Waffleyumboy
Waffleyumboy
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- Waffleyumboy
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Comments
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1071629#Comment_1071629
That would be a good idea. I'm just not sure how they'd change it to accomplish that without it being too annoying to the survivor dealing with it.
They also made that almost impossible to do by tying it in with Legions power as well.
It can't be too strong now because Legion applies it too easily.
They can desync the two at any time I would hope.
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Or have it only work if the killer is camping? Just spitballing.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1071589#Comment_1071589
I know we're being sarcastic but I think that is actually what Deep Wounds was supposed to do...which is laughable lol
Couldn't it be changed so it does accomplish that goal? Just spitballing.
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1071538#Comment_1071538
And you cant save others cause you cant know if they run the perk or not. Would just make cheap play on killers more benefitting. Really bad idea.
Cheap play should be rewarded though...
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1071565#Comment_1071565
Well endgame is one factor, yes.
Another is that this is almost the exact same scenario as we talked about with DS. I don't want the survivor tunneled, but the fact that it prevents him from creating pressure is the issue.
If we could find a way to allow it to protect the survivor but still somehow give the killer pressure we'd be solid.
You forgot about Deep Wounds silly π
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1071546#Comment_1071546
I actually see the no TR on some killers as one of the only weaknesses/downsides to using the perk which seems fine to me. Kinda like facing a Plague after you brought We'll Make It, Botany, etc. Gotta have some downsides, it's a game swinging perk that asks nothing of the survivor already. As far as downsides on other perks go I'd say having it countered by just a couple killers situationally is already being pretty generous. For how strong it is it should have probably had more tbh.
I don't see what's game swinging about the killer not hitting the unhooked for 15 seconds, but I guess we always have to consider its "endgame potential" which is "very powerful".
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So solos have no counter to camping? Sounds fair enough, they'll just have to run another core survival perk that covers up issues with game mechanics.
Memes aside, this would only be healthy tbh. Too bad that there are no more options for altruistic builds, but them's the dice.
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Welcome to dbd console edition :)
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@underlord99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1071504#Comment_1071504
arent devs getting rid of exhaustion addons ?
Hopefully not, but they didn't have any on recent killers so things look grim.
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David has no mother?
:'(
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Hmm countering gen focusing, items, pallets, exhaustion perks, and windows doesn't count? Damn.
Memes aside, I personally like that killers encourage survivors to play differently.
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@ImLeslieKetamine said:
DS will never be changed.
Really? I thought they mentioned it needed some tuning.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1071477#Comment_1071477
"So if the killer applies pressure they're allowed to tunnel? I'm not getting it yet."
No, there has to be a risk that their DS will deactivate if he hooks another survivor because if there is not then the team will leave him there and just continue rushing the gens. Hence no pressure.
So it needs to be deactivated so they feel pressure to come save, not because the killer needs the hook on them.
Oh so you're saying you want this change specifically so slugging applies more pressure? I wouldn't be against it I suppose, but many survivors regard it as a boring strategy.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1071456#Comment_1071456
Because you aren't seeing why DS needs to deactivate from another hook. It creates pressure and forces another survivor to come get them.
So if the killer applies pressure they're allowed to tunnel? I'm not getting it yet. Why won't you just relent and say the killer has to down and hook a survivor and not just hook them?
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1071447#Comment_1071447
I never said they weren't allowed. I simply said "second chance" perks should be reworked to be more restrictive imo.
Since you bring up Blood Warden, I actually am including killer second chance perks when I say this. I'm not only talking about survivor, survivor just simply happens to have a lot more of them and they are a lot stronger.
Blood Warden is a weak/meme perk in general.
Agreed. They need to only activate in the situations they were designed to counteract.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1071415#Comment_1071415
30 seconds is meaningless if it pauses when on the ground or in chase. Might as well make it 2 minutes, it's irrelevant at that point.
He needs the slug not for the hook, but for the pressure to force another survivors to get off a gen and come get you. Not slugging means he is causing zero pressure and losing gens.
