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Seraphor

Seraphor

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Seraphor
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  • It absolutely makes sense to include breakable walls. You know if you can get through (it's gone) or not (it's still there).

    Just learn to tell them apart of pallets.

  • Nah, he doesn't need any more help getting out of T1, and this would only make Scratched Mirror OP.

    What he needs is a way to recover Evil when all living survivors have been stalked to full. Perhaps survivors regain stalk meter at 1/10th the rate you gain it or something.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2419445#Comment_2419445

    So how you bait out dead hard for a distance? You know, when you can't get behind them? Answer is you can't. Im so tired of just bait it out comments when people have no idea how good survivors use their dead hards

    You don't, and that's a fair complaint, but it's a small fraction of DH uses.

    I play more killer than survivor, and I don't have much of an issue with DH, apart from what I said earlier, using it for distance when heading to an open exit. It's like DS when downed in an exit, it's a free escape either way.

    But that doesn't change the fact that 90% of the time DH isn't a huge issue if you're not a potato killer.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2419395#Comment_2419395

    Bait it out is only a second comment? You guys are getting slow

    It's incredibly easy to bait out a DH.

    You get right up behind them, to the point where a tap (not a lunge) would hit them. They use DH. It then takes you 2 seconds to catch back up to lunge distance. That's what it buys them in the open, 2 seconds. It's only getting them more if they can successfully chain it with a vault, which I rarely see.

  • Pyramid Head is in a similar boat though. He's not a person, he's a manifestation of emotions designed to torment James in SH2. He doesn't serve the entity in DBD, which is why his power can kill without sacrificing on a hook. His relationship with the entity is more like a pact, similar to Myers actually, whose evil can't be entirely tamed by the entity and the entity allows him to kill by his own hand.

    Pennywise also has a physical form, which can appear to become weakened, and allow him to be injured. So he's not quite on the same level as the entity, but is close.

    On a scale, it would go something like:

    Other killers ---- Myers ----- Pyramid Head ---------------- Pennywise ---- The Entity

  • Neither of those JUST reward you for being bad though.

    They're also punishing the opponent for playing bad too.

    NOED: Didn't cleanse totems

    It's a punishment for rushing the game, for gen rushing. Totems are an optional objective, which survivors can choose not to complete, at their own peril.

    DH: Didn't bait the DH

    It's just like DS or BT, you're catching the killer out for not anticipating you had that perk. That's what makes them so strong, they work even in their absence.

    And yet I've never really had much issue in dealing with a DH, it usually buys them a few more seconds before I down them at the next loop or corner anyway. Half the time they DH into a wall or something. It's only really irritating, when they're running for the open exit, and it gives them the distance they need.

  • @Top_Secret_117 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2418259#Comment_2418259

    I would be inclined to disagree here, yes it has a permanent effect on the info it gives you, but sometimes that info is very limited or pointless. For example, you learn killer has bbq, but no lockers near you every time the killer hangs someone. well great you knew the killer had bbq all game, you could have figured that out on your own without it. theres gotta be a way to balance getting tokens back, without turning every survivor into snake from metal gear. I dont know the most fair way to balance it, but I would agree that the perk needs a cooldown or a way to get tokens back.

    maybe if it is just meant to be a permanent info perk, then when a perk is revealed, prevent it from using tokens on that said perk or leave an on screen warning incase someone missed it mid chase or something

    BBQ is literally the most counterable aura perk in the game, knowing if the killer has it is priceless.

    You can either get in a locker, hide behind a gen, get within 40! Meters of the hook, or even change direction 4s after the hook if for some reason the first three aren't options. You have plenty of warning, unless the survivor got downed literally under the hook.


    If you absolutely have to get tokens back, I'd suggest the only fair option would be; gain a token for every 20s spent within 10 meters of the killer without being detected.

    It fits into the stealth theme, and is in direct opposition to it's effect. You need to take a risk to gain the safety of being undetectable.

  • Distortion doesn't need to gain tokens, or anything permanent. It already has a permanent effect in the info it gives you.

    You use your 3 tokens to safely learn what aura reading abilities the killer has, then you can work around them or even counter them for the rest of the game.

    One buff that would be useful however, is if it extended to other survivors within 4m, like Prove Thyself. That way it's not completely useless when you're being healed or co-op on a gen.

  • It literally takes 10 extra seconds. How bad is your ADHD?

  • Guys, rt means retweet, it was a retweet.

