Seraphor
Seraphor
About
- Username
- Seraphor
- Joined
- Visits
- 9,011
- Last Active
Comments
-
@Jwmj said:
Hey. The second page of the event isn't even available for 4 whole more days. It'll be alright. Not everything is meant to be rushed and finished immediately. Sit back and enjoy yourself and the rewards will come.
The 2nd and 3rd pages will have their own community challenges too.
Fact is Behaviour never calculate these community challenges correctly, and have to reduce the number at some point to ensure we actually meet them. That completely undermines the challenge of it too because we know there's no risk of failing, the goalposts will just be moved down.
-
@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741929#Comment_3741929
Of course SWFs will complain, because they are a biased side and they want the game to be as much in their favor as possible. I played this event as both survivor and killer, and I can say survivor role there is no weaker than in the regular mode, it's just the soloQ that has to suffer.
SWF are much more likely to go for flashy saves and sabo plays as well, both of which are much more difficult in the event mode.
-
Have you tried using Quiet Mode and disappearing mid chase? All it takes is a decent amount of LoS blockers. I've escaped so many more chases with these event abilities.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741635#Comment_3741635
I think top-level SWF can get win streaks even vs Nurse and Blight. Especially blight. Blight has no chance right now vs them with current nerfs. Wesker also has no chance either. Ayrun has shown that you can gen-rush killer in 4 minutes. there is just no shot your getting more then 5 hooks as killer.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741616#Comment_3741616
I think, if we're being honest, the difference between SWF and Solo Queue is having reliable teammates. With a SWF, you know how each person in the group plays and are able to compensate for each other's weaknesses.
i don't agree. i think my teammates when they do not not d/c in soloq are very reliable. SWF advantage is macro game efficiency and extra perk slots. The extra perk slots allow you to make some incretible good perk synergies as SWF. A large majority of survivors according to Nightlight are stuck using Window of Opportunity and Bond. Imagine if they could use different perks slots.
Imagine if killers could use other perks besides Pop, Pain Res and Lethal Pursuer.
(Hint: they can.)
Unimaginative and unadventurous players being slaves to the meta shouldn't be a factor here. I play a good amount of solo survivor and I never run Windows or Bond.
With a bit of learned game sense, Empathy can be a much more effective info tool for only one perk slot. You can see the survivor who's in chase, giving you info on where the killer is and what resources have been used, and you can find injured survivors to heal them efficiently.
-
Are you playing in the event mode or regular mode?
-
This happens every year. They will lower the total requirement when they realise they vastly overestimated how many players would contribute.
-
It's because you keep editting it.
New accounts that edit posts have those posts put under review.
-
It should do. Bonus multipliers should apply to all standard (non event) BP scores, and the escape score should count.
-
How many games did it take to get those 73 cakes?
I bet it was much, much less than 73 games.
-
@Hexonthebeach said:
https://forums.bhvr.com/dead-by-daylight/discussion/417389/people-who-think-distortion-is-selfish
I agree and disagree: Not all soloq games are without teamwork. But Bond, Empathy and Better Together should deactivate while in chase for some reason.
How will I avoid my teammates in chase if I can't see them?
-
Because they only do 12 each year.
There are older characters who still didn't have any and they can save Sable for next year.
-
There are in-game event scores that don't fall into the typical 4 categories and therefore exceed those BP caps.
Not 100% sure what they all are, but they occur every event in different forms.
Likely:
Completing an event generator
Hooking a survivor on an event hook
Interacting with gift totems
Interacting with Tryk chests
Picking up an invitation
Using an invitation ability
-
@MaddieMage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739620#Comment_3739620
Yes 30K is cool EXCEPT when you see the killer with a 30-40K BASE meaning you’re walking out with 30K total and they’re walking with over 200K. You talk about exponential growth? How many cakes would that 200K buy? Thats the issue they’re referring to and what’s upsetting people. People are trying to maximize during this event and walking out with a normal BP haul during an event with 5 BP offerings is demoralizing.
