Wooferson
Wooferson
About
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- Wooferson
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Comments
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Unless the survivor was purposefully being toxic to me or there were two and they left the other survivor on the hook to camp the hatch (when they weren't on death hook) I'll typically give the last survivor the hatch. Most of the times when I'm GhostFace (meme boi) I'll let all of the survivors escape once they're all on death hook if they start memeing and tbagging with me.
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@Spooky13 said:
I've had the idea of an "adrenaline crash" for Legion. Instead of eating a 4 second stun after FF, they eat a 2-3 second stun and then are reduced to 110% movement speed until FF is recharged again, and hitting a survivor outside of FF won't reduce the power meter anymore.
Isnt 110% movement speed the same as huntress? Going that slow, especially with the current recharge rate of FF with no addons, doesnt seem like a great idea for legion since they dont have a ranged attack like huntress does. Now, maybe paired with FF having a faster base recharge speed it would be a bit fair, but other than that it seems something like that would be even more of a nerf to legion.
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I mean, could you imagine Bugs Bunny and Daffy Duck? Or even Tom and Jerry? (Especially a Tom and Jerry inspired level?)
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The devs havent seemed to be balancing it for the killers at all so why stay at a higher rank? I've gotten up to rank 9, certainly not a good enough player to be a purple or red rank killer and that's the teams I was facing. I dropped to 11 and dont get as many red players so I can actually enjoy myself with the killers that arent viable against those higher rank survivors, aka the ones I want to play and have fun.
If the devs really want killers to stop deranking, maps and killers need to be looked at.
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Yes, but I mean (mostly) would you continue playing if it lost the fun because of bad matches, bad mechanics, etc.
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@Sonzaishinai said:
I use to play to pip but been having just awefull matches lattely
So for the next couple of matches i'm just going to meme around
That's how I started just playing for fun, too many bad matches in a row and not enough points to make me want to keep trying for specifically pipping up.
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I personally have fun playing killer (plus the decent BP and fast queue is a bonus) but I practically force games to be fun since i dont care about necessarily winning and just want to meme around (tbagging with survs as ghostface)
Luckily I dont get many toxic people that would make it unfun but I've certainly seen a decent amount around. I'll keep making my games fun even if it means I depip
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Definitely legion (cuz sprinting around is great even if I dont get many kills on him) and even ghostface (cuz memeing and tbagging with survivors)
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@HellDescent said:
4 bbq stacks is all that matters
I'm waiting for bbq in the shrine since I cant buy bubba, that's totally gonna be in my build once I get it.
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@NDwight88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1012474#Comment_1012474
All killers who rely on noed say it’s the survivors fault for not doing all totems. This is a fact. Unless you’re on swf, there is no way you can tell how many totems are left or have been done. It’s literally impossible unless you take it upon yourself as a solo player to go around and do 5 totems. What player is going to do that? Seriously, spare me the “it’s survivors fault”. It’s a crutch perk designed to save killers game at last moment if they’ve messed up all match.
I'm not saying it's okay to rely on Noed just like you shouldn't rely on any one perk. But you cant seriously complain about noed, a perk that relies solely on a totem that can be broken, if you dont also complain or at least acknowledge the absurbidity of the 'meta' survivor perks. Both sides have their advantages against the others, but killers have more of a risk for some of the stronger perks.
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@NDwight88 said:
https://forum.deadbydaylight.com/en/discussion/121768/noed-and-ruin
Noed is like insurance that a killer will get some kills and it’s annoying to survivors because like you said, killer does nothing to earn it. Sure you can take out all totems but without a solid team it rarely happens.
So Noed, while effective, is a total crutch perk that gives unskilled killers kills they otherwise wouldn’t get. Sad thing is, these killers who use it every time never get better at game either so who gets the last laugh? Hmmm
I mean, Noed is insurance but that doesn't mean its a crutch. Yes, itll give a chance for more kills but survivors have a ton of second chance perks (adrenaline, ds, delieverence, dh)
Plus not getting rid of totems is the survivors fault and if they do get rid of it, the killer is down a perk slot. You can go against a killer with only 3 perks by simply completing totems which delay the game by maybe 2 minutes since you wont be on a gen.
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@RaSavage42 said:
I used to play to win... but now it's for fun
What made you change? Time spent in the game or something else?
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@Galklife said:
for fun (i dont need to kill anyone or survive to have fun)
but as surv if i will loot green or purple FL i want to escape (hoarder here)
I get that, even if I dont play enough surv to really be able to escape with items XD.
