Waffleyumboy
Waffleyumboy
About
- Username
- Waffleyumboy
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Comments
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/1026730#Comment_1026730
Whats your problem dude. Its my opinion. Get lost with your toxic comments. Honestly you leave a pretty bad impression everywhere I see you. Get a hold of yourself.
I was just informing you in case you hadn't yet realized. I also wasn't blaming you.
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@T2K said:
I think the gen speed bonus should go.
I like the idea with the skill checks.
Maybe you could add something like a skill check every 10 sec or something. Or more challenging skill checks with higher reward.
Personally I would love a tool box with different powers. Like if you repair a gen with this toolbox you will see the aura of another gen that got progression on it.
Wow awesome ideas! I'm glad you agree!
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@Snitz said:
I agree on great skill check size, but increasing skill check chance is basically decreasing repair time, although by a much lower margin than current toolboxes, so I don't know if it's a good idea.
I agree, I just thought it would be a good compromise so the higher rarity toolboxes and add ons aren't completely useless to experienced players.
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@underlord99 said:
https://forum.deadbydaylight.com/en/discussion/123421/my-toolbox-suggestion
I honestly think they just need to get rid of the commodious toolbox. nothing much
Hmm but isn't it weird survivors can just bring in an item and win faster for free?
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@T2K said:
Well for me old ruin was a perk I ran on many killers, but I never liked playing with it. I didnt rely on it to 4k or something like that. But I used it to have the chance of a long game with several chases and many hooks without resorting to slug, camp or tunnel. It took a lot of stress at the beginning of a match and tbh I had the best games when ruin was up till late game.
Ofc I also used builds without ruin and am used to different playstyles and strategies. But these games always felt and feel sweaty. I have no problem with playing competitive and go for kills in a short time. Its just a lot less fun. Im R1 surv and killer every season since release on ps4. I started out on pc and switchted later to console. I can have easy games as killer without equipping perks and addons, but honestly if I do that, no one will have fun.
So what I wish for is to have long healthy games where everyone can experience a "fight" instead of a stomp. Regarding the new infos from the dev stream I get the feeling thats a very long way to go.
They changed a lot regarding survivors, their items, pallets, etc. Everything to make it more fair to killers. And that was the right direction. But atm I think they back up and are concentrating on the fun of new players . I dont know where it will go from here but we will see.
Imo playing killer atm is very stressful. And I cant imagine whats it like for new players or lower rank killers. So I keep playing more surv and less killer.
Everything about an asymmetrical game encourages stomps and waves of pressure. I can't blame you for liking the game on easy mode.
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@ModernFable said:
https://forum.deadbydaylight.com/en/discussion/comment/1026711#Comment_1026711
They should. I’ve made posts about those in the past if you’d like me to share them with you.
But right now I’m just talking about Toolboxes.
I agree
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@ModernFable said:
https://forum.deadbydaylight.com/en/discussion/comment/1026690#Comment_1026690
I addressed that, and I wasn’t saying they favored one side or the other.
They have made a significant rework (not adjustment) to Ruin, in order to better the consistency of Gen Speed. Which is fine.
I’m saying if that’s the direction they want to take, then they should continue to do so, and not bother with things like simple stat adjustments.
Will they address keys and moris which can also skew stats?
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Yes they are nerfing toolboxes, it's not like the devs favor one side.
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Haven't played survivor yet but no toolbox or flashlight floods yet :)
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1026418#Comment_1026418
Oh it's you, I think we finally agree on something for once x'D. Glad to see you here :p
Um ok...glad to see you too :)
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@ModernFable said:
https://forum.deadbydaylight.com/en/discussion/comment/1026418#Comment_1026418
Different person responding here. I don’t intend to list “all” of them, because it’s pretty debatable. Nor am I going to say one side has more or less terrible perks than the other.
However, here’s a short list just to show that there are a lot of terrible perks on both sides:
—————————————————————
Killer Perks
- Zanshin Tactics
- Territorial Imperative
- Overwhelming Presence
- Hangman’s Trick
- Monstrous Shrine
- Cruel Limits
- Predator
- Mindbreaker
- Beast of Prey
- Unrelenting
- Lightborn
- Insidious
- Third Seal
- Furtive Chase
- Distressing
- Bloodhound
- Dark Devotion
- Stridor
- Huntress Lullaby
—————————————————————
Survivor Perks
- Deja Vu
- Up The Ante
- Slippery Meat
- No Mither
- Sole Survivor
- This Is Not Happening
- No One Left Behind
- Buckle Up
- Open-Handed
- Vigil
- Boil Over
- Babysitter
- Autodidact
- Saboteur
- Solidarity
- Poised
- Diversion
- Mettle of Man
Thanks man
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@helix43 said:
https://forum.deadbydaylight.com/en/discussion/comment/1026430#Comment_1026430
Lmao. Gates only take like 15 seconds to open, but sure... pretend like gate times have a significant impact on the game. Also I would like to know why you think 1 killer is over 50% of a killers objective?
