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Waffleyumboy

Waffleyumboy

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Waffleyumboy
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  • @[Deleted User] said:

    If you need more than one second chance perk (DS, UB, Deliverance, Soul Guard, etc) as survivor or more than one slowdown perk (PGTW, Corrupt, Dying Light, Thanatophobia, etc) as killer you probably aren't good at this game.

    Or maybe you just don't care what people think about you. Also, not the most unpopular.

  • @kaeru said:

    Being slugged is survivor's fault.

    If all 4 survivors get slugged, it means they allow to slug themselves to killer. I remember playing vs Myers who couldn't pick up people due the bug as he said later. It was long ago. All he could do is try to slug all team without hooking and he didn't do it well because we did everything to avoid his strategy. We didn't heal at his range, we didn't pick up survivors when he was nearby. He had a really hard time trying to slug all of us. So if all 4 survivors get slugged instantly, it is not because killer is unfair. It happened because survivors played dumb.

    Unless of course the killer actually has mobility, tracking, and lethality. An easy combination to acquire.

  • @Nun_So_Vile said:

    1. This game shouldn't be considered competitive with the amount of bugs and awful the MMR that plague it. Also, rank is, and always will be, absolutely meaningless in this game and does not reflect actual player skill. That is why I see so many potatoes in high ranks like purple/red ranks. The system has always been easy to level up in even since before the emblem system. You can have games where you do next to nothing and still pip. I can only think one time I would say the devs had a challenging scoring system, but they scaled it back down within a few patches after critiques that it was too challenging to pip and ever since its always been easy to get those purple/red ranks as killer or solo survivor.

    2. T-bagging really isn't that bad and people let it tilt them more than it should, which is actually why it is effective as a taunt. With the lack of VGS and very little emotes to use in-game its pretty much its own form of communication for survivors to interact with each other and the killer.

    3. Endgame needs to be reworked before any nerfs are even considered for items like pink keys. For one, survivors will wait out the endgame timer and t-bag at the exit gates, which didn't really change much other than they are t-bagging on a timer. Additionally, there should be an alternative way to open hatch after it's closed besides the key because you get these situations in endgame where killers can easily hold the game hostage vs. the last survivor and literally no matter what a survivor does they die because hatch is closed and the exit gates can easily be patrolled, especially when they spawn close. That means if the survivor didn't bring in a key or get lucky enough to find one in a chest to get hatch they will die no matter how they played. Also, killers can slug the last survivor and just wait the whole duration of the timer, which is both a waste of time for each side to watch and super scummy imo.

    4. Too many hooks with not enough spacing between them. This really shows on smaller maps that will have multiple hooks spawn the bare minimum distance away from each other so you get 2 to 3 hooks all together within a small area

    5. Its okay for survivors and killers to have pink items and add-ons that are useful in helping them achieve their objective. Not every useful item/add-on needs nerfed into the ground just because it hurt you.

    The first isn't that unpopular, nailed the rest.

  • @KingFrost said:

    Adrenaline is overrated.

    Gen speed is fine. Early game is the issue.

    NoED is detrimental to new killers because they don't learn to deal with end game without the exposed status.

    3 or 4 gens popping doesn't mean the game is over, even if you've only hooked one person.

    Meg is the best looking female survivor

    I agree except Kate looks better than Meg.

  • @Awkward_Fiend said:

    Candyman and Pennywise wouldn't really fit in the game that much.

    You'd be surprised...

  • @EnderloganYT said:

    NOED is balanced. I know, I'm a sinner.

    Actually it's underpowered lol

  • @PigMainClaudette said:

    If you know how to play her, Pig is legitimately the best counter to the "second chance meta" and deserves some buffs.

    Knowing how to play any killer counters the "second chance meta" actually. She does need buffs, among other killers.

  • @dugman said:

