Waffleyumboy
Waffleyumboy
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- Waffleyumboy
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Comments
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@rhodamia said:
https://forum.deadbydaylight.com/en/discussion/comment/1067789#Comment_1067789
But as mentioned. If someone runs up to unhook and the killer is on their tail and they hit the unhooked person instead of the "savior" that was a choice. He literally had two in front of him and smacked one. Often times he doesn't even care which one. Just wants to get the clean blade animation over so he can chase.
If you get unhooked and go RIGHT down without getting to run 5 feet that is not the killers fault that's the unhooker. They did an unsafe unhook. Not the killers fault. So you can't call them a "tunneller". The terms tunneling and camping imply negative connotations on the killer. And if they are just reacting to a sandbagger. That's not the killers fault. In my opinion of course.
Like I said, tunneling isn't a dirty word. It's a term with a set definition and murky connotation. Downing and hooking a survivor before they have time to recuperate fits the definition. The situation you describe is technically tunneling, but not necessarily "dirty" which is what you think tunneling has to be.
TL;DR: the situation was tunneling but nothing to yell at the killer for
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@Pyromann700 said:
@Peanut what is your opinion on this?
Who's that? I haven't seen them around the forums yet.
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@rhodamia said:
https://forum.deadbydaylight.com/en/discussion/comment/1067751#Comment_1067751
I meant standard radius. Never REALLY giving a chance for an unhook.
https://forum.deadbydaylight.com/en/discussion/comment/1067772#Comment_1067772
I disagree for the tunneling one. In some cases yes. But if you make mistakes, it's not tunneling. It's mistakes on your end. Tunneling implies intent. If ghostface stealths back to the hook and runs into you mid-selfcare he's not gonna just let you go. You mis-played.
However I do agree with the staring at the hook from a distance. Definitely camping.
Emphasis on time to recuperate: you had enough time to reach a decent set of map tiles. Therefore, you have no reason to disagree :)
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K
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Examples of tunneling: downing and hooking the unhooked survivor before they have to recuperate
Examples of camping: staring at the hook waiting to zoom in after someone going for the save
No exceptions...some forms of camping and tunneling are more toxic/unreasonable but that doesn't change that it's all the same. Camping and tunneling aren't dirty words, they are determined by definition and not emotion. I do agree DS needs to deactivate when repairing or unhooking while BT needs to based on range and require that the killer have been purposefully sitting around the hook.
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@Lufanati said:
https://forum.deadbydaylight.com/en/discussion/comment/1067113#Comment_1067113
Otz loses like 70 percent of the games he plays on Twitch. He only posts the ones that go perfectly on YouTube.
Haven't seen many games of Otz playing perfectly, his Legion video is probably the only one that comes close.
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@BenZ0 said:
They could do some cool and usefull addons for Demo like:
- Add mangled effect with shred
- Add exhaustion with shred
- Increase shred distance but increases charge time
- If you hid a survivor with shred reveal every survivors aura around you 12 meters for a few sec
- If survivors cleanses a portal apply exposed to that survivor who cleansed it for a few sec.
I could keep going with the ideas, and this was just brainstorming in a few min.
Honestly those seem pretty neat
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Don't waste money on dlcs
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@OrangeJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1067676#Comment_1067676
I haven't played wraith much but he has good mobility (therefore pressure gens), he can also body block pallets and with the right add-ons he's a decent stealth killer.
If I wanted stealth I'd play GF
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Wraith, m1 killer with shiny bingbong
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Nope not immersed and I want to hear my survivor scream(yes, even Steve...)
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@andyollolloll said:
These ideas have been posted before and I agree they would be heading in the right direction but BHVR don't care at least any more it seems.
1) Slow down the gen speed. Add like 60 second per gen, this will be just enough.
>Map size and gen speeds are obviously a huge problem more so for some killers, decent Ruin was a luck plaster to fix this but they have pulled it off and the blood is flowing now. Length of time needs to be decided and balanced
2) Let the Killer see, which survivors on his lobby are SWF.
>No problem with this, let the killer know what they are up against. Comms shouldn't be in the game but it's here and it's fun. Lobby dodging isn't but the other points should fix that with balancing...
3) Add some debuffs for the SWF. Even slower gens, or +1 gen per 1 SWF member, or bigger emblem rewards for the Killer for playing against a SWF.
> Yes, something like buff killer (4swf) or nerf survivors in swf, simples
5) To fight facecamp and tunneling, you can use the very bloodpoint system. For example, if the killer is standing in front of the hooked person, and there are no other survivors in 16 meters range, the hooked person starts gaining 1000 bloodpoints in "survival" category every minute of the facecamping process, because, you know, it's hard to "survive" a facecamping Bubba, and the killer loses the same.
