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Seraphor

Seraphor

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Seraphor
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  • @KblokoBR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362656#Comment_2362656

    Hard to counter and indeed hard to hit thou, killers like him and huntress is almost a guess game to were it will land, but the time that chases are extended by this third health state is not worth it, and makes him a lot weaker

    I've yet to face Nemesis and come away thinking he was weak. In fact I don't think I've been against any Nemesis where all survivors have escaped yet.

  • @madeR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362581#Comment_2362581

    I don't say he should be protected. I say that if there are more than 2 gens left, there should be no killer around the hook and so neither the unhooked survivor and the saver should take a hit.

    Seeing that most of the killers are staying in a 20 m perimeter around the hooked survivor is a terrible thing for the game? It's not healthy and the last few months there are tons of threads here and on reddit about how unfun is the game atm.

    There are a myriad of factors that could result in the killer being by the hook. Not least is survivors being chased leading them there.

    BT. Body. Blocking. Is. Toxic.

    Is it effective? Yes

    So is Camping.

  • Eh, those points are so high they'd create a new survivor meta where you have to exchange items, and I cba standing around swapping items around for the first 30 seconds of a match. I'd say 100/150/200/250/300 per item rarity and add ons don't factor into it.

  • @KblokoBR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362645#Comment_2362645

    K, but the point here is that Nemesis is the killer that is punished for using correctly his power, is more loss than gain.

    No... it's a draw back to having such an effective power.

    Plague can't injure with Vile Purge, Legion can't injure with their dash, Doctor can't injure with his AoE, etc.

    Nemesis has a very effective ranged attack that is hard to counter, so the trade off, is survivors get ONE extra health state.

  • @KblokoBR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362636#Comment_2362636

    The debuff of this infection is not even worth to count as a health state, the survivors just coff sometimes and thats it. In this case in comparison whith another killer they would hit first then you, the difference is that you will infect the surv to be possible injure with the power as anti-loop thing.

    But it is a health state. If they're getting infected, and get away, that's a health state they didn't lose, a third health state.

  • Wouldn't that just basically guarantee that the killer gets a 2nd hit in the next few seconds?

    The infection mechanic is supposed to act as a third health state. No point in that if it doesn't give you a chance to get away before you lose another one.

  • It's the absolute opposite of a tunnel perk...

    It requires the killer to:

    • leave the hook
    • go after the unhooker, not the unhookee


    It is one of the many healthy anti-tunnel/anti-camping killer perks, along with Devour Hope, BBQ & Chilli, Furtive Chase, etc.

    But I guess survivors don't want fair mechanics, just punishment for killers.

  • Add another crow trigger. In addition to personal inactivity for 120s, when no objectives have been progressed in the entire trial (gens or totems) for 300s (5 minutes) then all survivors get a crow, that is instantly removed if they touch a gen or totem.

  • @CheeseAnton said:

    As a huge Stranger Things fan, being terrible at Demogorgon physically hurts me.

    This, also Oni and Plague.

  • @madeR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362308#Comment_2362308

    BT is a work around to prevent killers to use cheap mechanics (camping and tunneling). It's a perks that should not exist if the community was smart enough to properly play the game.

    Today, 90% of the playerbase haven't understand the base mechanics of the game which is map control and time management.

    Nope, Survivors are totally dumbdumb genrushing the first gens they see.

    Killers are dumbdumb pressing W and left click to get players down.

    Every trial, EVERY trial should end up being positive for both sides in terms of gameplay :

    • killer applying a big map pressure and managing its hooks depending of the geographical aspect of the map
    • survivors should think before doing generators

    There should be no camp and no tunneling till the end game (1 to 2 gens left).

    Fact is most of the time, winning is not deserved, for both sides. Killers are winning cause it became way too easy for them thanks to the buffs and the decrease in skill of the survivors.

