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Seraphor

Seraphor

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Seraphor
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  • Only survivor moms go there.

  • Some of my best Myers games have been on Temple of Purgation.

  • Basically Ruin lite, less powerful, so it's not a Hex.

    I don't dislike it, but my idea of a decent and healthy 'Ruin-lite' perk would be something like:

    When you hook a survivor, all gens begin regressing at 80/90/100% for the next 60s. All regression is paused while you are within 16 meters of a hooked survivor.

    So basically a limited Ruin that triggers when you score a hook and only if you don't camp.

  • How about snuffing a totem destroys it?

  • @VanitasRyuzaki said:

    https://forum.deadbydaylight.com/en/discussion/comment/2620121#Comment_2620121

    You do realize that would also limit the killer's own use of their perks and make it easier for survivors to avoid, the oftenly used NoEd. I don't personally run this perk at all, but it would cause another argument among the community as meaningfully suggestion do. I do like your idea of the totems being destroyed after being snuffed out, which would even the playing field for both since a lot of people are indeed running those perks.

    The only killer perk this would negatively affect is NOED, and even then, it's just bringing it back in line with how totems were treated before Boon perks.

  • @MrCalac123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622632#Comment_2622632

    Lol no, a 4 man group of Survivors escaping via hatch and a key is not "fair". Thank GOD this was changed.

    Multiple survivors escaping before all the gens are done is infuriating I agree.

    But once all gens are done, you don't need to patrol gens anymore. You only have the hatch and the exits to worry about, three locations, just like the last three gens. You can defend the hatch in that situation.

    If you can't, then yeah, four survivors getting out is earned.

    I'm not suggesting they revert all the changes. Having an unlocking animation that takes time is brilliant, and if anything makes defending the hatch even easier. They can't just all run past you and slide down the hole in an instant. It makes that hatch just one more exit, that takes time to open. THAT is what would make the hatch and keys fair and in line with Mori's.

    In that scenario, the hatch is just another exit. Would take just as long to open, requires a survivor to bring a key. Still requires survivors to complete their objective by doing all the gens.

    Meanwhile Mori's remove a hook state, after you've earned it by clearing the first two hook states.

    One more exit, one less hook state, after completing prior objectives. They're finally equal.

    The current situation is beyond pointless. If the killer finds and closes the hatch, then they're not just going to let you open it with the key that they saw you bring in, and as the one sole survivor remaining you have no option to do anything else.

  • @GoshJosh said:

    At the very least, when all gens are done.

    Agreed.

    I think removing the hatch before all gens are done is the right thing, but having it only spawn for the last survivor is a bit too far. It should spawn when all gens are done, regardless of how many survivors remain.

    Those survivors still need to make it to the hatch and use a key, which only opens it for 10 seconds, chances are multiple survivors aren't escaping at that point in the game, but if they do, that's a feat they've earned.

  • @Bran said:

    i wouldn't mind one more token, but regarding regaining tokens, that's a toughy. if we were to have it, could copy being near a killer not in a chase. but that doesnt seem cool enough. potentially getting unhooked could replenish the tokens.

    i don't agree with aoe. i stand by not all perks need to/ changed into team perks just keep the effect strong.

    4m (same as Prove Thyself) would be just enough to cover the survivors you are directly cooperating or interacting with.

    As it stands, if you're healing/being healed, Diversion is useless. If you're repairing a gen with someone, Diversion is useless.

  • Patch will break Spies from the Shadows and Calm Spirit, and somehow Hag traps won't be able to be placed near crows. Also Demogorgon wil make no noise when teleporting.

  • Hoping the power is similar to Hag/Freddy. When a survivor disturbs a crow, that crow can temporarily be used to teleport to (maybe the killer melts into a puddle of ink and then that crow transforms into the killer). Teleporting isn't instant like Hag, but the survivor-trigger would be similar.

    Add ons could affect survivors with different statuses when a crow is dusturbed, or crows actively pressure survivors.

