Seraphor
Seraphor
About
- Username
- Seraphor
- Joined
- Visits
- 9,011
- Last Active
Comments
-
Agreed, 12 seconds isn't long enough now. Especially as it can take Deathslinger 12 seconds to reel in, making it completely worthless if speared.
They should have just changed the 'within the killers terror radius' to 'when the killer is within 32 meters', and kept the 15s.
-
It's to counteract the fact that uncloaking slows him down. But I agree it's probably a bit too much. In my experience, if he's decloaking 10 meters away he's already within striking distance and you don't stand a chance unless you can somehow put an obstacle in the way at the last second.
-
Survivors don't like playing against anything that doesn't let them win.
-
You were going to give the survivor the gnome... but kill them anyway?
They need to escape to keep the gnome...
-
They won't have to explain anything. The choice will be Capcoms, not BHVRs.
-
@Verconissp said:
SBMM will kill this game
Sorry but i don't wanna verse good survivors 24/7 that can instantly read all my mindgames,
it'll make 50 wins ina row Impossible, for Otz even,
So you want to go against lower skilled survivors who you can stomp on?
I don't think those lower skilled survivors want to go against higher skilled killers.
-
@brokedownpalace said:
Everyone who only uses it for the BP closes their eyes for 4 seconds whenever they hook someone.
Bro I run kindred and you can always tell a BBQ user because they spin around after every hook and then make a B LINE to one of the 3 other survivors.
If people can't even be honest about a simple thing like this it makes me wonder what else they're lying about.
(But no, BBQ is not even close to OP)
Of course I'm going to use BBQ even if I run it for the BP. I'm not wasting a perk slot, I'm going to look around for an aura if I can find any.
But that doesn't make it better than something like Thrilling Tremors, and it doesn't discount the fact that most of the time you won't find anyone anyway because they're in a locker, or within 40m. And good luck getting anything out of it on Midwich, Gideon or Hawkins if you're anywhere near the middle of the map.
-
It's not something you can 'solve'. Only thing you can do is make other strategies more appealing.
That means more perks like Devour Hope and BBQ.
Devour makes you deadlier. BBQ gives you info and BP. What we need is a slowdown perk.
Something like:
When hooking a survivor, all Generators not being repaired automatically regress at 100/150/200% of normal regression rate for the next 60 seconds. All generator regression is paused when you are within 32 meters of a hooked survivor.So a limited form of Ruin, that is only active after you leave a hook. It could pair well with something like Thrilling Tremors that gets survivors off the gens to start with, or shows you which ones to pressure after you've hooked. That would effectively prevent camping, as it's basically Ruin but made obvious that the way you make it work requires you to not camp.
As for anti-tunnel:
When a survivor is rescued from the hook, they are cursed for the next 45/60/75 seconds. When repairing a generator, any good skill checks result in 5% regression and any great skill checks result in 1% regression. Only one survivor can be cursed at any time.This would mean that you want your recently unhooked survivors working on gens instead of the other survivors. You leave the unhooked alone, so you can pressure the others off gens, and the cursed survivor will be less effective at repairing.
-
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2185322#Comment_2185322
I believe you’re wrong on this. Do you have video footage? You don’t scream, but still tier up in madness and are unable to perform actions when shocked by shock therapy.
I have personal experience, I pretty much main Doctor, and every now and then go up against survivors who don't scream, and are completely immune to my shocks.
-
Yep, you're right. EVERYONE was like "no git gud" and then EVERYONE was like "yep, totally agree". Sure.
It's not like different people could have different opinions.
-
I just think they'd be boring killers to play. I'd much rather something more fast-paced, which the Dimitrescu Daughters would definitely be, or maybe Wesker.
-
@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2184639#Comment_2184639
So why not improve the current system rather then scrap it entirely for something that is infinitely more complex? Especially a system that would result in even sweatier games at the higher ranks?
That would likely involve adding way more ranks, like, 100+, and then making far more complex conditions for ranking up. Likely requiring more than 5 pips per rank, and having some conditions that give you way more then 5 pips and some that take away more than 1 at a time.
But most of all, it would involve giving each killer their own rank, and then somehow attaching a multiplier to that rank based on your player level, but only based on how much you've played killer specifically.
