Seraphor
Seraphor
About
- Username
- Seraphor
- Joined
- Visits
- 9,011
- Last Active
Comments
-
Ruin is not the only option by far. I've refused to use it at all due to the fact that it's a Hex and gets cleansed in no time.
Get far more mileage out of Jolt, Corrupt, Pain Res and Thrilling Tremors. I usually run two of those on a given killer.
-
"These changes would have been big if it weren’t for the fact that all the strong slow down perks also got nerfed to compensate.Imo this will make games faster,as now having 3 gens done by the time you finish the first chase is possible do to corrupt nerfs"
Couple things here.
1. The nerf to Corrupt Intervention won't have an effect on your first chase. It works identical to the current version up until you put a survivor in the dying state. So how is the nerf going to allow 3 gens to be done in the first chase if a survivor is yet to go down?
2. The extra 10 seconds is functionally an 12.5% buff to all slowdown perks. Gens take 12.5% longer to complete now, so any time you halt or reverse repair progress, that's 12.5% more the survivors have to make up.
All of these buffs are great for M1 killers, which is exactly what's needed to make them more viable.
Do they go far enough? Time will tell, probably not, but it's still better than before.
-
They can't make the rewards anything more appealing than that, or they're then pressuring players to P3 before the changes go live.
-
Agreed. Killers who farm right off the bat result in boring games that take way too long to get to a decent score.
Unfortunately though when I do this, 2-hook everyone before I ease up, survivors think I'm sweating and do stupid crap like DC or let themselves die on hook.
-
It's not really that different.
If you wanted bloody clothes on a character before, you'd need to drop 150 levels on prestiging, plus another 180-200 to re-acquire all your perks.
It's just reversed. First 150 gets you your perks, next 150 gets you your bloody clothes. Which is much fairer.
The only additional grind is the new charms.
They're new, so the fact that they require more BP to obtain, isnt unreasonable.
-
Come on, scratched mirror Myers is the most fun thing in this game. Only thing to break up the loop-pallet-run cycle besides Nurse.
This would kill him completely.
It's not like random maps are much better. I swear every tine I play Doctor I get rotten fields with no map offerings.
-
You were the kid who destroyed their sidlings toys weren't you?
-
@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3023582#Comment_3023582
Yeah, but according to what the devs are saying, it will be P4, P5 and P6 to get bloody cosmetics in the future. It will take even longer to get the full set compared to now, which would mean that it's worth it to try and get bloody cosmetics now to save time, when it's easy to rebuild stockpiles.
If the cosmetics are more important to you I guess.
But if you play a character enough you'll get to P6 soon enough, you need to invest BP for add ons and offerings remember.
For example, I'm expecting to hit the ground at P4 or maybe even P5 for Jake, Claudette, Doctor and Ghostface, as soon as the rework goes live. Seeing as I've long stopped getting new perks on their bloodwebs.
-
@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/3023647#Comment_3023647
https://forum.deadbydaylight.com/en/discussion/comment/3023654#Comment_3023654
You get around 60 perk tiers from level 1 to level 50 in the bloodweb.
So to get P3 on a P0 character you need 180 perk tiers unlocked (if BHVR does things fairly).
Like, if you have Self Care at level 3 you have 3 perk tiers unlocked, if you have Small Game at level 2 you have 2 perk tiers unlocked.
Are you saying the conversion will go by how many perk tiers you have rather than how many levels you've completed?
They haven't specified either way...
-
There's a bit of a missmatch in her power and the way survivors negate it.
Moving tapes is obviously meant as a counter to her power that acts as survivor slowdown, like Freddy's clocks, Pools of Devotion, Lament Configuration or to a lesser extent, Jigsaw boxes.
The thing is, doing tapes prevents both forms of Sadako's power with no threat to the survivor, it removes condemnation AND it removes a teleport point.
Carrying a tape should generate a lot more condemn stacks after holding it for a certain length of time, so that moving them has some actual risk.
Also placing the tape in the destination TV shouldnt shut that TV off, that's the trade off for avoiding 7 stacks of condemned, you don't get to avoid a teleport.
Consider Pinhead, solving the cube brings Pinhead to you. Imagine if instead solving the cube made you immune to chains or something? That's what Sadako has.
-
@Babadook83 said:
a follow up question: how many perks do you need to get when you don't prestige after reaching level 50 bloodweb, to get the equivalent of prestige 3 in the new system?
2 perks per bloodweb, 1 per bloodweb for the early levels lets say under 25... Approximately 275 perk tiers, so 91 perks, which is just about all of them...