    Survivors escaping often don't deserve it cause they did nothing, just waiting for the others to do the job. How often i die in the trial and still have more points than the ones that escaped...

    This game community just became toxic to a point it's unbearable and BHVR do nothing about it.

    Please explain why the unhooker needs to be protected when they're going for a rescue? They should be at full health, which means they can take a hit. BT body blocking is as toxic as camping and tunnelling. All it does is ensure that the survivor who was just unhooked remains the most viable target.

  • If you want the altruism points you could always heal them using the medkit...

    I suppose if someone else picks up an item you've dropped, whatever that item is, you could get a small amount of points for that.

  • This challenge comes up at least once in every single rift.

    The most annoying thing about it is how half the time it doesn't register basement hooks.

  • @Clowning said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362335#Comment_2362335

    It's a Stridor Spirit nerf, there's no denying it. Though my favourite theory is that they couldn't fix the Bite the Bullet under Stridor bug, so this is the result.

    This is probably much more likely.

  • I mean, you've all been crying about "Stridor Spirit" for so long, anyone would think that the problem was in fact with Stridor.

    Like I said, I've always thought Stridor was overrated, but it's always "Stridor Spirit" people throw out there as the bane of all survivors this game. Is it any surprise the devs ended up thinking the thing to nerf was Stridor?

  • @Clowning said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362328#Comment_2362328

    And now, due to a poorly executed Spirit nerf, it does so across the board. That just doesn't sit right with me.

    It's not a Spirit nerf, it's an Iron Will buff, and so it has the consequences of buffing Iron Will, not nerfing Spirit.

    It doesn't nerf my Spirit at all because I don't use Stridor.

  • @Clowning said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362316#Comment_2362316

    One more time, the sole fact that there's addons on other Killers that counter Iron Will, makes the change silly. Spirit needed a change, yes, but it shouldn't impact other Killers, that's all I'm saying.

    How are they add ons that 'counter Iron Will'?

    They're add ons that increase the volume of survivors, if anything Iron Will is meant to counter those add ons.

    It's like how Distortion can counter All Seeing Blood or Scratched Mirror.

  • Name another killer that uses Stridor.

    Hell I play Spirit and can't stand using Stridor. It's such an overrated perk for her. It makes judging distances of survivors while phasing much harder, it's basically only good for initially locating an injured survivor when you've lost them, it's like a slightly better Whispers.

  • @treefiddyoh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362133#Comment_2362133

    You really think people select their perks and think "Yeah, Borrowed Time. This is how I'm going to escape this match. Unhooking people and hoping they take protection hits for me. What? Spine Chill or Iron Will instead? NO WAY. Borrowed time baby!"

    Look Killer Mains. If you don't proxy camp the hook, you literally make BT a useless perk AND people have more fun. If you can't play the game without proxy camping, that's on you. Go watch a streamer or youtuber who is skilled at killer and learn the tactics they use. I promise you it's not tethering to the hook.

    We aren't talking about DS here. We are talking about borrowed time...

    Do you even play this game if you've never encounter the BT body block?

    Body blocks around hooks happen every other match, and a lot of them involve Borrowed Time.

    Maybe you should play some killer and experience this game for yourself for once.

  • @treefiddyoh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362112#Comment_2362112

    The initial point of BT was to stop killers from camping/proxy camping. It didn't, so they made it trigger every unhook.

    I mean, with killers speed advantage, lunge advatnage, fall advantage, blood lust advange, eventually even the crappy ones will catch you.

    The point of Borrowed Time was to protect the survivor who was unhooked under the circumstance of camping/proxy camping/accidental or goaded camping. (you all like to miss that last one out)

    It's point was never to make both survivors invincible. If you've rushed in for an unsafe rescue while the killer is right there, you're putting yourself at risk, own it.

    Frankly, survivors who were just unhooked should have no collision for 5 seconds. (then BT can add the Endurance effect up to 15 seconds) that way no one is body blocking with it, and it only goes off when the killer is actually tunnelling the unhooked survivor.

