Waffleyumboy
Waffleyumboy
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@sluc16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1056454#Comment_1056454
Did I say they don't use it? I said the change doesn't really matter at those ranks.
Read carefully before you comment.
I wasn't disagreeing with you mate :D
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/1056549#Comment_1056549
Sometimes they don't, soemtimes its more effecient to leave the pallet there. And its still a more active playstyle and requires 2 pallets and not just one unhook. The fact DS procs after Deliverance or a kobe is dumb as well.
Yes let's nerf kobes and chests, now I know why they made Ace's perks so weak lol.
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@Monika said:
https://forum.deadbydaylight.com/en/discussion/comment/1056226#Comment_1056226
So your solution for hen rushing, and tunneling is to remove points. But you want to do this before the game is remotely balanced so that those strategies that people dislike aren't something that killers have to resort to.
No first off this is a terrible idea, sometimes needing 1 person dead as soon as possble is your only chance for having a remotely decent match of 1 to 2 kills.
The reason why killers complain about this is because we're looked at for just doing it to be toxic, to make it unfun, to ruin the game for survivors. We just want to have a chance at victory, and if you need to be tunneled to require that then yes it's going to happen. As much as I want survivors to be punished for sitting in the exit gates T-bagging and clicking their flashlight like mad men to get a GG EZ at the end of the game. I don't come to the forums telling them to start taking bloodpoints for people doing that.
Bp don't matter that much man. Chill out.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1056487#Comment_1056487
Which is something you will always do.
BT is overtuned. It will be nerfed.
Killers will always break pallets...DS is gonna be nerfed before BT
I don't know if BT killed your kids or something but you really hate it man.
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@NullEXE said:
It's now the same tier as Lithe. It doesn't need a buff, the other exhaustion perks need a nerf.
Sprint Burst is the definition of a balanced perk imo.
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@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/1056301#Comment_1056301
I don't see toolboxes as often as people make it out to be. A pink key is world's more powerful than any toolbox.
Hmm I guess you don't understand yet...np we'll just agree to disagree for now :P
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1056478#Comment_1056478
Not a instant down, plus, you have to break two other pallets first. Also, you need to run Enduring for it to be good, which nobody does because those slots are used for gen regression perks.
Yes for BT the requirements are there as well: unhook another survivor
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1056444#Comment_1056444
Why? That's called punishing a Killer because Survivor's are playing poorly.
Let's flip it, Killer makes a mistake and gets hit by a pallet, so he instant downs you because of a perk. That wouldn't be fair. He made a mistake, he should be punished for it.
Do you mean spirit fury?
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1056412#Comment_1056412
It's not biased when it's true. I also never said "I can't be hooked", what I described is "I can't be hooked for a long time".
If I get hit (or injured after being unhooked), now I have Dead Hard. I can use it once in a chase to either dodge an attack, get to another loop, go through another loop - if I make a mistake, or give myself immunity through an attack.
If I have Inner Strength, then I am countering NOED, Nurses, Sloppy Butcher, and any other Hex: Perk, because it's not hard to remember where the totems spawn on maps, and it's just remembering the tiles over remember the entire map. I don't use Self Care because I see the game based on time it takes to do things, and minimax to complete my objective in the smallest amount of time, self care takes too long in most situations, when preparing Inner Strength when it's safe to do so, and have it ready for an 8 second heal later on is better. I never need to be healed more than once - twice in a single trial anyways.
If I have Unbreakable or Tenacity, even slugging me doesn't stop me. I'll just get back up again, or drag myself to the hatch/safety.
If I have DS then I have a 60 second immunity after being unhooked, which is good for a number of things, completing a gen, extending a chase, saving another survivor. If I pair that with Tenacity then i'm dragging myself out the door in the end game, or stunning the killer and die hard out.
If I have Spine Chill (I always have Spine Chill, and Dead Hard), then all stealth killer's are just m1 killer's with base movement speeds and nothing special added. Just loop them as normal. Not to mention it directly counters every single Terror Radius perk in the game.
The only time I don't use the perks listed above, is when I run Diversion, and Head On. To mess/bully the killer with friends.
