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Seraphor

Seraphor

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Seraphor
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  • @Sonzaishinai said:

    If you feel bad that the survivor has no way out after closing the hatch you shouldn't equip a perk called no way out

    It's useful as endgame slowdown though. If all four survivors are still alive it may get you a sacrifice or two. Even if you're intending to let the last survivor go there's still value in not risking a 0K game.

  • Many players who get whiney about this game, usually camping, tunneling or MMR, are because they have no chill.

    It's a PvP game, which in most cases means you have a 50% success rate. One side wins and the other side loses.

    But DbD hs a huge 'sore loser' problem. Players can't accept a 50% success rate, they need to slug for the 4K, then whine that their MMR is too high. Or they DC when they get hooked... and whine that their MMR is too high.

    To those people: you are making your own problems.

    Accept the loss and play another match.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/2649662#Comment_2649662

    so you'd recommend the lichen over using territorial imperative? I guess that also requires you to be X metres away from the hook

    Don't have startstruck but I got like 50K shards atm so I might as well just get trickster

    Lichen is more versatile that TI, depending on how other hooks are positioned you can 'block' routes with portals for that early warning.

  • I think NWO is a nice medium between NOED (too overkill when active) and Blood Warden (timing to pull it off is too precise and situational, and countered by 99ing the exit gate).

  • When someone is saying they hate how competitive the game is and how they DC when things don't go their way, and aren't content with a 2K or 50% escape rate... then you can consider my statements as advice that will improve your relationship with the game.

    If you want to continue to perceive the game through the lenses of a whiney #########, feel free, your loss.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/2649637#Comment_2649637

    Oooh sounds nasty, now I want to try that. Any other perks recommended to go with that build?

    Starstruck gets them away from the hook initially so they don't unhook before you get away from it, plus bonus chance for a one hit down. Between both forms of Exposed you can sometimes snowball quite quickly and counter Circle of Healing.

    Leprose Lichen also means you can track players around portals more easily. Say you hook in the basement and stick a portal above it, you'll be warned when someone enters the basement.

  • Can be pretty oppressive with the right build (favourite is MYC with lifeguard whistle, seeing freshly exposed auras hiding behind something right next to me as I emerge from a portal feels so naughty) but otherwise is a B tier.

  • It's more playable now than it used to be without SBMM.

  • One of the worst suggestions I've seen on these forums.

    I can play a completely fair killer game and still get survivors DCing just because they expected to loop me for 5 hours but they messed up and I downed them in 20 seconds.

    If you don't want a DC ban, don't DC.

  • @Faulds said:

    I dont want to offend you, but you clearly don't play survivor and killer that much if you think like that. I have 3k hour on this game (50% survivor/ 50% killer), i know what i'm talking about. BT should be basekit to have a better survivor experience, and NOED should work like haunted grounds (one minute noed on fifth gen pop). What killers need is reliable gen slowdown, because good killers will be rewarded and not unskilled ones... noed doesn't care about killer's skill, only about your luck.

    I don't want to offend you, but I have 4k hours, so you clearly don't know what you're talking about.

  • NOED should be basekit. Why? It'll penalise bad survivors who don't do bones.

    No, stop asking for perks to be basekit, it's not gonna happen.

    Further more, BT is more often used by bad survivors to make unsafe hook rescues, who then proceed to bodyblock the killer with their BT Endurance to bait a hit.

  • @DemonDaddy said:

    There is no incentive to focus on hatch escapes other than mmr doesn't drop. These players will lock themselves at their current rating while those of us that actually play will pass them by.

    Imagine if you could escape without gimping yourself with increased MMR...

  • What about when I want to have a casual game with my friends?

    I play better solo, I don't have anyone distracting me by dicking around and yelling memes down the mic.

  • @ReverseVelocity said:

    Eruption really doesn't need a buff. It combos really well with guaranteeing a Pop on a gen, and 16 seconds of slowdown is nothing to scoff at by itself, that's like 20% of a gen's worth. Sure, the regression isn't very significant, but that isn't the main draw of the perk, that's the incapacitated.

    Making it auto trigger on 99% would probably be too much, and would certainly be very annoying.

    Triggering at 99% is probably the minimum it should get.

    Otherwise the perk, and the kick, is entirely wasted.

    By itself it would only serve as a 93% Tinkerer with no undetectable status associated with it, which is not that useful for the killer, but it delays that gen and survivor for about 20 seconds in total.

