Waffleyumboy
Waffleyumboy
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- Username
- Waffleyumboy
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Comments
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@NullEXE said:
The Issue with Hawkins is no one is taking the time to learn it. Killer's have an easier time because any time a survivor get's chased they run like a chicken that just lost their head, instead of towards the good loops, and the map has some really strong loops.
I'm sure it does bud.
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This is normal now
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1009496#Comment_1009496
nah i actually dont want that, but i wanted to visualize how little it would cost us killers to give up and how gigantic the prize would be we'd get, hence why its actually a good thing why huntress works the way she does.
a few hits not looking too good are a small prize to pay, honestly.
Agreed
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@[Deleted User] said:
• Escape twice must be done in a single trial
Seems easy enough
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/993419#Comment_993419
Feel like the effect would have to be something else entirely then. Like I said, theyre not going to make a perk that can reliably get you off the killer's shoulders unconditionally. They could give it a different effect, but at that point...they might as well just make a different perk instead.
It doesn't have to be that extreme lmao.
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1009475#Comment_1009475
I played the PTB. I know all about it. I just wanted a source that the "entire PTB is a placeholder" - especially when history goes against that. For example, the Oni release. Everything that was in the Oni PTB, right down to the game breaking basement hook bug, was in the final release of the patch.
Digest yourself a chill pill there, and read everything before you attempt to climb on top of your soap box. :)
Basement bug got fixed though?
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@Stitch7833 said:
https://forum.deadbydaylight.com/en/discussion/comment/1009507#Comment_1009507
No i mean say a survivor with a flashlight gets downed by a killer and then gets picked up by the killer if i then save the person by getting a flashlight blind the person i saved will t-bag and click it at the killer... like its bad enough to get a hook/kill taken away without the other survivor rubbing it in
The killer can't see though...
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You made a mistake in the beginning. There is no evidence here there was nothing you could do against these survivors.
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@Stitch7833 said:
https://forum.deadbydaylight.com/en/discussion/comment/1009483#Comment_1009483
Oh i agree, but i do feel its more survivor sided sadly, like if i flashlight save someone they will t-bag and click their flashlight (which they cant use) when there isnt a need, like if i knew they`d act that way i really wouldnt bother
?
Are you talking about getting your attention?
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1009417#Comment_1009417
I've been getting instant killer queues at rank 19.
Really? Device, server?
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1005139#Comment_1005139
remember:
them fixing the hatchet hitboxes to actually fit the playmodel would require them to fix the survivor hitboxes to actually fit the playmodel, which would greatly reduce your ability to run around objects, hence be a HUGE nerf to survivors.
if the price for this is that my aim needs to improve, ill take it.
You want every match to be an easy 4k? I doubt it.
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Both sides can be toxic. I agree people should just try to have fun and not bully others.
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Agree, Legion needs more love.
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@Blueberry said:
Deep Wounds still needs changes, it's pretty laughable.
Yes it should go down faster, maybe 10 seconds, but frank's mixtape only does 5 seconds to compensate. Also bump mend times back up, at least for Legion.
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@Mister_xD said:
Trapper, sorry Clown gang.
i might consider your boi though when we finally get this beauty:
*unzipping noises mysteriously play*
*someone tenderizes meat in the kitchen soon after*
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@Ace_Of_Spades said:
Spine chill is for weak survivors. I never use it.
What a savage
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1009439#Comment_1009439
It's not as bad as I make it out to be now but it was for a few days after the PTB was announced/released. Makes you wonder.
but seriously how2reeducate, any ideas?
Shock therapy?
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@Brucecastro81 said:
Right now I'm maining killer cuz of surv queues, but when (if) it gets normal I'il play both equally
The damage the ranking system has done may be irreversible sadly. They would have to reset everyone very far back and that won't happen. Hopefully dbd doesn't die because the devs took the advice of salty killers one time.
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@shootaman777 said:
https://forum.deadbydaylight.com/en/discussion/comment/1006014#Comment_1006014
That's the point. To bring attention to the issues that Hex: Ruin's 'rework' (nerf nuke) creates. That's why we have these forums - to discuss ideas and provide feeback for the devs to work with. If we all stopped talking about how Freddy was nerfed because of how rank 20s complained about him, do you think the devs would've ever buffed him? No, probably not. Because if the community is not talking about it, then the devs can assume that the community has no interest in it. Even if people are already talking about something, it is better to add another voice to the pile.
