Seraphor
Seraphor
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- Seraphor
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You just deposit your 40 and move on to a personal challenge, it couldn't be easier. It's just a challenge in the bank for later.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3002252#Comment_3002252
Na, I blame players. It's an event, you shouldnt be worried about "skill".
All I'm worried about is BP. I'm gonna play normally (trying to win) off the bat until I can be sure I'm not going to get trashed and teabagged at the exits with 10k to my name. If I'm maxing out BP categories and have most on death hook, then you can all go, I really don't care, please take your invitations and leave.
But the reality is... I'm getting trashed every single game with 0-2 hooks by the time the gates are opened because all the seal team teabag SWFs are out in force saturating the matchmaking.
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Only if you be more nice in survivor.
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You don't need the killer to give you an escape. There's nearly 2 weeks of the event, you can escape via normal play plenty enough in that time to get all the masks, or you can play some killer and make it a bit easier yourself.
Please play killer, matchmaking is currently oversaturated with survivors and it's screwing with matchmaking.
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@socalfusions said:
https://forum.deadbydaylight.com/en/discussion/comment/3002190#Comment_3002190
Thanks for the clarification will search harder, is there a limited amount at any given time that can be taken by either side?
If it works the same as the previous anniversary items: one podium will spawn at any one time, and relocate every 30-60 seconds or so. You can claim one invitation per game, and after one has been claimed, there's a short cooldown before another podium randomly spawns for someone else to pick up.
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"Even better tip for survivors: Don't play survivor during this event (or any events really)! Killers also get all the rewards for free so that's nice."
100% this! It seems like everyone and their nan are playing survivor right now and it's seriously screwing with the matchmaking.
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Also got a free 600,000 today just from logging in.
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I've had the opposite extreme so far, super sweaty PC master race seal team teabag SWF. It's like matchmaking is oversaturated with high level survivors so all us mid-level chill killers are forced to go against them. It's the like awful old rank-based matchmaking all over again.
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Also think Agitation is more or less fine as it is. This new idea seems like an entirely new perk idea tbh, which is Agitation and Pop combined yet somehow worse than either of them. Which I supposed could work, similarly to how Rancor is Bitter Murmer and NOED combined but only for the obsession, but as an entirely new perk.
Brutal Strength could do with a slight buff but 50% is overkill, I'd make it 20/25/30%.
Unnerving Presence works fine at 15%, though maybe increase to 20% or so could be fine. 100% with a 30s cooldown would be a nerf due to how skillchecks are calculated. The percentage is how likely you are to get a skill check every 3 seconds. So 100% every 30s, or 15% every 3s? This change would just mean a survivor gets one skillcheck the moment your TR touches them, which wouldn't do anything for you.
Trapper needs basekit buffs, ideally ones that help his set up. So building on what has already been suggested:
1. All automatically placed traps are spawned within 16m of a generator. (Greater chance of driving survivors away from the first gen they see if one of them gets trapped, even if they're rescued)
2. All automatically placed traps more than 40m from your starting position start the game armed. (The ones you can reach, you can pick up, the ones you can't can do their job)
3. Trap textures match the map, so that there's no inconsistency in contrast to the ground. Visible, but not obvious. (It's ridiculous that there's an add on that makes traps darker, which can be a boon or a detriment depending on map rng)
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@Chadku said:
https://forum.deadbydaylight.com/en/discussion/comment/2999230#Comment_2999230
Jolt works 32m around the killer.
They'd have to change the code to make it work 32m around the survivor and i'm sure that they're not gonna rework a perk to work on downs by any means and 32m of where the down happens.
Not "downs by any means" downs by basic or special attacks. This would not include failing to mend deepwound, and you could easily exclude traps and zombies.
It's absolutely nuts that the killer whose perk this is can't even use it themselves. It's nuts that it doesn't trigger from tentacle hits, blight rush, chainsaw, etc.
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4 uses is plenty, because it gives you info as to what aura reading capabilities the killer has, so that you can avoid those things later in the match.
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That's entirely a thing. It's no different to any other killer camping the hook, you can see when the Dredge is in a locker.
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@Michi said:
Just a heads up regarding hag and franklins:
The good hags do not run franklins to get rid of items or to make the experience unfun for survivors.
