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Seraphor

Seraphor

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Seraphor
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  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2935427#Comment_2935427

    Um. Supporting LGBT+ should not be some sort of special exclusivity, what the #########?

    Completely misrepresenting my point.

    If you want to remove that exclusivity, you want to minimise the impact of supporting LGBT+, you want to make it forgettable and unnoticed.

    It should be, in an ideal world, but that's not what you're getting at is it?

    The charms are MORE PROMINENT because they're code redeems and not default.

  • Otz just had a match as Wraith with Sloppy, and survivors got away because they had a Boon.

    Boon trumps Haemorrhage. Sorry.

  • Plus, I find being able to redeem a code adds a layer of illusory exclusivity that makes it seem more prominent and 'special'.

    By reducing the charms to bog standard default charms, you lose more than you gain.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2935357#Comment_2935357

    That's not my point whatsoever

    My point is the charms are currently optional and BHVR puts the decision in the hands of the player whether they want them or not. I don't see what's so wrong with that?

    Maybe some people just aren't interested, so they don't redeem the codes.

    It also makes it possible to track how many players have decided to redeem the code, and thus how many LGBT+ supporting players there are, which I'm sure has gone some way to convincing management to improve representation, e.g. David and more.

  • Yes, banning the offering means no one can intentionally send the killer to the map, knowing that there's an invincible spot, but the map could still come up naturally for the majority of players who don't know about the bug, and thus won't exploit it.

    If that is the case. I haven't see the patch notes myself yet, but they could have also included 'Midwich has been removed from the map roster' as a separate point.

  • Make all green BP offerings apply to the whole team, just like a letter/party streamers, but specific to a category.

    e.g. Party Streamers = 100% to all categories, and Envelope = 25% to all categories, while the other four greens are 100% per category, for all survivors.

    Then make all yellows 100% individual (Cake = all categories, envelope = 25% all categories, and the rest 100% per category) and all browns 50%.

    Killer BP offerings, just get rid of the browns entirely. If this messes up with bloodweb distribution, then replace them with 'free nodes' that don't cost BP to activate.

  • @VoidOfMe said:

    It's so funny how a simple "coming out of a character" can cause so much drama in this comunity

    I mean, what does it change in the actual gameplay? Nothing, who does it offend? No one.

    Why are we so into this and we can't move on? What's happening?

    Just goes to show how far minority acceptance still has to go.

  • @PeaceNGrease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2934845#Comment_2934845

    Honestly I felt the same way as you do for the longest time, but tbh I'm kind of getting bored with a chase focused playstyle. I feel like GF's power, when it works best, is super fun because you just immediately scare a survivor as soon as the stock gauge goes up and if they can't find you, they're almost assured to go down instantly, and being exposed a whole minute isn't negligible necessarily.

    If it wasn't so easy to remove his power in the first place, he would be quite legitimate I would think, now with some of his better add ONS, and basekit 60 minute exposed. It's like playing an assassin's Creed killer, in theory... The buffs he needs are maybe basekit DL and he shouldn't be able to be exposed unless you can see at least 50% of his body in frame. I've been spotted by crouching survivors on the other side of a car and its like "I couldn't even stalk you, how tf can you expose me?"

    The answer is third person camera. Survivors can be completely hidden and still be able to see you, and that's never going to change.

    You just need to work around it and assume that there could be a survivor around any corner. It's not that hard to adapt to, but you are very reliant on your surroundings.

  • Not a huge sample size but I had one game with him yesterday for the daily and it went great.

    Lucked out with Midwich, got 6 marks, 5 of which were successful downs, and wasn't revealed once.

    He's definitely weak on outdoor maps, but as long as you can put an obstacle between you and the survivors then you can prevent being revealed.

    I was using his "reduce reveal range by 8m" though, which to me sounds pretty strong. They should probably reduce the default reveal range by 4m and have the add on cover the remaining 4m.

  • @tippy2k2 said:

    Like...65% of these challenges promote toxicity. Many of them require you to straight up go after the killer (how many "Stun the killer X times in one match have their been) or to throw the match (thanks, hiding within 10 meters for 30 seconds was super helpful for the team there Ace)

    That's always been an issue with challenges and will always be an issue with challenges as there are too many players who just grind their objectives instead of doing the teams objective

    Every challenge can be completed in the course of regular, objective focused gameplay. Even hiding within 10m of the killer, something any proactive hook rescuer has done from time to time.

    Throw on BT and/or Iron Will and go for saves.

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2934665#Comment_2934665

    It's not everyone's challenge if they don't select it point being this does encourage toxicity, had someone dc because someone was stealing their glyph point being this isn't good for the game.