  • @InsatiableMop said:

    https://forum.deadbydaylight.com/en/discussion/comment/2417363#Comment_2417363

    Keys aren't letting them skip much though unless you enable it by tunneling, which is what the thread is asking. If you don't tunnel someone out early, then they still have to do all 5 gens.

    You mean if the killer throws the game by not completing their objective of sacrificing survivors?

    You know you can eliminate survivors without it being tunneling right?

    Or are killers suposed to wait until all gens are repaired before killing anyone? Which survivor rule is that again?

  • @InsatiableMop said:

    https://forum.deadbydaylight.com/en/discussion/comment/2417334#Comment_2417334

    In what way does it allow them to completely bypass their object pray tell? and how many survivors are we talkin about here that jumped down a hole since you used the plural.

    Survivors have to complete 5 gens. This allows them to only complete 3 or 4 (depending on whether we're talking 2 or 3 survivors)

    The entire premise of the game is preventing your opponent from completing their objective.

    How are you supposed to counter that, when you need to spend 100% on your time and focus on defending the objective, gens?

    Imagine if the killer only had to sacrifice 3 survivors, then a button appeared that automatically sacrificed the final survivor wherever they were on the map.

    There's a reason why keys are compared to Mori's. Now that a Mori doesn't bypass any hook states, they're not skipping objectives. Keys are.

  • @HaunterofShadows said:

    https://forum.deadbydaylight.com/en/discussion/comment/2417295#Comment_2417295

    yeah remember when everyone thought blight was a werewolf. or twins were a wendigo

    This will be the fifth time we've called Candyman, he has to appear now.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2416148#Comment_2416148

    what, that you lack the skill to not care about a measly key?

    https://forum.deadbydaylight.com/en/discussion/comment/2416155#Comment_2416155

    'overpowered'

    let's see:

    1. requires a certain number of gens to be done
    2. requires the players to find the hatch

    so, even if they bring a hatch offering... they still have to get all these done first... which can can usually do pretty easily while you're busy chasing the keyholder.

    heck, judging by the justifciation I'd say some people bring a key as distraction, and you people are falling for it. wow

    3. Allows survivors to completely bypass their objective. While you're entirely focused on gen defence and getting hooks, the remaining survivors vanish down a hole and you can't do anything to stop it.

    Well you can do one thing. Get rid of the key.

  • Wait, what was a red herring?

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/2414626#Comment_2414626

    You can cheese the system by SWF. SWF will get an average MMR so if there's 1 really low MMR in the SWF that will automatically drop the average and make the system pick a killer that will have a lower MMR than the rest of the SWF should be facing.

    Each killer having their own MMR is a huge problem. Think about new killer releases, an experienced killer player playing a brand new killer will have no MMR there, by the system's logic he'd be facing new survivors ...This is very wrong. Each killer can't have their own MMR or people will be switching killers very frequently to try and get easier matches. So by going around the system this way we're still creating scenarios where unfair matches are being organized. An experienced player on a low MMR killer means a tougher match for low MMR survivors and means 1 less high MMR killer to face high MMR survivors, which then makes the system open the MMR range so that the high MMR survivors find a killer, which turns out to be a lower MMR killer than they should otherwise be facing.

    We don't need a whole new system, the system we have is good enough we just need to make that system have meaning. If the ranks meant something and there was real requirements for them then we'd have the right people in the right ranks.

    1. That's much better than the current situation, where you could have a SWF with ranks 1, 2, 4 and 17, and potentially get a rank 15-20 killer because of that rank 17. Of course it goes the other way too, but an averaged MMR is a lot more fair and consistent.

    2. Absolutely disagree. The worst part of playing killer, for the vast majority of middle-skill players, is that it's too easy to rank up to purple by playing an "easy" killer like Spirit or Freddy (which you need to do grind BP effectively) and then get stuck facing nothing but red ranks for the rest of your DBD experience. When you're only an intermediate killer, and you can't even attempt to try a weaker killer like Demo or Plague etc. without getting stomped and teabagged.

    This makes playing killer an awful experience for most players, and is why killler queues are usually abysmal except for later at night when there's nothing but SWFs anyway.

    Killer specific MMR fixes this, because when you stop grinding BP with your higher MMR Spirit, and go to try out Bubba for the first time, you're not subjecting yourself to endless torture.

