Waffleyumboy
Waffleyumboy
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- Waffleyumboy
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Comments
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@OhMyWords said:
https://forum.deadbydaylight.com/en/discussion/comment/1007315#Comment_1007315
The maps already have enough god loops that shouldn't be there. I think you did not understand what i meant. My idea is to increase the amount of fun that can be gained in one match, for both gamers. Survivor gets to be chased more and therefore more interaction with teammates and killer; killer chases the survivor and uses power more. Survivor has 5 hooks instead of 3, because of the longer match time.
If you look at it like survivor can not win because longer gen times, yet they have more hooks, and more interaction between teammates and killer, you will never be content. The main idea will not affect the veteran players. Of course, this doesn't matter because matchmaking is not working as it should.
I think your idea would be great for an alternate mode with 8 gens needed and 5 hooks to kill a survivor. Right now the game is fast paced though.
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Gen rushing is when survivors bring 4 bnps, 4 commodious, both, or sit on generators letting mate advance in hook stages even though killer is patrolling elsewhere. That's all I can think of and not one of them is more prevalent than moris.
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@Eye66 said:
https://forum.deadbydaylight.com/en/discussion/comment/1007286#Comment_1007286
Jesus christ no it's not longer, just a visual illusion since her model is much smaller than other killers, along with her (unnecessarily) lower speed
Way to sneak in a desperate "buff hag!"
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@yandere777 said:
You say all this with no evidence of your claim. Nothing but smack talk. The ONLY REASON WHY A SWF will ever lose is if they let themselves to. If they are optimal swf they will b optimal as #########. Therefore the swf can win against a killer.
Just link already
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@OhMyWords said:
Champ, generator speed are the problem along with essentially everything else you said. Your average killer is going to want to play more than 5 minutes. Too many killers need time to play the match out.
Maps designed for degenerates. Survivor utilizes it better than a degenerate. Survivor is almost impossible to hit. Killer goes for another survivor but four survivors. Therefore, this is pressuring with a killer not spirit, hillbilly.
Trapper wants to set up traps, not chase degenerates around until he has. Legion wants to hit as many times as he can, not run around with ". Wraith wants to scare, clown wants to outsmart, huntress wants to snipe, and more.
As far as i've experienced and seen, working on a generator or totem %70 of the time is not interactive with the killer. BHVR reworks killers to be more AI difficulty (limited powers) and allow the survivor to interact and get chased without dying. But this is their perspective. They are the same " designing the maps.
SUMMARY: Increase match time in general. Allow more time to chase and get chased. Casuals and tryhards are content.
CHANGE IDEAS: Remove unnecessary killer limitations to fit the idea of longer matches. Remove memento mori; it is only for last hook, and innate decorative ability. Remove keys but hatch not my concern for now. Increase hook sequences: Three to 5; Increase generators or add a time limit: Seven generators or 10 minute limit.
Chases will have to be longer to compensate for longer gen times. Therefore maps will need more god loops. Therefore gen times do not determine match time.
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Myers special mori during ew1 or ew3?
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@Blueberry said:
It isn't unfounded or outdated. Most people who actually have a decent amount of hours into the game and play both sides at rank 1 understand this.
I have yet to see an optimal swf beat 100 optimal killers in a row. Link and I'll follow the herd.
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You are waiting alongside much more than you used to. There are enough killers for all survivors, just not enough killers for all high rank survivors.
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I had my first one recently as well.
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1007232#Comment_1007232
Based on observations alone you see in most red rank killer's that's not the case. Once you hit rank 8 with Killer, every single one complains that the biggest problem in game is that all they face is swf, and optimal survivors who do nothing but harass and bully killers - making the game borderline unplayable and require to play survivor just for a break against the consistent bad games.
Like I want to know how individual their so called "statistic's" are, because it looks like either they were taken far too blanketed, or are straight up lies to try and calm the masses.
In addition these statistic's everyone keep referring to were made several patches ago, and changes have been made - greatly in the survivor sided favor. I mean - I'm a survivor who should have a hard time getting out of green, that's where I place my skill, but i'm already almost to red rank since yesterday.
That's not what rank 8 is like as killer at all. I understand at rank 1 there are a couple optimal runners but other than that it's casual city.
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@Huntar said:
https://forum.deadbydaylight.com/en/discussion/comment/1007260#Comment_1007260
Mind providing a source for that information?