-
@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3023399#Comment_3023399
Doesn't prestiging characters in advance get you their bloody skins and their perks?
I thought getting someone to P3 before this progression rework would let you keep their bloody skins + have their T3 perks on all characters.
You get that anyway by prestiging after the change, and you'll get to keep your items.
Plus your progress will transfer over to the new system. If you've invested 200 bloodwebs in a character, prestiged or not, then they'll automatically be P4 after the rework.
-
There's no point in prestiging anyone at this stage.
Keep using and buying flans while they're available.
-
@Annso_x said:
https://forum.deadbydaylight.com/en/discussion/comment/3022963#Comment_3022963
Even if it's per hook a survivor not doing anything for 160 seconds is a free win for the killer tbh.
Not if that "not doing anything" is actually body blocking you and preventing you from hitting anyone else.
-
@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/3022825#Comment_3022825
I get that but i do think a survivor whos chilling close by should have more meters to manuver around and position for the save. Espically with the upcoming changes. 2 or 4 meter might seem small but it helps out a great deal and as annoying as that can be i do think the speed boost to another gen will more then compensate for a swift save.
This would give survivors a clear indication of how close they need to be.
If you can hear the heartbeat, you're close enough.
-
@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3023186#Comment_3023186
"Virtually a worthless perk"
You are buying yourself 14 seconds for simply getting a single hook. Its not like you were weren't going for hooks without Pain Res.
The whole point of this upcoming patch is to change the meta, not just the meta of the opposing side
Pain Res isn't even a year old yet. Guess I'm going back to my old meta of Thrilling Tremors.
Sure does shake things up... /s
You're not buying yourself 14s if that gen is going to be completed anyway because you don't know which one it is.
-
@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3023179#Comment_3023179
Thing is Rancor's information is out of your control and could happen at any time, it also only lasts for 3 seconds while also giving your obsession information.
People who camp will continue to camp and those who don't will continue to not camp, I don't know why people think a singular perk changing is gonna make a difference.
Because it makes camping less rewarding than not camping.
There's more than two types of killers. Yes there are those that will camp regardless, and those who refuse to camp regardless. There's also a massive middle ground of people who camp when it's most viable to do so, or because they feel it's their only recourse.
Killers camp because the hook is a beacon for survivors. It's the one survivor objective you know has to be dealt with, and your main priority is finding other survivors.
If you have any other indication of where a survivor could be, then you have a viable alternative to camping.
-
Protection hits, no. Fully healed, yes.
The point of Endurance is to give you an additional emergency health state, well being fully healed is an additional health state too.
"But Zarina took my BT away when she used FtP on me!"
Oh boo hoo, you still get an extra health state.
This is like complaining that your Unbreakable was wasted because David WGLF'ed you instead.
Getting an additional health state via healing AND retaining endurance is broken AF.
-
Bring a self heal build and get yourself caught first.
Completed in about 5 games.
-
@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3023050#Comment_3023050
A single down netted you:
Instant Regression
Further Regression if no one was on the gen
Info on which Gen was getting attention
Info if some one was on the gen or not
Pairing it with DMS was just the cherry on top. Im not saying the perk was OP, Im just saying for a single perk it does too much
Then highlight the aura of the gen instead?
If you don't know which gen Pes Res has affected, it's a virtually worthless perk. If a survivor is on it the regression will be countered in about 5 seconds of repairs anyway, and you have no recourse to pressure that gen, because you don't know which one it is.
I guess Thrilling Tremors will becone the new meta perk, until that gets nerfed to impotency too.
-
@Shroompy said:
A single perk aint the cure to campin
The nerf was justified, it was a perk that did literally everything
To one single gen. We have plenty of perks that "do everything" but limited to one instance. Rancor for example is Bitter Murmer and NOED plus a Mori for one survivor.
Any perk that drives the killer away from the hook is a healthy perk. All this will do is ensure decent killers still need to run BBQ in every build. And by decent I mean the non-camping kind.
-
Throughout this event I've been trying to 2-hook survivors and let them escape (if they play 3+ flans at least) and it hasn't been easy.
On more than one occasion I've accidentally hooked someone on death hook, and been met with such overreactions as other survivors DCing, killing themselves on hook, and then flaming me post game.
