Avatar

Seraphor

Seraphor

About

Username
Seraphor
Joined
Visits
9,011
Last Active

Comments

  • Haha no. Run Lightborn for a lore-friendly Pyramid Head build.

  • There are many perks that discourage camping and tunnelling for both killer and survivor. Take your pick.

    Killer: BBQ is a good one, as is Devour Hope. There's also Make Your Choice, Furtive Chase (been getting some good use out of this one lately), Play with your Food (especially when combined with Furtive or Nemesis), even No Way Out. Plus any info perks like Tinkerer, Discordance, Spies from the Shadows, etc. indirectly encourage killers to leave the hook.

    Survivor: Borrowed Time, Decisive Strike, Camaraderie, Babysitter (lol), and one of the best anti-tunnelling perks... Sprint Burst. Seriously, killers see you zoom off into the distance and think "######### that"

    They should release more perks that make camping and tunnelling less appealing though.

  • Nurses who camp on hills to survey the entire map, so that they can proxy camp all of their hooks at once.

  • Why take DS if you never get tunnelled?

    Why take Unbreakable if you never get slugged?

    Why take Head On if the killer uses Iron Maiden?

    Why take Adrenaline if you all die before the 5th gen?

    Why take Smash Hit or Power Struggle if the killer avoids pallets?


    It's almost as if perks are situational...

  • Sure it's boring if the killer just stands there and guards their only remaining objective.

    It's also boring if survivors rush gens and then wait in the exit gate.

    Boring =/= bad play, its literally the best move the killer can make, just as genrushing is the best move survivors can make. Waiting in the exit gate to teabag though...

    Really, if you see the killer is camping the hook while the exit gates are open, your best move is to just leave. The best you can do when trying to gamble on a rescue is trade hooks. Sure that's gonna get you some altruism, and if you have enough hooks in you, you can maybe farm a few unhooks between you all and come out with some more points, but someone is still dying and it could end up being more than one.

  • Turn off or ignore post game chat. There is no positive to it in this game.

    If you lose, consider that the survivors were just better/more experienced than you.

    Basically, until you have a lot of experience in the game, just think "I'm not an expert, it's ok if I mess up."

    Obviously it's not always entirely possible to NOT care what other people think, but it's the only healthy way to play this game.

  • Nah. Make him 115% and he becomes a M1 killer with a superfluous ranged attack.

    Instead, have lacerations inflict a 1% slow for each laceration, up to 7%. This rewards the use of his power with a catch-up mechanic.

    That said, his new adjustments are pretty good, and will making hitting with him easier without a doubt. SO maybe this 1% slow effect could just be reserved for knives thrown during Main Event?

  • If 4 man SWF was removed my friends and I would literally only play custom games.

    We play 3-5 at a time (so sometimes have to play custom games, which is great at the time but not ideal all the time).

    We're not a sweaty bully squad, we lose more games than we win, half of us still can't even work a flashlight.

    @Lord_Tony You talk about pandering to a minority, I'd ask why you want to persecute a minority.

    I play killer when solo, so I'm fully aware of the sweaty bully squads, but they ARE a minority.

  • I think you missed the point I was making in response to someone else...

  • They've obviously never played him.

    He's not super weak, but he's really easy to outplay if you have decent cover, and on console it's practically impossible to aim his knives with his ridiculous recoil, which is thankfully going.

  • @malloymk said:

    If killers can see survivors names, then survivors should absolutely be able to see the killer's name.

    This. You either need to go with all open names, or all names off, to be completely fair.

  • @Mugombo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2090613#Comment_2090613

    Well your timetable needs some more brain cells then if it can’t understand something so simple

    The killer has no control over whether or not your teammates heal you...

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2090447#Comment_2090447

    you say "it didn't work for more than half the rest of us".

    but how would you know? we didn't get any stats for it.

    for all we know, it worked great for 90% of the community, and the people with issues represent 10% of total players.

    or it could be the other way around. we don't know. so let's not use made up statistics.

    (let's not forget that people will complaim a lot more than praise, because no one feels the need to go online and say "this is working". so getting more criticism is always the norm)

    @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/241006/hurry-up-with-mmr

    The last test was not good; it worked more or less the same as it did the first time around. That means it worked for some people, within certain ranges, and didn't work for more than half the rest of us. Whatever criteria they are using isn't consistent and is breaking down at certain levels, or it interacts BADLY with the demands of the Que. If it had worked as well as you think, it would have rolled out with the last update. It sounds like you are in a range it worked for, and that is great. Just be aware that it did NOT work well for everyone.

