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Seraphor

Seraphor

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Seraphor
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  • Levelling up perks still has a sense of progression to it, which I doubt they want to take away, however the grind is getting exponentially unbearable.

    I think they should make all perks automatically available at Tier 1 when you unlock them.

    So say you get Nancy to level 35 and learn Better Together. Every survivor immediately gains access to Tier 1 Better Together, so only tiers 2 and 3 need to be grinded out.

    This reduces the grind by a THIRD, and it also eliminates some of the pressure to grind out perks, as you will be guaranteed to get that perk at least at tier 1, even if you don't get it to tier 3 for a while.

    This wouldn't reduce the 'value' of bloodpoints or bloodweb levels for established players at all, but it would make the newbie perk grind significantly more reasonable.

  • Pyramid Head isn't bad, he's not especially strong either though, fairly average or just above average, but if played well can certainly stand up to most survivors. Although as with any killers that aren't Nurse, Spirit, Blight or Wraith, will struggle at the highest level, but at anything less than red ranks (and then even sometimes at red ranks), all killers are perfectly viable.

    Using his power well typically involves predicting survivor movements though, which can take a long time to learn. Because there's a slight delay in using his AoE you want to aim where the survivor will be in a second or two, not where that are this moment, ideally penning a survivor into a narrow area where they can't dodge it so easily. And you want to lay his torment down in places that survivors will be forced to walk, to increases the chances of them becoming afflicted.

    One thing that is sometimes considered "bad" about him, is his cages of attonement. Using these will prevent you from getting any use of out hook related perks, such as BBQ & Chilli, or Pop Goes The Weasel, which are both meta perks. However likewise, they also rob survivors of hook related perks as well, so it's a two-way street. It especially negates Decisive Strike, which gives him a slight edge in some cases.

  • Jill's sweater would have a giant Star on it.

    Leon's would have a glass of wine or... Sherry.

  • You learn to anticipate Tinkerer. You learn when a gen has reached 'about' 70% progression, and then you act a bit more carefully, anticipating a killer without a terror radius.

    Just like how you anticipate BBQ and get in a locker, or you anticipate NOED and cleanse totems.

    But I do like the idea of Tinkerer having a 'once per generator' condition, or even a 'once every 60 seconds per generator' if that's even possible to code.

  • I don't see why they wouldn't be able to update any other Legendary skins, simply because they won't be able to change Jonathans.

  • Take a flashlight. It's basically a portable pallet, and you don't even have to have very good aim.

  • @White_Owl said:

    Iirc they are working on implementing bots to replace survivors who DC.

    Sounds like it would be very tricky to balance for all scenarios.

    What if a survivor DC's on death hook (potentially to remove the killers ability to Pop/BBQ), and is replaced by a bot.

    Would that bot also be on death hook? Or would it be a 'new' survivor with three hooks left in them?

    It would likely be significantly easier to find and down a bot than a player, especially at a high level, and so does that bot just count as free hooks, and thus free Pops and BBQs? Likewise, free hook farming for the survivors?

  • You could make a case for 45 seconds not being long enough for Pop. However, whether it had 45s or 60s, there will always be those scenarios where you're rushing to a gen to get that Pop in time, whether at 40s or 55s, and could potentially eat a Blast Mine, in either scenario. So increasing Pop to 60s wouldn't eliminate that problem.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2445875#Comment_2445875

    The issue with your post is that you are implicitly stating that you're doing it to grief, particularly because of the 3x BPS.

    Regardless of your views on the topic at hand, this behavior is not cool.

    I would argue that DCing to negate players offerings is just as much or as little grief as switching to four flashlights at the 6s mark.

    Regardless, I had every reason to want out of that match. Are you aware of how lightburn affects Wraith?

    It completely negates his power. You cannot decloak faster than lightburn. Those four survivors essentially had portable pallets.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2445856#Comment_2445856

    I can promise you they delete posts advocating DCs, it's punished in game with an automatic ban system, therefore it is against the rules.