-
@MrMori said:
https://forum.deadbydaylight.com/en/discussion/comment/3022690#Comment_3022690
Using Dead Hard to "reach" a pallet or window is in no way different than using Dead Hard when less than 1s away from a window or pallet to guarantee that you can drop/vault safely. It also doesn't fix killers mindgaming the survivor, going for the swing and then getting Dead Harded, since now you'll just hit them normally and they'll get a speedboost. The only time new DH is any worse is already dropped pallets, since you can grab them there.
I hate it, but we simply have to wait till PTB to see. If the window was a lot lower, like 0.6 seconds, but the reward was a speedboost similar to Smash Hit I'd be on board. 1 second is far longer than people think.
And just like someone else mentioned, killers are tired of having to wait out their swing and "bait" out their opponents god damn Street Fighter Counter Attack move. Let us swing at survivors that are in our range, please. That's all I want.
The difference is current DH can be used at any point in the 10 or so seconds up to the pallet or vault, and the survivor will still make it. It's guaranteed and requires no sense of timing.
Waiting out a dead hard might be irritating, but it's a fair shot. Either one of you can mess it up. The trick is to get right behind the survivor and don't lunge, this gives you a 50/50 shot.
Currently waiting out a dead hard still gives the survivor extra time, because even if they pop it early, they still get the distance and still extend the chase. Now if they pop dead hard too early, they gain no distance, you wait 1s for the animation to finish, then you smack them.
-
A well timed DH was always fine. If you swing, and at the same time they dash forward and dodge the hit, that's DH working as intended. Complaining about that is simply complaining about survivors using the perks they have available, which is on par with complaining about killers running BBQ or MYC.
No, the problems with DH have always been abusing it for things that aren't intended; using DH purely for making distance (hitting E when the killer is nowhere close to striking distance, but still allows you to make a vault, pallet or exit gate, doesn't require any sense of timing) and using DH to avoid killer powers like bear traps.
Both of which have now been removed as possibilities.
It's a healthy change, regardless if the 'as intended' effect is a slight buff or not.
-
@bm33 said:
Someone can use For The People on you in the killers face and you can't prevent it.
That's fine, you still get an extra health state.
-
@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/3021951#Comment_3021951
They are anti-camp against any killer without a chainsaw.
Any killer can grab someone going for a hooksave.
-
@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/3021937#Comment_3021937
BT base kit and buffed Off The Record.
They're anti-tunnel, they're not anti-camp.
-
@humanbeing1704 said:
Disagree on the camping thing
Pretty much nothing in the future patch is anticamp
They could have very easily fixed that.
With the killer changes making it much easier to get 2 hits in while a survivor is unhooking, just remove grabs when unhooking. You don't risk getting snatched right off the survivor you're trying to rescue. The killer is forced to attack instead, making a hook trade the worst possible outcome.
-
Ghostface could do with some more memey add-ons.
For example:
An add-on that reverses the mark/reveal mechanic, so that survivors who reveal you get exposed.
An add-on that doesn't expose survivors, but shows you their aura for the duration of the mark and doubles your deviousness BP. (basically equivalent of scratched mirror myers)
-
Killers should also have a slightly wider FoV anyway.
It's 87 degrees, which is odd as most games are between 90 and 100.
Shadowborn increases it to 103.
I feel it should be something like 95 by default, with Shadowborn bumping it up to 105, with another additional effect like slightly lightening everything too.
-
She'll probably get one next year
-
@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3021620#Comment_3021620
Well I have characters (mostly Killers) that are at level 50... with 5 of them being Prestige 1
Others are in their 40's (lol)
Like if it were to keep everything for the first few (3) Prestige then for the next one (4) you'd lose everyrhing... plus whatever reward you got... and the also allowed for a perk to be permanently unlocked... I would like it even more
...why would you want to lose stuff?
-
@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3021573#Comment_3021573
I don't see the point of prestiging in this or the new format... that's all
If it were a mix if old V new then maybe
???
What woukd a mix of the old and new even look like?
And do you understand how the new system works?
You're intending to level your characters up to 49 with basic perks and just leave them there?
-
@RaSavage42 said:
I still won't prestige... I have most perks on characters that I play and I don't see the need to prestige just to make it somewhat easier on other characters
1. Why wouldn't you? There's no trade off now, nothing to lose by doing so.
2. Prestiging will literally be how you learn new perks now. If you want the perks of any new characters, you need to at least prestige them once.
3. You might not have a choice. Prestige levels will apparently be allocated based on how many bloodweb levels you've completed. E.g. if you've completed 250 bloodwebs on a character, they'll automatically be Prestige 5 when the new system hit.
