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Seraphor

Seraphor

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Seraphor
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  • Change Overcharge and Iron Grasp to Unnerving Presence and Distressing, and change Restraint to Calm, and you've got it.

  • @Troman said:

    Personally I'm tired of stealth, ranged and high mobility killers, we have enough of those already. They have to come up with a new concept. Yeah, it's possible, DEVs just have to use more imagination.

    As a possibility, reverse the gen rush concept, make killer get stronger with each gen done, until some condition is met, that will shake up the gameplay. You do gens ASAP and then you find out it's THAT killer.

    So NOED as a killer power? Yeah that'll go down well.

  • @SocialRespect007 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2352476#Comment_2352476

    i think when you get certain amount of points on gens or healing or even doing a totem, should give stack as well, because this way people wont go out of line to get stacks when they farm points. the grind in this game is absurdly hard compared to other games(not mmo).

    The perk grind is a whole other issue which definitely needs addressing. I don't think we should have to rely on a single perk for that.

  • @Piruluk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2352468#Comment_2352468

    You get nothing for doing gens.

    1250 points, and the perk gives nothing for it,so thats why in solo barely doing gens at all.

    You just supported my argument with that...

    Why would anyone bother doing gens if they don't give many BP and you can get more by just doing all the totems?

  • Distortion is fine as it is. It's an incredibly useful info perk. It tells you which aura perks the killer has, while also hiding you from them for the first three attempts. That's super powerful.

    Lose a token at the start of the game? Lethal Pursuer, run and hide.

    Lose a token when someone gets hooked? BBQ, now you know to get close or jump in a locker when you're out of tokens.

    Lose a token when you're healing? Nurses calling, now you know not to heal near the killer when you're out of tokens.

    Even when you run out of tokens, this perk is still working for you by the info it has already given you.

  • @SocialRespect007 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2352325#Comment_2352325

    i dont think you even understand what you just said, you think counter force and we gonna live forever is stronger than unbrekable DS combo? no is not, its way weaker and it extend the game for killers, btw which is why u should be rewarded by doing totems or gens with we gonna live forever since the only way to get stack now is by sharing hooks and if the killer dont get hooks then what?

    Where did I ever say it was better than any other perk?

    I said you could get all tokens just by doing totems, which is a side objective and doesn't further the game, which means you're not actively contributing, which is the whole point of WGLF, to reward good survivor play.

    Do you really want immersed Claudette slinking around the map just cleansing totems, not doing gens or unhooking people?

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2352311#Comment_2352311

    How can you know how many kills per match based on escapes & kills only?

    Because an escape is someone who wasn't killed? They're directly proportional (except for DC's which until this chapter weren't too common)

    If the average is 2 kills and 2 escapes, then kills and escapes would be equal. DC's shouldn't by a huge factor, because the few times it occurs (before this chapter) a survivor DC often leads to more kills in that match, and a killer DC results in 4 escapes.

    1.8bn kills and 1.5bn escapes shows that the average kill rate per game is around 2.2/4, so very slightly higher than what would be deemed a 'draw'.

  • @SocialRespect007 said:

    lets be honest it needs a buff, for totem and gens completed = stack.

    Totems might be a bit much, you could get all four stacks just by running Counterforce and not actually contributing to the main objectives at all, but for entire gens repaired I think that would work.

    Maybe only the first two events of a category should count for stacks (similar to BBQ only counting each survivor hooked once). So like your first two unhooks, your first two protection hits, your first two generators completed, and your first two totems cleansed. You could do one of each, or pick two twice, etc.

  • The time range covers the entire life of the game, including the period where Borrowed Time and Dead Hard weren't even in the game, so yeah, it makes sense that Self-Care is so high up. If you limited it to just the past year, Self-Care probably wouldn't even be in the top 5.

  • Lol, that would be ridiculous.

    A decent buff though could be a short haste effect when someone reveals him though. Kind of a trade-off for stopping him from stalking you, like how Plague has her cleanse/don't-cleanse thing.

  • @GamerGirlFeng said:

    AFK killers are the equivalent of DCers. You can't condone one while shaming the other.

