Avatar

Seraphor

Seraphor

About

Username
Seraphor
Joined
Visits
9,011
Last Active

Comments

  • I mean, there's an argument for the grip where you press L/R1 with your index finger and L/R2 with your middle finger, so that you can hit either of them at the same time.

    But it's also common for people (me included) who just use their index finger for both, mainly because L/R2 are the 'triggers' and trigger with index finger just feels right.

  • Nope. There's no chat function at all on the console versions of DBD. Instead, clicking on another player who's on the same console allows the additional option to view their profile and chat to them via the console's systems, so PSN chat or whatever is on XBOX.

  • @Mugombo said:

    Gen rushing is a must for survivors otherwise you run the risk of getting camped or tunnelled. If killers didn’t camp and tunnel so much, survivors could play differently

    Camping and tunnelling is a must for killers otherwise you run the risk of getting genrushed or bodyblocked. If survivors didn't gen rush and body block so much, killers could play differently.

  • Even I've managed to get a Merciless on Hawkins with a key in play, and I can't hit a damn thing with his knives.

    That doesn't mean Trickster is fine, that just means a 110% M1 killer can work on Hawkins.

  • Any increase to his base speed will just turn him into a M1 killer with a weak power.

    Instead, tie a slowdown effect to his lacerations.

    Each Laceration reduces the survivors sprint speed by 1% up to a max of 7%. This way you get reward for landing hits by being able to catch up to the survivor, which would make it easier to either land more knives or an M1. Once injured, the lacerations reset and they go back to normal speed, so your payoff is either slow down OR injury. That wouldn't be OP.

  • Because the survivor who just got unhooked will be less efficient on gens than the others. You'll want to focus of hooking a different survivor each time for effective gen pressure.

    I've suggested perks that do something like this: When a survivor is unhooked their repair efficiency is decreased by 30/40/50% for 60 seconds, only one survivor can be inflicted with this at a time.

    Making it basekit, it couldn't be quite as effective as that. For a basekit slowdown I think I'd prefer an early game debuff. Say for the first 60 seconds of the match, all survivors repair and cleansing efficiency is decreased by 25%. And maybe have this effect removed once a survivor is downed or hooked if that happens within 60s.

    If you want to do it specifically for new killers, then they should implement something like starter offerings. Burn this offering at the start of a match to reduce all survivors repair efficiency by 50% for 180 seconds. Give 10 of them to each brand new account, and it gets disabled after playing 50 killer matches.

  • @Dweet_Unfairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2108549#Comment_2108549

    Ignore the previously mentioned extreme wait times and the fact more veteran players like myself and most content creators will stop having fun and leave the game.

    You're so selfish and it's genuinely frustrating to see people trusting bhvr to add functional mmr. Mmr will kill dbd, it's nothing but a short term solution which will make more problems

    No, you're being selfish. You don't want to have to go against players of your skill level so you can make the game miserable for the majority of average and casual players instead.

  • @mintchapstick said:

    No? Because not cleansing is only a tip that works in higher ranks when you're playing with people who are good at running the killer and don't need two health states. Not cleansing also isn't an intended game mechanic, it's just a possible strategy (that again, only works for some people).

    This.

    If you don't cleanse, Plague is Tier III Myers.

    If you do cleanse, she's 115% Huntress.

    People don't cleanse at higher ranks because Myers is weak against good survivors, but both can destroy average survivors.

  • Demo is still a decent mid-range killer, and tbf any killer's viable in green ranks. Well, the half of the matches that you're not put against red ranks anyway.

    Even if not, Surge is a decent teachable perk, and Nancy has Inner Strength too.

  • @Dweet_Unfairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2108309#Comment_2108309

    Rng is part of the reason match making is bad currently.

    But yes, keep ignoring the overwhelmingly negative reviews for mmr. Whether on this post, twitter, reddit, other posts or by every streamer and content creator.

    Best advice is to stop treating dbd as a comp game. It simply isn't.

    Most of your loses aren't to blame on anyone but yourself.

    MMR only caters to noobs, it will not function on this code and with the current rate the devs work\update and lack of communication with the community and listening to feedback.

    They just listen to mass data.