>It is questionable, I had a Huntress camp from high up
Yes let's make killers unstoppable monstrosities to make the game more fun. Oh, let's also make survivor 75% more boring. Kind regards 🤗
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@Nameless said:
It’s not a bad perk, it just doesn’t serve the same purpose as old Ruin and when you remove a plasterfix without addressing the actual issue, people won’t like the changes.
What issue?
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1067416#Comment_1067416
Which an escape guarantee's an iri in the survival emblem. Then with other points added if you're not at least getting a pip then you're probably a very bad survivor 🤣🤣🤣.
By Dev's standards btw, an escape = win.
By dev's standards dying is also a win
Nice try but you're too predictable now bud
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@TheMonadoBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/1067493#Comment_1067493
How come you keep missing the point over and over again?? Literally what everyone's been saying is SWF have the luxury of NOT playing perfectly and still win. Just this thread alone has like 4 different people saying the same thing yet you make no good points about why you think everything's fine and killers are powerful.
They didn't win in Otz's game though...how does that prove swf is too powerful?
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@SnakeSound222 said:
It's supposed to do that. It's done this since Deep Wound's inclusion. Doctor is one of the two Killers (the other being Freddy) who can get something out of Deep Wound, and it should stay that way. If you go down, then it's because you or your team let it happen.
Downing people with Deep Wounds is usually seen as an exploit. Freddy can't do it anymore btw.
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/1064514#Comment_1064514
Because it's a hex.
If it doesn't have an immediate effect (haunted grounds, old ruin) or a good one (devour hope), then it's useless.
Don't worry though, I'm pretty certain BHVR knew what their were doing making it good on killers that didn't even need the perk in the first place.
Legion, Demo, and Doc were frequenters of old ruin if I'm not mistaken.
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I use it on m1 killers with surge. It often mindgames survivors into staying off gens for a little bit. It's also good with pop to find a gen to kick.
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Do what you want to win, within the game rules. There is nothing inherently toxic about playing the game. That being said, it's nice to be considerate and not intentionally ruin the experience of others.
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Ghostie has cool add ons imo.
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Yes more shrouds. More secret offerings for killer helps lessen toxicity + encourage dedication to individual games.
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@Wesker said:
https://forum.deadbydaylight.com/en/discussion/comment/1067147#Comment_1067147
No one can play perfectly
Apparently swf squads can lmao. Good point
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Better alternative: add a second objective, maybe refueling gens using a gas canister which could add about 30 seconds per gen. To compensate, camping and tunneling could be eradicated by making it so hooking a survivor outside of the basement causes the entity to grasp that survivor and transport them to a random distant hook. Maps would probably need to be toned up in power for survivors and need special hooks in distant corners of the map so it's easier for the Entity to transport survivors. Perks and items would be modified to accommodate the addition of a non-generator objective.
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@NullEXE said:
Yeah it's true. Also if a survivor DC's it punishes the killer, and if you stomp them before all the gens are complete there is a free win mechanic so the last survivor doesn't take the game hostage by hiding.
What's your point?
An escape is different from a win
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The first few gens are much less than 2/5. Generators are easier to pressure the fewer gens/survivors on gens there are.
The first chase is usually a bit greater than 1/10 but this often varies. Some killers/maps do long chases to start that make later chases shorter because of survivor resources lost, while others have consistently short/medium chases which can sometimes make chase less than 1/12 of the killer objective.
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@ermsy said:
https://forum.deadbydaylight.com/en/discussion/comment/1067125#Comment_1067125
It doesn't require info or awareness but it sure does help. Even ussylis makes mistakes or misinterpretes situations due to lack of information, it's probably why he's always paranoid about being 3 gened.
As a killer on PS4 90% of my games involve a clear weak link or two on the survivors team, they could be solo or inexperienced but either way it's what gives me the edge. The other 10% being a full squad playing optimally giving me no chance.
Because its only 10% of the time that this happens, I'm not bothered by it and just move on to the next game.
I guess that's true.
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Resilience, Iron Will, DS, or DH
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@AvisDeene said:
Yea, I really need to get whispers on my doctor. I can’t until I finish leveling up my Nurse for Nurses Calling.
What you need Nurse's for?
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To alleviate killer queue times.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1067140#Comment_1067140
Just ignore them. They troll/bait every thread.
They can say devs want a 2k, but what they really said was 2k is an even match. Not the goal or what should be every game.
Why do you want 3/4ks every game? Doesn't sound like balance to me.
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Unhook safely, don't greed at loops.
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@hex_genrush said:
https://forum.deadbydaylight.com/en/discussion/comment/1067293#Comment_1067293
Well I’m a rank 9 killer so a noob and I always get matched with red rank survs and gens always go fast and there’s so many op loops it feels really unbalanced for me
Of course you will lose if you face survivors of higher skill level.
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1067218#Comment_1067218
That's me when I solo, but when your in SWF you just take perks that makes everyone faster, and everyone see everything. Then it's just shooting the #########, and bullying the killer. The killer has no chance if everyone is immediately on a gen the moment he begins chase with someone, and if you're all good at looping then no one needs second chance perks.
