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Seraphor

Seraphor

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Seraphor
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  • @pixelfixed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2058855#Comment_2058855

    my problem with it is it cuts out any kind of creativity you come up with. for instance, i killed all four this morning with zero hooks (blood warden). that actually took quite a bit of awareness/creativity to look bad, but not so bad that i couldn't lure them out to the center of the map after the gates opened. this game is about psychology. you take that out and replace it with just chases and it's boring af.

    But that would be more of a meme build, not a typical match.

    It's not an absolute, no one's saying you have to get 12 hooks and 4k on 4 hooks is a failure, but did the survivors have any fun in a match with Blood Warden? Did they come away thinking you were a toxic killer and thus encourage them to employ cheap tactics themselves in the future?

    That's basically the equivalent of a gen rush, 0k match.

  • They're really strong in the hands of someone who knows how to work them. Unfortunately that usually involves a lot of slugging and proxy camping. So kinda similar to the Hag on some levels.

  • @pixelfixed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2058735#Comment_2058735

    you're actually more correct than you know. those content creators CAN'T go against that. this is why most of their videos are clearly against obvious bad red rank survivors (yes, you heard that right). makes no sense to upload a video where you get creamed. that's not to say they aren't great, but i've seen many a video where otz is losing badly and gets pissed just like everybody else does.

    a four man swf that know what they're doing is literally IMPOSSIBLE to beat mathematically unless:

    a. they make a mistake

    b. you don't play 'fair'

    when i first started a few years ago it became apparent quite early that the most efficient way to win is to kill one person as quickly as possible. tunnel. i'm not saying it's a good thing, i'm not saying i do it, it's just a mathematical fact. the only person that concurred with that sentiment publicly at that time was otz during one of the early 'between trials' podcasts.

    now, everyone does it, under the guise of ping-ponging two people on hooks to make it appear as if that's not what they're doing. they're totally doing it; just not as efficiently. i wish they'd stop being shady about it. in fact, just watched a dowsey video this morning with him ping-ponging. at the first sign of trouble they're vocal about it.

    i haven't watched much of truetalent in the past, as i think i/everyone doesn't find him as entertaining as others, but in the past 1-2 months i find him just riveting bc he's saying out loud what everyone else is thinking without filter about playing the game as killer, and i respect the hell out of it. i'd starting listening to what that man has to say. maybe not about hooks v. 4k's, but everything else. dude is now my fav CC. i can't believe i just typed that. 'truetalent is my fav.' lol.

    Out of curiosity, what about his stance on 'hooks v kills' is wrong exactly?

    It IS healthier for all involved if the killer can prioritise hooks over kills. Everyone gets more chance to play, everyone gets more bloodpoints, everyone gets more emblem progress. Less likely to camp and tunnel, etc.

    Intentionally going for kills likely involves camping, or proxy camping at the very least, and sometimes tunnelling.

  • I kinda like that different perks synergise with certain killers.

    Being that it works best on M1 killers, which are usually the killers who don't have the time to be kicking gens, Surge seems to fit that niche quite well.

    I do hate that I'm often not in range of any gens though. I think it could do with a buff in that it always pops the nearest gen, regardless of whether or not it's within range. Also they could change the range to be the terror radius, so that it could synergise with TR changing perks like M&A and Distressing. This wouldn't strictly be a buff or a nerf, but it would probably be a net detriment to most killers (TR smaller than 32m or stealthy so they don't have a TR) so it would act as a balance to the 1 guaranteed gen pop buff.

    I am mostly thinking with my Doctor head on though. Distressing, Surge and Unnerving Presence.

  • Don't need to nerf SWF. Need to buff solo.

    1. Allow survivors to see each others perks and item loadouts in the lobby, so they know the capabilities of their team mates.
    2. Allow survivors to display short, preset messages in game that appear next to their portrait. Things like "Killer is here" "All clear" "Help me" and "Leave me". Give it like a 30s cooldown so it can't be spammed, but it remains on screen for ~10 seconds. Maybe even has a direction indicator when it goes off so you can kinda tell where they are without Kindred/Empathy etc.

    This will allow solo's a greater ability to coordinate with each other, bringing them closer to SWF levels.

