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Seraphor

Seraphor

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  • @Kirkylad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126194#Comment_2126194

    But that's exactly what makes SWF easy and boring which is why I prefer playing solo. If they bring in SBM and that as well even solo survivor is going to lose its challenging aspect and become easy the majority of matches.

    Obviously, once they improved communication for solos, they'd have to buff killers.

    You wouldn't lose any challenge, and in fact SWF would end up being more challenging.

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126187#Comment_2126187

    comms are essentially a 5th survivor perk and is equivilant to over 10+ survivor aura reading perks

    and it completely ruins stealth killer strategies as comms will constantly expose where the stealth killer is also completely negates several killer perks like knockout.

    that communication is overpowered.

    "The killer's over here!"

    "Where?"

    "Here by me!"

    "Where are you?"

    "By the thing... you know... with the trees!"

    ...

    "######### I thought you said the killer was by you!"

    "Well he was when I said it!"

  • @Kirkylad said:

    The big difference in solo and SWF is the quality of teammates. Solos doesn't need a buff it just needs SBM to be put into place so you have a decent team. Most people who play solo know the difference between winning and losing isn't how OP the killer is, it's how well your teammates all work together and if they know how to split up on gens and do well in chase.

    Precisely why any "buffs" to solo, should come in the form of tools that aid in communication and coordination, without being too strong as to be a perk.

    These sort of QoL enhancements wouldn't offer any additional advantage to SWFs, as their voice chat already supersedes them.

  • SWF only provides a greater capacity for coordination via communication.

    It's still up to players to use their skills and utilise that coordination.

    While they have an unfair advantage over solo survivors, it doesn't make them "overpowered" unless all 4 SWFs are also tryhard PC players running gen rush builds with all the second chances thrown in.

  • My Ideas to 'buff solo':

    1. Survivors can view each others perks and item loads outs in the lobby, so they know the capabilities of their team mates.
    2. Survivors can press a button to trigger a pre-set map-wide message, something like "Killer is here", "Coast is clear", "Help me", "Leave me". In addition, have this 'ping' in their direction so you know where the message is coming from. Maybe with a 30s cooldown.
    3. Make the 'Glass Bead' add-on a default mechanic of all maps.
    4. Make something 'like' Kindred/Empathy/Bond (but not as powerful) a basekit feature. Perhaps you can hold down a button to trigger 'Survivor Instinct' which gives you a general direction that each survivor is in via the 'heartbeat' graphic of Killer Instinct. Give it a cooldown obviously. This wouldn't be an aura so not technically as strong as Kindred etc.

    Once solos are closer to SWFs in terms of communication tools, then we'll see that it's survivor sided, and nerf gen speeds or whatever.

  • The reason Blight and Oni (and Billy) are strong is because of their dash and the greater map pressure that allows.

    Why is map pressure so strong? Because gen speeds, and because the killer has to try to be in up to 7 places at once to slow gens down.

    Not every killer can be high speed.

    You then have Freddy, Hag, Nurse and Spirit who can do similar things who are also very strong.

    But then what? Does every killer have to have a mad dash power or a teleport?

  • Yes, it's the 90% of casual players who are playing a game they paid for to have fun that are ruining the game. Not the 5% of sweaty competitive tryhards.

  • It just needs to take about 5s to 'unlock' and it's fine. The most 'bullshit' hatch escapes are the ones mid-chase or when the killer is standing on top of it. That would solve those.

  • It has nothing to do with console players, that's just confirmation bias. Some players are just like that.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124473#Comment_2124473

    Which they only get to do once with these pallets

    Gideon has a staggering, and sharp shift from safe for survivors to dangerous for for survivors. There’s very little safety for them mid-ish/late game.

    Sure. And I have to say this has been my experience too.

    The problem is, by the time you get to that point, you've wasted so much time in failed chases clearing pallets, that all the gens are done.

    Nearly every game I have in Gideon is the same. Frustratedly losing chases for the first 90%, then scoring a few lucky hits and a few hooks at the very end. Usually with hook standoffs during EGC, where they trade hooks and 3 escape.

    Unless you have a decent ranged power, or you're Nurse/Spirit/Freddy to get around those pallets, or you're a stealth killer who can land hits before dropping pallets is even a thing, you will struggle on Gideon.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124461#Comment_2124461

    Who cares....? That is my response. Why is it killers have to EARN everything...? But entitled survivors want it ALL ? But but but, totems arnt our objective ! How dare we have to not do gens ! Do you feel as though dead hard is earned....? As a survivor. You're literally rewarded for misplaying and taking a hit. With a potential chance at second life and more loops..BT....? You're literally rewarded for doing a unsafe unhook..Did you EARN that.....? What exactly IS it that survivors earn...?

