:D
Mods didn't like my question :/
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1075402#Comment_1075402
Everyone is bitching about the video where Otz gets genrushed despite the survivors making a lot of mistakes and him applying a hella lot of map pressure in the beggining.
Your video is the exact opposite, despite the fact you made a ton of mistakes in the early game, you still got a 4k.
He slugged incorrectly in the first part, not exactly what I would call applying a hella of a lot of map pressure.
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They aren't going, you'll still see your personal rank, it just doesn't affect matchmaking.
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@Laakeri said:
Usually I value other people opinions, but dude you are beating survivors with Spirit Fury Freddy without Enduring. You could have probably beaten these survivors with your eyes closed so I quess its kinda obvious this proves nothing about current state of the game.
And this comes from survivor main that is bored of 5 min games while waiting 10 minutes in que.
Also some survivor main that has 7k hours and has played in tournaments made exact opposite thread about the whole Ruin / gen speed situation.
Spirit Fury is a decent efficiency perk, not just for use in chase with Enduring.
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Iron Will and Adrenaline are pretty good too, if you don't feel bad about using lockers to abuse DS.
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Why do you want gen speeds nerfed? "They go too fast"
But you still win right? "They were potatoes and they still got so many gens done"
You do know 4 or 5 gens should pop per game because 2 survivors can only escape when the gens are all done? "No this is unfair because 2 kills is a depip at red ranks"
Do you know you're not entitled to be at top skill class unless you perform extraordinarily? "Now you're just harassing me, no more questions"
Just a little imaginary discussion I thought might fit here 😁
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Oni, do you use him?
Anyways, I haven't tried Oni yet because I hear bad things about using him on console.
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@xGodSendDeath said:
https://forum.deadbydaylight.com/en/discussion/comment/1074158#Comment_1074158
+ jump in a locker
Oh yea thanks
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DS should at least not last as long in lockers. Immunity is ridiculous.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1073494#Comment_1073494
His idea just removes the stealth play some survivors (not myself) like. Also I think it is too intense to start the game like that for new players.
It's just an idea I felt worked for the game. Removes immediate gen rush, doesn't work with other hex totems so it wouldn't work with thrill or noed and it gives killers who need time to set up and good amount of time to do it.
Right but perks shouldn't be required to fix the game...oh wait
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1074173#Comment_1074173
True. And you see all the complaints about it, I would be suprised if it doesn't get nerfed soon.
All you see are complaints about DS too. Neither will be touched imo, devs don't need more negative feedback from the community. I feel like they're playing things safe.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1074144#Comment_1074144
I can absolutely confirm that I only tunnel when I feel pressured.
Gen rushing and tunneling are the same thing. Both sides efficiently doing their objective. Why punish one but not the other?
Noed exists. It punishes survivors for powering the generators.
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All they need to do is make it deactivate when you start repairing or unhooking.
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@Joao_Bandicoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1073839#Comment_1073839
2 Survivors tag teaming gens after 80 seconds after the 4 minutes mark (when devs said 3-4 gens would already be completed): 1 gen and exit gate open/99%;
2 survivors solo genning after 80 seconds: 1 gen completed and 80 seconds wasted on one of this survivors.
Nope. What I wrote is accurate.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1073858#Comment_1073858
Neither are Mori's, to be fair.
https://forum.deadbydaylight.com/en/discussion/comment/1073889#Comment_1073889
It might not take immense skill to catch you as a survivor, but there actually good survivors out there, and unbalanced maps, with an endless amount of pallets and loops. Stop being so one sided.
Besides, most killers have hoards and hoards of mori's because they don't use them.
I don't deny the existence of unbalanced maps, but they don't change the power of moris. I think keys also need adjustment.
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/1073858#Comment_1073858
So we’re just going to ignore the hook condition that Moris have? Being good at looping can completely deny a Mori. I’m not denying that they need nerfs, but they aren’t the instawin feature that people think they are.
Oh yea sorry I forgot about the immense skill required to hook a survivor.
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@Mister_xD said:
ah yes lets act like thats what every killer does and therefore try to justify toxicity against all players.
love it.
Don't like it? Don't do it :)
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@SnakeSound222 said:
Keys shouldn’t be available in chests unless the Killer can do something similar with a Mori. Key rarity should also be increased until they get nerfed.
Sadly keys aren't insta-wins :(
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1073648#Comment_1073648
Never said I didn't like stealth gameplay.
If you actually like to jump off that high horse of yours and talk without being condescending maybe I could have explained that to you.
In essence a lot of gameplay styles are intended doesn't mean people cannot find them annoying.