1 v 3 is easier than 1 v 4
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@BigFudge said:
https://forum.deadbydaylight.com/en/discussion/comment/1026423#Comment_1026423
Just in my personal opinion, I feel killers have been a bit hard done by. I appreciate having a proper adult converstion on this topic with you btw. There are too many people oit there ready to just hurl insults!!
Thank you, I appreciate you as well. Hopefully we can all be satisfied eventually, I'm not one to pick at things and once my concerns are addressed there will be little unsatisfactory about this game. Good day.
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@helix43 said:
https://forum.deadbydaylight.com/en/discussion/comment/1026376#Comment_1026376
Please enlighten me then, because unless there is some hidden objective that was just added, 3 gens done is not 33% of their objective.
Gates
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@BigFudge said:
https://forum.deadbydaylight.com/en/discussion/comment/1026401#Comment_1026401
Yea they did work really well together. But thats the point i tried to make, that synergy has been taken away in the name of balance
Yes balance should take higher priority.
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@Nibla02 said:
https://forum.deadbydaylight.com/en/discussion/comment/1026118#Comment_1026118
XD My guy... There are alot more worse killer perks than survivors
Okay...name them all. I'll top you without even looking at the official perk list.
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Welcome to my world. I don't even have pop yet can someone please help my sanity??
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@BigFudge said:
https://forum.deadbydaylight.com/en/discussion/comment/1026393#Comment_1026393
Ruin and pop dont synergise. You cant use pop until ruin gets cleansed
Oh I mean old ruin
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@BigFudge said:
https://forum.deadbydaylight.com/en/discussion/comment/1026379#Comment_1026379
The gulf in skill level between rank 6 and 1 isnt even comparable.
Maybe for killers I guess. How can the devs stop all survivors from hitting red ranks?
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@BigFudge said:
https://forum.deadbydaylight.com/en/discussion/comment/1026375#Comment_1026375
I dont think its unfair, if thats the build a survivor chooses then so be it. My comment was merely to point out that there are other perks that synergise with hugely greater rewards than the new Ruin would with any build.
I feel both sides should be able to pick a strong well synergised loadout. (I realise there are others for both sides) just my personal opinion
Survivors don't really have synergized builds as the meta. They just run a collection of strong perks they prefer. Synergy builds as survivor are fun but not as strong as ruin + pop
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+-6 isn't that bad. Nothing to complain about.
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@helix43 said:
https://forum.deadbydaylight.com/en/discussion/comment/1026346#Comment_1026346
Lul. 3 gens done is 60% of the survivors objective and 1 kill is 25% of the killers objective. I don't know where you got your numbers from.
Thanks for proving my point.
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@BigFudge said:
"Ruin must stay a hex perk because when combined with perks like Surveillance it synergises too well, would be too strong and thus not fair".
Erm-
You think locker build is unfair? Because survivors are playing without an exhaustion perk or BT? Or is it because they waste time cleansing totems when you don't have a hex?
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GF just needs a consistent form of revealing. Right now it feels like rng.
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@[Deleted User] said:
Ghostface rework idea: I think every survivor should get a cell phone. Ghostface has a 32m terror radius, but he can call survivors and hear the phone ringing within 8 meters. This gives him incredible short range tracking. If survivors answer the phone, they get exposed. But they can just let it go to voicemail and get a spooky voicemail. Survivors can just take the battery out of the phone by hitting a skill check at the beginning of the trial. This prevents Ghostface from ever calling them, and makes it so he's not annoying for survivors. Additionally, survivors can sign up for the Do Not Call list in the options menu to permanently block Ghostface's number.
What? I think this would work better as a real idea than a meme idea...maybe while survivors let it go to voicemail they are oblivious and the killer can hear the voicemail within 16m or they can answer the phone and scream and become exposed. GF himself has connection bars over each survivor icon that have a stronger connection the closer he gets. GF also can call survivors by selecting their username on his phone, 45 sec cooldown would be balanced I would say. This would match GF's lore of isolating victims and terrifying them.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1026144#Comment_1026144
i didnt say anything against that.
what ive said is, that the beginning of the game, the time where he has no pressure at all, is when he can easily lose 2 to 3 gens without even being able to stop it.
imo a game should be decided in the mid game, currently however it can already be decided in the early game, due to gens popping left and right.
the simple fact that a game can be over within 5 minutes should be enough to show the clear imbalance we have here - and that something needs to be done.
and i also agree with @Seltas0208 here. considering the amount of tools survivors have to slow down the killers objective progression time, their own objective time is WAY too fast.
again: losing one to two gens (20-40% of the survivors objective) just to get one hook (8,3% of the killers objective) is not fair and balanced. and this is not an uncommon scenario. not at all.
at this point you gotta decide:
do you want killers to play fair and fun or do you want to keep your current objective times?
cause im sorry, but both are not possible. every single game i tried being nice in - not tunneling, not proxy camping and not focussing the weakest targets - ive lost. they did their 5 gens and left in just a couple of minutes. at this point i just secure kills asap - and i still struggle keeping up.
