Waffleyumboy
Waffleyumboy
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- Username
- Waffleyumboy
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Comments
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@Ivaldi said:
I wish the opposite would happen.. instead of catering to all the baby players. It's sad how much gets nerfed because people don't want to take the time and effort to learn how to get better at the game. Instead they cry for nerfs why don't you put more than 40 hours into the game. There was nothing wrong with old ruin, there's nothing wrong with new ruin, there's not wrong with undying, there's nothing wrong with object, there's nothing wrong with DS.
I think strong strategies should be varied, not eliminated. If something is oppressive in the meta, like DS or Ruin/Undying, I think an adjustment being made to allow more variety is always a good thing. Removing stuff people don't like from the game however, is something that I agree is a bad thing.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/1921146#Comment_1921146
I never said it was a good strategy, just toxic.
and we should not add a thing to a perk to enable someone being toxic
Survivors can act toxic and use bad strategy even without the perk. The perk doesn't specifically reward toxic behavior. You are just as rewarded for using it well as you are for using it in a toxic way. This is the case for most perks and it is not really a problem imo.
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@Danielgdp3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1921136#Comment_1921136
What you mean I stated that you run off thinking you are clear go to start healing and then you hear the heartbeat cause the killers come back and now you aren't healed/lost DS. This is why I'm curious whether it's when you fully heal or does it affect others healing you cause they are the only perceived issues I see with the change.
I agree, deactivating off of others healing you could be a problem.
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Ah yes all DS users are crying and shaking. Their precious crutch is being taken from them like a toy from a baby. Finally the adults, aka us mature killers of esteem and grandeur, will finally be free from the annoying cretins taunting us with DS.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/1921115#Comment_1921115
this survivor? all 4.
this is a troll situation. they aren't trying to escape, just annoy the killer.
Okay but is it really trolling if you can easily punish them for it? Either they commit to being an annoyance and you get a free 60 seconds off of gens or they scurry away after seeing that you're not messing around. It's not like they can do gens in your face anymore.
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Just kill them? If the survivors are annoying in my experience it just makes it more satisfying to watch the entity devour them.
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This isn't a valid concern. If you really don't want to be tunneled, don't start objectives or healing yourself until you know you're in the clear. Situational awareness is a skill and I don't think DS should be used as a crutch for people who don't have that skill.
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Killers are still shaking in their boots in fear of survivors having "60 whole seconds of invincibility!"
Nothing satisfies these people, they complain for the sake of doing so.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1920834#Comment_1920834
This is another thing, it is really hard to balance. Something which is alright for Trapper or Wraith, which are weaker Killers might be totally oppressive on Spirit, Oni or other really strong Killers.
So totally agree.
In my opinion an early game mechanic makes sense, give the first chase less weight and therefore give killers who are worse in chase a more even playing field with those who are great in chase.
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A survivor infinitely chase baiting is a survivor infinitely off of objectives
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Intentionally tunneling survivors is a good way to let the survivors get to end game.
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@golubushka08 said:
At least don't nerf the DS. It's an ocasional perk, it's not used always. And I don't want to lose 1 minute doing nothing just because I used this perk to save me from tunelers and campers. This perk is for those killers who don't know how to play this game and only tunnel someone. If a killer doesn't tunnel this perk don't activate. It's not my fault that the killer plays toxic. I'm not supposed to lose 1 minute for their toxic play.
It's not even a nerf. It's just a fix to prevent abuse.
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@Tricks said:
Un-policeable cheating just pisses me off no end.
I don't give a crap about what other people bought the game for. If I choose not to go against a swf group who are all inevitably exploiting mechanics not designed for or the game and they get a massive queue in the process that's their problem. Don't cheat.
Cheaters shouldn't be rewarded with short queues for easy matches. If they want to use non balanced external programs not intended for use within the game they can damn well wait for it.
"Not intended for use"
So we're all ignoring the official Discord?
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Really friendly to be assuming someone has no skill based on the builds they use.
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That's karma
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@Killing_Time said:
No surprise people want her nerfed. She's one of 2 killers that don't necessarily have to rely on survivors to do well.
The other is nurse.
What does this even mean? "Aw man all these killers so weak have to rely on survivors existing in order to kill all the survivors hurdy durr"
Are killers supposed to instead have guaranteed victory before the survivors even load into the trial?
