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Seraphor

Seraphor

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Seraphor
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  • Anyone who doesn't have a stash of flans.

  • @loveontherocks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058630#Comment_3058630

    Thanks! One more question...let's say I have a p0 Lvl. 50 killer character with 120 perk tiers, so they'll be p2 after the update. Is that p2 lvl 1 or p2 lvl 50 (ready to immediately go to p3)?

    No idea, I'm assuming that anyone over level 50 who gets bonus prestige levels will be reset to level 1 (worst case scenario)

  • @Tiufal said:

    Thats exactly the wrong way of development. You have to shut down the possibilties to camp and tunnel as it is now, cause this is just too simple to do and just frustrating for the other side. Afterwards you can try balancing out each side, but as long as you hae this flaws, its never gonna be better as people are just able to do it.

    Maybe if camping and tunnelling were a form of cheating, sure, but they're not, they're in the game by design. You cannot dictate how others want to play the game. The killer is simply defending their objectives, it just happens that defending them in this way isn't very enjoyable for the other side.

    You know something that's not fun for the killer? Flashlight saves. Why should the killer be cheated out of their hook when they've picked up the survivor. Maybe this possibility needs to be shut down, and flashlights can only be used to blind and not stun?

    By all means introduce measures that make not camping and tunnelling more effective strategies, but the option should always be there.

  • Sacrifice is in a similar boat, it's basically calculated to max out when you get 12 hooks and 4 kills.


    With the BBQ/WGLF bonuses removed, these could be baked into the basekit by way of giving one-time score events in these categories instead. Increasing the potential to gain in these categories and potentially reach the new 10k cap.

  • The hatch only exists to prevent an end-game stalemate where the survivor can't escape and therefore has no incentive to try.

    It provides a chance at a free escape, and if that fails, then it's a way to trigger EGC.

    A 50/50 chance is more than good enough, simply being the last remaining survivor doesn't entitle you to an escape.

  • The difference is you'll be P9 AND still keep all your items and add-ons.

    You're literally getting 6 free prestige levels and still complaining.

  • How about perks that charge up via chase?

    Survivor: Every 10s of chase you gain 1 token up to a maximum of 5. If you escape the chase, the next time you repair a gen you will immediately repair 1% of progress for each token (up to 5%). If you become injured or put into the dying state you lose all tokens.

    Killer: Every 10s of chase you gain 1 token up to a maximum of 5. When you put a survivor into the dying state, you see the auras of all other survivors for 1s for each token (up to 5s). If you lose the chase for more than 10s you lose all tokens.

  • This explains it all:

    Untitled Image

    A tier 3 perk counts for 3 perk tiers.

    A page of perks included 15 perks, and if they're all purple/tier 3 that's 45 perk tiers. So 2 pages = +1 prestige level, 3 pages = +2 and 4 pages of purple = +3 prestige levels.

    ALL perks on a survivor at tier 3 = 321 perk tiers, so +6 levels.

  • @BringShaggytoDBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058549#Comment_3058549

    For now, yes. But they can, and often do change their minds.

    Tier removal is the lazy nuclear option, and when combined with these new changes, would basically invalidate the perk grind altogether.

  • @keepingitril said:

    No.

    "BBQ and WGLF's BP bonuses provided an incentive to play in a fairer healthier way."

    Uh huh. Sure. If BBQ is such a fair and healthy perk, then there should still be a close to similar number running it ater the new update, right?? Let me know. Nothing to do with the large number of bonus BP for every match, particularly killer? LOL. Ok. Also, there's nothing fair or healthy about running WGLF.

    "So, there seems to be a clear solution here. Introduce new BP score events that replicate the effects of the BBQ/WGLF BP bonuses."

    Nothing clear about it. The idea is that the BP are going and not being shuffled around. This topic has been covered multiple times. The bonus BP are going because it's bad game design and there is zero necessity that the equivalent points be found somewhere else.

    You shouldn't conflate the two issues here - if there are issues with points scoring in any particular category, that's seperate. Personally, I don't see why activities that get points need bonus points. Sounds like you are just trying to inflate the giving out of points because of some feeling of loss, rather than making a sound design decision. It's also bad because it introduces the concept of giving out random bonuses for regular gameplay and it's only a matter of time before people start demanding bonues for everything.

    A simpler solution to your proposed non-problem, would just be to slightly raise the point values already given to actions undertaken in the two categories. SImpler and without the fluff perk stuff.

    Yes having BP bonuses tied to perks was bad design, but there has been a load of calls to make these bonuses a basekit feature, so that they're not tied to perks. If you haven't realised this or understood why then you seem really out of touch.