    SWFs aren't to blame. If killer mains on this forum preach anything, its to accept the challenge or don't play at all.

    While I don't condone AFKing (if I really want to depip I'll just play badly and then DC when 3 survivors have escaped) what is to blame then?

    Its too easy to reach purple ranks as killer, and once you reach purple, you're within the first matchmaking bracket for red ranks.

    Once you reach purple, you face nothing but sweaty red ranks who dominate you if you're not Nurse/Spirit/Blight. It is a horrible experience as a killer who definitely shouldn't be facing red ranks.

    Killers are expected to follow certain conduct, don't camp, don't tunnel, give the hatch if someone DC's, etc. etc. Survivors, especially red ranks, have nothing of the sort. If you show a split second of weakness as the killer you're a "dumbass ######### suck my cock you stupid killer hahaha loooooser, watch me teabag you with my flashlight as you fail to hit me at the exit gate. #########"

  • The problem is, if I've been actively spending BP on a character, I'm already unlocking more than enough Green BP offerings to use on them, that I never need to worry about touching the Brown ones. Maybe only occasionally settling for a Yellow.

    By the time I'm down to only Brown offerings, I'm probably not investing in that character anymore.

    So they are literally wasted BP, just like all of the terrible add-ons I'll never use.

  • @TheMidnightRidr said:

    It’s an outdated mechanic. They should just remove the stalk caps on survivor

    Or at least have them slowly recharge, for when the game does go on for quite a while.

  • You could at least defend it if you knew which one it was.

    If it's a random predetermined dull totem, you'll have almost no chance of it not being cleansed.

  • @Crazewtboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2348699#Comment_2348699

    Wednesday night was survivor. Thursday night was killer. I'm sure the matchmaking is fine for right now. They managed to fix it. Again. The real test will be in a few hours to see if it goes down again like it has the past two days

    They literally haven't done anything to change the matchmaking...

  • @Crazewtboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2348686#Comment_2348686

    No, this is different. Even when there is a lower number of players, you still find matches fairly quick (maximum of 20 minutes). This is due to the matchmaking expanding the rank gap between players as well as matchmaking with other regions. But I sat in a lobby for two and a half hours Wednesday night and an hour and a half Thursday night and did not find a match whatsoever. That is broken matchmaking.

    As killer? because that's what's happening, because survivor queues are instant.

    Everyone is playing killer.

  • But matchmaking has always been broken. This isn't some new problem that has manifested with the event, it's due to the players who are playing at the time.

    This is like saying "and killers keep camping and tunnelling."

  • "NOED now selects a specific dull totem to manifest itself in, and if that dull totem is broken before all generators are completed the Hex will remain inactive."

    This would make the perk worthless. It would be better as a lit Hex totem, even if its effect didn't kick in until all gens were completed.

  • @Roadrunner said:

    I dont see where it is killer sided. nearly every pallet is safe, two layers. Gen playcements that favor the survivors. Overall a stupid map

    Are you actually joking?

    Nearly every pallet on Hawkins is very, very unsafe. Tiny little loops, which run parallel to the rooms you run through.

    There's usually one god pallet... from one side, as the other side has a little stepladder that leads over the crates the block it off.

  • @ALostPuppy said:

    Nurse is currently pretty much unplayable on console right now from what I've heard, freezing everytime you blink etc.

    Blight is just unplayable on every platform and a frustrating buggy mess that gets worse with every patch.

    Spirit works fine and the bugs affect her the least, so play her I guess.

    If console was working as intended you could learn them pretty easily and do well with all 3. They're all different in their playstyle but they're the 3 strongest killers in the game and you can't go wrong with any of them.

    Depends which console. PS5/SeriesX work fine.

  • Spirit is easy enough to play on console.

    Nurse and Blight are incredibly difficult on console and you will never be as good as a PC Nurse/Blight.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2348532#Comment_2348532

    I think he looks american in his original look, but i feel like this one looks Italian or Romanian.

    But what do i know

    He's Korean. He's based on Alex Lin, Production Manager at BHVR, who I must assume is also very handsome, or did something very nice for the artists.