Slugging is an intended feature. However, if somebody found it annoying. Spouting off don't play survivor if you don't like it is probably the most idiotic thing you could ever do.
Hope this message reaches you from your high horse and hope when you eventually fall down from it. It doesn't hurt too much.
Why should someone play a game they don't like? Also note: "if", it's a word with actual meaning at times.
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/1073803#Comment_1073803
clarify my reasoning? i don't really have to but i'll humor you this once
- map size - Red Forest maps, Rotten Fields, Disturbed Ward, Ormond, Azarov/Blood Lodge.. if there are gens that can go off before I can physically reach them at the start of the match, it's an issue. Most killers cannot defend gen layout on these maps without survivors messing up badly.
- gen speed - should be pretty obvious, start of the game generally 2-3 people spawn together, gen is done before killer can get there even without toolboxes. Toolbox, brand new part, Prove Thyself.. why even spawn gens
- god loops - Ironworks of Misery, Suffocation Pit,Wretched Shop, Rancid Abattoir, Torment Creek, DISTURBED WARD, Grim Pantry; any Coldwind map with the trailer tile w/pallets into jungle gym or shack. Haddonfield or Badham when the fences have zero gaps the entire length of a building.
No I meant clarify the next time you refuse to answer OP's question and instead rant about what got you angry in recent games. Got it clear mate?
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@TheOptimiser said:
Solo gen-time: GOOD!
2 or more survivors gen-time: absolutely BROKEN!
Toolboxes: BROKEN!
Those 2 mentioned at broken should get a nerf ASAP!
2 survivors tag teaming gens after 80 seconds: 1.8 gens done
2 survivors solo genning after 80 seconds: > 2 gens done
Super unfair and too fast right? Could you explain why to me?
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@McLightning said:
On the contrary - maybe keys should only be available from chests, and not the blood web? Would make them significantly more rare.
I like this idea, it makes Ace in the Hole much stronger. It's also a nice temporary fix to how powerful keys are.
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@LetsPlayTogether said:
No. Its fun. Just decrease the chance with Plunderers.
Or...not nerf Plunderer's? Just spitballing. I doubt Plunderer's is even among the top 5 most annoying survivor perks.
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@PrettyFaceKate said:
I appreciate what he's trying to suggest, but if this was to implemented, se might as well make solo survivors start the trial already on hook.
Why? Because all killers stand a chance on all maps?
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/1073792#Comment_1073792
not pretending to be impartial
i main killer
these are the issues for killers
Clarify, thanks
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@Hopesfall said:
- Map size
- gen speed
- god loops
Not biased at all...
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@Hag.is.Dtier said:
https://forum.deadbydaylight.com/en/discussion/comment/1073755#Comment_1073755
Next you'll tell me that Clown is good in chase...😂
Clown's better than a lot of killers in chase
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@Flarefire_Xx said:
Just to let you know, hitting someone off the hook is not tunneling, get it in you head, tunneling is focusing on one person the entire game not hooking one person, knocking them down again hooking them and leaving them. TUNNELING IS ALL GAME survivors just want to whine and complain
Tunneling isn't all game, devs have confirmed
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@thesuicidefox said:
The only issues I see with gen times are toolboxes and grouping up.
Toolboxes should be reworked to affect great skill checks and NOT increase repair speed. Maybe the Engineer's toolbox can increase repair time SLIGHTLY but it should be minimal like 8% or something.
Grouping up on gens is also WAY too strong. The fact that just 2 survivors almost cut the repair time in half is insane. It should go 80s - 60s - 50s - 40s for 1-2-3-4 survivors respectively.
Finally there should be a cap to repair speed. No matter how many survivors or buffs there are, you should NEVER be able to finish a gen faster than 40 seconds. NEVER. That should be the absolute maximum speed it can be done, with the exception of great skill checks adding more progress.
I think the way to fix grouping up speeds is to reduce the progress from great skill checks. Grouping up is already pretty inefficient.
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They're terrified, hence the "Terror Radius", no?
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Remove 4% too?
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@TheAntiSanta said:
Decreasing map size will help a bit, but without using slow down perks and add-ons, the gens will still pop too fast. Like, the Asymmetrical Aspect of the game, means no matter how well designed the maps are, you'll still find yourself in situations where you are interacting with one player, while three other players are hard at work on objectives, completely out of your control.
Yes that's a part of the game, not a problem that needs solving 🤣
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@SpaceCoconut said:
Overall stale gameplay.
I am really really really awful at shooters, but I'm having a phenomenal time in Escape from Tarkov.