What? What does that have to do with not even having to chase another survivor to disable an anti-tunneling perk?
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1071424#Comment_1071424
That doesn't many any sense at all.
If someone else was hooked you weren't tunneled. It is still functioning as an anti-tunnel.
If he had time to do all those things and still come back to you lying there, you and your team misplayed tremendously. You aren't wanting an anti-tunnel perk, you are simply wanting a second chance perk to recover from a misplay.
Do you think Blood Warden shouldn't block survivors who could've escaped at any time? Second chances are allowed, no matter how "unfair" you think it is that you aren't allowed to tunnel.
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@Ashy_Slashy said:
https://forum.deadbydaylight.com/en/discussion/comment/1071401#Comment_1071401
So you basically want to turn an antitunneling perk into a useless not antitunneling perk? What's the whole point of having it if you can hook someone else, pick me up and hook me again lolz
Don't you agree that a camping meta would be boring? Imagine if the killer was rewarded for simultaneously camping two survivors. Camping 1 survivor = punish, camping 2 survivors = np go ahead dog
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Sounds good but what's up with the totem cleansing?
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@Blueberry said:
Add that hooking a different survivor deactivates it and now you got a deal. If I had time to down them, find someone else, down them as well, hook them and then still come back with no one having rescued them, that wasn't tunneling.
Dude 30 seconds is plenty enough. I get not activating after downing and hooking but just hooking is so obviously abusable.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1069866#Comment_1069866
Possibly.
Iβm inclined to believe most bring in Moriβs to alleviate some anxiety they suspect the match was going to inflict.
Hmm bnps do the same thing
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Nope no need to empower camping π
Whispers would be way too strong this way as well.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1071235#Comment_1071235
Oh well that we have nothing currently other than speculation. I would speculate differently than you. No where else to go with that though since we don't have stats.
Exactly. All arguments are pointless because devs don't provide stats :/
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@NullEXE said:
Can't Punish Me
First Aid Kit w/ Gel Dressings, Self Adherent Wrap
Unbreakable, Dead Hard, Decisive Strike, Adrenaline
It's literally a build that just has all of the Second Chance perks, so no matter how bad you play you have the highest chance to survive, and if you don't - well then you're gonna have to practice more and "git gud".
Killer: *has instadowns*
Entitled survivor: "You weren't supposed to do that."
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@HellDescent said:
They won't do it. They said it's their intention for 2 gens to be completed during the first couple minutes when game starts.
Wouldn't it make sense if the game only really starts when the killer goes after a survivor?
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1071220#Comment_1071220
I've seen the useless stats that have so many flaws that even the devs said not to use them for anything. I shouldn't need to point out the many, many flaws those are. It's already been done ad nauseam.
I didn't mean kill rates, those are unreliable. I mean killers and survivors queuing up.
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A small speed boost for the unhooked survivor for 15 seconds, like Hope.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1071130#Comment_1071130
It is currently survivor sided by a lot. That's pretty universally known by all players with a lot of hours that play at rank 1.
I don't think queue times would skyrocket for killers at all, I think they'd even out finally for both sides.
Think what you want, the devs are the ones that know for sure. I'm sure the stats would surprise you π
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@Unironicalygoth said:
https://forum.deadbydaylight.com/en/discussion/comment/1071200#Comment_1071200
Ok literally not up to me thanks for the rudeness
@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1071200#Comment_1071200
That's rather uncalled for, man.
I was sad about the state of the game, sorry y'all misunderstood me π
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Sad that a rank 6 killer can't even hit m1s
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1071126#Comment_1071126
Well the thing I do dislike about it is that it would have that same issue DS has, which is that now every single game the players have to play around just the chance that the one single perk is being ran whether it is or not. I don't think that's healthy design.
Makes me wonder if we could change both those perks to something else entirely and make those effects in a "watered down" version in the base game, as they would both solve a core issue for both sides.
