Waffleyumboy
Waffleyumboy
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- Waffleyumboy
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Comments
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@ChainsawCharlie said:
This is great because it's actually anti-tunnel. In it's current state survivors use it offensively and pretty much force you to go after them by sticking to gens, hiding in lockers, or unhooking right in front of you. It's a perk that is heavily abused at red ranks.
With that said, these changes would be too reasonable for half the player base to agree, and BHVR definitely won't implement it because they've made it clear within the last 6 months or so that they don't give a ######### about our feedback.
The sad part to me is if these changes got implemented people would still complain about it. Kind of like people that think new ruin is too strong lmao.
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@USELESS said:
https://forum.deadbydaylight.com/en/discussion/comment/1012122#Comment_1012122
to beat or to play with?
Play with. I tried but she just feels too punishing compared to other killers.
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On console she's impossible.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1012083#Comment_1012083
It would if they'd fix matchmaking. And improve pipping system, or at least revert rank reset changes. Right now too many people of way too different skill levels are at red ranks.
True.
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@ad19970 said:
I always thought these bandaid fixes were because these problems just allowed them to come up with new perk ideas.
I don't know if this is true or not. But I am definitely not convinced. Many of these perks don't really feel like bandaid fixes to me. Ruin probably, but the others not so much. Instead, devs need to constantly think of new ideas for perks, and some of these "problems" probably gave them new possibilties or ideas for perks. Mad Grit for example does not feel like a bandaid fix at all, but like an idea the devs came up with based on one of the aspects killers have to deal with, simply to be able to create another perk.
To me it always seemed like the idea is to have a big selection of perks that help killers, some of them helping them cover their weaknesses and others just making killers stronger where they aren't as weak. So people can create their own individual builds that fit their play style or fix problems that they personally have. But who knows.
But I do feel like the devs have made healthy balance changes to the base game as well. It's just that it's very hard to balance a game like this. Adding a second objective to the game for example is not as simple as adding a second objective to the game. Despite that taking some work, devs would also need to consider many other aspects of the game, like camping and tunneling becoming much more viable if the game receives a second objective.
I'm also not convinced that this Ruin nerf is just a bandaid fix for new survivors having to go against more experienced players. Ruin is frustrating to newer players no matter what, because it isn't affected by the killer's skill at all. It's only dependent on the survivors skill level. Of course the matchmaking is a problem, but I don't think this Ruin nerf has something to do with that. Especially considering that the devs themselves made these changes to rank reset, that wasn't just some bug that happened.
I don't know, in the end I can only hope this isn't the case, but I'm definitely not convinced this is the case just because they have nerfed Ruin now. If anything, I'd lean more to the argument that the devs are struggling with the balance of the game. Maybe all this drama because of this Ruin nerf will at least get the devs to improve the balance of their game, especially the maps and killers, faster.
Fixing ruin will give more accurate data and therefore they can balance the game much more easily.
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@[Deleted User] said:
It depends on what killer I'm on. With most killers it's just like "Oh, you made a mistake or got mindgamed, press E and we can do it again." With Nurse though, it's beyond frustrating to deal with. It often takes survivors from guaranteed downs to LOS breaks where you have to guess. You do everything right, they press E, and you go into fatigue and cooldown.
Dead hard isn't best used for covering up mistakes. In fact, forcing survivors to use dead hard from a mistake is a great way to shorten chases.
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@Seltas0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/1011956#Comment_1011956
Please refrain from responding to any thread that you don't like just to call it lies.
What reason would I have to lie about logic within the game that makes it frustrating while giving examples of some scenarios on both sides of this game?
What are you trying to prove?
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1011459#Comment_1011459
The devs already nerfed the addon by increasing the number of hatchets your missing from 2 to 4. You cant call it an oversight anymore when its already been looked at. Also, using addons isnt an "exploit".
I didn't mean an exploit of game mechanics in an unhealthy way, but thanks for the lecture.
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@Tenebro said:
Ruin shouldn't be a problem for new players if they fix matchmaking.
Not exactly
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Yes you did
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Nobody thinks all killers are balanced that I've seen. Next up on the buff train should be pig then trapper then clown then wraith then legion.
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What's the point here? Skill determines performance?
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Agreed. Only babies would ask for nerfs at this point.
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Spies is in a good spot imo, Fire up should be less than 10% bonus speed max imo.
