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Seraphor

Seraphor

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Seraphor
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  • Only if they have direct line of sight. If you sneak up behind something, they won't get the notification the perk is activated.

    The dynamic indicator is tied to terror radius, so if you're undetectable, you have no terror radius, the survivor gets no feedback.

  • Why would I do that? I have a handful of characters with over 170 perk tiers, which means they wouldn't need prestiging before the patch.

    But every other character, I P1'd immediately.

  • Good. It doesn't make sense that the killer whose power revolves around audio cues, would have the perk that increases survivor sounds be completely useless on them.

  • Judging by how similar queue incentives work in other games, there is usually some degree of 'lag' built in to the system, so that players aren't timing their queues to the second or even minute.

    If killers are truly in need now, then I would expect the incentive to change in the next 15 minutes.

    Any longer than that and yeah, it's sus.

  • If you've been on the forums for a while now, you'd know what the changes were going to be and that today was the first possible release date for the patch.

    I'm not sure why you would wait for anything, you could have prestiged them at any time.

  • @SekiSeki said:

    You still have the teachable unlocked, that is what level 40 gives you. Those locks at the top are prestige rewards. They give that character perks to everyone else instantly without unlocking them

    This isn't what Peanits said a few weeks back. That teachables unlocked prior to the changes would be converted into automatic unlocks at level 1 for all characters.

    RE: level 40 teachables

    @Peanits said:

    They'll continue to work, and you'll even receive the tier 1 versions of the perks on your other characters automatically.


  • @MiniSlime said:

    https://forum.deadbydaylight.com/en/discussion/comment/3069976#Comment_3069976

    Thank you for comment!

    I have tested Spine Chill with Ghostface and have seen the perk icon light up even when the killer is in stealth and has his back turned.

    Also, when Ghostface is not using his ability, the gauge of the perk icon seems to change according to the distance of the Terror Radius. This should probably be a normal specification.

    I'm machine translating the Japanese text into my posts, but I'm glad the text is getting through!

    If you know GF has his back turned, that implies he's within line of sight....

    The perk works for killers in your line of sight, if you can see them, it works.

  • @BringShaggytoDBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3069900#Comment_3069900

    I'm not finding it hard to believe, my point is BHVR should remove the reference to Steve and Nancy on the perk to avoid further confusion. I don't know what's so difficult to understand about that.

    There's another quirk in play here. If you do own the DLC, then you still get the old icons for those perks, e.g. Inner Healing has Nancy for the perk icon, and it still shows "Nancy Wheeler Perk".

    However this is functionally still the same as the generic Inner Healing perk, which has a generic male survivor for the icon and doe snot say "Nancy Wheeler Perk".

  • Killers will get the bonus at peak times (late evening).

    Survivors will get the bonus at off peak times.

    This is the way.

  • Crossplay off severely hinders matchmaking, the incentives are intended to improve matchmaking.

  • Whenever you feel like it. There is no "should"

    I personally nearly always give hatch, unless the last remaining survivor was being especially dickish (usually towards other survivors, like if you sacrifice your teammates to get the hatch, I'm not giving it to you). It's MMR neutral, so it's not really a 'free win', it's just some extra BP.

  • @Pizzaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3068017#Comment_3068017

    They just announced that it would be released today. 26 minutes before the actual release (at least on discord, twitter msg seems to be older). lol

    Talk about cutting it fine. XD

  • Clicking your flashlight to get the killers attention. We know what you're doing, it's not working or funny. It's basically "I bet you're stupid enough to fall for this" or "chase me! you can't touch me!"

    Teabagging after a pallet stun/drop. You'd be better off running to the next loop sooner than later. But if your priority is taunting the killer, because you feel so confident that the killer can't touch you... yeah, no.

    Pointing is fine, clicking your flashlight to get survivors attention is fine, teabagging survivors is fine, teabagging at the exit... may be fine if the killer isn't a snowflake.

