Seraphor
Seraphor
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- Seraphor
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2031330#Comment_2031330
I wish they did, I like babysitter. It appeals to my inner Bill to take the heat.
The benefits don't match the cost.
Your aura is revealed (worse cost than BT)
They leave no scratch marks (worse pay off than BT)
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2031313#Comment_2031313
Babysitter already does that
Nobody runs Babysitter.
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Borrowed Time should reveal your aura to the killer for the duration of the effect, so the killer knows to go for you. There we go, flawless anti-tunnel perk, they always go for the unhooker. If that's too much of a cost for the person running it, add in some bonus BP like WGLF or BBQ.
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@ItzPixelYT said:
https://forum.deadbydaylight.com/en/discussion/comment/2030824#Comment_2030824
Plus the fact as you say they don't have any other perks so far means they shouldn't queue against red rank players
Or, it means they have plenty of experience, have played and won many matches, due to NOED, but have not played 'well' enough to earn pips and rank up.
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@Alice_pbg said:
######### is SBMM?
Look 2 inches higher.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2030718#Comment_2030718
As we've previously communicated we're not giving information out as to what the factors are that increases or decreased your MMR score - various factors in a match does affect it.
We want people to play as normally as possible.
Presumably it's similar conditions as those counted for emblems and pips. If you're expecting players to play in order to gain pips and regard that as 'normal'.
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Even a truly balanced matchmaking isn't going to result in a truly balanced outcome. Otherwise you're completely negating player agency.
The idea is that a well balanced matchmaking result in the possibility of ANY outcome, 0k, 2k, 4k, 12 hooks, no hooks... as opposed to poor matchmaking which results in a predetermined outcome of one of the extremes.
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@YourNightmare said:
https://forum.deadbydaylight.com/en/discussion/235571/dbd-matchmaking-is-a-nutshell
Yes today it's all over the place... they clearly don't know how to properly create a matchmaking lol...
If you read and comprehend the announcement pinned to the top of every single page on the forum... you'll notice that ranks aren't indicative of player skill.
The SBMM they're testing today, is actually taking that into account. So when you look at the ranks on the scoreboard, it's going to look completely out of wack. All that means is the lower ranks have more experience than their rank suggests, and the higher ranks have less... providing it is actually working as intended. in either case, the displayed ranks mean nothing.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/2029797#Comment_2029797
Killers who aren't scared of a challenge wont dodge, ik I wouldn't
One of us took a key, once. 6 killers dodged. Never took a key again.
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Also applies to exit gates, which has given me clutch escapes before.
With Spinechill, if you get the exit gate to 50% by the time SC lights up, against normal speed killers you can guarantee that you can open it in time. That 6% comes in very handy then.
Same concept applies to completing gens, if that 6% can get it finished in the few seconds it takes the killer to reach you, it might just be worth committing and getting it done. Get that Pop out of the equation.
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Yes, every time, it's the same locker, it's permanently bugged.
Never get in the back-right locker in the basement.
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@saltmineinaction said:
https://forum.deadbydaylight.com/en/discussion/comment/2028789#Comment_2028789
Its a known issue i assume?
Why doesnt the devs do something about it?
For matchmaking? Because there's no easy solution. If there's only red ranks playing at that moment, then you'll be paired up with red ranks. Matchmaking could be improved if you don't mind waiting twice as long or more for a match.
Deranking you three stages? Yeah that would be a bug, and that would need fixing. But it's low priority as they're planning on completely changing the ranking system soon.
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@The_Nightmare69 said:
https://forum.deadbydaylight.com/en/discussion/comment/2029752#Comment_2029752
I love this idea, it works kind of the same way the healing mechanic works I assume? No healing without items or help.
This would make matches so much more fun. Would it the wrench be an item? Like if you hold an item you can't pick up a medkit, key, etc?
If so it would fix two problems at once. If you want to use a key you sacrifice one player working on gens, if you want to do gens you can't use keys.
I'd say no. The Wrench would be it's own effect, like a Buff. Either temporarily via a toolbox, or permanently via a Wrench. I think it would be way too restrictive if you couldn't even touch a gen if you were carrying a med kit or a torch. The ability to replace it temporarily with a Toolbox already bypasses the need to go find a Wrench at the start. But it would promote healthier use of those toolboxes, they can't be used for immediately gen rushing anymore.
That said, it could open the door to killer perks such as "Hooked survivors lose their Wrench. 3 Additional Wrenches spawn on the map." and they're forced to find another one.
Also... they could rework Keys to function like Wrenches. You have an item slot you an load before entering the match (Toolbox, Med Kit, Flashlight, Map) and then a secondary slot that can only be filled with items you find (Wrenches, Keys, Firecrackers)
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@Chchchcheryl said:
Honestly just putting a symbol next to their names in a lobby would save so much stress, maybe a couple different ones if it's a set of two swfs in a match (two people per SWF)
Nah.
