Waffleyumboy
Waffleyumboy
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- Waffleyumboy
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Comments
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They'll probably just make it deactivate if you heal or repair.
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@_VTK_ said:
It's true, DEVs love only survivors and hate all killer-mains with all their heart. You want to know why? Because you complain, whine, moan, demand and create too much negativity in this community. Just reading all the thread titles in this forum on the first page is already annoying. 80% of them are killer complains.
Yes, I exaggerate ... a little bit, but seriously, stop with your conspiration theories already, it's getting annoying.
Hey that's pretty insightful. Stop hating on the devs for no reason and they might listen to you.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1029383#Comment_1029383
No, like I said...I dont gauge somethings strength based off how often it can be used.
I'm saying Unbreakable is limited in power by being once per match...it doesn't end the game when you use it.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1029294#Comment_1029294
Never really understood the whole "only works one time" argument. Some of the strongest things in the game only work 1 time. Keys only let you open hatch 1 time and a mori only kills you 1 time.
Self care has no limit and also heals a health state. Is it infinitely stronger than Unbreakable?
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@brokedownpalace said:
I think the increase in speed would be fine but no to the instadown.
I'm the opposite way tbh. Instadown is easily counterable but speed isn't.
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Dbd is a casual game too. Nuff said.
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@Unicorn said:
Do people forget that Adrenaline activates after Survivors have done their job?
Well it's annoying to go against when using the now popular end game builds and you know what the devs do to mechanics they find annoying.
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@Lucama said:
I think there's a clear bias in which side the dev team considers when making changes, the dev notes about Ruin and Doc told us that much. Do they actually want survivors to be stronger? I can't really say one way or the other, but it's pretty clear to see who they favour in terms of gameplay quality.
And to be fair, Doc was an overall positive change for killers, after they scrapped the ill conceived 3s lock out and made it a reasonable amount of time, but it was clearly not chosen to be reworked with Killer players in mind.
No they totally didn't fix the fact Doc was a nightmare to learn and was too slow for no good reason.
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I guess you could call me a complainer. Apparently all my posts are biased and illogical according to killer mains.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1029280#Comment_1029280
it isnt, it provides a 60 second safety blanket for that survivor to do whatever they want.
Its just meant to not tunnel, a good rework would be that it lasts even longer but you are only allowed to move around, heal yourself or be healed.
Any other action, like healing someone else or doing a gen, results in DS turning off.
That's a pretty good idea, save it lets you chase the killer around for a while with no drawback. Have you seen my idea?
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My idea for Adrenaline is that it only gives a health state while you're slugged. This makes it still situational without just being a free health state.
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Wait what does this mean?
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@MegHasCuteFeet said:
https://forum.deadbydaylight.com/en/discussion/comment/1029280#Comment_1029280
Devs said on stream that they aknowledge the problem of people getting hit by it without actively tunneling. Or you know maybe they already forgot about it again idk
Oh I must've missed that part lol. I thought they were still satisfied with its current state.
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I thought DS was in a good spot?
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@pichumudkip said:
https://forum.deadbydaylight.com/en/discussion/comment/1029268#Comment_1029268
Uh don't mind me being a potato survivor who brings in not only just Self-Care but whatever Nancy's perk is.
Not nancy's perk! The bane of my existence lmao.
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@Some_Dood64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1029250#Comment_1029250
I... never said it was broken? Chill out. I'm just saying that gens feel way faster with it equipped. With how gens last a minute or two anyways, those few seconds could be life or death. Saying this from someone who uses it constantly.
But no, I'm a salty Legion main who complains about a perk nearly no one uses. You got me.
Sorry I'm just a bit tired of the state of the community atm...I use resilience when I want to make gens go faster personally but since I swf frequently I can inform my mates not to waste time trying to heal me. As solo better together with prove thyself is my nancy build with detective's hunch and inner strength, it's for when I solo and want to get rid of noed for my team.
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I'm using the anti-heal GF build (not tru3's m1face though) and that works pretty well since potato survivors still bring self care in. Surge and Thrilling Tremors are also pretty fun to use.
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@Some_Dood64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1029206#Comment_1029206
While survivor is stupidly easy (Run Prove Thyself once, see how fast the match ends.) , I feel like a lot of people are acting like killer is impossible. Not saying it isn't hard, you'll need to sweat a bit, but it's not unachievable. I get you aren't saying that, but it's a surprising amount of people from what I see in discussions.
Whoa guys watch out for prove thyself. It buys 4 seconds per gen at best which might save you 10 seconds if lucky! Broken, too fast!
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It's just latency lmao. Git gud and stay far away from the killer at all times smh.
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@NullSp3c said:
https://forum.deadbydaylight.com/en/discussion/comment/1029217#Comment_1029217
It's funny when they back noed which literally impacts the game no matter what survivors do
You just need to do bones vs a killer that had 3 perks all game...
70 seconds is almost another gen, not factoring in searching time because searching perks are apparently common now. Doing an extra gen counters noed apparently. The more you know.