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It's on the same level as sprint burst. If you really hate it that much bait it out or use one shots.
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@EZ5k said:
https://forum.deadbydaylight.com/en/discussion/comment/1011620#Comment_1011620
30% of 80 is 24, 24+80=104
From there it's just 30% of the time it takes to repair a gen with each person added onto the normal time.
All that does is change the optimal repair speed from 1 person to two on a gen and that time dips nearly in half to 57 seconds, meaning your change gets negated by not touching totems at all. While Hex perks do need an overhaul to this, I disagree with tying gen times to dull totems for that reason. As it is they need to overhaul gen completion to be more than just M1 simulator.
You have a problem with increasing gen times?
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1010419#Comment_1010419
Not sure where you got your numbers but they are wrong it would be
be 100 seconds base not 104. I do know what you are saying about that, but i think that aspect would be more difficult for the devs to make. Dull totems currently exist and repurposing them this way would be easier than making an entire new game mechanic. This is why i think this would be a better solution as they would be able to more quickly get it out and it would be less likely to break.
Agreed. It needs to be a number where cleansing them is efficient but doing gens is also still viable if you can't find any totems.
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1010391#Comment_1010391
It's a good idea in theory, but in practice it would end up how Legion was at launch. Back when deep wounds would go down when not in a chase.
Yea maybe just slower outside a certain radius of the killer? Like a fear mechanic maybe, just to make dbd make more sense. Obviously a survivor is going to run faster when their life is threatened.
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He has a right to not enjoy being tunneled, but I also understand it's not your fault.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1011536#Comment_1011536
quote the wrong person?
Maybe
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1010506#Comment_1010506
Because the entity is lethal. If she gets involved, your not having a "rest of the match".
Bamboozle is making a :3 face.
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/1011522#Comment_1011522
where are the percentages coming from?
Idk how you come to the conclusion iri heads make her 200 or 300% more powerful
2 is 100% more than 1 and 3 is 200% more than 1. Math.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/1011507#Comment_1011507
I don't get why you start with a serious topic and then switch to trolling. 🤷
"Serious topic"
Funny. Everything about ggez is trolling.
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/1011459#Comment_1011459
They are not broken. They work as intented. The devs are well aware that you can combine them with belts. what are you talking about? Its not a power increase with more hatchets, they still one shot. You just have more hatchets dude. How the hell people think its an exploit. omfg...
Increasing the power of a killer's power by 100-200% shouldn't be possible. I guess since moris and keys exist devs are allowed to do whatever they want.
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I don't have to do this challenge. He's pretty much my second or third fave killer to face.
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I message it to people that use NOED and get less than 3 kills. They need to go back to rank 20.
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@NoShinyPony said:
I'm not writing "gg ez".
If the killer played "normal" and just had a bad game, I might gift them a kill at the end of the match. Killers can gift hatches, survivors can gift hooks.
Not really. Killers get enough undeserved kills. I'm taking my item out of the trial if my teammates are all out.
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Scratch marks do seem less reliable than usual, it could just be in my head though.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1011461#Comment_1011461
Doctor isn’t getting buffed. He’s getting changed to make him more fun for Survivors to face. They didn’t do it for regards of the killers fun.
Yes let's ignore the killer now has more control over their power and can use it easier in chase. These changes were made to please the survivor masses.
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1011461#Comment_1011461
Doc is being buffed, but that's a perspective thing. His changes suit some peoples playstyles. Others straight up like him the way he is now. You can't please everyone. It's more or less on par with what he was, strength wise. His position in tier lists is the same.
His changes aren't final yet, so it can't really be said where he will be on the tier list after the changes. I agree so far it is just looking like QoL for both sides with some add on changes. It would be disappointing to see them not improve Doc further.
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1011453#Comment_1011453
You just called 90% of survivors salty children.
Now we're on the same page.
I guess so 🤗
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@ReallyBigShoe said:
I mean, he's not wrong. Every time you guys nerf a killer that *doesn't need to be nerfed* (which in Hillbilly's case, he is the PINNACLE of balance), killers will bring meaner and meaner builds to punish all survivors. Until eventually all killers are nerfed, and there are no killer mains left.
Yes let's all ignore the fact Doc is being buffed, a sign many more killer buffs are in dbd's future.
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@T2K said:
You are not interested in a discussion about iri heads and just say they are "broken" what they are not. People DC-ing is your argument for a nerf... alright.