    Once SWF and Solo are closer in ability, then better balance can be achieved and you can see what needs to be buffed or nerfed. Likely gen speeds or early game objectives.

    in swf Comment by Seraphor
  • I never expect to finish the whole thing. I usually aim for about 75%, and buy the pass at about 50% if I think I'm going to make that 75%.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2057797#Comment_2057797

    A killer shouldn't be judged at how well they can slug all four. He can throw projectiles so that automatically means very little counterplay. He can throw over pallets, out in the open so with 60 knives if you can aim well he is going to be lethal.

    Loop him.

    That's all you need to do.

    Lacerations drop off quicker than he can apply them. He's too slow to catch up to you. You can extend the chase for MINUTES, or at least until he runs out of knives and gives up.

  • I agree that the 'all or nothing' nature of Hexes really irritates me to the point that I don't bother running any most of the time, but a lot of this would be a little too strong.

    I could see it working with some of them. Maybe Ruin could go down to 80% regression after being cleansed. Maybe NOED could keep the speed buff but lose the Exposed. And it's a decent concept for some future Hex perks. But I don't really think it would work on the rest.

    And how would Haunted work with this AND Undying? Would you get 4 uses out of it?

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2057101#Comment_2057101

    Then if it's a team game, the game should reward you for acting like a team instead of the opposite, which a lot of times it does

    Why do you think SWFs do better than solos?

  • Tbf I faced a SWF yesterday who were so intent on saving each other all five of us never left the killer shack with the basement in it and I got the 4K. I'm sure they bitched to each other about the toxic camping Doctor afterwards but it was their own fault for literally trying to save their friends right in front of me. The poor Laurie never even touched a gen and walked away with 4k BP.

  • @BioX said:

    build in ruin goes too far at any capacity, but survivors not being able to just gen tap to stop it regression would be welcome, I say survivors need a new animation of them fix/restarting the gen and that animation should take as long as it takes the killer by default to kick a gen.

    This. Make survivors have to commit at least 2.5 seconds to a gen to stop it regressing, and suddenly kicking gens becomes worthwhile.

  • "They're gonna implement MMR because they don't listen to feedback."

    > Literally tons of feedback saying MMR worked great.


    I hope they do buff Solo survivors.

    1. Allow survivors to see each others perks and item loadouts in the lobby, so they know the capabilities of their team mates.
    2. Allow survivors to display short, preset messages in game that appear next to their portrait. Things like "Killer is here" "All clear" "Help me" and "Leave me". Give it like a 30s cooldown so it can't be spammed, but it remains on screen for ~10 seconds. Maybe even has a direction indicator when it goes off so you can kinda tell where they are without Kindred/Empathy etc.

    This will allow solo's a greater ability to coordinate with each other, bringing them closer to SWF levels.

  • @cburton311 said:

    There is a solution to facecamping. Give 10% buff to all progress of generators while the killer is within some distance of a hooked survivor. Put a big fat debuff icon on the killers screen showing why he is losing time on generators and let the killers learn it doesn't profit anymore.

    That's completely unnecessary when you could easily complete 3 gens in the time it takes one survivor to die on hook.

  • @DecisiveDwight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2058559#Comment_2058559

    The BS that this post makes me toxic I'm just making a post about killers being more toxic

    But this topic is adding to the problem, it is literally toxic.

  • You played Spirit, that's bad enough, nothing to do with your perks.

    I had a Spirit match where the first survivor stupidly got on a gen right in front of me, so I phased up to him and yanked him right off it. Immediately the other three survivors were around me teabagging, begging for me to hook them, and two of them DC'd.

    Next match of course was a sweat fest that I lost badly, so yeah, I'm not seeing how Spirit is so OP frankly.

  • @DecisiveDwight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2058549#Comment_2058549

    Whoa so I'm toxic because I call you out on your BS cool

    Clearly I was pointing out how ridiculous you sound.

    Seeing as I haven't posted any topics about DS, I'd like to know what BS I'm being called out on.

  • Survivors are more toxic, as proven by you making this one single topic.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2057444#Comment_2057444

    It’s the single most frustrating, demoralising strategy to come up against as killer.

