Waffleyumboy
Waffleyumboy
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1555573#Comment_1555573
I don't stalk, I just like walking around as tier 1 Myers. The only thing I wanna do is be spooky, but it sucks to spend most of my time crabwalking. And because of all the other ways the killer can be seen and heard, it's not like I even usually make it close to the gen before the survivors run off. There are a lot of matches where after two or three gens are done I just throw my hands up and go, "Well, maybe I can spook someone next time" and go afk.
So you're asking for balance changes to a perk...so you can meme around?
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1556769#Comment_1556769
There's a term, M1 killer meaning powerless. Only real difference is base speed which is to account for their power use. Otherwise all 115% speed killers are perfectly capable of never using their powers.
Although, is there anything else in the game that so drastically changes a match than killer powers? It's bare frickin bones. You have gens and totems, and chase walls with an occasional wooden board to throw down. Strategy drastically changes between Plague and Myers. That's a fact.
Survivors are just skins. There's no difference between an Ace with every perk, and a Jeff with every perk gameplay-wise. No bias. FACTS.
Auras are useless. Hmm, I wonder what friend groups of people who survive together would say such a thing but still benefit from it?
Solo is solo. You go solo when you could not go solo, you get everything that comes with going with it. Whats so hard to understand that doing something that has an innate disadvantage to begin with will continue to have innate disadvantages and that you need to play differently? Be more aware? Make decisions that may not pay off?
If we're to believe the game is perfectly balanced at 2k, 2 escapes, then we also need to believe that you can't always win with 4ks and cant always escape with all survivors.
So where does the line get drawn? It feels like whining at times. Perfectly balance also means everything has a clear strategy to counter it but unclear by whether or not it'llget done. Noed isn't just do bones before it goes off. It can be "I seen these unlit bones light up and now I'll break them". Or "he has Noed and hooking the last guy, time to make my great escape". Both of which I've done without a crutch.
115% killers are not capable of winning against good survivors without their powers. Killer powers are balance, and their power levels are vastly different atm. This illusion of m1 killers being playable is indicative of the absence of appreciation for the dbd competitive environment.
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@Nosferatu3145 said:
https://forum.deadbydaylight.com/en/discussion/comment/1556680#Comment_1556680
The fact that very few players using only 2 or 3 especific killers with especific builds can do something against a coordinated team, and even then struggle, says otherwise. Everyone knows that SWF have a huge advantage, it doesn't matter if there are SWF who are not that good, those who are at least decent can destroy the vast majority of players, just by using a mechanic that was not designed in the game. It's basically cheating.
Or instead of swf being cheating, killers like making excuses for their losses. Which is more likely?
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This is too strong, you should probably add like a 10-15% speed penalty to repairing gens not highlighted by Deja Vu, even though lore wise there's not a good reason for a slowdown.
Why nerf this perk?
Mangled shouldn't be applied by survivor perks, how about you become broken the first time you recover from the dying state?
This is a cool idea.
Cooldown's too long still. Also aura reading doesn't match the usual fuzziness associated with premonitions.
I think that makes it around 50% chance to free yourself from hook without offerings. I like it.
Idk if this would work with Technician's intention to help new players learn skill checks. Maybe a small increase would suit it better.
Why should it deactivate after being healed? If your teammate tries to give you a quick heal after unhooking you you're just screwed? Also it should deactivate if the user starts unhooking someone.
This would be cool if luck affected chests and skill checks.
Great UB change here.
Sounds cool.
3x bloodpoint bonus? Kind of extreme.
That works.
Bloodlust tier 2 is super unlikely and 25 or so seconds of undetectable is not worth forcing it. Maybe change it to tier 1.
Good fix.
How about a 60m range? It can only activate 5 times at most anyhow.
Sounds cool.
Wow this would be torture against Doc. Looks fun.
That doesn't fit with the whole theme of no one escapes death, how about survivors who have already been hooked? They escaped the hook, therefore death, and you now channel the entity's fury towards them. Noed should also reveal the auras of all survivors for 15 seconds when you down a survivor, to help snowballing.
It could be broken status instead of mangled and still not be as good as devour. So do that please.
A chase perk is the exact opposite of what it was before, but I guess this works.
Make the exhaustion 30 seconds and this might be moderately useful.
That works.
Overcharge's problem was always that you could ignore it if you hit skill checks. The slowdown should apply whether you hit the skill check or not.
Very cool.
That works.
That works.
I don't think it should give any indication. Also 15 seconds is pitiful.
The killer buffs all look neat but I'm surprised Demo boy's Shred goes unchanged.