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@ModernFable said:
https://forum.deadbydaylight.com/en/discussion/comment/1028799#Comment_1028799
If I only quote you, most of the time it won’t show up in your notifications.
If I just @you, then other people reading the conversation will have to bounce around just to get context.
I have quotes in my notifications but I respect your consideration.
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@AsePlayer said:
Try not camping and you'll find out that BT isn't that big of a detriment to you.
Or if you're a brainlet just wait until BL 1 lmao. It's funny when they back noed which literally impacts the game no matter what survivors do but when it comes to BT and DS: "It's braindead invincibility smh please rework"
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I think you're exaggerating the system and overlooking its nuance.
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New Borrowed Time:
After the killer has lurked within 32m of a hooked survivor for 10 seconds borrowed time activates. Borrowed time doesn't activate within 5 seconds of the killer hooking a survivor and deactivates once the killer is no longer 32m of a hooked survivor. Unhooking a survivor while borrowed time is active will cause the first hit they take within 15 sec that would put them in the dying state to instead put them in the deep wounds state.
So basically it ticks up like Diversion does so you know when the killer is proxying and is only active while they remain proxying or facecamping. This version is circumventable by not camping or being a [BAD WORD] and juggling the 32m.
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@leyzyman said:
https://forum.deadbydaylight.com/en/discussion/comment/1029148#Comment_1029148
I guess that is fair. Buff the solos, then buff killers around all survivors.
The main question is: would killers be willing to wait through that? I feel if they did buff solos, then they would have to buff killers at the same time. Otherwise, the flames of the community would burn itself to the ground, along with the game (yes, even worse than now).
Buffing solos doesn't change much. I'm used to facing swf, they're predictable and cocky. I can see why they would be frustrating but solos can do almost everything they can.
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@PigNRun said:
New Borrowed Time:
After unhooking a Survivor, for 15 seconds, any damage taken by the unhooked Survivor will be received by you instead.
Benefits:
- Gets rid of the Undetectable "problem".
- Promotes trying your best to try for a safe unhook rather than an unsafe one, heavily discouraging hook rushing, making it a perk to save in extreme situations.
- DW will no longer be part of the perk, big plus for Legion potentially.
- Stays even truer to the concept of the perk.
Disadvantages:
- None.
Wow thank you for making the perk useless against campers
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@leyzyman said:
https://forum.deadbydaylight.com/en/discussion/comment/1029028#Comment_1029028
Fair, buffing solos technically doesn't nerf killers.
But, if solos were as strong as swf, then every game would be like facing a 4-man swf.
Would you want to play every game as a killer only facing the equivalent of a 4-man? For killers, it would either turn into a slug-fest, or only using the best of the best addons and killers.
Well once solos are brought to swf levels they will probably buff killers.
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@leyzyman said:
https://forum.deadbydaylight.com/en/discussion/comment/1028993#Comment_1028993
I said before that solos should be buffed, but I don't think swf should be the baseline. If it was the baseline, and solos got buffed to that, even less people would want to play killer. People are already upset about swf groups now.
Again, like i said above, i feel that swf more needs to be nerfed down instead of buffing the solo survivors to where swf is now.
Why do you think solo should be buffed instead?
Wth??? Swf are in the game and people already face them. Buffing solos doesn't nerf killers.
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@The_Bootie_Gorgon said:
When a killer loads in to a lobby, they have no way of knowing if they are being matched with SWF because of the changes to how lobbies are loaded.
When a killer picks a hex, he has no idea if the survivors are SWF in the lobby. The killer is gambling that people won't do/find hexes.
If a counter is introduced, it's no longer a gamble, the risk vs reward goes out the window, just like when the killer picks hexes and gets matched with SWF.
They would probably need to rework the whole aspect of hexes and totems if a counter was ever introduced.
Swf should be the baseline, not the overperformer. Hexes work relatively the same for swf and solos, except for noed.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1028795#Comment_1028795
My goodness, this post shows two things, one you have no patience to converse like a normal adult and two you are extremely dense.
Solo Survivors do not deserve to be buffed at the expense of a Killers play experience. As The_Bootie_Gorgon has stated, a hex counter would just make Hex totems obsolete.
Hex totems are high risk/high reward perks, implementing a totem counter would just make it easier for Solos and harder for Killers. Why should Killers suffer to make it easier for Survivors? They already suffer with having to pressure the generators against 4 opponents.
You want a totem counter? Sure, only if it’s a perk so survivors can only run with three perks after all totems are cleansed. Then maybe you guys can experience how fun it is for killers to play with three perks for most of the match.
Buffing Solo Survivors to be on par with SWF should not come at the expense of a Killer Players experience.
Why should solos be weaker than swf? Buffing solos is at no expense to killers btw.
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@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1028863#Comment_1028863
If everyone has a totem counter, then why would killers use hexes? I'd rather have them remove hexes instead of putting in a totem counter, unless they revaml the whole totem/hex system by doing I have no idea.