    MMR will kill dbd as all the high level players will quit. Im not suffering through hour long waits for suffering. And once more a lack of high skill players will make things worse for bad\new players.

    Im sorry you have these opinions. We won't reach common ground it seems. Good night.

    The reviews for the most recent MMR test weren't overwhelmingly negative though.

    Maybe you should recognise your confirmation bias and realise that only a loud minority and a few top streamers had issues.

    It's not catering to 'noobs', it's catering to the majority of players who aren't the top 5%.

  • @Dweet_Unfairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2108249#Comment_2108249

    No? I enjoy a challenge. I dont enjoy the bad elements of balance out of my control punishing me for loyalty.

    Waiting 2 hours for a team of sweats on comms with meta perks and such is one thing.

    But all of that on Hawkins as Oni is another.

    I play fair. I never use add ons or items, I've never used a bnp in 5 years or NoED unless for memes. I never camp or tunnel unless i have to.

    And i play very fairly and go easy on nes players if i somehow get them.

    I enjoy the game far more than you as I've put 5 years and regrettably nearly $1000 into it.

    I want to play the game.

    Not get hour long waits for unpleasant matches and lose to players exploiting flawed design or elements out of my control.

    When the game is truly balanced and comp ready.. try mmr, but as long as a map can get 25 pallets when I'm killer and only 5 on the same map as survivor.. this game is not ready for it. But if it was balanced and less frustrating we wouldn't need mmr as we'd have more high rank killers.

    So you're arguing that the game has too much RNG, and that they SHOULDN'T take steps to address a facet of that RNG (terrible matchmaking)?

  • @Dweet_Unfairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2108236#Comment_2108236

    It's almost like they are using anicdotes and exaggerations while refusing to listen to others? I had such a dreadful time. Especially as survivor facing Killers of my level with teammates who had less than an hour.

    Maybe you don't actually like this game, and only like it when you face opponents of a such lower skill level that you can stomp all over, and either slug for 4k or teabag at the exit gates, and you're afraid that making the game actually challenging for you is going to show this up for what it really is.

  • @Dweet_Unfairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2108214#Comment_2108214

    I seem to be opposite. I get yellow\green\purple teams and rank 1 killers every game while only getting sweat teams as killer.

    I believe mmr is on right now to be honest.

    It's not.

    Gotta love these "I can tell MMR is secretly on now" conspiracy theories. Because I can test it out very easily.

    Jump on a killer I never play. Oh look, red ranks instead of brown ranks. Yep, no MMR.

    It's only on when they say it's on.

  • @Dweet_Unfairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2108190#Comment_2108190

    I shouldn't be punished with only the sweatiest survivors and killers 24\7 just because I've played so long. Not to mention every content creater this community enjoys will be forced to quit.

    I want the game to be fun for everyone. Not just cater to one group.

    Why should i have insane q times and only face the same killers\survs? I get it, bad games aren't gun but there's no world where mmr will function. You trust bhvr's code and ai to determine skill?

    Yes, because it worked perfectly during the 24hr MMR test. I actually went up against people of my skill, and games were actually fun, all around. They were on the edge, challenging but not toxic, and I 4k'd about half of them at 1 gen left or EGC, instead of it being an extreme of either 4k at 4 gens or 0k in 3 minutes.

  • @Dweet_Unfairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2108190#Comment_2108190

    It will reduce high skill killers, content creators and veteran players from boredom.

    I had an awful experience with mmr that will only cater to noobs.

    Im sorry but i disagree

    Only if you consider 'noobs' to be anyone below the top 5%. Which is the vast majority of players.

    Then you'll see how entitled this mindset is.

    "I'm the best survivor, but I don't want top play against the best killers, I want to face noob killers while noobs survivors take the Stridor Spirits for me."

  • Ask yourself: If MMR will put you only against the highest skill Nurse mains and Stridor Spirits... who is currently going against those Nurse mains and Stridor Spirits if not the best survivors?

    Now tell me 'matchmaking is actually fine'.

  • Killer based MMR would be the best thing that could ever happen to this game.

    It's so easy to rank up with a couple of good killers, and not get any experience with the rest of them. Then you can never play those other killers because you'll only ever go against sweaty red rank survivors that you don't have anywhere near the skill to beat.