The entire ptb is a placeholder
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/1007068#Comment_1007068
shouldn't matter. Unless they removed the status effect where once you hit Tier 3 you can't interact with anything until you snap out of it.. I mean once they hit T3 they will just be back in T1 plus a 60 sec cooldown on his power
what a joke
60 sec was just a placeholder
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@Mringasa said:
There isn't a single thing you can do to balance the game until Ranks mean something. You have potato Survivors at high ranks who got there with SWF, the extreme ease of pipping as a Survivor, and the new reset rules. The reverse is also true. You have Rank 20 Survivors with meta T3 Perk loadouts who play 4-man + comms to bully new Killers and have their "fun". Unless you can come up with a way to Rank people that is actually useful, Rank means nothing and is useless in ANY data.
Once you can separate the good from the bad, then you can look at the data from those matches and determine where the problem lies. This will never happen though because the emblem system doesn't work properly (poor OHKO Killers getting jacked out of points because they used their actual in-game power), Gatekeeper is a hot mess (you get screwed on the emblem because 3 Survivors spawned in and all 3 finished a generator separate while you chased the 4th even if you allow no more gens to get completed), and I've had frequent issues with Chaser not registering a Chase beginning before I got a hit and/or down on someone (this actually caused me to depip instead of safety once because I got a number of surprise hits in before the Survivor started running).
There are so many variables regarding matches right now, that any stats the devs throw out there are going to be worthless from the start. Unless you go on a match by match basis, Rank each person in the match based on actual skill, figure out some sort of metric to judge how much they did in each match (did they only gen jockey? did they run the Killer for 5 minutes? etc), and then adjust for 2-man, 3-man, 4-man SWF and then 2/3/4 with comms, you will never be able to get any sort of reasonably accurate data from the game. It's just numbers vomited forth that show "Hey a bunch of people played this game. They are of skill level from newbie to elite. They did these things." and that's it. Nothing more, nothing less.
About the only data that seems even close to legit is the Perk percentages, and that is even skewed to a certain extent because we have a meta that has been stale for months, if not years.
100% agree. The data from current matchmaking is actual fuel for my garbage fires.
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@Hag.is.Dtier said:
https://forum.deadbydaylight.com/en/discussion/comment/1007147#Comment_1007147
Just read the post, not really hard is it.
Ok geez. I just thought you'd like to know no one likes getting baited
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/1000684#Comment_1000684
Mothers Dwelling
3 gen split
Survivors on all gens or maybe even just two.
Playing Trapper, 115% speed no mobility.
JuSt ApPlY pReSsUrE!
https://us.v-cdn.net/6030815/uploads/789/UEDRSMXGAMDO.png
...sure thing pal.
You forgot trapper can trap exit gates
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@Hag.is.Dtier said:
https://forum.deadbydaylight.com/en/discussion/comment/1007118#Comment_1007118
I mentioned killers in the post. What is your point?
Just a small title edit so no one is misled.
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@Thasard said:
there's an error:
A message to entitled players
There fixed it for you. I can't tell you how many killers DC after being outplayed and it's unbelievable when they have endgame perks that would still help them. Like #########
Doing the entity's work
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@Apple2o said:
Wake up as often as you can, pallet freddy is not that scary when you memorize which pallets are real before you fall asleep.
Snare freddy is very scary and you should keep waking yourself up with the clocks so at least he has to M1 you before he can begin the snare spam.
There is no real looping snare freddy once you are asleep, it's usually just a matter of time until you go down unless you can keep moving tiles, which is not possible on many maps.
I always hop into lockers when my team is getting hooked because every freddy runs BBQ, and he will instantly teleport to your gen to pop it.
This reminds me how similar oni could've been to freddy had they made it so healthy survivors drop blood orbs. He's still similar, but not in the worst ways.
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Babysitter is just alternative Mettle of Man but the others sound fun and strong. I think Babysitter would be fine if it stayed the way it is in game atm and also gave the unhooked a 10% speed boost for the duration.
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@TerrorTrooper said:
https://forum.deadbydaylight.com/en/discussion/comment/1005358#Comment_1005358
instead of removing swf i think they should give increased blood points playing against them. At least when they use voice chat, it gives them a huge advantage unless they are doing those meme build just for the LoLs. But i still prefer an option box to select to not play against swf.
Who would play against swf. Smh think ahead
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This happened to me a couple times on console.
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This is just to compensate for how quickly survivors advance in tiers now.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1006917#Comment_1006917
Ok, it makes sense. Having mindgame pallets that can't be chained would be the best solution, but there should be a few safe pallets in key points of the map. The most important things is that pallets should not be spammable, moderate amount of mindgame pallets, with and addition of few waste pallets and few safe pallets would be the best solution.