  • I managed to 'grind' out the cosmetics in less than a week. Most of the challenges can be done in a single game.

  • @lemonsway said:

    Your mindset doesnt matter. The game is still an RNG infestation that you can't control and it will screw you or them over. It's impossible to play DbD and have fun because the game doesn't have pre-set parameters. It's Chaos without a purpose.

    I have fun as killer, maybe you need a different mindset.

    Haven't really changed the way I play at all. I bring whatever perks I like, though that often includes some slowdown, usually Jolt or Thrilling Tremors, Corrupt if I have a setup killer.

    Sometimes I get steamrolled by survivors, but often I get at least a 3K, whether that's because they legit got away or I decided to let the last one go.

    Killer for me has been fine under MMR. It's survivor I have issues with. Too many survivors play selfish now they know all they have to do is escape. Hook farming, leaving me to die on first hook, hiding in the corner until that hatch spawns. Not every game but more than it used to be.

  • Between losing his voice lines, the NFT crap, and a relatively steep learning curve, there's not much reason to play him.

  • I'd rather rework than remove, but Haddonfield is my least favourite as both killer and survivor.

  • If a gen is currently regressing then when a survivor starts repairing it, all they do for the first 2 seconds is pause the regression and if they disconnect within those 2 seconds it carries on regressing. They need to remain there for more than 2 seconds before the regression is permanently halted and repair progress is made. This eliminates gen tapping.

  • A small bit of Mad Grit should be made basekit; when you hit a survivor while carrying someone, the wiggle meter pauses for the duration of the animation lock.

  • @Nos37 said:

    "Kilers have 2 objectives: hooks and gen defence.

    Survivors have 2 objectives: gens and rescuing teammates.

    See how they complement each other?

    Both BBQ and WGLF deal with primary objectives. The hook related ones.

    BBQ discourages camping, it's a healthy perk."

    ----

    @Seraphor I agree with the two objectives for both roles, but BBQ rewards the Killer's primary objective, while WGLF only rewards the Survivors' secondary objective. Hooks are not the primary objective for surviors; zero unhooks are required to power the exit gate or get the hatch (or there would be far more AFK Killers who grief this way and take the game hostage).

    BBQ discourages camping, I agree, but WGLF encourages it. Only one survivor can get the WGLF token, and only if they're the first to unhook. This turns unhooking into a race, promotes unhook-rushing, and positively reinforces the Killer's camping.

    Hooks are just as important for survivors as gen defence is for killers. They're both more than 'secondary' objectives. If you don't unhook survivors you will lose the game, just as quickly as if the killer fails to pressure gens.

    A truly secondary objective would be totems.

    "This turns unhooking into a race, promotes unhook-rushing, and positively reinforces the Killer's camping."

    Only if you play like an idiot.

    You can prepare for an unhook, start making your way there before the survivor is picked up, and if you're using Kindred then you pick and choose the unhooks you can make more efficiently and safely.

    As I've said, I run WGLF with Kindred, I never need to rush for the hook or make unsafe plays, yet I usually get at least 3 stacks per game. Unhooks will happen.

  • Never thought I'd see the day I agreed with Sluzzy... but yeah, keys as they are now are utterly useless.

    There is allegedly a Key and Mori rework in the pipeline, which is why the hatch was changed the way it was.

  • AoE Distortion is a must, 4m or so would be perfect. As it stands, if you're healing someone or coop on a gen, Distortion is useless.

    I don't think Distortion needs a way to regain tokens, it's already a strong perk (barring the aforementioned coop weakness) because it gives you info that is useful for the entire match, you know what aura reading perks the killer is using and can use that knowledge to avoid them. You also know what aura reading perks they're not using. Being able to rule out BBQ saves you hopping in a locker when someone gets picked up.

    However, if there was to be a way to regain tokens, I think it should be high risk, and theme-fitting. Distortion is about remaining hidden, well, how about you regain 1 token for every 10 seconds you remain hidden within 10 meters of the killer?