-
@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/3021516#Comment_3021516
The duration increased from 0.5 seconds to 1 second, so you actually have to be LESS precise. And the reward of getting a full speed boost AND the killer being locked into the 'hit stun' versus the 'miss stun' means you get way MORE distance than before. Also, you can now use it to vault or unhook with complete safety from attacks (other than grabs, but you can still just instantly release the rescue to fake out the grab and then you're still uninjured, since Grab Validation got thrown out for 'just attack instead').
This rework will, in no way, discourage a majority of survivors from running Dead Hard every game.
The i-frames might have been 0.5s, but the dash that put you 5m away from a killer that travels 4.6m/s effectively makes that at least a seconds worth of invulnerability.
-
1. It cannot be used purely for distance any more, you have to use it at precisely the right time.
2. It cannot be used to avoid powers. E.g. bear traps, trail of torment, shock therapy, etc.
3. Using it successfully requires you to mend, so there's a time cost.
4. You cannot use it if you're already under the effect of Deepwound. E g. BT or Off The Record.
-
@xfireturtlex said:
This will most likely never get seen, but ima try anyway. I have a solution for the lost BP bonuses that could be done basekit.
Killer: get 25% per 1st hook on a survivor, up to 100%. Once any survivor is dead, stacks can no longer be gained.
Survivor: get 25%, up to 100% for safe unhooks/protection hits. Also get up to 1 stack per trial for each of the following.... complete a full gens worth of progress, heal a total of 2 health states on any other survivor, stay on death hook for the entire duration without missing more than 1 skillcheck.
If youre reading this, please upvote it in the hopes that devs can see it
While more BP wpuld obviously be nice. The new queue incentive bonuses will more or less make up for it.
It'll always be at least +25% for one side or the other, and most likely +100% for killer during peak times.
-
@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3020378#Comment_3020378
How are BP gains being cut in half? Because no BBQ?
See below:
https://forum.deadbydaylight.com/en/discussion/comment/3020290#Comment_3020290
Also the BBQ/WGLF bonuses like all other bonuses are additive, not multiplicative.
That means if you were to play for example a Survivor Pudding, your BBQ bonus would only equate to a third of your score. If there were Party Streamers in there too, only a quarter would be attributed to BBQ. Five Frightful Flans during a Bloodhunt? Sorry, your BBQ is only giving you 1/7th extra BP, and you wasted a perk slot on that.
There are still a lot of ways to gain BP bonuses, and one new innate bonus you can play around with that doesn't require a perk slot.
Also...
-
@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/3021146#Comment_3021146
By your own point anecdotal and relevant
@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3021010#Comment_3021010
Assuming everyone currently uses, and gets 4 stacks of, WGLF/BBQ every single game...
Which they don't. BBQ has a 42% use rate, WGLF is merely 11%.
At a wild guess, I'd say you'd get 4 full stacks around 60% of games for BBQ and less for WGLF.
So I'd give BBQ a generous average of 25% bonus BP across the board.
Which you'll likely get all the time via the new queue incentive bonus.
Seriously dude...
-
@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/3021010#Comment_3021010
You are mixing up the numbers... It is going down by 75%, i.e. falling to 25% of the original grind... But without bbq it is 2 times harder, so it is falling only to 50 % of the original, i.e. it is going down by 50 percent.
@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3021010#Comment_3021010
Assuming everyone currently uses, and gets 4 stacks of, WGLF/BBQ every single game...
Which they don't. BBQ has a 42% use rate, WGLF is merely 11%.
At a wild guess, I'd say you'd get 4 full stacks around 60% of games for BBQ and less for WGLF.
So I'd give BBQ a generous average of 25% bonus BP across the board.
Which you'll likely get all the time via the new queue incentive bonus.
"Without bbq it's 2 times harder"
No it's not.
-
@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/3020347#Comment_3020347
And I don't understand how can BHVR let this happen, this way they sell less cosmetics and lose money. Example: I would really buy this cool Nea skin, but I have only 20 perks on her, so I won't buy it, because I won't play Nea and I am not willing to level her up because of a skin.
After this change, you'll automatically have every perk on Nea. Assuming you've already leveled everyone to 40 for their teachables.
-
@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/3020225#Comment_3020225
Math wise the grind is going down by 75% because now you need less levels to get all the perks, however because bbq is leaving and wglf is leaving we effectively take twice as long to get through each level per character because bp GAINED is cut in half, so it more effectively is removing 37.5% of the grind instead of 75% because those levels will take twice as long so the only real value is not needing to level up the other characters 5-6 times every time a new one is added, so instead of 200 levels then 150 extra its only 200 levels but those levels take twice as long
Assuming everyone currently uses, and gets 4 stacks of, WGLF/BBQ every single game...