    As for "annoying" it would basically be the killer equivalent of Blast Mine... which yeah, is pretty annoying. Sounds fair to me.

  • @Friendly_Blendette said:

    Pre MMR always unless I was that desprate for BP now that Im considered a worse player for it very rarely unless they get hard sandbagged by their team.

    This logic is backwards.

    Now that MMR is based purely on kills/escapes, you want as many hooks with as few kills as possible.

    You're just digging your own pit of misery.

  • Popping automatically at 99% would be a decent buff.

    That gen is likely already lost anyway, especially if it's on the opposite side of the map, but it at least serves as a little slowdown and delays that survivor from moving on for a few seconds. Plus it wouldn't feel completely wasted when you kick a load of gens, chase a survivor for 10 loops and then all the gens you just kicked get completed anyway.

  • @Tsulan said:

    Counterquestion:

    How often do you see survivors give free kills when the game is about to end with a 0k?

    I get it. But to be fair, as someone who plays both sides, a 3K still feels like a win, while survivors have a completely binary win/lose condition. So the more apt comparison would be "how often do you let all four survivors escape?"

  • Pretty much every game unless I need the kills for a challenge.

    Very occasionally I'll be playing nice and the last person is pissing me off for some reason (teabagging, or just refusing to find hatch or running away from me when I'm clearly trying to let them have the hatch but the refuse to be herded towards it) and I just say ######### it and hook them.

  • Can agree with this.

    Doctors power in practice is probably most similar to Freddy's out of those options, but in being able to prevent a vault and trap survivor in place it can be more effective, so he should be slower than Freddy.

    However 3.08m/s vs. 4m/s is pretty huge.

    He should probably be more comparable to Plague or Executioner at around 3.6m/s.

  • Boon effects are not actually that OP (CoH could do with a slight nerf maybe, only because of multiple healing speed buffs stacking)

    Where Boons are oppressive is in the amount of time it wastes for the killer to keeping finding and snuffing out Boons repeatedly. In the right hands with a coordinated team that is far more powerful than the actual perks effects, and you end up forced to just let them keep the boon. What hexes do you get forced to leave up for the killer?

    It's a massive snowball effect that makes the strongest survivors exponentially stronger.

    This could be mitigated by having snuffed boons destroy the totem, and removing the killer notification when a totem is blessed. Each totem is one-time use, but you'd get more use out of it. Would be much fairer for both sides. And lets face it most regular survivors only get to bless a totem once before the killer applies enough pressure to prevent reblessing. It wouldn't be a nerf to most mid-level or solo survivors, only the top SWF.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2646090#Comment_2646090

    Contrary to popular belief, nobody gets banned for speaking about BHVR - that's just what people say when they don't want to say the truth about why they got banned.

    People get banned for breaking the forum rules and throwing insults around.

    It's just coincidence that those insults are usually aimed at BHVR staff. :p

  • @alaenyia said:

    I would like to point out to all the "I will tunnel the S out of anyone offhooked in front of me" crowd. It is not the hooked survivors fault they were offhooked near you, thus downing and hooking that offhooker, fine, hard tunnels, not fine. I also rarely see people whipped of the hook 1 second after you hooked them, but I see camping happening all the time. You can not tell people not to offhook in front of you then not leave the area.

    To the offhooker, If I am getting the camp, do the gens and let me hang, till death if need be. I had a face-camping Nemisis and the people did 3 gens, including popping the last one. Instead of heading to a door and leaving giving him the 1k, they tried to get me at the last second, it snowballed and he got a 4k. Do not do that, the play is to leave.

    To be fair, the unhooker usually slinks away and hides. Or the unhooked survivor will charge at you specifically to trigger BT. So if you want me to trigger BT, you'd better be prepared to run me for a few loops or go down for it.

    And it doesn't need to be camping. A hooked survivor is an objective to defend just like any gen, it's where other survivors will be going, so it's a possible place to find other survivors.

  • Hex perks are high risk high reward, and NOED is the highest they get.

    Is that balanced? I guess, but it's not usually 'fair' for whichever side gets the short end.

    Too much risk, too much reward.

    I'm not a fan of Hex perks in general for this very reason. I think they could all do with a rework that scales according to how many totems remain, 0-5 levels of relative strength.

    How this could apply to NOED? Have the number of totems snapshotted when the final gen is done, you get that many tokens, survivors are exposed as long as you have at least 1 token, attacks consume a token. Once you have your tokens they're yours to spend and any further cleansing has no effect, so survivors have to get their bones done before the final gen.