  • So do we think giving another potential 2000 BP in either Survival or Sacrifice categories is a good idea or not?

  • Because this is the new progression system. It would hardly be a brand new system for everyone to experience if we all started at P85 would it? It's supposed to give older players something new to grind for (P100), while making the current goals (bloody clothes etc.) easier for newer players.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3069362#Comment_3069362

    They typically announce it last minute, probably because they themselves aren’t sure everything is ready until it’s actually ready and fully tested internally. It’s not a secret, they just work on it until they’re done and then put it out the next available patch time.

    This.

    They don't want to announce a date yet because they're likely testing it right up until the day or two before, so aren't 100% certain it will be ready in time.

    If you want them to give a weeks notice every time, be prepared to have those dates delayed by a week, or just have every patch come out a week later than intended to give them that leeway.

  • None because the reward for P3 doesn't justify losing all my add-ons and offerings.

    I have P1'd a load of characters, survivors and killers, who I don't regularly play though.

  • Distance is more important, it's not like hitting a survivor. You need to be right in from if the locker as if you're opening it, no lunging.

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3068495#Comment_3068495

    So there is someone on hook and I'm being chased by the killer and I run to the hook and just unhook in the middle of a chase because no hook grabs. Its not a great fix.

    Killer could still whack you twice, the new attack cooldowns would easily allow for that, but it would at least guarantee a hook trade instead of two free hooks. That benefits everyone, the killer gets another hook score event and one step closer to elimination another survivor, while the survivors as a team reset the hook timer, alleviating the immediate pressure.

    The killer could then choose to either hook you, or leave you slugged and go after the unhooked survivor.

    I think removing hook grabs could be a fair compromise. Similarly to old hatch standoffs, you often see unhook standoffs, they add nothing of value to the game.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3068378#Comment_3068378

    the map is similar to pre-rework infinity crotus asylum 2.0. the map has strong loops but they're somewhat far apart with a game-breaking main building. I don't really understand it because they weakened all strong infinity windows on other maps by putting breakable walls near them. Where is breakable wall on left window of this house?

    I don't understand how your dying in deadzones on this map. I don't agree that the loops on this map are too weak. If anything the loops on this map are too strong.

    But everyone complains about breakable walls, therefore we don't want them.

  • Doctor and Nurse

    Doctor shocks everyone, revealing their locations, Nurse blinks straight to them.

  • We need to be careful using the term 'camping' here. (slugging too) I'll just go ahead and copy a comment I made on another topic a while back:

    "The problem here is using 'camping', a broad term that encompasses many different conditions, purely to described 'getting camped on first hook at 5 gens'. That is most certainly bad sportsmanship and overly frustrating for the survivor. But using it in this way discredits all of the scenarios in which camping is a direct result of survivor behaviours. Survivors running the killer back to the hook, survivors rushing the hook while the killer is hooking, survivors looping a killer around the hook, survivors creating a 3-gen by a hooked survivor, and of course at end game, the killer having no other objectives to defend besides the hook. All of these are absolutely legitimate and fair uses of 'camping', and no measure to prevent 'getting camped on first hook at 5 gens' that inhibits any of these can work."

    What you're describing is a very specific circumstance, which is a single subset of 'camping' which absolutely IS a legitimate and valid tactic.

    At the same time... I know exactly what you mean. It's only been a frequent problem in the last few weeks mind you, but I or a team mate have been camped out a lot in my survivor games as of late. ore often than not though it only leads to a 2K tops.

    You can't really prohibit it though, as any counter measures you add to prevent this one subset of camping will inadvertently punish killers for every other form of camping too.

    So what's changed in the past few weeks?

    We're talking about killer behaviour here, so the issue is players perceptions. Why do killers feel the need to camp at the start of the game? It's because they don't feel that playing another way is a viable tactic. Chases last too long, and gens still get completed.

    So killers are feeling weak. That's why they camp.