It isn't a nerf nuke lmao. Ruin still has a lot of potential for synergy in slowdown/totem builds. 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.
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@shootaman777 said:
https://forum.deadbydaylight.com/en/discussion/comment/1009309#Comment_1009309
You're cherrypicking an ideal situation in which an ideally inexperienced survivor is at ideal distance in an ideally disadvantaged situation (a map boundary) that they ideally chose to put themselves in, with ideally no Exhaustion crutches as a get-out-of-jail-free card (Lithe for structures on map boundary with windows, Dead Hard (honourable mention, not really a consideration here), Sprint Burst otherwise), and they ideally make a mistake (as you mentioned). There are too many 'ideal' factors in there for the situation you propose to be worth considering. Put simply, you are describing a case with a likelihood of 1% where and ideal Legion may have a chance in Frenzy against a bad survivor, whereas 99% of other cases involve... well, every other circumstance. Posing that 1% situation as the regular seems kind of pointless, doesn't it?
The problem isn't the hitbox, it's collision and movement mechanics - a common misconception about looping. Killers have a far slower rate of acceleration than survivors. You know that killer movement speed stat? It's maximum speed, not the speed you always move at. This means that, when constantly changing direction (such as when being looped around an object), the killer is constantly moving BELOW their maximum speed due to changing directions, whereas the survivor is near-constantly moving at their maximum speed of 4.0 metres/second.
Ever clipped a corner as killer and come to a dead stop? Try that same corner as survivor, and you won't be stopped by it. This results in the killer having to take a wider loop around the same object so as to not clip the tiniest bit into it and come to a full stop, whereas survivors can hug an object without losing speed.
Combine these two factors? The increased speed from Frenzy will rarely be reached in a loop, and the Legion has to make up even more distance on the survivor than they would have to, if they were chasing a survivor who was holding W and running in a straight line away from Legion.
Like I said, if a survivor knows what they're doing, they can neuter Legion, making the experience nightmarish for the Legion player. If you haven't had to go against that, count yourself incredibly lucky, my fellow Legion player. It's soul-crushing, and every survivor used to know exactly how to do it. From what you describe, apparently they've forgotten. I hope this is the case, but I am more inclined to believe that you are playing at low ranks, than that they've suddenly forgotten how to play.
Legion can't be looped in Frenzy silly
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1009411#Comment_1009411
im rank 1 killer and my wait times are instant
Yes that's past rank 15
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@[Deleted User] said:
This is a thrilling and educational post. I'm a much better and smarter person for reading it. My eyes have finally been opened. Survivor mains are the enemy and must be re-educated. Thank you OP.
Ikr Imma start re-educating right away!
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@mike4156 said:
https://forum.deadbydaylight.com/en/discussion/comment/1009406#Comment_1009406
is it worse times? havent done killer since the update
Killer times are terrible until you get past rank 15 I hear
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Try playing killer.
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So glad you made a thread just to insult people. Can't wait to see what you come up with next.
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I feel bad for OP. Gets attacked for suggesting a QoL change.
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@Psypho_Diaz said:
https://forum.deadbydaylight.com/en/discussion/comment/1009021#Comment_1009021
https://forum.deadbydaylight.com/en/discussion/comment/1009051#Comment_1009051
I'm on your side but be careful. trolling you until you trip and try to get you banned is "legitimate strategies" for some.
I'm not seeing anyone cite any sources but their own personal experiences so why don't we stop acting like we are 5 star debaters here
True
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1009381#Comment_1009381
Which is something they could have done, but didn't. I don't see the issue.
I don't think you realize how bad Huntress would be if her hatchet hit boxes were changed how you want.
Oni's Demon Strike has a further reach than other killers attacks, should that be changed as well?
Attacks going through walls is kind of weird. I'm fine with it because huntress still isn't that strong.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1009361#Comment_1009361
They are completely different killers. By that logic we should give fountains to Huntress because Plague has them. That wouldn't make sense. Killers are different.
Some are faster, some are quieter and some have abilities that are easier to land than others because of their ability hit boxes which are designed to be more or less forgiving.
That would be like making survivors hitboxes different for walls and attacks.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1009345#Comment_1009345
This appears as a problem with hit boxes and Huntress hatchets to you because you don't understand what their hitboxes are and how they work. There is a dev stream on their youtube where they go over it in detail.