    For example, it threw entire herds of Bambi my way to get slaughtered and turned into venison jerky. I went from my normal all Red Squads to "Tasting the Rainbow" as all manner of mix and matched color Ranks came my way. And don't let that MMR moniker fool you, there was a difference in skill between the Rank 18-20 and the odd Rank 4-1 thrown in. I don't know if their new system truly tries to pull people of a certain, equal rating so much as it tries to force a mix and match of ratings in a way they believe will be fair. Whatever the case, SWF weren't affected by it all.

    As much as I'd like a true, skill based rating system, I'm starting to believe it is a pipe dream, and just not possible within the framework of DbD. I think it would be better at this point to just make it "first in is first out" and you get who you get. This would provide maximum speed for the Que, and can't be any worse (or weird) than the matchups we get when "Taste the Rainbow" kicks in.

    Also, how do you know that wasn't working as intended.

    "Taste the rainbow" here is clearly referring to ranks, not skill, and we were specifically told to ignore ranks, because they're virtually meaningless. The whole point of MMR is to judge skill independent of rank, because ranks aren't accurate. So to verify your matchmaking by comparing it to ranks at the end of the game, completely defeats the point.

    I'm a rank 5 killer, technically. I am NOT a "rank 5 killer" in terms of skill. It's far to easy to rank up through a few decent matches, and very difficult to rank down even if you play badly. I've only been playing for a few months, and only play well with a couple of killers, but I'm regularly going against red rank survivors because I'm rank 5, and the rank based match making obviously pulls them down to me because they don't have enough red rank killers to face. During the MMR test, I went against green and yellow ranks mostly, but ultimately it was a "rainbow", and the quality of the games was far better. Much closer results, sometimes 4ks but only after most or all gens were done and usually after a lot of chases, basically no extremes.

    You say you were put against lower rank survivors despite being a "red rank killer" but what if you're NOT a "red rank killer" in terms of skill?

  • Oops, someone got double hooked.

    Oh wait its the Trickster, did you accidentally hook yourself?

  • I'm not sure what train of thought you caught here but it's not on my timetable.

  • "You have ds, there is an obsession so the killer no longer tunnels and now ds doesn't have any benefits so you have a wasted perk slot."

    It's preventing you from getting tunnelled isn't it?

    Furthermore, if the KILLER is running any obsession perks, then they won't know if you have DS or not either. In those cases, it's much like before, you can run DS and manage to make use of it, or you can NOT run DS and benefit from not being tunnelled as the killers errs on the side of caution.

    Besides, how many other perks can get wasted? Unbreakable = never get slugged, Head On = never comes by your locker, etc.

  • Killer: Probably Freddy as he has the most at his disposal already. Build in slow-down via dream state. Can pressure gens and the map in general by teleporting.

    Survivor: Jane Romero. Need my Head On stuns.

  • I know this is sarcasm, but even Brown Toolboxes can carry BNPs, and using a Brown one for it is technically more economical as you waste fewer charges.

  • @katoptris said:

    https://forum.deadbydaylight.com/en/discussion/comment/2089994#Comment_2089994

    Actually iri photograph is pretty much a reworked of iri hatchet. Once you hit 8 knifes then you can just down them with a m1.

    Iri Head is a one-hit Down.

    Iri Photocard is a one-hit Expose. Leading to a two-hit Down.

    Huntress doesn't need to M1.

  • @Profezia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2089792#Comment_2089792

    read my comment again.

    I don't give a ######### about movement speeds, if anything they were bearable.

    I'm talking about the fact that laceration simply disappears after 15 (or 20 after buff) seconds or that you MUST use main event in a span of 10 seconds unless you want it to be gone.

    I agree that extra 5s seems like a bandaid fix. An improvement, but marginal. Ideally the timer should be paused entirely while still in a chase. Survivors can then start losing lacerations if and when they escape the chase, making it within the survivors control according to their skill level.

  • @Harold_Shipman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2089979#Comment_2089979

    Even on survivor I found many matches much more balanced. There were never any dead on 5 gens or escapes with 2 hooks. Plenty of 4ks, plenty of 4 escapes, but never felt unfair, like it could go any way at any moment; they always went down to the wire for example escapes with everyone on death hooks or 4k with all gens done.