  • To go first, I would like Ghostface to have been able to climb inside lockers. We know this is a possible mechanic now, Dredge can do it, manually climb inside a locker and look around.

    So What if Ghostface could camp out inside a locker, and stalk survivors from inside it?

    The locker would probably have to be subject to the same reveal mechanics as GF himself, but maybe with a much closer radius of effect.

    Perhaps opening the locker with GF inside automatically exposes that survivor, but also stuns GF at the same time.

  • @RpTheHotrod said:

    He's my bp farming killer. We still have BBQ with bp, and he could make good use of BBQ's information with his teleports, so he was naturally a solid choice during the flan event. Get lots of flans in a match. Get double the amount of baseline bp. Easy choice. Now that the event is over and BBQ is having the bp removed, He's still the killer I have over a hundred flan on from the event. Long story short, he'll be my bp farmer for quite awhile even post update.

    They're also really easy to max Deviousness with. You score points for every teleport, so make the most of your 3 charges and teleport as often as possible. The more you teleport, the faster Nightfall charges, and the faster you get your faster teleports, as well as gaining useful spatial information and potentially catching survivors off-guard.

  • Nope. Their perks became generic perks and as such aren't tied to the character at all now. So prestiging them 1-3 doesn't unlock any perks.

  • Keep trying. The update might be tomorrow, but it might not be until Wednesday, or even next week. Either way any bloodpoints you grind won't be wasted as you won't lose anything going in to the update.

  • @I_CAME said:

    Everyone who hasn't been prestiged is ready. The problem is I have 8 survivors left who I couldn't use all my flans on. I tried going full no life but it wasn't enough to use up all their flans before the update. I might be able to do 1-2 more but i'm just going to eat the loss of flans and prestige the others before the update. I feel like the prestige levels are worth way more than 30-35 flans per remaining character.

    Depends how many perks they have.

    The red background for P3 is certainly not worth it. And if you have 120+ perk tiers on those characters you're all good.

  • I don't think Plague is in need of a buff at all. She's a very strong killer. She's either a perma-tier 3 Myers or a rapid-fire Huntress depending on whether survivors cleanse.

    At most, she needs her power looking at to make it more streamlined. Because it sends an array of discrete objects rather than a steady stream of vomit, survivors can pretty easily dodge between them if you're careless in your spray.


    Also this new update is also buffing killers considerably too. It's reducing survivors speed boosts when hit, reducing killers attack cooldowns, and increasing the speed of breaking pallets/doors/gens. This is an overall buff to weaker killers who rely on a more hit-and-run chase style of play.

  • @Canas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3068013#Comment_3068013

    I'm curious, how many perk tiers do you need to own to get to p3? I'd like to count them, just to be safe.

    170 to immediately be P3 after the update, but 120 will put you at P2 on bloodweb level 50, so 120 is technically enough to P3 as well.

    3 pages of tier 3 perks = 135 tiers so if you've got just about 3 pages of purple perks, or at least 3 full pages including tier 1 and 2 perks, that should be enough. But definitely count them if you're not sure (a full page of purple is 45 tiers).

  • @Ryuhi said:

    To the people who mentioned they don't give advance notice: Its only slightly more important people know in advance this time than your average patch. just a smidge.

    We know what's coming, and we know the earliest it could be (tomorrow). If you're not ready by tomorrow then that's not BHVR's fault.

  • Everyone with less than 71 perk tiers is now P1, and I've boosted everyone who had around 90+ to 121, so that they'll hit P2 and I can immediately P3 them after the update. About as prepared as I can get.

  • @Jay_Whyask said:

    https://forum.deadbydaylight.com/en/discussion/comment/3067513#Comment_3067513

    The default killer FOV is 87 degrees, shadowborn makes it 103. These number are used because it's what most are familiar with.

    I'm aware. My point is the 87 degrees is oddly specific to begin with, and is a design choice I will never understand. Most games are either 90, or 100, usually depending on whether they're intended to be played on PC or console.