The Hag wants people in her web and a trap ontop of an item often leads to the survivor entering hags web again.
The main playstyle of Hag is to set up a danger zone and create points of interest for survs with a time limitation (which is what a trap ontop of an item is)
Everything which makes survs run back into hags web is worth using and adds a ton to her strategy
A hag that allows flashlights to be used at all is not a good hag. You've just lost your entire web because the survivors burned the traps away.
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@Chocolate_Cosmos said:
Yea, he is not the best at grinding Bloodpoints.
Three games in a row just now above 31,000 BP begs to differ.
Not even all winners, first was a 4K, 2nd was 2K and just had one on the Game for 1K.
Once I actually get BBQ on him I dont think I'll be using anything else for BP!
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I don't even play Nurse but I can tell you that would kill her entirely.
What the hell is she supposed to do on Lerys, Midwich or the Game?
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/3000410#Comment_3000410
Yes but the OP wanted to use their flashlight and didn't get to, which ruined their fun... shame on you.
Its like logging into COD and announcing to everyone that I don't like to get shot so nobody is allowed to shoot at me and if they do I'll quit.
And I don't get to use my medkits against Plague, or Head On against Dredge. It's almost as if different tools have their places, where they're effective and where they're not.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3000420#Comment_3000420
I do that. The thing is - most killers get...somewhere between 500-800 BP for a power hit, usually as a product of a few components (Cenobite, for instance, gets 300 for snaring and 500 for hitting).
Dredge gets a piddly 350.
Teleport = 100
Teleport hit = 200
Hit during Nightfall = 300
If you just keep teleporting around when you can all those 100s add up fast (plus it helps you maintain map pressure and gives you info via killer instinct) and if you score a hit during nightfall coming out of one thats another 500.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3000400#Comment_3000400
Huh. Not sure what I'm doing wrong then.
I'm struggling to max Deviousness, and also chase/spot survivors. I'm not struggling to win on him, just get BP.
Like every killer, use their power.
Cut survivors off by jumping to a locker near them. Place your remnant one side of a loop while you cut them off the other way. Successful hits immediately after either of these should be Deviousness scoring events.
Much easier during Nightfall, so use add ons that increase duration and frequency of Nightfall.
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/2999282#Comment_2999282
welp im still under the impression that anyone who brings franklins or lightborn is a baby
Hags power is literally hard countered by flashlights. If I'm playing Hag and I see flashlights, it's Franklins or dodge.
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I haven't had a problem getting BP with him. In fact the past week of playing nothing but Dredge I've probably score more near-perfect games (31,000 BP or more) than ever.
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Back when I first started playing.... I stood on top of the hatch waiting for the killer to see me escape... it was Deathslinger...
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3000363#Comment_3000363
75s is still so long. It should be 60s. They can nerf her add-ons which makes teleport cooldown shorter. But her basekit needs love. I agree with other parts.
Also if survivors are forced to interact with TVs more often, it's going to impact your ability to teleport, so reduce the cooldown on switched off TVs even further to 30s.
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Any survivor specific traits would have to be so innocuous as to have virtually no effect, in order to prevent a meta.
But if it were to happen, my prefered route would be giving survivors a Tier 4 (pink 'Ultra Rare') on their own perks.
For example Bill would get Tier 4 Unbreakable that gives you a 33% increase to recovery speed up from 30% at tier 3, Tier 4 Borrowed Time that lasts for 13 seconds instead of 12, etc.
Killers of course would get the same. Bubba's Tier 4 BBQ could give a 125% bonus to BP.
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This would break loops and holding w, giving survivors no options besides landing a lucky pallet stun at every single pallet, using them all up in a single chase if it even lasts that long.
There could be a place in having faster movement speed whe not in a chase though, in order to give the killer better map presence.
Also stealth killers shouldn't have to choose between normal movement speed and using their stealth power, so crouching pig/ghostface and tier 1 myers should still be 4.6m/s. As it stands stealth killers don't work because they can't realistically use their stealth until they've already found a survivor, at which point they're usually detected. Literally any other killer with Undetectable from say Tinkerer, makes a better stealth killer.