    The only reason I can think of that it’s not so prevalent is because it requires a high degree of impeccable coordination to be rotating survivors with exhaustion and survivors that have recovered their exhaustion.

    Nah. I've gone up against a Locker Crew before and I'd much rather that than the Flashlight Squad. It's fun baiting lockers, or trying to predict where they'll be. There's nothing fun about getting chain blinded 7 times at once, and being unable to avoid it because you literally can't see where they're blinding you from. Happened yesterday as the exit gates opened and everyone escaped.

  • @DemoFrog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2057717#Comment_2057717

    Wait, Surge counts as a Damage Gen action? Correct me if I'm wring but can't Overcharge only trigger on gens you've kicked?

    No, Surge doesn't count as a Kick. So anything that requires a Kick (Oppression, Pop, Overcharge, Dragons Grip, Trail of Torment) won't be spread to nearby gens that are hit by Surge.

  • Not sure if it would be ideal for Trickster, but I'm itching to run a full on Expose build using his Starstruck.

    Throw in Distressing for the added range, Devour and Make Your Choice and just get everyone down in a single hit.

  • That's just rank based matchmaking doing it's usual job.

    When red ranks can't find other red ranks to go against, it drops down to the purples.

    Best place to be is green.

  • Surge is good with Ruin, as it triggers additional regression without needing to kick the gen, and even when Ruin is cleansed, you don't really need to kick gens.

    Oppression would be good with Pop, Dragon's Grip and/or Overcharge.

    Oppression with Surge would be overkill. Surge already triggers an immediate 8% regression, having survivors also suffer that hard skill check as well would be nuts.

  • @[Deleted User] said:

    No Way Out/Bitter Murmur/Rancor/NOED

    Rancor + NOED is a bit redundant, in fact Rancor + Bitter Murmur is redundant too.

    No Way Out + Blood Warden + Rancor + Remember Me

    Gives you plenty of time to track down your obsession, slug a little bit, then prepare for a hook just as the gates open.

    It's cheap as ######### but it sounds amazing.

  • That's basically mockery.

    If it was a relative fair game, or you clearly deserved the win or the other side clearly deserved the win, the GG is sincere.

    If the side who completely stomped on the other side and employed 'cheap' tactics like camping, tunnelling, body blocking, and you didn't get any gens/kills because of it, and they GG afterwards, they're basically saying "thanks for being #########"

  • Approximately 19 hours and 15 minutes from now.

  • Look at all that Breakout and Borrowed Time.

    Did you have a fun rave at the hook? The single hook that was left of course.

  • Add it in as a Daily. "Escape x games/sacrifice x survivors using the perk x."

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2055295#Comment_2055295

    What is the counterplay for a solo Q survivor who doesn't run DS who gets farmed from the hook and tunneled?

    It's a team game. you can't counterplay your team mates.

  • @Yords said:

    What should be fixed is some sort of new mechanic would be for kickstarting the generator that takes 3 seconds (that you have to do without interruption) and a buff to regression. Maybe 150% regression (lvl 2 ruin) at base as well. This would be a nice change.

    This.

    If a generator that's already regressing, took around 2-3 seconds of 'repair' before it actually started the repair, that would be fair. Say it's 2 seconds, and if you're only on the gen for 1.9 seconds before you disconnect, it starts regressing again.

  • It doesn't 'bother' me, but it does show that survivor to be a cocky little #########, but that's more on them than on me.

    @fogdonkey said:

    Interesting... so far it looks like noone really cares about teabagging. However in many threads people are raging about "toxic teabagging survivors" :D

    That's just easy shorthand for describing a set of behaviours most killers are familiar with. It includes flashlight macros, 360ing the killer, body blocking, etc. Survivors who know they have more power than the killer, and show off because of it.

  • I swear this forum is two bizarro universes constantly at war with each other.

  • I like this actually. You have a choice between holding fire and slowing down, or holding sprint and reducing your rate of fire. Survivors won't know which one to expect, thus mind games and he earns his title.

  • @itsPina said:

    https://forum.deadbydaylight.com/en/discussion/comment/2055155#Comment_2055155

    it actually doesn't multiply like that so there is no real use to saving them for events

    It depends on the event.

    The Red Letter bonuses for example applied to your Blood Point score BEFORE any multipliers like Party Streamers, so it was a double bonus.

