Seraphor
Seraphor
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- Seraphor
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Dredge is basically my main, but I've only gone against them as survivor once since the anniversary event ended.
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@Mewishis said:
https://forum.deadbydaylight.com/en/discussion/comment/3067120#Comment_3067120
Yes it's quite funny when that happens, im sure huntress mains, trickster mains, and dredge mains can all agree that accidental locker grabs are the best lol.
Almost all of my Dredge grabs are accidental. I'm not sure why survivors use them when they know it's a Dredge.
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@TheEmeraldTuber said:
https://forum.deadbydaylight.com/en/discussion/comment/3066865#Comment_3066865
But can you think of a downside? Why would it be a bad thing? Why can't streamers or people who want to constantly improve see it? Hell, it could even be good for the devs! If they wanted to run experiments, people at different MMR ratings could share how it affected their games. No matter how you look at it, it isn't a BAD thing.
They don't want players to be able to reverse engineer it and manipulate their MMR.
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/3066430#Comment_3066430
Hmmm, good point. However this also helps people who can’t find many players at their MMR.
Regardless, it’s not any great amount of bloodpoints - 25 minutes get 3,000 points for a brown node. This is more psychological than anything. When you see the number tick up second by second, it makes the wait seem a little more worth it.
Even so, if there's a psychological incentive for sticking with a long queue, that goes against the purpose for the role incentive bonus, to even out queues.
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So you would gain more BP by playing the role that's already saturated? Seems counterproductive.
You could just switch to the role in need, get a flat BP bonus and help ease queue times for everyone.
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Sacrifice category is going to be similar, because it's basically tailored to award you the maximim 8k for 12 hooks. So with the cap raised to 10k...
I suggested making the (old) WGLF/BBQ stacks into new score events in those categories.
@Seraphor said:
- Raising the BP category caps from 8k to 10k is great, but it raises an issue. The Survival and Sacrifice categories are notoriously stingy when it comes to what actions provide BP score events for these, pretty much being tailored specifically to optimal performance plus escaping, or getting 10+ hooks and a 4K. Those extra 2,000 BP are going to be very difficult to obtain.
- BBQ and WGLF's BP bonuses provided an incentive to play in a fairer healthier way. Spreading hooks out amongst survivors instead of camping/tunneling, and in aiding your team mates instead of leaving them to fend for themselves.
So, there seems to be a clear solution here. Introduce new BP score events that replicate the effects of the BBQ/WGLF BP bonuses.
Survivor: The first four times you; unhook a survivor, heal a survivor to healthy, recover a survivor form the dying state, take a protection hit, you score a bonus 500 BP in the Survival category.
Killer: Each time a survivor is hooked for the first time, you score a bonus 500 BP in the Sacrifice category.
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Sometimes they're doing it to get WGLF stacks.
Sometimes they're doing it to give you more BP.
Sometimes they're taunting you.
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Sounds like a great idea for an asymmetrical game that isn't horror based.
Have you ever seen a horror movie? Most of the cast die.
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120 perk tiers is instant P2, and as you'll still be level 50 you'll be able to prestige to P3 immediately after the update.
120 perk tiers isn't much more than '2 pages of purple perks' so it may be worth grinding out a few more perk tiers to get to 120.
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Crouching right in front of the killer, yet completely out of sight.
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Can you guys stop asking to nuke map offerings please? Just remove all the fun left in this game why don't you. They're the only things that make ghostface and mirror myers viable.
The core of the problem isn't map offerings, the problem is unbalanced maps.
If anything they should make map offerings hidden (as well as balancing maps) so that people have less cause to ######### about things that don't matter.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3063228#Comment_3063228
Are you sure about them being at level 50? Is that how it works on the PTB?
Seems to be peoples experience. Your level will carry over. So even if a character is going to gain x amount of prestige levels, if you're level 50 now, then you will be level 50 after, and 51 is the level you actually prestige at.
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I would say, make one of them increase the reveal time for survivors in both states by 3s, and have the other one prevent survivors in those states from revealing at all.
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@Biscuits said:
I can tell you what I am doing.
Prestige anyone who is not at least prestige 1 and doesn't have a ton of cakes or streamers.
Get anyone who is close to 171 perk tiers, to a 171 perk tiers.
Get anyone who has a ton of cakes to 171 perk tiers.
Add in anyone who is close to 120 perk tiers to 121. They'll go to P2 at level 50, where you can prestige them to P3 instantly.
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The central lobby is actually a pretty cool layout. It's the labyrinthine parts either side that are the problem.