    You do apparently as you picked up this conversation.

    If you don't care, run NOED, and don't be bothered by survivors comments to you for running it.

    We're merely explaining why it's regarded as a 'cheap' perk.

    The existence of cheap survivor perks doesn't cancel out the existence of cheap killer perks. Just because NOED is cheap doesn't mean BT isn't and vice versa.

  • It's virtually impossible to keep up with a survivor as an M1 killer if they just keep early/pre-dropping pallets and making as much distance as possible.

    By the time you've cleared out all of the pallets they've dropped, 3 gens will have popped.

    Most maps, most pallets are at 'unsafe loops', meaning the pallets serve a purpose for stunning the killer and slightly slowing them down. A Strong loop pallet means you can loop a killer for a very long time or force them to break the pallet. A God pallet means the killer has no choice but to break the pallet, this gives the survivor a huge head start because unlike a 'strong loop' pallet, they have no reason to hesitate to see which way the killer is going, they can just carry on running immediately and widen the gap between them and the killer by a huge margin.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2122948#Comment_2122948

    Rewards killers for failing at their job....meaning survivors are punished for doing well...? Please tell me you're kidding. Are the survivors really doing that well if they didn't clear the totems...?

    Survivors completed all 5 gens, that's their primary objective.

    Killer could have had no hooks or even no downs, and then they suddenly one-shot everyone and it snowballs.

    NOED definitely rewards the killer for no investment. Sure survivors didn't manage to clear every single totem on the map, so they failed in that regard, but the two aren't mutually exclusive.

    Not hooking anyone before 5 gens are completed is a much bigger failing than only clearing 4 out of 5 totems.


    Meanwhile Devour Hope requires you to score hooks, and then requires you to not camp those hooks.

  • I've definitely lost dying survivors without it at times, but not often. I find the actual whispering sound to be too loud, it drowns out the noises survivors are actually making.

    Survivors noises are directional, whispers is not.

  • You realise that if more than half were 4 man SWF, you'd hardly ever be able to queue in as a solo or 2-3 man SWF right? You'd literally have half the potential matches of a 4-man SWF.

    My solo/small-SWF queues are roughly comparable to my 4-man queues, so I'd be surprised if the figures were too much different. I could imagine it increasing from 4% to maybe 10% or so.

  • No, it's asymmetrical.

    It's never going to be balanced, and on top of that, a lot of stuff is up to extreme RNG, so matches can be swung by a couple of freak coincidences.

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124070#Comment_2124070

    I’m betting it’s more than half the survivors in the game are SWF. They would never show the data if that’s the case.

    They have actually released these stats before (not win rates of SWF, but how many are SWF) and only about 4% of survivors play as a 4 person SWF. Slightly more for 2 and 3s, and less than a quarter in total.

  • Either way, we all know the name of the killer is going to be "The Tyrant".

    Pyramid Head isn't called Pyramid Head, he's "The Executioner".

    "The Tyrant" is going to have a basic skin, probably something like this:

    Untitled Image


    Or this:

    Untitled Image


    And then it will have Legendary skins for 'Nemesis' and 'Mr. X'.

  • There's a reason why killers always bring multiple gen defence perks and still don't stomp on the survivors.

    Killer can't be in seven places at once, so I don't know how "just defend gens" is a good enough excuse.

  • Happens to me from time to time. Everything says they were hit and downed, the hit, the blood, the cry of pain that they only make when put into dying state, but they just carry on running.

    A couple of times I swear it happened multiple times in the same match along with other weird stuff like hits that obviously should have landed simply sliding right off, so suspicious of hacking.

  • I'll usually visit a TTV killer after game to gg and sometimes even stick around to follow.

    But if I'm killing and I see a TTV survivor, I'm usually hesitant to go against them. Usually in my experience TTV survivors are the more toxic survivors, which I know is a generalisation because many of the TTV killers I know also play survivor matches. But still...

    Also it's probably at least partly because your role as a killer is judged more than your role as a survivor, and I won't know how many people are watching me royally screw up playing as a certain killer.

  • People use VPN for a whole host of reasons, not least for privacy. The presence of a VPN doesn't mean they're cheating.

  • Well there's a couple of decent breakable wall in Dead Dawg. The killer shack and the one upstairs in the back of the saloon. Maybe even the one downstairs at the front too. The killer shack one actually does what you say is their intention. It removes an otherwise strong loop and makes it a very weak loop.