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@OllieHellhunter said:
Not gonna lie, I dont see any reason why someone would be banned for reporting someone actually inciting violence against any group, are you sure that was the reason?
They're probably glossing over the way their friend went about things, I wouldn't be surprised if they actually got banned for insulting devs and mods or something.
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@ Antares2332 said:
https://forum.deadbydaylight.com/en/discussion/comment/1556777#Comment_1556777
Ok..
So according to your logic, A coordinated group of 4 SWF with voice chat should not be changed because there are also people who like to play solo SWF. What's with this community and trying to enforce their personal imaginary rules? :/
That's exactly my logic, does it not make sense to you? You may need to check your bias and temporarily overcome it in order for it to make sense. Nice attempt at mocking me with that last sentence I guess, but it doesn't make any sense.
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@KnotEnthusiast said:
Oh boy, these are always fun.
SWF isn't that overpowered, you're just bad at killer if you think it is. Comms don't make survivors good, just slightly more efficient. If you think that you're losing every other game to SWF, you're just bad at killer.
Dead Dawg is a great map for both sides. Perfect size, no save zones, and the main building is strong but conquerable if you break walls. Aesthetically it's also incredible. Probably the best DLC map in the game, save for maybe Father Cambell's Chapel
Deathslinger is top 5 killers in the game.
The Blight is insanely fun and I fully expect him to be very strong once his hitboxes are fixed. The only reason people think he's bad is because they tried him once and sucked, and saw players like Otz and Scott struggle with him too.
The most powerful perk in the game is Unbreakable, not DS or Adrenaline or NOED or whatever players whine about. There is no other perk that can swing the outcome of a game as easily as Unbreakable, save for maybe DS, which can be played around (unless they have Unbreakable). It's a perk with an insanely strong primary effect in a free recovery from slugging, as well as a secondary effect that's also insanely strong in faster recovery.
Spine Chill is massively overrated.
Unbreakable can swing the game, but it's super situational. I can literally go for 5 games without being slugged, and often do.
Agree with everything else.
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@ Antares2332 said:
https://forum.deadbydaylight.com/en/discussion/comment/1556708#Comment_1556708
Or maybe making SWF changes will help the game to be more balanced.
If you want to play SWF you are supposed to have voice communication. Not changing SWF because there are people who play solo SWF is a very bad excuse.
2 SWF is fine.
3 SWF idk, that can be bad or good.
There's not even an in game comms system...how in the hell does that indicate you're not allowed to play swf without comms? Maybe people enjoy not having to talk while playing but also want to squad up with people they know are half decent at the game. What's with this community and trying to enforce their personal imaginary rules?
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1556699#Comment_1556699
lol "Maining" a side. You insult me with such a pitiful argument in return.
Every killer is perfectly functional at a base level. They can equip every perk, and all have the same base rule of 2 hits = down. The variable here is how fast they get those two hits. With such a system in place, any small changes can have drastic consequences. That's why it's not simple.
There's also player behavior and creating a unique identity for said killer so that they don't overlap with other identities. Survivors are already just perk skins. Do we want the same for the only interesting mechanic in the game; which is killer powers?
Auras give away too much information with little in investment. They're too powerful. For both sides.
Totem counter is only a Noed counter. Literally no one cares about any other lasting effect totems could have. There's 3 totems left AND ONE COULD BE DEVOUR HOPE! Yeah no, your gate bm counter can go ######### itself.
Kindred gives away too much information to be free. Killer position, and all your teammates locations? That's two free gens when you see the third going for the rescue.
Seeing others loadouts?....I'm fine with this. Why would I object?
Every killer is not functional at base level...powers are everything, instadowns and mobility completely outclass a small speed buff and reduced visibility by giving up your ability to attack.
Killer powers being the only interesting mechanic in game? Definitely not words of bias.
Aura perks are all considered useless by good players except of course OoO. I'd take their word over yours.
What's wrong with giving solos the tools to stop noed and that other new hex perk? Swf already have it, this just closes the gap and allows noed to have a consistent metric of balance. Wouldn't you love to see noed buffed?
Fine the kindred can be temporary, but again swf already have this info...
Yes why would you object to something that buffs only solos?
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@Enlyne said:
Tell us something we don't know yet.
Touch survivors while looking at SWF and you're gonna hurt the solo ones so bad they're gonna even quit and swat teams will become the most common.
Devs know that if they do such a move, they're gonna get a lot of hate, it's quite simply not worth it, all they have to do is make it so the survivors have more mandatory objectives and not everything is just M1 a gen.
That's just a survivor nerf...how would that be received better?
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1556719#Comment_1556719
sometimes. but from what i've seen its not a guarantee.