In DbD terms, I'm a very weak survivor with multiple killers at every corner. In order to survive I have to be stealthy and sometimes outsmart a killer. My aim is terrible so any kills are due to ambush tactics which aren't always profitable.
I die WAY more often than I escape, but it's always feels like a fair loss or win.
If I were a better player, there are several different ways I can choose to play. Defensive or agressive. I can choose to go in with no gear except an axe or go in with my favorite gear setup and create my own conditions for the match.
My heart beats faster when I hear grass move or a soft footstep. The atmosphere is devoid of unnecessary music and can be very intense when you're straining to hear others because of the risk involved in playing the game.
You can lose your gear.
That small incentive is enough to create a great sense of do or die in the game. And knowing that you're a bad player one bullet away from losing your gear can create a great deal of suspense when you hear any rustling in the grass.
Maybe it's just that it's a new game that I haven't played for a long time, but it's very easy to feel fear in Tarkov because of the risk.
There is no real risk in DbD which means that can never really be any real fear in the game.
This could be a video topic I talk about in the future....
Killers complain about too much risk. The problem is, killer should be less relaxing than survivor otherwise the 80/20 ratio would be impossible to maintain.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1068824#Comment_1068824
The problem with stealth gameplay on the survivors part is about the same problem as slow down gameplay when it comes to generators.
When a killer is running a hardcore slow down build. It is not fun to sit on a generator for a good solid. 3 minutes to get it to work.
The same way, it's not fun for a killer to spend a good 3 minutes just walking around the map hoping to Dende that they get lucky enough to bump into the blendette
Stealth gameplay is intended, and don't play killer if you don't like hide and seek.
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Hmm so the lack of interactivity from certain maps and killers are the problem?
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@Almo said:
Ruin did not "exist for a competitive means". It was just a perk like any other, and we didn't like the way it warped the game experience. So we changed it.
I can assure you it had nothing to do with how we felt about the game's level of competitiveness.
Thanks for clearing things up but why take away such a game-changing perk without any major game changes to compensate?
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1073572#Comment_1073572
Because you can't counter it by slugging.
Also saying it's just a worse DS isn't saying much since DS is already way too strong itself.
DS does need a nerf as well. We could improve its reliability in tunnel countering as well though in return.
SW is a worse DS :D
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1073520#Comment_1073520
"It's already an extremely strong and overused perk."
I agree.
That's why it should also deactivate after it blocks 1 hit.
How is it not a worse DS then? Will this coincide a DS nerf?
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/1073510#Comment_1073510
I'm a little confused on what your point is.
If you are reffereing to keys and moris as "casual" elements to the game then I sort of agree. I can say that I am not in favor of either item as it skips the core mechanics of gens/hook and really doesn't add anything positive to the experience of the match as a whole.
As for custom games I'm not sure you could really count that as a "un ranked mode" because you cannot have random people join and are forced to have/find friends to fill the spots. When I play DBD its 99% as a solo player so custom games just isn't an option for me. If the game had a game mode without a ranking system (just as an example, I'm really not sure the game has the playerbase for it right now) I would play a lot more gimmick builds and probably have more fun.
I hope I provided a reasonable response to your comment as I am still a little confused by its original intent.
I meant that casual players shouldn't want to win, they should want to have fun. A question I have is: "why isn't it fun?"
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I have no problem with playing competitively, so killer is still pretty fun. Survivor is very meh, but my swf buddies cheer me up a lot.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1073482#Comment_1073482
15 seconds is more than enough time to get to another loop.
The time you waste tunneling that same guy multiple times will have all the gens completed if the survivors are competent. Game lost.
I guess it's map dependent, some maps have safe tiles in convenient locations, some don't.
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/127985/what-is-the-games-biggest-issue-right-now
While I see many important issue being discussed frequently on the forums (all of which are valid) I feel there is one topic I rarely, if at all, see discussed.
I'm going to say the biggest issue with this game right now (from my viewpoint) is the miscommunication between Developers and community. One of the biggest things I see on this forums (aside from survivor vs killer toxic posts) are casual players vs competitive players. Because DBD seems to have no clear indication of what is considered a "win" and yet has only a ranked mode it creates a very awkward divide between these two core groups of players. Each views the game under a different light and has a mindset of balance that benefits their version of the game.