The thing that stops most killers from lobby dodging as it is, is the doubt that the survivors are a SWF. Add in an icon to give a definite indication that they're a SWF, and people won't be able to play SWF, killers will lobby dodge every time.
I only play survivor with my friends, because solo survivor is awful. We're not elite players, we lose more matches than we win.
Instead of penalising SWFs, improve solo survivor play:
- Allows survivors to see each others perks in the lobby, so you know the capabilities of your team mates.
- Provide short preset communication messages in game, which are displayed next to your survivor icon when you hit a button. E.g. "Killer is nearby" "Coast is clear" "Help me" "Leave me"
These would bring solo survivors up closer to the capabilities of a SWF. You've know if someone has Borrowed time, Unbreakable, DS, etc. You'd know when the killer is chasing someone else so you can relax a little. You'll know when the killer has left another survivor they were in a chase with, so you could anticipate them coming.
Once solo survivors are closer to SWFs, you can then more clearly define areas that need to be balanced, and likely buff killers a little without penalising solo survivors.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2029740#Comment_2029740
A good broadband connection, with a decent router and a short, clear path between it and the device is an almost negligible difference.
It really isn't, especially across different floors/rooms. There are a lot of negative effects associated with trying to force an electromagnetic signal through the air (and walls) as opposed to a conductor.
All I can say is, my ping is often lower than some people with a wired connection... so...
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Gen speeds already feel painfully slow from the survivors perspective, even though they're not in practicality, so I wouldn't want to just slow down all gen speed.
The problem is early game rush. The killer can't be in 7 places at once, so getting one gen completed right away is almost guaranteed, and 3 is not unheard of.
What we need is an additional starting objective.
What if: Generators can't be repaired unless you possess a Wrench.
Wrenches spawn around the map (maybe 6-8 in total, with offerings to increase them) and you collect them similarly to the Red Glyphs in the current tome. Once you have one, the rest vanish from your perspective, and you get a permanent buff for the rest of the game that allows you to repair generators.
Purple Toolboxes and a Green Toolbox add-on also allow you to repair gens just like a Wrench, but only while you have that undepleted Toolbox. This would prevent emptying the toolbox immediately, you'll have to save it for a more opportune moment, because as soon as you deplete the toolbox you'll have to go find a Wrench.
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@Adeloo said:
Having bad internet is a problem that you need to fix.
The best you can do before buying a game is checking the minimal and recommanded settings needed in order to play, that you can find on the game store page.
https://store.steampowered.com/app/381210/Dead_by_Daylight/
As you can see the game ask for Broadband internet connection, which means that Wi-Fi isn't stable enough to play it.
Having a bad connection seems to only affect you at first because of the matchmaking lock, but it also punish the 4 other players that were in your game. So if you don't have a good enough connection, you shouldn't play the game until you fit in those required settings ;)
Wi-Fi can be more stable that some wired connections, its not that clear cut.
A good broadband connection, with a decent router and a short, clear path between it and the device is an almost negligible difference.
My PS5 is 2 meters directly above my router. It would take 10 meters of ethernet cable trawling though the house to make it wired.
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DS will still be meta, and just like Borrowed Time and Unbreakable, will be insanely powerful even in it's absence.
Someone just got unhooked: assume they have Borrowed Time.
You just downed someone who was just unhooked: Assume they have DS.
Want to slug: can't, assume they have Unbreakable.
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I have wifi that's not the best, never been disconnected from DBD.
My friend I SWF with has a wired PC connection. Is regularly disconnected from DBD while he remains connected to discord on the same device...
Figure that one out. I'm pretty confident it's a DBD issue more often than not.
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If traps can't be removed until activated, I would:
Increase the timer until it triggers. It's currently 150s, so add in time required to find and reach the first box and make it 180s.
Have failed skill checks knock 5 additional seconds off the timer.
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@Mat_Sella said:
That's...the point. you're supposed to leave the hook to find survivors.
This. However there's a good point in here for disabling it when someone is hooked... Disable Whispers FOR THE KILLER when the killer is within 24 meters of a hooked survivor.
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I always have trouble on this map no matter which side I play.
Survivor: Can't find a damn generator, no idea where the killer is because I'm always in their terror radius, it's nearly always a Nurse with Tinkerer or Jump-Scare Michael, No one escapes.
Killer: Can't find a survivor, when I do I get pallet stunned 10 times in a row, when I eventually down someone there's no hooks in range. Everyone escapes.
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This is funny because I played a Bubba yesterday with almost the exact same scenario (I had the 25% offering, not the 100% pudding) and I span around on the spot and I whacked a couple gens a few times, and I didn't down a survivor when I had the chance to do so... but they still genrushed and opened the gates right away.