Oh ok. Just asking because it worked for me 2/2 times.
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Punished? Mate killers are just playing the game, same as you.
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@Adeloo said:
https://forum.deadbydaylight.com/en/discussion/comment/1556659#Comment_1556659
Well yeah, about that you are right you don't discriminate : you are disrespectful of everyone opinion so far (from what i read in this thread ^^)
you know it's ok to have an opinion, it's not to be rude because it's different from yours ^^
How am I being disrespectful? Should I write "although I respect your input/opinion" before each of my comments? I ain't callin names or nothin'.
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@MeltingPenguins said:
Killer:
If one person disconnects upon their first down, I go soft on survivors (unless they are brats)
Same if I notice someone's new to things/hasn't face my killer yet, then I get them to learn by doing.
With the current hill bug, if I see a surv being stuck, I pick them up, walk them to a save distance and either let them wiggle off or drop them where another surv can see them. then i step back (let them heal in the latter case) and give them ten seconds to run. after that it's fair game.
If someone's fresh off the hook and they run straight into me, I might ignore them (depending on how well or bad they behaved)
If you do anything to make me laugh, I'll spare you.
Can't you escape hill bug by walking up the hill?
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It sucks but killers don't and shouldn't care about the survivor experience. That is the devs responsibility.
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@ Antares2332 said:
I think it should be changed only when there is a group of 4 SWFs, so it doesn't affect solo mode
Or maybe penalizing people for playing with friends ever is a bad idea because it would kill the playerbase and not even fix the solo swf "gap". 2 or 3 swf is still stronger than 4 solos right?
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1556505#Comment_1556505
A meaningless phrase; buff weaker killers. Buff solo. How?
You want Clown going 120% walk speed? Does he kick gens harderer? How will they not completely break the game? Lots of people can't deal with those "weak" killers.
They could easily buff all killers by adding a fatigue mechanic to running survivors. Do you want that?
Solo gets psychic powers to see the killer position and free bond and deja vu for everyone? Why have anything shrouded in mystery? Might as well have a waypoint marker for the hatch at the end too.
Face it. Swf ruins the feel and dread of going against the unknown. It's safety in a game where you're supposed to be getting hunted down. But it's also the main draw of the game as well. What a paradox.
Auras in general need a nerf, not just OoO.
Lmao entitled killer main saying swf is not how dbd is meant to be played. Sadly for you, killers don't make the rules on what survivors can and can't do. Of course weak killers can receive buffs and not break the game, that's why they're called weak bud. Auras have been in the game since the beginning. Get over your little agenda against them. Is a totem counter, kindred basekit, and seeing loadouts of other survivors in trial psychic powers? That's what swf have available to them so if you want balance you're going to have to deal with having these neat features available to solo survivors. Maybe for your sake there can be an option to turn these off and play regular blind solo. Of course other survivors will be able to see you did this and be able to dodge you.
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@Nosferatu3145 said:
https://forum.deadbydaylight.com/en/discussion/comment/1556505#Comment_1556505
It doesn't matter if it is SWAT squad or not. You have multiple advantages if you're using comm's, even if you're casual. That's a fact. The game is "balanced" to have 2k and 2 escapes, without the survivors knowing what each other are doing all the time
The game is not balanced around solos, killers win so much against them that if killers lose they assume it must be because an swf was in the game.
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As killer I don't tunnel and as survivor I leave no one behind if there's a chance to save them.
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How do you tell who is pc?
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@Adeloo said:
https://forum.deadbydaylight.com/en/discussion/comment/1555722#Comment_1555722
well your potato teammate is the one getting rid of NOEd you probably cry about ;) but like i said it's npopular opinions so even tho you disrespect mine i'll respect yours ^^
No disrespect to potatoes :)
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Dwight and Myers by far.
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@OtakuBurrito said:
ShitTalent/Otz do more to help fuel survivor/killer tensions and divide the community more than anyone else and they don't think about how telling killers to dodge unless there's a windows store player single handedly ######### up survivor queue times.
Additionally they completely destroy the culture around a lot of killers to the point most of people refuse to play they at all for awhile, myself included, because "we're trolling if we don't take certain perks" which leads to a lot of harrassment on both sides.
Sigh...RIP OG Myers/Ghostface main community.
The obsession with swf is funny yet sad. So desperate to save their image that they just blame whatever they can come up with that people will fall for. Definitely one of the darker aspects of the dbd community.
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If only...usable perks are a little different but thanks for the info I guess.
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Mine went from 3 mins to around 1.5 mins. Night queues are still around 7 minutes. Killer went up to 5 mins from 3 mins. Night queues minute or less.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1555740#Comment_1555740
Reading comprehension 0%
Yeah I read...you're suggesting that solos are extremely disadvantaged compared to swf. Am I wrong?