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Funny thing with Stealth Killers is that they tend to be slower when using their stealth. This is counterproductive, because these killers are sacrificing map pressure and slow down powers for their stealth, which doesn't award them any advantage when actually in a chase. You're forced to not use your power while you navigate the map to reach a survivor, and when you do reach a survivor, it's too late to use it.
You actually make much better Stealth killers by simply sticking Tinkerer on literally any other killer, they get Undetectable AND normal movement and map traversal.
So stealth shouldn't come with a movement speed penalty. Ghostface/Pig crouching, Myers Tier 1, should all be regular movement speed, so that they can traverse the map AND use their power.
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She needs more threat to her Condemnation:
- Passive condemn progress when not holding a tape begins after the first time you are exposed to any condemnation increase; one stack every 60 seconds, forcing you to interact with a TV at least once every 6 minutes. In exchange for the more frequent TV interactions that disable them as teleport points, the cooldown on disabled TV's is halved to 30 seconds.
- Exposed when at 7 stacks. To balance, can only be Mini-Mori'd when on your last hook state.
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Or, hear me out, Jolt works on all attacks, not just basic attacks, and now it works when downing someone with a Hatchet. The bonus to Huntress is it affects gens within the radius of the survivor who just got hit.
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No Mither - Unbreakable - Boil Over - Flip Flop + Petrified Oak
As long as you don't get downed right next to a hook, you have a pretty decent chance of getting off, forcing the killer to slug you, and you just pick yourself back up.
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@Chocolate_Cosmos said:
First two days I think I saw him every second / third game... now it's maybe 1 out of 10 games :(
Anyone feels the same?
1/10 when there are 28 options is not rare.
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No idea of there's been any official word on it, but it worked for me.
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Don't know about 'Best' but:
Lifeguard Whistle + Leprose Lichen (can be substituted for Scourge: Floods of Rage)
Make Your Choice, Save the Best for Last, BBQ, Pain Resonance. Tunnel back to the hook after each scream and maintain your hook pressure throughout the entire game. (ideally use Tier 1 MYC for the shorter cooldown, you won't need the long duration)
If you're feeling adventurous, Swap MYC for Devour Hope and defend your totem with your perma-wall-hacked portals.
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@Swampoffering said:
But.... I like tunneling and collect salt at the endgame chat 🥺
And you'd still be free to do that, but it would mean the players who don't want to tunnel, wouldn't feel like they had to to stand a chance.
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@shelobster said:
Back when rank based matchmaking was a thing, I actually had diverse and fun matches. With this mess of a matchmaking system I can only get one kind: 2 min games.
My survivor teammates have yellow perks, don't know the game mechanics and die/dc/hook suicide immediately. The killer always has some variation of the current meta build along with the sweeties add-ons.
I mean ffs I can't even complete the escape 4 times challenge because it is impossible. After a little over a week I have 1/4 progress.
My experience, much like the TC's, has been the exact opposite of yours.
I too was perpetually stuck at 'low purple ranks' as killer, which meant I inevitably got paired with red rank survivors because they can only be matched downwards. It was miserable, seal team teabag game after game.
With MMR, my games are actually varied, and I have a decent kill rate at probably more than 50%, maybe even approaching 70%. My games are so fun and chill that I routinely let the last survivor escape, which likely slows down my MMR progress and keeps me in the comfortable zone.
Meanwhile my survivor games are also perfectly average. I've completed my escape 4 times challenge in one night, probably took about 7-8 games, I also completed my "hide by the killer as David for 60s" and "unhook someone who unhooked you 4 times" in the same night too.
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Pain Resonance, Floods of Rage, Make your Choice and BBQ
Pain Resonance is just the slowdown perk of choice that capitalises on the scourge hooks I'm using anyway for Floods of Rage, which is the aura perk I'm using to pair with Make Your Choice, and BBQ gives me somewhere to go immediately after the hook so I'm far enough away for Make Your Choice to activate. Even if I'm just applying pressure and a bit of hit and run before I port back to the unhook.
This build gives you such quick hooks, that you actually want Make Your Choice at Tier 1, do not level it up if you can help it. No only does a higher tier Make Your Choice have a longer duration, but it has a longer cooldown too, and you typically don't need the long duration because you're right back there immediately anyway.
