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Seraphor

Seraphor

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Seraphor
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  • @StormLord07 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2343118#Comment_2343118

    How do you slow down gens when you chase a survivor? again the problem is that 3 gens (minimum) pop up during an average time of chase ~90 seconds

    That's why killers run slowdown perks.

    The problem is there's a fine line between gens going too fast and too slow, because as the game progresses, and gens get done, and survivors get eliminated, the killer snowballs.

    Make gens slower to slow down the start of the game, and you could make it virtually impossible for survivors to salvage a 3-gen situation at the end of the game.

    Best solution would be additional objectives for survivors to do at the start of the game. This would postpone that initial early game genrush where 3 gens pop in one chase, without hindering survivors towards the end of the game.

  • For each survivor your repair a gen with, you suffer a 15% efficiency penalty. (This is why the progress bar changes from grey, to red, to signify a negative effect)

    1 other survivor = 15% slower

    2 other survivors = 30% slower

    3 other survivors = 45% slower

    Get it now?

    Four survivors working on one gen (without Prove Thyself) doesn't take 20 seconds, it takes 47 seconds. With Prove Thyself it would take 20 seconds. Except the way the math works out it isn't a straight negation, so its a bit longer than 20 seconds.

  • @Wavy said:

    Nah. its not survivor sided. If you practice a bit you can probably 4k easily on that map. Actually we need more survivor sided maps. There are a lot of killer sided maps out there and very few survivor sided ones.

    For any killer without a mobility power, every large map is survivor sided, which includes Red Forest, Coldwind (except Rancid Abattoir), MacMillan (except Coal Tower), Autohavens, Backwater Swamp, and the Disturbed Ward. And of course Haddonfield.

  • Are you factoring in the 15% co-op penalty? The first calculation (80/40/26/20) would be WITH Prove Thyself, because Prove Thyself only negates that 15% penalty, and doesn't stack.

  • Huge nerf to solo keys, barely a nerf at all to SWF when one brings a key and another brings a map.

  • Some killers complain about gen speeds.

    Some killers camp.

    It would suit my preconceptions against killers if I assumed these were the same people.

  • dbdlink.png

    @GoshJosh said:

    Could someone please post to where these changes are listed?

    1 character too short

  • @ColdWater said:

    Swamp for sure. However if there wasn't anything licenses then definitely The Game.

    The Game was one of the recently reworked maps.

  • @aroell said:

    https://forum.deadbydaylight.com/en/discussion/comment/2341478#Comment_2341478

    Dead dawg is one of the most killer sided in the game.

    Nah, it's one of the most balanced maps. I've escaped Dead Dawg more times than I've died there, but I usually do well there as killer too.

  • @Wavy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2341556#Comment_2341556

    doesnt matter what advantage keys give. They dont happen often. Simple as that.

    They happen as often as you bring them, and in my experience as killer, yeah they happen relatively often. Every fourth match or so.

  • I actually prefer that the head and body are combined and the 'crown' is the headpiece, it allows you to mix and match crowns and faces.

    The head-body from the last rift, with the maggotty crown, allow you to see almost her entire face without deformity.

  • "Don't complain about the things I don't want you to complain about, only complain about the things that annoy me."

    Ruin-Undying still vanishes in seconds, and Myers add-ons are well earned for the amount of stalking it requires to activate them. Survivor is the power role if you know how to work together.


    Keys for the most part are fine, the problem is hatch escapes while there are still gens to repair. This is bypassing huge parts of the survivor objective. While the killer is busy defending gens (their objective) the survivors just vanish without a trace, ending the game. It functions identically to the killer DCing. You are essentially forcing the killer to DC.

    Even worse are when you screw over other survivors. I've been on my first hook state when all the other survivors just vanish down a hole on the other side of the map and leave me.

    So keep keys, but stop the hatch from spawning except for: when one survivor remains, or when all five gens are repaired. When all gens are repaired the survivors have completed their objective and earned the escape, the key then turns two possible exits into three. That's more than fair, and is more on par with how Mori's operate in eliminating one final pick-up action after you've already hooked twice.