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2620061#Comment_2620061

    Even with the DC penalties, entitled players just suicide on first hook because they can't handle loss. For me, quitters like that are the worst thing about this game.

    But with the DC penalty, they're far less common. Once every 5 or 6 games or so, instead of every other or even every single game.

  • The worst part of Boons in my opinion is that survivors can repeatedly rebless them. When they're used effectively, this forces the killer to repeatedly snuff them out.

    "But it wastes 14 seconds of the survivors time you should hope they keep reblessing them!" One survivor reblessing and playing stealthy to do so, another survivor taking the killers attention, that still leaves two survivors to continue the objective. Killer time does not equal survivor time, but it's not simply a 1:4 ratio, its dynamic, because of how different things demand different amounts of a players attention.

    Having to repeatedly snuff out a boon totem is simply irritating, and survivors who repeatedly rebless 'feel' like they're trolling you. It's simply not an enjoyable mechanic.

    • Boon totems should be destroyed when they're snuffed out.

    This would limit them to 5 uses per game, and bring them back on par with other totem related perks, most notably Inner Healing. It also means their treatment of Hex totems is fair, because a bless can be considered synonymous with a cleanse. Cleansing a totem removes the Hex, so does blessing the totem.

    If this is too big a blow to the boon perks themselves, then I'd add in a buff to compensate:

    • Blessing a totem does NOT alert the killer with a thunderclap audio notification.

    This would mean the killer may not know that there's a Boon perk in effect until it gets used, allowing survivors to almost certainly get some use out of it before it is snuffed out. Again, this is more on par with Inner Healing, where one totem = one free heal, well with Circle of Healing, one totem could = a few heals, before the killer realises it's there, finds it and snuffs it out.

  • You can't penalise camping or tunnelling, it's a gameplay choice.

    It's a simple fact of any asymmetric game like this, the single role has the ability to make the tactical choice of eliminating one of the group roles ASAP.

    There are other mechanisms in place to reduce the value of doing so, and instil a risk-reward equation. Camping a hooked survivor means other survivors are free to complete the objective quicker. However, this has to remain a choice, for all players involved.

    If survivors got a repair speed bonus when another survivor was hooked, then that would incentivise not rescuing hooked survivors. You'll probably find that such a system would result in more survivors dying on first hook because nobody would want to come and rescue them.

    The hard truth is that you are not entitled to an unhook. You got caught, you got hooked, you lost. If you're fortunate enough to get unhooked that's awesome! If not, too bad. That's the game you're playing.

    PS. are you my evil twin?

  • @lemonsway said:

    DC Penalties should not exist on a game that is this bad. The game barely works that alone is a huge con to having DC penalty system.

    A DC penalty system on a properly working game is acceptable but DbD isn't properly working. Don't trust me? check how manny times and how long have they been disableing Maps, check the FIASCO LAUNCH of the RE Chapter, hell check normal performance on "old" gen consoles. Then there's the constant bugs that hinder whatever gameplay there is, when there is any gameplay.

    As far as gameplay and annoying things go, you're further punished by DC'ing than enduring whatever annyoing stuff it is. IT's riddiculous that' i'd rather suffer what is annoying me than just go and find some other match.

    DC'ing doesn't ruin the game for others, this is the biggest BS argument ever, i've lost matches vs 3 survivors cause guess what, the match was unbalanced to begin with that i didn't had a chance even against 3 survivors now imagine if there was a 4th survivor who didn't DC, for whatever reason it might have been,, bad map, bad rng, builds, etc, all elements you can't control, you can't control the ######### optimization, you can't control the poor graphical quality, you can't even control your build, it won't work unless everything is falling in line to your side. And it's the same crappy game for both sides.

    I've had 5 gens done and then i get killed because someone decided to bring the killer to gates immediatly, i've been 1 hooked because everyone was afraid of playing, i've been tunneled, i've been camped, i've brought teams from a losing game by pulling double rescues and taking hits.