I'm not being biased. Through and through I enjoy Killer in this game more, and only started playing this game because my favorite Killer - Freddy - Was added to it. However I do play both roles enough to know which is stronger, and which is easier - more relaxing to play. Which a Survivor role in any horror game should not be relaxing and easy to play. It's a Horror game - Survivors should always be on their toes, getting scared, creeped out, and excitement.
I guess that makes sense, which is why dbd desperately needs a second objective.
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@Kebek said:
This is ridiculous. Devs acknowledge tunneling/camping or whatever as legit tactics that have their advantages and disadvantages so this would contradict that statement. Maybe if survivors focused more on improving their gameplay then they wouldn't have this problem. It would be pretty silly if this "tunneling" argument went for survivors as well. Imagine if every survivor would have to leave every gen they get to 50% alone and go do another gen to give killer time to kick it so that you don't "tunnel" the gens. Sounds dumb right, because it is.
If you get tunneled it sucks but you have so many ways to fight against it. Juking, DS, BT, beiing good at chases and more. Just take a tunneling killer as an opportunity to gain some skills and try to use that time you're getting tunneled to improve your chase gameplay.
Killers lose emblem points for camping already dude...
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@sluc16 said:
In purple and red ranks, the ruin rework doesn't even matter
Apparently 80% of red rank killers used it. Boosted.
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@Flatskull said:
I disagree with the solution but I agree with the sentiment.
Killers don't need the same mobility, they need to be exceptionally good at something they do without perks or add ons as a default then those changing up the play styles additionally. We also need less stress inducing game modes that the survivor clock-aka the gen game-TIME has and always WILL BE the ultimate power role and survivors are innately in charge of time in this game with the current format.
As if playing against 4 people who can attrition you with loops, pallets, safe zones and perks like bursts/ DS and burrowed time wasn't enough.
The problem is that the devs won't add any map diversity spawns besides pallets and vaults that slow down or add affects to the killer besides aboslute dead stops or more mileage you got to traverse. Instead of like maybe adding an interactable.. that tempoarly blinds the killer for a split second like a hanging blanket giving the survivor to juke them away.
Same with loo and objectives. The survivors have nothing to do BUT gen rush and pallet tour. Why would they go anywhere else but the safest area possible and why would they not gen rush. To loot a chest for the same item they probably have by this time 20 times.
If maybe survivors had different areas of varying usefulness due to different hazarads/interactables to make use of in escape plans and geniune incentive besides to m1 gen cosntantly then the killers would have enough time to probably all be affective in their own way even in their current states. Despite some of them underperforming.
But they don't.
Interesting take, dbd is a little stale tbh. But it's not supposed to be a realistic game, I think it's meant to be a sort of fever dream of absolute terror, which is why many killers feel entitled to a 4k each game.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1055239#Comment_1055239
How is it a nerf and will kill the perk? It still punishes campers but it doesn't let you abuse it to make bad plays.
The other survivor limitation is very punishing for solos as I mentioned. Also if no survivor is near the killer when they are camping they are technically punishing the killer already. BT imo should punish all forms of camping, even when it's "strategic".
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Don't forget that some killers have stronger chases than others. But yes, clown and LF need more than just chase potential. Doc is a good example of a killer that's really good even without mobility. GF too.
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@Blueberry said:
We don't need more killers that are the same, we need less. I don't think that is the issue with balance.
Killer mobility is a bandaid fix for the real problem which is map design.
We need maps fixed.
Hmm I'm actually in some sort of agreement with this comment...I should see a doctor about this
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1056362#Comment_1056362
Exactly. I didn't use to DC, slug, or use unfun tactics all the time to play Killer, but after playing this game for so long, and every match you are against back to back red ranks, and swf's - all calling you down to the lowest even when you let any of them go - something just clicks and you don't care about giving the other side fun anymore.
https://forum.deadbydaylight.com/en/discussion/comment/1056354#Comment_1056354
So yeah. Call me down all you want, I gave survivors more than enough chance to have an inkling of respect in this game, and you all blew it - now I play for my own fun.
