Waffleyumboy
Waffleyumboy
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- Waffleyumboy
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@Joao_Bandicoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1054823#Comment_1054823
Imagine obtaining a random Mori because you hooked on a special hook. If keys are comparable to Moris (which a vast majority here thinks) that would be the equivalent of you randomly finding a key on chest.
The sad thing is keys aren't even close to moris in terms of power. It could even be said that bringing in a toolbox is stronger than bringing in a key.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1055725#Comment_1055725
door open, you have a survivor hooked, other survivor comes to save them, unhook, unhooked player bodyblocks and takes a hit, both escape.
Thats kinda the crappy scenario that happens too often.
Solution: don't be stupid and just facecamp during end game
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@cipherbay_ said:
The way its activated is fine, but the deep wounds affect is BS. Its no really "Borrowed Time" When you can run around without your timer going down.
Deep wounds aren't for free downs they are for preventing survivors from working on gens.
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The power seems lacking, there is slight mobility and chase potential but it doesn't really fit the theme of a shadow imo.
Nightbringer: Fine I guess
Encroaching Darkness: Also fine...
Overwhelming Darkness: That also works...
Perks are meh but fitting and power is meh and also ??
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@VolantConch1719 said:
Dwight: Best-I think he would get along better with Claudette, they both represent the nerds. || Worst-Literally any of the lone wolf characters would fit here just as well as David (Min, Jake, Ash)
Meg: Best-Highly disagree. Meg's whole thing is her energy, and Jake prefers to be alone. She'd probably do better with Yui or Nea. || Worst-Again with the loners. David's a jerk and all, but he and Meg do share athletics in common, so they might be on more neutral terms.
Claudette: Best-The pre-Cursed Legacy opening scene pretty much confirms this. || Worst: I think David would fit a bit better here, honestly. I'd rather not go there, but those with disabilities (like Claudette) are much easier pickings for people like David.
Jake: Best-Like I said with Claudette, pretty much confirmed. || Worst: Meg's energy would seriously annoy Jake more than Ace would.
Nea: Best-Meg or Yui. Both are adrenaline junky rebels while Min is a lone wolf. || Worst: I don't think Nea would get along well with Tapp, since he's a cop and Nea really does not like cops.
Laurie: Best-I think Quentin would be a better fit. They're around the same age and have both dealt with these beings before. || Worst-David. I see no way that they could get along.
Ace: Best-Absolutely agree here. || Worst-Pretty much all the girls can go here. Ace fancies himself a ladies' man.
Bill: Best-Ash and Bill have dealt with very similar things. || Worst-I'm actually going to have to flip this one with who you said was best. Bill is a soldier, and he was the leader of the L4D group. Why would he listen to a young man who's scared of his own shadow?
Min (mini-rant time: you, along with the vast majority of people here, are applying Western naming traditions to a Chinese name. In most Asian countries, the name order goes Family Name Given Name, which makes her name Min, not Feng. And I'm, just guessing here, sure you pronounce it FAYNG MIHN instread of the proper FAHNG MENE [as close as I can accurately type it], right? Okay, rant over.): Best-Honestly, a recent discussion I found makes me think that Min is a lone wolf because she can't communicate with the others. I honestly don't think she'd get along with anyone here. || Worst-That being said, it makes her an easy target for David.
David: Best-Okay, I like this reason. || Worst: Literally everyone.
Quentin: Best-Did you only say this because Nancy is his girlfriend's name? As I said with Laurie, they've been through similar situations (I mean, I guess so have Steve and Nancy, but they had a monster instead of a psychopath after them, so it's different) || Worst-Like I said with Claudette, David likes to pick on those with disabilities, and Quentin takes medicine for ADD.
Tapp: Best-Eh, I think Nancy would be more likely since she wants to be a jounralist, and journalism involves detective work, which Tapp could teach her. || Worst-100% in agreement.
Kate: Best-Yeah, both have musical backgrounds. || Worst-Other than the lone wolves (like Min) being more distant, I think Kate might be the only one who could get along with everyone, including David.
Adam: Best-I could see either Jane or Yui being better than Quentin. Jane because people look up to celebrities and teachers and Yui because they can both speak Japanese. || Worst-Yeah, the whole rebellious thing affects teachers a lot.
