Waffleyumboy
Waffleyumboy
About
- Username
- Waffleyumboy
- Joined
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Comments
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Why nerf BT? Just run blood warden if BT is annoying during end game.
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Meanwhile killers complain when survivors bring in good perks or items. Stop choosing sides and accept both sides are the same.
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No
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Not to mention her bp gains :(
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Technically yes, they should not be forced to the tippity top of the rank ladder.
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How long has mm been broken? Are the devs still on vacation or something?
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@aeonskul said:
https://forum.deadbydaylight.com/en/discussion/comment/1037493#Comment_1037493
If they're camping, then you do gens. It will punish a camping killer severely. Sure, they may get 1 kill, but only the 1 and it will guarantee a depip for them.
Killers don't care about depipping, most are just playing for fun. With noed they can get plenty more btw.
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1037488#Comment_1037488
I'm guessing you don't play survivor much do you?
Eh tbh I don't remember all the nuance of it. Your point?
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@aeonskul said:
https://forum.deadbydaylight.com/en/discussion/comment/1037483#Comment_1037483
Which would not have been possible had the 'rescuer' not thrown themselves at you. Unsafe rescues should not be encouraged. It makes for a poor survivor to have too many get out of jail free cards.
Unsafe rescues are the only rescues possible if the killer is camping/tunneling lmao. Not all killers adhere to a silly moral code.
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1037366#Comment_1037366
Against a good survivor he will just loop you for 5 gens with the ridiculous number of pallets and windows on most maps. Any good killer knows this, that's why the don't do long chases.
Except you can keep downing them in the same area where all the resources are drained.
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Idk...Doc. doesn't matter what I say because I pray this thread gets moved to where it belongs.
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@aeonskul said:
https://forum.deadbydaylight.com/en/discussion/comment/1037473#Comment_1037473
That's not tunneling though... That's just a bad survivor play and a failed rescue...
Yes it's tunneling. You hooked the survivor within a minute of them being unhooked.
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@aeonskul said:
https://forum.deadbydaylight.com/en/discussion/comment/1037450#Comment_1037450
I fail to see how, exactly.. Though I should probably specify that it should still have that 1 minute long timer before it disables itself. The idea is that it shouldn't guarantee that Survivor is untouchable no matter what for that time. It should just turn the perk off if you down someone else and hook them first, thus proving you did not tunnel.
Dude. Someone comes in for the save, you hit them, they save, you down them, go after unhooked, down unhooked, go back and hook unhooker, go back and hook unhooked. TUNNELING SUCCESSFUL. SHOULD'VE BROUGHT AN ANTI-TUNNEL PERK BABY SURVIVOR LMAO.
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DS just needs to be disabled if the survivor touches a gen. This idea makes slugging too strong.
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@underlord99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1037391#Comment_1037391
yes and almo also forgot to mention that she has one of the lowest pick rates out of all killers. which means there is probably a reason a lot of people are not playing her .
Hmm she could be more attractive to play, maybe a faster speed while crouching.
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@underlord99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1037381#Comment_1037381
devs said you shouldnt base your opinions on the stats. also if we are then you gotta remember she hasone of the lowest pick rates which means the people playing her have been probably playing her nonstop so of course the kill rate will be extremely high.
I don't mean the November stats, I'm restating what Almo said was the reason Pig is not getting any drastic basekit buffs.
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1036564#Comment_1036564
But at least remove the immunity part of dead hard. I don't understand why that is even an effect you added to Dead Hard. All it get's used for is to get away with performing bad plays.
Without immunity the survivor would have a hit register on them before the dash happens. Then DH would be a worse SB.
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@underlord99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1036735#Comment_1036735
including all the pig nerfs?
Pig isn't underperforming rn, so they were probably for the best.
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1032784#Comment_1032784
Dead Hard if used by a good survivor doesn't need it for it to be a "universal" exhaust perk. They use it for the short immunity to ignore punishment.
Decisive Strike if used by a good survivor doesn't need it to "counter tunneling". They use it for a 60 second immunity to ignore punishment.
The perks a majorly flawed for what they are intended to be used for. DS alone I don't understand why there even needs to be a perk to counter tunneling, when tunneling is a quick way to lose as Killer.
Tunneling is the most efficient path to killing all 4 survivors. The faster one survivor dies the faster they all die. Logicc
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I don't think the devs care.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1036791#Comment_1036791
The ones where they play at rank 15?
There are ones at rank 1 if I remember correctly.
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@Dr_doom_j2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1037208#Comment_1037208
But the problem in my eyes as I said is that the survivor goal for escaping early can only really happen when their has either been enough kills on the killers part (survivors should have plenty of points from gens and running the killer/saving by this point if they're decent) Or if enough gens are done ( meaning they mostly got points).