  • Haddonfield without a doubt. It's incredibly outdated and drab (have you seen inside the houses?) and when we had that bug a few weeks ago where the hedges failed to load in, it was a massive improvement.

    Redo the houses, eliminate some of the god loops in them, remove some hedges/fences, reduce the height of some others, and it could almost be as good as Dead Dawg, which is one of the best maps in the game.

  • @MeltingPenguins said:

    those saying 'use perks':

    I'd like you to read that sentence out loud. Then go and ask yourself how you'd react if someone would tell -you- when playing killer that you can just 'use perks' to counter something that's entirely unpredictable or not something that should leave -you- with solving it.

    You know what else can stop slugging?

    Recovering, and then getting people up from the dying state.

    These are literally mechanics in the game designed around the killers ability to down someone, and then leave them there. The perks are just enhancing that mechanic, like every other perk in the game is designed to do, enhance one mechanic or another.


    Jesus christ next you guys are going to be complaining that the killer is hooking people.

    "Devs, are you really saying it's ok for killers to hooks survivors? Surely this can't be intended!"


    Slugging, Camping, Tunneling, these are all mechanics in the game that the killer can choose to take advantage of. There are four survivors, you can counter any of them through sheer gameplay (no perks, perks just enhance your ability to do so and make it easier) if you work together as a team of four. This is an asymmetrical game.

    And lemme tell you, survivors do this all the time. Even the best killers who slug and camp can be and are beaten by good survivor teams, even teams that aren't full-SWF.


    Some survivors like to rush and lynch the killer to prevent a hook. You know what's a good counter to that tactic? Slugging. You know what's a good counter to slugging? Leaving the area, and not rushing the killer, as that will afford your team the time and opportunities to recover each other. It's about making the right play, don't get salty because you made the wrong play. There are multiple ways to play this game. Unfortunately most survivors only want to play one way, which is lynch the killer with flashlights until they give up and ragequit.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2341273#Comment_2341273

    It is clear that you are a full fledged console games and have probably never played a game above 60 fps...I knew someone like that, they have ascended and feel physically ill when playing at 30 fps now since they are not use to it.

    The developers have not optimised the game for the hardware in ps4 and xbox. Their version of "optimisation" is to just lower the resolution to ludacris levels and make everything dark af rather then lower the game image (selecting low on pc)

    You are using new gen hardware that is as strong as what is available in pc' today and can just brute force their game no matter how bad it is.

    Sounds to me that playing games in 60fps is more of a curse then. I've never been made to feel physically sick by a game before. I'm sorry for you and your friend.

  • @Gamergirl69OWO said:

    https://forum.deadbydaylight.com/en/discussion/comment/2341261#Comment_2341261

    They had some choice in their designs (at least with Jills as they added more blood and gooo to her clothes then what’s in Re3make) but chose not to change either of their faces what so ever. That’s my only real complaint, the total lack of creativity or difference in their heads even though they are sets. Either make the torso and bottom sets and leave the head to be P3 or make them slightly different then stock.

    The character designs come from Capcom dude.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2341262#Comment_2341262

    Its a coding problem. I am a pc player but have been playing this game on launch xbox and ps4 consoles to see how bad it is and it is terrible. My ping is only in the 20s on console.

    I'm on PS5 and have no issues.

    Everything described is exactly what high latency looks like.

  • That sounds like latency, a connection problem, not a hardware problem.

  • @Zokenay said:

    They should just remove perk tiers, would greatly help with the grind

    At the very least, have tier 1 unlock automatically, without needing to purchase it on the bloodweb. That would eliminate a third of the grind, and resolve the issue where you're grinding out 100+ webs and still don't see the perk you need.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2338819#Comment_2338819

    Judging by previous patterns

    Nemesis: Anti loop

    Trickster: Anti loop

    Twins: Anti loop if played well and can camp very well

    Blight: mobility

    PH: anti loop

    Slinger: anti loop

    See the pattern?