Could potentially swap out BBQ for something like Fearmonger, as Pain Resonance can also give info to direct me away from the hook. But the bloodpoints are sweet and with Gloaming around loops I never really feel the need to deny exhaustion perks.
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Pretty much only used for "Hook the obsession x times" challenges.
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Similar to something I suggested yesterday:
The problem is the snowball effect. Whichever side gets the lead on their objective, whether it's hooks or gens, can then apply more pressure, more hooks and gens, much easier.
For survivors, this can seem like "gen rushing" when they're just completing their objectives and the relative lack of killer pressure makes it progressively easier. So it can seem like tunnelling out a survivor early is the only way to compete.
But on the other side, if you made gens any slower, the snowball in the killers favour when they can apply effective pressure will be oppressive, which would only make tunnelling survivors even more effective.
Tunnelling and Gen rushing are simply two sides of the same coin, each side completing their objective and quickly and efficiently as possible. Any linear adjustments to how fast those objectives are completed will only skew the game in favour of one side or the other.
Instead, there needs to be some form of scaling to compensate for the snowball effect. You can't really apply this to the killers objective as whether or not they score a hook is down to a whole range of factors, so the target has to be repair speeds.
E.g. The more gens are repaired, the longer subsequent gens take to repair. The fewer survivors remain in the game, the quicker gens can be repaired.
So some kind of algorithm like the old hatch spawn mechanics is needed. I would say survivors base repair speed should be 90% (0.9c/s) +5% for each remaining gen, -5% for each other survivor still in the game.
So at the start of the game that's 100% repair speed (90% +25% -15% for 1c/s), but if four gens are repaired and all survivors remain in the game, it's reduced to 80% (90% +5% -15% for 0.8c/s), meanwhile if 2 survivors are eliminated but no gens have been repaired, it'll be 110% (90% +25% -5% for 1.1c/s).
It's not a major difference that would penalise one side or the other for 'winning', just enough that the snowball is slowed down and it becomes more feasible to turn around for either side
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It makes it super obvious they have Borrowed Time when the person who was just unhooked basically offers themselves up on a platter, So you can either take the hit and force them to mend, or you can try to ignore them, or alternatively, you take the bait, and chase them for 12 seconds, then hit them.
All viable counters.
The really irritating part is when you go to the hit the survivor who is unhooking, and your attack whiffs and hits the unhooked survivor instead, or they move in front at the very last second and eat the hit, it's unintentional. One thig that could prevent this, is if a newly unhooked survivor has a few seconds of no-collision, as if they had just been hit already. Then if you're going for the hit during the unhook, you're not going to whiff and hit something you didn't intend to.
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They're all components of the "BP economy". If they removed all trash from the bloodwebs and replaced them with actually useful stuff, then they'd have to increase the prices of everything, probably double it at least, in order to maintain some semblance of scarcity for the rarer stuff. But then this would make it cost even more to acquire perks. So they also then have to shrink bloodwebs down to about half their size.
You just have to accept that a bloodweb will cost about 30-50k BP to complete which gets you 2 perks plus whatever items and offerings the RNG gods allow. That's how it's balanced.
It would be nicer if the brown and yellow BP offerings simply awarded a higher bonus, so that using the stuff you buy is actually feasible.
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The problem is the snowball effect. Whichever side gets the lead on their objective, whether it's hooks or gens, can then apply more pressure, more hooks and gens, much easier.
For survivors, this can seem like "gen rushing" when they're just completing their objectives and the relative lack of killer pressure makes it progressively easier. So it can seem like tunnelling out a survivor early is the only way to compete.
But on the other side, if you made gens any slower, the snowball in the killers favour when they can apply effective pressure will be oppressive, which would only make tunnelling survivors even more effective.
Tunnelling and Gen rushing are simply two sides of the same coin, each side completing their objective and quickly and efficiently as possible. Any linear adjustments to how fast those objectives are completed will only skew the game in favour of one side or the other.
Instead, there needs to be some form of scaling to compensate for the snowball effect. You can't really apply this to the killers objective as whether or not they score a hook is down to a whole range of factors, so the target has to be repair speeds.
E.g. The more gens are repaired, the longer subsequent gens take to repair. The fewer survivors remain in the game, the quicker gens can be repaired.