    The 24hr MMR test was the best experience I've ever had in this game, and it would get a lot more people playing killer. More people playing killer = better matchmaking, you said it yourself.

    MMR is simply using a different metric (other than rank) for matchmaking. A more accurate and specific metric that actually means something, because Rank doesn't mean all that much, and falls apart on the 13th of every month causing about 2-3 days where I have to avoid the game because it's toxic af.

    We already have the toxic sweat fest, the problem is those toxic sweaty players are getting matched up with lower skilled players and ruining their experience. All you're doing by claiming MMR will kill this game, is admitting that the problem is being passed down the line to other players who don't deserve this #########.

    MMR will make it more challenging for the top 5% of players, a little messier for the bottom 5%, but would be a HUGE improvement for the middle 90% of players.

  • I love it, it's like a mini NOED and a way to see a Mori, probably the only way to see a Mori given that Mori's have been nerfed out of the game.

  • They're in alphabetical order, so if you know what the perk is called you can find it easy enough. A search bar won't help if you don't know what it's called.

  • @Gladonos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2104641#Comment_2104641

    I think this is fair.

    https://forum.deadbydaylight.com/en/discussion/comment/2104647#Comment_2104647

    Sure, and let's let survivors know exactly where the Nurse is gonna blink and make Trappers traps have an aura. You are arguing for her to be gutted.

    Not at all. She would roughly appear for .5s every 3s of phase. That's still 2.5s of pure invisibility. Phases only last a few seconds in a chase anyway.

    The most you'd get out of this is, if you were on a strong loop, you'd get a half-second warning about which side of the loop she was phasing around, IF that was in your FoV, and that would probably still be too late.

    It would only be a significant nerf if you were doing a long phase to make up a load of distance, to cross the map. You would then periodically flash up along the way, so survivors would know you were coming. But they already know that anyway, as her phasing sound gets louder as she approaches you.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/2103852#Comment_2103852

    yikes, I thought it would have a distance condition at the very least. it's not OP by any means but it will be very annoying on high mobility killers.

    You could always just not tunnel. 12 seconds is nothing.

  • Give her inverted passive phasing when she's phasing. (so when phasing, she periodically becomes visible) That way she only gets about 3 seconds of 'free' phasing before you can tell the direction she's going in, if you're paying attention.

  • Nah, a normal trial is:

    One person being chased.

    One Claudette nearby who THINKS she's being chased.

    One person looking for Ruin.

    One person working a gen.

  • @JimbusCrimbus said:

    Honestly, they should add the condition to safe unhooks so that borrowed time doesn't guarantee it. Make it so if the survivor is hit, regardless of going into dying or mending state, before the time limit for a safe unhook, it doesn't count.

    Encourage smart plays, without punishing the victim of farming.

    This basically.

    BT is great for protecting the unhooked survivor, no question there. But it shouldn't also award the rescuer with 'Safe Hook Rescue' bonus bloodpoints when they still got hit.

  • @Tsulan said:

    BT is OP now. Or in other words, BT nerfs stealth killers hard. Stealth killers usually have it harder. But now it will be almost pointless to play any stealth killers/builds.

    I guess people want to see Oni all day.

    Stealth killers can go for the survivor who made the rescue like anyone else.

    Hell stealth killers can go in for the grab and prevent the rescue altogether.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2101858#Comment_2101858

    Hence why I talked about also superbuffing totem spawns and making them take longer to cleanse.

    I don't think that would be enough. Totems can only be so hidden, or they'd be impossible to find most of the time.

    Hexes would have to be completely reworked, like the idea that killers get a fifth Hex only perk slot (so that each game comes with one Hex perk) and each Hex scales based on the number of totems that remain.

  • Basekit totem counter will make survivors cleanse every totem in every game.

    That sounds great, and in terms of creating a secondary survivor objective it has it's merits, but it will completely invalidate most Hex perks.

    I'd only condone this if Hexes were reworked as well.

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2101771#Comment_2101771

    That has me consirned the obsession can see you mid chase occasional removeing any minigame at long walls mid chase. thanks for the answers

    But you will see the survivors aura at the same time, so you'll know your mindgame hasn't worked and be able to adjust sooner.