    Trickster is the opposite of anti loop. He can't deal with them at all, he only works in deadzones.

  • In my experience, a lack of cakes means survivors tend to DC if they decide they don't like the killer.

  • @Venzhas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2338762#Comment_2338762

    So you're all pissed because someone get help himself choosing an escape strategy ? You cant have your 4k because of the opponent willing ? But you all are alright with camping tunneling NOED for example ? To me its same, using a strategy/perk/object to win.

    So keys are fine, i would highly recommand everyone to use it here as i do :)

    No, keys are fine when all gens are repaired. The survivor has completed most of their objective, and the only objective that remains is opening the exit gate. In that scenario, a key turns two possible exits into three. Which is a fair boon, and similar in scope to how Mori's now work in eliminating one pick up action after you've hooked them twice already. One additional exit after you've completed your prior objective.

    Using keys before the gens have been repaired however, is bypassing huge portions of the survivors objectives. It rewards bad play (three genning, not being able to repair gens well enough), and its result is identical to the killer DCing (free escape for no effort). You cannot react to this as a killer, your objective is to prevent gens being repaired, so while you're busy patrolling gens, you are unable to scout out the hatch. It is essentially forcing the killer to DC and end the game early.

    Using a key to open the hatch when gens are still there to be repaired is a forfeit, it is admitting that you can't win, so you're just going to leave mid-game and screw over the killer, and maybe even other survivors. I've seen survivors vanish down the hatch when other survivors (sometimes me) are on their first hook state.

    So sure, keys themselves are fine, but hatches need to stop spawning before all the gens are repaired.

    Maybe survivors should be required to play an Ultra Rare offering that "allows the hatch to spawn when 4 gens have been repaired and only two survivors remain" as a concession.

  • @Venzhas said:

    Keys are fine stop acting like it was priority and stop compare it to moris

    Reading most of keys anger threads its like people bringing keys all games and hatch escape all games too... which is totally wrong. And everybody knows it

    You're patrolling the last four gens, suddenly the game ends. It's as if you DCed.

    Nope, it was a key.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2338568#Comment_2338568

    In the situation you describe, the hatch only functions as an extension of keys. So yes, your issue is with keys, not the hatch.

    But as I said, keys when all gens are done are absolutely fine. The killer doesn't have gens to patrol, they have the ability to scout out the hatch. The survivors have completed 95% of their objective, and now turn two remaining objectives into three, it's a fair boon for holding a key and is similar in scope to new Mori's eliminating one final pick up.

    There's no circumstances where the hatch being in play while gens can still be repaired is a positive to the game.

  • @Plu said:

    Hatch's fine, only the keys are the issues imo.

    Keys are fine, it's the hatch that's the issue. See above.

    No hatch when there's still gens to be repaired please.

  • @Professor_Fizz said:

    Why would they ever take hatch out? It's a perfectly balanced mechanic as is.

    Nah it's not.

    It's perfectly fine for; when there's only one remaining survivor, or when all the gens are repaired.

    But when there are still gens to be repaired, the hatch is worse then the old Mori's for bypassing objectives.

    The killer is still patrolling gens, so what chance to they have when survivors with a key randomly stumble across the hatch and decide to end the game early? It's essentially forcing the killer to DC, same result.

    Additionally it causes survivors to screw each other over. I've been on my first hook stage, and seen the auras of the other survivors vanish down into nothing on the other side of the map, when the killer wasn't even camping. Nice work guys.

  • Don't run tinkerer unless you're a high mobility killer that can actually reach the generators within that last 30%.

    Thrilling Tremors is a much better pair for Pop. You either see which gens are being worked on (from 0 to 100%, not just the last 30%) or you stop survivors from repairing the gen while you hook and buys you time to get to the gen to Pop it.

  • People are DCing constantly and it's making the game unbearable. This game needs the DC penalty.

    If you're not willing to play the game then just don't ######### play.