I hope they never change iri heads. If players would at least try to learn playing against this instead of just DC-ing it would make playing survivors more skilled and less "nerf everything I dont like or I DC".
They are broken. The devs obviously overlooked the fact it can be combined with extra hatchet add ons to increase its power by 100-200%. Just remove this exploit and people will be fine with it.
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1010897#Comment_1010897
You seem like a decent person. Now let's do this from a killer perspective:
"I tunnel the weakest because I want to pressure your team and eliminating someone fast is the optimal way to do so"
"I don't camp, but if I would, i would do it when I hook someone, and i know their team mates are nearby waiting for the unhook"
Killers would be scrutinized for all of that, lol
They would only be scrutinized by salty children. He is a decent person btw.
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@Apple2o said:
It's also pretty godly on ghostface, letting you get tons of stalk value from your night shrouds. This game-ending stalk was because of discordance.
Discordance is definitely way underrated imo.
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/121642/why-discordance-tier-1-is-better
While I understand people enjoy having the "explosion" happen ever 8 seconds instead of 12, I personally find it annoying and find tier 3 better.
Tier 1 isn't better than tier 3 its just a preference people have.
Having less cooldown makes a perk better.
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I doubt the devs will touch huntress anytime soon. If they hit her add ons on the way to Billy's I wouldn't mind it. Make iri head less cheesable and give her another iri add on.
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A 5 second cooldown to compensate for having better add ons sounds fair to me.
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@USELESS said:
https://forum.deadbydaylight.com/en/discussion/comment/1011340#Comment_1011340
Was it? Everything that devs removing now is for a good reason only for survivors in my opinion, nerf ruin because they can't do a gen, nerf nurse because they don't know how easy is beat she, it's getting boring see killers getting nerfed.
Why would killers want to stare at hatch for 45 minutes?
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@USELESS said:
https://forum.deadbydaylight.com/en/discussion/comment/1011247#Comment_1011247
https://forum.deadbydaylight.com/en/discussion/comment/1011281#Comment_1011281
https://forum.deadbydaylight.com/en/discussion/comment/1011283#Comment_1011283
https://forum.deadbydaylight.com/en/discussion/comment/1011290#Comment_1011290
https://forum.deadbydaylight.com/en/discussion/comment/1011314#Comment_1011314
I need to say that you all makes me feel that's u saying "give up on that thing" really, every post that I do u makes me feel like this
Maybe because it was removed for a good reason?
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1011078#Comment_1011078
Tofu has zero background in video games other than playing them. He admits to barely having a high school education and prior to streaming, worked in a warehouse stocking shelves so he could pay for his move to Canada and stream full time living with his significant other. I'm a Tofu fan, but playing a game doesn't make you an expert on it's backend or netcode. No offense to him of course - but he has zero qualifications other than having a verified badge on twitch, and a fog whisperer logo. Neither of those mean a damn thing. They don't magically make him know things. Saying any of that gives him any authority is like saying you learn how to run a restaurant by watching Gordon Ramsay's Kitchen Nightmares. I'm not saying he's wrong, I'm just saying he pulled that out of his backside, because it has no observable basis to back it up. What I said does, and is therefore (whether you like it or not as a tofu fan) more credible.
I do have experience with the Unreal Engine, but of course I'll admit that doesn't make me an expert either. However - if it was solely matchmaking that was the issue, survivor lobbies wouldn't be so painfully long. They are long because the matchmaking algorithm is doing it's job and looking for better suited killers closer to their level. The issue is, it's not finding them.
There's not many of them left compared to the number of survivors. This is why sometimes you'll actually get a quick lobby as a survivor. There was a killer near your rank actually available. As it stands now, there simply aren't many red rank killers floating around. They've either switched to survivor due to imbalance, or have went to play Civilization for a while. The matchmaking is doing what it needs to be doing - it's looking, in stages, at different groups of levels. After a while, it opens up to high and higher levels until eventually a group of red and purple ranked survivors gets matched with a yellow/brown rank killer. Why do you think they wanted to hide the ranks in the post game lobby?
This is literally how they explained matchmaking working; and this is a far more logical explanation than that of a person who only has any credibility because he's a fog whisperer, and not because of actual knowledge.
People still don't get it?
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Safe pallets in close proximity as killer.