    You can only "steal someone's glyph" if you yourself have the challenge too.

    Who then is stealing the glyph from whom?

    It's literally no different to any totem cleansing challenge. It's better than that even, because you're only competing against other players doing the challenge, instead of also competing against Inner Healing, Boons, and vigilant NOED hunters.

  • We've had totem cleansing challenges for a long time you know.

  • Endless looping is not fun for the killer. What is fun is scoring downs using unique powers well. A perfectly aimed hatchet or blink, a chainsaw sprint straight into a survivor, a fully charged shred, a stealth grab off a gen while shrouded, or a mark and an instadown, a fifth frenzy hit, etc.

    With non-anti-loop killers it's just a war of attrition. You loop around and around for 60 seconds, you eventually get close, you then have a small chance of downing the survivor, or they Dead Hard and you continue for another 30 seconds, then eventually you hit M1 and get the down. Gee fun.

    Looping is the killer equivalent of "holding M1 to repair a gen". We don't want every survivor interaction to be "chase survivor in predictable pattern for predictable amount of time until every pallet in range is spent and I finally get close enough to press M1 once." We want several opportunities to press M2, with the success of doing so directly correlating to our skill with that M2. (Or M2 + M1 depending on how the power works)

    The problem is so many mechanics in this game are one-sided snowball effects. One side will always be miffed.

  • Being Exhausted should prevent you from doing fast vaults, defaulting to a medium.

  • You don't need the EGC to find them, they literally spawn at every unoccupied totem spawn site.

    Wherever a totem could be, there's either a totem there, or a green glyph.

  • So chases take 10 minutes... fun.

    It's literally impossible to catch survivors as Nurse without using her power, and she's 4.2m/s. That's why her speed and power are wgat they are. Do you propose giving every killer a teleport to make up for this?

  • You don't seem to understand the consequences of this.

    If a killer can't feasibly get you to a hook, they won't. They'll slug you and leave you to bleed out. What a fun game that'll be... every single game.


    If you really want to avoid getting hooked, you need perks; Flip Flop, Boil Over, Power Struggle, and get your team mates to sabotage hooks, or make flashlight/pallet saves.

    It happens often enough already.

  • Yeah no. You might as well just make it that when a survivor DCs, the game instantly ends, like it does for killer DCs. That's what would happen anyway.

    I have no issue continuing a game if one of my teammates DCs, but once the other two leave without penalty I won't have much of a choice.

  • Agreed, any longer gen speed and not only would it make survivor gameplay rhat much more tedious, but it would make endgame much more killer sided. Getting caught in a 3-gen would be virtually unwinnable.

    Additional, meaningful, objectives is the solution, mainly to stretch out the early game and delay the first gen completion.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2932354#Comment_2932354

    Killers are very much allowed to play the gamer however they want to. Tunneling/camping is very different from gen rushing tho because there is only 1 thing the survivors can do which is work on generators. The killer has a choice to sit in front of the hook, tunnel the person off hook, or just leave and find other people or pressure generators.

    Again not saying that killers aren't allowed to do those things it's just very different from gen rushing because they actively decide to camp and tunnel unlike survivors just playing the game normally.

    That's not true.

    You can do totems, you can rescue or heal other survivors.

    The killers only objective is to kill all of the survivors before the gens are repaired. Tunneling is a quick and efficient way of doing that.

  • @Sludge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2932357#Comment_2932357

    What victim complex is that?

    Because I changed my main?

    Because you're so offended by your main not being heterosexual that you'd rather lose all your progress and complain about it.

    Now imagine if every homosrxual was as petty as you. We'd never get to play any games.

  • @Sludge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2931639#Comment_2931639

    I don't play female characters either so I must also be a sexist

    I don't care about anyone's victim complex

    Only your own victim complex it seems.

  • @gendoss said:

    The term "gen rushing" is the funniest thing ever to me. Like sorry were we not supposed to do our objective as fast as possible?

    It is always a problem of the killer just not pressuring enough. If it takes you forever to down people then of course survivors are going to sit on gens, what else are they going to do? Sit around and twiddle their thumbs? Sorry killer, we should have just sat around and waited for you to down us or pressure our gens.

    Every time a killer accuses me of "gen rushing" I just say they were "hook rushing". Sorry killers you can't hook rush us anymore. So dumb.

    "Gen rushing" is precisely as real as "tunneling" and "camping".

    What? The killer isn't supposed to complete their objective as quickly as possible?

    Yet killers are (for some reason) expected to "play fair" and not go after the injured survivor who was just unhooked.

    The survivor equivalent would be repairing a gen to 50% then leaving it to find another one.