    Having all players effectively start at 0 whenever a new killer comes out isn't a massive problem. It'll only be offset for a few matches, MMR corrects itself much quicker than rank, as it's not so dependent on play time. A few good matches would put you up into the higher skill quartile.

    But an added effect of killer specific MMR is how stronger and weaker killets wil natural settle into their tiers (to an extent) and solve issues of some killers being weak and ithers being too strong.

    You can play Spirit or Nurse or Thinkerer Blight and you'll be challenged for doing so, while you can also experiment with Demo or Plague or Clown without facing the teabag deathsquad. All killers will be viable, you no longer have to worry about playing a "weak" killer, as you will naturally settle into facing the survivor skill bracket that "weak" killer can do well against.


    This was exactly my experience during the tests.

    I played several games as Spirit, and although the first couple games were low and then higher skilled players, it only took about 3-4 matches before I settled against survivors of a comparable skill, which were reflected by mostly purple ranks.

    Then I tried out Bubba for the first time, and after a few games (a few more than Spirit because I was still learning how to chainsaw) I settled against green/yellow survivors.

    In both cases, our matches were fair, challenging, but not frustrating or unbalanced.

  • @vacaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2416316#Comment_2416316

    I would buy that if the amount of players was low, but it is one of the most steam played games i highly doubt it would make queues bad and i don't think a higher proportion of survivors would want to go ranked in comparison to killers. The main reason i'd like those 2 queues is to be able to still play meme build without having to lose mmr in the ranked mode. Maybe you are right but i hope they at least try it if more people want it.

    Queues are already bad when there's an imbalance between survivors and killers, and turning off crossplay (which would cut the player pool down about as much as having two different play modes would) already noticeably increases queue times.

    We already have a casual mode, it's called Custom Game.

  • Individual killer MMR is the main selling point. There is nothing more off-putting about playing killer, than facing nothing but red rank teabag squads because you ranked up to purple on easy mode via Spirit/Freddy, only to be unable to play any other killer because no other killer can stand a chance against them. Given that the perk grind is monumentally insane, any new killers don't have much of a choice but to play the easy ones, in order to reliably grind out enough BP. This very quickly catapults you up into the "no play" zone and suddenly your entire experience is ruined.

    That alone will get more people playing killer, which will make for healthier queues.

    The idea that MMR will "kill the game" or that you'll only ever go against Nurse and Spirit is nonsense. MMR won't suddenly produce new players to fill queues for you, it will still only have the available players to work with, so without an endless supply of Nurses and Spirits that's not going to happen. Also, you're probably vastly overestimating your skill and your derived MMR value if you think you are going to be in that top 0.1% of players. Sure, maybe Otz and Tru3 and the like will find themselves against significantly more Nurses or top tier survivor commando squads, but 98% of players won't, not you.

    I've played the past two MMR tests and each one has worked brilliantly for me as killer and survivor.

    Players need to ween themselves off relying on ranks to determine skill.

  • @Moonman157 said:

    So first the problem was holding W, and now it’s pressing A and D. How about survivors just keep their hands away from their keyboard.

    The point is, every survivor has the basic tools with which to counter every single killer in the game. You avoid or dodge their attacks. Yet survivors still complain that there's "no counters" to X killer and that they need to have invincibility via DH or DS or BT to stand a chance.

  • @Rogue11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2414612#Comment_2414612

    Two things can be true at once.

    From every test I've participated in so far:

    1. The games have been horribly unbalanced.

    2. The ranks have been all over the place.

    You can absolutely tell the difference between rank 1 and rank 15-20 survivors 95% of the time. Either way, the ranks should be visible as a way to say "wow, I wouldn't have expected such a good match with these green rank teammates. great job MMR!", or, more likely in my experience, "oh, that's why no one saved me on first hook when I had kindred and the killer wasn't camping".

    From every test I've participated in so far:

    1. Games have been incredibly well balanced.

    2. Ranks have been all over the place.

    Your first example doesn't happen, because players are idiots and take rank over the actual game experience. And your second example is the entire ######### problem.

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/2414572#Comment_2414572

    Ranks are crap not rank based matchmaking. The problem is ranks are meaningless cause it's too easy to rank up in the begining, which boosts alot of people to the high ranks they don't deserve. And then to avoid those people who shouldn't be high ranks some people start deranking, which leads to stuff like " yeah green ranks is where you should be cause it's fun" Yeah it's fun but do you wanna stay green ranks forever? Don't you wanna go higher?

