Waffleyumboy
Waffleyumboy
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- Username
- Waffleyumboy
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Comments
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@ImmersedPootisBird said:
https://forum.deadbydaylight.com/en/discussion/comment/1065879#Comment_1065879
Do you have any ideas on what could be done with add-ons? Other than an even divide between wolf focused add-ons and raven & ivy focused add-ons, I don't know how to make add-ons that are balanced for their rarity.
Well some of the add ons might: increase link duration with the Wolf, cause status effects to survivors injured/grabbed by the Wolf, increase the range ravens can detect survivors, cause ravens to hinder survivors in some way(?), increase the amount of time ivy lasts, and finally an ultra rare that causes ivy to grow in all vault locations around any generator the Druid kicks or maybe just a generator that pops. This ivy won't be counted in the maximum ivy count if you think that wouldn't be too strong.
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@underlord99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1065985#Comment_1065985
right.... because a survivor body blocking with BT is up to the killer .... right .... and DS during the endgame is up to the killer lol.
Yup
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@underlord99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1065873#Comment_1065873
haunted grounds isnt a second chance perk, remember me is not a second chance perk, you're literally injuring a survivor and you could also kill them (your main objective)rancor is an informational perk , blood warden rarely comes into play (what with people 99 gates). NOED is all up to the survivors.
DS and BT are all up to the killers...
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@ASAPTurtle said:
I usually don't bring in anything when I start a match besides perks.
I'm also not a non-meta-slave. Mainly for survivor. I use Q&Q, Iron Will, Resilience, and either SB, or Lithe most of the time.
Iron Will and an Exhaustion perk = 2 meta perks = filthy repetitive meta build
Nice build mate
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You don't want to use STBFL?
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@RayrafLPP said:
But the killer does not have some last hope mechanic. And endgame could have been triggered if theres only one survivor left to prevent holding the game hostage.
Your last hope is called sitting by a hooked survivor.
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@[Deleted User] said:
Good times here! Glad I can keep padding those red ranks stats.
I though stats were padded so that killers are overperforming?
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Too many survivors at high ranks. At least they're potatoes for their rank.
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@SpaceCoconut said:
I had a suggestion before that wouldn't require extensive resources or balance changes.
Let the gate switches appear randomly on the map the same way the hatch does.
Let them appear when the last gen is powered and don't let players know which switch opens which gate.
This creates an exciting endgame scenario for all players, prevents 99% switches, and allows the final gen being finished to be more of a Sudden Death situation instead of a signal that the killer has lost in most cases.
This essentially creates a new objective "Find the gate switch" which already exists, but extends it to a frantic search throughout the map.
Balancing would still be required, but not nearly as much as creating an entirely new objective.
Yea let's add a whole other layer survivors have to go through before finally getting out. At that point you might as well have keys spawn randomly around the map as well, let's get F13 with it!
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Too hard to balance prolly
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@Blueberry said:
Imagine if killer got a participation trophy like the hatch is for survivor. The killer lost horribly and the survivors are all about to walk out the gates when all of the sudden one just falls over dead. Sounds ridiculous doesn't it.
A slight exaggeration, but that's essentially what's happening.
An escape isn't necessarily a win.
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It stops survivors from holding the game hostage/fun minigame.
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None of this really solves anything imo.
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@TAG said:
Only the first idea I could maybe get on board with
Ah yes I will only get on board with the killer buff lmao
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@ImmersedPootisBird said:
https://forum.deadbydaylight.com/en/discussion/comment/1054278#Comment_1054278
I agree on the change to wrathful smite, and have made a similar change. However, I don't know how to best make nature's wrath interactable, yet still stick to its original purpose of a little bit of slowdown that doesn't require to do much, if anything (this is just enough slowdown to allow killers who need to set up to set up without putting themselves at a major disadvantage). Might make it a hex that starts with a set amount of tokens, where the tokens (more gained by breaking generators) increase the time it takes a single, itemless survivor to repair a generator, capping out at x/y/z tokens. On an unrelated note, Hex: Wisps' Will should throw off conic detection perks, such as small game and premonition, by a few degrees, for added disorientation.
Maybe nature's wrath could start with a large slowdown but decrease with the killer's offensive actions, say 21% at 7% intervals.
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Ok point you I guess :)
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So you wouldn't think it bizarre if I said it was bizarre that you have a Mad Grit pfp?
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@Griffin4Godhand said:
https://forum.deadbydaylight.com/en/discussion/comment/1058065#Comment_1058065
Really? Have you ever even seen Nea?!?
Are you stereotyping right now?
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@UwUMyersUwU said:
Give killers a fifth.
It would allow better synergy, and more use out of perks that need multiple.
Survivors have 4 people, and therefore 12 more perks then killer. It is fair to have 5 as killer but 4 as survivor.