Jeff: Best-Agree again. || Worst-I really don't know. Jeff is the big friendly giant. I guess I'll agree, since Min is again super distant, but I can't really think here.
Jane: Best-I can see this. Or we could go with my Adam connection. || Worst-Ace and Ash would really get on Jane's nerves.
Ash: Best-Either Ace or Bill, can go either way. || Worst-I actually think Jane would be best here, due to Ash being somewhat of a womanizer.
Nancy: Best-100% here || Worst-I really don't think Nancy would get along with Nea. Nancy is the ideal student (I think, still haven't seen Stranger Things) while Nea is the rebellious gangster.
Steve: Best-Again 100% || Worst-I think Steve and David would butt heads a lot.
Yui: Best-Adam. Both can speak Japanese, and Adam can translate for Yui if she can't speak English. || Worst-Yeah, I can see this. I'd be more inclined to say Ash instead of Ace, but they both work.
Just my opinions on these.
Yikes on bikes you are in deep in this lore man. Everything matches my headcanon except I think David is slightly nicer :)
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So this is why good survivors play on low graphics.
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GF is fine as is, definitely A tier material.
It would be cooler if his power had more to do with phones though...
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This would actually be pretty good for making gen rushing weaker.
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@Diggly said:
https://forum.deadbydaylight.com/en/discussion/comment/1055351#Comment_1055351
I preferred fighting ruin to corrupt, as it was less boring. I can hit great skill checks, as I am sure a lot of us can. Ruin didn't have guaranteed staying power, but 2 minutes of ruin was more useful, as I could often catch survivors at gens as well.
Corrupt just feels like a delayed start, and on most killers, it feels really really useless.
It also is less fun to fight. It's core function, to me anyway, is incredibly boring.
Honestly both are boring to me.
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Close hook spawns are fine by me. Sure it empowers camping and reduces the amount of bp survivors get but at least killers don't have anything to cry about.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1055216#Comment_1055216
Maybe I did exaggerated the situation a little bit, my apologies, but you can't just ignore the facts, playing killer is stressful against good survivors.
Which is fair, it's supposed to be difficult to win against players who are at your skill level. However, since Ruin doesn't provide early game protection for killers, every killer player must be close to perfect play and can't make many mistakes. The amount of pressure it takes to perform at that level is crazy difficult, especially when there are situations that aren't clear to the player. This simply isn't enjoyable for most players, so they stopped playing killer. Survivors ended up getting hit with the results, and I definitely experienced this in-game on both roles.
However, that's just my opinion on why queues are high for survivors. If you disagree with my opinion, fair enough, just leave it at that next time or debate with me to change my mind. Simply saying, "...thanks for trying to sell your narrative bud," doesn't further the discussion at all.
Agreed. Matchmaking makes the game very stressful, especially now that the easy mode perk for killers has been nerfed.
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@ANIME said:
This is a pretty cool, creative idea. Would be interesting to test out. Btw dont take some of these peoples replies too seriously, if you look at their profiles they just go around bashing other peoples creative ideas for fun
I personally think it's pretty awesome but it needs some ways to make it more accessible to solos.
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Wow seperate solos and swf? Sounds great!
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Yes they are going to fix this soon. In the meantime have you finished your archive challenges for killer? Maybe you could even just play some killer to level up in the rift faster?
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@NMCKE said:
This is mainly because killer is very stressful to play and the fact the developers removed the early game perk Ruin from the equation gave way to generators flying, is why no one plays killer.
However, I'm one of the few who adapted by playing really dirty by hardcore snowballing and using NOED on my Nurse. 😁
Queue times haven't increased since Ruin change...thanks for trying to sell your narrative bud.
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@Ev13698324 said:
I play 50/50 killer and survivor, and there's obviously lots of unbalanced things in both rolls.
First off, all of these ideas are my opinion. I'm sure plenty will disagree, and I'm by no means a dev, so take these as you wish.
To start with, its pretty clear maps are in issue. They should be balanced for both sides equally with some of the more unfair god loops removed.