    There is literally an in game option to "leave this match". A button they have programmed for you to press.

    The in game punishment is a deterrent. Not a ban for "breaking the rules".

    Maybe you're confused, it's forcing a DC while loading into the game that's not allowed, as that bypasses the DC ban and prevents a depip.

  • No

    No

    No

    No


    Hatch is necessary for one remaining survivor, and spawning when all gens are completed is fair. This would make bringing a key more comparable to a mori.

    Issues arise when the hatch spawns while there are still gens to repair. 1. Survivors haven't finished their objective and so escaping means bypassing objectives. 2. You can't in the slightest effectively defend both gens and the hatch.

  • @Bluerry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2443294#Comment_2443294

    It would be better at least you would know and may try to go where hatch spawned if u know but still survivors will find the hatch and then dc it is still not a good thing but better then how it is now

    Well they wouldn't need to DC, as it wouldn't give any advantage over simply getting hooked and killed. Unless the killer is slugging for the 4K.

  • I don't see why giving the Hatch a 10 second delay after a DC would be a huge problem. That's about the same amount of time it takes a survivor to die on final hook after the killer has regained control.

  • Because this isn't an FPS and it's practically impossible to aim hatchets on a controller with DBD's godawful joystick deadzones.

  • It's a cool idea. The fact that it protects Hexes while being one itself, is kind of like Undying, so I don't think it's too strong.

    I would say maybe the Cursed notification not being shown is a bit pointless in some cases, and a bit OP in other, because you'll know when Ruin is up if the gen automatically regresses, and you'll know when Devour or NOED are active because you'll be exposed, and if it didn't show you were exposed, then it would make Devour/NOED way too strong.

    But showing Hex totems as Dull totems is a cool idea for a Hex perk.

  • The penalty for facecamping is the other survivors get all of the gens done.

    You didn't do any gens while he was facecamping did you?

    You gave him those points.

    Facecamping is usually a guaranteed 2K or even 1K if the other survivors do all the gens.

    I had a Deathslinger facecamp not too long ago, the rest of us escaped, and the killer got 10k BP. I mean so did the rest of us because no one else got chase points or unhook points.

    Edit: I didn't even look at the screenshot. Yeah you didn't get 'hardfacecamped' there, you literally just won the game.

  • @Marik13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2441866#Comment_2441866

    It is hurting the killer because you essentially give that one survivor an extra life, meaning I now have to hook that survivor for a 4th time to get them out of the game, making my already pain in the ass objective of scoring 12 hooks total, go up to 13. Keep in mind, each hook counts as 8% towards me reaching my goal. By making me have to hook someone 4 times, even if it's just one survivor, giving me 13 hooks to chase, then each hook counts as 7% for my objective, where as survivors don't get penalized for reaching their own objective. Which again, this could be abused by SWF teams as well, swapping out intentional unsafe hooks to buy extra time for an easy 4 escape.

    The killer's job is to kill. Yeah it sucks for the one survivor who gets unhooked unsafely, but that's where awareness needs to kick in for the team before they go for the save. Punishing the killer for doing their job when the survivors make a mistake, is wrong.

    So? plenty of perks give survivors 'extra lives'.

    Adrenaline, Power Struggle, Decisive Strike, Unbreakable, Soulguard, No Mither, etc.

    It would have a very narrow and limited use, and then it's gone for the rest of the game.

    And so what if it means you now have to make 13 hooks instead of 12? It'll be the single easiest hook you'll ever have had to make, and it wouldn't have taken anything to earn it.

    Survivors can get penalised for completing their objective too: Rancor, Bitter Murmur, freaking NOED, Pig's bear traps, etc.

    All this perk would do, is IF, you immediately down someone after they were unhooked, IF that survivor is spending a perk slot on this skill specifically, then you don't reduce a survivors life gauge by one entire hook state. They would still lose gauge over time as usual.