  • There is, you dance around at minimum safe distance and bait it out.

    You hope they trigger it when you're not in range and then immediately swing as you move back in.

    If you use Head On yourself, you'll get a feel for the timing. If you see someone rush into a locker, immediately pull them out, as it takes a few seconds for Head On to activate.

    As someone who regularly uses Head On, it fails more often than it hits. Latency can be a huge issue, you try to trigger Head On at the right time on your screen, but it turns out the killer had already hit the button to open the locker on their screen and it doesn't go off.

  • SBM is not currently on, we have the typical rank based matchmaking currently.

    If you want to degrade it, lower your rank, de-pip.

    I completely get it. I can get a string of great matches with the Spirit and catapult up into the red ranks, and as soon as I play any other killer I get bullied and stomp on by 360ing PC SWFs.


    When (if) SBM is finally implemented, you'll see a huge improvement for the mid ranks. Red ranks will whine about it be broken, but it won't be the matchmaking that's broken, it's just the game itself at high levels is unbalanced, and is only made bearable by the currently broken rank based matchmaking.

  • Survivor main plays killer for the first time.

    Untitled Image


  • Bits of Huntress, bits of Plague, weaker than either of them.

    Hopefully he gets a bit more of a buff. In the mean time, his Starstruck perk isn't too bad, and No Way Out could see some good uses for an endgame build that's not quite as cheap as NOED + Blood Warden, or alternatively, you pair it with NOED + Blood Warden + Remember me for a really ######### build people will absolutely hate you for.

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2056003#Comment_2056003

    make the "new" mori a perk at this point.

    basically final judgement but as a perk

    what we have now is just dumb

    We have Rancor and Devour. While I wouldn't say no to a new perk that allows for Kills by your own hand, I wouldn't say it should just be Mori's as a perk.

  • @Pulsar said:

    They are a way around Decisive Strike on last hook and they are a cool animation.

    They were absolutely too strong before.

    They were too strong before, but they're too weak now.

    If they can't find some kind of middle ground, they should at least have them reward bonus blood points for Kills by your own hand.

  • @Hex_Llama said:

    https://forum.deadbydaylight.com/en/discussion/comment/2054906#Comment_2054906

    You need to time it so you never have one left by itself.

    ...which is impossible.

    Do you realise what Killers do?

    The game displays how many generators need to be completed. If the Killer sees a by '7' in the corner, not only do they immediately know it's a 4 man SWF, but they'll also know to camp one gen so they can't escape.

  • If you're gonna play solo, just play Killer.

    You'll have a better time and improve queues and matchmaking.

  • Got a better one, a new early game objective that would usually have to be done before you start repairing any generators.


    Generators cannot be repaired unless you are under the effect of the ‘Repairer’ buff.

    Methods to obtain the ‘Repairer’ buff:

    Find a Wrench: 8 Wrenches can spawn on a map, typically within 32 meters of a generator and not near to the killer spawn point, they appear on the ground with yellow auras when within 12 meters. Interacting with a Wrench takes 3 seconds and bestows you with the effect of ‘Repairer’ for the duration of the match and makes you blind to all other Wrenches while active. Killers are unable to perceive Wrenches at all.

    Equip a suitable Toolbox: Purple (Very Rare) Toolboxes automatically include a Wrench, carrying a purple Toolbox grants you the effect of ‘Repairer’ for as long as that Toolbox has a charge.

    Equip a Toolbox with a Broken Wrench or Rusty Wrench Add-on:

    Broken Wrench: (Uncommon) Grants you the effect of ‘Repairer’ for as long as your Toolbox has a charge. Slightly reduces repair speed. “Even a broken tool can be used for something.”

    Rusty Wrench: (Rare) Grants you the effect of ‘Repairer’ for as long as your Toolbox has a charge. Slightly increases repair speed. “It might not be clean but it’s better than nothing.”

    Use a map that has the ability to track Wrenches.

    Use a relevant perk:

    Metal Detector: For 20/25/30 seconds at the start of the match and after a generator is completed, you are able to see the aura of Generators and Wrenches from 18/24/32 meters away, even when under the effect of ‘Repairer’. You are able to see Bear Traps with a faint red aura within 5 meters. (generic or teachable?)