Next, keys and moris need to be really toned down. Make it so keys can only be found "rarely" with plunderers, and never any other times in chests. I'd also suggest making ebonies like an ivory, they can kill one survivor on their second hook and the rest on their death hooks.
Toolboxes need a big slowdown after the ruin nerf too.
As for respective killers.
Trapper: Make him either spawn with all traps or have base room to carry more. An option to quickly reset your traps instead of having to manually replace them would also be great.
Nurse: Do something to make her actually fun to play, everyone seems to avoid playing her now.
Hag: Make it so she can't place traps right underneath hooks. This makes her more focused on trapping loops and paths than on camping. She'd still be strong with the basement as a result anyway.
Huntress: as there doesn't seem to be any chance her hitboxes will be fixed, just make her iridescent head addons unusable with extra hatchet addons.
Leatherface: Rework him to be actually unique and fun.
Freddy: I don't know how I'd adjust him, but both forever freddy and spamming snares seem to be an issue.
Pig: Buff her RBTs and ambush.
Clown: Give the poor sod a rework already.
Spirit: Survivors without iron will should still have a chance against her. I have no idea how I'd change her honestly, but plenty of people have had suggestions.
Legion: Rework him to be actually unique and fun.
Plague: Buff her deviousness point gain.
Ghostface: Make snapping him out of stealth less buggy. There are times when survivors can snap him out when they shouldn't, and times when they can't snap him out despite staring right at him.
Oni: Great killer, though I'd suggest lowering the frequency of blood orbs when an injured survivor is crouching or walking.
Perks: A bunch of killer perks need reworks to become good, same with survivor ones.
DS: Adjust its activation conditions.
WGLF: Needs a buff to be more usable like BBQ.
Imagine nerfing chests
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@futurenoob010 said:
DS has to go or timer go to half minute or stop when hook another. Killer perks?
I dont play surv.
Never could've guessed. Do you have any killer perks you want buffed?
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Quantum anomaly with third seal is gonna be good.
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@I_Face_Camp said:
It can be frustrating but it's still fun. If you want to play a super frustrating game try For Honor. That game has brought me so close to throwing my controller so many times.
For Honor is super frustrating to me too, and oddly addicting.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1054567#Comment_1054567
The ones he's claiming are equally invalid and yet her persists claiming they're gospel.
If he's going to continue to throw misinformation out there, knowing full damn well that it's misinformation I may add, then I will counter his argument with the exact same logic.
Agreed
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1054491#Comment_1054491
For someone who keeps boasting how they 4k easily with Clown, I am completely baffled on how you can say killers average 100k BP. Not only is this definitely not the average, but it proves you're just pulling a random number out of your ass.
Furthermore:
- Killers are practically required to run add-ons every game to even be competitive. Survivors do not.
- Survivors can keep their items and offerings by surviving. Killers can not keep theirs. They're lost every match.
- Survivors can plunder items out of the match, use them in said match they found them in, and add the item to their collection. Case in point, I've obtain 50 green medkits thanks to Plunderers alone without spending a single BP, thanks to Pharmacy. Killers do not have such luxury.
- Survivor splits all of their potential blood points between the four of them. Killer shares with no one.
- Survivors are far easier to level, since survivors are just skins, realistically you only have to max 1 of the 19 (or 20?) survivors. This isn't the case with killer. Maxing out and playing only killer means you're only realistically playing a very small portion of what the role has to offer. This makes the killer role requiring significantly more BP than Survivor.
- Survivors can earn blood point scores in a match quite equivalent to that of the killer:
That is the most ideal match I've ever seen o.o
The sad thing is if the killer was red ranks they wouldn't even pip.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1054564#Comment_1054564
Even if they did, they didn't include any BP offerings or the perk 'We are going to Live Forever' for survivors. Comparing killer and survivor Bloodpoint gain by using the killers bloodpoint gain when they get a perfect 32k Bloodpoints, with 4 stacks of BBQ and a survivor Pudding or Bloody Streamer offering as an average, and then survivors Bloodpoint gain when not using any way to increase Bloodpoint gain, is not a fair comparison at all. Even more so when you consider that the average Bloodpoint gain of survivors definitely isn't 8-10k. At least for me it's 15-20k, and for killer it's probably around 25-30K. 32K Bloodpoints is the max, not the average.