The one who uses the key gets points for opening the hatch and everyone gets 1000 for hatch escape.
It's almost impossible to depip with hatch escape
Yes pipping as survivor is definitely way too easy.
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@Quol said:
https://forum.deadbydaylight.com/en/discussion/comment/1037214#Comment_1037214
I always categorize great killers as A tier, good killers as B tier, average killers as C tier and bad killers as D tier. S tier are those that are near game breaking, for example Nurse would have S tier chases because of her ability to bypass dropped pallets and close distances.
Doctor's map pressure is A tier while his chase potential is B tier.
Game breaking killers don't last, so having a tier for them isn't very practical. So you agree doc is A tier? (One tier under the best killers in the game)
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Yes remove unbroken, replace it with something rewarded by playing correctly.
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@LordGlint said:
I always thought it at least odd that getting out through hatch awarded 7k points while you only get 5k for leaving thought the gate, even though hatch is the easier option.
Yea that is weird...it'd be like if killers got more bps for doing a mori than a hook and sacrifice.
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@Quol said:
No. A great killer needs great map pressure and great chase potential.
Doctor has great map pressure with his static blast and madness but his chase potential is only good. He is definitely a good killer but not A tier level.
A great killer is S tier. A good killer like doc is A tier
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If you leave too early or kill too early you will not pip
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@Ravean said:
https://forum.deadbydaylight.com/en/discussion/comment/1036939#Comment_1036939
Yeah but... Look at it this way. A new DLC is announced (Killer/Survivor/Map)... the Killer of this new DLC turns out to be either to weak which makes him/her no fun to play or he/she will get nerfed into a potato within two weeks which makes him/her no more fun to play. It´s obvious that DLC´s are not really meant to be enjoyed by the Players who play Killers but it´s supposed to bring joy and fun to the Main Survivors. So why when a new DLC is being announced even show off the new Killer in complicated cinematics to sell the DLC ??? Make it Survivor themed chapters that show off the new Survivor in a cinematic... The wayy it is now is that the Killer is always the primary object of interest when a new DLC is about to be released... secondary is the Survivor, at last there is the Map. It should be the other way around... Survivor first, then Map or Killer, doesn´t really matter since it´s all about bringing Joy to the Survivor players anyway.
Hello?? Demo and Oni are viable and fun killers.
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@Lucama said:
https://forum.deadbydaylight.com/en/discussion/comment/1037153#Comment_1037153
Pffft, I'm a trash surv and I could make 6 pallets last longer against a trapless trapper. Did he pallet camp? I bet he pallet camped.
How'd you know lol
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@Flarefire_Xx said:
Yeah that’s what I was thinking, there could be a game mode where killers could chose to face against a bigger SWF
NOBODY WILL CHOOSE TO DO THAT
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@Lucama said:
https://forum.deadbydaylight.com/en/discussion/comment/1034504#Comment_1034504
If he made 6 pallets only last him a minute you found a big damn tater there.
I'm saying survivor takes skill.
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@DocFabron said:
https://forum.deadbydaylight.com/en/discussion/comment/1037018#Comment_1037018
If Demo started off with one portal on the other side of the map, across from it, that would help. That way he doesn't have to run all around the map to set up where he wants to go, and also can potentially set up an ambush as survivors won't know where that first portal is.
Hag might be ok if she moved at 115% until she lays down 3 or more traps.
Legion's screwed unless they they a rework.
Those are pretty good ideas
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@DocFabron said:
https://forum.deadbydaylight.com/en/discussion/comment/1036991#Comment_1036991
Demo and Hag take too long to set up imo. And Legion can't get kills without tunnelling.
How would you alleviate their set up time?
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@lunaticlifter said:
Dead hard for dodge hits is fine.. dead hard for distance is broken.. it doesn't matter how many people use it, tell me how fun is playing an m1 killer and deal with that extra loops due to hard hard.. ah of course it's a surivor perk so if it's fun for survivors it's fine! not biased btw
Sprint Burst letting you get to the infinite all the way across the map is also pretty broken you could say.
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@DocFabron said:
Freddy, Ghostface, Doctor, Spirit, Nurse, Piggywiggy, Freddy Oni, Plague (if used correctly) and Billy are absolutely R1 viable. So 4% is definitely off.
However, Trapper, Hag, Legion, Leatherface, and Demogorgon need buffs.
Idk where I stand on Huntress and Wraith.
Demo and hag are pretty much fine. Legion is a pipping machine.
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3k average...something smells like over performing.
Inb4 legion nerf next patch
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@ppo8820 said:
https://forum.deadbydaylight.com/en/discussion/comment/1036894#Comment_1036894
I think hag might be perfectly balanced now. She can put pressure and travel a good distance but not just by revving a chainsaw like others we won’t mention. Hag is underrated.