    These bonuses provided healthy gameplay for other players. BBQ helped survivors because it discouraged camping and tunnelling, and WGLF helped other survivors because you would be incentivised to aid them instead of leaving them to die. So of course these effects alone will not warrant the use of those perks, because they're helping others, not yourself. That's the whole reason why they provided BP bonuses in the first place.

  • @ElleGreen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058579#Comment_3058579

    Bestie I love my friends but we are not always on dbd at the same time this would be a fun alternative do you have friends?

    But that's not what you said. You said it would encourage less SWF, i.e. convince survivors to play solo instead of SWF, fewer SWF parties.

    So you're saying you'd choose to play solo, even if your friends were online...

    That's what I said would not happen.

  • @ElleGreen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058571#Comment_3058571

    I only play with friends and If they Introduced cool perks only for solo q I would play alone don't speak for other people you have no Idea what others would do super presumptuous of you :0

    Yes, I suppose it was a little presumptuous to think your friendships weren't so fickle...

  • People play SWF because they want to play with their friends.

    Perks that help solo players won't convince friends not to play together.

  • @ZVom said:

    Simple solutions are always the best.

    If they wanted to reduce the grind by 75% they could simply reduce the prices of nodes in bloodweb by 75% and not touch ANYTHING else. It would effectively reduce the grind by... Let me do the maths...

    https://us.v-cdn.net/6030815/uploads/YED9UX5A2IWJ/image.png

    ... 75%! Amazing!

    Yet we'd still have to deal with the awful bloodweb RNG.

    The new system removes that entirely, prestige to guarantee everyone has that perk available.

  • Perks come in 3 tiers, each one of those counts as a perk tier.

    So say you have 10 purple tier 3 perks, and 5 yellow tier 1 perks, that would total 35 perk tiers.


    For easy reference, each page has 15 perks, and if that's an entire page of purple, that counts for 45 perk tiers.

  • If they don't have any addons or offerings you want to use, go for it.

  • @NekoGamerX said:

    weren't they going to make survivor score a team thing? like you get points for everything your team does till you die something..

    No, they were looking at making MMR a team thing, so even if you die, but 3 other survivors escaped, your efforts would still be rewarded with an MMR increase.

    But I'm not quite sure how either can work. Your score, and MMR, will be calculated when you leave the game. If you die first, then what? Will you be forced to hang around until the last survivor dies/escapes to get your full fair score?

  • @kaneyboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3057943#Comment_3057943

    no on no on there PTB it’s 1second and it’s being changed to 0.5

    I known but currently DS gives you i-frames for 0.5s.

    If it's not a problem now, then it still won't be a problem.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3057872#Comment_3057872

    There is 28 killers, on the PTB I would of had all killers prestige 11. That's a total of 56 missed prestige's on killer alone and considering a prestige costs 1.5 mil that's 84 MILLION blood points worth of difference from the PTB to live.

    On survivor there's 31 survivors, of which all my survivors have all of haddie's perks so on PTB that's prestige 12. 3 prestige's of difference. 93 missed. 139.5 MILLION bloodpoint difference from PTB to live release.

    Combined that's 223.5 MILLION BP DIFFERENCE FROM THE PTB.

    That's not ok. At all.

    There's literally nothing to be gained after P9. You'll start maxed out.

    Everything else is just bragging rights, that doesn't have a BP value.

  • @Sonzaishinai said:

    I do wonder if they will atleast increase the escape and sacrifice one

    Especially escape. Can you even get 10k points in that category?

    Best way would be using Self Care, Head On, Boil Over and DS to get some self heals, perk-stuns and wiggling free, while also making yourself the obsession.

  • The current DH is 0.5s...

  • How do you expect them to prohibit people playing with friends from accessing part of the game?

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3057138#Comment_3057138

    It is not the same as it is now. What are you talking about

    It's 0.5s and can be baited out. It'll just be endurance instead of iframes and not have the distance regardless of if you get hit.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3057009#Comment_3057009

    A .5 on demand endurance that still have an animation and can still easily be baited out. It's dead

    Which is exactly what it is now. Is it dead now?

  • "And BT is the only saving grace in endgame. Conclusion: run BT (great meta change, BHVR).

    DO NOT RUN DEAD HARD. It's a dead (no pun intended) perk for not working in deep wound. 0.5 sec with no distance and latency is useless. It makes you easier to be tunneled out. SB or Lithe are your friends."


    Disagree.

    What if your teammates don't bring BT or the killer waits out the BT? You still have DH as an on-demand Endurance state.