Honestly saying killers average Bloodpoint gain is 100K and survivors average Bloopoint gain is 8-10K is just a hilarious misinformation.
Yea you got the numbers pretty close.
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@T2K said:
Tbh I think no survivor perks would need any nerf if some of the core issues would get fixed. Imo changing perks are only more bandaid fixes. But if the devs only focus on perks I see a problem with BT. Its not that BT is too strong. From my view this perk should only work for what its meant to be.
So it's balanced but abusable?
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@Seltas0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/1054662#Comment_1054662
In that case.... Why did they decrease the amount of time it takes to cleanse it if slowing the game down is its primary purpose?
And say what you want about deep wounds but borrowed time shouldn't share it with legion.
They took away time so they could revert a couple of Legion's add ons which was a pretty bad decision tbh. BT and Legion share the same function: keep survivors off of gens for a little bit. I think mend time should be reverted but the tick pauses are fine.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1054645#Comment_1054645
Yes, it does. It gives the person on hook a fighting chance.
Current BT is way overtuned. It has received buff after buff. It is pretty much only used to unhook in the Killer's face and not receive any punishment.
You want a new suggestion? Here:
If a Killer remains in the vicinity (24m) of a hooked Survivor for more than 15 seconds, without other Survivors being present, BT can be used. This prevents the abuse from people abusing it and it keeps it as an anti-camp tool.
Thanks for making BT useless in solo
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@Seltas0208 said:
It was in the perfect place before it got changed with the legion update.
Now that it has deep wounds..... Its a perk with super high reward with very little risk. For a perk of its type
Deep wounds are not for free downs, they are to get survivors off of gens.
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@Speshul_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/1048574#Comment_1048574
I have to disagree with those statistics. Simply because we don’t know where those survivors fall under a normal distribution curve. For example, is that the average group of SWF or somewhere near the lower end of the spectrum.
What I can tell you, is that it does NOT apply to good teams. The team I play with escape almost 100% of the time even with Eboni’s, granted we each have over 4000 hrs played.
Also sorry for the late reply been busy with school.
No worries I understand.
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Is it better to heal or stay injured vs Oni?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1053716#Comment_1053716
If you're going to keep claiming the same inaccurate statistics, I'm going to keep countering with the same inaccurate counterargument:
Yes almost all old stats are invalid by now, especially ones this old.
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@Seltas0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/1054491#Comment_1054491
Are you misinformed or something? The max a killer can get if they play perfectly and have bbq is 64,000 BP a match.
The average tends to be around from 25,000 to 28,000
Maybe they included bp offerings?
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Ah yes a classic.
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@Kai6864 said:
https://forum.deadbydaylight.com/en/discussion/comment/1054519#Comment_1054519
That would be brutal! I think that would be a great addition tbh but I’m not entirely sure about the not being able to heal 32m of the basement- it would mean that in the Game you wouldn’t be able to heal in 4 tiles around the basement, or anywhere above the basement for that matter- but aside from that, I think it would be a solid perk from then onwards, prevents Styptics and would be awesome on Leatherface.
Glad you like it, maybe I did go a LITTLE overboard with the healing hehe.
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Feng needs to be thicker for... balance purposes
;)
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Pretty good job so far
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In a way, yes. No need to change your mind when you're right :)
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@Kai6864 said:
https://forum.deadbydaylight.com/en/discussion/comment/1054500#Comment_1054500
No I haven’t! What was it if you don’t mind telling me, or directing me to the post?
Monstrous shrine: survivors unhooked in the basement become oblivious and exhausted for 40/50/60 seconds. Survivors who unhook in the basement are afflicted with Blindness for 60 seconds. For 60 seconds after a survivor is unhooked in the basement, survivors with blindness can't unhook or heal within 28/30/32m of the basement.
Basically make monstrous shrine a tool to help enable basement snowballing. Also works as a DS timer and synergizes with MYC.
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@Kai6864 said:
Fixated - Make it last while uninjured but drop the percentage to 5%/10%/15%
Monstrous Shrine - Gain a token up to a maximum of 5 when you hook someone in the basement.
For each token, any hook grants the bonus of 3%/4%/5% faster Entity progression.