    I've been doing this for 3 years and with each passing year nothing changes, the same issues, the same non solutions, the same disregarding of actual active player input. Over the last year i've probably spent more time here in the forum than actually playing cause playing the game is a miserable experience.

    Point is no matter what DbD isn't FUN, it's a frustrating game no matter what. Even if you "Win" you won't have fun, it will be a one sided victory, never will it be a close call game where player decisions actually changed the outcome. IT will always be whoever the game doesn't screw gets to win. That isn't a game worth having DC penalties.

    The way to avoid people Dc'ing is by having a proper game that works and is fun to play. DbD doesn't do those things so a DC penalty is just making players feel even worse and have less enjoyment or will to play the game.

    No DC penalty makes the game worse, as is demonstrated every time they disable the DC penalty. Everyone just DC's when they don't get their way, and the game is unbearable.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619980#Comment_2619980

    That doesn't require you to interact with anyone else, and you can do solo, like I mentioned before.

    Bring a Medkit

    Find one in a Chest

    Selfcare

    Inner Healing

    Circle of Healing

    Find another survivor

    Healing is not difficult.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619973#Comment_2619973

    Searching for an RNG item in a chest while the timer ticks down?

    Yeah, BHVRs not gonna implement that.

    Depends how it's implemented. We already have a killer that has a similar mechanic but with reverse bear traps.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619960#Comment_2619960

    I'm failing to see how you connected that to what I said?

    "Punishes solo survivors and forces you to find another player"

    You have so many options for healing.

  • Because the seeds can only be used for four more days but your escape cakes and party streamers can be saved for later.

    Also, the event bloodpoints are applied in game, which means you can exceed the 32k cap and get additional multipliers on top of that.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619923#Comment_2619923

    That just sounds like old Borrowed Time with a much larger timer. Since BHVR changed this, I doubt they'd make a mechanic that returns back to it.

    I don't think they'll resort to a status effect that FORCES you to interact with a second player, for a couple reasons. The first is that it would not have counterplay if there were two people left in the trial. And second would be the way it disproportionately affects solo survivors. BHVR tends to favor status effects that are either temporary, or can be resolved on your own.

    Medkits also exist.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619698#Comment_2619698

    Unless I missed your /s, you just recreated the injured state.

    ...no?

    You missed something but it wasnt /s.

    Another status effect, that can be applied when injured like Broken or Deepwound.

    You get a timer like Deepwound, but it's about 120 seconds instead of 12 seconds. You can only remove it by healing to full health. If you don't, you're put straight into the dying state like Deepwound.

    It's Deepwound lite with a stricter removal cost.

    It would force survivors to heal, or in Plagues case, force them to cleanse.

  • Could be a good idea for a new status effect though. Like a semi-deep wound effect, not quite as urgent, but you can't just mend yourself, you need to heal.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619673#Comment_2619673

    The games I can think of where that makes sense are typically RPGs, not multiplayer PvP. And yes, I’m against this sort of bonus as a “balancing mechanism” in other PvP games too.

    But ultimately you're asking to reduce options just because you don't want to use them.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619615#Comment_2619615

    Again, the feeling you need to grind is more of your mindstate than the game. You could simply be playing with what the bloodweb is offering rather than forcing yourself to get very specific perks or rare add-ons for specific builds.

    So like I said, they should take a pass at replacing bloodpoint bonuses on perks and add-ons with effects in matches. If they also feel that they want to “make up the difference” then they can increase scores and offering bp boosts to compensate. There’s literally no need for the boosts to be on perks in the first place.

    Why is there no reason for BP bonuses on perks?

    It offers you the choice to choose additional bonuses.

    Many games have unlockable skills you spend your stat allocations that boost EXP or currency gain. It's the same concept.

  • Everyone keeps saying it would force meta survivors, but I think its entirely possible to create a system that doesn't.

    If it's a few 'stats' with minor increases, where each survivor has a slightly different stat allocation, it could be just enough to be effective without being so much to create a meta.