  • You won't see the aura if there's no obstruction though, which may be likely in a chase.

  • @voelkl said:

    this is a non issue. devs have said only 2-3% of matches end with keys.

    Stats like this aren't useful.

    60% of players may be at ranks 13-20 and not even know how to use Keys. So in the games that count, you'd adjust that figure to 6-9%.

    Another 30% of players might not be good enough to pull off a hatch escape (you need to have completed enough gens for the hatch to spawn, and then by lucky enough to find the hatch). Leaving just the top 10%. So you adjust that up to 20-30%.

    Then there's the fact that this statistic says 'matches END with keys'. Plenty of survivors use a key to escape, leaving their other team mates to fend for themselves. Thus not ENDING the match with a key.

    Remember Nurse has the lowest kill rate.

  • @ChiTenshi said:

    Rip being able to detect fake pallets against Freddy

    You can do this already with Windows of Opportunity. The auras of fake pallets don't show up.

    It can be a little harder to notice if there's no cover for the pallet and you're in a chase sure, but if you turn a corner and see a pallet that you couldn't see through the wall a second ago, then you'll know it's fake.

  • I don't see why this buff necessitates the removal of traps anyway. So what if it's situational to a couple of killers? Iron Will is situational to Spirit. Spine Chill is situational to stealth killers.

    Maybe they could keep things like this, but add more killers that use traps.

  • Yep this is a great buff, exactly what it needed.

  • @justbecause said:

    https://forum.deadbydaylight.com/en/discussion/comment/2101518#Comment_2101518

    So slugging at 5 gens is fine and completely fun while it's our fault for hid choice of gameplay? Got it!

    In order for the killer to have downed you all that fast, you need to have made yourselves open targets.

  • @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/2101427#Comment_2101427

    A few things...

    1. Killer's will chase whoever they want to chase. It doesn't matter how close or easy or weak they are. If the killer wants to go out of their way to chase one specific person, they're going to do just that. There's nothing you can do to change it.
    2. Solo players don't have teammates. We are at their mercy nearly as much as we are at the mercy of killers.
    3. Hiding means nothing. We have so many detection perks now that even Distortion is pointless. Not to mention the existence of the Doctor and the Plague.
    4. If I'm the variable that needs changed, then why was this not nearly as much of an issue over a month ago? It's almost like something else changed in that time... I wonder what that could be.

    Dense is the most ironic term you could've used.

    1. So your theory is there's a conspiracy for all killers to intentionally target YOU?
    2. Solo players can be good team mates. They can also be bad team mates. It's up to the SurvivorS (plural) to counter tunnelling. Stop blaming the killer, start blaming your team mates.
    3. Again? you already made this weak argument.
    4. Confirmation bias.
  • Plague is fine. Even if survivors don't cleanse, she's more than just a M1 killer as she has info from survivors getting infected and vomiting, and survivors only have one health state. She may as well be permanent Tier III Myers at that point. Just because she's not Freddy or Spirit doesn't mean she's weak.

    Her baseline is Tier III Myers, and her optimum is 115% Huntress.

    The one improvement I would give her is making her vomit more accurate. It currently acts as a series of discrete projectiles thrown along her stream, and it's annoying when a survivor gets off scott free even though they passed right through the stream, just because they somehow managed to luck out and dodge between two 'projectiles' in the vomit.

  • @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/2101317#Comment_2101317

    Okay wise one, tell me how you stop the killer from tunneling you. Please teach us all how to completely remove the killer's ability to tunnel.

    Surely nobody is this dense...

    If you are getting tunnelled this much, you are clearly the variable that needs to change. You are clearly making yourself too visible and not doing a good enough job of hiding or avoiding the killer.

    The killer will typically go for the weakest/easiest/closest target they can see. This is 50% within your control, and 50% within the control of the survivor who rescued you. It is a matter of teamwork. You need to hide, and if you can't, they need to make themsevles a target.

  • @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/2101110#Comment_2101110

    So being tunneled, something that can't be countered, is my fault? Sure dude.

    Ya hear that guys! Killers don't tunnel. Survivors just tunnel themselves.

    It can be countered, that's the whole point!

    Getting tunnelled is mostly the result of making mistakes and making yourself a target. The cases when it's not are the minority, and are obvious, because the killer is facecamping.