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@TAG said:
If we wanna make Tier 3 strictly better than Tier 1, we could make it so the cooldown doesn't start until either MYC's duration expires or until the Exposed person goes into the dying state (and then of course adjust the cooldown so that the total time in between uses roughly matches the current MYC).
Not a bad idea really.
Perhaps it should be a flat 50s duration, but when the survivor goes into the dying state, it goes on a 25/20/15s cooldown. This way, the quicker you down them, the more you're rewarded by resetting the cooldown earlier. Yet no matter when you down them, you still have 15s to burn before it can proc again.
This still allows survivors to play around this by getting an early hook rescue (within the first 15s), but it's not so long that you'd feel the need to camp the hook for the cooldown duration every time you hook.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3062772#Comment_3062772
Being possibly worse than Tier 1 doesn’t make it bad. (And it’s debatable it’s actually worse than Tier 1, it’s possible you’re underestimating the value of the extra duration and/or overestimating the benefit of the shorter cooldown.)
On Dredge for example, I have yet to have MYC run out on me with 40s, yet on Wraith where I made the mistake of leveling it up to T3, I routinely hooks survivors and have them rescued before MYC comes off cooldown.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3062744#Comment_3062744
You’re implying Make Your Choice level 3 is bad which isn’t the case.
But it is worse than Tier 1, on any killer that would use MYC.
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@hastarkis said:
https://forum.deadbydaylight.com/en/discussion/comment/3062649#Comment_3062649
Basically, 120+ perks might be enough here. I bet, all those characters are on lvl50. 120+ perk tiers will make them p2 lvl 50. Which is, in fact, p3. 20k tax might be better than grind for additional tiers to achieve 170.
Very good point and one I'll be taking advantage of tonight when I check through my survivors again!
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3062726#Comment_3062726
Yeah, it is a bit odd that the cooldown increases. It probably should just have a flat 60 second cooldown.
Oh I'm aware that bringing this to light could well result in a nerf like that. But still, it shouldn't be something that prevents you from playing a killer, in this case I can't level up the Pig at all.
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Considering that those who own the DLC still get the old perk icons (just with the new names) is there still the chance of getting their perk charms at P7-9?
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3062719#Comment_3062719
Release Discordance was better at rank1 because you received a noise notification every 8 seconds instead of every 12 seconds at rank3, it triggered more while delivering the same information.
Ah that makes sense.
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@Phasmamain said:
Yeah perk tiers can lead to things like this. Old Discordance and potentially DMS are also better at tier 1 if you can get fast downs
Looking up their old versions, I can't say that I see where they could be better at lower tiers.
DMS straight up just has a shorter duration at lower tiers, and doesn't gain anything from that, unless you're banking on being able to Pop it as well.
Discordance, initially just showed the aura for 8/10/12 seconds, with no conditions for when survivors let go, so... just flat out worse at lower levels? And the latest version is better than the previous iterations, with greater range and a shorter 'buffer' time after survivors let go.
I wouldn't be surprised if there are other perks that have this quirk, but I'm not aware of any and I wouldn't say these two count.
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If you have hundreds of cakes, chances are you also have hundreds of perks.
If you have at least 170 perk tiers, which is equivalent to about 4 pages of tier 3 perks, then you're going to be at least P3.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3060739#Comment_3060739
As far as I'm aware, BBQ is the only perk that gives you aura reading after a hook, make some more of THOSE perks
Doesn't have to be aura reading. Doesn't even have to be info, although current Pain Res achieves this fairly well, (at least until it's undeserved nerf on tuesday at which point it becomes worse than a failed skillcheck).
You can also have perks that require you to be away from the hook. Devour Hope and Make Your Choice for example. Hell MYC is an anti-camp AND an anti-tunnel, as it encourages you to go after the unhooker instead. It may well be the most healthy killer perk in the game, but I'm sure survivors still whine about it.
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I wish there was a killer power or perk with the ability to blind survivors. I mean I've been blinded as a survivor by other survivors before, so why not?
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@Gary_Coleman said:
I have no idea what mindgame, moonwalking, tile or any of these other dbd terms mean. Is there a dictionary of unnecessary reference words online somewhere that I could read so that I could decipher what the heck people are referring to in proper English?
Mindgame: using obstacles that obscure you in a chase to feign a different direction and catch the other side off-guard. e.g. look like your running one way behind a wall, stop and go the other way, while you're hidden.
Moonwalking: walking backwards as a killer around the edge of a loop so that you don't give yourself away with your red stain.
Tile... seriously? This you must be aware of. Each map is made of tiles, each 'loop' structure is a tile.
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@Dsnooz said:
https://forum.deadbydaylight.com/en/discussion/comment/3061377#Comment_3061377
No one would run a perk that only gives them 45 seconds per hook phase. (Halving the time would be 30 seconds).