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Meh they're just trying to win. It's like calling someone toxic for bringing in DS/Unbreakable or a key. Tea bagging and good hook placement are not equivalent.
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Baby killers complaining about balance? Or just clickbait?
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1727946#Comment_1727946
https://forum.deadbydaylight.com/en/discussion/comment/1727919#Comment_1727919
It's SWF. Their lowest ranked friend gets paired with their level and everyone else is along for the ride.
Swf. Is. The. Problem.
That's not how it works...do you read any of the dbd news on this site?
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I guess that would make killers a lot stronger in chase.
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I'm confused, isn't the Harvester unsafe now?
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Nobody cares about how hard of a time you are having with camping bud. If you don't want to hit the hooked survivor practice using your mouse better.
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After that let's get some Shrek representatives! I'm thinking Lord Farquaad but I could see arguments for Rumpelstiltskin or Fairy Godmother.
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I like it, make dbd feel more like it's shown in the title video. Tense, listening to noises in the environment closely for signs of danger.
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I would guess moris are selling points for killers. That's why they can't just suspend them until they're balanced.
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I think the devs like having control over the lobby theme so they can influence you to buy the new battle pass, chapter, etc.
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Idk man personally Billy doesn't feel very different aside from not being able to farm deviousness by infinitely chainsawing around the map.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1728703#Comment_1728703
I think it's fine to suicide if the lag is horrendous; I've seen other people say it's not. Hence, it's apparently "debatable."
Ah, interesting.
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@yobuddd said:
As killer, I’ll do this if I already closed hatch. I’ll dribble the survivor to save them the trouble of wiggling off, and then I’ll just walk away to show my good intentions. If the killer stays there and stares at me, then yeah, I agree with the OP.
On this note, can we pleeeeeeease open the gate after shutting the hatch!? Pleeeeeeease!!
I agree I don't know why they don't allow you to in the first place.
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@Chappy04 said:
https://forum.deadbydaylight.com/en/discussion/comment/1728628#Comment_1728628
i play a bit of everyone and theres always someone who dcs from each. obviously more than others
Well then that could indicate that people can be annoyed by every killer. Although personally I'd have a hard time finding something annoying about Blight. I've heard that people will also sometimes give up when their teammates are terrible so there's that. I personally have seen a lot of people suicide after getting left on hook for a whole stage. Like come on I wasn't even camping them.
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@TragicSolitude said:
If a survivor suicides or DCs I usually just go afk for the rest of the match. I don't like playing 3v1: playing for real is unsatisfying, especially since the remaining survivors become more likely to DC or suicide, and farming is boring.
I'm a terrible Huntress and I've had survivors disconnect because I made a lucky hit and they were too impatient to find out just how much I suck. I once played as Wraith, running just Lightborn and I think Distressing with no offering and no add-ons. I didn't feel like using his power so I uncloaked as soon as the match loaded and never cloaked after. The first survivor I found went down when he misplayed a pallet... and he immediately disconnected. #########? Did he think he'd find an easier match than a totally M1 killer? I wasn't even using Wraith's power. The only way it could be easier is if I literally stood in a corner staring at a wall. But he disconnected.
There are only a few good reasons for suiciding/disconnecting. 1. The lag is so bad the match is unplayable (debatable). 2. A game-breaking glitch. 3. A teammate has trapped you in a corner and the killer isn't doing anything about it.
I've suicided due to lag and sandbagging teammates (especially if they farm me off the hook without BT, I'm not ruining my joints and hardware spamming X just so they can do it again). I only disconnect due to a glitch if the match literally refuses to end and I have no other choice. Personally, I will suicide if the majority of gens are left and the killer is mori'ing off the first hook, though I won't claim that wanting to move on is a fair or good reason for suiciding, but usually the killer will mori me in a place where the camera is obscured, so I don't feel like it's worth sticking around just so I can not see the death animation.
How is it debatable whether or not you should play a match that is unplayable?
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I haven't seen it behaving any differently than usual personally.
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@RaSavage42 said:
It's not worth it
Regression is .25 c/s
Progression is 1 c/s
Pop does 25% instantly then normal regression takes over
Overcharge- takes missing a skillcheck
Huntress Lullaby- Takes missing a skillchecks
Ruin- .50 c/s
You were just hoping putting random numbers up would convince people? Sure generators don't regress at sonic speed, but it can be a lot of pressure with very little effort.
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Letting others increase my queue time at the press of a button? No thanks.