So I chainsawed, hooked a survivor... and nobody came to rescue him...
I think I got about 12k.
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Maybe if all 5 gens were completed.
If the hatch only spawned because everyone else died and thus the gates only powered because the killer closed the hatch... do you really deserve to open them?
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It's not just traps.
Survivors who get slugged like to crawl under pallets.
Heal and Drop Pallet are the same button...
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Make Borrowed Time reveal your aura to the killer for 6 seconds after you unhook someone.
Make more killer perks with "when a survivor is unhooked at least 24 meters away".
More perks like Corrupt that slow down early game gen progress.
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@Johnny_XMan said:
Only bad killers would call holding W “toxic”.
The audacity of some people is just effing baffling. All while bs actions exist on their side that are deemed “boring” with almost 0 counterplay.
Stop getting enraged by things that haven't happened.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/2028071#Comment_2028071
"Please remove the ability to run for survivors"
Yeah I heard all killers want to disable survivors ability to move. Pretty sure every killer is saying that, which just proves killers are toxic.
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@SMitchell8 said:
I'm a console player, but what does the 'W' actually do? Seen it mentioned a few times recently.
Makes you move forward, directional keys W, A, S and D.
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Topic on the same subject that still misses the point in the exact same way, number 5.
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@BuddhaBing said:
https://forum.deadbydaylight.com/en/discussion/comment/2027835#Comment_2027835
Right? I've seen a lot of points complaining about killers complaining about holding w, but I don't think I've actually seen a complaint from a killer yet.
I'm a killer main and absolutely don't think it's toxic. If the situation is really that bad (and I don't really think it is), it would be an issue with map design, not toxic survivors.
Right, the video was showing how and why it's effective. No sensible killer would commit to a chase in those conditions, and it explains why they can't.
It does however empower survivors who can read distances like that well enough, so that they can be confident that they're never in any real danger. With the right SWF group it can be incredibly irritating... for certain M1 killers.
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BBQ gets killers away from the hook, it's a good perk.
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Do we need a new topic about this every couple hours?
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2027759#Comment_2027759
I don’t think we’ll see a change given how hard “fixing” it would be. Unfortunate but I’ve never had issues with W gamers
We definitely won't, and people looking at this as an issue to 'solve' are wasting their breath, but that doesn't mean it's not a fair 'issue' to point out.
The scenario I mentioned, that I've encountered several times, nearly always happens with rank 1 body blocking clicky flashlight lynch mobs. They stand right in your face teabagging at the minimum safe distance, healing each other, working on gens, knowing they're untouchable because you're not playing Nurse or Spirit. And then people wonder why people play Spirit with Stridor....
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2027732#Comment_2027732
So they exploited running. Christ that’s cringe af. Not everything is a “tech” or an exploit. Maybe it’s an intended function for survivors to be able to run.
These forums are pepega
Yeah, it's not an 'exploit' or a 'tech', it's just a function of the game. But it doesn't mean there aren't certain scenarios in which it becomes a dick move. Just like camping and tunnelling. You have to admit, anything that becomes impossible for the killer to work around, and puts them in a stalemate, is poor sportsmanship, just like face camping.
All are viable 'strategies' players can employ, but they're not fun to play against.
If you're gonna throw a fit and ######### at killers for camping and not throwing the game in order to make it fun for you... well it's a two-way street.
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@HighwayCatalyst said:
My cat, usually.
The computer is warm and nice to sit on, and the power button is on top.
The only acceptable DC.
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@PureHostility said:
https://forum.deadbydaylight.com/en/discussion/comment/2025516#Comment_2025516
No, frak off with that borrowed time 1.0 lite.
We had it and it was stupidly overpowered.
Don't unhook in front of the camping Killer if you are not willing to trade a hook if he doesn't go for the unhooked guy with BT.
OP's suggestion is also extremely flawed without any thought put into how that would work in a bigger picture.
It would be once again abused by survivors for free escapes, as was the anti camping system that stopped hook progress, it was abused by survivors, even if a killer wasn't camping in the first place.
Should there be a way to punish killers who camp hooks?
Maybe, but do it with a gen progression buff that isn't directly connected to the proximity of the hooked guy, as it is prone to abuse/exploiting by survivors.
Well I did suggest 5s, not the 20s of BT, and it would apply to the survivor as they were unhooking, so including the unhook animation. That's effectively only 2s of true 'immunity' as it would prevent a grab off the hook. 2s isn't insurmountable for the killer to catch up and down that survivor, but it would prevent unhook interrupts and secure a 'trade' instead of a failed unhook, at the cost of a perk slot.
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@Profezia said:
https://forum.deadbydaylight.com/en/discussion/comment/2027319#Comment_2027319
3 gens left
Survivor sits on gen
The moment you head in their direction, they start performing shift+w strat
Once you choose another target they return to gen
3 other survivors do the exact same thing
What exactly is M1 killer supposed to do here?