  • I like the idea of reducing killer sounds.

    Perhaps it should reduce killers sounds across the board, at all times, but when you stand still it slowly reduces your terror radius to 0 over the course of say 10s.

  • The 19th (tomorrow) is the earliest it could be.

    It's not always a tuesday, given that the most recent PTB started/event ended on a wednesday. Which could given credence to a wednesday drop for the patch too.

  • They/them/we/us/our

  • @HeehoRacketeer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3067727#Comment_3067727

    "It's the go to statement of whiny players that want to claim the game is dying, because they aren't winning every match." How wonderful of you to lump me into a group of players without even knowing my experience, only going off of a statement. I know I'm not good, and that's that for me. Back when ranks were the "skill equivalent" (despite it not being very accurate) I never got past rank 10 and I didn't care. That's as good as I would be because I played the game as a game, not to show off my skills and how great of a player I was because it's just a game. So saying that someone is "being a whiny player who doesn't win" is just a childish insult that doesn't add anything to the discussion.

    https://forum.deadbydaylight.com/en/discussion/comment/3067509#Comment_3067509

    The collective understanding was meant more for what both sides have as a stigma. A good chunk of survivors don't want to face the same 3 killers or end up with a camper/tunneler so they either don't play or wait to play with their buddies and be a swf group. A good chunk of killers don't want to face a 3/4 swf group. The two points you mentioned could also be thrown in, even if they're not too strong of an argument. People always say that the game is survivor-sided and that solo-q is insufferable. If gameplay was more "balanced" (in whatever way that would be) then this argument wouldn't mean anything, but that's gonna be hard to do since it seems that no one knows how to do this since it'd have been done already. Solo-q being terrible is just something that will happen because of the lack on in-game communication. Being on a team of 4 while also being cut off from talking and planning with the other members of the team is gonna suck and leaves you to just fending for yourself. Not to mention the hacking/cheating issues. No one wants to face a cheater who makes the game unplayable (it's hard to say which side has more cheaters but it's an issue regardless).

    But even with all this, looking back on the statement makes it seem that it made no sense due to me not explaining what I meant. Probably adding onto that would be if my reasons for this statement don't help my argument, but that'd be for you to decide.

    I think my main point is that, regardless of all of these circumstantial reasons people have for refusing to play one side or the other, there's enough people with seemingly justifiable yet conflicting reasons out there that it pretty much balances out, and therefore doesn't constitute a significant issue towards inflated queue times.

    The game will never be balanced, its an asymmetrical elimination game, imbalance is hardbaked into the design. But regardless, the game is imbalanced in both directions. The game teeters on a knife edge with entirely incompatible opposing sides, and what affects one side slightly might affect the other significantly and vice versa. The result is that any given game can go any number of ways due to any number of factors, basically pure chaos, and the lack of hard balance checks gives anyone with misgivings the justification to claim it's unfair. The game is ridiculously survivor sided, but it's also ridiculously killer sided, and both are seemingly true at the same time.

  • @Sepex said:

    I've never seen a company so secretive about their game. Like a release date...what's the big deal.

    BHVR like to under-promise so that they're not going back on their word. In this case, they can't be delayed if they never give a release date.

  • @Laluzi said:

    I find that survivors who never play killer can be really quick to accuse killers of cheating because they don't have any understanding of what context clues the killer has to work with, how a lack of info from an info perk is sometimes as telling as having info from that perk, what survivors often do in certain situations, minute audio cues, etc.

    Stuff like this makes me pretty leery of the floated automated report system.

    Throw in camping, tunnelling and slugging into the mix too.

    For some survivors, if the last thing they saw the killer do was hook them, even if the killer ran off to do something else in the mean time, the next time they get found and chased the killer is obviously tunnelling them.

    Also leaving the hook, then chasing another survivor back to the hook = camping.