    They could just as easily have been using DS instead, in which case, the result would likely be the same, you missing out on an immediate hook and the survivor in question gaining a health state.

  • @Marik13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2441810#Comment_2441810

    So if it was an unsafe hook, then why would you punish the killer for the mistake of survivors? You know how many times I've hooked a survivor, taken ten steps away from the hook, get the ping for the unhook, and go back to catch the survivors healing right under the hook? I wasn't camping, I was going to go out and look for people. Are you saying that I should give the survivors a pass for making a bad play?

    But the survivor that got unhooked shouldn't be punished either.

    And you're not really getting punished as a killer for that. It's wasted about 10 seconds of your time immediately rehooking that survivor, and you've gained another hook score event, while keeping two survivors occupied. You simply haven't gained a hook state progression for the 2nd hook.

  • I feel like if more Scourge Hook perks are introduced, then they should ALL increase the number of Scourge Hooks.

    Maybe something like: 1 Scourge Perk = 4 hooks, 2 = 6, 3 = 7.

  • @Marik13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2440942#Comment_2440942

    Nah, the problem with preventing a hook state if they're hooked twice in a row is that it rewards bad survivors. If you get unhooked and the killer comes back and you as the survivor don't run or hide in time, then why reward you with an extra hook state? I say this as said bad survivor who has been caught in this exact situation cus I didn't do a good enough job of running or hiding. Plus it could be abused by SWF teams, by having the person purposefully allow themselves to get caught to buy the rest of the team extra time.

    Alternatively you could be farmed off the hook right in front of the killer.

    30 seconds is less time than you get for DS, if you were rehooked within 30 seconds, chances are it wasn't a safe unhook, the killer was actually camping, or both.

  • I don't think this needs to be an entirely new item. Maybe an add-on for the medkit could be something that could affect exhaustion. But this idea as you've presented it is almost entirely a nerf to survivor.

    Maybe limit it to just: Exhaustion reduces healing/repairing efficiency by 3%.

    Then make a medkit add-on that reduces exhaustion duration by 50% or something, for one use per game and consumes the medkit on use.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2441328#Comment_2441328

    They could make it cheaper, for some mid-chapter.

    I would buy it even as normal DLC price. I don't care about fair, I want werewolf and I like Demo power. It is good idea to combine it and definetly better than gatekeeping it for new players.

    If they will not want this, then I would suggest make demo perks free for all. There isn't any free for all gen regression perk, so it would be nice too.

    I thought they are making Demo, Nancy and Steve perks free for all, they're becoming generic perks right?

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2441297#Comment_2441297

    So you think new players shouldn't have option to play this killer?

    I would definetly want to keep demo for players who own him already, but there should be option for new players, that will like his power.

    Demo wouldn't be leaving if it was my choice, but he is.

    I don't think they should go down the route of outright copying existing killers. I don't want a future chapter and killer to be 'wasted' on replacing Demo.

    I think they could add a new killer that is similar to Demo so it fills the same niche, while being different enough to bring something new to existing players.

    It wouldn't be fair to have existing players have to buy the same killer again.


    As an example of how it could be similar but not the same:

    Maybe the Werewolf has a Sprint secondary power, long cooldown, about as fast as Legions sprint maybe, and if he hits someone while sprinting he gets fatigued for a few seconds. This gives him increased map pressure, but isn't using portals.

    Or his power could be to transform. Instead of map pressure he gets some 'stealth' mechanic where he becomes a survivor without a TR or red stain and his aura becomes yellow.

    In each case, keep Shred the same, and holding 'Of The Abyss' still grants some kind of info.

  • I don't think Demogorgon needs to be replaced, but it is a niche that could be filled by another similar killer. So I'd be all for a Werewolf killer, or maybe a Wendigo, but without the portals please. leave that for Demo.