Chaining is fine if the pallets are mindgameable
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@ad19970 said:
I definitely like the new Ruin. I just think it happened a bit too early. If more maps were reworked, I feel like many more people would be fine with this nerf.
The sooner they fix it the sooner they bring in new players.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1006886#Comment_1006886
I have to disagree there. I mean, I don't want maps to have no safe pallets at all. A few are definitely needed. But I personally want more mindgameable ones and only a few safe ones. Because having less pallets but more safe ones will just end in matches to be about how fast a killer can get rid of all the good pallets, at which point survivors have no real counterplay at all. The game would partially be about resource management, where a killer just wants to try and get rid of all the pallets as fast as possible, and it would make the game boring and less skill based in my opinion.
It's up to the devs to make sure that mutliple nearby pallets can't be used to create more safe loops together. On the other hand, if pallets are that close to each other and are able to create new kind of loops that can still be counterplayed by both survivor and killer, that would be awesome since it would shake up the gameplay even more.
I did already think about whether having multiple pallets at one loop could actually work in a balanced way to create more unique pallet loops. Right now it's always just one pallet and a loop around that pallet. If the loop has a fitting size, it can be mindgamed by both killer and survivor. Many pallet loops of the Badham maps are a good example. If they are too big, they have no counterplay to killer. Pallet loops of the original maps are a great example of this. If they are too small, those pallets end up being pretty useless for survivor unless they can stun the killer, like some of the pallet loops in the hallways of Hawkins map.
I wonder if the devs could be able to create balanced loops with more than one pallet to create more unique loops as well. Would be nice if they could.
Agreed
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There are phantom hits at times but I'm pretty sure there is no aim or hit assist in dbd.
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Sounds good. Make hex perks more consistent and give dull totems more use.
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@GrootDude said:
I can play without ruin, I’m not a noob and I still disagree with the ruin changes. People ran it because they wanted some early game pressure but now ruin doesn’t do that.
It deserved a change but I agree the change means ruin no longer does what it was best at. I appreciate the consistency between hex perks though and I'm sure more early game perks for killer will be added eventually.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1006876#Comment_1006876
The point is that having many bad pallets is not good on small maps. Even a bad pallet can stun the killer, and having a lot of them in a small area (like on The Game map) makes it very easy for a survivior go from pallet to pallet making chases very long.
I think what is a right solution is having less but better pallets. It makes them more valuable, and not so easy to drop. Pallet slows down the killer just by existing, especially a safe one. These pallets should only be dropped when its worth it, for example to save someone from being hooked or in late game chases.
Save the Best for Last basically
No there should be smaller pallets for more interaction between killer and survivor. Safe pallets entertain neither.
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I think it's great and the only thing it's missing is point compensation.
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Agreed. No one wants a slow stealth fest.
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Yes!
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@VicThor said:
https://forum.deadbydaylight.com/en/discussion/comment/1006222#Comment_1006222
It's called death on first hook... Actually it's the opposite killers can't do anything if they see something they don't like. They have to stay in the game and if the survivors refuse to repair gens their only option to AFK. If you are get tunneled or camped at least you can finish the game quickly.
What?
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@BigFudge said:
The amount of people that defend DCing is astonishing. The IMMEDIATE reaction is to accuse someone of playing scummy (whatever they deem to be unfair anyway). The DC penalties really cannot come fast enough
I can't wait for the dc penalty either. A lot of dbd players are very immature.
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I agree. Gen times are related to hook times. If you increase gen times you would also have to increase hook times and each change would make the game 5x as boring as you would expect. The real problems are chase and patrol times, which like you said, can be fixed by changing maps and individual killers. Pipping system is ruining matchmaking and also needs to be fixed. Great post.
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More gen times on maps that need more pressure? Would be awesome but there are killers who can pressure those maps as well as on any map.
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Myers is B imo, other than that I mostly agree. Maybe Wraith and clown could be 1 tier higher?
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@NullEXE said:
I played Solo survivor to see what it's like, and it was easy for me after ranking killer to rank 1. I just copied what I seen top survivors do against me, and made red ranks.
Though solo survivor is definitely more stressful than SWF. However still not as stressful as Killer. I have been getting my friends into the game, and de ranked to help them learn and level. It's very clear that being in a SWF gives you so many advantages over the killer, it takes all the fun out of the game unless you are actually bullying them. So me and my SWF started making rules like not being allowed to communicate where the killer is, or what generator's to work on. Stuff like that.
r/thathappened
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My killer build is 1 slowdown perk, 1 detection perk, bbq for bp or a synergy perk, and finally 1 synergy perk.