    • I like Midwich, it's a fun map as a killer. I like the aesthetic and how you can open up additional paths between floors by breaking walls.
    • BBQ and Chili is overrated as a tracking perk. I'd use it if I cared about the bloodpoints but I'm not that worried about them and I'd rather use a perk that is a bit more effective. (Killers with fast map travel can make good use of BBQ and Chili auras though since they can get to where the survivors are very quickly, most though simply can't get there in time before the survivors have already moved on a lot of the time.)
    • Blight looks fun, aside from his hit box for bumping into objects looking like it needs to be shrunk down so he doesn't collide with invisible corners of obstacles. But generally speaking he looks to have the most consistently good map travel of any killer (it's super fast, triggers instantly when he uses it, and has a very short cooldown) and just being able to patrol gens and get into chases really quickly because you can sprint is pretty great. Even if he's pretty much a basic attack killer in a chase if the time he saves Rushing between chases makes up for the longer chases once he gets there then he'll be fine as a killer.
    • Keys are basically fine, other than it might be reasonable if only the key user escaped and then the hatch closed behind them. Multiple people escaping with a single key is a little silly.
    • The Green mori is fine as is. Yellow is useless and Red is overpowered. My suggestion is Yellow should let you kill any survivor that you've hooked twice, Green should remain the same (kill any one survivor that you've hooked once) and Red should do both (let you kill any survivor that you've hooked twice and kill one survivor that you've hooked once.) Beyond that though there's nothing "toxic" about using moris or keys, if the devs didn't want people using them they wouldn't be in the game.
    • Gens are supposed to be completed in most games because the game is balanced so that there are 2 kills on average per match with 0-1 kills happening as often as 3-4 kills in trials with equally skilled opponents. So the majority of games with equally good opponents will have 0-2 kills (probably something like 60% of games will be 0-2 kills, i.e. a killer "win" or a "draw") and all those 0-2 kill games have the Exits open (give or take a handful of key escapes). Exits being open is the majority of closely matched games, killers are always going to have an uphill fight to keep the doors closed at the end of the match even if they play well when they are opposed by equally good survivors. So it shouldn't be surprising when, even after getting a number of hooks and downs and maybe killing a survivor, the survivors manage to still open the doors. It's going to happen and it's not a sign that you are a "bad killer" if it does, assuming it doesn't happen much more than, say, 40% of your games.

    Kinda sad that these are unpopular opinions. I wouldn't mind if keys and moris got nerfed even harder though.

  • @Alphasoul05 said:

    Spinechill is overpowered as it alerts you of danger to immediately hide or get to a pallet. This is specifically strong with SB. It's basically Sprint Burst without the burst.

    All Exhaustion perks prevent the punishing of mistakes, so does Spinechill for being out of position, same as they do. People just don't talk about it because compared to other perks it goes under the radar.

    If spine chill's op so is premonition by that logic.

  • @Masochistic_Killer said:

    • Nurse is buggy trash and doesn't deserve her reputation. Rumors of mythical 5k hour Nurse's that can eat red rank 1 tournament teams alive seem to have about as much validity as bigfoot sightings.
    • Dead Dawg Saloon is the best map, design and fun potential, on both sides.
    • Game balance is bad because it's not balanced around SWFs which are far more common than people realize (especially loud entitled survivor only players). This is why there are only 3 or 4 out of 20 killers viable at high ranks.
    • The higher your rank the less fun the games are. Every game is a sweaty SWF with the same 5 or 6 meta perks in different order. Variety is dead.
    • The only win condition for a Killer is a 4K, anything less is a loss.
    • Hatch is a bullshit unearned and undeserved 3rd win condition that should be entirely removed. Whispers should be killer base kit, Deer Hunter should be Killer base kit.
    • DBD's fully F2P business model and Korean level grind are designed to suck in addictive personalities. I fully expect loot boxes and monthly subscription fees to double blood point gains soon.
    • The best thing for the game would be a complete rewrite and no new content for as many years as that took to achieve. The optimization, bugginess, and most hacks are because of bad design decisions (like using UE4 Blueprints and client side validation for many things which is like MMO building 101 something that should never EVER be done).

    You talk about balance but say that a 3k as killer is a loss...ok bud

  • Actually, your opinions are quite popular.

    On the contrary, the ruin change was a great way to make the game more enjoyable and less rng based for both sides. Less impact at low ranks means killers are less reliant on their ruin staying up and more impact at high ranks means more people can use it successfully. Killers also have more control over it, which is awesome.

    Freddy is fine, waking up could use some tweaking but other than that he's not too strong. Spirit is a different story.

    Finally, Legion is a fun killer to go against. Sure their an m1 once you're injured and they always runs around making you mend, but the way they punish cooperation is pretty unique and trying to predict their movement and hit the correct objectives is a fun break from the less strategic gameplay other killers offer.

  • @ Antares2332 said:

    Another unpopular opinion:

    If DS exists, then tunneling does not exist and if DS is not considered an anti-tunnel perk, so what is this perk for?

    If BT exists then the camping doesn't exist, although with Leatherface it is the exception, you literally can't do anything if you see him face camping.

    It wouldn't mean they don't exist...

  • @TragicSolitude said:

    Tier 1 Myers shouldn't be detected by Spine Chill. He used to be immune to it, up until they decided to make killers "consistent." Tier 1 Myers is already slow, has no lunge, is totally visible, and everyone says they can hear his breathing from a mile away. Being countered by Spine Chill in tier 1 is just unnecessary.

    Even if spine chill goes off survivors have no idea where to look, if you can't get a stalk off you're just bad and need to improve your hiding from sight skills.

  • @PrettyFaceKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1555257#Comment_1555257

    The devs really don't seem to care about doing that, though. Every time something has been brought up to give solos a little bit more of information that SWFs get for free, that never came to fruition. I think part of the problem is that the devs don't want to deal with the backlash.

