Avatar

Seraphor

Seraphor

About

Username
Seraphor
Joined
Visits
9,011
Last Active

Comments

  • Nah. Leave it the same as it is. Being the same colour as the gen allows survivors a counter to the perk. 'Masking' your aura is a legit technique.

    You can examine the shape of the aura to see if you think there's a 'lump' that shouldn't be there. Or you can take something like Thrilling Tremors.

  • Maybe try another game then, like Home Sweet Home: Survive.

    I don't think you'll ever be able to 'fight back' in DBD.

  • I'm not sure how well this would be balanced if implemented exactly like the Weeping Angels, but I do love the idea of having multiple killers around the map that you swap between, in exchange for a slow and maybe weaker power.

    Weeping Angels themselves would never be able to get into a chase. In fact if you even managed to get within striking distance of a survivor, they'd just look at you and you'd be powerless to do anything but watch them slowly walk away from you.

    But a killer inspired by the Weeping Angels, perhaps something that had a stalk activated power...

    When stalking a survivor, you gradually reduce that survivors speed down to a minimum of 70% (stalking speed). Fully completing the stalk meter immobilises the survivor for 20 seconds. However if the survivor looks at you while stalking, you will be inflicted with the same effect, immobilising you when you successfully immobilise the survivor. However you get immobilised for 40 seconds instead of 20, and have to swap to one of the other copies of the killer.

    I'd say maybe 3 copies maximum. It could be something like, 'The Morai', three ancient statues possessed by the fates. Each one has a slightly different version of the power. One can Stalk 10% quicker, one can move 5% faster (115% instead of 110%), and one has a 50% longer lunge.

  • You DC'd after using a Survivor Pudding... why?

    You know you lose when you DC right? The other players get a quitters bonus.

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2151754#Comment_2151754

    I don't think that's true. If the devs wanted they could prevent camping by making it a poor strategy.

    Something like the hook timer not progressigm when the killer is close to the survivor and not currently in a chase would do it

    They literally did exactly this.

    Survivors used it to hold the game hostage by goading the killer around the hook indefinitely, so the hooked survivor was never sacrificed.

    "But I said not in a chase."

    Yes I know, and you don't need to be in a chase to get the killers attention and get them close to the hook.

  • @Ferrari334 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2155647#Comment_2155647

    It removes a key aspect of survivor gameplay which is being attentive of your surroundings. 36m is far too lenient and like i said, against stealth killers its a game-breaker.

    Is it good against Deathslinger, blight, or Nurse? No, but it destroys pig and ghostface completely.

    Nah, by removing that key aspect of survivor gameplay, it makes survivors complacent and more susceptible to good killer plays. It's a crutch perk, and no decent survivors run it outside of a potential speed build with Resilience.

    Pig and Ghostface can approach at an angle, and if you're sufficiently stealthy, they won't know which direction you're coming from, just that you are approaching. It's just as likely that they'll run right into you in their panic as it is that they'll get away.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2155482#Comment_2155482

    idk a second charge on a second chance perk just seems too much.

    All you have to do, is let that survivor start something else, and they lose their DS. It's not difficult.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2155402#Comment_2155402

    I've said this before and I'll say it again I think DS is perfectly balanced and I think a one time use is enough. Whether it's before EGC or after if a survivor hasn't used DS they should still get that opportunity at a decisive moment. After all tunneling is tunneling.

    Anti-tunnelling perks work as a deterrent.

    Old DS worked because all killers expected all survivors to be running it.

    Now that DS is less ubiquitous, killers just tunnel and pick people straight up, gambling against decent odds that they won't had DS.

    Once DS is used, that deterrent is gone, and the killers have nothing to stop them from tunnelling.

    Old DS definitely had it's problems, it was easily abusable, so the changes were good. But in making it less attractive of a perk, killers have no reason to fear it with every survivor, so they don't hesitate to tunnel. A second charge would bring that fear back.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2155459#Comment_2155459

    Eh maybe?Ghostface doesn't start 105 though he's 115% He can also expose much easier mid chase without losing to much distance. And He can go into his power on command and isnt a 7'1 tall boy just standing there. Myers is suffering a lot lol.