    So at this point you have high rank noobs destroying the game for high rank skilled players, mostly on survivor, hence why the SoloQ cries all the time, and low rank gods who abuse new low rank killers. Creating all the chaos in Rank based Match Making.

    but what is MMR if not just another way to Rank you? There's still gonna be a margin for which the system has to say this is still a fair match, so MMR is just another Rank Range...

    We don't need a whole new system we just need the current system to have meaning.

    You're right, except from the "we don't need a whole new system" part.

    The changes they want to make to ranks are too indepth and complicated. No less because they are uncoupling it from your Killer rank so that each individual killer gets their own MMR, and also to keep it hidden so that players can't work it out and game the system to smurf.

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2414605#Comment_2414605

    Check my reply above if you can find the same you will prove me wrong i'll await your response.

    No, you said you wanted better matchmaking.

    Matchmaking requires data with which to determine a match. A MMR, Matchmaking rating.

    You can't have matchmaking without MMR. Even our current matchmaking has it, your rank is your MMR.

    You're just jumping on a buzzword bandwagon without any understanding of what it means.

  • @Rogue11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2414596#Comment_2414596

    So there's no way to know if you're "playing well", or to know if the system is working, other than trust the same devs that can't making a ####### chat filter. And your only reward for "improving" is progressively sweatier opponents? Sounds like a great incentive structure..

    If you can't tell if you or your teammates/opponent are playing well simply from the experience of playing that game, then how are you able to judge the matchmaking either way? Are you just letting your rank tell you how good of a player you are?

  • How do you know? Have you been coding it? Do you have any idea how it works? What would be a better matchmaking system? Be specific.

  • A brown medkit is better than no medkit when you're injured.

  • The whole point of MMR is to be hidden so players can't work out the system and smurf.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2414321#Comment_2414321

    Wait, this is in the live game now? I played last night and didn’t see this.

    There is zero reason to hide ranks after the match is over. Ok, not zero, the only reason I can think of is so people wouldn’t be able to complain about the terrible matchmaking any more.

    The point is that rank isn't a marker of skill, and SBMM doesn't take rank into account.

    Every test so far has been pointless because no matter how the game played everyone just looked at the ranks at the end, despite being told to ignore ranks for the sake of the test, and complained that the SBMM didn't work because they weren't equal ranks.

    Ranks should have always been hidden during these tests.

  • It needs to work because rank based matchmaking is crap.

  • No improved graphics: literally just redid all survivor models and have been redoing maps for the past year.

    No FOV slider: and there's never going to be one, it would be pointless.

    No perk overhauls: constant perk reworks.


    I completely agree about the BP and perk grind though.

  • And yet I see survivors letting themselves get downed by deep wound all the time, so those 3 or 5 seconds will make a difference, sometimes.

    It's kinda like Pigs add-ons that increase the time it takes to search a jigsaw box. If the survivor messes up that time will cost them.

    The idea I guess is to mindgame the survivor so they stop running and then interrupt their mending, keep doing it until they succumb. Though I suppose in most cases it would be easier to just hit them again.

  • Or he could have grabbed you off the hook and done a load more damage...

  • Would make a cool Boil Over style perk. Get a flurry of skill checks and each one knocks an additional 5% off the wiggle meter, but if you fail one you get 'stunned' and it pauses the wiggle meter for a few seconds.

  • There is a counter. Do gens.

    Tunnelling and camping themselves are counters to genrushing, and sneaky unhooks during EGC.

    You have counters to camping and tunnelling, they're just not foolproof, and no counter should ever be foolproof, otherwise it's not just a tactic, it's broken and unfair. If there's nothing a killer can do to prevent an unhook when they want to secure a kill, then killer would be fundamentally broken.

    You are not entitled to have every survivor escape. This is not a PVE game where playing well = you deserve to win, it is a PVP game, where in order for one side to win, the other (usually) loses.

  • DCing itself comes with a downside. There's really no reason for survivors to use this as a 'tech'. You're sacrificing all of your BP and a pip for another survivor to escape, who may not even pip themselves anyway. It's pointless. You're not gaining anything.

    So likewise, there's no point getting salty about it as killer. Sometimes the last survivor gets the hatch, that's what it's for.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2412278#Comment_2412278

    Just wait till you realise Ruin Undying Tinkerer can be used on Spirit too, only she can move faster than Blight can with add-ons.