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@SweetTerror said:
Honestly, all I want is to not have to recharge FF from the very start upon a missed attack. It's not that hard to juke a Legion player, and having your special meter deplete completely on an attack that isn't fatal is rather pointless.
But I digress, nice rework!
I also think it should be made consistent with cancelling his power and how Oni cancels his power.
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Your examples aren't the best but I could see this working. Here are some of my examples:
Claudette - Ultra Rare Medkit add-on: Survivors healed a full health state by this medkit both see your aura and have their aura revealed to you for the rest of the trial.
Jake - Ultra Rare Toolbox add-on: You are notified when the killer alerts animals within 32m of generators being repaired by this toolbox. 10 second cooldown.
Nea - Ultra Rare Flashlight add-on: Survivors holding this flashlight have their stagger duration from falls reduced by 50%(does not stack). 60 second cooldown.
Something like this seems fine to me, what do you guys think?
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I think this would be a good change. Basically the gen slowdown version of IF.
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I would like that idea if the amount of stacks needed was increased to 4. Then again it would start suspiciously looking a lot like WGLF.
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1728637#Comment_1728637
He can walk up on you with tinkerer before starting the saw if he is close enough. With Apex Muffler I believe they don't hear you charging it around the corner either. Or if you are coming across the map at them with it + tinkerer.
Bubba just gets Apex Muffler basekit right now because of a bug, unless it was patched in 4.3.2 but I didn't see anything about it.
Killers have a terror radius for a reason. The killers with no terror radius are balanced around not having it. There's plenty of borderline pyscho builds you can run in DBD assuming you play well enough.
https://us.v-cdn.net/6030815/uploads/NR3X5A25P1YQ/spooky-png.png
I think a build like this would be absolutely terrifying to play against if the PH was good and lands M2s easily. I have only used it myself, never gone against it. No lockers to hide in, you are constantly getting your location revealed, he can cage instantly into moving onto another chase with IF. He is phasing in and out of having a terror radius, and there are barely any good pallets against him.
It won't work against a sweat squad unless you are a god with the M2s but against solo Qs you don't really need a ton of stall perks on midwich in my opinion.
ok
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Well obviously it would work if you reworked how he can use them
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1728627#Comment_1728627
I don't get it. Crazy chainsaw guy sneaking up on you can already happen with tinkerer or trail of torment. I offer indoor maps with tinkerer Bubba all the time and it's extra OP right now because you don't hear the saw starting unless you are actually looking at him (unless it got patched recently) so you just walk around the corner into a free down.
Billy has ultra rares dedicated to crazy chainsaw guy sneaking up on you. Maybe these guys just need more imagination.
Well technically Billy isn't sneaking up on you he's charging at you with a chainsaw from out of nowhere. I kinda get what you're saying, but it really wouldn't sit right with me if basekit Bubba was as stealthy as basekit tier 1 Myers.
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Survivors earn less bp than killers in general. Who knows why.
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I don't do this type of thing but I would guess they're sick of playing against the killer you're playing. Some killers in this game are unbearable to play against.
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Red stain being removed was already tried, devs said it was scarier to have one(plus I personally enjoy the mindgame potential). No terror radius would probably be scarier sure, but I think stealth killers being unique has more value. Do you really imagine a crazy chainsaw guy sneaking up on you on the gen would be more immersive? Aura reading is fine as is, it is currently very conditional and restricted. I'm not sure about prioritizing hiding, like how would you do that and how can you be sure that you aren't making survivor 100% less fun for most of the playerbase? My first thought would be making chases shorter and therefore less advantageous for survivors, encouraging them to hide, but this would cut short the most enjoyable part of playing survivor for most people. Scarier maps sound good.
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@Moundshroud said:
The easiest way to turn this into more of a horror game is put the Survivors (just like the Killer) into 1st Person viewpoint.
I would love that idea if it wasn't for how short survivors are. Most survivors can barely peek over pallets and windows.
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It's worth it if you think your time spent kicking the gen will be refunded, meaning survivors won't be coming back to the gen anytime soon(around 30 seconds). I wouldn't mind a slight buff to it though.
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I think this mostly happens when killers have a mori
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Infectious Fright
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Blood Warden is so situational I couldn't see any reason for survivors to hate it.
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@Terro said:
Repetitive counterplay = boring killer? Rip DBD. There's no such thing as a fun killer to play against.
Maybe you're not wrong