    I mean, you said it yourself. Myers is a tall boy who can't hide. He's not sneaking up on anyone, you can see him a mile off unless you're in Lerys or Gideon, so Spine Chill isn't giving the survivors any kind of edge there.

    GF actually has a stealth mechanic that Spine Chill can undermine.

  • Since when did grabs work again?

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2155449#Comment_2155449

    They could just revert what they changed a while ago. Myers used to be the only one immune to spinechill. It made him fairly special and he gets hurt by it the most. Other stealth killers (besides maybe ghostface) don't have their power rendered mostly useless by 1 perk.

    I'd say it hurts GF more than Myers.

    Myers can stalk any of the four survivors to get them all exposed.

    GF has to expose each survivor in turn.

    The chances of all four survivors having Spine Chill is astronomically low. But GF may encounter the odd one who does and is therefore rendered unable to expose that survivor easily.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2155432#Comment_2155432

    it does heavily hurt killers that are forced to activate it though not just spirit (Myers and ghostface especially)

    Like I said, it's too situational.

    The number of times you've encounter Spine Chill as Myers or Ghostface probably compare to how often you're actually able to stalk without being seen anyway, which is pretty low.

    You corner your prey so that they can't break LoS, because survivors can see everything in third person.

  • @MadLordJack said:

    I take it as the survivor/s cutting off the end of the game for 5k BP. Not really a win, not really a loss. Kinda just sucks that it's even a thing.

    As a survivor, pretty much this.

    I'd take a hatch if all the gens are done anyway, but before then it feels like an emergency escape route rather than a victory. Most of the time if you're using the hatch before all the gens are repaired, you're likely not scoring too high anyway, so it's kind of a consolation.

    As a killer, it's frustrating, and I'd like it if hatch escapes using a key awarded some kind of consolation BP bonus, because it's entirely outside of your control.

  • No, Spine Chill doesn't need a nerf.

    It's too situational as it is, and only serves as a crutch perk outside of stealth killers, reinforcing bad habits. It's not a very strong perk overall, and isn't too different to using Iron Will as an anti-Spirit perk.

  • As a mostly killer main, I'd say that DS is situational enough now to deserve having two charges, one for each unhook. Or even two charges that can be used at your discretion, so if you use it and are still getting tunnelled, feel free to use it immediately after. Killers will get hit with it, know you still have one charge left, and may decide it's not worth eating two DS's back to back.

    As an 'anti-tunnel' perk, it's a stick instead of a carrot, so it needs to have some threat to it. If you've used it once, then it's used up and can no longer function as a deterrent.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2153582#Comment_2153582

    https://forum.deadbydaylight.com/en/discussion/comment/2153634#Comment_2153634

    Im not gonna tell you to camp. Y'all gonna camp regardless. If your gonna ask for something else to do I'll give you options. Ok fine how about walking away from hook giving the survivors the illusion of hope? What a good boy for camping hook. What do you want me to say? You can argue for camping in any game, endgame collapse or not. Killers objective is to do whatever they want and that's exactly how they play.

    @Seraphor you too. Do you know what empathy is? Do you like to watch other people suffer? Especially if they are your friends? Has the shoe ever been on the other foot?

    Dont say there's nothing else for me to do and then make this about how killers camping is actually making the game better.

    Put up or shut up.

    https://forum.deadbydaylight.com/en/discussion/245104/who-is-your-favorite-killer-to-camp-hooks-with#latest

    So it's 'empathy' when it's letting survivors escape but it's '######### you' if it's the killer getting a kill. Gotcha.

    Survivor double standards yet again, and you wonder why nobody plays killer.

  • Why bother trying to rank up at all? It's far too easy to rank up on the back of a few easy games, and then you end up stuck facing the tryhards in red ranks anyway, and even when you lose you don't lose pips fast enough to derank to where you should be.

    You get stuck in purgatory, facing opponents far above your skill level, losing/dying in every game, but scoring just enough points to black pip.

    Bring on MMR.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2152491#Comment_2152491

    What I'm saying it sucks to play survivor against you because you wont leave hook. Your are sweating way too hard dude, chill out. It's one game, its not the end of the world. Sometimes you win, sometimes you lose. Sometimes you get 4 kills, sometimes you get 0. Dont forget to Have Fun.

    You've managed to repair all gens. You've played the game, you've had fun.