    She can't actually.

    You shouldn't be using Spirits phasing for map mobility, that's how you waste it all and end up as a 110% M1 killer without any power.

    Blight has no cooldown on his power and can cross an entire map in seconds. He loses nothing from breaking chase to pressure gens, while Spirit has to conserve her phases for use in chase and can only use it 25% of the time.

  • Inner Strength is 100 times better than Self Care. It gets rid of potential NOEDs and heals you safely and silently in 8 seconds instead of 32.

  • @TheMadCat said:

    Unhooks didn't work for me, but generators did.

    Safe unhooks?

    If you can't tell if an unhook was safe, run We're Gonna Live Forever. It's only safe once you score the token.

  • I win more games against Spirit than I do Blight.

    "But Spirit has no counterplay!" yes she does, you don't get detected in the first place. Stop playing your toxic flashlight teabag build and you'll do well against her. Dupe her around LOS blockers and she can lose you. Outplay her phase, and she has to wait 15 seconds before she gets another one.

    A Ruin-Undying Blight with Tinkerer is unstoppable. You cannot repair gens within him rushing straight to you within 10 seconds of hitting 70%.

  • What they should do:

    • Brown Offerings = +100% in a category (up from 50%)
    • Yellow Offerings = +150% in a category (up from 75%)
    • Green Offerings = +100% in a category for all survivors, +200% in a category for killer
    • Yellow Envelope/Shell = +50% total (up from 25%)

    This way, all green survivor BP offerings share a trait, they apply to everyone, and the rest provide a definitive increase.

  • Any killer that gives a damn about BP isn't a killer who is going to camp and tunnel.

  • The common denominator here seems to be you. Maybe try not getting caught right away.

  • Only on last gen consoles.

  • Only thing console is worse at is aiming with ranged killers, and that's down to DBD's awful joystick deadzones, something other games do well and could easily be fixed.

  • I completed an entire gen with a zombie stood on the opposite side of the gen (with a tree causing him to walk into the groove between them) and he eventually got bored and stopped "RAAAAGH"ing at me and just stood still while I finished my repairs.

  • I was thinking it should be a basekit feature of all maps, not just one particular add-on. Basekit without an item would probably be too much.

    Because it really is something that would empower solo survivors more than SWF, and anything that does that needs more attention.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/270954/terror-radius-in-two-floors-maps

    The point is supposed to be confusion. You're not supposed to know where they are. Just that they're close

    While this is true, it makes killers so much more oppressive on multi level maps like Midwich and RDP. And then there's Distressing Calm Doctor...

    It would be good if the Terror Radius was spherical rather than circular. You'd still get hit with it when they're above/below you, but the range would be reduced, so you get a little extra room to work with.

  • @NoOneKnowsNova said:

    I'm actually a big fan of all of them, and my three least favourite maps are all ones that havent been reworked (Haddonfield, both Swamp maps). Definitely in the minority though.

    Have to agree that those are the worst maps, and even though some aspects of the reworked maps are worse, overall they still look much better. I can't say the god loop in the Chapel has every really caught me out that much as a killer, and for all the cries about the Game, I feel like it's a more balanced map now, before they added in more pallets and walls it was very killer sided.

    Dead Dawg is still the best map for breakable walls though, I wish they would add the shack wall in more often, even as a random spawn for any killer shack in any map. Could potentially offset any god loops as a result of RNG like Chapel.

  • The character reworks are entirely subjective, you can't claim they're worse than before.

    I personally think the new Kate is great, she has more personality now, and reminds me of Julia Stiles. Old Kate just had a sort of... generic blonde bimbo look to her, like the kind of faces you'd get in CGI cutscenes in PS1/2 games.

  • Hawkins is a great map, for either killer or survivor. Along with Dead Dawg and Lerys, my three favourite maps. Can do well as either survivor on killer on them. Exceptions of course, like a Blight on Dead Dawg is OP, or Scratched Mirror Myers on Lerys, etc.

  • @TheMadCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2402762#Comment_2402762

    They tell you they use stretched? I mean, how do you know "a lot of Survivors" use stretched?

    I'm not sure how you would know as a killer, unless you know they shouldn't be able to see you over an obstacle but they appear to see you anyway.

    But I've spotted some obvious stretched res when spectating anothr survivor. They have their camera pointed right down at their feet, yet are running around as if they can see things off to the top of the screen that I don't see.

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