  • Agreed. I think his footsteps need to be toned down by about 20-40% in general, but his screams should be about 20% quieter for just the killer.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2441111#Comment_2441111

    Didn't say anything about why is it a bad idea. And also needs to exaggerate... Instead of "I don't like this idea" must say "one of the worst ideas ever".

    We don't all need to repeat each other. Enough people have already explained why it's a bad idea.

  • @WaveyTrey said:

    You’re all saying it empowers the survivor way too much, and makes it unfair as is. This same logic can also be used in reverse.

    “If the Survivors are any good they can dodge the killer the whole time even if they’re tunneled. Git gud mate!” - Not if they’re relying solely on Bloodlust until they catch you. Not if they attack right after you’ve been unhooked. Not if they’re ignoring all objectives just to get you. Regardless of how much time the killer wasted it’s still not fun for the person being tunneled.

    Reverse Logic: “If the killer is ANY good you should be able land an attack within the first 30 seconds, and then down them within another 30 seconds. So the killer should simply git gud.”

    Usually when I’m tunneled it’s HEAVY. Like, the WHOLE match. They’re using Bloodlust T2+ to get me, and they are avoiding pallets altogether (Too far to be stunned, and will never kick them). They simply get their nitro boosts until they catch me. Then the moment I’m off the hook they repeat this process. Even if all the gens are done it’s still not fun for that one person. No different than survivors bullying the killers. It’s not fun.

    Again. The power only works if they never received any damage, maybe even modify it so that it activates when killers GET Bloodlust T2. Trickster, Huntress, and Deathslinger can damage you before that. Blight, Nurse, Spirit, HillBilly, etc? Their mobility negates this altogether if you know how to use them..! Clown? He has Invigorate so he should able to hit a player BEFORE that power even kicks in! Essentially MOST killers are able deal some type of damage within 30 seconds of a chase without needing Bloodlust…! Rendering this ability useless. Especially if it only kicks in after Bloodlust T2. You should’ve caught them after getting Bloodlust T1!!!

    C’mon folks… If you can’t hit a single player after Bloodlust T2 kicks in (30 Seconds?) then I dunno what to tell any of you people tbh. Just saying 😂 . If you guys all have thousands and thousands of hours as you say, and you do this to get people…. Not for a meme build. Like actual meta…. Well… I have mere hundreds, and I am never pressured to do this. Never. Ever. Normally I get a down within a minute without any Bloodlusts. Unless I’m abusing “Tunneling Trickster” build that needs No Way Out stacks (Being toxic towards one person typically pressures the others to take 1 down for the bullied person. So I get all 4 stacks). Once he gets his 4 stacks he stops tunneling. 🤷🏽‍♂️ 😂

    What if the survivor and killer are evenly matched? How long should the chase last then? Shouldn't it be infinite?

    Chases that last more than 30s aren't tunnelling, they're long chases, and they benefit the survivor. As a survivor you want a long chase, because it wastes more of the killers time.

    Not all killers have a power that allows them to 'catch up' to survivors. That's what bloodlust is for, to aid basic M1 killers, and tip the scales in those long chases where the survivor clearly has the upper hand.

    If a survivor can endlessly run the killer because of an apparent skill gap, then that survivor could potentially hold the game hostage. Imagine if it's the last survivor, killer has closed the hatch, but it's just an endless chase that never ends because the survivor is slightly better skilled at loops than the killer.

    Without bloodlust, the killer is gaining no ground, and simply hoping for the survivor to make a mistake. That could happen.

    With bloodlust, the killer has a chance to catch up after a while, and end the chase.

    With your perk... the survivor gets a permanent sprint boost, and if they lose it, they get another one after 30 seconds.


    Tunneling may not have one single definition, but there are certain things that definitely aren't tunnelling. Which includes things like; going afk, hooking different survivors, farming, not playing the game at all, and being in a chase for more than 30 seconds.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2441064#Comment_2441064

    You need to walk to those godpallets, survivors can do gens in the meantime.