Kinship could be ran now, but the issue with Kinship is that it only works in struggle phase and it is not communicated well to your team. If kinship added a yellow meter of additional time to the HUD that teammates could understand it'd be a lot more viable. Also, if it worked in the summoning phase it'd be more viable. Most of the time, camping is done to force two hooks instead of three.
The issues with face-camping are:
the player is denied blood-points
the player is denied gameplay
the payer is dependent on their teammates to get back to playing the game
Any solution to camping would have to address some or all of the three criteria.
(For example, buffing kinship gives the teammates more time to coordinate for a save, Deliverance with basekit BT+Haste enables the player to get back to playing the game in some situations, and giving the camped player bonus blood-points would alleviate some of the frustration, etc.)
They would if it gave them a higher chance of being rescued.
If you get rescued, it really doesn't mater how long you were on the hook. Survivors will take their 4% when another survivor is running up to them, or their rescuers will stop to finish a near-completed gen before unhooking if they have time left.
In this scenario, you get hooked, you see the killer is going to camp you (you came prepared with a perk for it after all), and you see a survivor is heading your way in futility, because they won't get the safe with the killer here.
So you take your 4%, you relocate to a hook 40m+ away, which is likely much closer to the survivor who is coming for the rescue. You get rescued. Nothing was lost. The only reason why this comes with an additional cost to your life bar, is so it's not used willy-nilly when the killer may not even be camping, and waste time for other survivors.
Yes Kinship exists, but Kinship doesn't come with faster repair speeds and a BP bonus.
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@TAG said:
I'd say that after a Survivor has been on the ground in the Dying State for 2 minutes total (the equivalent of being one-hooker), they should be able to insta-kill themself on the ground so they can leave the trial early.
Probably the best option all things considered.
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Healing deepwounds is still recovering a health state.
Sometimes perks clash and that's entirely by design, such as the new haemorrhage changes and Resurgence. Not everything is designed to work 100% of the time, some perks working together like free endurance states and Renewal could be too strong, or if the other side brings a counter perk, then it counters it.
Deliverance and Renewal don't work together for example. And Inner Healing has the exact same issue with deepwound.
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@Dsnooz said:
https://forum.deadbydaylight.com/en/discussion/comment/3061199#Comment_3061199
They already have the code built in to PH's cages so it's doable. I still think basement hooks should be static for the drama.
I wouldn't be against it as a perk with a high cost, similar to Deliverance, but as basekit its just too strong. You are eliminating the possibility for the killer to camp. That's not acceptable, as there are many scenarios in which camping is an entirely legitimate move. However by consuming a perk slot and coming with a secondary cost associated with it, it could be feasible.
For example; When hooked for the first time, your attempts to unhook will have 0% to succeed and consume 50% more life, but will relocate you to a random, non-basement hook further than 40m away from the hook you are currently on and obscure your aura from the killer for 4/5/6 seconds. This ability deactivates when the exit gates are powered.
This would prevent it being abused late game, and it would prevent you from unhooking yourself (so that it can't be combined with Deliverance or Slippery Meat) while making it easier for teammates to reach you first. The other downside would be the 50% additional life cost, effectively consuming a quarter of your life and halving the time before you reach second stage.
This would counter those 'hard camping' scenarios when you are caught early in the game and camped out from your first hook, without preventing legitimate camping strategies on survivors already on their second hook stage and/or late in the game. Yet if you do use it in those scenarios, there's every chance that you could reach second stage, in which case the killer hasn't completely lost out on their attempt to camp, they just haven't completely eliminated you.
Another potential anti-camp survivor perk I've considered is the 'speed up gens' idea that keeps being suggested. As basekit, again, no way, too abusable by coordinated survivors. but as a perk it could work as follows:
When you perform cooperative generator repairs with another survivor, they will receive the buff of [perk name]. If you are subsequently hooked, as long as the killer is within 16m of the hook, any survivors under your [perk name] effect will receive a bonus 15% to their repair speed. You receive a 100% bonus to cooperative score events in the Objective category.
This would simultaneously inform survivors that the killer is camping (they see the buff icon on their screen light up), and provide them with faster repairs to make 'not going for the rescue' the no-brainer move, which is where solo survivors often fall against camping killers. It would also award you with more Objective BP, to make up for being camped while your teammates smash gens.
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I mean, I already do. I rarely use DH, if I even run an exhaustion at all it'll be Lithe or Head On. The only meta perk I currently run routinely is BT so I don't screw over another player when I unhook them, but now that won't be an issue with basekit endurance.