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I love pulling off a save against camping kilkers. As killer it feels good to tunnel someone who let me eat their ds when they weren't being tunneled, ngl.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1555731#Comment_1555731
Me to...
So then I can make changes to my killer builds
I would like more verity in perk builds in general
Meh killers already have perks galore but yeah it wouldn't hurt.
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@Masochistic_Killer said:
https://forum.deadbydaylight.com/en/discussion/comment/1555726#Comment_1555726
You're conflating dev balance metrics and objective/reward in game metrics. I'm not sure if you're doing this on purpose or not but given your own very obvious bias, it does seem intentional.
If they wanted to reward 3Ks the same or better than a 4K you might have a point, but they don't, so you don't. The objectives stand, kill 'em all and let the Entity sort them out.
The devs made the game...the metrics are both measured in game...what are you trying to say. For real, you probably have nothing to say and if you don't it'd probably be wise to spare the embarrassment and just not say anything.
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@Yamaoka said:
The only buff survivors need is called "useful teammates". It is ridiculously easy to run most killers around the map even while injured but how is it going to help you when you get downed after 2 minutes realizing everyone's been holding that powerful crouch button sitting in a corner the whole time?
Been playing nothing but survivor games for a week now and I'm honestly shocked just how EASY and IMPOSSIBLE solo survivor is.
If everyone pushes gens and loops I will sometimes escape without even getting chased by the killer during the match.
If everyone is immersed I basically end up looping the killer, fixing at least 3 gens on my own and still dying afterwards.
It's honestly ridiculous how different the game is depending on your teammates.
The solo swf gap is small. It might seem like you're always being the big brain hero in your solo games, but the truth is everyone's trying just as hard as you and you're not doing much better than your teammates, if at all.
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Love how the forum just immediately proves your point, not even trying to hide it. Idk about the rest of y'all, but I would like the survivor perk meta to be shaken up a bit.
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@Masochistic_Killer said:
https://forum.deadbydaylight.com/en/discussion/comment/1555611#Comment_1555611
This is not even an opinion, it's a fact according to in game objectives, BP gains, pips, every available metric. I don't get a bonus or any kind of reward for "leave one left to tell the tale", I get ######### out of a no one escapes alive bonus and sacrifice points at best.
Imagine using in game metrics as a standard of balance. Next you're going to tell me that you mean in game metrics except for the escape ratio because it doesn't fit your narrative. Predictable.
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@Adeloo said:
Indoors maps are the best ones from both sides
David isn't hot at all.
totems over gens over friends
it's ok to leave an other survivor behind if you have no way of saving them.
Maps are the best item : it gives you points without being consumed.
I've found my potato teammates' mindset: bring maps, don't do gens, make up excuses not to save me.
Check, check, check
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Imagine thinking pips matter. In all honesty though, suicide compensation would be great.
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@Buckoben said:
https://forum.deadbydaylight.com/en/discussion/comment/1555684#Comment_1555684
Essentially, although I was thinking more of a valve like sever/lobby list.
That would be cool.
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Continuous surveillance? I don't get it.
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@Buckoben said:
Kill Your Friends needs open matchmaking.
Oh you want a casual mode. Not really unpopular but it works.
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@Earthragon said:
D/c penalties will make this game lose a lot of it's playerbase
Hmm that's not what happened last time.
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1555638#Comment_1555638
Dead Hard/Iron Will/DS/WoO
Hmm ok
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@CalamityJane said:
The obsession mechanic is terrible. Most perks either just randomly move the status around for very little reason, or actively benefit the obsession/not going for the obsession.
Benefitting the obsession is the point, you need to save the best for last.
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@DragonMasterDarren said:
the Meta is extremely boring and running it every game makes you a slave to it
also, Demo is the best killer
Or you're just saying that in the hopes that you get to tunnel and play lazy in other ways. Make a smurf account if ur tired of having to actually try as killer.
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@Xzan said:
- Meg is best girl
- Being tunneled or genrushed is mostly your fault
- Crossplay is okay
- Original chapters are way better than licensed chapter
- Art & Design Team is the MvP
- Toxicity is a selling point of this game
- Indoormaps are the most fun maps
Mmkay
Yup, agreed
Yes, agreed
Sure, sometimes
Not unpopular
Not an opinion
Okay
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@ChiTenshi said:
Iridescent Hatchet is a balanced add-on.
It’s only broken when combined with Leather Loop or Infantry Belt.
Probably not unpopular...