  • On the other hand, who realistically gets an even spread of BP across all categories as a survivor?

    It's much easier to cap out on Objectives and miss out on a ton of Altruism or Boldness if you don't get any hook saves, heals or chases. Or maybe you get tunnelled the entire game and ONLY get Boldness. Now you get more BP for that.

    You could be tunnelled and only have the opportunity to max out Boldness for 8000 BP, well now you'll get 10000 BP for that. And if you do escape after running the killer for the entire game, then you're walking away with more BP than you would have, even if you didn't break 8000 in the other three categories.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056886#Comment_3056886

    Sure it's a tactical choice but it's one that now is going to take less effort. With the reduction in perks that provide help against tunneling along with an admittedly very weak and ineffective implementation to the issue it's going to be easier to do so. I think it will definitely guarantee to pay off.

    But your first question was "doesn't this make tunnelling easier?"

    The answer is no, it won't be any easier than it is currently, but it will be easier than the PTB.

    And in fact I'd still say that it will make tunnelling more problematic for the killer than it currently is.

    Currently you have 12s of BT, DH and DS to deal with.

    After the update you'll have: 5s basekit endurance, 15s BT, 80s OtR, and DS, and potentially still DH. That means to tunnel, you now have more options to guess are in play and work around.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056859#Comment_3056859

    But the speed boost from the hit won't do anything with the weapon cooldown reduction and survivor speed boost reduction would it?

    I mean, the main thing to take away here is that you've still gained an additional health state. The speed boost is just to make it less appetising for the killer to go after you instead of your unhooker.

    But if the killer is determined to eliminate a certain survivor, then sure, it's not going to stop them doing that, nothing could, or should. If a killer wants to burn through all of your second chances then they're going to do that, that's a tactical choice their making and given the effort required to do so, isn't one that's guaranteed to pay off for them.

    The main thing is, does the killer slap you immediately and use up your endurance from the basekit BT. Or does the killer wait it out, and gamble on you not having any other endurance effects? Either way, having additional endurance perks will still pay off, because you won't always get smacked straight off the hook. It just increases the chances of you being able to tank that first hit when you get unhooked, rather than awarding you the ability to tank multiple additional hits.

    It's absolutely not in the killers favour to "get BT out of the way" by smacking you straight away, because there's always going to be the chance that survivor doesn't have any other endurance, and waiting 5s will down them immediately, and 5s is more than feasible to wait out.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056837#Comment_3056837

    If it counters bt (and I'm assuming the basekit bt from the unhook) doesn't that make tunneling easier?

    Also anything that nerf Mettle Of Man eveb more is bad

    Not really. You're still guaranteed to be able to tank a hit within 5s of being unhooked. Just because you can't add on another endurance hit after that doesn't mean that first hit was wasted. You would have got a 7% speed boost initially plus a sprint boost of taking a hit, and still have no lost a health state.

  • I would assume that MoM won't be affected if it's the first of two Endurance hits.

    So you tank a hit with MoM and you don't get deepwound, then you can still use DH and tank another hit giving you deepwound.

  • Nah, I have hundreds of frightful flans that I'd prefer to retain and use after the update that increases the BP cap to 40k per game.

    I'll eventually P3 those who haven't been Prestiged yet, and I'd rather do so with a decent selection of add-ons and offerings.

  • It's definitely strange that you're an advocate for not pretiging, yet at the same time want tangible rewards for prior prestige levels.

    Neither of things things bother me, because prestiging after the update will have tangible effects, while prestiging before the update has no tangible effects, and in fact comes with a significant cost, losing all of my items.

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056731#Comment_3056731

    "In theory that serve a function" then. Even that spreadsheet is more useful than anything we're getting here though.

    If you know what I'm referring to, no, it literally didn't do the job it was built for. That money still isn't accounted for and has been written off as 'acceptable covid relief funds'.

  • While this would certain provide a way to fine tune balancing for different killers, it's needlessly complicating it in a way that players will find harder to understand or calculate. It's not very transparent. Given how we've recently gone from having values like "slightly" and "tremendously" to actual numerical values, this sort of transparency is a policy they want to maintain.

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056674#Comment_3056674

    I object to the term "Prestige Tax" on the grounds it is an insult to actual taxes which, whatever you think of them, actually do serve a function.

    Depends who's in power and who they're siphoning public funds to. *cough£37billionexcelspreadsheetcough*

  • I'd rather they didn't. This serves as one of the few things to differentiate survivors, so they're somewhat unique and not all just skins.

    Height and Sound give survivors different levels of 'difficulty' when it comes to stealth.