I’m not advocating not bringing cakes but please don’t be disingenuous like you don’t see the issue they have. It’s clearly upsetting to go into a match with 5 BP offerings and be tunneled or camped out and see that you’re only walking with that 30K while you know the killer is in 6 figure digits after they just ruined the game for you.Yes 30K is cool EXCEPT when you see the killer with a 30-40K BASE meaning you’re walking out with 30K total and they’re walking with over 200K.
So? Why do you care what other people get?
Why would you limit your own BP in an effort to spite other people? It's extremely petty. You're hurting yourself, and the person you're trying to spite doesn't care.
Killer will always earn more BP. If you want that BP, play killer yourself. Play killer, in a fair way, and allow survivors to score. Be the example.
I 2-hook everyone, then depending on how they play, decide how many to let go. Always one, sometimes 3. (Not that I always get a choice in the matter) Strangely the most irritating survivor ends up being the one that didn't bring a cobbler nearly every time.
You don't (usually) have control over how the killer plays or if they tunnel you.
You do have control over boosting your own BP score with an offering.
-
I prefer to not be bitter and petty.
I play nice in my games. Everyone gets 30k+. I play BP offerings, so should everyone to maximise EVERYONE'S score.
It's not essential, I don't feel slighted if someone doesn't bring one (maybe they just started the event and dont have any cakes yet), but specifically stating you won't bring offerings to spite other players is another level.
-
@Bafugaboo said:
So 4K with survivors getting at most 6k and the killer over 30k yes let’s help them. Are you serious?
6K with full bonus turns out to be around 30k, which is enough to earn you 2-3 additional cakes.
Do you understand how that's exponential growth?
Then there's the games where you all get 30k, with bonuses bringing it up to 150k+, netting you another 10+ cakes.
-
What if I'm playing killer?
When exactly are you going to save them for? When do (the other side) not play sweaty?
How about everyone brings cakes so we all get enough BP to then get multiple more cakes.
If You spend your cakes now you'll earn more to save for later.
-
I'm on PlayStation, but my friends are on Xbox. So it's not only affecting Xbox players. I have to play solo.
It's not a great look either way.
-
Have you tried not being a slave to the meta?
The other slowdown perks are absolutely viable.
I tend to just run Surge, Thrilling Tremors, or Call of Brine depending on my build. And by that I mean I'll run one of them, not all of them.
-
RIP xbox players... oh wait that's my friends.
-
Anything that 'deactivates on protection hits' just encpurages the killer to smack you immediately after you get unhooked and force a protection hit.
And as Archol123 suggests, the unhooked survivor could just remain in chase to sustain this 25% hindered on the killer, preventing the killer from catching them or the unhooker.
Why are these suggestions always from people who very obviously never play killer?
-
@Halloulle said:
I get it: people running running a lot of aura stuff are sick dick and tired of seeing distortion. — But that's not because Distortion is op or too easy to get - its because anyone who wants to do anything regarding killer aura read has to run it - even if they just want to know which aura perk(s) a killer has. So yes, ofc you'll see only distortion. But that's because there there is only distortion.
Besides, there are plenty of killers and builds where you run out of tokens two minutes into the match.
I think a nice alternative would be if Spine Chill was reworked to activate any time your aura was revealed.
This way you learn what aura perks are in play and get a small bonus, but still get revealed. It would also be at odds with Distortion so they couldn't be run together.
-
@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738373#Comment_3738373
Probably like 5 times then, because gen kicking is "meant to not affect normal matches" but very well happens in like half the matches, same would happen for this
Never happens to me, or indeed the vast amount of players. You don't need to kick a gen 8 times, a number that was chosen because it is rarely reached, according to actual stats.
You are a statistical outlier and are over reliant on kicking gens.
-
If this were to happen, then similarly to the gen kick limit, it would be designed to only affect fringe cases where survivors repeatedly heal an absurd number of times to the point that it's stalling out the game.
It would probably be around 15+ health states recovered. Then after you've been healed 15 times you become permanently broken.
Most people would never see it come into play.