That sounds far more complex, and would likely lead to some strange bloodpoint rewards.
-
@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2184632#Comment_2184632
I had a similar experience as you, I lost nearly all my games when MMR was on (0 or 1 kills).
Before and after the MMR, everything felt fair. I didn't try survivor though. I am hopeful that a third test might actually adjust according to perfomance, because it certainly didn't do that last time.
There's absolutely nothing fair about green rank killers going against squads of red rank SWFs, or about playing an 'easy' killer like Spirit, catapulting you to purple ranks long before you should be anywhere near them, and then getting locked in to permanent red rank survivors no matter what killer you play.
When MMR was on, my rank 6 Spirit went against green-purple ranks, and games felt fair. I then jumped on Bubba for the first time, and went against greys, then browns, then yellows, as I learned how to play him. It was wonderful.
No extremes of 0K 5 minute games where everyone teabags and clicks at the exit gates, or 4Ks at 5 gens where nobody has the guts to go in for a rescue. It was a fair fight nearly every match.
-
@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2184608#Comment_2184608
https://forum.deadbydaylight.com/en/discussion/comment/2184610#Comment_2184610
Wish i had your experiences, cause when i played with MMR i got survs and killers way more skilled then i am and had to sweat bullets all for nothing because i'm playing Demo and not Spirit or Nurse
I said it once and i will say it again, MMR is not going to work with DBD, too many factors that the game has to take into account and even if it by some miracle works it'll just be SWF with 16 second chances and Nurse, Spirit and, Freddy with quad slowdown constantly
Once again, your experience doesn't represent all players.
You cannot make the absolute conclusion that "MMR can't ever possibly work for DBD."
The current Rank based matchmaking doesn't work either. Something has to change.
-
@NomiNomad said:
Honestly, can someone explain this to me. Why is BBQ, a perk that has multiple counters more complained about the info perks that just don't? If you think BBQ is OP you by proxy have to think other perks are OP.
Surveillance has no counter. Literally. You cannot avoid it. You can only hope the killer is not looking at you when you start working on a gen.
Whispers has no counters, and it's really not that hard to use.
Nurses has no counter, other than avoid healing in the terror radius which is something you should do anyway. And you can't do that against stealth killers or killers with small TR.
Thrilling Tremors has far more accurate info on gens, but I guess its inherent cooldown of a minute makes it okay to survivors.
BBQ has multiple counters, has a set radius, and only activates if the killer is playing well and getting down. BBQ can be avoided, people just don't want to then complain it's overpowered.
Because of how much it's used, it's one of the first 'secret killer perks' new survivors are made aware of.
They're incredulous that a killer has found them in their secret hiding spot, and outraged that they got killed. So someone says "oh they probably had BBQ, it tells the killer where you are" and they place 100% of the blame on the perk.
-
@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2184537#Comment_2184537
I cannot tell if you sincerely think that MMR worked well or are trolling
The last MMR test worked brilliantly for a lot of people. Including me. Whether that means a majority of players or not is still in the hands of the devs, we don't know. But there were enough testimonies on these forums at the time to indicate that it could conceivably mean it worked well for the majority of players. It could honestly be either way, but I'm sure there's still some thing they need to sort out with it, after all if it works well for 55% of players and abysmally for 45%, that's not really good enough.
Your personal anecdote isn't representative of all players.
-
@Munqaxus said:
New Flash, MMR has been turned on for a while. I've been keeping track of my survives vs kills in games and it's radically changed a couple days after the Devs originally said they turned it off. It's been on for a while now.
Oh dear.
No, it's not turned on, any time other than when they say they're testing it.
MMR does this thing, where individual killers each have their own hidden 'rank' based on how much you've used them, and how well you've played (how that's determined however is still a secret).
What this means is, if MMR is on, when you play a killer for the first time, you will only go against rank 20-17s, even if it takes 30 minutes to find them, because you have the lowest possible MMR on that killer. This makes it very easy to test if MMR is on. Play a killer you've never played before.
No amount of tracking the ranks of people you go against, or whether you survive or kill, will give you ANY indication as to whether MMR is on, because of how janky the current Rank based matchmaking is anyway.
-
You've never used BBQ have you?