    And yes, I know that this idea needs more polishing. But instead of just saying "no", try to come up with creative ideas how could this be made possible and viable. With negative attitude it is going to be hard to come up with new ideas and mechanics.

    You can just as easily drop and break them when you encounter them.

    Typically a survivor will loop a pallet for a while before they drop it, usually only dropping it when you're within stun range. You can waste 20-30 seconds simply looping the pallet waiting for them to drop it.

    This way, you chase a survivor straight to a pallet, they run through it without dropping it, which means they intend to loop it a few times until they can stun you with it. So you drop the pallet, robbing them of the stun, and forcing them to the next loop 20-30 seconds earlier.

  • Add more gestures please.

  • Drop and break a pallet to remove a strong loop.

    Eliminate all the pallets and survivors have nowhere safe to run to.

    Win.

  • @Dino7281 said:

    Just do same to survivors. You want to take me to RPD, or Haddonfield with offering? Cya.

    Tactical DC is pathetic. I have lost games, because of survivors DC before I could kill them on hook, because I didn't get Pop / BBQ. I failed several adepts, because of noobs like that. They should just bring back DC penalty. You want to DC? Sure, you don't need to play for a while.

    The DC penalty is back.

  • @Nikkiwhat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2440928#Comment_2440928

    With how Killers can be in my experience, it's easy to get face camped to death in back to back games, have Survivors that sandbag or play poorly & games end too quickly. It's why I rarely play Survivor & stick with Killer anymore as my GF quit playing years ago because of such players, so solo queue us an abysmal experience..

    So no, it's pretty feasible that there are obstacles outside one's control that makes doing certain challenges, esp some "do x multiple times in one match", a utter slog and headache to try to get accomplished.

    Getting tunnelled out of the game happens, but its not every game. My solo experience is nowhere near as abysmal as yours. In fact I tend to do better in solos than I do with my friends as a SWF. I usually clear most of my challenges solo.

    Getting caught in the first place is always going to be partly your fault.

  • @ZaroktheImmortal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2440954#Comment_2440954

    Shrine has 4 teachables at the cost of shards. No guarantee you'll see the ones from them in any specific ones and you'd have to wait over who knows how many to collect them all if they all appear in it.

    Admittedly, with each new chapter, the perk pool significantly increases. So they could probably do with revamping the Shrine to include more perks at once.

  • @ZaroktheImmortal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2440712#Comment_2440712

    Hmm are they? If so maybe they should give rewards like extra blood points or something for people who already worked to unlock them.

    That's exactly what the Shrine does.

  • Original characters should have a 'shelf life', something like, after 2 years, they become free/default with the game.

    They already do this to an extent with console. Nurse, Doctor and Huntress are all free killers, as are the survivors that came with them. But we could have potentially added Hag, Spirit, Clown, Legion and Plague to that as well by now.

  • I don't think this is a terrible idea. At least with a bit of refinement.

    Hooking survivors currently automatically knocks them down a hook state. Well what if that entire hook state was only progressed if the hook wasn't the same survivor in succession.

    The hook progress would still carry on ticking, but if they were immediately rescued and then immediately rehooked, they would have only lost the natural hook progress, not an entire hook state in just a few seconds. It would solve hook farming too. Even if it only did this once per survivor per game, so two successive hooks would eliminate the hook state.

    Alternatively make it a survivor perk: When unhooked, if you are rehooked within 30/35/40 seconds, you don't lose a hook state. Effect is removed for the rest of the trial once a hook state is lost.

    There's bonuses for both sides. Survivor potentially gets an additional hook state if rescued/hooked fast enough, survivors who rescue them get an extra shot at rescue points, killer gets more hook points.

  • If you can't do that in 4 games then you're not even trying.

  • @MeltingPenguins said:

    it became tunneling the moment you didn't drop her again.

    Going back when someone gets unhooked isn't tunneling. Hitting them cause you cannot assess if they're trying to take a bt hit or just got unfortunate with the direction pick isn't tunneling. picking them up for ds isn't tunneling.