3%/6%/9%increased escape attempt difficulty
10%/12%14% increased penalty on failed escape attempts.
I hear the devs think monstrous shrine isn't a perk where shifting numbers will help, and that it needs a rework. Have you seen my monstrous shrine suggestion? It's kind of complicated, but I like how it turned out.
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Yes emblem system bad...we've heard it all before.
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@Skelemania said:
Survivor: No Mither
- I think there's a lot of play that could be there. Sort of how some killers feel completely different depending on what add-ons you use, like Tier 1 Myers. It'd be cool if there was a No Mither build that was a completely different playstyle & allowed you to feel like you were playing Survivor differently. As it stands, it feels like you're just putting yourself at a disadvantage & forgoing giving your teammates any healing points.
Killer: Slippery Meat
- Great name but pretty useless perk. If it gave you higher percentage to get off the hook in addition to the additional attempts, that would help. But also, it just needs to do more other than have some play against Bear Traps.
You didn't put a survivor perk o.o
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1054436#Comment_1054436
It is very likely. I know very very few people who play Solo on Xbox. I'm not saying there aren't some, but I do think most people play with at least one other friend.
Even the people in my swf play solo occasionally. Maybe people facing swf more has something to do with swf matchmaking.
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1054415#Comment_1054415
Well, if we're really going to do whatever I want then this is what I would actually do. I would take off the bonus bloodpoint effects from both BBQ and WGLF and add them to the base game. I would call the effect "Entity's Favor" or something. I would switch the survivor bonus to the way I described. This would help with the ridiculous bloodpoint grind while helping with perk diversity.
I would then give WGLF an entirely new effect. I'm just spit balling here, but maybe something like this:
We're Gonna Live Forever: Whenever you take a protection hit this perk activates. When activated this perk will heal you when you are outside of a chase for 30 seconds. This effect has a cooldown of 120, 105, 90 seconds.
Yea I hate how bp perks feel so required because of the ridiculous grind. That idea sounds good tbh, maybe some sort of other requirement to activate it again though?
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@Kai6864 said:
https://forum.deadbydaylight.com/en/discussion/comment/1054425#Comment_1054425
BS? I wish it was, truly. No need to get the communities sympathy either, I just want there to be a secondary objective/longer gen times like everyone else. BHVR are egging on these quicker games without thinking about the killer’s view. Maybe I’m just getting unlucky, but I’m serious about all this man.
I can count on one hand the amout of OoO swfs I've faced in the last year. Must be a regional thing...
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No it couldn't just be confirmation bias...
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That's a lot of bs...jeez
You don't have to try this hard to get the community's sympathy man.
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@Dreamnomad said:
WGLF- Make it so survivors get a token for each completed gen up to 5 tokens which give 10/15/20% total bloodpoint bonus for each token.
Shadowborn- In addition to current effects make it so the killer can see through vegetation within 12 meters.
Hmm so you don't think wglf should have a tangible effect?
Shadowborn idea is neat.
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They already do work and testing with experienced pc players.
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@DetailedDetriment said:
Killer: No One Escapes Death. Killers shouldn't be rewarded after terrible play. It's the same reason I dislike Blood Warden.
Survivor: DeJa Vu because why?
I want Deja Vu to get a rework, I really like the name because it's the name of my favorite movie :)
Sad that it's such a useless perk...
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@danielbird11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1054294#Comment_1054294
I agree with that actually. They should make keys only work on yourself unless you use a add-on that lets you bring people out with you. And also add a 3 second opening animation to prevent it from being used in chases.
I'm glad you like my idea :)
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@ermsy said:
https://forum.deadbydaylight.com/en/discussion/comment/1054212#Comment_1054212
I'm starting to think it has more to do with the killer population than the mm (which still isn't great).
The survivor challenge tomes are the only reason I'm playing survivor right now otherwise I'd play killer.
Could be, but how many grey/brown rank survivors have you seen people play against?
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@ImmersedPootisBird said:
https://forum.deadbydaylight.com/en/discussion/comment/1054278#Comment_1054278
Okay then, considering that I'm new to the official forums, how do I edit posts?
Isn't there a gear in the top right of your post's box? I think to edit you need to click that.