    Just look at the outrage that was caused by simply suggesting a totem counter. The issue is that in reality, most killers don't want to buff solos and killers accordingly. They want to nerf SWFs and buff killers.

    Exactly, devs can make no buffs to survivors, not even solos, or majority of community attacks them. Definitely biased towards survivors lol.

  • @Nickeh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1555168#Comment_1555168

    I was debating mocking your post or not, but after 6,909 forum posts I do expect better from you than "jUsT cLeAnSe TotEMs?!?!?"

    Sorry, that's kinda how totem perks are countered.

  • Another nerf Spine chill thread...just no

  • The perks don't seem broken at all. Just cleanse totems, do gens, and drop pallets you should still win.

  • Healing as survivor is more situational than applying injury as killer lol.

  • Okay please post an example, thanks!

  • @HolyLadyGaga said:

    Does post game chat really make a difference though? It's usually filled with toxicity, racism, and insults. Lol

    Sounds like someone who doesn't even have post game chat. It's actually usually just silent except for some ggs or compliments. Rarely will someone get salty enough to rage in chat.

  • Survivor is way better in f13 cuz it's not gen simulator, haven't gotten to try killer yet but my friends seem to enjoy it.

  • @Mikeasaurus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1547022#Comment_1547022

    True but I don't really play for wins. I just play for fun. If I win, I win, if not, I try to at least rack some points up. Either way, as long as it's a fun match I don't mind either way.

    Right but lemme guess, you would have more "fun" if it was easier for you to win?

  • @6yXJI0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1547026#Comment_1547026

    Yes. But i don't think they will do anything to spirit in near time.

    It doesn't make sense to nerf Stridor either :/

  • You'll also be the first spirit that you can actually escape from in chase, congrats!

  • @6yXJI0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1547009#Comment_1547009

    We have iron will aaand then stridor counters it.

    Its all started with how stridor counters iron will, so im kinda right. I don't want one perk to counter another. Its not iron will that counters stridor, its other way around

    I think Stridor and Iron Will are fine, Spirit is the real issue.

  • @Mikeasaurus said:

    I prefer my games to be in the middle. Not too easy, but not turning into a sweat fest to try down someone. As long as the survivors are good and give a good challenge, it would feel like a good match for me. It's no fun stomping potatoes who DH into walls, or god loopers who you'll never catch since they're in Narnia before you even see them vault.

    Wouldn't god loopers not be a win in your case? It's irrelevant to mention them right?

  • I love sweat fests as both sides, give me Nurse and Spirit all day I'll take it with pleasure. I didn't buy dbd to play gen simulator or survivor butchering simulator, I bought it so I could feel tension and see exciting nerve wracking situations, plays, and risks.

  • @supersonic853 said:

    I don't get the spirit hate when a good spirit and nurse are the only 2 that can handle a swf death squad because of their control of chases. If nurse and spirit got touched then there would be no answer to a 4 man sweatsquad.

    Or maybe killers aren't completely helpless and all the crying killer mains are wrong instead of the actual statistics and experts? Could be...

  • @MrDardon said:

    I read this as: "Why should a Perk counter another?" and then "Let Iron Will negate Stridor."

    which is a Counter to a Perk. This whole suggestion doesn't make any sense.

    Exactly my thoughts

  • @NursesBootie said:

    Nerf "Stridor" and buff "Iron Will".

    Because " Iron Will" is a trash perk and "Stridor" is super op. /s

    Stridor is a staple perk for arguably the best killer in the game. It's not some weak helpless thing you can victimize.

  • Or they will. No one knows yet either way.

  • @ Antares2332 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1546978#Comment_1546978

    "design restrictions"

    The function of that perk should be changed for an anti-tunnel benefit. That's the goal of that perk. Needs a change.

    Do you think the DS is fine..?

    I think added design restrictions would lead to more people being angry than before.

  • @Callmehandsome said:

    https://forum.deadbydaylight.com/en/discussion/comment/1544717#Comment_1544717

    You are wrong. Obviously there are perks and mechanics also in dead by daylight you can abuse. DS is complained because it gives you 60 second immunity after you been hooked when it was specifically designed that you wouldn't be tunneled. Devs have also said you can abuse mories by targeting a specific player over and over again. How would you feel if you played in small region area and some killer decided that he will bring ebony mori in every game when you are in it. Object can be abused as well in SWF games when 4 players know the killers exact location at all times.

    Devs never said DS is an anti-tunnel perk, this was invented by the community to fit their narrative :)

  • @zoozoom6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1543800#Comment_1543800

    using an anti-tunneling perk like DS as a minute or two of incivipility is abuse and not playing the game as intended which is against the rules.

    if i hook 2 survivors and get ds'ed by the 3rd when they refuse to heal and run into a locker at the end of a chase at 59 seconds that is abuse.

