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Seraphor

Seraphor

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Seraphor
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  • Fully support this.

    Killers will no longer be able to claim SWF every time they lose, or non-SWF whenever they win, and will actually realise just how little they face a SWF and how not-OP they are.

  • @KerJuice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2179230#Comment_2179230

    Why should we be held hostage in a terrible match when we ARE playing the game and our teammates are crouching in corners, too scared to do anything? I gave you an example. Cmon now. That’s not fun for us. Let us “que” up for another match with teammates that are actually trying. You want to play hide and go seek, that’s your business. I’m not trying to stay in that match with you.

    You're wasting four peoples time when you DC or suicide. The 15 minutes it took to "queue" in to that game, and the 10-15 minutes or so the game takes. 30 minutes wasted for four other people, because you were too salty to play the game you chose to play.

  • Why not? Most of Franklins pressure comes from getting rid of medkits and toolboxes.

  • @Lentoro said:

    https://forum.deadbydaylight.com/en/discussion/comment/2180319#Comment_2180319

    I'm more curious to know your opinion on the new main event. Most of my creative energy went into reworking that ability

    Main Event is his weakest part, so just about anything would be an improvement tbh.

    Some of your points are good, but I notice again, Killer Instinct, giving his power another similarity to Legion.

    I honestly have no idea what to do about Main Event, and I don't think the devs do either.


    My changes to Trickster would include:

    Giving every laceration a 1% decrease in sprint speed on that survivor. Meaning capping out at 7 lacerations would decrease the survivors speed by 7%. Closing the gap without needing to increase the Tricksters movement speed. It's a catch up mechanic that rewards the use of his power, instead of invalidating it.

    Secondly, just make it so lacerations don't drop off when within his TR. They can drop off normally when out of his TR.

    Finally, to give his name some more meaning, I would have his rarer add-ons add different statuses to lacerations. Perhaps one that inflicts blindness while lacerated, another that inflicts oblivious when lacerated, one that inflicts broken if injured, etc. You won't know what status will be in play when facing a Trickster.

  • How would you propose they prevent a killer standing and walking in a certain place?

  • @twocansofbean said:

    Imo surge is pretty useless mid to late game. It's only regresses a generator by 6.4 seconds. Which is about the same as kicking a generator and waiting 12 seconds.

    Near end game I definitely feel as a killer I'm getting hooks and downs much more faster than the 40 cool down they give me with surge.

    Like even if I get a slow down with surge I feel if I try to get a hook. I just turn around and that gen just got completed behind me.

    But you don't need to actually kick a gen, it's automatic.

    Surge has saved me many times in the late game. Where I pressure a couple survivors off a gen that's nearly done, and managed to down one of them, setting that gen back 8%, and without surge would certainly have been completed. With that gen not completed, I can go back to it after downing/hooking that first survivor and pressure the other one off it.

  • "Increased movement speed to 4.6m/s ???"

    Ah.. nope. Not the best start. Making him a 115% killer just turns him into an M1 killer with a useless power.


    "To deplete a laceration bar for a single charge survivors need to complete a "Pull Out Blade" action."

    He's a ranged Legion, got it.

  • Ah... it's the daily "fix hitboxes" topic about a problem that has nothing to do with hitboxes.

    Hit validation has always favoured killer, and it always will. They may have been 30 meters away on your screen when they hit you, but on the killers screen, they scored a legitimate hit. Can you imagine how hard this game would be to play if you can't reliably judge when your attacks will hit? You won't know when to swing, you'll literally be chasing shadows, praying to RNGsus that when you slash in mid-air, there happens to be an actual survivor there and not a 'shadow' of one a few seconds ago.

    You can play like that when you face a laggy survivor. They will be running in a straight line, you swing at them, and they instantly teleport 20 meters away where they changed direction but the servers didn't register it for you. If hit validation favoured the survivor, that would happen with any kind of latency, whether on the survivors end or the killers end.

  • Paulie Ester did a video about this. It's not a stock sound, it's specifically Meg, who's VA is a BHVR employee.

  • Could go either way I think.

    They've already said they're prioritising map reworks over new maps, but a license like this might warrant an exception.

  • @JHondo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2179406#Comment_2179406

    Yeah, it's like people can't read at all. Or they've only done his daily against potatoes that don't avoid the trails. I've done every dirty trick I can think of to get my PH daily from doing what was done in this clip to bringing Lerys or Midwich offerings and proxy camping a hooked survivor surrounded by trails until the rescuer or hooked survivor gets tormented.