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/2348238#Comment_2348238

    Sure Undying would get there sooner or later but out of all the perks it could be with it's with Ruin, it's closest ally...You can't tell it is random. Ruin + Undying is Meta and BHVR is using that...They are putting Meta Perks on discount so more people can acess Meta perks and keep the Meta the same without BHVR having to change anything about the game. Here's the Meta Perks now you're set...And those Meta perks are DLC aswell, without the Shrine you will have to PAY and then GRIND. I'll applaud the strategic move cause it's brilliant but i can still call out the Bullsheet when i see it.

    Survivor perks are interchangeable, meaning you can use any perk and get a net buff because survivors aren't tied down to a speficic power that works one way and will combo or not with certain perks, there's no Perk that is a must have for survivors, while killers can't just slap any perk in and call it a build, a Trapper has no value to Ruin like Legion has. Legion has no value to STBFL or Sloppy Butcher like Trapper has, etc. Stridor was pointless to killers outside of Spirit and Nurse. Each killer benefits from perks differently while every survivor gets the same net bonus. THus any Survivor Perk in the Shrine is always valuable and they don't need to be Meta Perks.

    This is some of the most tinfoil hat nonsense I've ever read on these forums.

    They are good perks, the shrine is changing daily to include lots of different good, perks as part of the event. It's a good opportunity to give us Undying for the first time.

    That's all there is too it.

  • Zombies are pretty inconsequential for higher skilled survivors, but can be life or death for those who make the mistake of running right into them. But then a poorer killer can lean on them a little more in lower ranks while the higher ranked killer will do better with his main power, so it's a decent levelling mechanic, making him viable at all skill levels. Providing the matchmaking is fair that is...

    At most I could get on board with a Very or Ultra Rare add-on that allows him to spawn a third Zombie when he gets his power to Tier III.

  • Are you sure it wasn't Deception garnished with a bit of lag?

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/2347708#Comment_2347708

    Survivors already have a fair chance with the perk, it's called, do the bones.

    And what's the killers fair chance when the hex is cleansed immediately?

    What if the hex is impossible for the survivors to find?

    Both happen fairly often.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/2346886#Comment_2346886

    That's how hex perks work, all or nothing. That is their literal design. The problem is, there are only like 3 good ones, and the rest are terrible. Which isn't much to say on the idea of a hex in general, just that the devs have a warped sense of things that are strong. For example, Almo thinks that huntress lullaby is actually stronger than ruin.

    Yes thank you, I know that's their design, I'm saying it's a bad design.

    When there's already so much RNG involved that can make or break your game, having all or nothing perks that are either too oppressive or nonexistent based on the random location of the totem, is too much to be left out of your control, whether you're killer or survivor.

    That's why there are only 3 good ones, because it's an impossible thing to balance. They're either too powerful or not worth the risk of them vanishing instantly.

    Scaling with the number of totems gives survivors a fairer chance to weaken the perk, and killers more value out of the perk.

  • Like all hex perks, it's all or nothing, and that's the whole problem. It allows it to be ridiculous powerful, yet still feels 'weak' to use for most killers, because you only actually get to use it 10% of the time.

    They really need to rework all hex perks. Instead of tying them to a single hex totem, they just need to be perks that scale with the number of active totems on the map.

    For example, NOED could take a snapshot of all uncleansed totems at the moment the last gen is repaired. It then gains that many tokens, each token = one instant down. This way survivors can cleanse several totems and still weaken NOED without getting that final totem, while killers can still get some use out of NOED instead of it vanishing completely the moment someone cleanses that one hex totem. It would also mean survivors need to cleanse totems before end game, as once that last gen is repaired, it's too late to change it.

  • It's not a big deal really. The only time it's really annoying is when you're chasing an injured survivor towards the exit and they DH to gain distance. So you know you never had a chance at getting them anyway.

    At most, I would maybe add in a short hinderance effect after the dash, to slow them a little, so that it doesn't gain that much net distance, but still acts as a dodge if timed right, to avoid a lunge.

    For example, if DH currently gives the survivor an addition 5 meters, then after the dash they'd be slowed down just enough so that the killer can make up 2 additional meters, resulting in a 3 meter net gain instead of 5.