My survivor build is 1 exhaustion perk, spine chill, BT, and a wildcard (usually We'll Make It but I also try BK with a medkit or Resilience or Small Game)
These are my builds when I'm just playing and not doing any build in particular.
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@ABannedCat said:
"Ones that are almost meta, spine chill, small game, bond, deliverance..."
You gotta be trolling.
Those are high tier perks though. Are you trolling?
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Survivors can't dodge if they see something they don't like. The only options available to them are to ruin the match for their 3 mates or just suffer through it.
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@DexyIV said:
Go for it. Most of the purple and red rank players aren't even deserving to be at that rank due to the nature of matchmaking and the way rank reset works though. Rank doesn't mean much. Plenty of purple and red rank potatoes
Agreed. Rank inflation is causing a lot of grief.
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@Chmurkaz said:
You should try aftercare + we'll make it, really underrated combination but only if you're being really altruistic and prioritize healing and unhooking. With this you know what exacly is your whole team doing, your teammates prioritize gens because know you're going for unhook, you can start going earlier because aura of carried survivor is revealed, or just focus on generator if someone is close to hooked person.When someone is chased, where they shouldn't run, the same applies for you. Where to run to heal yourself or where someone should run for heal(60 second we'll make it is so usefull in these situations) where is oppened exit gate or where to run if you're opening an exit. Also don't be discouraged about aura reseting every time you're hooked.After unhooking you'll already got 1 aura back, maybe even more because you still need to be healed. Three perks in one,have unlimited range, works independently of situation,requires very little, others also benefit from it and can coordinate your team to be really efficient.The only difference is it don't reveal killer aura. Oh almost forgotten thanks to it you can also really make use of emotes.Examples:come here for heal, help with generator, killer is comming to your generator, go there, go for unhook e.t.c
Not taking on hooks for your mates is the opposite of altruistic. This build sounds unreliable and I'd rather use Kindred or NOLB.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/1005075#Comment_1005075
What about maps with most gens literally no where near windows the perk is pointless to use on a good majority of maps
Ah true it's a BL style perk lmao
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@humanbeing1704 said:
also same applies for cruel limits what's the point of using it it's just a bad bamboozel attached to gen completion
It has synergy
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/1005064#Comment_1005064
I haven't said neither that Ruin is required nor that it is not required to balance the game, what are you talking about?
Exactly
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And saboteur
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/1005050#Comment_1005050
and you'll learn to read a reply in its fullness, maybe ;).
You said Ruin wasn't required to make the game balanced?
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@Boosted_Dwight said:
- Adam and Bill both sacrificed themselves to save others
- David, Jake, Steve, Ash, Bill, and Dwight
- I'd say Meg
- I don't have an answer for that
- I'd say Plague, Billy, and Spirit. Plague just wanted to save her people by praying to her gods, Billy was trapped in a room for years unloved and mistreated, and Spirit was murdered by her own father.
- The flowers grow around Halloween time and he probably ran into a few while traversing the fog.
- We don't have an answer for that yet
- We don't have an answer. Perhaps they were cased into the void or are still surviving trials to this day.
- Grow back?
- Feng is a very competitive individual. She could potentially be rude but she just wants to survive.
- The killers in this game are either forced or willing to do as the Entity pleases. If they don't comply they are discarded. Unless you're Myers, then you literally can't be affected by the Entity.
Great now I'm imagining dwight with a david attitude.
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@Nobsyde said:
As a survivor of course I'm happy Ruin is gone, and the new one can be a little more engaging, even though as a stealthy survivor I'll have to adapt a bit to Ruin + Surveillance builds.
Still, I honestly think I'll be facing even longer queues and lower ranked killers, which basically means game will be a camp/tunnel fest, Blendettes self caring in corners and Neas urban evading in the basement.
As a killer, the last week I played without Ruin since I'm not going to use the new one anyway, and I can say that games will be much more frustrating against competent players, but more dynamic against worse ones. That's also the reason I will probably bring with me some Green Mori, just in case gens pop too quickly. It sucks, but that's where we stand right now.
Overall, the change to the perk is good, but the lack of simultaneous changes to gen speed or the addition of side objectives make it a very bad change for us high rank players.
I guess we'll see how the game goes in 6 months, when they'll maybe address the issue.
You'll learn to walk without the crutch eventually.