I guess I can respect that. It's not your fault nor the survivors' fault the game is like this, but this is what it is and we have to deal. Well put man.
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@Talmeer said:
https://forum.deadbydaylight.com/en/discussion/comment/1056403#Comment_1056403
I only do it, when I feel me highly annoyed by a survivor. In this case, bps interesst me not anymore (they do it anyways not much). So the less bps are ok by me, but still... The logic behind it...
But I assume gen rushing costs also players. Imo, dbd is so big that it can have for everyone something to hate, but in the best case you find something, that you also like and what you makes keep playing the game.
Ah true
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Yes it would. Good job.
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1056400#Comment_1056400
I get tunneled off hook all the time, and have no issues. It's just a matter of knowing map layout, and running where it's safe rather than putting yourself out of position. I don't even run DS because by the time the killer does down me off hook, the 60 second cooldown is used up. If I do take DS then I purposly get downed because I use the 60 seconds as a form of immunity rather than "anti-tunneling".
If a Killer tunnels a good survivor, they lose. Plain and simple.
Yes you are immune because you can't be hooked...when did you become so biased?
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@Talmeer said:
Just no.
It's the objective of the killer, to kill the survivors. It is already ridiculous that facecamping leads to a bp loss and no, I don't usual facecamp.
To build penalties in for camping and tunneling is imo, as would bhvr build penalties for gen rushing and looping in.
Would not make much sense right?
Still... With killers they have already done it in 1 case.
"It's ridiculous that I can't ruin a survivor's experience without even a slight repercussion"
I get camping during end game you shouldn't lose points but dbd would lose players very fast if camping first hook with noed became the meta for ranking up as killer.
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I don't mind it much...I do it myself as killer so I know how easy it is to counter if the killer makes one misstep.
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Freddy is the easiest killer to use. Hence his strength on console.
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@Yamaoka said:
20-30 minutes? Queue times at rank 1 is around 2-3 minutes for me as survivor (XBOX One). Did the queue times explode when the devs added dedicated servers to PS4?
Sounds like it lol
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@POBster81 said:
https://forum.deadbydaylight.com/en/discussion/comment/1056340#Comment_1056340
No offense but you seem to be everything wrong with the game. You aren’t the solution, you’re more the problem.
You got it all wrong man! The solution is to make problems so the devs pay more attention to me!
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@NullEXE said:
The game is in a dark time, and until the dev's realize it the Killer won't be the power role. To play Killer I resorted to a 3 gen strategy with Surveillance on all my Killers. Then I abuse a Hook - Slug everyone else strategy (because the one person on hook seems to pull that stealth survivor out like a moth to a flame). However I still DC if the gen's are popping 2-3 in 1-2 chases, because why waste my time in a game that isn't going to be fun, and get me nothing in the end when I have a 5 second que into another one, and if I get the same people - I can simply lobby dodge.
As survivor, I just do as normal. Gen rush, abuse safe loops, and go in with as many immunity perks as possible, and the game is easy and relaxing.
"Abuse"
When did you start saying such ridiculous things man? As killer I keep playing the same, slug when two other people are nearby, kick and patrol high priority gens, keep track of who has been unhooked within the last 60 seconds.
As survivor it's also mostly the same but killers are actually making use of all 4 perk slots now, the bad part is even at red ranks I face green rank killers who can't even chase me without 3-4 gens popping.
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@joker7997 said:
https://forum.deadbydaylight.com/en/discussion/126360/this-game-is-almost-unplayable
I play both a lot too, yes killer queues are instant, I'd actually say after dedicated servers the survivor queues got better, because if you get dodged it's not a 19 minute lobby sentence. My survivor queues have been 5-7 minutes, solo or swf doesnt seem to matter
I have the same experience.
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Yes matchmaking is a problem.
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@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/comment/1056297#Comment_1056297
How often do survivors think about the killers experience and why shouldn't a killer hook the survivor again if someone on the team rushed the hook while the killer is still there, i have got 5 seconds away from a hook and someone is taking them off or they do it right after i hook them while i'm still standing there, sorry but if survivors are going to play like that then the killer shouldn't lose BP for playing smart and going after the injured player.