It's the same reason people use knockout
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@The_Bootie_Gorgon said:
A kill counter would nullify not just NOED, but all hexes. Hexes are supposed be big risk VS reward and a totem counter would ensure a big risk with no reward for running hexes.
Swf have a built in totem counter
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@ModernFable said:
https://forum.deadbydaylight.com/en/discussion/comment/1028779#Comment_1028779
That’s not why they were being compared.
No need to quote and @ me
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1028764#Comment_1028764
I am against it because it will give survivors an advantage over Killers.
You want to buff solo, fine, just not at the expense of killers.
Hex perks rely on survivors not being sure on how many totems have been cleansed. They are already a large risk for killers to use, they don’t need to be watered down any more by giving survivors more information about them.
HOW MANY TIMES DO I NEED TO SAY IT. IT WON'T BENEFIT SWF. I'LL SAY IT AGAIN. IT WON'T BENEFIT SWF. Solos are a breeze, swf is hard mode.
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I don't lobby dodge, survivors wait long enough.
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@Kongtwenty12 said:
https://forum.deadbydaylight.com/en/discussion/comment/1026711#Comment_1026711
Can someone please explain to me how and when keys apparently became really strong To the point that they can be compared to ebony moris? They are a lot harder to use and rely on your teammates dying to be any different than opening the gate.
It makes killers feel bad so it's op
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There are mixed opinions on both sides I would say.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1028736#Comment_1028736
I didn’t insult anyone. He is either lying about what I said or he has an issue with reading comprehension. Please show me where I said that solos should be weaker than swf, if you do, I’ll apologize. If not, than what I said still stands.
Why else are you against totem counter? It would only benefit solos and not affect swf at all.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1025260#Comment_1025260
Rancor gives you a lot of information during the game, you probably forget about that. It is not only the endgame effect. Btw the endgame effect also allows you to combo this perk with STBFL, Dying Light or PWYF, ignoring your obsession until endgame and still be able to easily kill her
Yes I mentioned that
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1028675#Comment_1028675
No they don’t, especially not at the cost of a killers play experience. If anything, SWFs need to be nerfed, but devs would never do that even if they could.
Solos could learn the game better, adapt, improve and get better overall. They even have the option to play with their friends or make friends through Steam. They could also learn how to play as a team and properly support one another, an option killers don’t have.
Like I have seen so many survivors post on the forums in response to killers, Solo survivors can just “ get good”. They have plenty of perks to do so. I’ve seen many solo survivors do so well that they carry their team of potatoes to victory.
You think solos should be weaker than swf? You're off in your own world bud.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1028639#Comment_1028639
And Maps, Detectives Hunch, as well as (to a lesser degree)Small Game bring up solos closer to swf.
Adding a totem counter will only punish killers. There are enough counters to hex totems.
Solos deserve to have a better chance against killers.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1028644#Comment_1028644
True, but I have to say I've never used it, I don't even have it unlocked for everyone, I believe that's the only perk I haven't unlocked out of both sides, hehehehe. I preffer to run BT to be honest.
Same. DS just doesn't fit in my altruism build, and I could never take off spine chill.
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@AvisDeene said:
I rather they just make Daddy Trapper immune to getting caught in his own traps.
Though, I’ll be happy to risk getting caught in my own trap if they make his bag addons a part of his base kit.
That doesn't sound very balanced...but I guess trapper buffs couldn't do too much harm
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The downside to not running DS...
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1028440#Comment_1028440
The fact you responded when you said you weren’t shows you’re a hypocrite.
Buffing solo to SWF ≠ Nerfing or changing NOED.
Devs can buff solo without hurting Killer perks, which is what your are basically asking for with removing the speed buff or adding a totem counter.
Survivor players also have the option to discuss strategy before hitting ready. You can educate them about NOED and Hex totems. That’s how I learned about Ruin. They can ask one person to bring in small game or a map. But for you and your new survivor friends, that’s apparently too much. You need the game to count for you, and you need the game to show you the hidden objectives rather than actually try to find them.
It’s like you want to play hide n seek but only where the ones hiding(totems) are glowing and you can see the glow through objects and walls.
The game isn’t supposed to be a walk in the park for new players. They’re supposed to struggle to get better, and if they don’t, ranking should keep them from getting matched with better players.
Unfortunately, ranking and matchmaking doesn’t seem like it’s a priority for the Devs.
A totem counter is already in swf at base...
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@Goat_Worship said:
https://forum.deadbydaylight.com/en/discussion/comment/1028594#Comment_1028594
I always go and wake up before I save against a camping freddy. If you don't eat a hit right before the save it will still get your BT off.
If freddy is camping he can hit before you unhook.
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It's 5 totems. Seems like a good idea.
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BT would need a major change so that it actually works against campers. Right now all it does is punish TR killers.
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This is pretty well thought out but I'm concerned about the killer getting away with camping while the gens are slowed for a free kill. Maybe dying on hook is also slower during this time?
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I haven't played trapper yet but so far as billy and gf pipping is more generous. Still haven't tried survivor yet so can't comment on that.