  • @treefiddyoh said:

    Why go back to the hook? There's 2 other survivors in the game...

    Where are they? The other two are right in front of me.

  • Hide better. I can count several cases in the past week where I've escaped as the last survivor while the 2nd to last was slugged on death hook.

    @Junylar said:

    When the slugged survivor keeps crawling towards you in the endgame to give away your position to the killer, that should be reportable as far as I know, since it's by definition "cooperating with the killer". Just record these games and file reports on BHVR website, since the in-game report system is a placebo.

    Except they could be crawling towards you to get rescued...

  • Just make the husk vanish after 3 seconds of phasing. Maximum mindgame duration.

  • @Starshadw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2360749#Comment_2360749

    If you're lucky enough to be going against a Wraith when you decided to bring a flashlight. shrug Which is never something you can count on.

    Survivors bring flashlights for saves all the time, they're incredibly common.

  • @Starshadw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2359736#Comment_2359736

    I will argue that fliashlights are not a sufficient counter to Hag, because they do not help you spot traps. Yes, if you see them, you can choose to spend seconds burning them away - but flashlights also have very limited use, which is another reason I don't consider them a true counter (to either Hag or Wraith).

    Try playing Wraith against a flashlight and find out.

    1. Looking away doesn't prevent lightburn.

    2. Lightburn activates faster than you can decloak. (Without add ons that reduce decloaking time)

    3. You can aim the flashlight anywhere on the Wraiths body to lightburn.

    It's a surefire way to stun a Wraith and decloak them wherever they are on the map, totally denying them their power.

  • Hawkins is great for stealth killers, and it's where a lot of M1 killers shine due to it's size and LoS blockers, but try it with Blight, Billy or Oni and get back to me.

    And Dead Dawg is actually one of the more balanced maps, not a ton of strong loops, other than the main building, but it's a decent size with enough LoS blockers that you can hide from the killer easily enough. Of course, in this case Blight completely demolishes this map.

    So it's not as simple as 'killer sided' or 'survivor sided'.

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2359165#Comment_2359165

    In that case, nothing will ever happen. The moment you start saying "What if...", killer mains will come out and state that it will be abused by survivors. Not because they think it will, not because they have any proof for that. Just because camping and tunneling are their bread and butter, and they like it the easy way.

    Except that they did have a hard counter for camping, and it was abused by survivors.

    If they decide to dictate how killers play by preventing camping, tunnelling and slugging, they also need to dictate how survivors play, by preventing body blocking, 360-ing, and flashlight saves.

  • Mori's are functionally fine after the nerf, and they're an iconic part of a killers kit, their unique kill animation deserves to be seen. The problem is that there's really no reason to use them as an offering over some other better offerings. Mori's should award a BP bonus for Kills by your own hand. 50/75/100% bonus respectively maybe.

    Keys are mostly fine, the problem is the hatch spawn conditions. There should be no reason the hatch could be opened while survivors are still capable of repairing generators. The killer's objective is to defend generators and score hooks, by downing survivors, who need to repair generators, it's a simple circular objective loop which gives the killer no reason to go out scouting for the hatch. So to have the game suddenly and abruptly end while the survivors still have objectives to do, completely outside of the killers control, is just wrong. So change the Hatch spawning conditions to only; when there's one remaining survivor (they can re-open it with a key), or when all generators have been repaired. In both cases, all it's doing is increasing the possible exit points from two to three, and it's more than reasonable for the killer to patrol three exit points when the killer has no other objectives either. I'd even suggest a killer offering/perk that unlocks the ability to see the aura of the hatch.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2355079#Comment_2355079

    It is not what crutch perk is. crutch perk is perk that a player relies on and without the perk, he is significantly at disadvantage. it has nothing to do with failure or how difficult it is to use. It has everything to do with whether the survivor player relies on it to be successful.