    For example each survivor has the following stats:

    Healing speed

    Unhooking speed

    Vault speed

    Exhaustion decrease speed

    Gate/Chest unlocking speed


    Each survivor has up to 3 points in each category, which translates to 1% per point, but with a maximum of 6 points.

    Claudette:

    Healing +3%

    Unhooking +2%

    Gate/Chest unlocking +1%

    Meg:

    Vault +3%

    Exhaustion +2%

    Gate/chest +1%

    Dwight:

    Gate/chest +3%

    Vault +2%

    Healing +1%

    Jake:

    Unhooking +3%

    Exhaustion +2%

    Vault +1%


    +1% is fairly inconsequential, but +3% could make a difference, and +3% on healing would synergise with Claudette perks. Meanwhile you wouldn't be forced to play Claudette for a healing build, because there will be other survivors who have +3% or +2% healing.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619596#Comment_2619596

    Like I said above, if you want more BP then the solution is ask them to increase the base scoring events and/or offering bonuses. There’s literally no need for a perk to give you that bonus.

    But the perk is what we have.

    When we get the BP adjustments we can talk about removing them from the perks.

    We have 96 survivor perks and growing each patch. The grind is insane.

    We need to add more ways to gain BP before we start taking them away.

  • So what else am I getting to replace the 100% BP bonus you're taking away?

    There are plenty of other perks people can use if they don't care about BP. Use those.

  • @dugman said:

    Generally speaking I’d love for all perks and add-ons that give bloodpoint bonuses to replace those bonuses with game mechanical effects that directly impact the match. The idea of “balancing” perks using bloodpoint bonuses seems counterproductive since many players don’t really care about the boosts, and even the MMR itself doesn’t care at all about bloodpoints. So for example, replace the bp bonus on We’re Gonna Live Forever with, say, a healing speed or gen speed boost or temporary movement speed boost, anything really that actually affects the match itself.

    Same goes for all the killer add-ons like Padded Jaws which weaken the killer in exchange for points. Replace those bp boosts with beneficial match effects, like with Padded Jaws maybe he can carry a couple of extra traps and more traps are on the map instead of bloodpoints, or maybe something unique like he can grab a trap out of a locker and a random trap on the map disappears. Anything that helps Trapper in the match itself would be fine.

    I think if they made a pass at any perk or add-on that includes bp bonus and replaced that bonus with something to help in the match itself it would be a great way to encourage a wider variety of loadouts and also make it so if a survivor or killer is playing oddly due to one of these perks or add-ons it at least makes sense in terms of balancing the match results.

    I absolutely care about the BP, that's the whole reason I use BBQ and WGLF. Don't you take my BP away.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619489#Comment_2619489

    there are 2 teams of killer and survivor

    Why does the villain get double blood points?

    And the survivors are only individually

    Then let this perk act like an aura !!! Who was within a radius of 40 meters will receive a token

    Otherwise, the race begins who will save

    What do you mean? All players get their BP bonuses individually.

    Killer running BBQ = one player getting up to 100% BP bonus.

    Survivor running WGLF = one player getting up to 100% BP bonus.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619364#Comment_2619364

    Then BBQ should have nothing to do with hooks. The Killer should have to go out of their way to do something else for tokens

    Kilers have 2 objectives: hooks and gen defence.

    Survivors have 2 objectives: gens and rescuing teammates.

    See how they complement each other?

    Both BBQ and WGLF deal with primary objectives. The hook related ones.

    BBQ discourages camping, it's a healthy perk.


    The alternative you suggest would target the gen related objectives.

    A killer perk that gives you a stack every time you kick a gen.

    A survivor perk that gives you a stack every time you repair a gen.

    It doesn't take a genius to realise those actions are significantly easier and less risky than the hook related objectives.

  • I have no problem running WGLF. Going for unhooks and protection hits doesn't necessarily mean throwing the game.