Tunneling as survivor.
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@GaunterODimm said:
I'm dominating as Clown in red ranks without ruin therefore clown is S tier. Totally not because red ranks is flooded with potatoes and the only survivors you can complain about is SWF because these guys are the only one playing like their actual rank.
Swf don't always play well. Solos don't always play terribly.
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@shootaman777 said:
https://forum.deadbydaylight.com/en/discussion/comment/1009447#Comment_1009447
Yes, it is a nerf nuke.
As I said in the OP, and this is just one example of it being at the very least a nerf, if not a 'nerf nuke':
"-to make use of the 'reworked' Hex: Ruin effectively, it requires a perk combination; be it other totem perk(s) for camouflage, Surge to aid in a 3gen strategy, Surveillance to monitor regressing generators, etc. Increasing the perk slot cost of Hex: Ruin to at least 2 perk slots, while having it be less effective than it already was with a cost of only 1 perk slot, is not terribly welcome of a change."
Taking the synergies into account or not, the potential it will have post nerf nuke, is less than the current potential. This is what is defines a 'nerf'. What makes it a 'nerf nuke', is that every mechanic of it has seen a downgrade, or internal conflict that results in another downgrade.
Please elaborate on:
"The issues the Ruin change creates are far less than the ones they solve. From a business standpoint, the Ruin nerf helps the devs no doubt."
-Which issue(s) are you referring to? Please list all of the ones the changes create, and all of the ones the changes solve. It is hard to take your word for it when you do not explain what you are saying enough to be understood by anyone but yourself. I am sure that it makes sense in your head, but if you do not explain the reasoning/examples/logic behind it, it will never make sense when you say it to someone else.
-From a business standpoint? Please elaborate on where they stand to gain as a business from the change.
-Please explain how the Ruin nerf helps the devs, and how you are able to know this beyond a shadow of a doubt.
Could I likely come up with an answer or two to these questions if I put some thought into it? Sure, but I am not going to do the thinking and writing for you, to prove your own assertions. That is not my role here. It is yours.
Create: less early game slowdown perks
Solve: frustrations of newer survivors, monotony of trials, lack of perk variety
More survivors will come back/join the game than killers will leave. This will also alleviate queues of newer killers and make the game more welcoming on that side as well.
Ruin made the kill rate per trial completely rng based, once it's gone the devs can properly collect information such as this to help balance the game. Once the game is balanced, they will probably earn back all the higher ranked players they lost and both sides will have a more fun and balanced game and the playerbase will overall be increased greatly. Result: more money.
None of this is set in stone, but the Ruin change is an obvious step toward a better game. If the devs find issues due to the change, I am confident they are competent enough to fix any that may arise because they had the foresight and courage to change Ruin.
Hopefully when the changes go live there will also be a toolbox nerf to put people at ease.
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Yes trapper takes a while to set up his traps. My favorite strat on him is just trapping around the 3-4 closest gens and completely shutting down their mid-game.
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/121629/gen-speed-based-on-maps
Careful.
Someone will come in and tell you to "Recognize the double standard"
Anyways, I feel like this is a fair change, 110 m/s killers that aren't Spirit struggle so much on maps like Ormond and Mother's Dwelling. A change like this will definitely take a bit of the pressure off of them.
How would abuse by consistent pressure killers be prevented?
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His and bubba's add ons are definitely awful. Bubba's basekit needs some sort of modification to compensate for his lack of pressure. Billy's basekit is untouchable, it's practically the standard for what a basekit should be right next to freddy. I think more buffs than nerfs might finally arrive.
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I contemplated this but killers that have consistent map pressure ruin it. Get it, ruin?
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I think, as a survivor main, that ruin would be FAIR and balanced if it kept its current effect but is no longer a hex. BUT it's balanced because you can deactivate it by placing 5 keys in the basement. Remember, I am a survivor main and I like this idea 🙃
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@Sylorknag said:
https://forum.deadbydaylight.com/en/discussion/comment/1010437#Comment_1010437
Ofc you're going to tunnel the weakest link.
No point chasing good survivors into terrible unbalanced loops just to loose 2-3 gens.
And now they're not allowed to use add-ons? Dude ffs, do you even know how add dependent some killers are?
Was it Freddy? I bet it was Freddy it seems to be the next "annoying to play against bandwagon".
If playing optimally is not tryharding, what is?