    I've literally cornered a survivor before, got in behind them, and refused to hit them, so that they would walk through the torment covering their only exit, and they would rather sit there and self care right in my face, and then just hang out and get crows, chillin with PH, rather than walk through it...

    I just want to do my damn daily ritual, please!

  • Or killers repeatedly dodge your lobby, until the matchmaking gets so desperate to pair you with a killer that you go against a yellow rank, and you proceed to wipe the floor with them as red ranks, and they quit the game.

  • You're not wrong.

    In the same patch that they introduced the 30s immunity for using a clock, they also nerfed the slowdown effects of being in the Dream World anyway, so you no longer need to worry about being asleep.

  • Pop has a non-direct cooldown, in that it takes longer to down and hook survivors, then get to a non-regressing gen and kick it, than it would to just down them.

    You could easily slug a few in a short period and inflict 8% regression on multiple gens, multiple times, in quick succession, with no action taken to do so.

    You could also down someone too far from any generators and get nothing.

    It's situational, risk v. reward.


    The only buff I would give to Surge is to change the range a little. If no generators within 32 meters can regress, then it chooses the next closest generator within 40 meters and just does that one.

    Because Surge is very map dependent, and on something like Red Forest, you might never get any use out of it.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2176560#Comment_2176560

    The clip is only 23 seconds long! How could he hook a survivor 5 times over in that span of time??

    What is wrong with this community??

    What's wrong with you?

    The killer just gave the survivor a free DS!

    In what universe has this benefited the killer? Unless you're such a terrible survivor that you can't make use of a DS escape.

    This is giving the Survivor an advantage, in order for the killer to trigger his unique power, at the killers expense. They're throwing the game to do their daily ritual.

    It's no different to when I did the Plague Challenge to fully infect 6 survivors, and instead of downing anyone or using Corrupt Purge, I just followed them around and spammed Vile Purge. Throwing the game in the process, but achieving my 6 infections.

  • Spirit really doesn't need Stridor... unless survivors are running Iron Will.

    It they just changed Iron Will so that it didn't reduce it to 0, maybe 25% instead, Stridor wouldn't be needed at all.

  • @Onyx_Blue said:

    The three changes I think would make Spirit 'fair' and still 2nd stongest killer are:

    1) There is a clear audio cue when Spirit enters Phase when a Survivor is within 12m of her.

    2) She can no longer hear survivors groans of pain while in Phase (but can still hear footsteps and breathing).

    3) A lot of her duplicate add-ons (movement speed, duration, charge time, recovery speed) should be altered to make them aid her in mindgames and adjust her power slightly to allow a variety of different gameplay.

    I'd be for the audio cue when phasing if there was an add-on (even Very Rare, but not Ultra) that disabled it. Otherwise, those mind-games are precisely what Spirit is about, and is what gives her anti-loop potential. Without it, she has little anti-loop, and if she can't tell where the survivor is, none at all.

    By all means make it harder to discern a survivors exact location when phasing, so there's more skill involved with making good reads, but don't just totally give away the mind game potential.

  • There's no reason to make rage-quitting easier.

    I can't count the number of times I've gone to save someone only to have them kill themselves on hook because they're salty. Screwing the team over, probably resulting in other deaths when we could have escaped, and robbing me of altruism points.

    You queued for the game. Play it.

  • That's a limitation due to the number of active players.

    If you have 100 survivors and 10 killers, but 20 survivors are red ranks and only 3 killers are red ranks... there's going to be some mismatch.

    If you want matchmaking to be strict enough that you ONLY get paired with players of the same rank... be prepared to be waiting 30+ minutes, or even hours in some cases, for a match.

  • Her phase is designed to be used is short bursts, so a penalty for 'missing a phase hit' can't really work.

    Instead, she should get a penalty for depleting the phase gauge, so that you need to be selective in when you phase so you don't risk completely running out of it. Make it a fairly long stun, longer than Nurse gets for blinks, and you have a high cost for something that's simple to avoid if you're frugal with your phasing.

    Better yet. have depleting the gauge inflict a 5s stun, and disable all phasing for 10s.

    It raises the skill ceiling a little, and results in Spirits phasing a lot less often to conserve gauge.

    Being able to hit immediately after de-phasing is still essential as a 110% killer. Remove that by putting in your 2s delay and phasing is literally just a movement tool that can't be used to actually score hits. She becomes worse than Wraith.

  • I'd prefer Kicking generators was made more effective, rather than automatic, so that the killer gains a valid action to take instead of losing one.