  • Stop saying "on console". You mean PS4. It's fine on PS5.

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2345908#Comment_2345908

    I’m a bad killer and I could get 3/4k with her at red ranks 98% of the time

    That's a nice claim with figures to back it up you've got there.

    Why doesn't she have a 98% kill rate?

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2345873#Comment_2345873

    Yeah, well this is right, and I question why anyone wants such an unhealthy killer in the game.

    I don't think she shouldn't be changed, and she is one of the stronger and easier killers to play. But she's not some impossible OP monster that you don't have a chance against and all you can do is DC, like everyone seems to pretend she is. Her existence isn't an outrageous insult to all gamers. People who play her are not child molesters. She's just one of the stronger killers.

    I escape against Spirit all the time.

    I lose AS Spirit all the time.

    I'm a better killer than I am survivor. I do much, much better as Distressing Doctor or Windstorm Wraith these days, than I do as Spirit, though she is one of my regular killers to play.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2344758#Comment_2344758

    That's not holding the match hostage. While it is toxic, survivors bleed out to death after a set amount of time.

    https://forum.deadbydaylight.com/en/discussion/comment/2345090#Comment_2345090

    Sorry, but the result is not the same. DCing results in a loss of all bloodpoints earned in the match and depipping - neither of which will happen just by multiple survivors ending the match via hatch escape. There is also an achievement related to all four survivors escaping the hatch, so don't expect that functionality to change anytime soon.

    I've literally said, several times, that one remaining survivor, or all 5 gens being completed, would be perfectly fine hatch spawning conditions.

    Four survivors escaping through the hatch (for the achievement) can only be done via the latter scenario.

    There is nothing good about survivors vanishing when there are still gens to be repaired. Period. It is survivor NOED, or old Mori's. It is utterly unearned, and instantly ends the game for the killer in a way that's completely outside of their control.

    If you advocate for this, then you also have to advocate for old Mori's. Why shouldn't I be able to bypass half my objectives and instantly kill survivors without hooking them twice?

  • It's a roundabout way of saying whether or not something is toxic is subjective.

    That doesn't mean it's not toxic to the person who perceives it as toxic, but it's like saying whether or not something is offensive. Offense is taken, not given, but you can be conscientious and avoid offending someone if you know they will take offense.

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2345482#Comment_2345482

    Having a killer that is possibly the easiest in the game to play, and be able to consistently 4k with little counterplay on the survivor side is extremely unhealthy. Why do you think every spirit is a total sweatlord?

    People hardly ever play her because of her power, lore, design, etc. They play her because she is easy, it’s the same with what happened to Freddy.

    Then why do I escape just as many games against Spirit as I do other killers?

    Blight, Nurse and Wraith are much harder to go against.

  • That would be something that belongs to Nemesis.

  • @Ruma said:

    https://forum.deadbydaylight.com/en/discussion/comment/2344092#Comment_2344092

    In this, Nemesis is a name tho.

    A person, so you cant really use ,,Nemeses"

    Then it's Nemesises.

  • @KerJuice said:

    Real Spirit Mains can play her without Stridor. Stridor was a crutch for some. The 1% are still going to kick ass with her.

    It's not even that. Stridor takes a lot of practice to run with It makes all injured survivors sound like they're 10 meters closer than they are. You can come out of phase thinking you're right on top of them, but they're still 10 meters away and you miss entirely. Then you swap between killers and it screws you over as sounds go back to normal, and vice versa.

    Stridor was really used as a more effective Whispers, to locate injured survivors a little better, but it didn't help you with her phasing power whatsoever.

    I hated running Stridor as Spirit so I'm not fussed, but the strength of a Stridor Spirit was greatly overblown.

  • Here I am as a green rank killer getting nothing but red rank survivors, and green survivors getting red rank killers...

  • Give her a fatigue state when she fully depletes her power gauge. This will encourage the use of phasing in small bursts, as was intended, and raise the skill ceiling a little so players need to control their phasing to prevent it fully depleting.