    One thing it really illustrated to me; you cant judge a match based on the number of kills/escapes you get alone

    This. This is what made the MMR day fun. No 4k at 5 gens or 0 hook escapes.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2090028#Comment_2090028

    If that happens that’s great I’m just worried about the Top survivor and killers being forced into meta at all times

    Thing is, if you think top survivors are always going to face 5000hr Nurse and Stridor Spirit with MMR, then you have to wonder... who is facing those killers right now if not always the top survivors?

    Less experienced survivors, getting stomped by killers who are playing tryhard because they expect only the best survivors.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2090028#Comment_2090028

    If that happens that’s great I’m just worried about the Top survivor and killers being forced into meta at all times

    As MMR is individual for each killer, you'll have the option to play killers you have less experience with for more chill games. Killers can indirectly decide whether they want to tryhard or chill out.

    Top ranked survivors going against the only killers that can actually stand up to them... might make them realise what needs to be balanced at the higher levels.

  • @Volcz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2089864#Comment_2089864

    No they can't. Any decent survivor that knows how to run the shack loop against a 110 killer isn't going to go down unless they make mistakes. The wind up time doesn't seem that significant to me. The spread/recoil fix is a lot better as well as the laceration decay. I guess we'll see how it goes. Hopefully he turns out to be a strong killer.

    110% Killers run shack by closing in enough that they can land a hit on the 'long' arm of the loop or through the window.

    Trickster is obviously still bad at this because he needs to hit 8 times but he can still do it, and better now with a reduction in his slow-down while aiming.

    Making him 115% will just turn him into an M1 killer with no point to his power.

  • Mostly great improvements... but now what's the point of Iri Photocard?

    Currently it Exposes INSTEAD of Injuring. If it can now Injure, then the Exposed is pointless...

    It might not have been a great Iri add-on, but it WAS a buff because an Exposed survivor doesn't gain the benefit of a sprint burst or any Injured procced perks, and can't undo it via healing actions.

  • @Phasmamain said:

    Is MMR really going to fix anything?

    For a lot of players it's what made playing killer bearable.

    Those 24 hours were a godsend for mid-rank killers, actually going against survivors of a comparable skill level instead of sweaty bully squads.

    For survivor, I didn't notice too much difference, but I didn't get any awful matches.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2089413#Comment_2089413

    You'd be incredibly shocked how effective it is to not loop and just pre-drop every pallet and keep holding W. Especially against killers like Pyramid head and Slinger.

    Oh yeah, the low-mobility anti-loop killers get this quite a bit. At least they can catch up, but it wastes a lot of time.

  • @Mineguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2089648#Comment_2089648

    Uh I know there is another new game but I didn't inform my self about it. You can kill the killer there? I thought more like Friday the 13

    Home Sweet Home: Survive is gaining some ground now, some DBD streamers are trying it out.

    In that game, instead of repairing generators, you complete Rituals to weaken the Spectre.

    Once all Rituals are completed, you can either unlock portals to escape (which only unlock one at a time and you need to find them, kinda like a hatch) or you can Exorcise the Spectre and defeat them. But that takes the use of several limited use items.

    Kinda like if Firecrackers dropped more often in DBD and after the exit gates were powered each Firecracker/Flashlight stun inflicted 10% HP damage to the killer.

  • So... Home Sweet Home: Survive...

  • Increasing his speed would, as you suggest, just make him an M1 killer who doesn't need his power. Then again, that's pretty much what Plague is if nobody cleanses.

    He could do with a 'catch up' mechanic though, but increasing his speed to 115% isn't it.

    Instead, his lacerations should inflict a 1% slow on the survivor for each laceration, up to a maximum of 7%. This would more or less have the same result in a chase, but it would reward the use of his power. It would either allow you to catch up and M1, or reduce the survivors ability to break LoS and get your 8th knife hit in there.

    This could even be an add-on if it's too strong as basekit, but I would suggest it be a couple of add-ons at different rarities. e.g. a common add-on that can slow survivors per laceration up to 3%, an uncommon to 5%, and a rare to 7%.

  • @REL1_C said:

    Like I say, the developers are walking on thin ice with this "Rework". Just keep in mind, if the nerf isn't to you killer mains liking, just remember the survivors are majority. That sounded so entitled 😂, my point is the developers have to think of a change which will make the majority happy so there game wont fall apart even more than it already has. All I'm saying is don't expect the nerf to be something huge, I mean come on, Imagine if the developers nerfed keys like mori's, I know that would be balanced but that would hurt the game more than the community, how am I wrong.

    They also have to encourage more people to play killer, or survivor queue times are only gonna get worse.