    By all means add in more perks that work similarly to Ruin (but are perhaps a bit weaker so they're not Hexes).

  • I just don't see the point of having the hatch spawn when there are still generators left to repair.

    As Killer, you're busy patrolling gens or chasing a survivor, while suddenly the other survivors just vanish off the face of the earth, and you can't do anything about it.

    Meanwhile as Survivor, I've used the hatch with a key when it was still completely possible to repair gens and power the exit gate, and it never felt like a win.

    Just have the hatch spawn conditions be fixed to 'All generators are repaired' or 'One remaining survivor' and nothing else.

  • Ok @alaenyia

    Lets say I hook a survivor. Then another survivor comes along and runs around the hook.

    If I chase them, then I'll be preventing an unhook, as no other survivors will be able to come in for the rescue.

    Am I supposed to run away, let them rescue, and then come back?

    Who is at fault there? The killer for not throwing the game? Or the survivor for running the killer around the hook?

    Please don't tell me that the killer's actions in this scenario are not the fault of the survivor.

  • @vladspellbinder said:

    https://forum.deadbydaylight.com/en/discussion/comment/2174477#Comment_2174477

    I started playing the game late November of 2020 so I'm still pretty "new" to the game, even though I've sunk way to many hours into the game in such a short amount of time.

    Anyways.

    I didn't have too much of a problem with the Bloodweb at first but then I worked out that items are not shared between the characters. This makes a bit of sense for the Killers because they all have different items but it really confused me when it came to the Survivors, because they all have the same items. I am including add-ons when I say "items".

    Then I got just what the Perk Tiers were for, which is to say "Nothing more than making the grind take longer" so that made me a bit upset. I mean, yes, I can understand needing to unlock things on various characters, I am fine with that, but having to unlock the thing I want to use three times is a bit much, especially when there is so much to unlock.

    I think the Bloodweb is an alright idea in theory, but fails in implementation. I don't mind things being somewhat random but I'd rather have something like 'Unlock a Tier 1 Perk of your choice' or 'Gain a green item of your choice' in some places. In addition to the "Mystery Boxes". Just something that ensures we can actually get what we want to get instead of it always be totally random.

    "Unlock a Tier I perk of your choice" would be an amazing idea.

    It wouldn't be so OP that you can jus select your best perks right away before level 15, because you still need to tier them up to III, but at least you get a rudimentary version of that perk to use if you need it. Plus they could always just not appear until level 40 or so.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2176442#Comment_2176442

    I'm not a fan of the old 'the devs are always right' approach, but it comes off as downright comical when it's back-to-back with a dev oversight.

    I don't take it as "the devs are always right" so much as "its the artists vision". While a videogame, with all its interactive elements certainly has enough moving parts that there can be more objectively 'right' or 'wrong' elements, it's ultimately still their product to sell how they want.

  • @vladspellbinder said:

    https://forum.deadbydaylight.com/en/discussion/comment/2174655#Comment_2174655

    I'm just so used to typing in the codes... .

    I think X-box can also chat with X-box, I few players who say they are on "console" can chat with each other, just no anyone who is "cross-play". It may be the PlayStation people who can chat with each other, or maybe just those on Window Store which would again be PC but not Steam.

    The whole issue with chat is just confusing to me. Like, I don't understand why it is so hard to have chat on all system and it work together. But then again I almost failed the one networking class I took so I really shouldn't be talking about networking.

    Console can't easily chat with each other. There's no in-game chat feature for consoles, instead they have to go via the consoles chat system. That means coming out of the game, opening a chat with that individual person, and sending them a message, which they will have to come out of the game to read.

    It's not difficult, but there are extra steps, and it's one to one, not between all players in the lobby.

    And yeah, I don't get why there isn't a shared chat system in-game between all platforms either. Sure it might take some console users longer to type out a message, but some have USB keyboards (I play FFXIV on PS5 too), or those mini keyboards that attach to the controller.

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175497#Comment_2175497

    Sorry am I getting it wrong aren't devotion levels what you get when your level hits 99?

    No you're getting the wrong person.

    Yes that's what devotion levels are.

    TC said "get rid of devotion levels" and I asked "so you'd gain nothing after level 99?"

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2174871#Comment_2174871

    Are you proposing the levels would go up beyond 99 or are you proposing the level maxes at 99 and that's it?

    And either way could you walk me through the reason behind it because my understanding was that you get the same amount of shards per xp regardless of level or devotion level

    What are you talking about?

    TC said "get rid of devotion levels."