    This would barely change her for skilled players, while stopping her being the 'stupidly easy, no skill killer'. More similar to Nurse, and people give Nurse a pass because she takes 'skill' to play.

  • Try it without caps.

    It doesn't need to be in caps and I've found they sometimes don't work in caps.

  • @Artemisha said:

    No, u can´t. U can. But I´m not gonna play the game. I´ll insta suicide or dc and wait for you in the end game chat.

    You're not allowed to play Meg. Well you can, but I'll DC and end the game.

  • @NextKillerConfirmed said:

    https://forum.deadbydaylight.com/en/discussion/263910/remind-me-when-is-hatch-being-taken-out-of-the-game

    as a Killer main, like genuinely almost only Killer, I don't get why it should be taken out.

    It's a bit annoying if someone gets away, but the reality of the game is: It's actually every man for himself, but you can choose to help.

    If it really is "every man for himself" and it's just one survivor escaping down the hatch, then that's fine.

    The problem is when there's 3 survivors left, 2 gens left to repair, and while you're defending gens suddenly the game just ends because they all vanished down the hatch.

    The result is identical to forcing the killer to DC.

  • @DaWeezerd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2338567#Comment_2338567

    Hatch is fine; killer getting 3k is essentially a "killer victory", last guy hopping in hatch really isn't a problem regardless of how bad they did.

    Yeah that's pretty much what I said...

  • This is more a reason to give killers individual survivor hook counters.

    Tunnellers will tunnel regardless, but hiding this info leads to accidental tunnelling.

  • @StormLord07 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2343280#Comment_2343280

    Again you have to catch a survivor to use most of them. And Corrupt is situative it can block gens which are not even usefull.

    It blocks the 3 gens furthest away from you. Survivors spawn on the far side of the map from you, 9 times out of 10 it's the gens closest to them, which means they need to run around the map to find another. That can buy you a lot of time at the start of the game, where otherwise survivors would be straight on a gen within the first 5 seconds of the match.

  • @StormLord07 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2343188#Comment_2343188

    I thought about increasing time to finish gen. But when survivors dont genrush the time it takes now is totally fine make it bigger and you give killer to big advantage. About gen regression perks. Thre are 4 as far as i know: Nemesis's perk, Hex: Ruin, Demogorgon's perk, Clown's perk. And they are usefull only when you catch at least one survivor which is a problem

    Slowdown isn't limited to regression. Anything that helps you track gen repair, or prevent gen repair, is a slowdown perk, if used correctly.

    Corrupt Intervention and Thrilling Tremors are also great slowdown perks.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2343203#Comment_2343203

    The killers that want to camp, will camp regardless, no matter how they're 'punished' for it.

    See, that's where I disagree. Because I think camping becomes a lot less attractive if it is guaranteed to not net more than a 1K. As it stands though, a 2K is pretty likely, and that's a decent score.

    We've gone around this merry-go-round countless times on this forum.

    Direct punishment for camping can be abused by survivors, before you even account for the fact that camping in some niche situations is actually a smart and entirely fair and valid play (EGC for example).

    You can't dictate how other people play. Camping, Tunnelling, and Slugging are all fair game, even if they can sometimes be a dick move. A team of four survivors has all the tools they need to counter all of them, if they work together (which solos don't) and perks to help them further.

    Hell I've been accosted by a mob of flashlights before during EGC while I've been camping to secure a 1K, and they've pulled it off because there's three of them and one of me.

    Someone who feels it's necessary to camp, in order to salvage a 2k, is the type of killer I'm saying would benefit from a kind of perk I mentioned that rewards not-camping. Because the problem you're not acknowledging here is that if camping gets a 2k, then not-camping obviously only gets a 1k or less.

  • You don't 'address camping' that's a choice the killers can make. Maybe when you address flashlight saves, bodyblocking, pallet stuns, DS...

    Best solution to camping, is killer perks that reward not-camping. BBQ, Devour, Furtive Chase (if that was useful). Those kinds of mechanics, tied to other effects, like gen defence, would almost certainly reduce camping for the killers that don't want to camp (but feel it's necessary because of the genrush). The killers that want to camp, will camp regardless, no matter how they're 'punished' for it.

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