  • I agree, solo isn't nearly as bad as people think.

    I tend to bring Kindred and Borrowed Time as standard, but the other two change all the time, or as needed for challenges. Usually don't even run an exhaust perk, and if I do, it's Head On.

  • @Superyoshiegg said:

    I don't understand why people complain so much about the grind when *they* are the ones deciding to Prestige every character three times over for a single cosmetic set.

    Newsflash people, Prestige is optional and not part of the grind. There's no point in going past level 40 (when you unlock the third teachable) on characters you do not play. Yet people still dump several million Bloodpoints into characters they're never gonna play, and then complain about it.

    Getting every character to level 40, and the perks you want on your mains of choice, should be considered the grind. Not getting *every character to level 200+*. Of course that is going to take forever, because its not supposed to be done by the average player, and provides no benefit when it is done.

    I'm not prestiging a single character once. I have completely written off any possibility of ever getting a prestige skin. (Imagine the grind being so much that new players are essentially locked out of some of the content simply because they didn't start playing earlier)

    It's still taken me a year to get to the point where I have 90% of the perks on 3 main killers and 3 survivors. Most of the rest are barebones at level 40 or just barely level 50.

    The only character I have completely maxed out is Jake, and even then there are a few perks I haven't unlocked at all yet because I don't own all characters.

    And while survivors might essentially be skins and you can just level them to 40 and be done with them, the same can't be said for killlers.

    If you want enough good perks, or even just one particular perk like Ruin or BBQ, you could see yourself needing to grind to level 100 or 150 on that killer. Now repeat for any other killers you want to play.


    I think the best change they could make, at this time in the games life, without completely removing perk tiers, would be to make all unlocked perks available immediately at tier 1.

    This would essentially reduce the grind by a third per character, but more than that, it means you don't need to grind out any specific perks. Once you get the character to 40 and unlock them, all your other killers/survivor have them, at tier 1.

    You can then make whatever builds you want to try out, and still have the option of grinding further to get them to tier 3 to be more effective.

    It would also mean if you do decide to prestige a character, you will 'only' need to grind them to level 150, and you will immediately have a full set of viable perks with which to play with. Instead of being forced to grind out to level 300 before your well-earned bloody clothes are even viable to show off.

  • @SweetTerror said:

    I hate to make a blanket statement like this, but Behavior isn't going to do anything to reduce the grind. It's been over 5 years, and this has been a constant complain that has never gone away. And what makes it worse is the fact that they know that it's a big issue with their player base, and yet they still don't do anything about it other than give us some codes here and there for free blood points.

    It's because they're scared that reducing the gtind will means players having nothing to work towards and thus won't play the game.

    But there's going to be a breaking point at some point where the grind is simply too much for new players and user numbers will start to decline.

    They need to make the change before that happens, not after.

  • I think it should have a cooldown that matches it's duration. But apart from that it's fine.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2644998#Comment_2644998

    How is that fair to me? They are the ones with the trash tier wifi connection causing me to get incorrect information. I didn't chose to play against "Brad" from mars dragged into my lobby by their SWF buddies.

    I have been in so many situations where i am bumping against a survivor as they run towards a window or pallet and they just refuse to use Dead hard but are magically able to react to an instant swing. I have even had moments where i will just swing through them and their character will pause.... and then jolt forward.

    I guess auto dead hard cheat is way more prevalent then i thought if it isn't the server allowing some wriggle room.

    You're still not understanding it. It doesn't matter what their ping is, it could be 10, or could be 310, your 20 ping is the factor that allows for your attacks to be validated by the server.

    The fact that their Dead Hard hit the servers before your attack, despite them having bad ping, just indicates that they used Dead Hard early, probably because they have bad ping.

    They are not gaining an advantage by having bad ping, they just got lucky on the timing, or they compensated for their bad ping by playing safe and reading your actions far enough in advance, which is not easy to do.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2644359#Comment_2644359

    https://pbs.twimg.com/media/FConuBOWUAMksRQ?format=jpg&name=large

    The perk description says it has a range of 24 meters. No one is saying anything inaccurate when they say it's 24 meters.

    Not inaccurate to say it has a range of 24m no, but it's a little disingenuous.

    Most other perk or powers that have an area of effect deal with survivor-to-killer or survivor-to-survivor interaction, where you're concerned about the distance between two dynamic points. Thus the radius is the relevant measurement.

