Seraphor
Seraphor
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2330645#Comment_2330645
You'd be surprised how annoying it is to outrun a trickster for over 20 seconds without getting hit and still go down. I think it's a positive change overall.
Sure in deadzones. This buff is great for deadzones, for both Trickster (rewarding good aim) and Survivor (rewarding successful dodges).
But at loops, Trickster is screwed. May as well break off from the chase and find someone else while that Claudette teagbags you around the corner.
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I wanted RE5 buff Chris, not RE1 skinny Chris. :(
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It's absolutely intentional.
Shrine perks tend to be things that are useful in the upcoming rift challenges. For example in the few weeks before the previous tome, that featured a lot of Yui and Oni, their perks were in the shrine, every single one. Plus there's the perk combos, Stridor and Iron Will were both in the shrine together, that's no coincidence.
Perks that are more sought after, particularly Undying, are therefore going to come up less, so that they can encourage players to buy the character they come with instead.
Blight isn't even a year old yet, so I'm not at all surprised Undying hasn't been in the shrine yet. But this event, with one day per shrine, would be the perfect opportunity for them to put it in the shrine, for one day only.
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@Leonardo1ita said:
https://us.v-cdn.net/6030815/uploads/OYO4PKPDNXJ2/screenshot-20210703-000920-chrome.jpg
Sorry but I have night mode on so the screenshot is blackened.
The temporary solution is TERRIBLE, and this is why:
A lot of times there will be a situation where you'll need as killer to force a survivor to go to the second stage, because for the past 50 seconds survivors did gens across the map and didn't go rescue. Those times you go near to the hook protecting it, and you'll have to grab the rescuer to prevent the save.
Those times, it is crucial not to hit the rescuer, because just that mistake can flip the match. If for lag issue the grab instead of getting cancelled just hits the survivor, that's a huge problem, because now you can no longer force the survivor to go II stage unless the other 1/2 survivors come to bodyblock the rescuer from being grabbed.
Pls don't do this!
The problem is in these situations, if the grab fails, you still can't recover, because you're locked in place for the same animation time as you would if you had attacked. So this temporary solution isn't costing you anything, you're gaining a health state reduction out of it.
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Sounds good for M&K players, still as awful as ever for controller players, maybe worse.
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Nah, add a decent BP bonus to Mori kills, maybe a stack of 25% to all BP after the game ends for each kill like BBQ, that'll make them worth using without making them OP again.
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Had two games against a Spirit today and escaped both. Was even Rancored in the 2nd one. And I'm a terrible survivor.
Spirit isn't OP.
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No perks as they are. But I think survivor should get some tools that aid in coordination or communication. Something like Kindred, but perhaps showing a 'killer instinct' style indication of where survivors are, instead of a full blown aura, would be more suitable.
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This level of BP reward wouldn't be sustainable long term. While everyone hates acknowledging it, there does still need to be some form of "bloodpoint economy" to maintain the pace of acquiring rare items, add ons and offerings.
But the perk grind is growing exponentially and is incredibly unfair to newer players, and will only get worse as more chapters are released.
So perks need to be easier to unlock. I'd suggesting making every perk available at Tier 1 automatically when unlocked, so that you only need to grind out tiers 2 and 3. This would reduce the perk grind by a third without impacting on the value of items/offerings, it wouldn't really affect the 'older' players much, but would help out the newer players tremendously.
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@MojoTheFabulous said:
You seem to have explained it yourself. Obviously the blind and stun is useful but revealing the aura of the gen to every survivor is a great bit of info to have, especially in solo queue. The fact that if the gen doesn't get kicked you get blast mine right back makes it so using it at any point isn't useless.
This, it's two perks in one, highly versatile.
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@PlantCollector said:
The biggest problem imo is that noed has always the same power. Doesn't matter if 1 or 4 dull totems are cleansed. If they change it more into a token based perk, where it loses strength for every token cleansed, then you get at least a reward for doing totems and its more likely survivors will do totems.
Because if the survivors know they don't have time to search and cleanse 5 totems, than they won't even do 1 or 2. There's no reason for that because noed will come with its full strength anyway.
I made a thread about that suggestion but ppl pretty much were saying noed is fine, so you can't even argue with people about a noed change, because they utterly feel attacked or accuse you of whining. So yeah ...