I understand that everyone can have their own personal "win" condition (like having fun or getting at least one kill) but a clear definition of an end goal is essential in a game that pits people against one another. If the game has a clear picture of a more casual goal of counting a win based on bloodpoints earned then people are less likely to feel frustrated by not getting kills/escapes. If the goal is more competitive and its "pips/rank" that define a win then casual players can accept not getting to higher ranks if they wish to simply have fun (or if there was a casual mode without ranks). Without this definition it leaves an odd game of tug of war with both player types fighting over what the game needs to better fulfill their preferred version.
Maybe I'm just rambling on but this to me is a core issue I don't see many people talking about directly and yet I think it would do wonders for player mindset if it was properly addressed. If the Developers plant that flag down and say "This is what we want from DBD" then all players can tailor ideas towards reaching that flag rather than fighting with one another to build their own goals.
Probably because casual players get to keep their keys, moris, and custom games. Isn't that all they need?
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@CashelP14 said:
Both my killer and survivor are rank 1. I play survivor 75% of the time however I've played killer enough over the past 2 years to understand the balance of the game.
At the minute survivor is too easy. Playing in my team as survivor we escape pretty much every game. The only times we don't is if we make a mistake, play a stupid build or killer gets us by mori. We are all good at looping but if we don't play great we still waste enough time that the killer only gets 2 or 3 hooks. It's a shame because we can face killers who we know are really good but have no chance of getting us with the current gen speeds.
As killer I find I'm at the mercy of the survivors I face or the map I'm on. If I face a good team I know that even a 30 second chase could lose me at least 1 gen. I feel I can't 3 hook everyone anymore because the gens go too quick atm. I've done ok since the change but that's because a lot of survivors at rank 1 aren't the best and give me plenty of chances to win.
I'd like to see a perk added like this into the game:
Hex: Hide And Seek: All totems on the map have the hex applied to it. The game starts with a 15/20/25% penalty to all action speeds. Every totem cleansed reduces this action speed penalty by 3/4/5%. This hex perk trumps all other hex related perks.
This would mean the killer can't run noed, ruin or thrill with this perk. But more importantly will slow the game down at the beginning while survivors look for totems.
Hmm you want a bandaid perk? Wouldn't it be better to just add Scott Jund's idea?
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1073471#Comment_1073471
One, because I like all the players to have a good time.
Two, because against a decent survivor it is costing you the game in most cases unless the team misplays a lot because of time wasted.
Third, because they could also still be running BT for the save.
Recently unhooked survivors are vulnerable targets without DS and after a small 15 second wait. I'd rather chase them than the healthy survivor that hasn't been hooked yet 30m ahead of me.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1073459#Comment_1073459
Because he's playing Legion...
Even if he did choose to tunnel him after that, he already ate an entire DS...if they are still losing after that they misplayed a lot.
Why wouldn't you tunnel a survivor you know doesn't have DS?
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1073432#Comment_1073432
Having a tunnel attempt blocked, which allows the survivors a free recovery from the killers current pressure doesn't encourage tunneling.
Hmm on Otz's recent Legion video after he got hit by DS his chat screamed at him to tunnel the survivor who DS'd him. Is this not the typical response?
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Matchmaking, let me clarify here. Without proper matchmaking, the game can't be balanced properly. The main factors contributing to bad matchmaking are: ranking system, recent rank reset changes. This puts all survivors in the same category and prevents the devs from relying on information from stats. The devs are blind rn basically. Maps could easily be fixed with scott jund's idea, at least for now.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1073305#Comment_1073305
"This contradicts your points of saying it will punish camping and tunneling because once the killer see BT, they know you can't have it no more. Before, killers often don't know who made the unhook, so they can't guarantee if they should ignore you or not."
It doesn't. BT is not supposed to completely eliminate tunneling from the game entirely for you. Its purpose is to prevent it once. Even if you already had it protect you once and now he knows it's gone that doesn't matter because it already served its purpose to protect you from it once.
"Another thing, your idea simply makes the perk extremely weak at punishing camping and very strong in other aspects.
For example: With 30 seconds, survivors don't have to be cautious about their
timer, they can bomb hooks and tank hits within a much larger domain."A good reason it should probably stay 15 seconds. That said, the situation you are describing is no different than the current BT we have now..except its current iteration is still unlimited uses. If anything your description here just better illustrates how still way too overpowered our current BT is.
"Borrowed Time
You emit hope to yourself during a dire situation.
When unhooked in the killer's Terror Radius, gain the Endurance status effect for 6/8/10 seconds."
Once one hit is blocked the perk deactivates. That would be balanced and add counter play. One blocked hit is very significant. Current second chance perks have way too much power.
Like he said, that just encourages tunneling, just like current DS would if its stun was short enough to eat without much consequence.