    The problem is most breakable walls they've added to maps since, have only served to make already strong loops even stronger, until those walls are broken. Forcing killers to complete a second objective; clearing out all breakable walls.

    Then there's the Game, whose breakable walls should never be broken unless it's going to prevent you reaching a hook.

  • Using breakdown to permanently destroy hooks might not be reportable.

    But if players are camping hooks with the intention of breaking them to make a dead zone, and then camping that dead zone to prevent you sacrificing them on a hook, forcing a bleedout. That's griefing. Griefing is reportable.

  • I mean, the easy solution is to give killers a consolation BP bonus for hatch escapes. Similar to quitter bonus for DCs.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/243851/has-anyone-got-hit-through-pallets-after-the-patch

    You would have still gotten hit.

    If you get hit over a pallet it's because the hit registered before the stun trigger, if the stun trigger registers first they just hit the pallet and get pushed back. The bug just makes the stun itself not happen.

    There is some latency involved too which doesn't help. The latency is more like in the above clip, where the pallet sound happened but the hit happened after by like a few milliseconds, but on the killer screen he still would have hit you like over the pallet visually, but the sounds would have been inversed because he hit before the pallet did on his screen.

    It looks a lot worse visually than it actually is, but yeah it definitely needs to be fixed regardless, killers should be getting stunned it makes it harder to get away after taking the hit if they aren't.

    https://forum.deadbydaylight.com/en/discussion/comment/2121216#Comment_2121216

    It's not latency it's a bug with stun triggers.

    https://forum.deadbydaylight.com/en/discussion/comment/2121218#Comment_2121218

    That is also incorrect those are entirely different things.

    Unless you have the same footage from the killers perspective, it's impossible to say.

    They could have had latency, in which case on their screen, that Elodie would have been hit at the exact moment the pallet went down, instead of 2 seconds after like it seemed on your screen.

    In which case, that would be a latency issue.

  • Hits through pallet stuns were always possible and is a valid mechanic. The issue is whether or not the stun goes through.

    If the killer lunges before the pallet is dropped, they should get their hit.

    If the survivor drops the pallet as the killer is lunging, they should get their stun.

    Both can happen at the same time.

    The stun bug is that killers weren't getting stunned, at all. It has nothing to do with hit validation, which is often a latency issue.

  • They could expand the crow mechanic.

    If no objectives are progressed in the game at all for x amount of time (so no gen repair, no sabotages, no totems, etc.) and no one is in a chase, then all remaining survivors get a crow.

    It would probably have to be a longer amount of time than the individual crow penalty though. I would say 90s base for 1 crow, then 120s for 2 and 150s for 3.

  • I reckon it's going to be Claire and Leon as base characters, with legendary skins for some other characters, turning Leon into Chris, Claire into Jill, etc.

    A Tyrant is likely as the killer, not sure what form as base, but again, skins can turn it into Nemesis or Mr. X.

    But I'd also be up for a mutant human killer, Birkin/Wesker, either or with the other as a skin.

  • I wanted Felix's skiing outfit, so once I got that far on the rift I bought the pass. This is about as far as I tend to want to get before I commit to it, much less and it doesn't seem worth it. But at this stage, so about 75% progress, you get most of the cost back in the form of Auric Cells anyway.

  • @Gladonos said:

    I don't suicide in order to punish the killer but at the same time why should you not suicide? Why do you care if the other people do gens? What does that give you?

    Unfortunately, not much, just a few struggle points. But this is something I would want them to work on.

    I would perhaps add in some bonus BPs for survivors, especially as survivors tend to on average leave a game with less BP than the killer anyway.

    1. Give all survivors a game completion bonus based on how many survivors escape. This wouldn't be huge, because you shouldn't HAVE to stay until the game is over if you die in the first few minutes, but it would be a consolation prize if you did. Something like 1 escape +250BP, 2 escapes +500BP, 3 escapes +750BP and all four +1000BP. This would be a bonus that can exceed the cap of 8000 per category, because these wouldn't slot into any particular category.
    2. Give a bonus to survivors on the hook every time a generator is completed. This would be the major bonus, to reward players for maintaining that struggle. If a gen is completed while you are on the hook, you get a bonus +1000 bloodpoints. If a 2nd gen is completed, you get another +600, and a 3rd (which would be impressive but not impossible with the right timing) +400. So +2000 max. These would slot into the Objective category, because as a hooked and camped survivor, that's what you're most likely missing out on. If you're not missing out on Objective points and you've already maxed them, being camped is not a huge loss.

    Either or both of these would promote more team play, and provide consolation for survivors who are eliminated early in the game.