    DCing is just admitting "I suck, I need easy mode, and I'm willing to screw over four other people to get it".

  • Best thing would be to give her a Nurse-style fatigue if she fully depletes her spirit gauge.

    This will then force players to hold off on simply holding phase for as long as possible, and encourage the use of phasing in small bursts, like intended.

    This raises her skill ceiling a little, meaning the killer will take more skill to use. Still not as much as Nurse, but she won't be "braindead easy if you just have a headset" anymore.

  • @gibblywibblywoo said:

    It wouldn't be very fair on the people who bought it on previous gen. And considering how bad this game ran on the xbox one X or PS4 Pro its not a hardware issue. It's a dev issue.

    But it runs great on PS5, so is it a hardware issue or not?

  • I'd imagine there's still more last gen players than new gen players, so it's probably not going to happen any time soon.

    I'd give it a couple years yet, and even then it'll probably still be available, they just won't be supporting it with more dedicated fixes and optimisation.

  • @Desh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2337477#Comment_2337477

    Unnverving Presense, Distress, Huntress Lullaby, Surge

    Pretty sure Huntress Lullaby doesn't stack with madness skillcheck procs, which would mean as soon as a survivor hits Tier 1 Madness for the first time the perk is dead.

  • Honestly the only game that had a shot at competing with DBD was Deathgarden, and that was by BHVR anyway.

  • Nope, never even considered Franklins for Doctor. Only time I've ever used it is on a newly levelled killer that doesn't have much gen slow-down, so I go for item denying instead.

    BBQ, Distressing, Corrupt and Pop/Surge are my usuals.

  • You want Spirit and Hag, unless you've already got their perks from the shrine.

  • @Ruma said:

    As someone who just got a PS5:

    You should wait a little bit more..

    Yes, it will still be rare to get but its getting more and more common and in germany we had tons of drops lately that even caused the prizes from scalpers to drop.

    When they normally sold a digital edition for 600-700€, they are selling it now for 450-500€ here, thats 50-100€ more than you normally would pay.

    (You shouldnt support scalpers tho)

    But like i said, its getting more common and i dont think its worth it paying 150 for a SSD when you COULD get a PS5, a true powerbeast which runs DbD without any problems, for 400€

    This. You know you're gonna get a PS5 eventually, so just wait it out, and you won't need to lose any of your progress. If you need to take a break from DBD until then so be it.

  • Xenomorph without a doubt, with either Ellen or Amanda Ripley, not fussed (maybe both via legendary skins).

  • Just waiting for Undying at this point. Blight is probably the only killer I know I'll definitely never get, plus I already have his other perks from the shrine. This week would be the perfect opportunity for it's debut.

  • Why the ######### would you want to be rank 1?

  • @[Deleted User] said:

    Eh I think he'd be too much like Jeff Johansen.

    Like someone said, Jeff Legendary skin.

    I think they need to start doing a lot more of these. There's only so many new survivors we can get, and it would give some reason to level up the lesser-used survivors.

  • @Roadrunner said:

    Because i dont want to face toxic survivors anyomre. I just DC when they are toxic. I dont see why i should get a penalty for avoiding whats not fun

    Every game is a wipe now because someone always DCs, because there's no penalty.

    Now nobody is having fun, congrats.

    When you queue into a game, you're committing to that game, suck it up and stick around until you die like the rest of us.

  • No one is actually defending tunnelling as most people define it.

    As a "legit tactic", it's usually limited to those times when nearly all the gens have already gone and there's still four survivors left, and you need to eliminate someone if you stand any chance of clawing the game back.

    What's usually happening is survivors claim everything is tunnelling when it's not. Sometimes the person who was just unhooked is just the closest, most obvious target.

    The person who unhooks you slinks away and vanished from sight.

    You get unhooked and make a mistake that takes you right back into the killer.

    Survivor B is coming to unhook you while survivor C is leading the killer straight back to the hook.

    Hell I've even seen survivors throw out the "you tunnelled us all at once" line...