    For example, say you have trouble finding pallets and you often run into dead zones, Window of opportunity would be crutch perk for you because it eliminates your weakness as a survivor. I would never use it because I have memorized every layout of every map by heart, but some survivors need that pallet aura reading.

    Dead hard is a exhaustion perk that allows you to greed loops and push the loops to their limit. a survivor typical objective is to bluff/vault windows until they are fully blocked before using strong pallets however bluffing/vaulting windows has inherent risks associated with it and Dead hard eliminates the risk and allows survivors to greed loops without the risk using its dash component and in some instances, the Iframe component(like dodging a hatchet or dead hard through a trapper trap etc.).

    Pushing loops to their limit without dead hard is difficult so for most survivors, its crutch perk because greatly improves their performance in a chase.

    The PTB has weakened version of dead hard where they lowered dash distance and Iframes, I wonder if that is going live due to threads like this. it was not even written in the patch notes.

    By this logic, every perk is a crutch perk. At which point the term 'crutch perk' has no meaning.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2359737#Comment_2359737

    She can do so from a range, Leatherface cannot. I admit to not being particularly well versed in Plague (though I do have Leatherface as a secondary main) however it seems like a lot of Plague mains are agreeing with me that giving a ranged insta-down would be a smidge too good.

    Plus, when I have played her it wasn't that bad to connect. There were very janky times where it definitely connected but no infection but they were few and far between.

    Oh Plague doesn't need an instadown, but she effectively already has one if survivors aren't cleansing.

  • It's the same reason why you can jump straight on a gen at the start of a game before Corrupt Intervention blocks it off for you.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2359200#Comment_2359200

    Regarding the Tunneling "Buff" for the Mori, it means you would have to have [x] number of Hooks with the last survivor not being the last person Hooked.

    My suggestion is for X =6. At minimum 6 independent Hooks where the last Survivor Hooked was not the most recent Hook.

    What if Claudette and Dwight each get hooked three times, then the killer downs Meg... and instantly Mori's her?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2359165#Comment_2359165

    So is Disconnecting. If a Player's connection fails, they leave the game. That's part of the game.

    But, that's considered unsporting, and is punished.

    Why? Does it ruin the experience for people?

    As for Ideas:

    Slugging: Faster Bleedout while nearby a Hook. probably x2. And remove Wiggle decay. (Also, basekit Unbreakable after 60s or so)

    Camping and Tunneling are still crucial parts of the game as loss mechanisms, but a Killer should be rewarded for choosing not to do so while they have control. Give the Killer the basekit ability to Mori a DeathHook Survivor if they've chained enough Hooks without the previous Survivor being the last Survivor to be Hooked (Tunneling).

    Basekit meta perk?

    When do we get Basekit Ruin and NOED?

    Slugging is very much part of the game too. That's why there are actions such as 'recovering from the dying state' and perks like Unbreakable, Soul Guard, Tenacity, Flip-Flop, No Mither and WGLF.

  • @GoodBoyKaru said:

    No I don't think the Plague's form of giving infection should also insta-down survivors, as this would make Corrupt Purge substantially weaker than her main power.

    I also don't think her Corrupt Purge should instantly down either. Let's look at all of these killers you've listed:

    • Oni, must get close to the survivor to damage them
    • Leatherface, must get close to the survivor to damage them
    • Billy, must get close to the survivor to damage them
    • Jamesface, must get close to the survivor to damage them
    • Myers, must get close to the survivor to damage them

    Now, let's look at Plague:

    • Is a ranged killer, does not need to get close to the survivor to damage them.

    We've all seen how nuts strong Iridescent Head + Infantry Belt was, making Corrupt Purge literally even better than that combo would be a stupid idea.

    Anyone who's every played Plague would never compare her to Leatherface and then somehow conclude that her power was more effective.

    Good luck hitting with her broken projectile stream.