So some kind of algorithm like the old hatch spawn mechanics is needed. I would say survivors base repair speed should be 90% (0.9c/s) +5% for each remaining gen, -5% for each other survivor still in the game.
So at the start of the game that's 100% repair speed (90% +25% -15% for 1c/s), but if four gens are repaired and all survivors remain in the game, it's reduced to 80% (90% +5% -15% for 0.8c/s), meanwhile if 2 survivors are eliminated but no gens have been repaired, it'll be 110% (90% +25% -5% for 1.1c/s).
It's not a major difference that would penalise one side or the other for 'winning', just enough that the snowball is slowed down and it becomes more feasible to turn around for either side.
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This is hilarious guys, you have to admit you screwed up here.
Or are there different teams for collision and totem placement? /s
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@Phasmamain said:
Let’s hope haddie is more unique than the last 8 female survivors we’ve got
Her surname 'Kaur' would suggest she's Punjabi, so Pakistani or Indian. Is that "unique" enough?
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2947411#Comment_2947411
I've never used a flashlight macro and when I do see it, it's so rare that I'm amazed anyone even notices it. I guess it's kind of like the Princess and the Pea, no matter how many mattresses you put over the Killer-mains ego, their egos still get bruised.
Why not tell everyone the truth instead of lying about "being worried about epileptics". You don't like the flashlight macro because it hurts your ego. Quit using epileptics as an excuse.
If you were concerned for epileptics, you would also want the Doctor, Sadako and Spirit completely reworked (And I see these 3 killers a lot more than flashlight macros).
This is called whataboutism.
"Why are you calling for x change when theres children dying of hunger in africa?!"
Nobody, not one killer, has ever said they're opposed to changes in the Doctors, Sadakos, or Spirits animations to alleviate their issues for epileptic players, and even if they did, that wouldn't be an argument for keeping flashlight macros!
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Animation lock is simply a fact of the game, and many other games at that. I don't see any issue in being blinded while breaking a pallet or picking up a survivor, that's a risk you take when doing those actions. You either chase other survivors off first, or you take the risk.
Getting blinded while breaking a pallet isn't even that effective, because part of yhe blind occurs while you're in animation lock, wasting part of the blind duration.
What does need to change, is getting blinded from outside of your FoV.
It would also be nice if a successful blind cost a minimum charge too, so you can't chain dozens of blinds in the same game. There should be like a hard cap of about 5 or 6 blinds even with full battery add ons.
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2 games isn't a test, it's an anecdote.
MMR could be working perfectly, and it would still be limited by the player pool available, skewed by lobby dodges, and subject to rng like what map you get, or if survivors who otherwise have a certain MMR decide to play differently like in a swf or with certain builds.
Even with the most perfect MMR system theoretically possible, games like this will happen. That's why you just need to get overr it and stop geting triggered when you lose.
For a test to be valid, you need multiple data points. Dozens of games, that account for map, build, and whether or not there were any lobby dodges and refils.
I find it hard to believe this happens every or even most games, because that's not my experience. In order for your anecdote to trump mine, you need quality data.
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"The killers are on my lvl tho. Every now and then I get a baby killer but most of the time I get killers that are around my expertise in the game."
So MMR is working then.
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Matchmaking is only as good as the player pool available to pull from. It's going to do ######### things from time to time, no matter how good it is. This is just a simple fact of the game, everyone needs to stop blaming MMR for other people being in their games, learn to deal with people (this goes for you and your salty killer).
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In a chase that typically ends with getting downed (and pauses that 40s extending it indefinitely) it's everything. it's basically limited to twice per game unless the killer flat out gives up and leaves you.
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@shivermetimbers said:
https://forum.deadbydaylight.com/en/discussion/comment/2947092#Comment_2947092
Why would it get closed again? I removed all the things that made the other one get closed. Is it not allowed to argue on a forum? Am I missing something?
Nah it's just not productive to make topics that bait a one-sided partisan argument in a context like DBD where there's two distinct player types.
- There's nothing to discuss. What do you want us to say about your unremarkable chat exchange with one killer?
- People will just come here to post "killer sucks, survivors good" posts.
Sooner or later this topic will descent into enough bickering to warrant being closed or removed. Or it'll fade into obscurity.