  • Tbh I think Basement hooks are preferable enough already. Don't break, hard to rescue from, easy to defend, takes more time to escape the basement.

    I'd rather Monstrous Shrine was changed to a Scourge perk if anything.

  • I think this could be better.

    "Would only make it more powerful"

    No, it's already too powerful when it negates a killers power, that they spend resources to use, such as a Victor lunge that whiffs and results in a crushed Victor, or an unavoidable Trap that cuts the Trapper off from chase.

    This would prevent the travesty of whiffing powers.

    As for the basic attack cooldown, easy solution:

    If a Dead Hard is successful in mitigating a down (endurance is triggered) then the survivor is Hindered for 2-3 seconds. This mitigates the delay from the longer attack cooldown.

  • One 'free' DC a day isn't a big deal, and given that accidental DCs happen, it's the bare minimum required.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2931119#Comment_2931119

    As much as I hate the grind, I dont think that would be a great idea.

    I'm devotion 24 so my bloodpoint gains would be at 240%. New players need the grind reduced the most imo.

    This. If anything BP should be doubled until you hit Devotion 1, then you get a different perk instead.

    Perhaps a 10% increase to shards per level up to 50% maximum.

  • @RequiemLestat said:

    Dude, it's made a SMALL portion of the LGBTQ community happy. More straight people are happy for the LGBTQs than the latter. BHVR did bare minimum in regards to their respresentation. They didn't make a brand new character with perks, lore and cosmetics, they just announced out of the blue out of nowhere that David King is gay... I empathise more with THAT gripe. (personal note: Steve has that sailor outfit and they made the Peaky Blinder gay?)

    If they made a new character gay, that you needed to pay money for, that would be worse. They'd be accused of doing it for the money, and gating the only gay character behind a paywall.

    It HAD to be one of the existing, free characters.


    Also what? You have to fit a gay stereotype to be gay now?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/2925928#Comment_2925928

    On this note: We hear ya, and we'll be working on an improved version. In the meantime, we'll be turning down the volume of his chase music in the first bugfix patch.

    Could you give him more fitting music?

    I get he's not officially Screams Ghostface, so you can't just adapt the Scream music. But at least have music that says "90s slasher fic" instead of "cyberpunk-deathmetal-dubstep rave"

  • Inner Healing: 14s to cleanse a totem = ONE heal. Five heals max per game, for one player.


    CoH: 14s = unlimited healing, requires killer to go out of their way to counter, can be reset infinitely.


    Even IF boons were destroyed when snuffed, they'd STILL be OP.

  • It depends how you're interpreting "not supporting".

    Does it mean "I don't care either way, I don't actively support it"?

    Or does it mean "I specifically am not in favour of it and do not support it"?

    The latter is homophobic.

  • I escape approx 50% of my solo survivor games, which is about what you should expect. As a SWF you should be getting more wins than that.


    Imagine admitting you suck at survivor so much you lose 90%.

  • This is the same for all area effects; terror radius, etc.

    All should be spherical to make multi-layered maps more fair.

  • I personally don't think it was 'needed' but I'm not complaining.

    Not a bad choice of character and I doubt they could have done it any better for those saying "it's HOW they did it". If they had made it a new or newer character, there'd be accusations of milking it for monetary gain.

    But, as I said it wasn't needed. By confirming David is gay, you're essentially confirming that all of the other unspecified characters aren't. Sometimes leaving it up to player interpretation is the better route.

  • @xZeroStrike said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670603#Comment_2670603

    But then by this logic, one had to buy or play DG back then to get the masks, too, so then it shouldn't have been given to everyone now. Don't get me wrong, I'm all for giving everyone a chance to get cosmetics they may like, but it's not right to apply this to one item and not the other.

    On the "it never made it to consoles" part, there are other things that console players never had a chance to get, i.e. legacy clothing, and I don't see those being given to everyone either. It doesn't really make sense why this but not the other.

    Let's just chalk this one up to a christmas gift, huh?

    How dare they show that movie on TV 3 years after it was released in cinemas! I paid $10 to see it on release day!

  • Or just have totems destroyed when snuffed out.

    Literally solves every balance issue with boons, and every interaction they have with every hex

    1. Seems like an oversight.
    2. Conflicting priorities, probably should be fixed.
    3. Needs fixing.
    4. Just par for the course, Zombies will always get stuck.
    5. Pretty sure they do, but it might not be with unlimited range.
    6. Performance issues, adding a third Zombie crashes the game apparently. (maybe an add-on that replaces the first eliminated survivor with a Zombie might work though)
    7. Eh... adds to the atmosphere, it's a zombie.
    8. No you can't say that name, but you can say Doggo or Good Boy as Netflix doesn't own the copyright to those.
  • Flashlight charges should be looked at. The fact that someone can click click click the whole game and still have charges for 6+ blinds is pretty ridiculous.