-
Agreed
-
@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736981#Comment_3736981
There is like dozens of survivor perks that counters slugging very well, I don't understand how can you believe there is "very little" counterplay
On top of it, just playing well does counter it due to it's volatile nature, it's not like killers can do good slowdown while slug, only when they down survivors consistently
And this change doesn't work because killers can't know where downed survivors are, it works for hooks because the location is obvious, not for slugged survivors because they can very well hide within range
Also not to mention Bleeding out being longer is extremely ridiculous, it can literally hold the killer hostage and there won't be any counter at all to it
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737896#Comment_3737896
Slugging for 4k is not toxic or even problematic, trying to reduce it already shows you are killing the playstyle
Slugging for 4k is not toxic or even problematic.
It might not always be malicious (toxic) but it is definitely problematic.
In this situation the only option the final survivor has is to hide for four minutes, and they're entirely justified in doing so.
The killer could simply hook the 3rd survivor and play the 4th for hatch, which is usually in the killers favour anyway, but killers want the certainty of a 4K rather than actually playing for it. This is problematic because a 3K shouldn't guarantee a 4K, they are different scores, and the hatch exists for a reason. Artificially inflating every 3K to a 4K inflates kill rates, which ultimately harms killers for overperforming, resulting in inflated MMR and killer nerfs.
But disregarding that, it simply becomes an unnecessary stalemate. It might 'only' last four minutes, but that's an obnoxious amount of time to stall the game out for either side.
-
@Rickprado said:
Hot take: a complete finisher mori when everyone is in the dying state would be healthier for both sides.
If everyone is slugged and nobody has any active perk that can make them pickup themselves (Unbrekable, Soul Guard, Exponential, etc) the match should end with the mori finisher and everyone should be free to go to the next match.
I rather have a quick match than being rolled in a slug snowball where everyone gets picked up and downed until the bleedout.
What about boil over and hook deadzones?
I don't believe it's possible to account for every way in which survivors could make a comeback from such a situation, and I have been in games just like this in which said comeback has happened.
I had a game against a spirit who slugged everyone, then hooked me and camped, hitting me on hook to gloat. She then eventually went off to hook another survivor, at which point I unhooked myself through AFC, picked up another survivor, and the game ended up with 3 escapes in the end.
I think the Finisher Mori can only work with one survivor remaining. That's the only time you can safely rule out any further survivor plays. Anything else is a substantive survivor nerf.
The best options in my mind would be:
- The option to 'sprint' while in the dying state, 2x speed but you bleedout 2x quicker. You can then choose to leave the game earlier if that's your goal.
- When all survivors are in the dying state or hooked (or already dead), they gain the ability to recover from the dying state. They would still need to fully recover first, and the moment one of them gets up the ability goes away. But this would mean you can still slug for pressure, but you can't keep everyone down at once indefinitely. This would mitigate slugging for the 4K.
- Finisher Mori on just the last survivor remaining. This prevents slugging the last survivor to grief.
These aren't mutually exclusive either, I think all of these could be implemented and it would have an almost entirely positive effect.
-
@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737643#Comment_3737643
Everything your opponent does in a multiplayer game is "anti fun". You want to hook. Survivors don't want you to hook. They're using tools that hinder you from doing the stuff you want to do. That's never going to feel good but that's the nature of a competitive game.
This isn't true.
There's being legitimately outplayed, and then there's being forced into a no-win situation. Locker blinds, whether by abusing the enter/exit grab or flashbangs is one of those no-win situations.
Other animation locks are also irritating, not so detrimental because all it's doing is delaying you slightly, but having your entire screen blocked out is just obnoxious. For the most part being blinded is 'fair' because you have the opportunity to avoid it, and when you don't avoid it, it's a case of being outplayed or failing. But any case where you can't avoid it is obnoxious at best or flat out broken at it's worst.
-
My preferred feature would be a 'sprint' or faster crawl option as basekit, that allows you to hold down the sprint button to crawl at 2x speed for 2x health drain. You can either try to get away faster (same range but quicker) or bleedout in half the time, whichever your goal is.
-
@Dipper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736881#Comment_3736881
Why doesn't the boon stay active? The perk only creates the boon? Does the table disappear when the carpenter dies?
Because they are your perks, not your teammates. If they want to reap the benefits of another survivors perks, they need to help that survivor survive.
-
The only thing I think really needs a nerf (not to say the rest shouldn't be nerfed but I don't think there's a significant need for it) is Commodious Toolboxes.