  • Try to 2-hook everyone. They'll most likely escape or you can subtly throw towards the end to make sure they do. They may not even notice that you're throwing and still call you a sweaty ######### at the end. Plus everyone still gets high scores.


    If you want them to escape... why the hell are you running NOED? You're basically guaranteeing at least a 1k.

  • For a killer, you don't want a chase lasting any longer than 60 seconds, that's when you stop gaining BP. But it's a good rule of thumb anyway. If a chase lasts longer than 60s, drop it and try someone else.

    Ultimately any length of chase is 'fair' so long as it's a reflection of the relative skill of those players. If a survivor isn't good at looping or reading killer movements, then you should expect a short chase, and vice versa.

  • Statistically this cannot be happening to you every game, because there are four survivors in a game and only one survivor can be camped and tunnelling out first.

    So you're definitely exaggerating. I'd say this is happening to you 1/4 of the time, or if it's more than that, you're doing something wrong and getting caught. Or, you're one of those survivors with a very loose definition of 'camping' and 'tunnelling'.

  • Alien will always be my first choice.

    But for an original killer, I'd like something along the lines of Statues of the Morai. The three sisters of Fate, in statue form, a little like the Weeping Angels from Dr. Who.

    You and two other statues would spawn about 24m either side of you. At any time (with a slight cooldown) you can transfer to another statue and take it over. So you can position your three statues around the map and teleport between them for quick map traversal/pressure, or you can set them up in key areas like Trapper/Hag and use them in a chase.

    Perhaps each one can have a slightly different strength like one can vault/break 25% faster, one can hear survivors 25% louder, and one can see blood/scratchmarks 25% longer.

  • They're literally releasing a patch in 2 weeks that includes nothing but balance changes...

  • The killer had already hit the button to hook you (what survivors like to call "hook vacuum"). Sorry. That's the game. The alternative would be just as unfair for the killer.

    It honestly doesn't matter how they tweak the system there will always be that moment between validation checks where it could have gone either way, the only difference is when that moment occurs. Maybe they adjust the validation in your favour so that you get half a second more to play with, but maybe the next time the killer tries to hook you, the hook is half a second closer anyway, so it cancels out.

    Be half a second quicker next time.

  • @[Deleted User] said:

    Sadako is not weak in anyway, she is hard to use and requires much more practice than most killers in this game.

    She is not Blight, Billy or most killer's difficulty, you don't play this killer for a chasing level but more strategically. Buffing someone who has a hidden potential (people do not realize) may make it unbalanced for those that know how to play.

    That is my opinion, feel free to disagree and provide arguments!

    She has the least effective teleport ability of all the teleporting killers.

    She has no anti-loop.

    She has a gimmick that can sometimes to used to dupe a survivor into making a small error in movement in some very specific situations.

    Her main power, 'Condemned' never works.

    She's basically a worse Freddy.


    In this case the only reason she is 'hard to use' is because she's weak.

  • You've just removed Tier 2, and given a manual activation of Tier 3.

    This ultimately means you'll end up spending more time in Tier 1, which doesn't come with Undetectable by default?

    That's a flat out nerf. And you can already 99 his stalk meter to activate it manually anyway.

    Plus no killer who doesn't have either a ranged or on-demand mobility power should be slower than 4.6m/s, that fact that EW1 Myers is slower is already a travesty, especially as he has to slow down to stalk anyway, but at least he's only slower for the very start of the game and doesn't revert back to Tier 1 after using his power!

  • @Omputin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3049004#Comment_3049004

    Your calculations are bit optimistic. On average you are not gonna have BPS/Cake offering so BBQ would still be around half of your bloodpoints.

    On average I probably have BPS/Cake more often than not.

    You 'only' need to bank about 1000 during the anniversary and you have enough to last you all year, if you play on average 3/4 games a day.

    I'm sure I have at least 800 between 5-7 characters in each role, then add in any BPS or EscapeCakes/SurvivorPuddings, plus BPS played by other survivors. I'd say on average, throughout the year, 80% of my games have at least +100% in BP offerings.

  • @Swampoffering said:

    The only thing that Behaviour should fix about DC penalty is the detection.

    If you dc manually by closing the game or leaving and if you have net interruptions or crashes.

    The rest is fine, people who dc on purpose are garbage.

    And if you manually unplug the internet cable?

  • I hated the old Haddonfield map. The new one... I actually don't mind it. The houses are strong, but it's easier to catch survivors outside of houses and there are more deadzones.

    The worse part of the old map were the 10 foot tall fences and hedges, just losing those has made a huge difference.

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