Nah, there's at least two other people in his topic, including myself, who absolutely agree.
All Hex perks need to scale with the number of totems, to stop them being all-or-nothing. When there's already so much RNG involved, being screwed over by a single totem placement (survivor or killer) can be a real kick in the nuts.
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Make all perks available at Tier 1 when unlocked. So you only need to grind out the Tier 2 and 3 versions.
- Reduces the grind by a third. Such a significant reduction is necessary now that the game is so much bigger with so many more perks than there used to be. This doesn't necessarily benefit the players who have been here the longest, but it doesn't need to, they had the benefit of learning all their perks when there were only a fraction of what we currently have.
- No longer fishing for that one perk you need, you get Tier 1 for free. It's not the best, you might still be fishing for that Tier 3 DS or BBQ, but at least you have something to work with if you need it and that grind is of course only two-thirds of what it was.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2327574#Comment_2327574
The reason survivors don't do totems is because there's absolutely no reason to and absolutely no matter what totems will always be too much for any team with solo players due to their inherently hidden design. If the Devs want to add a secondary objective, the only way totems will come into play is if the gate switches are locked until all 5 are gone, which would make escaping as a solo survivor borderline impossible.
This is blatantly false. I can managed to do 2-3 totems myself most games. It's not hard for the other three survivors to do 2 between them.
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Yeah it's supposed to be WGLF, but gaining stacks for WGLF is very situational, compared to BBQ giving your stacks for completing your main objective.
Plus WGLF doesn't offer a very good in-game reward, because healing survivors in the dying state is also highly situational, while seeing survivor auras is always a bonus.
It would be handy if WGLF gave you an increase to all healing speed for x seconds after unhooking as well.
As for gaining the stacks, I could see adding 'cleansing Hex totems' to the list of options working, and maybe 'opening exit gates' too, however simply repairing gens and cleansing dull totems seems a bit too easy, and is probably why they're not already included.
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Yep, it seems like survivor bloodwebs have to share their limited event item slots (about 2-4) between Cakes and event Items. Meanwhile killers get nothing but cakes.
At the very least, survivors should get twice as many event drops in their webs, with maybe a 50% weight to Cakes and then 50% shared between the other event items.
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It's not just perk dilution, it's also the exponential grind. Every time a chapter drops that's 6 new perks, to unlock, and then 18 new perks to grind out on any characters you want them on. 2 perks per bloodweb makes that 9 additional blood webs, for every character. God help you if you're relatively new and don't already have every existing perk on your main characters. 5 chapters per year, that makes the grind today roughly 90 more blood webs to grind out on every character today than it was 2 years ago...
We need a significant reduction to the grind, mainly for newer players.
One solution to this is: When a perk is unlocked (either automatically for generics or when you unlock a teachable) then every survivor/killer automatically gains access to that perk at Tier 1. You then only need to grind out the Tier 2 and 3 versions of the perk.
This not only reduces the perk grind by a third, but it also eliminates that initial frustration that you simply can't find that perk you just unlocked. It won't be the best version of it, but at least you can use the weakest version of it if you need it.
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I've had a few farming killers, but they've all done it pretty boring, with the obvious intention of eventually killing us all anyway as they wouldn't let us get too far away. So the only choice was after the 2nd hook to nope outta there, do the furthest gens from their little hook farming enterprise, and then just escape.
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@MadLordJack said:
Perks shouldn't counter perks. If the only reason to cleanse dulls is NOED, NOED is the problem.
On the other hand, survivors need a second objective to prevent gen rushing, and if NOED really is the ONLY reason to cleanse totems, then NOED is probably one of the best perks in the game, just by its existence. In the same vein that DS (before the nerf) single handedly prevented most tunnelling just from the chance that the survivor might have it.
I'm not a fan of the way NOED works though. It's too overbearing, it the most all-or-nothing perk in the game, and the "all" is too much.
I'd prefer it if NOED was reworked to take a snapshot of all uncleansed totems the moment the last gen is repaired, and then grant the killer that many tokens. Each token = an instant down. That way there's a limit to how many times the killer can use it, and it directly scales with survivor engagement with totems.