    Survivors job is to survive, not run in front of the thing that's trying to kill you.

    Stop. Blaming. Killers. For. Your. Mistakes.

  • You can't balance SWF.

    Being in a SWF isn't a default bonus to player skill. SWF players can still suck, so no numerical buff can be considered.

    What a SWF brings is additional coordination capacity. Not skill, just the capacity for it.

    You can account for this by giving survivors tools that emulate this coordination:

    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 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.

    None of these things would buff SWFs, as communication via comms does the same thing. But it will bring solo players up closer to the capabilities of a SWF.

    Once Solos are closer to SWFs, other balance changes can be made, like reducing gen speeds or whatever is necessary.

  • You had plenty of warning the killer had Rancor and you were the obsession. Why did you think you could see his aura when a gen was completed?

    If he LITERALLY couldn't catch you, how did you get downed and then mori'd?

  • @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/2101090#Comment_2101090

    I don't think wanting to play the game I paid for is considered "triggered". I'd hope that everyone who bought the game would want to actually be able to play it.

    You are playing. You are also losing. Accept your mistakes instead of blaming others.

  • I think the description is pretty self-explanatory.

    By default, Great skill checks award you 1% bonus progression.

    If you hit a Good skill check while you have tokens, it will consume 1 token and turn that Good into a Great. Thus you get the 1% bonus you would get if it had been a Great.

  • I play Survivor more than Killer these days. I get tunnelled a fair amount. It's nearly always my fault, and I can recognise it as such, because I have experience with both sides, and I suck it up instead of getting triggered by it.

  • I like the idea of a Candyman chapter with the new movie out later this year, but not sure it would happen next chapter.

  • @[Deleted User] said:

    I see no reason right now to play Myers besides being a movie stan. Right now everything he does there's another killer that does it better.

    Pig should have less RNG as well and be made into a more consistent killer. It's sad that every game as and against Pig seems to be a gamble. I'd be fine with nerfing her traps (make it so survivors have to search 2 boxes by default, period) but buffing her stealth and chase aspects.

    Trapper needs help ASAP. No killer should have to walk around the map just to COLLECT their power. He needs less RNG as well to be more consistent.

    Hag and Twins need a full rework so they can't proxy camp to victory.

    I think Myers would be fine with an adjustment to his speed increases.

    Something like having it scale with his stalk meter. Like His speed will increase from 105% to 114% as he gains meter until he triggers Evil Within II and becomes 115%. That at Evil Within III he gets an additional 5% (up to 120%) speed increase that gradually falls as Evil Within III runs out.

    Pig traps should get the same treatment that Bear Traps had for Trapper. Reduce the chances of getting it off on the first box, slightly increased on the second, but have it guaranteed by the third box. In exchange, buff her Ambush a little.

  • @justbecause said:

    https://forum.deadbydaylight.com/en/discussion/comment/2100985#Comment_2100985

    We were 3 man swf

    2 rank 2's and me rank 4 and all kilers were either rank 1 or 2

    There's your answer.

    Red rank killers are tryhards, because they have to be, because red rank survivors are tryhards. Killers at that level can't win unless they camp and tunnel, or play Stridor Spirit, or are a PC Nurse main. It's a vicious cycle.

  • Unlikely. The only reason to expect a patch tomorrow is for bug fixes and trickster changes. The former they need to do ASAP, and the latter has been announced but not yet implemented.

    There's no indication of when Huntress, Demogorgon and Freddy changes will drop, and BHVR can sit on these things for months sometimes if they're not happy with them.

  • The obvious one is Freddy:

    Dream State: Does not automatically trigger at the start of the game. Must be hit once to trigger dream state and subsequent decay. So there's no display of the dreamstate/clock around the survivor portrait until someone gets hit. Sleep timer progression is halved outside of his lullaby radius, increased by 50% inside his lullaby, and halted when in a chase.

    Teleport: A small increase on the charge time to teleport. Makes actually teleporting more costly, but improves its use as a fake out to pressure a gen.

    Dream Snares/Pallets: Only appear within the radius of his lullaby. Have add-ons that increase the radius of his lullaby.

1 … 154 155 156 157 158 … 171