  • Count yourself lucky.

    While the new map is very impressive, unless you already know it like the back of your hand from playing RE, it's a nightmare to play on.

    It's going to take dozens of runs to learn where everything is, which just isn't possible at the moment when the chances of getting it are so low.

    Like if someone's hooked in one of the side wings, then you're going to spend 5 minutes looking for a staircase to get you to the right level, at which point the killer who evidently has played RE is already back and ready to resume camping.

  • @katerbater said:

    https://forum.deadbydaylight.com/en/discussion/comment/2331969#Comment_2331969

    LMFAOOOOO "indoctrinated by the anti-mmr cult" honestly you're a troll. I'm only stating this because it is exactly what it felt like when it was on.

    No this is exactly what it's like all the time, and you're delusional if you think otherwise.

    But no, people like their conspiracy theories.

    "Secret MMR"

    This is literally evidence that MMR is better than regular matchmaking, but you still twist it into "normal matchmaking isn't bad, it's secret MMR!"

  • It's not. It's never on unless they say it is.

    Matchmaking is always this bad.

    But people are so indoctrinated by the anti-MMR cult that they assume every bad match is MMR and ever good match isn't.

    When they test MMR, suddenly the normal matchmaking was always perfect, then the test ends, the matchmaking is still bad but it must be "secret MMR".

    When MMR was on, I was consistently matched with players of my skill level, mid-range around green ranks. Now MMR is off, nothing but sweaty reds every single game, even though I'm green.

  • @cburton311 said:

    Survivors are only the power roll for the tippy top 1%

    I'm rank 10 killer atm and still always get placed with the tippy top 1% red rank survivors somehow.

  • A mix of all four, though spending them on BP right now isn't exactly worth it when I can get more from a single match, and I've generally unlocked most of the teachables now. All I'm really waiting for is Undying, which I'm hoping might see it's debut into the shrine this week.

  • Are you kidding? I WISH Chris was the RE5 version. Instead we get skinny Chris.

  • The new SBMM system they're working on basically does this, as each killer with have their own MMR. They will still share rank, but rank won't be what determines matchmaking.

  • @Laluzi said:

    While I like the idea in theory... a lot of killer players aren't going to relax their game style just because they can now afford to. Tunneling works and many players are just gunning for the 4ks no matter what. It's not going to be any less effective because survivors have more things they need to do - if anything, it becomes more powerful by decreasing the effectiveness of the 'just do gens and leave a facecamped player to die' strategy, and making it so that tunneling an extremely good looper is less punishing than it is now.

    Increasing the game length would need to come with actual gameplay penalties that make camping and tunneling less effective if you wanted to actually see a lessening of unfun gameplay from the killer side - otherwise this is a straight nerf to survivors with a prayer that killers will ease up if they feel like it won't lose them the game. Some will, but for some, 'the game goes too fast so I have to!' was always an excuse and they would do it anyway.

    Sure, some killers would camp and tunnel for the 4k anyway. The problem is that all the killers who wouldn't, are forced to do so anyway.

    Penalising camping doesn't work, you need to reward not-camping. This is why perks like BBQ and Devour are some of the healthiest killer perks to run. It gets killers away from the hook, because the carrot is more effective than the stick. You need to make leaving the hook more appealing than not leaving the hook. Killers can just decide to eat any penalty for camping, because they know the reward (a secure kill) is worth it. Make a better reward (another kill) for not camping.

    Some solutions:

    1. Make a Ruin-like or other gen-regression perk that functions similarly to Devour/BBQ, that only procs when you're outside of the radius of a hooked survivor.
    2. Make the 4% haste effect of Devour base-kit. That's not why people run Devour anyway, they run it for the Expose, the haste just facilitates the perk.
    3. Potentially; buff gen speeds while the killer is camping, in conjunction with a small nerf to base gen speeds. E.g. if current gen speeds at 100%, then base would be nerfed to 90% and the 'camping penalty' would be 110%.
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