Nah
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1065623#Comment_1065623
"Right back at you" just doesn't make any sense. Saying something is bizarre is not a bizarre thing to say.
Saying something is bizarre is bizarre to someone who doesn't think it's bizarre.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1065558#Comment_1065558
That, uh, didn't work. Sorry bud
How come mine did but his didn't?
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@MrGummeBear said:
https://forum.deadbydaylight.com/en/discussion/comment/1065589#Comment_1065589
I fixed it Please reread. Tell me what you think?
This seems pretty good. Maybe while the gens are blocked survivors can't be hooked/don't progress hook stages?
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/127250/what-am-i-suppose-to-do-on-farm-maps
What problem(s) do you have with farm maps?
God windows, corn, size
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@fleshbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1065395#Comment_1065395
I am getting better. I am not found first anymore unlike before. I ditched urban. But i wont use ds or bt and will do saves when they are safe and not within 2 seconds of the killer leaving. I run we will make it more so i can heal faster. I am not that bad. I am not a potatoe.
Ok good luck mate
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How will killers camping the one single item be prevented?
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Survivors can run Unbreakable AND Adrenaline...nice
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1065555#Comment_1065555
Outside of the broken key(Which can be made to do something disqualifying it) I double checked all add ons and items for survivors most have extremely minor effects but still do have effects.
Thrilling Tremors also has an effect :)
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Dodge whenever you want. Devs say it's fine when killers do it.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1065526#Comment_1065526
Survivors at least don't have things like "chili" and "award winning chili"(2 of bubba's addons) both of which are confirmed to do NOTHING AT ALL.
I feel like both sides do get it but killers get it worse sense they do have some add ons that might as well just be sugar pills because they are pure placebo add ons.
Many items/add ons don't affect gameplay much either.
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@a_good_player said:
https://forum.deadbydaylight.com/en/discussion/comment/1065529#Comment_1065529
That's just stupid and I'm not gonna keep arguing
Wasn't arguing, just saying thanks man.
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@a_good_player said:
Noed: gives kills if you aren't good enough to kill all survivors before they do gens.
Bamboozle: closes windows so you don't have to bother anymore, and you can play without trying to mindgame them
Enduring+spirit fury: basically gives you a free hit, or a free down if you are a killer that has instadown, like billy. Someone said to me that you can counter that by throwing every pallet before the killer is in the stun area. Ok then, good luck wasting every pallet on the man, I'm curious to see what happens when there will be no pallets anymore.
Mori: basically gives you a free win, unless you have many holes in the brain
Broken addons, like red hatchets: same as mori
Map offerings: allow you to play the map you want, even one that's extremely favourable for you.
Spirit: requires very little skill, compared to other killers. And, apart from specific perks like iron will and quick and quiet, has no counters.
So, were you saying?
Well one, he only asked about perks and you nailed a few.
And two, freddy is also an absurdly simple killer.
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@a_good_player said:
https://forum.deadbydaylight.com/en/discussion/comment/1065510#Comment_1065510
I'd like to say that I'm NOT a survivor main. I play both killer and survivor, about equally. I think that i have a rational mentality, that doesn't tend to killer or survivor. And my opinion is based on that
Um...thanks for clarifying? Usually only "survivor mains" try to see both sides of the argument so I can see why you'd want to clarify.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/1065506#Comment_1065506
Everybody has their opinions about exhaustion perks so we can agree to disagree.
Right but it's undeniable that Dead Hard is strictly weaker than most other exhaustion perks. The only difference is Dead Hard requires no finesse or nuance to use, which is why it might be more popular than other exhaustion perks.
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@a_good_player said:
Specs of survivor's item are not revealed in percentages, but only through words like "moderately", "slightly". That's the problem with players that have a killer sided mentality, like you. You blame this "survivor sided mentality" that you see in the devs for every problem the game has. This is a problem of the game, not a nerf to killers given by this unrealistic "survivor sided mentality", and many people need to stop to see this everywhere
This. Placebos are in place for both sides.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/1065491#Comment_1065491
But dead hard quite often makes the difference of reaching that pallet/window.
The power of chase perks depends on the environment/map. Sometimes it's better to reach a strong zone or leave a weak zone than to simply increase your loop count by 1 or get to the pallet/window just barely out of reach. With a lot of strong loops in circulation right now, I would say Dead Hard is comparatively weak. Then again, it's also based very much on preference and many are divided on whether or not BL is the best exhaustion perk in the game still.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/1065232#Comment_1065232
How is it the second weakest?
It is the second weakest in literal distance you can acquire, which is important for extending chases in a lot of environments. It is very versatile though, unlike other "meta" perks.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1065415#Comment_1065415
It is. The math has been done by a few people. A lot more time is spent in pick up, hook, kicking, walking across map than people think. For example, some maps are so large that it can take you almost 40 second to go from one side to the other. That alone, is 2 gens, assuming not a single toolbox or addon speeding it up. Every 1 second you use, is 3-4 seconds given to survivors (depending on your current chase/slug).