    And heaven forbid a killer decides to counter your l33t sabo team build by leaving you on the ground to bleed out because they can't get to a hook, that's not allowed!

  • @BubbleBuster said:

    https://forum.deadbydaylight.com/en/discussion/comment/3067550#Comment_3067550

    like i said, we'll have to see.

    Endurance stacking got deleted and it no longer works after 5 gens are done.

    it might be oppressive, it might be totally fine. Sure it looks like it s good for soloQ and will probably be abused by swf (like everything, lets be honest) but as of right now, it is all speculation.

    I want to experience it first hand for maybe a week or 2 and if it is unbearable I hope BHVR finally does quick patches and tones done OP stuff like they should ve done forever ago.

    I don't think it'll be oppressive anymore with the nerfs since the PTB, but it will be as annoying as an unexpected DS, only you'll now have two states to watch out for this in, injured and dying survivors.

  • @BubbleBuster said:

    https://forum.deadbydaylight.com/en/discussion/334736/off-the-record

    while it is correct that if you want to counter OtR you need to hit the survivor that gets unhooked, here is a big counterpoint.

    If they keep the Endurance for 80 seconds, they are not doing gens.

    Sure they might use their OtR to bodyblock for the unhooker and that might be problematic. Right now i am fine with the perk as it is and we ll see how abusabl it is on live servers. If it s too broke i hope the devs do quick changes for once instead of letting it fester like DH.

    Right now, SWF groups can function perfectly fine and still get all their gens done, even if they have 2 or 3 survivors rushing the killer or stalking them for flashlight saves and hook sabotages. By denying the killer their objective, hooks, they can afford the designated gen repairer/s all the time in the world to smash out gens.

    So no, 80s of not being able to touch a gen is not always a downside for survivors, they can be just as effective with a flashlight and a 360 juke now and then.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/334748/deception-should-not-work-if-someone-is-in-the-locker

    why would you hide in a locker against Rancor, when Rancor shows the location - and a locker doesn't hide that?

    As someone who often runs Deception, I've randomly Deceptioned lockers where a survivor has been hiding, lockers aren't always a safe space! Making the perk not work on a specific locker because someone has decided to hide in there I doubt would be a thing, as it would nullify the perk.

    Indeed, trying to use deception and have it completely whiff because someone happened to already be in the locker could be just as detrimental.

    But Rancor only shows the silhouette of all survivors for 3 seconds though, right? I don't believe it comes with killer instinct for the obsession or anything like that.

  • @Babalonkie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3067147#Comment_3067147

    To get the Endurance effect over early rather than when you are in a tight scenario.

    It's exactly what i will be doing to prevent a wannabe hero blocking another survivor going down later.

    What? Are you not glad that things are not thought through before implementation!? Off the record has encouraged Tunnelling/hook camping... not prevented it.

    Thing is you can still hit the unhooked survivor to 'get it out of the way' early, and then go for the unhooker. The survivor you just hit will get a double speed boost, as well as having the sounds and scratchmarks obscured so they're still going to be the less viable chase unless the unhooker has literally vanished. (in which case as always, you have no option but to tunnel anyway)

  • The problem with allowing Freddy, Sadako and Dredge to be able to teleport immediately to gens, is that survivor spawns are very predictable, as are the immediate actions of survivors. You would end up with these killers getting hits immediately as the game starts and snowballing from there, to a 4k at 5 gens. Or at least, Dredge and Freddy could, Sadako might have a work a little harder.

    Rather than immediate teleporting, they should have their secondary powers more accessible to compensate. However most of them already have add-ons that achieve this. Freddy has an add-on that starts all survivors asleep, Sadako can start with tapes on all survivors, and Dredge can start in nightfall.


    Freddy: The clock for the first dream state starts immediately and ticks twice as fast the first time.

    Dredge: Half-progress towards first nightfall? Or perhaps the TP ability gradually expands it's radius at the start of the game, letting you TP to lockers within 30m at first, 40m at 2 seconds, 50m at 4s, 60m at 6s, 70m at 8s, 80m at 10s, etc.