    But the moment you say 'okay, they didn't have bt, they didn't have ds or missed it, let's hook them again' that is tunneling. maybe swap stbfl for whispers or play more survivors to learn where to hide.

    Putting her down after picking her up to allow her to get away, is throwing.

  • This goes hand in hand with killer shaming too.

    Spirit is a killer in this game. You are allowed to play her. No explanation, excuse or apology needed.

  • This is a troll right?

    No one seriously thinks being in a chase for 30s = tunneled. Right?

  • @coolmacc said:

    https://forum.deadbydaylight.com/en/discussion/comment/2438682#Comment_2438682

    Not easily accomplished I don’t have 1000 hrs to know where they spawn so it’s run around the map and get lucky use a perk slot

    There are four survivors, you can all do one each very easily, and one of you does two.

    At high level play, the only Hex perk that really gets used is Ruin, and usually with Pop because it's expected to vanish at some point in the game.

  • Also why would this even be necessary, when we actually have The Cenobite in the game?

    Play The Cenobite?

  • The last week gave me some of the better killer games I've had in a long time.

    Now it's back to red rank sweat squads 360ing, crouch dodging and bodyblocking me constantly. Killer is unplayable again, until the next MMR test...

  • Gen speeds are balanced for end game. When there's only one gen left, and three gens for the killer to patrol it's in the killers favour as it's harder for survivors to avoid the killer.

    If there is a close three-gen, then slower gen speeds would be prohibitive.

    It would be nice if there was some kind of scaling slowdown mechanic, that made gen speeds slower at first. It doesn't just need to be "the first gens are slower", but it could be something like, kicking a gen instantly regresses it by 1% for each gen that needs to be repaired. So at 5 gens it's 5% regression, and the last gen, kicking only regresses by 1%.

  • That would destroy matchmaking.

    Say a SWF each disable Spirit, Nurse, Blight and Wraith. That's four popular high level killers they can't be paired against, and if those are the only ones within their rank/MMR bracket to match with, then they're going to be waiting a very long time.

    Likewise. If 80% of survivors have disabled Spirit, and you play Spirit... you're going to be waiting a very long time.

  • Oh don't forget Unbreakable.

    Lord help you if someone gets unhooked during EGC.

    Can't hit them cos BT, so have to wait 12s.

    Then you can't pick them up cos DS.

    But you can't leave them either cos of UB.

    3 permanent perks all survivors have as deterrents.

  • Like killers have to assume every survivor has DS, DH and BT then?

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2435796#Comment_2435796

    Grind is insane and 250k doesn't change much. That's 5 bloodweb pages. I can earn it in 3 games.

    Most games with SBMM show either ratings or statistics, if they are scared players will abuse their system, then that system is not good enough and it shouldn't be implemented.

    and where did you get info about not being able to depip?

    It was mentioned by a dev on the forums at some point.

  • MMR is designed to be hidden so players DON'T game the system.

    "I have maxed every killer I wanted and have every perk, so I just can't give less [BAD WORD] about extra BP."

    Good for you, but the perk grind is ######### insane for the rest of us who haven't maxed everything.

  • The Trail of Torment change seems unnecessary, it's possible to improve what it does rather than completely scrap it and start again.

    For example, make the affected generator regress at 100/125/150% speed, so it can be used as a gen slowdown perk as well as just a stealth perk.

    Additionally, have the survivor who taps the gen and cancels the effect become affected by Oblivious for the remaining duration. So the effect would be cancelled for the other survivors, but the one who chose to counter it will still not hear you coming. This will make countering it less desirable because of the higher likelihood of the killer turning around and coming straight back to the gen for the stealth hit, and therefore more effective at regressing gens.


    The other changes sound good though, and I like Forced Penance. Even when survivors become savvy to it, it works as a deterrent, a bit like Starstruck.

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