    Meanwhile Leathface just has to be within 10 meters and it's impossible to avoid his AoE chainsaw radius.

  • Iron Will counters Spirit

    Calm Spirit counters Doctor

    Flashlights counter Hag and Wraith (very much Wraith, try it)

    Spine Chill counters stealth

  • @SkulkingPaladin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2357523#Comment_2357523

    There's a big lack of selfawareness going on here. People want to have fun, but you do things for fun that actively upset others, then can't see why others are ruining your fun.

    If your big issue is getting death threats, then play on console or leave the game after completion, since you can't disable chat. If your issue is actually people expressing their issues with your play patterns, however, maybe you ought to think what it is about your playstyle that's upsetting people constantly.

    You're ruining my fun by not letting me kill you. please stand in that corner, don't do a gen, and wait for me to hook everyone else, then I'll come over and hook you. Deal?

    This seems to be the level that survivors request of killer. Don't try to have fun, let us all escape.

  • This would be a great QoL upgrade that would improve solo survivor play, and one of the things I've suggested for solo many times.

  • What do you value more? Cosmetics, or earlier progress on your characters?

  • I could go for hours as survivor with friends, even if I die most games.

    1-2 hours tops as killer, it's just too stressful/requires too much focus, to keep up for lengths at a time. You can't slip up for a second otherwise you give survivors another minute of chase and then the game is lost.

  • Technically no, the bleed out timer is regarded as an adequate amount of time to wait for the game to end, and so it doesn't count as 'taking the game hostage'.

    That would be stuff like; body blocking someone in a corner for over 5 minutes, hiding in a corner for over 5 minutes, pretty much anything that's... over 5 minutes.

  • @Pepsidot said:

    I've read this post a few times and I just don't understand it. Is it really a thing that you can't leave a locker if the killer is just standing in front of it? If so, it must be a bug.

    Because your suggestion is what is/should be happening in the game currently.

    What happens is the killer has already hit the button to open the locker, but this isn't yet registered on the survivors screen, so they think they're timing the Head On right but in fact, they've already been caught, it's just taking the servers a few days to figure it out and then play the animation.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2357389#Comment_2357389

    You can also play fair and dont rely too much on Slowdown-Perks. And with Slowdown-Perks, I feel the game becomes laughable easy.

    Like, when I levelled up my Nemesis, I used Ruin/Devour Hope for a long time (the only Gen-Slowdown I usually use is Corrupt Intervention, however, it did not pop up in my Bloodweb until the very end...). And when Ruin was up, it was so easy to win, not even close to being a challenge.

    Granted, it is more challenging now without Slowdown-Perks (other than CI, as mentioned above), but it was a little bit pathetic how much value Ruin gives if it stays up for more than 30 seconds.

    Try again and see Ruin get cleansed 20 seconds into the game.

  • @Aven_Fallen said:

    Yeah, it hurts to see that people are playing 3 Slowdown-Perks + BBQ (Because, you know, when you are bad at Killer, you at least want more BPs, eh?).

    Sadly this is also advertised by some big Streamers.

    Stacking Slowdown-Perks, especially on a Killer like Spirit or Nurse, just shows that someone is really not confident when playing Killer.

    You mean stacking slowdown perks shows that someone's isn't planning to tunnelling out survivors asap.

    If you want to play fair, you need to bring slowdown perks.

    If you want to have a good game where you make the most of your power and have as many chases as possible, and give survivors a chance to unhook and loop you enough for everyone to rack up a load of points, and still have a chance of winning, in other words, if you're a good killer, then you need to bring slowdown perks.

    Otherwise 5 gens pop in 4 minutes and everyone escapes, you get about 3 hooks, and everyone walks away with a terrible score. Which I realise is the survivor mains dream, to just blind the killer constantly and then make sure everyone has less than 10k BP, I get it survivors are the worst.