I 100% run it for the BP. Killers nearly always get more BP than the survivors, and it's fairly easy to get around 30K. So BBQ makes that 60K. From one match. Good luck getting that on Survivor.
Thrilling Tremors is a much better info perk, and it has slowdown capabilities too. It tells you which gens are currently being worked on, which gives you a gen to kick (bonus for Pop/Oppression) and where there are survivors. Even when survivors get savvy to it and start disconnecting from gens before you pick up (which is much harder to gauge than the hook for BBQ btw) then that means they're not working on gens, bonus.
BBQ often gives you nothing, because survivors are within 40m or in a locker, or hiding behind a gen. It's ridiculously easy to counter.
-
Yes please.
MMR will never work properly without a real test, that avoids players preconceptions about rank. No "oh I'm a red rank and it put me against greens MMR doesn't work!" when that's precisely what MMR isn't taking into account.
-
Pyramid Head and Demogorgon don't play anything like their source material either.
-
@deckyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2184302#Comment_2184302
once you own the chapter, yeah.
i mean why the hell not? you bought it. or saved up shards. why do you also need to commit at least 20 hours to unlocking the content that you paid for?
I dunno, an incentive to play the game, so that there's enough people playing to fill queues?
-
@deckyr said:
i legit wish that player level unlocked everything (perks, offerings, addons, items, you name it) and that everything's available at player 100.
sure, rebalance the stuff that's absolutely gamebreaking because of rarity alone, but otherwise... y'know... it could be fun.
purple/iri keys and ebony mori at 100 lol.
How would that work with new chapters? Everything is automatically unlocked?
-
I'd like it if they increased the BP reward caps for trials. From 8000 to 10000, or even 12000 maybe. Capping out in a category can be pretty disheartening, and it would ease the grind by rewarding better plays.
-
@Man_of_triangles said:
https://forum.deadbydaylight.com/en/discussion/comment/2170368#Comment_2170368
Why do people compare Mr. X to Myers?
Because just like Nemesis and Lady D. they're all 'stalker' type enemies. They move slow, and are oppressive when they're in melee range.
I think her daughters would translate into a much better killer for DBD.
-
Sounds like a lot of people are experiencing odd resets today. I haven't checked mine yet...
-
Babysitter buff is great.
Camaraderie doesn't really suit the perks description. It should still involve another survivor. This might be a nice idea for a new perk.
The problem with Camaraderie is that it doesn't really punish camping all that much. In order for it to trigger, a survivor has to attempt an unhook, which means falling for the killers trap anyway. A better rework would be if it gave other survivors a repair speed buff while the killer was within 16 meters of you, but alerted the killer to other survivors who were currently working generators.
-
I love Surge. Eliminates the need to kick gens, saves a ton of time.
It's weak on large maps though. It could do with some kind of conditional range setting, perhaps it always hits the closest gen, even if it's outside the 32 meter range.
Also I second allowing it to trigger with downs via powers too. Any survivor put into the dying state should trigger it. This is precisely why I tend to use it on M1 killers, Doctor, Spirit, etc.
I don't necessarily agree with losing the cooldown though, you could absolutely destroy gens by slugging. So it would promote slugging.
-
Change your keybinds so that Sprint and Interact are different buttons?
I don't think that's default anyway, so you must have changed it yourself.
EDIT: I think I misunderstood. I thought you meant the Sprint button was pulling you onto gens.
I honestly don't have this problem and have never seen it on other people, not in a sprint anyway. It usually happens for me when trying to pick up a survivor by a vault, or when trying to heal a survivor under a pallet, but never in sprint.
-
How long has it been? 4 days since the last "nerf BBQ" topic?
No.
BBQ & Chilli is one of the healthiest perks in the game.
There are many, many ways to counter it, and the effect of the perk is that it gets the killer away from the hook, and encourages the killer to go after different survivors.
It's anti-camp and anti-tunnel, and probably the most effective perk at doing both of those things.
It's effect isn't even that strong. It gives the killer 4 seconds of info, which can be easily out-of-date if it's the other side of the map, by the time you've crossed it. There's nothing OP about it. The reason you see it so much isn't because it's a strong perk, but because it doubles the killers bloodpoints.