    Boon totems establish a fixed area of the map with the qualifyer being that you are within that area, and as such the relevant measure is the area of the map this takes up. So a diameter would be a more suitable measurement.

    Boons aren't exclusive in this though. Arguably some perks such as Jolt, especially from the survivors perspective of getting the killer away from any gens it could affect, would be in a similar boat.

    Basically if you're concerned about two points of interest where neither of those points are YOU, then diameter would be useful to take note of.

    As far as perk descriptions go, standardising them all with radius is perfectly fine. It's not difficult to multiply by 2.

  • @EldritchElise87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2644998#Comment_2644998

    I get why it happens, but are there any plans or possibilities to clean this up from a player perspective? Both on pallets and DH, seeing a hit reaction but not getting the hit feels like trash, takes you out of the game to have to double check the player icons to see what happened.

    There must surley be a better solution to validating hits than this, it should be game design 101 to not give players false feedback.

    The only solution is to give you no feedback until the server validates it. That could make the game feel very laggy depending on your ping.

  • This should just be a Monstrous Shrine rework.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2644857#Comment_2644857

    Explain why survivors with 100 ping are able to deadhard my 20 ping. It is decided by the server, but there is also a HUGE margin of error granted towards the survivor while screwing over the killer.

    Your 20 ping is enough of a gap to result in hit validation.

    Survivor DHs.......................You attack...server receives survivor packet..then your packet.

    Any delay between you and the server, provides a gap in which other players actions can be received by the server before yours.

  • @KerJuice said:

    The game is not Survivor sided- it’s Survive with Friends sided. You killer mains need to join us Solo Que players more often & more consistently. It’ll open your eyes. A lot of the stuff that doesn’t work against SWF works well against solo Que. And the stuff that DOES help against SWF is completely BUSTED against SQ. And that’s what got Wraith’s cheap ass nerfed. Still isn’t enough in my opinion, but I know SWF runs circles around him in his current state so I’ll compromise & take what I can get.

    SWF needs to be removed from public matches. The game launched without it, and personally I believe it was by design- not a time constraint to get the game out.

    Hard disagree.

    I mostly play survivor solo and I escape more often than I do the times I play with friends. Ultimately it comes down to how skilled the individual survivors are, and how they work together. Solo just means you can end up with anyone, including potatoes.

    So SWF comes with benefits, you can choose your teammates, and you can make up for some mistakes with good coordination. But that coordination isn't guaranteed, your SWF could be awful at communicating even on voice.

    The game might have launched without SWF, but it was added for a reason. Take it away and people will just lobby dodge until they end up together anyway, like they used to.

    Like it or not survivor is a team game, and to make a good team you need communication.

  • Nah, another non-human killer might though.

  • They didn't use Dead Hard after the hit, they used Dead Hard before the hit.

    Server latency meant you didn't see Dead Hard until after the hit.

    That's what server validation does, those split second differences between players apparent realities get judged by the server in the middle of them.

  • As killer, you never know when you're going to need to being it all to keep up the pressure, and sometimes you overshoot because your opponents aren't seal team teabag for once.

    Or maybe you're expecting multiple Unbreakables or Soul Guards or just tge last survivor coming along and picking everyone up, so you slug for the added pressure early on, you don't know if you'll be able to get later.

    If I realise I'm overpowering the team early enough in the game I'll probably hold back a bit, but sometimes you don't realise until it's too late and you get to a point where you either hook everyone or you fold and intentionally let someone struggle free, which could be patronising.

  • Anti-loop is literally the only power some killers have. Counter that and they're a basic attack M1 killer at regular speed.

    Why don't you just ask for a perk that wins the game?

  • I have to agree with TC. Probably play 60/40 Killer/Survivor. I enjoy both roles, but because all survivors play the same, survivor feels more like the "filler" role to me. Killer is where you can utilise different mechanics and playstyles, plus it typically has shorter queues.

  • It's already a Hex. If no one is on death hook then it's an entirely wasted perk, and it can be cleansed even when it works.

    I agree NOED is pretty oppressive in the right circumstances, but this would be too far.

    My prefered NOED rework:

    When the final gen is repaired, all remaining totems are snapshotted and you gain that many tokens. Survivors are exposed as long as you have a token, attacks consume tokens. In addition, it doesn't generate a Hex totem, so cannot be cleansed once triggered, it must be prevented preemptively.