    Sadako: Bit different, survivors who come within 8m of a TV for the first time turn that TV on instantly and immediately gain a stack of condemnation. This puts it squarely under the survivors control, but greatly rewards Sadako for the survivors mess up.


    Oni is a tricky one because I think awarding him his power at the start of the game would be too strong, and there's no other mechanism for gathering blood. So maybe that should be something added to his power. Random blood orb spawns across the map so that instead of injuring a survivor being the only way to gain his power, he could scour the edges of the map to gather the random blood orbs first. This would effectively be a slowdown for him, but it would compensate him against cases where he can't get an injure early enough into the game.

  • Why the arbitrary 87-103 degrees? Make it 90-105.

  • @HeehoRacketeer said:

    Question is "why aren't the queues more balanced in participants?"

    Perhaps if this was properly addressed in ways that could benefit the game's health then "incentives" wouldn't be necessary.

    Preaching to the choir, I know. But the idea of rewarding people for easing a bloat problem caused by a collective understanding of the players feels like a bandaid solution for a massive gorge of an issue.

    What's this 'collective understanding'?

    Peak times are survivor saturated because that's when people are more likely to play with friends. Off-peak is killer saturated for the exact opposite reason. That's it. Everything else is circumstantial and/or personal opinion.

    I'm assuming you're inferring something like "everyone knows the game is survivor sided so no one wants to play killer", or "solo survivor is unplayable so everyone just plays killer". But the fact that I couldn't say for certain which one you're inferring, just goes to show that this isn't some overarching 'collective understanding' that is responsible for a disparity in queue times. And indeed there are countless players like myself who still play an even amount of killer and solo survivor.

    I play according to the dailies and challenges I have, to get the most BP out of my games, but if the role incentive does the same thing, then I'd be more inclined to factor that first and work my challenges around that.

  • This could be a way to dynamically adjust game balance for different killers.

    A variable that blocks all generators for x seconds at the start of the game, based on the early-game mobility of the killer. Similar in concept to things like movement speed and terror radius, as a tool for keeping strong killers in check.

    Top mobility: Nurse, Blight, Billy, Spirit = 5s

    Good mobility: Freddy, Dredge, Sadako, Wraith, Legion = 10s

    Moderate Mobility / Powerful at range: Huntress, Artist, Plague, Twins, Nemesis, Pinhead, Doctor = 15s

    Poor mobility: everyone else = 20s

    I wouldn't include Oni, Demo and Hag in the power category because they require set up time, and are the ones that really benefit from corrupt in the first place. meanwhile I did include Doctor because his power allows him to locate survivors very early, and pressure them off gens early too.

  • Inner Healing needs a buff tbh, with CoH doing the same job, an unlimited number of times, for ALL survivors, getting one single heal out of a totem is a waste. (of course you could say CoH needs a nerf and I wouldn't disagree, but apparently were stuck with it)

    Perhaps something like; After cleansing a totem Inner Healing activates, you heal others 25% faster and others heal you 25% faster for the duration of the effect. If injured, when you enter a locker you recover a health state after 7/6/5 seconds and the effect ends.

  • Only in terms of locker placement.

    When it comes to loops, he manages better than most others due to his anti-loop power, either cutting survivors off or forcing them to another less safe loop.

    But there are a few maps with an alarming shortage of lockers, or at least locker deadzones.

    Ironically, Garden of Joy is one of them. But the worst offender is The Pale Rose. It basically has a couple of lockers on the boat, a couple in the shack, and then a couple on the pier with one or two at a jungle gym on the opposite corner. Basically 8 viable lockers for the entire map, pretty much just in the corners.

  • Why what's changed in the last couple weeks?

    I'm still wrecking survivors with MYC Dredge so why would I want to put up with stupid teammates in soloq?

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