For info perks, I'd much rather run Thrilling Tremors. As the first couple hooks you make in a game will almost certainly show you which gens are being worked on so you can pressure them.
@justcherry84 said:
If that were the case we wouldn't have campers. Campers will camp regardless just like they still do.
Without it, we would have more campers.
Camping works because it's (often) an effective strategy. BBQ gives the killer a strategy that's more effective than camping. They can see another survivor, another target, another reason to leave the hook. Newer killers learn to camp because they have no info, no other target to go after. If they don't know where to go, then leaving the hook will almost certainly just waste their time, and allow someone to rescue the hooked survivor. Killer is all about effective time management, it's a race against the clock, and any time wasted looking for survivors that doesn't yield results, is a bad play.
This is precisely why BBQ has a bloodpoint bonus. To encourage more killers to use it.
-
Just because you were spamming the button before the hatch opened, doesn't mean you were the first to interact with it after it opened.
-
@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/2181610#Comment_2181610
Yea, you didn't read the OP properly either. I gave an example and explained exactly what happened. There is no way you read that, comprehended it, and still post what you just posted. Do you not understand I was farmed and killed? What was the point of that?? I died any way. At least let us the player, make that decision. My beef is not with the killer. It’s with the coward teammates who farm you out of stupidity. Points, or both. How would you have felt if that was you? Do you call that fun- getting a gen to 97% BY YOURSELF, only to see your teammates crab walking- purposely not doing anything because they’re scared?? Then after you’re hooked you’re farmed off, then hooked again. When you watch the remainder of the match, they both die almost instantly. That’s acceptable right? Thats fun to you, right? Farming people is not selfish? Please let me hear you spin an excuse out of this. I’m not talking about those jerks who quit because they were the first one caught, or they don’t like the killer chosen. I’m talking about teammates who refuse to TRY and play the game, and come running to farm you off the hook. Which makes no sense, because safe hooks give you more points. And I don’t want to hear anything about DS because I addressed it 3 times already in this thread.
Your case is an outlier, a tiny minority of cases.
The rest of us don't deserve to be screwed over for a tiny minority of cases where you end up being annoyed for an extra 30 seconds.
If you died anyway, why was there a reason to DC? You're still gonna leave the match.
-
@Freddy96 said:
https://forum.deadbydaylight.com/en/discussion/comment/2183340#Comment_2183340
I've seen multiple streamers getting digusting hits on me while they were having 130+ ping while i have 32. I also played for 6 months with a wifi dongle and i was getting hits that shouldn't have hit in any way.
I played tons of multyplayer games for over 20 years and when i say that this is by far the only game that rewards having garbage connection i know what i'm talking about
And for every disgusting hit you shouldn't have got, you missed 10 that you should have.
Confirmation bias.
-
@Freddy96 said:
https://forum.deadbydaylight.com/en/discussion/comment/2183212#Comment_2183212
Except on tf2 hits are not half as bad as dbd and on tf2 if your connection is garbage you're not gonna land even point blank shots.
DBD is the only game i know where having a garbage connection helps more than it hinders you
Then you've never played with a bad connection.
With a poor connection, you basically get lucky if you can land a hit at a vault or pallet.
Out in the open, you're literally swinging and hoping the survivor is where they appear to be. 9 times out of 10, they were just an echo of where they would have been going, if they hadn't changed direction. So as you hit fails to land, their image teleports to where they actually are.
Vaults and pallets serve as choke points to remove the wild guesswork.
Trust me, if you face a killer who is lagging so much that their attacks are going through several second late and reaching several meters because of it, they are not having a good time.
-
@WiiFitTrainer said:
https://forum.deadbydaylight.com/en/discussion/comment/2183063#Comment_2183063
This is not how server based games work and probably why dbd has these problems.
Why does it need to favor killer OR survivor? No other server based games does this. The only reason it ever favored killer was from the days where the game was peer to peer.
This is a server based game now. The server is supposed to be the one deciding if hits are encountered, not the killer.
You don't see team fortress 2 favoring blue or red team arbitrarily for hit validation.
On the killers screen, the attack hits the survivor.
On the survivors screen, the attack misses.