The first three gens are probably 33% of the survivors' objective if you're being generous. Just like how one kill is over 50% of the killer's objective. If you don't understand where these estimates come from, you don't understand how dbd is played.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1026152#Comment_1026152
Lol ok..name one survivor perk with an ability as weak as shadowborn?
Shadowborn is amazing on nurse
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@Seltas0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/1026160#Comment_1026160
So your admitting that your idea of a killer building up pressure gradually is unrealistic to achieve?
No I mean mid game can always slip into end game if either side makes a mistake.
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@underlord99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1026152#Comment_1026152
uh what? monstrous shrine has no purpose. not even in basement builds.
Yes that perk should've been buffed. How about you suggest a buff for it instead of simply complaining.
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@Seltas0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/1026126#Comment_1026126
Your right. Because 3 generators got done in that time and it's now approaching endgame.
Pretty much
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1026118#Comment_1026118
Bo survivor perk is remotely as bad as monstrous shrine, beast of prey, insidious, bloodhound, mindbreaker , surge, cruel limits, rancor, tinkerer, shadowborn, overcharge, hex third seal, furtive chase, just to name some of the problem children that nearly have no use or are only mildly useful when making a two or in furtives example 3 perk investment..theres just no comparison
Each of those has viable use in some builds save cruel limits. Weak survivor perks don't fit in builds or have viable use.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1026113#Comment_1026113
yeah, but having 2-3 done by the time the killer gets 1 hook also isnt...
and the earlygame is the current biggest problem the game has.
as OP said, no map pressure, everyone alive plus all looping tools up is extremely strong and many killers cant keep up with that.
imo they should, until they found an actual solution to this, add what Identity V has: a certain time periode at the beginning of each trial where gen repairs are massively slowed down.
that would ofc not be a good final solution to it, but it would make the time inbetween the ruin nerf and the secondary objectives a lot easier.
The killer builds pressure as the trial progresses. No need to change this imo. Who knows how op a killer who can apply pressure early game would be in mid game.
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@Seltas0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/1026113#Comment_1026113
I don't think your reading this correctly.
I'm asking you to tell me how killers are supposed to apply early game pressure.
Find and chase a survivor. Hook them. Early game is pretty much over now.
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Ok...so y'all are gonna cry at whatever you can? It's not their fault there are more weak survivor perks than killer perks.
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What if...mid game is when the game gets interesting and having 5 gens to go all game isn't balanced???
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Cruel limits
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@YaiPa said:
https://forum.deadbydaylight.com/en/discussion/comment/1026050#Comment_1026050
noed can be cleansed even before it activates, same goes for devour hope, deerstalker hasn't a great impact over the game, it just shows you downed survivors aura, at best with deerstalker you might figure out where the downed survivors are crawling (their team mates), nurse's calling doesn't help you in chases, rancor is trash (boi in a thread you literally said that), stbfl is decent but nothing comparable.
Yes some of the perks you mentioned are as circumventable as ones I mentioned.
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@YaiPa said:
https://forum.deadbydaylight.com/en/discussion/comment/1026038#Comment_1026038
tell me a killer perk that can have the same impact of adrenaline, decisive strike, dead hard or unbreakable.
I meant weak perks btw.
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@YaiPa said:
https://forum.deadbydaylight.com/en/discussion/comment/1026038#Comment_1026038
tell me a killer perk that can have the same impact of adrenaline, decisive strike, dead hard or unbreakable.
Noed, rancor, stbfl, deerstalker, nurse's calling, devour hope
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/1026038#Comment_1026038
That's the only reason I buy killers really
Oh I sit waiting by the shrine :(
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Survivor perks are definitely much weaker than killer perks. Besides, perks aren't the reason people buy killers.
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Wow that would be awesome. It's amazing how easy it would be to give low tier killers mobility options as a bandaid for huge maps.
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I love the hidden complexity of billy's power. As I get better and better as killer I have begun to prefer him over GF because GF is good for memes but is pretty basic.
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No adepts. They're not collectible or prestigious so I don't go for them.
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That's a great way to hide totems imo
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Don't feel any different. Haven't tried survivor yet so can't say for sure.
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@SteelDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/1025527#Comment_1025527
until you lose ruin, which its a hex perk
You said it would be garbage even if it wasn't a hex
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@humanbeing1704 said:
they'll probably delete engineer boxes
Commodious are the problem...
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Agreed. Toolboxes need to either be mandatory or have no effect.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1025462#Comment_1025462
That's irrelevant to my point. If there's only one or two gens left then 2-3 survivors can hope on one gen and blast it out in like 30 seconds. There's no need for that.
That's there to counterbalance the intense pressure the killer has with maybe a survivor dead or about to die and less gens to patrol. I'm starting to regret supporting your previous posts regarding game balance.