    You're not entitled to an escape, so just take the hook. Sometimes you escape, sometimes you don't, you shouldn't have got caught. Just because you don't survive doesn't mean you didn't have fun.

  • Hitboxes don't change guys, they're always the same, between every survivor and every killer.

    What does change is the hit validation, and that's down to latency. The worse the killers connection compared to yours, the earlier they will seem to hit. It is not something on the game's side that changes unless you see something about hit validation in the patch notes, any day by day variation it's down to the players connection.

  • On Ormond you want to protect the side with the killer shack. If you can defend those three gens plus the middle one for as long as possible, you'll end up with a manageable 3 gen, plus easy access to the basement no matter which spawn.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2153167#Comment_2153167

    True but I would still consider it holding the game hostage if 3 people cannot play the game.

    Anyway how would this even happen?

    There's another topic about this. For some reason Friendly_Blendette felt the need to start an entirely new topic to carry on the same discussion.

  • @Friendly_Blendette said:

    how does she get 3 of you in that tiny corner. Im not justifying her I am just wondering how do 3 of you end up in there.

    They explained that. The Hex spawned in that corner. One goes in to cleanse it, another goes in to protect the person cleansing it.

    Salty that her Hex is getting cleansed and she can't get in to stop it, the Spirit has thrown a tantrum and locked them in.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2152001#Comment_2152001

    Well unfortunately I play killer so I'll take my Surge and leave, thank you very much, you ruin using casual.

    Oh I use both.

    It's either Ruin + Surge for speed or Corrupt + Pop for pressure.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2151997#Comment_2151997

    I don't mean that, I mean the totems literally spawning up the survivors' ***

    Sure it's always going to feel like that for the killer.

    When you play killer Ruin is gone in 20s, when you play survivor you can't find the Hex totem for the first 10 minutes of the match if at all.

  • @ShamelessPigMain said:

    Full blindness is great, but let's be real, it's a hex. It's not going to stay up for that long.

    Well with Maps and Detectives hunch rendered useless, it'll stay up longer than most other Hexes.

  • It's the same with Jumpscare Myers, it's just such a rare build to go against most survivors will never expect it.

  • I think it's a 100% improvement.

    But... did Dwight always have such massive hands?

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2151764#Comment_2151764

    Personally i like the idea of making it partially impossible for the killer to tunnel through the ds stun. Like for 10 seconds after the stun you leave nothing (grunts of pain,blood trail,scratch marks). So once the killer takes it that survivors gone. Prevents true tunnelers and doesn't effect the people who just tank ds to prevent it at the endgame.

    Run Lucky Break.

  • You can't outright prevent camping, tunnelling or slugging, because at certain times they can be valid tactics, and anything that outright prevents it could easily be abused by survivors.

    All "anti-x" perks are meant to dissuade that tactic and encourage another one.

    Killer perks do a better job at this than survivor perks ever will. Like BBQ and Devour Hope. They need to make more strong killer perks that make it more beneficial to the killer to not do these things.

    Survivor perks as you rightly say punish the killer. They're a stick instead of a carrot. The problem with a stick is that the threat of it is more powerful than actually using it. Once DS is spent, that threat is gone. So things like DS need to have multiple charges to be effective.

  • It's a way for survivors to control the killers power, of course they're going to think whatever they do is a win.

    It's like the Plague. Survivors think not cleansing is a good idea, and if you're good at avoiding a M1 killer then it might be. But the trade is between a perma-Tier III Michael, or a 115% Huntress, it's not a huge win either way.

  • "So either I continue chasing the same survivor I was chasing before, while their friend waits for head-on to be useful again. Then bait me into another locker and get head-on'd."

    Head On is an Exhaustion perk, it takes 50s to come back. What's taking you 50 seconds?

    Again, use the perk yourself first.

    1. It takes 3 seconds for Head On to activate. If you see someone run into a locker, pull them out immediately.
    2. Bait it out. If you see someone get into a locker more than 3 seconds ago, or expect someone is in a locker. Bait it out. Stand outside of the range and feign that you're going to open the locker. 9 times out of 10 they waste the rushed exit. If you're getting results worse than that, YOU are the problem. It is NOT 50/50 if you bait it properly.
    3. If you're chasing someone and they're intentionally running past lockers, avoid those lockers, go the other way around the jungle gym.
    4. Even if you go to grab someone out of a locker and they had Head On. 50% of the time your locker opening action will take precedence over their Head On.
  • "Head-on is a perk with zero counterplay."