Why does it have to favour killer OR survivor? Because it's a binary issue. It hits or it doesn't.
If it goes by the survivors screen, the killer will NEVER land a hit, unless they predict where the survivor WILL BE 2 seconds in the future.
-
@KrosseKrabbePizza said:
https://forum.deadbydaylight.com/en/discussion/comment/2183063#Comment_2183063
Then please explain, why it was fine like 2 years ago or so? I played the game since august 16, and there was a time, where it was perfectly fine, because the killer really has to touch you in order to really hit you. Those airwaves hits look stupid AND are completely broken. And since it varies between months/weeks/days/hours/rounds, we can´t prepare ourselves to time the loops right. It´s just guessing, how long the hit range will be for EVERY. SINGLE. ROUND. Will it be 5 meters, 4 meters? 8 meters ? you´ll never know until you got hit.
It depends on the connection the killer has to the servers.
It varies from killer to killer, that's why you can never know. And it's not EVERY. SINGLE. ROUND. at all. Its maybe 20% of games where the killer has a seemingly slightly longer attack range than they should, and maybe 5% where it's ridiculously out of sync that you just know the killer is playing on dial up.
There may be some technical issues with the servers themselves, but it's not something the devs can completely fix in the game code. They can tweak the desync, but that just swings it the other way, where killers get cheated out of hits they should have made.
You just need to learn to play safer, you can't rely on being 5 pixels out of range of the killer in a tight loop. Keep your distance away from the deadly killer who's trying to kill you.
-
@WiiFitTrainer said:
https://forum.deadbydaylight.com/en/discussion/comment/2182953#Comment_2182953
People need to keep making these threads because the problem is still here. It's been here ever since dedicated servers launched.
You shouldn't be be getting hit after moving 2 meters after the vault has ended yet here we are in 2021 and nearly every game this happens.
And I'm not a whiny survivor main. I actually play killer 90 % of the time and can tell you I get WAY to many vault hits that I just should absolutely not be getting.
Conversely, if hit validation favoured the survivor, you'd be constantly swinging at survivors thinking you should be landing hits, and you'll miss. Every. Single. Time. You would have to try to run through the survivor, to make sure you land a hit where they're going to be in the next couple seconds, instead of where they are currently on your screen. Which is impossible, because of collision. You literally will not be able to gauge whether or not your hits will land, you will actually have to predict the future, and killer would be unplayable.
Hit validation has to favour the killer in order for the game to work.
Latency will always be a factor one way or another, because of physics, we don't all have super robust, instantaneous connections. The current system is the best one available.
People will keep making these threads, because they don't understand this.
-
Honestly, I'd rather go against a Spirit than a Wraith these days.
By the time you can see him, he's already in striking range. The speed boost he gets from uncloaking is unreal and it's almost impossible to avoid him.
I recently had a match where I bumped into him 30 seconds into the game. Got hooked, then rescued, and turned a corner and his shimmer was right there. Started running, but within 4 seconds he uncloaked and knocked me down. Repeat for third hook, got about 200 BPs out of that match.
-
@Fuddly said:
https://forum.deadbydaylight.com/en/discussion/comment/2177548#Comment_2177548
How does that make sense? Survivors have few vaults on the map and more than 70 percent of the pallets are unsafe.
You need to use the verticality of the various catwalks to loop effectively, and they have plenty of vaults. Taking those into account, Hawkins is actually one of the largest maps in the game by square feet.
-
@tolore said:
https://forum.deadbydaylight.com/en/discussion/comment/2181178#Comment_2181178
That's a fair point, I would lean more towards an additional axiom of my argument of, help survivors figure out that the hook is being camped. The counter strategy that makes hook camping bad already exists, the problem is knowing that that IS the strategy, and knowing that you are in the face camping scenario. I could see something like the hooked persons aura being a different color if the killer is close enough to the hooked character. That might be a little strong to have as a default mechanic, but definitely feels a little too weak for a perk by itself. maybe roll it into another perk? it's hard for me to conceptualize how good perks are like that for survivors, because technically they get 16 perks as a team, but solo queues don't get much time to coordinate, and no way to communicate in game.