  • @GoshJosh said:

    It’s a bogus perk with no counter play or feedback, punishes a survivor for simply trying to use an item for its intended purpose. There’s no other perk like it in the game, should be nerfed/reworked.

    All of the survivor perks that were thought to counter specific killers were changed; why is a perk targeting one specific item still okay?

    Why is it ok that as a Wraith, survivors can disable my power without any way for me to counter it?

    When cloaked, looking away doesn't prevent lightburn, and lightburn works faster than attempting to decloak.

    It is a portable, reusable pallet.

    There's no other item like it in the game, it should be deleted.

  • Oh look someone who's never played killer.

  • Not if survivors have flashlights.

    There's no counter for that. Can't look away, can't decloak quicker than they can lightburn you, it's like a portable, reusable pallet.

  • If there's any time for someone to gain points (which can be done in 2 seconds) then it's not going to just cancel the game, you're losing your add-ons and offering regardless.

    Hell I've loaded into the game, started working on a gen, and then had that gen kick me off for Corrupt Intervention, which is supposed to activate instantly. Not everyone loads into the game at the exact same time.

  • @Gaffy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2354924#Comment_2354924

    Yeah except when I see every survivor using it and it literally being a free health state.

    If timed right.

    I see many people Dead Head into walls, or then instantly double back after the Dead Hard and run right into me anyway. Those cases buy them literally 2 seconds before they go down anyway.

    That's how DH isn't a 'crutch' perk, it requires skill to pull it off. It doesn't matter how much skill that is, even if it's "so easy" to time it right (for you) it's still a skill that needs to be learned.

    Cutch perks are things like Technician and Rookie Spirit, which literally eliminate a penalty for failing.

  • Only if you know your teammates don't have Bond or Blast Mine.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2354784#Comment_2354784

    I would do Undying but don't have Mr Pinball yet and I haven't seen it in the Shrine yet lol

    It was literally in the shrine for the first (and probably last) time 3 days ago.

    There's currently an event on where the shrine changes every day. You really should be keeping an eye on it if there's perks you want from there.

  • They're too much of a gamble when they can be completely negated by one single totem placement. With the levels of RNG in this game already, another all-or-nothing perk isn't the best addition.

    I think Hex perks would be vastly improved if they scaled with the number of totems remaining.

    Examples:

    NOED snapshots the uncleansed totems when the final gen is repaired, and gains that many tokens, 1 is consumed every time a survivor is put into the dying state, and it deactivates when out of tokens. It's a bit of a nerf to the killer at face value, but you're far more likely to get some use out of it with 1 or 2 tokens, instead of having it cleansed immediately.

    Ruin's regression speed is linked to the number of uncleansed totems, 50% regression for each totem. 1 totem = gens regress at 50% regression, 3 = 150%, 5 = 250%. It's a slight buff at 5 totems, but when only 1 totem remains, it can actually be a hindrance to the killer because gens would regress slower than if you could kick them.

    Devour Hope, the maximum number of tokens you can gain is limited by the number of uncleansed totems, but token requirements are reduced by one. Basically the haste effect is automatic, then you need 2 tokens to Expose, and 4 to Mori. (the 4% haste for 10s after hooking could actually be removed and made basekit to encourage not-camping)

    Haunted Ground could work as a totem protecting perk, if you run it with other hex perks. When a survivor cleanses a totem, they get exposed for 10 seconds plus another 10 for each uncleansed totem. So the first cleansed totem exposes for 50s, 2nd 40s, last one exposes for 10s. Obviously Haunted Ground on it's own would lose value as survivors just wouldn't cleanse anymore totems, but then again they wouldn't necessarily know if you have any other hex perks... so it's either a very good deterrent, or a cruel prank.


    Additionally, you could add in a kind of soft totem counter, by having all totems burning as Hex at the start of the game (if the killer has a Hex perk), and have it gradually fade with each totem cleansed, until the final totem is completely dull. This would make finding the first couple totems easier, while the final couple would be much harder to find.

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