They've now received a buff to sabo speeds alongside all other toolboxes, in addition to being far and beyond the most efficient repair tool, and it's not even purple.
I think this one toolbox needs the sabo speed rolled back to baseline, and charges dropped to 28.
Purple toolboxes should be the best ones.
-
I go with Call of Brine.
By ruling put the possibility of a survivor hiding nearby you guarantee more regression value. Then you have the info from CoB when a survivor does eventually start repairing it again.
Doesn't rely on hooks like Pop, though there's no reason you can't also use Pop as well.
-
A very simple change could help:
Lethal Pursuer reveals the auras of survivors more than 40m away at the start of the trial.
Still the same value for all killers at the start, but Blights, Nurses and Weskers who sprint straight to the survivors lose the auras a few seconds early.
-
@Orionbash said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735347#Comment_3735347
Literally nobody runs distortion.
I run Distortion.
-
@UndeddJester said:
I'm confused, the ps4 and ps5 games are linked on PSN. If you upgrade to PS5, all of your trophies carry over on to the ps5 version. They automatically pop.
There was that massive bug that gave trophy progress every time you booted the game when they implemented it…
Or am I missing something?
I don't believe they do all 'automatically pop'.
If it's something like "throw 500 hatchets" or whatever, then it will pop the next time you throw a single hatchet.
But if it's a unique condition, it won't trigger until you acheive that unique condition again.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734213#Comment_3734213
I mean, that's an effective hard-lock isn't it?
You can't use either of them together.
Yes, but it's an emergent limitation from the design of the perk, rather than an arbitrary general restriction as to which perks you can use.
It's absolutely the better way to go, but requires thoughtful perk design.
One way they could go about it in a more general sense could be rules like:
Only one gen block can take effect at a given time. E.g. Grim Embrace takes effect, this then prohibits Dead Mans Switch from activating on that gen. This restricts how gen blocking perks interact, making them somewhat incompatible, and running them together produces depreciating returns.
The 8 regression event limitation already does this somewhat for the instant regresion perks like Pop and Pain Res. I don't think much more is needed in that regard.
Similar rules for regression speed bonuses, and repair slowdown nerfs could be implemented (not sure the fairest way to do this myself). Then it becomes prohibitive to run multiple slowdown perks of the same 'class'. You can still do so, but you won't get full value out of them.
-
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733882#Comment_3733882
There's a number of perks in the game that are detrimental to the user.
All of them are survivor perks.
There's hardly any killer perks that have 'no effectiveness'. Their average is leagues above the average for survivor perks. It's just that Pain Res/Pop has set an unhealthy standard to the point where people don't consider any other perks anymore.
Basically, if it doesn't auto-win you the game, it 'has no effectiveness'.
I would have thought Chaos Shuffle would have revealed this to most people but apparently not.
-
This is now probably the fairest alternative to offerings I've seen suggested. Though I'm not entirely convinced the 'ban' aspect is necessary. Just having it 50/50 killer/survivor is enough.
-
Because there are 4 survivors. The game isn't designed for one survivor to run the killer indefinitely and then escape, you're supposed to be caught at some point and be rescued.
The biggest factor in games like this is not going down at endgame, because by performing too well in chase, you put the killer into a position of desperation and they will almost certainly camp you.
Do not run the killer for 5 gens unless you are 100% sure you're not going to get caught at all.
Also, zero kill games should be extreme outliers, as should 4K games be. Statistically someone should die just about every game. To not be that someone, don't be the one in chase when the final gen pops.
-
This 'perception' is vastly overblown by confirmation bias.
The stats show that SWF have a minor advantage, which is to be expected because they can coordinate.
This isn't something that can be 'fixed'. You can give solo survivors all of the info SWF have (which there is still more they can do in this regard, don't get me wrong) but that still won't make up for the main factor that is "4 survivors who have chosen to cooperate".
Fact is that SWF don't provide so much of a skill discrepancy most of the time, that killers should feel the need to dodge them, but they would. 9/10 SWF games aren't going to be insurmountable challenges for most killers, but killers will see a SWF and assume it's the 1/10 that would, every time.
-
@Slowpeach said:
This is why this game needs casual and competitive. One of DBD's biggest problems is that the game tries to appease both, fails and appeases nobody.