  • @aroell said:

    https://forum.deadbydaylight.com/en/discussion/comment/2089077#Comment_2089077

    You should be ashamed of yourself. Why punish the guy who got unhooked? Do you expect them to run away when someone tries to heal them or what

    You don't unhook someone instantly, before the killer has left, if you don't have Borrowed Time.

    You wait for them to leave first.

  • You should have told them not to farm their friend of the hook for altruism.

  • @Zarathos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2089461#Comment_2089461

    Lowkey starstruck looks extremly great on every killer that isnt nurse. On nurse with a dedicated build it seems kinda busted. Throw on distressing starstruck and infectious fright suddenly the nurse can create these giant slugfests.

    Put on a delay perk of your choosing to fill out the build and by the entity you may have the most terrifying build in dbd. You could go with a more aggresive bbq option but having at least one form of delay might be important depending on your skill level.

    I had exactly this in a match yesterday that lasted all of 2 minutes. They were TTV of course, an expert Nurse main with Starstruck, Devour, Agitation and BBQ.

    When I checked out the stream after I died, the first thing they said was "damn I hate it when people kill themselves on hook."

    No delay was necessary, we were slaughtered with no chance to do any gens. I mean, there's no point working on a gen when three of your teammates are already on hooks. It just snowballs from there when two are in the basement, one is on the hill next to the basement, and the Nurse is stood on that hill surveying the map.

  • Looping is honestly the worst thing at high ranks.

    It's basically "haha stupid killer you literally can't touch me, the map makes it impossible."

    So anti-loop killers are essential.

    But anti-loop killers are "OP" so you get accused of playing on EZ mode.

  • @FlameGNG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2085621#Comment_2085621

    give me one good reason why you shouldnt be abe to tap a generator? since you would do it without DS anyways DS shouldnt really change your play style it should be tehre so you dont get tunneled and im fine with it making you not able to work on gens but tapping a gen isnt working + it can favour the killer if he has pop too so it can be a win / lose its more balanced and you could actually do something good while getting tunneled i mean honsetly they should just make DS active both times but with much less time and give u a broken status effect and a mending timer like mettle of man instead

    Because if you have time to tap a gen, you're obviously not in any real danger of getting caught, right? Why else would you sacrifice your lead in the chase to stop a gen regressing?

    Why can't the survivor who unhooked you, and thus doesn't have DS anyway, tap the gen for you?

    Tapping a gen shouldn't be a thing anyway. It takes the killer almost 3 seconds to start it regressing, and a survivor half a second to stop it. Which completely invalidates any kicking action. It should take 3 seconds of repair progress to halt regression.

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2080661#Comment_2080661

    I main Ace but I only do it cause he seems like a ladies man :( even have a nice pink shirt and everything. I’m just looking to save the girls and get with Huntress. Dont be hating on Ace.

    The way he runs is just so cocky. Like "Haha betcha can't catch me!"

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2087271#Comment_2087271

    but it takes 8 hits already with knives why should they trigger BT? this is unfair

    How is it unfair? 1 knife doesn't injure anyway, so triggering endurance doesn't make any difference. In fact it forces them to mend for a non-lethal attack. If anything it's a bonus.

  • I had a concept for 'The Grey' alien killer, and I don't think he would even need a new map. He'd fit right in on Coldwind.

    Killer: The Grey

    Height: Tall

    Terror Radius: Small

    Speed: 4.6m/s (115%)

    Power: Capture

    Hold down the power button to begin Capture. The Grey holds out its hand, seemingly communicating with some entity far above through telepathic means. A bright beam of light from above appears in front of it, with a 2-meter radius, and slowly moves forward, further away from the Grey’s relative position at a speed of 2m/s, up to a maximum distance of 12 meters.

    Release the power button to finish Capture, if the beam is directly on a survivor, it locks onto them and they are frozen in place for 2.5 seconds. If the survivor is standing perfectly still when hit by the beam of light, they are only frozen for 0.5 seconds.

    While Capture is active, your movement speed is decreased to 3.6m/s (90%)

    This power has a long cooldown if successfully freezing a survivor, and a short cooldown if it fails to reach a survivor.

    Secondary Power: Abduction

    Using the secondary power button when a Survivor is frozen in a beam of light, will abduct that survivor and send them to a distant point on the map. They will be inflicted with Blindness for 30 seconds, if injured they will be inflicted with Broken for 30 seconds, and you will see their aura for 6 seconds. From the perspective of the Abducted survivor, other survivors will briefly appear to them in the form of The Grey while they suffer from Oblivious.