  • @aroell said:

    https://forum.deadbydaylight.com/en/discussion/comment/2119581#Comment_2119581

    I don’t want to waste my time on getting camped though.

    The camping killer WANTS you to sacrifice yourself on the hook, so that they can stop camping you, and go camp someone else.

    You are still helping your team while you struggle on the hook, you are occupying the killers time, and allowing the other survivors to complete the objective.

    By killing yourself, you are ENABLING the killer in their camping strategy, and justifying their behaviour.

    If you #########, the other survivors aren't going to blame the killer, they're going to blame you.

  • Legal? Yes, entirely. But...

    @Momentosis said:

    Public space.

    Not at all. It's all very much private space, owned by Valve (Steam) and Amazon (Twitch). As such it's subject to their terms and conditions.

    Now I'm not up to date with Twitch and therefore Amazon's ToS, but it would surprise me if harassment and defamation weren't in there somewhere. So you can report the streamer to Twitch and see if they'll act on it.

  • @Gandareva said:

    https://forum.deadbydaylight.com/en/discussion/comment/2119462#Comment_2119462

    i think you should get bp while the killer camps you. you kind of distract him while your mates do the gens.

    i'm sorry for my bad english;)

    I think there should be a bonus for any gens completed while you were on the hook. It means you team mates made use of the time you were hooked, and rewards you for time spent doing 'nothing' that was beyond your control.

    +500 would be fair, maybe even +1000.

  • @HuDawg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2119366#Comment_2119366

    If a killer is face camping the survivor then the camped survivor is useless he wont provide so i see no point in staying

    A survivor being facecamped is serving as a distraction for the killer and wasting their time for the duration of their sacrifice timer. You literally only have one more job you can do, so do it, and help your teammates.

  • If it's EGC and you want to secure your kill, your only option is to camp. If you want to make sure your hooked survivor results in a kill, you need to prevent the rescue. That's always been the case, because Borrowed Time was always a risk, and it's the only acceptable camping scenario for most.

    Even if it wasn't Borrowed Time, it would be DS. You can never bank on downing and rehooking the survivor that was just rescued, and you shouldn't, because those are all mechanics to prevent tunnelling.

    Best you can hope for is a hook trade, and anyone going for a last minute rescue is accepting that as a possibility.

  • @ThanosPAWG said:

    I heard from someone's leak that they we're going to reduce the grind by making it only 500xp to get 1 rift fragment and after each level of the tome you get more at the end (10, 15, 20, 25) I think. I know stuff like that can change last minute but hopefully it gets added.

    The end of tome rewards is probably the best thing to target. They're still a challenge that takes some time investment to achieve, plus can vary in duration by skill, but isn't as extreme as "play 700 games in a month". Completing the tome at least is a reasonable achievement for a committed player even if they don't play 5 hours every single day.

    I would probably increase it more than that though, to 10, 20, 30, 40. or even 20, 30, 40, 50.

  • It's pretty simple. FoV in this game is a variable that affects info.

    Info is used to get around stealth plays, whether by killer or survivor.

    Stealth is an important part of this game, whether you don't want to be caught or don't want to be spotted in your approach.

    Therefore breaking down barriers that eliminate the stealth capabilities of your opponent, gives you an unfair advantage.

    If your opponent can see you, where everything in the game design says they shouldn't be able to, it puts you at an unfair disadvantage.

    If you're a stealth killer, and you know that "if I go here, they won't see me approach, and I'll be able to make a stealth play, as the game is designed to allow me to do" but then that survivor is using stretch res and eliminates that entire strategy when they shouldn't be able to do so, that's clearly a problem. You as the killer cannot know that the survivor has capabilities they're not supposed to have.

    It doesn't matter how bulky or shiny your cosmetics are, if you're hiding behind an obstacle that is supposed to obstruct you from your opponents view, and your experience in the game teaches you that it is impossible to see over this obstacle, but your opponent breaks down those rules and does so anyway... no.

    Stretched res is an exploit. Period. It's not much different to hacking the game to allow you to see auras all the time.

  • When I first stopped using Spine Chill? Yeah, I get it.

    But Spine Chill is a crutch perk. It's useful for stealth killers, but besides that, it builds bad habits, and you don't learn to be aware of your surroundings.

    After you stop running it for a while, you'll learn to pick safer spots and keep a better lookout.

  • Shapeshifting killer would be awesome, and given that it's licensed and therefore unlikely to have multiple cosmetics, it would be all the more viable.