I also think secondly to make this whole thing feel better you gotta do something for the hooked person, because even if the survivor team does their proper counter the person who got hooked still gets a terrible match. I think generally, survivor pipping and blood points hsouldn't be calculated until the match ends, and they should all get a bonus based on number of survivors. Maybe that way at least we could be feeding the player who got hook camped blood points based on gens done while hooked, and when they die let them pip and get some more blood points when the match ends if their team rocked while they got camped.
That perk exists and it's called Kindred.
Though, for all of the "make Kindred basekit!" cries that get posted, this is the best one yet. The aura of the hooked survivor being a different colour if the killer is close. Perhaps it fades from red to white, as the killer comes up to the hook. Facecamping = pure white, 24 meters = back to red, everything in between is a gradient based on distance.
It doesn't tell you exactly where the killer is, but it gives away blatant facecamping. White is the colour of 'blocked objective' so it would make perfect sense, it's an unhook you can't safely make.
-
I don't think keys are actually the problem anyway. It's hatch spawn conditions.
The whole "hatch spawns when the number of gens completed equals survivors +1" thing is the problem, because it enables a hatch escape while there are still objectives left to complete.
It's these scenarios where hatch escapes are the most problematic, because the killer is occupied by guarding those remaining objectives, and is powerless to prevent the hatch escape, if they even know where it is yet.
If it was limited to just spawning:
- When only a single survivor remains in the trial.
- When all five generators are repaired.
Then hatch escapes would be mostly fine as they are.
-
At the very least, I'd just like it to not be active at the start of the game, and only trigger the first time you become injured.
This way at least the killer doesn't know you have it right off the bat, and may accidentally slug you, enabling you to get yourself up again.
-
@wxnickxw said:
https://forum.deadbydaylight.com/en/discussion/comment/2181695#Comment_2181695
Funny I thought the last nerf effected survivors, but in all fairness I don't keep a running Talley so I could be wrong.
Does that mean that if the next nerf effects survivors you will jo longer be in favor of fixing keys since then it would not be 1/1 but 2/1? Or is the needing to keep things equal in your book only when it comes to things you want?
Keys were "nerfed" from opening the hatch from 30 seconds, to 10 seconds.
In practice, this does absolutely nothing, because you either coordinate with the other survivors to all jump in the hatch together anyway, or you're using it in a chase and the killer closes it instantly anyway.
So no, the last nerf didn't affect survivors. At all. Keys are just as bad as they've always been. Enabling survivors to bypass any and all remaining objectives, which could be as many as 2 whole generators and the exit gates for 2 survivors, or the final generator and the exit gate for 3 survivors, or even enable all survivors to bypass opening the exit gates.
Mori's on the other hand were nerfed from bypassing a hook state, to... not bypassing a hook state. Now they're just a fancy animation that gets you less BP than a hook.
-
@BigBall said:
https://forum.deadbydaylight.com/en/discussion/comment/2182160#Comment_2182160
Huntress's power is much better.
So... make his power better instead of making him a M1 with a weak power?
-
So turn him into a M1 killer with a useless power?
If trickster gets 115%, why should Huntress get 115%?
-
Well they still got a quitters bonus for you DCing. You only screwed over your fellow survivors.
-
And yet you still DCd, instead of taking your BP.
-
@Nos37 said:
The other survivors were pretty much throwing anyway by repeatedly breaking the hook so she couldn't hook me and everyone was eventually slugged after suiciding into her with bodyblocks
That... doesn't sound like throwing dude.
Breaking hooks so she couldn't hook you?
Body blocking so she couldn't hook you?
How did you not wiggle free in all that time that they were trying to save you?
Sounds like you were the one throwing. Did you have a tantrum because of a lag spike?
Sounds like three amazing survivors doing everything they could to save a salty Nos37 who wanted to screw them over.
-
Unfortunately the game can't tell why you DC'd.
I can't say I've ever seen that happen, it seems like a 'you' problem, your game lagged out, maybe get a better PC?
I wouldn't say that's a good enough reason to DC, there aren't many 'good' reasons as it is. ######### happens. So you got hit with a lag spike, that doesn't warrant wasting four other peoples time by DCing.
-
Agreed. Making it applied regardless of where the killer is was unnecessary. Instead they should have just changed 'terror radius' to 'within 32 meters'.