Maybe look at changing BP, emblems etc for when survivors gets unhooked to try and get survivors to do better and safer unhooks then looking at the killer and trying to pin it on them and they are in the wrong.
I was suggesting a buff to killer's overall bp, with a small stipend that makes hooking the same survivor over and over less efficient for bp gains. This means BONUS bp for risking going after a healthy person, not LOST bp for tunneling. Sure hooking the same survivor 3 times in a row will get you less bp than before, but I think hooking the same survivor twice in a row(within a certain time frame) would have pretty much the same bp as now. Just a small reward for those that are considerate, just like objective points will reward those who are considerate enough to not bring a toolbox.
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@POBster81 said:
https://forum.deadbydaylight.com/en/discussion/comment/1056024#Comment_1056024
Don’t they though? Gen rushing isn’t real, but if they skip totems there’s a chance for noed. If they rush the hook, then it’s either a trade or a tunnel, so punished all around.
Hey you're doing this wrong! You're supposed to accept all killer biased viewpoints without question or counterargument.
Good points.
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Say sike right now...you want to buff camping???
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I thought "fun" posts are too prominent on these forums and we need to be more serious and constructive?
Wraith: move at 200% speed while cloaked
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I mostly get "nice tunnel" when I accidentally eat a DS early then proceed to tunnel the survivor because they were a toxic little [BAD WORD] that wanted to be cheeky and use DS outside of tunneling scenarios. It's their fault they didn't have the skills to back up their cocky use of DS.
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@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/1056278#Comment_1056278
"Map issue" is true.
"Killer issue" is only true for a few killers.
"Toolbox issue" isn't an issue.
Toolboxes affect gen speeds too heavily imo, a green toolbox shouldn't be stronger than a pink key.
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@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/comment/1056226#Comment_1056226
The problem is it's not a fair change at all and trying to force killers into not hooking a survivor even if the survivor or the team makes mistakes, a fair change would be something that benefits both sides all that change will do is buff survivors even more.
I don't think a slight bp distribution change for killers will buff survivors, I think it will just subconsciously encourage killers to think about survivors' experience more often. On the flipside, rushing gens won't even give that many objective points so survivors will bring less toolbox squads that ruin the game. Both of my changes will only benefit the experience for both sides(more bp for killers who avoid tunneling, more bp for survivors who don't rush gens).
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1055385#Comment_1055385
https://us.v-cdn.net/6030815/uploads/041/K4E0T5YN3SZH.gif
To the OP, that would be an interesting idea for a Hex. Tying Gens to totems by themselves wouldn't fly, but a Hex with a similar effect? That would be interesting.
I think the devs are done releasing hex perks that solve all your anxieties about playing killer.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1056164#Comment_1056164
You addressed my main concern with the OP's idea. I'd say a set amount of time would be a better route if they implemented something like that.
As an aside (yes, I know it's off the original topic). What would people think of a BP penalty to the objective category if survivors use a toolbox? Might slow the game a bit. Which in turn could help make killers feel less like they need to tunnel to win.
Ah yes did you see my suggestion? It means survivors get less points for rushing gens :)
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@Awakey said:
While I do agree that Ruin was a bandaid for the underlying gen issue, changing Ruin was a healthy, needed change. I haven't played with ruin for months. People adapt.
You're almost there, but it's actually a "map issue", "killer issue", and "toolbox issue". "Gen issue" is a little misleading.
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@Advorsus said:
https://forum.deadbydaylight.com/en/discussion/comment/1054917#Comment_1054917
Oh you dear baby survivor lol he's not getting nerfed 😂 just because you've seen other baby survivors complaining doesn't mean anything. He's actually one of the more balanced killers now. I think you should go back to playing peaceful mode on minecraft so that you'll be more within your skill range.
Agreed
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1056250#Comment_1056250
heavily cost you bp and your emblem
I am chill, sorry that my response is blunt, but at least it's not stupid. At some point you're tired of listening to entitled survivors making up their own definitions of game terms, and asking for more freebies. If they don't like the game so much - maybe try CIV5, I hear the director recommends it.