Not gonna lie as person who plays SWF, and solo. The gap between balance between them is broke af, and SWF needs a serious nerf (even if only a small portion of people are in SWF), or Solo needs a serious buff. Killers just need buffs overall till they are the power role again.
Killers are as powerful as ever rn
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1067192#Comment_1067192
What of any of that is a Meme build? That is clearly a 4 man swf lol. They didn't take information perks, because comms is information enough.
Running anything less than optimal is meming to me.
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@Spooky13 said:
https://us.v-cdn.net/6030815/uploads/901/MVL59PK1GSSE.png
Absolutely loving killer currently.
Boohoo the survivors brought a meme build
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@emptyCups said:
https://forum.deadbydaylight.com/en/discussion/comment/1060308#Comment_1060308
You are very very very misguided in your thinking if you believe this game isnt extremely survivors sided
I think you're both a little misinformed.
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@PigNRun said:
This is beyond cringe to read. Blood Warden a second chance perk? The perk that only triggers from doing your own objective at a certain part of the match?
Getting unhooked is the survivor objective, so is escaping through the exit gates. Hooking a survivor is the killer objective, so is downing survivors and picking them up.
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@emptyCups said:
I'll speak for console because instant killer que vs 15minute survivors que tells the story like this...
NOONE WANTS TO PLAY KILLER
If there are 4 times survivors for every killer... then the matches would be instant for both...
But its such a horrible experience to be killer I cant imagine why anyone would choose it until they buff the roll
Incorrect logic. Queue times are affected by matchmaking, which is stretched when there are too many survivors in one rank compared to killers.
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@hex_genrush said:
https://forum.deadbydaylight.com/en/discussion/comment/1067132#Comment_1067132
Well why is there a shortage in killers now? Back in December and November my matchmaking was fine I could play as green rank killer and get matched with green rank survivors
Swf matchmaking, rank reset changes
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No.
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@ABannedCat said:
Watch this getting fixed ASAP, while killer sound and abilites are still broken on a gamebreaking level.
Well this would be an easy fix, the problems all stem from one hotfix.
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@TheMonadoBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/1067113#Comment_1067113
It's more about how much survivors can mess up without really sacrificing anything. His longest chase in the entire match was 25 seconds, yet they got so close to finishing gens and escaping.
He messed up his chainsaws 3 or 4 times and 2 gens pop. Your conclusion just sounds extremely biased to me. If they had all been amazing at loops, juking and making him waste time I'd understand your perspective, but it obviously wasn't the case.
If a 3000 hour streamer struggled to win this game what can all of us mere mortals do when in that situation?
Lmao he played imperfectly and with weak perks. Remember the devs want a 2k, not a 4k. Thanks for the salty bias though 🤗
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@Okapi said:
The issue is there are not enough red and purple rank killers for survivors in those ranks to be matched with so the game has to match them with lower rank killers for them to be able to play the game.
Exactly this.
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@touchfuzzygetdizzy said:
The new Kate outfit is absolutely amazing but it's completely ruined by the hat on her back.
I refuse to buy it literally just because of that, it's hideous.
That outfit is a meme
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People have it in their minds only swf can play optimally as survivor. Spoiler Alert: playing survivor doesn't require much info or awareness to be played properly. If you watch Ussylis you'd see how little the difference can be between the two. I personally enjoy facing swf as killer because I play more sweaty builds (slug billy, anti-heal GF, Trapper's basement) and I enjoy a bit of a challenge. Sadly, survivors at red ranks aren't as skilled as they used to be, even swf.
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Well otz's video just shows how much power killers have to me.
About your idea: sounds great, bring solos to swf level and make the game require more strategy for survivors 👍
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I want perks to be less generic/simple, I want each to be hand tailored to fit the balance of the game. Maps need to have a more consistent ratio of chase to patrol time, this also means boring god windows/setups need to go as well. Killers should all be at Billy or at least Myers level in terms of power, and should be wayyy less add on dependent. Survivors need to have a chat wheel so they can communicate, to compensate for this like I mentioned most killers would be buffed to Billy's level. Keys, toolboxes, and moris: Toolboxes affect repair speed much less, a 10% bonus cap from toolboxes seems reasonable. Keys do not let multiple people go, and they require a 6 second channel to open hatch with. Hatch spawn requirements increased by 1, except after all gens are powered (4 gens = 2 survivors, 5 gens = 4 survivors). Pink and green moris should not be usable until all survivors have been hooked or the survivor you want to mori has already been hooked twice. Moris now count as sacrifices. Finally, reduce the bonus for great skill checks when repairing.
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Okay force survivors to spread out...empower three gens...alright let's implement it!
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@Cheers said:
I do believe they did this awhile back, however Im up for this to happen again, hiwever not as major, maybe 15 seconds instead of 10?
There's always been inefficiency I think