    This is blatantly false. You need to play both roles dude, and if you're going to complain about a certain perk, use it yourself first.

    Counterplay is baiting it out, and 50% of the time Head On simply doesn't work anyway.


    I was almost going to agree with this, and in principle it does make a ton of sense. But I can also imagine how clunky the camera transition would be, and when you're in a chase or something, that kind of disorientation is going to be horrendous.

  • Here's a tip, for everyone:

    Before you say that a killer is too strong or OP, play as that killer for at least 5 games.

    Most of the time, it's just the survivors not wanting to change the way they play to cater to the killer. Each killer plays different, so each killer needs to be dealt with differently by the survivors.

  • You're accusing a dev of being toxic to their customers and are surprised when your post gets deleted?

    1. That's still naming.
    2. From the way you phrased it, I'm almost certain your accusation was unfounded and inflammatory. It's going to be some stupid ######### like "wah P2W!" or "not listening to MY feedback which represents ALL players"
  • I had this issue. Just stood there swinging at the downed Cheryl halfway up the stairs. I had to leave, let Bill pick her up, then go back in for a second down.

  • Head On is the easiest one right now with pallets being bugged as they are. DS is a close second but you only get one of those per game. Bonus points if you get chased into a locker, get pulled out, use DS, get back into the same locker and then use Head On.

  • TTVs are people, people can be mean.

    TTV survivors are basically broadcasted SWFs, so you get to see, or hear, everything they're saying, just as if you were eavesdropping on a SWF.

    There are plenty of TTVs who aren't mean. Although in my experience, they are mostly killer mains or at least do both equally. The 'survivor main' streamers tend to be the most abrasive. Survivor mains are used to projecting all of their failures onto the killer, and SWF TTV survivor mains live in a bubble.

    There's one relatively well known survivor streamer I watch, who is entertaining, but man is he and his entire community incredibly survivor biased. I tried to argue in favour of the recent DS nerf when it was announced and he and his chat chewed up me, despite being an otherwise regular viewer. Hasn't been the same atmosphere since.

  • It's not even finished yet, give them a chance to make HSHS first.

  • Not every match is supposed to be a perfect balance of killer and survivor tools. Different perks, and different killers, bring different things to the table with different strengths.

    It's like an RPG, where you might have a build that's strong against magic enemies, but you end up facing a physical boss. Of course that's not balanced, it's not meant to be. You bring your tools for a specific scenario and work around what you end up going against.

    The Pig is a good counter to genrushing, but she has awful map pressure and a weak power.

    It sounds like you want every killer to be a carbon copy of each other, so that survivors always know what they're going up against. That's over-balance.

    @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2147640#Comment_2147640

    It currently is a mess beacuse the design team bandaided problems instead of fixing the core issues. Getting tunneled and camped? Run BT and DS and don't complain. Getting predrop-and-W'd? Play one of three killers and don't complain. Playing solo survivor? Run info perks and don't complain. And why aren't you allowed to complain? Because people will always point to the bandaids and say "JuSt UsE tHoSe". It's already happening with Small Game.

    Bandaiding problems with perks and/or specific killers is genuinely idiotic game design. It is the absolute worst. It severely limits people's options in a game where variety is one of the key selling points. Sure, it's never going to be perfectly balanced with zero bandaids, but they could at least fix core issues instead of saying "should have used X".

    "Bandaiding" problems with perks, the customisation system of the game, IS how you create variety. If you solve all of these player behaviour issues on a fundamental level, what else are perks going to be able to do? You'll end up with braindead, watered-down perks that all feel the same.

  • I expect most games are a 2k on average already. The problem is that average is the mean of 4ks at 5 gens and 0ks in 3 minutes, the 4ks when you get paired with survivors way below your level, and the 0ks when you get stuck with red ranks. There are too many extremes, precisely because of the bad matchmaking, and as a result, everyone's MMR is going to be skewed because of the current matchmaking issues.

    I believe MMR is only going to be effective when it's given a chance to run for a long time, and MMRs settle within the new matchmaking system. A 24hr test isn't going to achieve anything, it needs to run for a couple months, through its teething problems, and only then will we know how well it's working.