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I mean, they also said they're reducing the grind by 75%.
It's actually not 75% in practice, but if it was... would you be complaining about that?
"I've been grinding since 2017 to get all perks on all characters and now newbies can do it in a quarter of the time!"
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3061175#Comment_3061175
You can tell who I'm upvoting? Because you'd be incorrect.
You can also check my comment history to see how often I respond to @woundcowboy. It might not be as frequent as you'd expect, given your comments and immediately assuming this is a circle jerk.
I find it hard to believe there's a third person who also believes I mean the exact opposite of what I'm actually saying but I guess it's not impossible.
EDIT: Woundcowboy called me a hypocrite. You doubled down in response to that post. So yeah, it did look entirely like you were also calling me a hypocrite.
The crazy thing here is, WE ALL AGREE. But woundcowboy is pretending I said the opposite of what I actually said, and you're there patting him on the back for it. ??? ######### is going on?
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3061153#Comment_3061153
There's the rub. They literally don't.
Lol ok, you and woundcowboy have a circlejerk and upvote each others posts when you've completely misunderstood me and believe I'm saying the total opposite of my actual stance. 🤣
"You're a hypocrite because you're saying things that go against what I imagine you're thinking!"
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/3060512#Comment_3060512
Because you said that balancing around the .1% is a bad idea, yet you agree that Nurse needs to be nuked. Nurse’s kill rates are the lowest in the game, which shows that she is fine for the vast majority. Therefore nerfing her would be balancing around the best players. Do you not see how this is hypocritical?
Where did I agree that Nurse needs to be nuked?
I may not have explicitly stated that I don't, but I think a reasonably inference from my posts in this topic so far is that I don't think Nurse should be nerfed.
So to be absolutely clear; I do not think the Nurse needs to be nerfed.
Want to retract that 'hypocrite' accusation?
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@Onyx said:
https://forum.deadbydaylight.com/en/discussion/comment/3061107#Comment_3061107
Okay, if you think the solution is to crawl then lets make Tenacity basekit. I mean, surely there isn't a problem with that, right? Considering you told people to just crawl, then let people crawl faster and recover at the same time. It forces killers to actually pick people up, otherwise they risk that survivor crawling towards a teammate and get picked up.
Tenacity is basekit, it's called crawling, which you are still able to do while slugged.
Tenacity is simply a perk that increases your crawling speed.
The game has a whole host of mechanisms that interact with or counter a survivor in the dying state. It is a core part of the game. You can hold a button to recover, so that you or another survivor can pick you up. You can crawl to another location to make it easier for another survivor to pick you up or evade the killer, like under a pallet, or even get the hatch. You can equip a host of perks to aid you when in the dying state, such as Unbreakable, Soul Guard, Tenacity, Flip Flop, Boon: Exponential, No Mither, Adrenaline, We're Gonna Live Forever. Additionally the killer also has perks that interact with the dying state, such as Deerstalker and Knock Out.
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@Onyx said:
https://forum.deadbydaylight.com/en/discussion/comment/3060960#Comment_3060960
Literally just weak excuse. Camping should be removed entirely as a strategy. Survivors ability to play the game should not lie in the hands of killers. Everybody should be able to last the length of the match.
It's literally a game of elimination. You got caught and eliminated.
You're not entitled to three hook states, you're not entitled to second chances, and you're not entitled to repair every gen and escape. You get to do that by winning, and getting caught by the killer is not winning.
(and you know what? Killers aren't entitled to kills either. Even when camping, it's possible to make a successful hook rescue, or at the very least a hook trade, which then results in resetting the hook timer giving the team more time to do the gens)
Now I totally get that being caught at the start of the game and eliminated by being camped is more than frustrating, but the fact remains that killers do this for a reason. Camping can be more effective than chasing, due to the nature of survivor sided maps, strong loops, chase perks and second chance perks.
This is not a "weak excuse", it's literally the root of the problem. They need to nerf survivor sided maps, strong loops, chase perks and second chance perks, in order to make 'not camping' the more effective strategy.
Even then, there will still be a place for camping, even if killers have every incentive to never camp a survivor out from the start, there will still be the inevitability of end game camping being an essential strategy, and you cannot make that impossible to do or you're putting killers in a lose-lose situation.
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.
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If every boon was CoH, yes.
CoH is fundamentally different to the other boon perks and is much more powerful for it. In some situations it gives killers a "damned if you do damned it you don't" scenario, much like endgame DS which is getting nerfed.
Perhaps this should be a drawback baked into CoH specifically?
"If a health state has been recovered by any survivor via Circle of Healing, when the killer snuffs out the totem it gets destroyed."