I was making fun of your constant calls for killer nerfs. Git gud
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1036936#Comment_1036936
When I read his posts I can't tell if he's serious or trolling anymore. So now when I see his name I try to over look his text.
Who?
:3
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1036637#Comment_1036637
So in this case: Dead Hard, while incredibly useful to a Survivor in a chase, is not used frequently enough to be a problem.
Dead hard is just easier to manage than the other exhaustion perks. The only downside is that Dead Hard can be countered.
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You can't maintain bp that way though...
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1036917#Comment_1036917
100% agree. But I hate Freddy. I think he is the most braindead Killer currently, because his Snares are simply reverse-bloodlusting. I also agree regarding his Sleep Mechanic, but I would say, this is the best solution. Because if either the Survivors would not fall asleep over time or they would not fall asleep when getting hit by Freddy, this would be a huge impact on his power. Imagine chasing someone for almost a full minute (or 90 seconds, when woken up with a Clock) without using Snares or Pallets on them. Or, when they only fall asleep by getting hit, which also results in immunity while being chased and also no Reduction of the Teleport Cooldown would be possible.
So while the Sleep Mechanic is not really something I like, it is how it has to work.
Power-wise I think Freddy is fine.
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Regarding Billy: Basekit Billy is fine, maybe they will do something about his Mobility. But personally, I only have a problem with Insta Saw, Tuning Guide and Cooldown Add Ons, not so much with the Basekit.
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Regarding Ghostface: First they need to fix him. His Reveal Mechanic is broken for both sides. And they need to look into his Stalking Mechanic, because the best way is to play him without Stalking, and this is something that needs to be looked at. Not by a straight Nerf, but making his Stalking somewhat worth to use.
I play GF a lot and stalking is usually the best strat. Tru3 fanboys say otherwise but it's not like they play the game themselves.
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@DaGreenBolt said:
https://forum.deadbydaylight.com/en/discussion/comment/1036829#Comment_1036829
Yep totally not like the ranking system for survivor is very forgiving and easy to pip with, which means more potatoes at red ranks, which cause inflation of kill rates.
Also lets also mention how these kill rates include matches where it's probably considered a red rank match because of 1 red rank survivor.
The Devs said these stats aren't relevant and don't give a full story.
Yes they're so inflated that killers that should be <50% are actually >50%
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Demo-san: *blushes, purrs gently*
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Hag is over performing, let's make her slower than the survivors and eliminate her ability to trap near hooks.
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@liquidlight said:
https://forum.deadbydaylight.com/en/discussion/comment/1032604#Comment_1032604
There actually is a nice way to play. I've been thanked by survivors and told that my games were some of the most fun they'd had even though I'd killed them all simply because I never camped or tunneled.
Shhh we don't use reason here
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@Kongtwenty12 said:
https://forum.deadbydaylight.com/en/discussion/comment/1032604#Comment_1032604
Was it not recently on another thread that you got on to me because you assumed I said people who needed ruin are bad? Yet here you are doing the same thing. And I for one care a lot about whether both sides have fun that's why I refuse to use thing like moris that pretty much shut the other side out of the game. Don't speak for the rest of us just because you don't care.
I don't remember that, and I personally care about the experience of the other players. I try not to kill survivors too fast, use moris, or use keys. I will use a bnp occassionally because I usually die anyways. I'm still a bit of a potato as survivor :p
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@PoisonN said:
Funny that none of these "nerfs" had a drastically change in their gameplay. Also, DS is better than ever
Yes DS is better than ever because now I can play dozens of killer games in a row without it activating.
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1036796#Comment_1036796
Fair enough but you should at least have enough time to check gens without them popping.
2 gens by the time you can cross the map is crazy and is why so many killer players complain.
I picked the gen with people on it to immediately go to and still lost it.
I guess map sizes could use fixing lol. It wouldn't happen too quickly but it's coming.
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@Polychrome_Baku said:
https://forum.deadbydaylight.com/en/discussion/comment/1036811#Comment_1036811
All of those things literally broke the game and were basically uncounterable. Yet all of the killer nerfs have been in the name of "reducing survivor frustration". Oh, and the DS change was a sidegrade. Just like damn near every so called survivor nerf. No survivor nerf to date besides pallet vacuums and the exhaustion nerf has noticeably reduced survivor power. Try another image.
Oh survivor power hasn't been reduced...is that why kill rates went up?
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@neekocheeko said:
https://forum.deadbydaylight.com/en/discussion/comment/1033111#Comment_1033111
Kind of a bummer that their metric for making balance changes is popularity.
Seeing the same perk every game isn't fun for anyone.