    DS isn't an anti-tunnel perk, it's a second chance perk. It obviously only gives second chances, no abuse there.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1543771#Comment_1543771

    Because it's not her game anymore, it's the entities. Her sick way of not allowing winning chances is what got her pulled in.

    That makes sense, thanks!

  • @redsopine00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1543771#Comment_1543771

    Ooooo what if she had a iridescent that changed the rbt into a shotgun collar and you have 4 and the only way to remove it is finding the one person that is not set off by it or to be blunt you have to slug your teammate in order to remove your trap and the other iridescent would be instead of a slug it will kill them meaning if you put the collar on all 4 survivors you effectively kill gen rushing as they cannot work close to each other without the risk of killing each other (of course needs some work but would be a grim mechanic)

    Yes traps that punish cooperation sound very grim :)

  • Why? More design restrictions will just make it harder to balance.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1544717#Comment_1544717

    you totally missed my point. when using a perk in the game to aid another that's fine. but using it to intentionally be able to use that fact LATER to say "I WAS TUNNELED!!!!" and being SALTY over something they themselves DID intentionally is the abuse, not the use of it in game. I had no issue when it was done in game i thought to myself "REALLY??? you want to get this over with? sure! I'll do it!" I picked them up knowing a ds was coming and I planned for it. they didn't plan that I already had judged where they would go and i went and I hooked them again because to me at that point they had chosen not to go recover but to act. I then took them out, hooked them and they didn't struggle on second hook. Funny thing is the one they "saved" is the only one that got out and even that player jumped in my defense saying that they intended to run in, get the ds and yell and scream I WAS TUNNELED! I was laughing so hard I couldn't reply anymore and I hurt.

    The ABUSE is not the use of the perk, though there are a few times it can be done like mori-spamming that is abuse, just activating the mori and letting it play through is not. You missed the whole argument just to feel like you were right, go back and re-read my post again and you'll see what i said does not contradict your remarks at all.

    Nothing wrong with being salty as long as you don't use harmful language. Killers are salty all the time as well. You can't change the attitudes or behaviors of others by crying about them, they change gradually to reciprocate the behavior of those they interact with. All you can do to calm the salt is tone down your own salt levels.

  • @MigrantTheGreat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1544719#Comment_1544719

    No! The perk needs to be changed because

    1. The perk is active to long and can be easily abused

    2. It can punish killers who play fairly and hook other survivors

    1. It lasts only 2 minutes each game at most, I'm sure a competent killer can ignore survivors 2 mins each in a trial without much effort.

    2. Playing fair is not the intended counter to DS, there is nothing wrong with DS activating even if a killer "plays fair".

  • @SirCracken said:

    Your entire post hinges on the possibility that you're up against potatoes who can't loop an M1 killer. However, you do admit this by saying you can't deal with people gen rushing. Which is really just a term used to describe organised survivor squads.

    But that's where the problems with DS, BT and Unbreakable lie. Not with inexperienced survivors who you can actually afford to waste time ignoring. It is physically impossible to use any of the tips you have suggested in a top-tier game with experienced survivors and not lose pressure defending gens. (which is the killer's only other objective besides killing people so I don't know why you mentioned that as an alternate strategy)

    Basically, the main problem people have with all of the perks you mentioned is how they're abused to put the killer in a lose-lose situation. And nothing short of changing the perks, or preferably the objectives since they're years overdue for a change, will fix that.

    Gen rushing is actually used more as a term to describe the strategy survivors used to win against the term user.

  • T3 Meyers, having to manage distance differently for him is much more stressful than finding a good window against Oni.

  • @honestscript said:

    Why doesnt DC deactivate after you've been on a gen? Seems like the easiest fix that could be made.

    Yeah it makes no sense to me either. Maybe devs are trying to sell Halloween dlc as much as possible?

  • @avilmask said:

    Eh. I think looping is okay, I just wish turning corners was the same for killer and survivor so distance gain would be the same as walking in straight line. It's so weird how much time running through weird shaped paths can buy.

    I think it's immersive. It feels like survivors are the nimble many while the killer is the reckless few.

  • New player alert. What next, survivors can't heal each other without a perk or medkit? Survivors can't unhook a survivor who is on first hook stage?

  • But I thought these perks were broken and abusable! The community has let me down...

  • Well killers were getting more kills than survivors could escape, then they got buffed. Balance state of the game doesn't seem too bad right now, aside from devs refusal to buff low tier killers like Demo and Legion.

  • How about buffing noed. It's currently kinda weak it would be nice to see some strong end game builds.

  • Sounds to me like someone needs old Doc boy to prescribe them a treatment. Crying on the forums isn't going to make your games any easier, how about instead you try to improve and learn from your mistakes?

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