Huntress hatchets have one large egg shaped hit box for detecting if it hit a survivor. It has a second much smaller sphere shaped hitboxes inside that one for detecting objects. This is what causes the perception of them hitting you when you think they shouldn't be.
The hatchet goes over a wall where a survivor is behind. The smaller object collision hit box is still higher than the wall so it doesn't cause collision and continues to travel over it. Meanwhile the larger hitbox around the hatchet for detecting a survivor does go through the wall. However this hitbox is for detecting survivors not objects, which is why it detects the survivor and gives a hit after it passes through the wall and connects with the survivors hit box.
These 2 different hit boxes around the hatchet are to give it more leeway with hitting survivors through holes or over objects and is completely an intended effect.
They tested making the hit boxes on the hatchet match its actual shape more closely in a patch a long time ago but they reverted it because it made it extremely hard to hit hatchets over or through anything.
The hitboxes should be the same. They don't give this special treatment to plague.
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@Blueberry said:
Seems good to me, except for number 2.
The issue isn't hit boxes, that is ping related to dedicated servers.
Yes huntress' hitboxes are fine
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@Mellow7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1009061#Comment_1009061
You actually went out your way to attack the OP and the guy responding to the OP thread. So Idk why you acting like the victim here.
How?
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@Mringasa said:
https://forum.deadbydaylight.com/en/discussion/comment/1009274#Comment_1009274
Chase Indicator like we have for the Obsession would be nice.
Kindred basekit... maybe. If it showed where everyone was at, but not if the Killer is camping. You could easily tell by the way someone goes in and then comes right back out for that. Especially since Kindred negates Killer Stealth abilities (still does this right?).
Totem Counter... maybe all the totems you've seen personally? I think this in itself would be extremely strong. It obviously mimics SWF + comms potential, but having that uncertainty of "Did we get all the totems so NOED doesn't pop?" is a good thing in the game.
IMO, if you do this, the Killers will need seriously buffs themselves. The devs keep saying they want to buff Solo queue to the level of SWF and then buff Killers from there, but I have yet to really see anything on this level other than some buffs to various Perks.
As far as the various OP items, the problem I see there is that there aren't enough placeholders on the Bloodwebs. You only have a couple URs on a Killer/Survivor and that's it. Everytime a web is generated there is a very good chance of having 1 on there, and since there is no real variety you end up with the same ones. I see Ebony Moris all the time, I just choose to not get them as I'm pushing for levels and Perks. 7k BP is too much to spend on one node. They need to massively increase the rarity of these items, say to max 1 in 5-7 webs, because they really are not that Ultra Rare.
If you add more URs, you increase the items the Bloodweb can pull from so the ones that are gamechanging become actual Ultra Rares. Whether it's some form of UR Offering for BP, or changing another mechanic in the game, they need to stuff some variety in there otherwise it'll be Moris every web for some people. The same with Keys as well as add-ons.
Maybe for kindred just have a little indicator for when the killer has been lurking in the hooked survivor's LoS for a little bit and is still in range. Totem counter: swf can use comms to tell eachother how many totems out of 5 they have cleansed, just give this ability to solo queue too.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1005020#Comment_1005020
Instadowns
Myers - Needs to delay the chase to stalk survivors. Instadown is time limited and expires.
Ghostface - Needs to Stalk survivors. Instadown is time limited.
Oni - Needs to collect blood orbs, generally by injuring two surviors. Instadown potential is time limited.
Leatherface - Unlimited instadowns, however suffers a HUGE penalty if he misses or hits a wall. Movement speed is slowed down while charging to slower than survivor speed meaning he needs to get extremely close and piggyback to use it.
Hillybilly - Unlimited instadowns. Suffers a minor penalty if he misses or hits a wall. Can still move as fast as a survivor when charging which allows him to rev the chainsaw behind them and line it up without losing distance.
Winner: Hillbilly
Speed/map traversal
Spirit - Can travel a limited distance at 176% speed. Has to wait 15 seconds for her power to recharge afterwards leaving her with no chase ability at 110% speed. Can move freely.
Freddy - Can teleport to any generator in the map. Has a 45 second cooldown
Wraith - Moves at 126.5% speed. Has to unclock once has found a survivor before he can attack. Can move freely.
Oni - Moves at 195.5% speed. Has to have demon mode activated before he can activate the dash so can not use this on demand.