Casual should be balanced around solo queue and thus be more survivor sided.
Competitive should be balanced around SWF and thus should be more killer sided.
More information should be available in competitive to both sides however dodging should be harshly punished with waits before you can queue again.
This is obviously extremely oversimplified and details would be need to ironed out in a way a comment here won't do but just a general outline.
So all survivors play casual mode to sweat and all killers play competitive mode to sweat, and nobody gets into any game.
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733236#Comment_3733236
I usually ignore you, because there is not really a point, but Killers complain about Gens being too fast and now the Devs provide alternatives to doing Gens (which are still not strong, it is totally overblown, like always when something on Survivor-side is buffed), but this is also not ok.
At this point you can just say that Survivors should just keep still and let the Killer hook them. If neither doing the Objective nor doing other things aside from it are ok for the Killer.
Remember when they nerfed medkits and killers complained about genrushing?
-
Guys, it's the new map.
It's not going to be favoured for long.
Let people try the new thing.
Enjoy the game please, it's not that serious. Besides, we all need time on the new map to learn it.
-
@mks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732538#Comment_3732538
I mean, arent we? I was escaping through portal while killer chased me and I got teleported already on ground
Same.
I've tried this "infinite" a few times now and each time I've made it no more than three laps before the killer catches me.
-
I've seen significantly fewer DCs in Chaos Shuffle compared to regular games. Specifically; zero. No DCs in over 2 weeks.
Dc penalties have been disabled in the past, usually when there's some kind of server issue . Every time this happens, the game goes to #########. Someone DCs virtually every game and it becomes unplayable.
We don't need to theorise, it's been done, we know what happens.
No DC penalty = significantly worse game.
There is nothing to debate.
-
@Yippiekiyah said:
I'm amazed toolboxes haven't been nerfed yet.
At the very least, Commodious should be nerfed a little so that the purple toolboxes are actually the most effective ones.
-
I never realy thought Distortion needed a buff to begin with. I used to run it occasionally before you could regain tokens, because simply knowing what aura reading the killer has available to them is powerful enough. You can anticipate getting in a locker or behind a gen when the killer hooks someone, or kicks a gen, once you've noticed what actions proc it.
That said, I don't think current Distortion is as 'problematic' as some people think. It can be irritating if you're only running one or two situational aura perks, but that's kinda how counter perks work, and full aura build will burn through it quick enough.
I'd be on board with this change though. Alternatively restrict token recharge only to being in chase, rather than just in the terror radius.
-
@Dream_Whisper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730925#Comment_3730925
Well, I would prefer Map Offerings get Removed or... be reworked to not favor one sided. The problem with map offerings being hidden would be that it wouldn't be truly hidden from the other side POV. For example, if you are playing survivor and killer brought up a Mori offering, the offering icon is invisible yet we all know that a mori offerings is in play as we can still see the covered up offering.
And even if the devs Removed the offerings icons so it doesn't immediately alert the others side if a map or mori offerings is in play; it still doesn't change the fact that map offerings are very oppressive and gives one sided a straight up map advantage as it can work super well foe their loadout builds.
https://us.v-cdn.net/6030815/uploads/H0ICU70EEPZK/xasuud9kt1p71.png
it still doesn't change the fact that map offerings are very oppressive
I mean, I literally just disagreed with this "fact".
You wouldn't know if a hidden offering was a map, a mori or a shroud.
-
Verticality isn't the problem. It's the size of the map combined with vertical safe spots. Plus the hook deadzone in the basement when the 'Basement' is in the shack.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730925#Comment_3730925
i think it is more that map offering from survivor = SWF. It comes from SWF using badham, doing gens in 5-6 minutes and suddenly you just hate every single badham offering.
I don't disagree. Badham needs an overhaul.
But yes, typically offerings are a "problem" when played by a coordinated SWF. So how much of the problem is down to the map (besides Badham) and how much is just because it's a coordinated SWF?
-
@Ohyakno said:
So the killer has the same vote as survivor? How's that work?
It doesn't.
4 survivor sided maps vs. 1 killer sided map every game. This would quickly become just as problematic as offerings, and make builds like Mirror Myers far more frustrating to play.