All Hex perks should work something like this to be honest. I can't stand the all-or-nothing nature of them.
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BP offerings are not 'Farming Invitations', they're simply BP bonuses.
If everyone plays well, then you'll get more BP, for the bonus to multiply.
If those two survivors didn't DC, they likely would have got a not-insignificant amount of BP. Even if they only scored a minimum of 5k, those four offerings would have turned that into 26,250 BP.
Can't speak for the killer who was a dick anyway, but I wouldn't be surprised if part of his behaviour was specifically because of those DCs.
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@Starr43 said:
I’m going to hate myself for sticking up for the Spirit at any capacity but oh well... I’d be willing to say that a large portion of people that want nerfs etc for the Spirit haven’t actually played as her much or haven’t gone against decent to above average survivors.
Does the spirit have features that feel like complete bs? Absolutely, along with nearly every killer. Survivors have a fair share of bs that killers have to deal with too.. let’s be honest lol
Absolutely. The Spirit's power is very overexaggerated. Even IF she has no counter (I don't completely agree with that, she has far fewer counters but not none) she can still only be in one place at a time, and there are four survivors.
If she was so unstoppable, far more people would play her. She's actually one of the rarest killers I end up going against. In the past week I've gone against more Twins and Tricksters than Spirits, and that's saying something.
I often find I win more games as the Doctor than I do as the Spirit, even though he's technically just a regular M1 killer with an info power.
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In my experience, survivor mains don't have a clue what tunnelling looks like.
So many examples from killer sides where they didn't tunnel but get accused of it anyway. Cases where survivors accuse killers of tunnelling multiple survivors at once...
Just because you got hooked, doesn't mean you were tunnelled, you were probably just the closest/most obvious target.
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Problem with turning off crossplay on console is that you cut yourself off from the other half of console players on PS4/5 (or Xbox vice versa).
You're cutting your player pool down to about a quarter of what it was.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2324881#Comment_2324881
It is easy enough, yes, but I only managed to play two trials in the last hour or so.
That's the thing. The matchmaking is taking so long because you're rank 20. Using your limited matches wisely to climb to the cutoff at 16/17, and then you should get more manageable queues.
At that point you can play any way you like (within reason) and you won't de-rank.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2324864#Comment_2324864
Takes too long, especially since I'm back at rank 20 and queues are long. I was hoping they'd release MMR before the anniversary.
If that's the case then it should be easy enough to slaughter them for a few matches, climb to rank 16/17, at which point you'll get quicker queues and can play however you like.
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You could just play badly. Pretty much the same result.
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@Jago said:
Imagine using outdated stats as an argument.
Has she been buffed since then or something?
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2323378#Comment_2323378
I got a crown and I've been trying for one for literally 13 games now as Nurse I was not going to DC from that damn game.
Did you manage to keep the crown or did that bug out too?
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@GoodBoyKaru said:
Not only are they hacking they're also holding me hostage by not allowing the game to end ;-;
Have they turned the DC penalty back on?
If not, just leave.
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Switched to PS5 as soon as it was available and never looked back.
Well, I had to use my PS4 again for one day, and it was torture. Not only are the graphics and framerate noticeably worse, but the PS4 tries to launch itself into orbit when playing DBD, while the PS5 doesn't even break a sweat.
@bm33 said:
I'm not getting a PS5 anytime soon. My PS4, aside from DBD, runs the games I play fine so there's no reason to rush out and spend $500+ on new console.
I'll probably keep playing DBD until I get a PS5, once I upgrade though I won't install DBD on the new system. They'd have to finally optimize the game for console for me to even consider continuing to play it on a PS5.
It works fine on PS5. Only issues I have are, as always, joystick deadzones for ranged killers.
I don't see any reason not to download it when you get a PS5, you won't have to pay anything, you already own the game on PSN and everything carries over.
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I think it's great. Probably the best indoor map, due to it also having large open spaces. It's fairly unique compared to other DBD maps, and we need more unique maps. 80% of the maps are just a large open space with tile loops and a shack, in different colour pallets.
Every indoor map is 'confusing' at first but you learn the layout as you play.
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Just stop the hatch from spawning when there's still gens to complete, only:
- When there's 1 remaining survivor.
- When all gens are repaired.