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Pop is still as effective as before on near-completed gens, and all gen-kicking perks have been indirectly buffed thanks to the basekit 2.5% regression and the faster kicking speed.
@Ksekwlothreftis said:
https://forum.deadbydaylight.com/en/discussion/comment/3060523#Comment_3060523
Yes and OP is objectively 100% correct. There is no reason to leave the hook for pop no more as 95% of the time the value u will get is much less
Other than the fact that you're pressuring survivors off gens and potentially scoring another hook.
But if you're happy with your 2k carry on.
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How do you tell they're a 3-man and a solo?
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/3059966#Comment_3059966
So we should balance Nurse around the elite who use her, but survivor should be balanced around scrubs. Yea, sounds fair
How did you get that from what I said?
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@LeeONE said:
https://forum.deadbydaylight.com/en/discussion/comment/3059869#Comment_3059869
I mentioned official killrate and said thats it far from true, because its across all players, and any experienced player understand that, or you wanna say cannibal second best killer?
Idk why you took "otz did it" Thats have nothing to so with what i tried to explain, every nurse main ive watched have around 100% wr, i took rapidmain as example, not otz.
Again otz, i meant average killer experience not the 30s afk games, i meant that most of killrr games you are winning, i mentioned that somewhere in thread.
Hope this clarifies
Across all players is right, and that's what counts, because all players are playing this game.
You don't balance around the top 0.1%.
And yes Bubba having the 2nd highest kill rate makes complete sense, they specialise is camping and practically guarantee at least a 2K.
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@ACleverName4Me said:
How would it look if you have never prestige but have gotten all the perks teir 3 on a character???
Every perk possible from all DLC's? For survivor; P6, for killer; P5.
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Haunted Grounds. Because Hex perks are awful to use and obscenely broken, but at least Haunted Grounds is made to be broken.
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What?
I'm completely with you on "most survivors aren't SWF and even those that are aren't surviving significantly more" but...
You post actual evidence that Nurse has the lowest kill rate (49.25%), then you come up with a completely unfounded conclusion of "Nurse players win 90% of their games because they camp and tunnel" based on the anecdotal evidence / tiny sample size of "Otz did it".
Then there's this:
"Regardless, that's your average experience of playing killer, but for some reason a lot of players don't wanna accept it and only remember bad games."
You're calling Otzdarva's no perk kill streak the "average experience of playing killer", and use this to accuse "a lot" of killers of expressing confirmation bias, and entirely without irony fail to recognise your own confirmation bias. Maybe you are only remembering the bad games where you got camped and tunnelled?
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All perks have a cost, and that cost is it uses up a perk slot.
If the perk itself is particularly strong, then it may need additional costs, in the form of in-game prerequisites, or downsides.
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@TransabledKickBum said:
I'm finding it amazing how many seem to be taking this personally.
I am not calling you a cheat, you are by definition cheating if you use comms according to a dictionary as it falls into a definition, an unfair advantage over other players.
Looking at some of these comments I can see why this game is never going to be balanced.
As yourself, do communications give an advantage over other players? If yes then that is unfair on the players who do not have comms.
Now if you introduce communications for all 4 survivors to use, nobody has an unfair advantage and the game can be balanced on a fair playing field... or ice rink.
There will be people who do not speak the same language but that can be fixed with preferences, there are people who aren't nice and that can be fixed with mute, it will never be 100% perfect but communications actually being part of the game is as close as we can get it folks.
Until then people who use communications will always have an advantage and the game can never be balanced around something free.
Personally I love the idea of playing solo and guessing what is going on but also understand people like to chat with their friends.
Please don't take this as being insulting to you as whether you can help it or not, communications are very strong and there is a reason for people to want to play with them so lets embrace the option to chat with every survivor in the trial and have a fairer game
This is a multiplayer game built around cooperation, it is a reasonable expectation that players will be using voice to communicate, it's also impossible to police, as even console players can use discord or any other third party program via another device.
Using voice comms is not an unfair advantage, it's the baseline expectation.
Not using comms is actually the handicap.
However, it cannot be forced upon players either.
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To save you counting every single perk, use this rule of thumb.
2 pages of purple perks = P1
3 pages of purple perks = P2
4 pages of purple perks = P3
There's a bit of leeway in there, as 4 pages of tier 3 perks actually = 180 perk tiers, so there's 10 tiers to play with, and of course any additional tier 1 or 2 perks will inflate it too.
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To make it easier to judge, the number of perks you'll need to ensure prestige levels on un-prestiged characters;
2 pages of purple perks = P1
3 pages of purple perks = P2
4 pages of purple perks = P3