    This adds a skill element because if you miss an attack you're wasting your limited instadowns.

  • This may well be a hacker (never seen the 2nd killer in the lobby before) but there have been instances where a survivor has been exchanged for another killer when loading into the game.

    Have had a Nemesis and Deathslinger before, except on the results screen the extra Nemesis was displayed with the details of the survivor who was meant to be there.

    Neither killer knew what was going on and they just dicked around for a bit, revelling in the absurdity of it before letting the survivors escape. The Deathslinger also had hatchets for some reason, they were on stream and as perplexed as the rest of the players.

    Presumably there was another game loading simultaneously that ended up with 5 survivors and ended before it began.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2642886#Comment_2642886

    It still doesn't make healing speed "too fast" like the title implies. Useless to use selfcare when you already have a medkit. Useless to use self care at all imo.

    The point is all of these perks come with healing speed increases, which stack. (Selfcare increases medkit efficiency so you extend your medkit use)

    I think CoH could do with a nerf to +50% instead of +100% (still faster than selfcare and still the biggest single speed increase)

    And then, there should be a cap, so that no combination of stacking buffs can exceed +100%.

  • @ThiccBudhha said:

    Oh, wow... I missed a lot of the boosted rate up Hawkins event because I was playing Halo. Feels bad. I knew I was forgetting SOMETHING.

    I've been playing and didn't get Hawkins once. If it was boosted it was unnoticeable.

    And I had about 50 HNL ID badges stocked before they were deleted...

  • Or just have totems destroyed when snuffed out.

    Remove the killer notification when a totem is blessed so you get a chance to use it before it's snuffed.

    Done.

  • @BaldursGate2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2641971#Comment_2641971

    It's a "strong" perk, because you only have one good alternative, that is high risk. That is a pretty bad balancing and has to change.

    Ruin is a terrible perk if you can't pressure survivors off gens.

    I find Jolt and Thrilling Tremors to work much better as slowdown. In fact Pop combos better with Thrilling, as it can either protect a gen until you get to it and Pop it, or it shows you exactly which gen you need to Pop.

    Pop, Jolt, Thrilling, Ruin, and in the right hands Thanatophobia. That's plenty of viable slowdown perks. What's so bad about that balance?

  • The way Pop works encourages you to leave the hook and find a gen. It's an anti-camp perk.

    Pop is a strong perk and it always will be. It has a drawback in that it's a gen-kicky perk, and kicking gens will always feel like a waste of time, but of all of them, Pop gives you the best value.

  • I played Otz's patented anti-boon build today. DOCTOR with hexes; Thrill, Retribution, Haunted and Undying.

    They still set up 3 boons within about a minute and double popped Haunted within seconds of each other.

    Back to Plague, Myers and Ghostface.

  • I agree with increasing the cooldown on Shock Therapy, but 4-6 seconds seems extreme.

    1.5s is currently quick enough that you can literally prevent the survivor from doing anything. Unhooks, Exit Gates, etc. You can stand there spamming it and you could literally hold the game hostage this way.

    But it is only just quick enough. If it was increased to 2s, that 0.5s gap would be enough to perform actions and get that unhook or open that exit.

    Reducing the detonation delay eats into this gap, so maybe reduce detonation by 0.2s, and increase cooldown by 0.7s.


    I don't think Static Blast needs any changes or notification. You'll just get survivors hiding in lockers as soon as its available, forcing you to use it immediately on cooldown.

    Maybe it could do with increasing the charge time slightly though. 2s isn't much time to react, at 3s you might have just enough time to sprint out of the terror radius if you're not too far into it.

  • @Tr1nity said:

    Think OP talking about I-frames immediatly after being unhooked, you have to wait until they are able to start moving t hit them, for obvious reasons.

    He also mentioned a speed boost, so it's not i-frames, it's Borrowed Time.


    I would suggest you play some survivor and learn the survivor perks. There's a large blind spot of ignorance here and you'll play a much better killer if you know how survivor works.

  • @dugman said:

    I think I’d like Ruin a bit better if, instead of being a totem, it was a perk whose strength depended on the number of dull totems on the map. So it could have regression at, say, 40% normal speed per dull totem. At full strength with 5 dull totems at the start of the match it would be 200% regression speed, later in the match the regression would decrease until if there were no dull totems less it would have no effect. That would make it have a similar effect but not be as swingy.

    Sounds like my old Hex rework idea, where all Hexes scaled with the numbr of totems remaining.

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