That way:
- Killer isn't patrolling neglected gens when suddenly the match ends.
- Survivors aren't screwed over by other survivors with keys.
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Or you can just put down your medkit/toolbox/flashlight when you go into a locker to craft your flashbang.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2318244#Comment_2318244
I really don't like that timer, if survivors got 3-gen it's their problem and killer's time to play. This would promote gen rush any gens possible and then just hide and wait for watch, while killer is running around his 3-gen. Survivors should be forced to think about what gens they are working on.
If survivors got their 3-gen and gave the killer such an advantage, then the killer should be able to capitalise on that mistake and secure another hook at the very least.
If they can't, then it's a stalemate, and one side could likely end up holding the other hostage for minutes at a time. The hatch spawning under those conditions offers another out. Plus the generous timer (4 or 6 minutes) gives the killer plenty of warning that [gens haven't been repaired yet] and can then decide to venture away from the obviously secure 3-gen to scout for the hatch.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2318286#Comment_2318286
Come on, she was puking on them on the Hook, while they were already infected. This is BMing, not "using her power in a way its intended to be used".
I hope you are not mad at Survivors teabagging you, in the end, they are just using the Crouch-Button "in a way its intended to be used".
If she wasn't infected, then that's absolutely using her power the way it's intended. That's how you infect people.
Either way, puking on people still isn't bannable, and if you look at my edit above...
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You've just posted screenshots of the Plague using her power in a way it's intended to be used. I'm assuming you're talking about camping but your screenshots don't illustrate that.
Camping is a valid tactic anyway. Just as much as genrushing and teabagging. It's not a nice tactic, you can call it toxic if you like and you might not be wrong (depending on the details), but it's not bannable.
EDIT: Ah I get you now. I genuinely thought that Jeff in the first pic was hooked. Now I see that what you're talking about isn't camping at all it's survivors and killers working together. You might want to actually mention that in your post.
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While that would be a solution for Hatch standoffs and mid-chase escapes, it wouldn't do anything to counter the frustration of patrolling the final 1-2 gens, finding no survivors at any of them, and suddenly the game just ends... because they all found the hatch and opened it with a key.
You shouldn't be able to bypass entire objectives like that, gens still need to be done.
This basically:
@elpoh said:
i still think the better solution is not making the hatch able to spawn while there are multiple survivors alive with unfinished generators.
Multiple Survivors Alive: All generators should be finished.
1 Survivor Alive: No more generators need to be finished.
One concession I would make however, is if the game has been at 1 gen for long enough (maybe scaling with the number of remaining survivors, then maybe it could spawn.
So once the 4th gen is repaired the timer starts, and lets say after 360s/240s (3/2 survivors remaining) if the last gen still hasn't been repaired then the hatch will spawn.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/2315566#Comment_2315566
I dont get your point. Yes, relying on a perk is bad, but the perk was just changed, and nothing was put in its place. The ability to control the pace was just reduced. Thats why games get way faster now (and thats not a good think, in my opinion)
I literally said that something needs to be put in its place. What don't you get?
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Even though NeonFlowerPower pointed it out, I feel like this needs emphasizing.
Survivors working together on a generator suffer a 15% efficiency penalty.
All Prove Thy Self does is negate that penalty. It is not a buff in it's own right.
3 survivors working on individual gens and 3 survivors all working the same gen with PTS, are exactly as efficient as each other. Except it's much easier to disrupt 3 survivors working on one gen, then be in 3 separate places at once.
If you run Discordance, and chase those survivors off that gen, even if it's only for about 20 seconds before someone gets back on it, you've just disrupted 3 survivors for 20 seconds, that's 60 seconds worth of repair progress halted.
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I don't know what to tell you. My last few solo matches I've completed at least 2 gens per game with other survivors.
Maybe you need to follow other survivors and do the gens they work on.
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@Jago said:
https://forum.deadbydaylight.com/en/discussion/comment/2317135#Comment_2317135
It's not an objective.
Totems are not even in the tutorial. Totems are here for Hex perks and rare surv perks, period.
Noed is an old badly designed hex perk, and the time will come, for it to be nerfed.
You just said it.
Totems are here for Hex perks.
NOED is a Hex perk.