  • I get what they were thinking with the breakable walls on The Game. "Oh look, it's a dead end, except both Killer and Survivor can make a route through here, one can break it down, the other just needs to complete the gen." But in reality, the killer benefits from the dead ends, and it's much harder for the survivor to open it up.

    A gen triggered door and a breakable wall isn't a good pairing. Breakable walls need to be paired with pallets or vaults, so that you can turn a strong loop into a weak one. Not to be confused with sticking breakable walls on already strong loops to make it mandatory to break them.

    I think one of the two 'god pallets' by the basement should be changed into a breakable wall. Then stick breakable walls into the 'jungle gyms' in the corner tiles, as these are the strongest jungle gyms in the entire game. The rest of them can go.

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2174660#Comment_2174660

    No after level 99 you go back to level 1 but then you get a devotion level. So someone who is devotion 2 level 10 is basically level 210. (Except it's technically 99 per devotion rank but don't think about that)

    I know that... I'm referring to the suggestion to remove devotion levels.

  • Just give Feng a cat-ear headband.

  • @RenDesune said:

    https://forum.deadbydaylight.com/en/discussion/248640/balance-proposal-for-face-camping

    Do killers really get value from camping? Sure they'll secure one kill after 3 gens have already been popped.

    Killers only profit from camping if survivors prioritise unhooks over everything else. Survivors need to give the killer their prize for camping.

    The hook timer is pretty generous, you often have time to do half a gen or more and still get to the hook before it goes into stage 2, providing it's not the complete opposite side of the map. So do that half gen, hopefully it's the 2nd half and you complete the gen before you go in for the save.

  • @tippy2k2 said:

    They've tried this (and other punishments) before in PTB and in the most shocking twist of all shocking twists, survivors just abused it instead of using it to punish killers who were being jerks. They would loop their own hooked person and force the timer to stall out as the other two survivors hammered generators.

    To me, the only thing that really needs to change is the face camped needs to be rewarded for their efforts. While it would suck to sit there and not be able to do anything, I think the sting would be considerably less if you sitting there was racking you up BP just like the rest of your team who are racking up points slamming generators. BP isn't a game balance thing so there's really no reason why the face camped shouldn't be getting points for their efforts, even if all their efforts boil down to is sitting there not killing themselves...

    Absolutely this.

    There should be 'distraction' points that slowly tick up while the killer is in the vicinity of your hook.

    In addition, award a bonus 500 points for every gen completed while you were hooked.

    It would encourage survivors to finish their gens before going in for the save, which in turn would encourage the killer away from the hook because they'll learn that survivors will finish gens first.

  • They could just make it free for PS+ members. There, fixed.

  • Some of us console players have keyboards anyway. With or without quick chat, just enable chat.

  • While they're both great ideas, I think both of them together would be too much, and in fact may hinder the killer a little.

    If they go with the instant 5% regression, then the killer could actually benefit from a survivor tapping the gen right after, and make it an instant 10%, but would still allow survivors the option of a quick tap for things like when going for a hook rescue by a gen, or when the killer has actually left but you don't want to continue working that gen just yet.

    On the other hand, if a survivor has to commit to a gen for 2.5s before it stops regressing, then it's going to take them much longer to counteract that 5% instant regression, in fact they'll likely sustain an addition 3-4% regression just while doing so, and then the additional time it takes to make that back up, it would effectively mean kicks have a net regression of something like 12% by default. So take out the 5% instant regression, just keep the 2.5s commitment requirement to stop regression, and you already have your effective 5% regression built into that. It wouldn't allow for survivor mistakes like above that could allow for 10%, 15% etc. if you keep kicking it, but it would prevent those sneaky gen taps mid chase.

    Personally I'd go with the instant 5% regression. It gives all players more agency, survivors can still tap gens, and killers have the option of breaking chase to get an additional 5% regression if they want to.

  • So... you hit level 99 and then just stop gaining anything?

  • @vladspellbinder said:

    https://forum.deadbydaylight.com/en/discussion/comment/2173326#Comment_2173326

    They don't even need to be in a SWF for that. If you have cross-play off you can just tell everyone in the chat in the lobby.

    I really wish [i]all[/i] offering were secret. The fact that only a select few are hidden means you can pretty much easily guess what they are. By making them [i]all[/i] hidden until the end of the game then you have more surprise in each match.

    This forum doesn't use BB code, you can italicise words by putting them in asterisks and then hitting enter, or just select what you want to format and you can choose from a pop up menu to bold, italicise or strikethrough.