Hoarding in any game is definitely my weakness so if I played more survivor, I'd be one of the people running a looting build. (The few times i play survivor, I cant bring myself to use any items even if I've got like 9 brand new parts on claudette)
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@Exerlin said:
I get fun out of trying to win, so I guess it's kinda both? It's weird, because some games I get stomped and have fun, while others I can get stomped and have an awful time. I guess it just depends if I failed because of stupid or frustrating mechanics or because of my own misplays
I get it. Sometimes I'll get toxic survivors while messing around and they just ruin some of the fun (typically I just kill them on hook and keep having fun with the others.)
I believe it's just the other players that can make or break the fun. Like if I get ran by a good looper, awesome good for them. But if I've got a toxic group that's dropping every pallet on me they possibly could then it's no fun. (Or on the survivor side, a camping/tunneling killer but I dont play enough survivor for a good opinion on that.)
But game mechanics being wonky do me it frustrating too for both sides, particularly if you miss a hit you should've gotten or got hit when you shouldn't have.
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Not every game is fun (green rank killer vs red rank survs for example) but I typically like playing killer. Sprinting around with legion or memeing with survs as ghostface is how I spend most of my games. Then again, I dont tend to play to win, I play to have fun, if I get some points and keep my pip or pip up? Great. If not, oh well I'll be playing again anyway.
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Probably because of the current matchmaking system, not to mention when ruin comes out more killers will probably drop off for a while at least. It's so frustrating to go against full red teams as a green rank killer, so I imagine other killers around my level are experiencing the same thing and quitting or taking a break from the game. Less killers = less matches going on at once = longer queue times for survivors and super fast ones for killers.
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The few times I've camped has been when I wanted to secure a kill and it was EGC or all the gens were finished. Thankfully I'm not a high enough rank killer to get many coordinated swf groups that sabotage hooks or would make me want to camp.
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@TheNerdyRockstar said:
https://forum.deadbydaylight.com/en/discussion/comment/967191#Comment_967191
oh no the aura reveal thing was ONLY if you were working on that totem when its moved, but youre right maybe only have it revealed for the survivor who was working on it at the time or the obsession or something? if thats still broken i get it but I think otherwise its kind of a massive slap in the face if a survivor is at 98% on a totem and it gets moved.
The notification is a good idea tho regardless, but do you think it would be like how killers get notifications and if so would it show up on the old or the new totem spot?
Or do you think it would be like the little perk icon in the corner telling the survivors "hey this dude used bend the rules/dont like to lose just fyi" cause i think if that happened and there was no other information given its kind of pointless because they still have to find the totem just the same, the only difference is they might have to go back and check other spawns they've already checked before. OOOH what if you get a notification of the old totem location when it gets switched, BUT If a survivor has already seen the dull totem it switched to, then they get to see the aura for like 10 second or something. that way not everyone sees the aura and its not permanant, but it lets a survivor who already checked certain totems know if its there, kind of a reward for scouting
I'd say having it revealed for the survivor working on it for a set number of second, like 5 or 10 maybe, along with a noise notification (as if you're killer and someone performs a fast action) at the old totem location for all the other survivors.
The only reason I wouldnt go for something like the last thing you messaged, a survivor seeing it switch if theyve already seen the dull totem, is because it seems like a rather hard thing to track and easily abused. Aka, do they have to look at it for a certain amount of time, do they have to work on it for a moment, be in a certain area, etc. Seems like it would be a rather easily abused thing especially if the perk would have an icon at the bottom such as dying light or even just the noise notification.
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@TheNerdyRockstar said:
https://forum.deadbydaylight.com/en/discussion/comment/965587#Comment_965587
ya i agree that i dont like to lose/bend the rules could be busted but 1. i was just trying to think of something that seems borderline unfair because thats kind of the premise of those quotes from the movie.
maybe if the totem is already being worked on when the spawn is switched it still gets destroyed or its aura becomes visible for all survivors? or maybe limit the amount of times you can use it. like maybe its a token thing and you can use it once per token, but you get a token for every 2 generators that get finished or every survivor that gets sacrificed. That way you only really get the perk mid-late game and it gives them time to find and destroy it before you can move its location?
think that might be a little more balanced?
Using a token mechanic seems like it would definitely balance it out a lot more, even if it used survivors sacrificed and the 2 gen completed per token. I wouldnt say to go as far as having the totems aura revealed, but at least a notification that it was moved.
It's a great idea tbf, a way to really protect your totems on killers besides hag and trapper and not completely flail or lose one if it so happens to spawn right out in the open.
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What is your fear and your game is over seem like theyd be great anti-super altruistic teammates, like ones who hang around for a flashlight save. The only problem I'd see is with dont like to lose/bend the rules because there are some very hard to find totem spawns in the map and combining that with something like devour does seem rather cheap especially if it would be a more than one use perk since you could theoretically keep bouncing it around to prevent it from being cleansed until there were no other totems. (This is from a killer main btw)