    The fact that you have multiple ways of gaining stacks means you're not forced to do any one specific thing.

    I usually just prioritise unhooks (with BT and Kindred) and if I don't have 4 hooks by endgame then I'll try to get the protection hits at the exit gate. Sometimes protection hits just happen in the natural course of the game.

    If the killer is camping, that's 2 stacks guaranteed.

  • @Nos37 said:

    "Now you have a deadly ability and everyone is one shot."

    ----

    You mean OR have a deadly ability, not and. If the survivors don't cleanse, they are one-shot. If they do cleanse, then you have a deadly ability but they are no longer one-shot.

    Well one survivor could cleanse, giving you the ability to down the other three at range.

    Personally I prefer the "trigger corrupt purge when a gen is repaired" add on, with the +40s object infection you still get a somewhat-forever plague build.

  • I've found solo survivor getting worse lately as other survivors are playing more selfishly. Side effect of people knowing how MMR works I guess.

  • They're single use, first come first serve, so no. By the time you've typed it out on console, someone on PC has copy-pasted it.

  • They stack for the person who burned the personal offering.

    The game doesn't take notice of who burns the offering at the load in screen though. If you play party streamers and the other survivors all play personal offerings, it'll 'pop' for all of them, but each one is only stacking for the survivor who played it.

  • Killer isn't obligated to do anything in the survivors interest.

    That said, if there were 1 or even 2 DCs I'd go easy and farm some points with you.

    But 3 DCs? Never had that before, and frankly it sounds like the game is a write off at that point. You're not winning, it'll take you forever to repair all the gens. Might as well end the game as quick as possible by hooking you right away. It'll save you a DC penalty. Unless you can get to the hatch first which is just as good.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617206#Comment_2617206

    Ah, but by chasing you to the door I have already lost my "pressure," right? So which is it, opening an exit gate loses pressure, or is it Survivor stopping for a second at a preprimed gate made all the difference"

    What are you talk about?

    Breaking chase in any scenario removes pressure.

    A 99ed gate is a free escape, in a chase.

    A 99ed gate benefits the survivor, the only way to deal with it is to open it yourself, but in order to do so, you need to break chase.

    It's catch 22.

    "Which one is it?" It's both, it's two mutually exclusive scenarios you have to choose between, neither works out for the killer

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617188#Comment_2617188

    Reading that situation, I have to ask you "what pressure?" Their killer game circled the drain long ago.

    And if there was any gate regression, what's their goal in that scenario? Somehow keep both a kill secured AND still keep the gate closed? And 3 survivors, who by all means absolutely dominated earlier if I understand OPs story, those survivors are just going to dink around while all of them get slowly picked off? That's the best case scenario?

    By far the biggest issue with 99ing a gate, is chasing someone to an exit, and having them open the gate themselves, in a chase, and still getting out.

    There is no risk at all.

    Even resetting to 95% after letting go would be enough to pause the survivor for a second.

  • Forgetting giveaway codes for a second, when are we going to get joystick deadzone settings on console?

    Other games have this, it'sa basic thing. Without it, ranged killers are not viable, at all. All ranged killers. Huntress, Deathslinger, Trickster, Plague, Pinhead, and Nurse because her blink targetting is similar.

    PC have a mouse, you literally click on what you want to hit and you hit it.

  • @[Deleted User] said:

    "you have to give up chase or abandon a hook which means another survivor can safely get the unhook and make their way to the 99’d gate"

    If going to open a 99'd gate was going to lose you so much pressure, then your fate was sealed at the end of that round. No amount of exit gate regress could change that.

    Opening a gate literally removes ALL of your pressure. Unless you happen to have a slugged survivor ready to hook and Blood Warden.

    Survivors now have an escape route and are not in a chase.

  • @[Deleted User] said:

    I swear i had quite a few offerings but i only got 100k

    Same. I thought I had about 50 between all characters, but only got 100k.

    If that's only worth 100k, how many did the people who got 1.1mil have?

  • RIP console players

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