  • No to a killer/survivor, but the skins would be perfect for Legion.

    Legion = staff with each shape mask

    Jake and Yun-Jin = player outfits

    Trickster = leader with gold mask

  • Another issue is, when you make a perk basekit, what replaces that perk?

    And if you remove perk tiers, you learn all base perks well before level 50.

    Both these ideas cannibalise the game and don't account for the holes they leave behind. Whereas my ideas add to the game instead of taking away.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2662530#Comment_2662530

    Those are not really all his ideas. Those are things suggested for a long time and would fix a lot of issues.

    Kindred basekit was suggested a lot to help soloQ and I agree with it.

    Grind is huge issue and makes it hard for new players to enjoy this game and this would fix it.

    and it's still nowhere near unlimited BP... just ######### and noone ever asked for permanent Ruin (I hope so at least)

    I get why they're popular ideas and I agree that the problems they address need addressing, I've suggested similar things to basekit kindred and removal of perk tiers myself, but not quite as far as them.

    I think survivors should have the ability to ping the location of other survivors, but it wouldn't be an aura, it would be a heartbeat styled like killer instinct, giving you direction but not precise location, and no killer aura. This keeps Kindred a valid perk, but it also wouldn't be countered by aura-blocking effects.

    And I think all unlocked perks should be available automatically at tier 1. This would mean you could form a build of any tier 1 perks you like the moment you start playing a new character, but still allow you to grind for tier 2 and 3 versionss for a sense of progression. This reduces the grind by a third (instead of two thirds of removing tiers completely) but with the bonus of not needing to grind out pages and pages of bloodwebs just to find the one perk you need. So it's arguably more user and newbie friendly, while still maintaining the progression of tiering up perks.

    Both are better and less disruptive to the games design and currency economy than simply basekit Kindred or removing perk tiers.

  • No to basekit perks or removing perk tiers completely. There are better options that aren't so extreme, and frankly they sound a bit too entitled. Like, asking for unlimited bloodpoints or permanent Ruin.

  • @ThanosPAWG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2661787#Comment_2661787

    Because it isn't hard to find totems and before all five gens are done and what Blueberry had suggested would make it hard to ever get any value out of NOED. I better nerf is to give it a cooldown after a killer snuffs it around 40 to 60 seconds, make it only work on the floor the totem is on, and make it to where when a survivor with a boon perk is hooked the boon automatically gets snuffed.

    Which would be no different to how things were before boons.

    Still don't see the problem.

  • @ThanosPAWG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2661737#Comment_2661737

    But wouldn't that be a direct nerf to NOED because it isn't hard to find and break all five totems and with what you are suggesting would make NOED much weaker.

    How would it be a nerf to NOED?

    If they had cleansed instead of blessing the totem would be gone anyway.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2660209#Comment_2660209

    I get 5 minute Survivor queues and 20 minute Killer queues.

    You either play unsociable hours, or you're lying.

  • I encounter NOED as a survivor maybe once every 10-15 games, and it only turns into a 3-4K if you let it.

    If you went to look for the totem or just escaped instead of rushing for the unhook, you'd have been fine.

  • I think survivors should get a scaling buff to repair speed, that increases with each generator repaired, counteracted by a slower base repair speed.

    For example, it currently takes 1 survivor 80s to repair a generator, any generator.

    Well what if the first generator took 100s, 2nd took 90s, 80s, 70s, 60s.

    Same amount of time in total, but it would be easier to keep pressure early on in the game when you have 7 gens all spread out, and encourage you to play tactically to secure a 3 gen, while not being so punishing for survivors if they're stuck with a really ######### 3 gen.

  • They need to be destroyed when snuffed out.

    There is currently no value in snuffing out a Boon totem.

    Survivors will reignite it ~20 seconds later and you've just wasted 30 seconds finding the totem, snuffing it and re-finding survivors.

    You can have a back and forth with one survivor repeatedly snuffing and re-blessing, while the other three survivors win the game.

    They are for all intents and purposes, permanent Hexes.

  • There is no value in snuffing out a Boon totem.

    Survivors will reignite it ~20 seconds later and you've just wasted 30 seconds finding the totem, snuffing and re-finding survivors.

    You can have a back and forth with one survivor repeatedly snuffing and re-blessing, while the other three survivors win the game.

    They are for all intents and purposes, permanent Hexes.

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