    Technical Experience: Grants you the effect of ‘Repairer’ as long as you have at least 1 token. This perk starts with 1/2/3 tokens. Consume a token whenever a generator is completed or you fail a skill check. Gain a token whenever you make a great skill check. Great skill checks increase progression by an additional 1% per token, up to a maximum of 2/3/4%. (new generic perk)

    Thrifty Mechanic: Breaking a Totem grants you the effect of ‘Repairer’ for 80/100/120 seconds and increases your repair speed by 4/6/8%. “Anything can be used as a tool if you use your imagination.” (new teachable perk)

    Technician (rework): Gains the effect of “Grants you the effect of ‘Repairer’.” On a failed repair skill check, gains the effect of “You lose the effect of ‘Repairer’ for 6/5/4 seconds.” and loses the effect of “An additional Regression penalty of 5/4/3 % is applied.”

    Built to Last (regain charges after depleting and thus able to maintain the ‘Repair’ effect)

    Play a relevant offering:

    Empty Reinforced Toolbelt: Increases the number of Wrenches that spawn on the map by 3. (Very Rare)

    Empty Leather Toolbelt: Increases the number of Wrenches that spawn on the map by 2. (Rare)

    Empty Canvass Toolbelt: Increases the number of Wrenches that spawn on the map by 1. (Uncommon)

    Killer counter perks:

    Covert Disarmament: Survivors who are unhooked at least 32/28/24 meters away lose the effect of ‘Repairer’ unless granted by an item or a perk. If ‘Repairer’ is granted by and item or perk, they are unable to interact with a generator for 20/25/30 seconds. Can only be applied once per game, per survivor.

    Disabling Shroud: Survivors within your terror radius are unable to perceive Wrenches on the map. Survivors within your terror radius under the ‘Repairer’ effect receive more skill checks with additional 5/10/15% penalty for failure.

    Franklin’s Demise (survivor drops toolbox)

    Benefits:

    1. Provides a new early-game objective that can take anything between 5 (if lucky spawn) and ~60 seconds before you’re able to start repairing generators, on a per-survivor basis, likely an average of about 30 seconds. This slows down the early game gen rush.
    2. Provides incentive to run toolboxes outside of gen rush and sabotage, and encourages healthier use of those toolboxes (you don’t want to deplete them instantly).
    3. Provides a new avenue for gen defence (killer perks that disable Repairer effects) and diluting the survivors perk pool (Repairer effect perks).
  • I often play in a 4 man SWF.

    We still lose most of the games, because we're not sweaty rank 1s, we're greens and purples, which means we often face rank 1 killers...

  • @Hex_Llama said:

    https://forum.deadbydaylight.com/en/discussion/comment/2053643#Comment_2053643

    I don't think it would be impossible. I just think you'd have to change the way you play... which you could, if you were a 4-man SWF, because you'd be able to coordinate who's doing what.

    You have one gen left to do.

    It's the only gen left to do.

    Where is the Killer?

  • Devour Hope is a healthy perk. It gets killers away from the hook, and its Hex is visible and cleansable from the very start of the game, unlike NOED.

    I replied to your comment in the other topic, why did you feel the need to make a fool of yourself twice?

  • Definitely. I can't stand when I go in for a clutch rescue with Borrowed Time and the freakin Ghost Face or Pig was in stealth mode and instantly downs them.

  • @Tillablerhino44 said:

    https://forum.deadbydaylight.com/en/discussion/237550/the-noed-trials

    It's not as bad as devour I don't know how many times I cursed devour

    Hahaha. No, Devour is one of the healthier perks in the game. Its an anti-camping perk.

    Don't like it? Cleanse it.

    @Tillablerhino44 said:

    I have had noed spawn in front of me alot as well I truthfully think it is a wasted perk slot I just like agreeing with survivors. Cause killers for the most part are bullies.

    You can't be serious.

  • Why use anything but the Minotaur skin?

  • They could be in lockers on the other side of the map. In either case, it changes nothing. If you weren't running BBQ at all, what would you have done differently?

  • BBQ gets killers away from the hook. It's a healthy perk.

    Healthy perks get BP bonuses.

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