Demogorgon - Can teleport to any portal, however has to place the portals first. Portals can be destroyed by survivors. Has a 14 second cooldown between teleports.
Hillbilly - Moves at a whopping 230% speed however limited movement. Has no cooldown so can turn around and immediately chainsaw sprint back an unlimited number of times. Can instantly go into attack and use his power fully in a chase.
Winner: Hillbilly
So all in all he has hands down the best instadown ability, and in terms of map traversal I'd say it's between him and Demogorgan but I'd give the nod to Billy since he can use his power at the very start without needing to place portals first and survivors can't stop him by destroying portals.
So best instadown and best speed.....and he's the only killer that has both strength AND speed. On top of this zero cooldown on his power so he can sprint sprint sprint and swing swing swing that chainsaw as many times as he wants all trial.
If Hillbilly is "the most balanced killer" then you're basically saying almost every other killer is severely underpowered.
Yes the other killers are underpowered.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/1009220#Comment_1009220
Depending on how you use it yes it can be better then Ruin, but it also functions differently for each killer. It also depends how you tend to use it.
Some Killers can take advantage of it's full effects while most only can take advantage of the initial 2 minute gen protections. It also depends on how or even if your able to comprehend how to use it's late game potential a lot of people tend to give it up without even thinking of it.
Also if you keep replying with literally one sentence every time. Don't bother replying I come to the forums to debate, learn new things, and pass on what I know. I dont need some person acting like kid who thinks he knows everything to reply with a one liner and not even be constructive to a conversation.
I already knew about what you were trying to explain to me. I have no reason to give your comment any thoughtful construction if there is nothing else to be said. Once again, thanks.
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@newavitar said:
https://forum.deadbydaylight.com/en/discussion/comment/1008892#Comment_1008892
The developers themselves said the data was flawed and to not draw conclusions from it. Maybe check to make sure you're right before you pretend like you have any intelligent information on the topic.
Of course the data isn't perfect.
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Wow this is really good. As for how swf might be fixed: kindred basekit, totem counter, and chase indicator. Your thoughts?
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@Mert_MK said:
I must say OP, even though i disagree with your list for the most part i still like it and find it hilarious, most likely because of the title you gave to the categories, especially the last two XD
Since everyone's sharing their lists, might as well do the same. Very clear i'm not the biggest fan of licensed Survivors in this game lol.
Your least favorite are my favorite :(
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@Demogordon_Ramsay said:
Legion: "I wanted to be a Survivor but the Entity thought I had a cool knife"
Lmao that killed me
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@Hoodied said:
Kind sir I bloody love new MoM, I use it alot actually and nothing you can say will never get rid of my top perk
I also like the way it is.
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Bubba: "Hook them in the basement"
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/1009103#Comment_1009103
No they function the same at base appearance, but functional are very different perks for different reasons. CI has a strong end game, early game, and good stall while you build time. While Ruin has a constant pressure until cleansed, but has good value yet only a few bonuses to it.
If your using CI for solely the 2 mintues you may as well run a different perk.
So you're saying CI is better than Ruin? Thanks, I guess.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1009195#Comment_1009195
Killers coming out on top ofc.
The balance discussion is so difficult because ranking is flawed. People are ranked higher than they belong and so on.
It's like the devs are TRYING to stop their game from being balanced.
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That would make it easier to derank I guess? Who knows why the devs do what they do (*cough* swf matchmaking)
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1008977#Comment_1008977
Why do you think he will be back next week?
You should check out how many owners this game has, and why they do not stay in the game. Lots of people quit this game on steam alone.
You never know. Better to hope for the best in life, you know?
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1009133#Comment_1009133
You do realize that many survivors are just boosted and red ranks dont mean skilled? The ranking system is flawed badly, this is the reason why people do not like to play solo.
Yes I realize this. What do you mean to relate this fact to?
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@noneofyourbusiness said:
https://forum.deadbydaylight.com/en/discussion/comment/1009172#Comment_1009172
don't get me wrong, I'm not saying that the new nurse is bad or weak, I just think the old one even with 1 blink was more fun to play because we didn't have to worry about the CD
Agreed
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@TWiXT said:
Shhhh....* whispering *Stop trying to get more people to play Plague... we Plague mains know she's way better than most players believe, and we don't want her in the "nerf this killer" spotlight.
You must be joking. Amusing.
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100% agree.
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New nurse is definitely miserable, but I don't see how she is too much weaker.