My thoughts exactly
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She be kinda vibin tho
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@[Deleted User] said:
A change like this , on TOP OF actually addressing the toolbox problem, would honestly be enough I think yeah.
Agreed. Consistent start time is a really good fix for the inconsistency between maps and killers.
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@FilledPizza said:
BBQ, Pop, NOED, Sloppy Butcher, Franklins, Discordance (from my personal experience when playing survivor)
Hmm no Nurse's?
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/1071120#Comment_1071120
If Payday 2 is RNG in how they spawn objectives than Pigs Traps are as well by principle.
Agreed
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1071113#Comment_1071113
I don't believe that would be true at all. I could just as easily say they'd make more money since many of the killer mains would come back. Queue times would also improve simultaneously.
Queue times for killers would skyrocket...you make it sound like the game is currently survivor sided. There is no evidence that there are less killers than needed globally.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1071088#Comment_1071088
And you could get unlucky or lucky with those 3 random gens. It would essentially move totems into a required objective rather than optional.
Yep...the sad thing is that it fixes the issues in the game like DS does, so I doubt the community's response would be positive.
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/1071096#Comment_1071096
Autoaim exists in this game. There is a video of it earlier in this thread of it trying to work. You can't just ignore that ######### and call it something else.
This whole reminds me of the devs denying Pigs traps aren't RNG yet explains what exactly makes the mechanics RNG in the first place.
Pigs traps aren't RNG in the way you think
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1071078#Comment_1071078
It does. It's also only temporary.
Obviously not the most optimal choice but maps getting reworked is too slow and they seem intent on not adding a secondary objective instead.
It doesn't matter if it's temporary, while it's live BHVR will earn much less income from dbd.
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Survivors can't have obsessions, only the killer can. Or is it the Entity?
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/1071087#Comment_1071087
You can repeat yourself all you want but it functions exactly like autoaim.
Nope. It doesn't help you hit. Simple as that.
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@Blueberry said:
Remove its current effect.
If a totem remains when the gates are powered, 3 random gens will reactivate. Gives the killer more time to make skilled plays rather than just free kills. It's essentially just making the survivors do 1 extra gen if they ignored totems.
Makes sense ngl...waste 70 seconds on totems or have an extra 80 second gen to complete.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1071043#Comment_1071043
Numbers not being literal but simply the idea:
First minute: 60% slow
Second minute: 30% slow
After that normal.
The idea is simply a scaling slow down that starts high and gets lower until it's back to normal after 2 minutes.
Maps would still need work though.
Slowing down gens doesn't work bud.
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@Dreamnomad said:
You are splitting hairs OP. If it pulls my screen toward the direction of the survivor when I'm swinging then that sounds a lot like autoaim. If it walks like a duck and quacks like a duck...
It doesn't work remotely like that
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Oh god another one...
Just no
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@Blueberry said:
While it's better than doing nothing I don't think it solves the problem.
How do you solve the problem then?
π§ππ
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Learn rarities, I don't want to spend more bp personally.
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@I_Face_Camp said:
https://forum.deadbydaylight.com/en/discussion/comment/1070470#Comment_1070470
Um because I play the game....
Ah forgot you could do that π
Sly dog
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/1070929#Comment_1070929
Not really sure where Iβm being salty. Iβm laying out an opinion and an idea for others to constructively build on.
You just argue with everyone on every post.
I never suggested the salty complaints you were catering to were your own. There's no need for your idea of an anti-item perk when not just one, but TWO are already in the game. Sorry for trying to help you have fun mate, I'll try to remember that everything I say is the start of an argument with you :/
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/1070921#Comment_1070921
No, itβs not. I use FD on nearly all my Killers and you have to M1 to apply it. The consuming portion is alright, but Survivors can just swing around and grab their item to save it.
This could be a Hex perk if that was easier to allow.
Word of advice: come up with fun, creative, and unique perk ideas instead of catering to salty complaints. It's more fun that way.