  • "In practice it was nothing like that."

    It was exactly like that for me.

    I tried out Bubba for the first time during the MMR test, first match took about 15 minutes as killer to match me, with all grey ranks, despite being a rank 5 killer. I got a 4k, next match was a little higher, and so on. Meanwhile my Spirit games which I have the most experience with, put me against mostly green ranks, right about where I'd say I should be, because I definitely shouldn't have been as high as rank 5 and going against red ranks like I usually am.

    Bearing in mind, I've been playing only since last September, so my overall MMR is going to be low compared to someone who's been playing for several years.

    As for your "string of red rank games and suddenly a rank 20" that sounds a lot like the time of day. Was it at the end of a long session that crept into the late night, or in the morning stretching to the early afternoon? I've had instances where I've dodged a lobby as a killer, and ended up straight back in the same lobby with the same survivors, several times in a row. Which clearly indicates a shortage of players to match me with.

    You can continue to believe your unfounded conspiracies if you like, but I don't see any reason why they would not announce a test.

    Current matchmaking is broken enough without having to blame it on an MMR test, and just leads to confirmation bias. "Oh, the matchmaking was weird that time, it must be due to MMR being secretly tested" "Oh, the matchmaking was fine that time, MMR must be off" can you not see the glaringly obvious fallacy in that? You just end up reinforcing a false belief that "MMR doesn't work" because all of the times you imagined it was on, it "didn't work".

  • Keys aren't a reward for good or bad play, they're a stroke of luck, a hail mary, an RNG free escape.

    Question is if a killer has played their best and a survivor their worst, is it fair that they get a free escape?

  • What if I have 3 friends who all want to play killer at once? Can we get a 4v12 mode?

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2146437#Comment_2146437

    OK if you say so.

    I still find it funny that from 1 moment to another the ranks are all over the place.

    You play several hours with and against red and purple ranks and all of a sudden there are yellow/brown/green and red ranks together.

    Stuff like that makes people think you guys are testing mmr.

    I don't mind if it is happening as you guys need data after all.

    But it is very weird that the ranks are suddenly all over the place for no reason whatsoever and then you're saying there is no testing behind the scene on the live server 🤷‍♂️

    The ranks are all over the place because the matchmaking has always had trouble matching up ranks. If there's no one to pair you with within 6 ranks, it opens it up to everyone.

    This is bordering on conspiracy theory now. You can tell if MMR is on because when you play a killer for the first time, you'll go against rank 17-20s regardless of your rank. Which only happened during the 24 hr test.

  • I'd prefer it on by default for everyone so that matchmaking isn't strangled to the point of survivor taking 15 minutes to get into a 5 minute game and pairing you up with people more than 6 ranks away from yours.

  • What if the killer, immediately after spawning, simply turns around, walks through the wall, and appears directly behind the survivors who spawned on the direct opposite side of the map?


    Even if that was addressed, I don't think this would be feasible on most maps. However it would be a neat gimmick for a new specific map one day.

  • I'd say Distortion might be better than OoO now.

    You get the same information (what aura perks the killer has) but the first three times you aren't revealed. In exchange you don't see the killer either, but unless it's a stealth killer (who is likely undetectable anyway) or a 'pseudo-stealth' killer like Deathslinger, then you probaby don't need it.

    Indoor maps it could be more useful though.

  • The Terror Radius thing is fine if phasing still has a sound when outside the terror radius. That way you either hear the radius and know she's not near you when she started phasing, or you're in her TR and need to be able to see her to tell.

    I disagree with the 20 cooldown. Her phasing is designed to be used in bursts, turning it on and off. Instead, she needs some kind of fatigue after using it.

    When exiting phase, if you swing and miss, your post attack fatigue is twice as long. If you fully deplete the Haunting Gauge, you go into the Anguish state, you need to make a hit within the next 5 seconds otherwise you get stunned for 5 seconds.

    This way, it gives her more of a skill ceiling, you not only need to use your phase in a way that gets you hits, but you also need to try not to fully deplete the gauge unless you're certain you're going to hit.

  • Yeah, Spirit is based on Grudge/Ring.

1 … 150 151 152 153 154 … 171