Oh yea emblem is ridiculous, it's hard enough to pip as is.
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@NullEXE said:
Tunneling Is: Consistently chasing 1 survivor even against better options.
Tunneling Is Not: Chasing the same survivor off hook because they are the better option to chase.
Sorry no Killer in the world is going to chase the fully healed Survivor darting off into a nearby god loop, while you go hide behind a tree in the middle of no where to self care. The killer's going to get you - the better option, and you need to learn to play better.
Ok we already knew all of this. Why does any of this explain a slight change in the bp distribution for hooking survivors?
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@NullEXE said:
That's a stupid idea. If someone unhooks you unsafely, then the Killer should be rewarded for it. Sorry it had to be you, but it's not the Killer's fault, blame the other survivor.
If you get unhooked, and then run to an unsafe location, or be the first one the Killer finds. Again that's not the Killer's fault, and you should play better.
This is the dumbest idea I've heard on the forums.
The killer will still be rewarded, they just will get slightly less bp. Chill out big boy.
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Yes some survivors are toxic, if they get out of hand report them. Or just don't pay attention to them because what they say doesn't matter.
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@Elvenmonk said:
I see where you're coming from but I disagree. Tunneling is a strategy and if your friend leaves you to die by hiding it's on bad team mates.
Plus say you hook someone then after 2 minutes you find and down them but didn't hook anyone else. Why get punished? You weren't tunneling. You just couldn't find anyone else
The killer shouldn't be punished for playing poorly?
ALSO PSA TO KILLERS: SURVIVORS ARE NOT REQUIRED TO WORK AS A TEAM, STOP SUGGESTING EVERYTHING SURVIVORS DO REQUIRE EXTREME COORDINATION. YOU ARE JUST WIDENING THE GAP BETWEEN SOLO AND SWF.
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I feel bad for op. Killers bully and harrass anyone who contradicts their threads but when some guy suggests a fair change to encourage more healthy and fun gameplay it gets shot down by the bias train.
As for the suggestion...this is great! To compensate, the amount of bp for hooking a survivor for the first time should increase slightly. As for gen rushing, maybe they could correspond gen points to time spent on the gen instead of charges added to it. Thanks for trying op, but there are a lot of whiners on the forums that haven't even tried playing without ruin.
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@Huntress_Lullaby said:
https://forum.deadbydaylight.com/en/discussion/comment/1056169#Comment_1056169
that is true things and also, the "theres more survivors than killer" thing is not all right because the majority of killer also play survivor, so its misleading to say that
Even people in my swf play killer. It's hard to imagine that even with so much evidence to the contrary, people believe there is a serious killer shortage happening. Most people don't even know about how the devs admitted they broke matchmaking or the fact that all survivors are pushed to red and purple ranks while killers still don't pip if they use an instadown power. My point is people should stop getting angry and accusatory and start becoming more helpful and constructive, because shouting at BHVR will not show them the specific imbalance in the game.
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Ruin wasn't the only early game slowdown and it definitely wasn't the only powerful slowdown perk.
Matchmaking is ruining the experience though...so there's that.
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@GhostofYharnam said:
Survivors equal 4 times the money compared to a killer in the devs eyes. So they want to appease the bigger player base.
Technically survivors aren't that plentiful, but survivors also can't get matches without killers. Focusing only on one side isn't good for business.
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I don't think they prioritize survivor bug fixes, but I think they try to fix whatever they can fix without breaking something else. Take, for example, Wraith and Spirit's lunge. If the devs aren't careful with their fix, these killers could get a super lunge or maybe their lunge could still be broken in some scenarios(increased movement speed, add ons). It's better to be thorough than roll out fixes that don't fix a damn thing.
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On console I would have to say Freddy
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1055216#Comment_1055216
Try 4man swf. Even before ruin change we were looking at 10-15 minutes, now it is even more not even counting the amount of times we are being dodged.
I did play 4 man at rank 1 yesterday, I must be really lucky because we actually found some purple rank killers before the 10 minute mark. Like I said we probably got pretty lucky that there were purple rank killers on, otherwise we probably would've had to wait an extra 5 minutes or so for a green rank.