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@C3Tooth said:
I main Nea.
That's...not an opinion
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@4scoreand7skinsago said:
give survivors the ability to communicate with randos to bring solo queue closer to the swf experience so you can properly balance survivors that will bring the 2 experiences closer together.
Sad that this is unpopular.
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@BlackMercury said:
Telling the killer in post-match lobby that their killer is boring or unfun is just rude. I wouldn't list all the things survivors do that I enjoy, let's both play for our fun first.
Tunneling and camping aren't fun for anyone. If it's someone who seems to think they're untouchable then yeah it'll be great when they die first, but downing and re-hooking someone right as their taken off hook, or facecamping someone to death isn't demonstrating any kind of skill or competition, it's just trying to switch the match into easy mode.
Camping and tunneling are however far too effective still. Moderate tunneling is the optimal strategy at high ranks and I think it would be better if we moved the game away from that. And no matter how many times people say 'just do gens' it won't happen. There will always be one person who goes for a stupid save, now only 2 people are doing gens and it spirals into a 4k. The fact that just facecamping with bubba or doc will get you at least 2 kills since the gens won't all be done after the first dies, is really stupid.
Once the gens are done though and there's no other objectives on the map, defending and trading hooks should be the killer's priority. What the hell else am I gonna do, follow you to the exit gate? No it's the end game now so you better bring some teamwork and coordination if you want to make a hook save.
What's wrong with venting at the killer? Not like any killers care.
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@BlackMercury said:
Noed and adrenaline exist only to balance each other out, the game would be better if we just removed both of them.
Just because something gets nerfed doesn't mean the devs thought it was overpowered. Sometimes things should behave differently than they do, even if it means making it slightly weaker. Eg: the many changes to deep wounds, even though legion was pretty weak then.
All killers are viable. They won't win every game, but they all can win even against good survivors. If I can 4k as speed-limiter bubba, I can do anything.
I like the meme addons. I just wish they didn't clutter up my bloodweb. They should each come with a mystery extra addon of the same level, like the boxes.
The community is much nicer than it's made out to be. Most post-match lobbies I see have a couple of ggs, many of them have us ending up as friends, only a tiny amount are toxic.
Blight is gonna be quite a strong killer. Anyone with that much raw mobility will be very effective, he just has some quality of life issues holding him back.
Old Freddy was more enjoyable than current to play and to face. He was extremely unique, probably the most unique we will ever see, and he was much more powerful than people thought if you played him right. (phase mindgames, playing strategic, prioritizing pressure over downs). He was too inconsistent, confusing, and janky but he should have been fixed, not reworked, I hope we get something like him again.
Using DS offensively is fine, but that means you've given up your defense and I will feel no qualms about tunneling you afterwards.
Object of Obsession is an open invitation to tunnel. It's designed to be high risk and high reward, and it's too much power for the killer to just let them be.
Same with key, because if the key holder lasts till the end of the game, they have a good chance of ending the game early, and that's something the killer can't risk.
People with no mither deserve one free slug per game purely for their boldness.
The freddy one isn't unpopular, but I actually agree with all of this.
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@alaenyia said:
DCs are fine and should not incur any penalty beyond loss of points and pips.
Claudette is the best survivor in the game.
Legion is the straight up worst killer (not because he is good or OP, just because mending is lame as all get out and takes up way to much time)
Survivors should have 1 personal ability each like killers
Hex: Ruin was fine the way it was (Survivor Main here)
Slugs should have the option to suicide like 1st hooks, maybe 3 chances to get up, or die. 4 minutes to bleed out is a waste of time.
Points and pips aren't a penalty, that's why they added another one.
Not unpopular.
Oh no I spent another 10 seconds holding m1. This is dbd mate.
I actually agree, I also wonder if others agree and if this is actually unpopular.
Hex Ruin was useless against top tier survivors. These are the people killers are scared of, so how is it fine that it became a crutch across the board?
Give up option on 200+ seconds would be cool.
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@Heartbound said:
https://forum.deadbydaylight.com/en/discussion/comment/1555213#Comment_1555213
I know right? 4 Sweaty survivors with BNP and no Entity Window blockers. A minute into the game you're down to 1 gen and have to hope your mighty NOED and trapper traps placed by the exit gates are enough to secure victory or you won't get enough points to safety pip.
Wow you know what it was like in the "good old days". Too bad it's all completely irrelevant now.
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@Ivaldi said:
Windows of Opportunity is an S Tier perk.
Shows what windows/pallets are available to you.
Shows if pallets have been dropped.
Shows if a killer is destroying a nearby pallet.
So it's worth dropping DS or an exhaustion perk for WoO?