  • @ClamorVentus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2116974#Comment_2116974

    What i really hope its that its only 2 survivors and not 4. I will kill my wallet if its true.

    lol, there is no chance of them releasing 12 survivor perks and over 24 cosmetics in one patch

  • @IWasLeft2Die said:

    I have no idea what they were doing the rest of the match.

    Probably dancing around on the edge of the TR freaking out thinking they were getting chased.

    Or, you ran the killer past all of the gens they were working on forcing them to flee.

  • @Tomskrex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2116045#Comment_2116045

    Why are you sitting on generator for 2 seconds if you are being tunneled? Shouldn't you run away if you are getting chased? Can you see how absurd that is?

    Survivors like to tap gens in a chase, so they can undo killers gen regression and waste their time running them around a loop as well. They want their to have their cake and eat it.

    Literally 1 of 4 survivors alone can do two things at once, while killer has to be in 5 places at once.

  • @lugZas_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2115985#Comment_2115985

    I don't think it was Felix, it was some other guy. Maybe Chris Redfield.

    And why should Felix be in this Teaser ? He isn't Part of RE. He has nothing to do there.

    Nah there's a YT breakdown of the teaser (Shmuckles?) and it's Felix's exact scream.

    He could just be there as a placeholder, after all why obscure the face if it is Felix. Maybe it's because this teaser is really early and they haven't actually recorded the new survivor yet.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2112253#Comment_2112253

    In regards to the last paragraph, how do you explain content creators, who have over 6k hours in the game, saying swf isn't balanced?

    I'm not saying they're perfect, but they can really showcase their points so that it's observable and pretty much impossible to deny. I go against insanely coordinated teams with numerous OoO very often and even with juggling, quick downs and a gen-defense build, gens are finished in few short minutes. Sometimes there really isn't anything you can realistically do to turn the tide. I see the same patterns in the streams I watch who are of even much better players than me.

    SWF isn't balanced, but it's not OP either.

    SWF doesn't mean those survivors will play well, it merely allows for the capability for a high level of coordination. That capability can easily be wasted or not utilised to it's potential.

    BHVRs own stats say just 4% are a 4-man SWF, and I'd wager at least 75% of those are casual friend groups. So about 1% of all games will be a well coordinated SWF.

    Killers claiming SWF for their poor games is ultimately just as bad as survivors who accuse any killer for tunnelling them when 90% of the time they weren't.

  • Alien would be mine but I'm not holding out much hope for it.

    I'd go for a Shining/Dr Sleep, or Candyman though.

    Haven't played a RE game in years so can't say I'm super hyped, but I think it's a great license to have in the game.

  • Holding the game hostage is against the rules.

    Devs have said that the bleedout timer is there to prevent you taking the game hostage, because you will bleed out ad die. So the bleedout timer is deemed a sufficiently short time to not count as 'taking the game hostage'.

  • @Mysteriouschild said:

    https://forum.deadbydaylight.com/en/discussion/comment/2112395#Comment_2112395

    I don't think you understand me. I never mentioned getting rid of swf's, I meant that there should be an option that let's you decide whether or not you want to be paired up against swf's. That's what I mean.

    People choose to play cross platform because largely there's little difference between console and PC players except for with a couple of killers.

    People would never choose to go against a SWF. It would be a dead choice.

  • @GoshJosh said:

    It's been said over and over again: EGC was not introduced to provide the killer extra end-game benefit. It is simply a mechanic to keep survivors from holding the game hostage. If the gate is already 99%, just open it yourself as the killer if it really bothers you. EGC is fine as is.

    Exactly this. If survivors have 99'd a gate, they they don't want that gate open yet for some reason. That usually means opening it would benefit you.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2108496#Comment_2108496

    I don't think that's a good idea, as that would make prestige only benefit the character you're prestiging. This wouldn't improve the grind going forward.

    How is that not a good idea? It would hugely reduce the grind for that character.

    I've made that exact same suggestion before in fact. Prestiging SHOULD benefit the character you're prestiging more than your other characters.

    The main downside to prestige is that it wipes all of the perks you've just grinded out, just for a cosmetic. If prestiging actually benefited that character by reducing their future grind, it would be a lot more compelling.

    So yeah, basically P1: instead of wiping all of your perks, they just get rolled back to tier 1. P2: rolled back to tier 2 or stay tier 1/2. P3: keep all your perks as they are.

    I'm currently of the mindset that I would never prestige anyone just for a cosmetic, so I probably never will. And if the 'prestige to unlock perks on OTHER characters' came out... I probably still wouldn't do it, because those perks will come up eventually, and I'm not prestiging the characters I do play anyway so it won't take long to get those perks. But if mine/KirkyLads idea was implemented, I would definitely prestige the characters I main.

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