    Additional Effect: Abducting an Injured survivor who is still suffering from Oblivious following a previous Abduction, will instead send them to Suspension Beam on the opposite side of the map. They will need to be rescued by another survivor, otherwise they will be sacrificed to the Entity.


    Perks

    Interference: Survivors working on gens within your terror radius are inflicted with Oblivious for 2/3/4 seconds. If they stop repairing during this time, that generator starts automatically regressing at 50%/75%/100% of normal regression speed.

    Painted Target: When a survivor is rescued from the hook, if you are 32/28/24 meters away from the hook, you see all other survivors’ auras for 2/3/4 seconds. This has a cooldown of 60 seconds.

    Plausible Deniability: Survivors hit with your basic attack become cursed for 30 seconds. Any survivors who come within 4/8/12 meters of the cursed survivor are inflicted with Oblivious.

  • @Lord_Tony said:

    either way it's pretty OP they trigger endurance effects.

    They are weak as is why make them weaker?

    ...everything that would otherwise negatively affect a health state, when under the effect of BT (unhooked within the killers terror radius) will trigger the endurance effect.

  • What?

    BT is triggered when in the killers Terror Radius.

    Knives don't award chase points... chases award chase points...

  • @SpitefulHateful said:

    If the killer BMs, the player is not obliged to deal with his BS.

    It's cutting off your nose to spite your face though, but I see your username so...

  • I just wish Shock Therapy had a little more verticality to it. So that you could hit someone running up stairs. Doesn't need to be a full 2-storey range, just half the height would be enough.

  • @Nameless said:

    https://forum.deadbydaylight.com/en/discussion/comment/2086859#Comment_2086859

    There's multiple ways you can make his power better and decreasing the amount of knives to take a health state is one change you could advocate for. Making the Trickster 115% speed is another for example.

    The hitboxes of objects are way too way too wonky in my opinion for ricochet knives to be a reliable buff. Even in straight tiles where the ricochet would seem obvious, the knives start flying in every single direction possible. Sure, it's a fun change, but my concern is that the devs would leave it at that because that's what the community asked for.

    I'm against making him 115% because that would invalidate his power altogether. He'd be an effective M1 killer then, why use his knives at all?

    Instead, have each laceration slow down survivors by 1%. Get 7 lacerations, slow them down 7%. You can either catch up and M1, or make it easier to hit them with knives as you're both slowing down. That's a better speed difference than the 5% base increase, and rewards use of his power.

  • @CustomerService said:

    https://forum.deadbydaylight.com/en/discussion/comment/2086394#Comment_2086394

    I think it's more like 2 god pallets. But sure mate, keep having nightmares about situations that don't exist.

    There's at least 4 god pallet spawns. Not all of them spawn, but the two by the bathroom/basement do. The others are in narrow corridors around the edge of the downstairs. I think you nearly always get at least three.

    In addition to the god pallets, almost every other pallet is a very strong loop. Between the ones in the corner rooms next to incredibly long benches, or the ones by the stairs that force you around the entire staircase (which are bordering on god pallets tbh), and the ones by exit gates linked to white vans.

    There are a couple weak pallets, which tend to be in the center (up or downstairs) and linked to just a small pile of crates.

    I had a game as the Trickster (lol) and I literally couldn't beat any loop with a pallet (except those easy ones in the center). They were all essentially god pallets because if I didn't break them I couldn't gain any ground at all, and most of the obstacles were blocking LoS so no knives either.

  • This was my plan for the Trickster at first, then I got three double-pips in a row...

  • @[Deleted User] said:

    Why is everyone so hell-bent on basekit ricochet? Like it doesn't solve anything about why he's a bad killer. It's such an insignificant idea to buff his kit and yet every single post mentions it like it's the second coming of Jesus.

    Probably because every other buff suggestion just ends up making him 'more like the Huntress', so they add this is to make him unique.

  • I'd rather he had an add-on that could break pallets with his M1 when reeling in a survivor. They still get away, but the pallet gets broken. Similar to how Demo, Oni and Blight have quick-break mechanics, but it takes up an add-on slot.

  • Because why should killers have options?

    What about Nurse? Can M1 or Blink.

    Huntress can M1, or throw a Hatchet.

    Plague can M1 or spew vomit.

    Spirit can M1 or phase and M1.

    Pyramid can M1 or use his line AoE.

  • I don't really understand why Keys can read auras anyway when Maps exist...

    Just get rid of Broken and Dull keys, keep Skeletons for the hatch.

1 … 156 157 158 159 160 … 171