Hmm 80 × 5 = 400, 400 ÷ 2 = 200 + 20 = 220
And, 15 × 12 = 180, 180 + (20 × 6) = 300
Theoretically, on maps/killers that have trouble applying pressure, it is possible to have 15 second chases and still get a 0k?
Check my math:
80 second gens(add travel time, subtract great skill checks, doesn't account for killer slowdown)
5 gens (supreme efficiency, very unrealistic because killer usually shuts down at least .5 gens with pressure/regression)
2 survivors on gens per second (very rough overestimation, hyper efficient squad)
20 seconds to get the gate
15 second chase
12 chases needed (1 hook per chase, 3 hooks per survivor, extremely suboptimal)
20 seconds for patrolling/getting pallets down (misc time, varies with map/killer/perks)
6 unsuccessful chases/patrols (one third of chases/patrols failed, pretty bad tbh)
For killer you can add 5-10 seconds for hooking per chase if you'd please.
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@underlord99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1065263#Comment_1065263
uh no. that's crazy, gen speeds are already extremely fast. the fact that they can finish a gen while you're walking towards it at the beginning of the match is crazy. it happens all the time on maps like ormond and haddonfield.
Dude I thought you knew about dbd game theory. The scenario I described above is what gen speeds are balanced around.
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@FleshTorpedo said:
How about you all stop asking for nerfs to killers and their perks. Git Gud.
They were suggesting a buff. I guess people aren't given special profile icons for no reason. Red icon users are very helpful!
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@Cronk said:
https://forum.deadbydaylight.com/en/discussion/comment/1065400#Comment_1065400
What are you talking about I say helping other side is against rules you say random nothings. Farming is bannable.
Farming isn't bannable is what I remember the devs saying.
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@Blueberry said:
Ending all chases <15 seconds and still losing.
You feel like you never got outplayed but you still lost simply because gens went too fast.
Is that mathematically possible?
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@DisappointedUser said:
https://forum.deadbydaylight.com/en/discussion/comment/1065385#Comment_1065385
Or.. most of the time survivors are bringing toolboxes and don’t take 20 seconds to find a gen. I normally spawn with my gf and we can pop a gen in 35 seconds at the start of the game. Now imagine the other two survivors doing the same thing. It’s now a 3 gen game 35 seconds in.
Oh no I meant 20 seconds traveling to and back from the hook.
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@Katzengott said:
Never took any items nor offerings (and if, just for BPs) into a trial. Don't use any Exaustion or Meta Perks by 90%. And as i'm on console, i might sacrifice myself to a good Nurse or Huntress.
My Huntress or Pig never brings NOED, Blood Warden can be more fun. Mostly i don't bring any addons nor offerings (and if, just for BPs). Mostly the unhooker will get my aggro. Free Hatch or Escapes depends how they played and if i actually want to pip. Can be the weak link, because it's a cute Feng or Dwight - or i do some "extra" chases with a solid Looper for practise and then let them go.
One thing with the "free Hatch" i noticed is: Killers do much more good things for survivors then the other way. In 2-3 years i only remember 5-10 surviors sacrificying "in respect" to my "skills" compared to the >500 free hatches i gave them.
It's easier for people to connect with the "victim" emotionally, in case you were wondering why this occurs.
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@Cronk said:
Helping other side is against the rules
Sabotaging your teammates is against the rules, actually. That has nothing to do with helping the other side.
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@fleshbox said:
I dont bring BT or DS.
Ever.
I have thrown myself on the hook at times when 2 DC and i have enough points to safety pip.
I tell non hatchet throwing monsters to use hatchets.
I tell non trap setting trappers to set more traps.
Oh so you're my potato solo teammate that sneaks around in the corner while the killer camps me.
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@Kaiser_Emotion said:
I believe this would be the wording. Correct me if im wrong
That's it.
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@DisappointedUser said:
https://forum.deadbydaylight.com/en/discussion/comment/1056067#Comment_1056067
That makes no sense. Tunneling tends to work in the survivors favor as they pop 3 gens in the first 80 seconds of the game.
Well it's closer to 100 seconds due to travel times but yea tunneling isn't always a good strat.
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More echo chambers yayyy
Tbh I do agree though. If matchmaking ruins your experience you should stop playing while it's in this broken state.
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@Kaiser_Emotion said:
Killing the obsession early means you get less stacks. Killing the obsession later means they get more benefit. How about the only change being lose one stack on obsession hook + works post obsession death?
Hmm I like this...you still won't get stacks after the obsession dies right?
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How will showboating get worse?