    So what you're saying is that it would be PC sided. I don't know if that's better or worse, seeing as SWFs can be cross platform.

    Chat lobby is only available for PC players. So it shouldn't really be available at all.

  • KILLING YOU IS NOT TOXIC

  • So if the stats for kills NOT using slowdown perks comes out lower... will you advocate for slower gen speeds?

  • So then they'd be SWF sided?

    One survivor plays a hatch offering, only they can see it, but they can then tell their team what offering they played.

  • Yep. I had a match as Spirit a little while back.

    I spawned on a hill in (old) Coldwind, and immediately saw Jake walk to a gen not too far from me and start it.

    I had a challenge to get x amount of grabs so went for the low hanging fruit. Jake didn't move as I phased right up to him and grabbed him off the gen. Put him on the hook nearby and was immediately set upon by teabagging Nea, Nancy and Claudette. No one bothered to unhook him, I downed the Claudette, hooked her, she committed suicide. Nea's still teabagging in front of Jake who apparently isn't trying to throw the game and is probably wondering what the hell his team mates are doing while he's hanging there on the hook. Nancy DC's, Nea won't leave me along with her teabagging, while I refused to hit her at that point.

    What is the ######### point?

  • She's fine, she just needs a little technical fix with her projectile so that you can reliably hit with it, instead of it being dumb luck if the survivor manages to somehow dodge between the projectiles that appear to be a continuous stream of vomit.

  • @Power_Guy said:

    I think this is OP. It not only moves a Survivor away from a Killer, but also increases their recovery speed?

    That can be used to drag someone the last 75% of their bar while keeping away from a Killer. It has no drawbacks, and even boosts recovery while being mobile. If anything, being dragged across the dirty ground while bleeding to death should make it HARDER to recover, not easier.

    You know Tenacity exists right?

    It allows you to crawl 50% faster and recover 100% faster, considering you can't typically recover at all while crawling.

    This is just Tenacity that's 25% stronger but it requires TWO survivors to pull off.

  • That's taking it as an absolute.

    Rank isn't a good metric of skill because it can be so easy to rank up through a few easy matches or some bad matchmaking, but much harder to lose pips unless you do it intentionally. So a lot of people who aren't that good can read red ranks.

    However all of the good players will end up rank 1-3.

    It's a "not all fingers are thumbs" kind of deal.

  • To be fair, it's not a case of survivors face a challenge or they get a easy killer to bully. Not al survivors are rank 1 SWFs, so so the stronger killers can actually be pretty overbearing and relentless to go against, especially if you're facing that same killer time after time.

    I went back to back against three Huntresses yesterday, and the first two were really, really good... besides tunnelling me out in the first 5 minutes of the game that is.

  • New players should get get a +100% innate bonus to bloodpoints for their first x trials.

    The first 50 maybe would seem fair?

    Giving them a bit of a head start at least.

    But in general bloodpoints should be increased a little, especially for survivor. It's so easy to rack up 64k+ bloodpoints with killer using BBQ and a BP offering, but survivors can be tunnelled out of a game and leave with 5k, which is ridiculous.

  • I much prefer Hawkins to The Game, as both killer and survivor.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/2172254#Comment_2172254

    People don’t use them because they’d rather run bloodpoint offerings. I see moris about as often now as I did before they were changed, once in a while but not super often.

    How would you even know nobody uses them anyway? Do you play a lot of survivor?

    Its not just that BP offerings are worth more than Mori's, but that a Mori kill actually awards LESS BP and emblem progress than a sacrifice, so you're actively hindering your progress to use them. When you gained a hook state for using them they were worth using, now all they offer is a slim chance at dodging a DS, which no one is concerned about anymore anyway.

  • Keys are fine, it's the hatch spawn conditions that are the problem.

    Spawning when there's just one survivor left, or when all gens are repaired, is absolutely fine. But there's no need for the hatch to spawn when there's multiple survivors left, and there's still objectives (gens) left for them to do. It just allows them to bypass their objective, something the killer can't do.

    Old Mori's were a form of objective bypass (for 1/8th of the killers objective) , but with it requiring two hooks now, it's nothing compared to hatches at 3 gens (allows all remaining survivors to bypass 100% of their remaining objective)

    Even the recent nerf did nothing to actually hamper their use. When you're opening the hatch with a key, you're already making sure all survivors know about it, and are ready to jump in. You never needed 30 seconds, 10 was always more than enough.

    In addition, give Mori offerings a BP bonus multiplier for non-hook kills, so that using a Mori might actually be worth something.

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