Why don't you actually go and run NOED yourself as a killer.
50% of matches don't even reach EGC.
40% Do reach EGC but NOED is cleansed immediately.
10% you get to snowball with NOED.
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Yes this definitely needs addressing.
Best solution I can think of is:
- When you are hooked and the killer is within 32 meters, you gain x Distraction points every x seconds, which contribute to the Altruism category.
- When you are hooked and the killer is within 32 meters, you gain 500 Distraction points for each generator repaired, which contribute to the Objective category.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2316885#Comment_2316885
What's scary is despite all the tools they keep giving survivors. I can one day picture the devs cleansing totems for them -.-
Survivor Perk: Buy One Get One Free
Every time you complete a generator, a random totem is automatically cleansed.
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Do people really have trouble cooperating with other solo survivors?
I've been playing solo a lot the past couple weeks and haven't had any trouble getting coop points.
If you have to, just run Prove Thy Self, to encourage others to stick around.
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@ITSCJ46 said:
Can we pls just move on without NOED, there is no legitimate defence you can say to keep this perk, it literally rewards bad killers with free kills, it rewards them for not doing their objective in the first place, I've just had 2 games in a row (and probably hundreds in the past) where we get all the gens done and we're all good and the killer gets 1-3 kills cause of NOED.
Maybe you got all the gens done so quickly because nobody was paying attention to totems?
They're not just optional bloodpoints, they're an objective you need to consider completing.
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Matchmaking is janky enough as it is. We don't need to constrict the algorithm further by having killer priorities or exclusions.
Sure you might get the killer you want, but you'll end up paired with a rank 1 survivor and a rank 18 survivor after a longer queue time.
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@Gwinty said:
https://forum.deadbydaylight.com/en/discussion/comment/2315569#Comment_2315569
True that. Keys need a general rework.
My point with this hasty suggestion was: Give me something to interact with. Even flashlights offer more interaction than keys and I hate flashlights (they are not generaly overpowered, I just personaly dislike them). My idea was that if the survivors could play to "earn" the key and the Killer could intercept that, then I would like this.
Maybe make it so keys need to be charged up to be used. They start with 0 charges, and regain charges by certain actions, maybe being in a chase.
Then opening the hatch requires a certain amount of charge.
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@Gwinty said:
https://forum.deadbydaylight.com/en/discussion/comment/2314229#Comment_2314229
Or the key should only spawn in one chest that requires long time to unlock and spawns in the Killers basement.
I do not dislike key just like that. I hate the fact that you have to find and camp the hatch in most scenarios. Camping the hatch is about as much fun as watching paint dry. Give me a good chase, tense hide and seek or something and I am fine with 2 people escaping with only 3 gens done...
If keys could only spawn in the basement, and the basement always spawned a key... that would just make all killers want to camp the basement.
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@sulaiman said:
When i started the game, gen times were kept in check by old ruin. It wasn´t good against experienced players, but new ruin isn´t either.
Since the change of ruin, the pace of the game heavily increased. Games used to be double as long as now. Sure, part of it was due to my own inexperience and the resulting play style, but to me the game seemed more relaxed back then, and not the sweatfest it is now.
It's not good that killers had to rely on one specific perk to control the pace of the game, so the change to Ruin was needed, but of course something more needs to be done to the base game to make gen speeds a bit more bearable, without making it painful for survivors.
An additional objective that's required to complete before you can repair a gen would be good.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2315525#Comment_2315525
When given the option, most people will try to win. It's not the survivors' fault that they wanted to escape, that's literally the point of the role.
Sure, it's not the survivors fault, it's the design of the game.
So wanting the way hatches/keys function to be changed isn't unreasonable.
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@glitchboi said:
- The hatch will only spawn when there is 1 survivor remaining, or once all generators are completed.
- Survivors perform a 5-second animation before opening the hatch.
Those are my proposed changes to keys and the hatch.
This, is all that's needed honestly.
Also, only Broken Keys can spawn in chests so you can't get a hatch escape unless you bring the right key, but Broken Keys by default without any add-ons now track all chests, and increase the chances of a chest giving you a higher rarity item when opened with a Broken Key. So finding a Broken Key in a chest sort of acts like a re-try with a higher chance of a better item in the next one.