Which they don't. BBQ has a 42% use rate, WGLF is merely 11%.
At a wild guess, I'd say you'd get 4 full stacks around 60% of games for BBQ and less for WGLF.
So I'd give BBQ a generous average of 25% bonus BP across the board.
Which you'll likely get all the time via the new queue incentive bonus. And it won't cost you a perk slot.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3020671#Comment_3020671
I mean, two Survivors being downed is already a misplay regardless where they are hooked. But two Survivors hooked next to each other with the Killer "patroling" between them is not a favorable situation for the Killer, it is basically a win. The other two can basically just run to the Killer and let them down them, because there is not really a point in playing anymore.
Nah, even with just one survivor hooked, chances are they simply get a hook trade.
With two hooked survivors, however close, the chances of duping a rescue on one to get the other is fairly high, and you'll probably get one hook trade and one full rescue. The killer gets three hook scores out of it but you'll end up in a position more favourable for the survivors going forward, if you're then able to escape the killer after that. If they continue to camp the one remaining hooked survivor you can all heal up.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3020660#Comment_3020660
You mean "facepatroling".
Is this like "gen-dead-harding" or "flashlight-opening-the-gate"???
-
@Aven_Fallen said:
You are not supposed to wiggle out. Wiggling should only prevent the Killer from choosing any hook they like. If wiggling would not exist, you would probably end up in the Basement or on any Scourge Hook all the time.
However, I agree that Hooks are too close. Often enough Hooks are close enough that the Killer can camp (or, like Killers like to say: "patrol") both Hooks. And this should not be the case, the Killer already has a lot of pressure with two people on the Hook, no reason to make it easy to camp (sorry: "patrol") both Hooks.
What else is a killer supposed to do? You're supposed to find and kill survivors, so obviously you're going to be where the survivors are going to go, which includes gens and hooks.
You don't see survivors ignoring gens because they dont want to "win to much".
This is why camping is an entirely legit tactic, only "facecamping" has any issues.
Obviously hooks shouldn't be SO close that this is made so incredibly easy, but if the option is there, the killer has no reason not to take advantage of it.
-
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3020455#Comment_3020455
GAME CHANGER (MAYBE)
Yeah, I'm also not ruling out bugs with how many quirks this system change is allowing room for. Maybe it'll all go wrong and no one will be grandfathered in anything, and then we all get an apology and 50k BP as compensation.
-
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3020429#Comment_3020429
I wish I had learned this trick before leveling a handful of characters to exactly 50. x_x
If you're exactly 50, it might still work, because the qualifier isn't being level 50, it's prestiging, which becomes available at level 50.
So you might still be unprestiged, but still have the teachables. So you click the prestige option without any more BP required, and get tier 2's unlocked.
It'll depend on how they grandfather in the post-50 bloodweb levels.
-
There's a trick people don't see to have worked out yet, going by dev comments that "any teachables learned before the changes go live will act as a prestige teachable".
If you level a new character to level 49 now, you will unlock their teachables.
The changes go live and all of your characters immediately get that characters perks at tier 1, because you've already learned the teachable version.
You then level them one more time to 50 and prestige them. This unlocks the teachables again, upgrading all instances to tier 2.
You've just cut 50 bloodweb levels out of your grind.
https://forum.deadbydaylight.com/en/discussion/comment/3020420/#Comment_3020420
-
@TeleportingTurkey said:
https://forum.deadbydaylight.com/en/discussion/comment/3020398#Comment_3020398
tier 1 or tier 3? according to them it's just tier 1 and not a word about them being in a bloodweb
Automatically unlocked at tier 1.
Basically it seems like there are two distinct changes being made:
- Teachables are moving from levels 30/35/40, to level 50 via Prestige.
- Teachables now unlock automatically at tier 1, instead of merely being made available on the blood web, and subsequent unlocking of a Teachable increases that to tier 2 and 3 respectively.
With the additional caveat of "Anything already unlocked remains unlocked".
You've already unlocked the Teachables, therefore see #2.
Anyone you now get to level 40-49 before the changes go live, you're effectively getting a free Prestige on in terms of Teachable unlocks.
So theoretically, if you level every character to level 49 now, then after the changes go live you level them to 50 and Prestige, should grab you an automatic Tier 2 of their perks on all other characters.