Definitely an issue but I don't think there's any solution if you don't have high mobility or traps.
I've had cases where I'm stood at the only gen the survivors are interested in. Three of them are stood around me, just waiting for me to leave. They're all in different directions, at just the right distance that should I start to chase one of them, the other two can be back on the gen by the time I've made it to where that survivor WAS, let alone actually managed to gain any ground on them. If I change tack and return to the gen, they can be off it and back at their safe distance before I even reach the gen, and the survivor I originally went to chase is back too. If I actually commit to the chase, that gen is guaranteed to be repaired before I hook that survivor, IF I get to hook that survivor. It's an unwinnable scenario.
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Seems like there's too many issues to account for with placing totems yourself.
Though I could see the idea of selecting which dull totems to 'turn on' even at a distance being somewhat viable, there's the problem of things like NOED and Devour. Do you place NOED right away, or can you not place it until all generators have been completed? Does Devour gain tokens if you haven't placed it? If so, can you wait until it has 3?
Even Ruin, is way more effective at end game than right away. What if you could bring Corrupt for the early game, then place Ruin down once you have a defendable 3 gen and basically win the game?
I think they just need to go through every single map and every potential totem spawn location, and make sure it's not completely out in the open, or conversely, completely hidden/unreachable.
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The only thing I can think that would be fair on Nurse, would be reducing the 'fatigue' duration in exchange for a longer cooldown on her blinks. Giving survivors more chance to escape between blinks, but giving the Nurse more opportunity to track them initially.
Spirit doesn't need all that much, at most she needs something very minor that can be used to inform survivors of roughly where she is when phasing. A very slight sound (her usual grunts and whines but at 25% volume maybe) or inverted passive phasing, every 3.5s in a phase, she becomes visible for 0.5s.
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Say you're in a lobby. You've used your veto on Spirit, someone else has denied Freddy, Bubba has been excluded by the third and the fourth doesn't want to face a Hag.
Are you prepared to wait twice as long for a match due to the all the hoops the matchmaking system will have to go through to find you a viable killer?
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@_NIGHTMARE_ said:
Can't deal with getting outplayed I guess, so they'd rather have a 5 minute ban, lose thier items, offerings and add-ons, de-pip and not get any bloodpoints for that round.
Having said that, I would more than likely DC if I had gathered proof and evidence of hacking from either teammates or the killer. No point in giving hackers extra BP.
I'd rather eat the negatives than have a hacker running loose in my game.
They get BP anyway.
If the Killer DC's everyone gets an automatic escape, which is a pretty nice bonus for a short round as a survivor.
If a survivor DC's the killer gets a quitters bonus and a much easier game.
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Impatience and saltiness.
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I'd rather a new perk as an alternative to Ruin.
Something like: Generators not being repaired automatically regress at 80/100/120% of normal regression rate. All generator regression is paused when you are within 32/28/24 meters of a hooked survivor.
Or maybe: When a survivor is unhooked at least 24 meters away, this perk gains a token up to a maximum of 2/3/4 tokens. Generators not being repaired automatically regress at 50% of normal regression rate for each token. Every time a generator is completed, you lose a token.
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You realise that's a challenge in the current tome and there are likely other people doing it at the same time?
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@Yumyumtasty said:
https://forum.deadbydaylight.com/en/discussion/comment/2026518#Comment_2026518
NOED is a crutch for bad killers - tru3talent back when hexperks got introduced.
"I get the best survivors" - guy who plays on the same server as everyboody else
"I played perfectly"
Not a fact, no matter how much he tried to spin it.
His videos already got ripped apart here, especially the bubba one where he got "genrushed" and "never made a mistake" with a ton of easily identifiable mistakes.
in fact most of his videos are easily debunked, if you want to watch a better killermain maybe watch Dowsey if you're actually interested in learning from somebody besides otz or scott or umbra if you're a fan of huntress.
Ok, I'll give you 'arrogant' for one of Tru3's faults, that has annoyed me on occasion. Hardly seems enough to have this huge vendetta against him and his 'community' though.
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"calling [BAD WORD] logically and factual does not make it logically/facts, you're just repackaging your whining and call it "analysis"."
What does that even mean?
Sounds like mental gymnastics to discredit facts you don't want to accept.
"A prime example would be his stupid hot take on NOED being a crutch exlusively used by bad killers while getting crushed by survivors a few seconds later where he complains about adrenaline when he refuses to use countermeasures."
I'm not familiar with that, but by the way you used 'complains' I'm fairly confident he didn't actually 'complain', you just chose to perceive it that way for some reason.
"Let's just say I'll listen to the guy who obviously is some form of tech savy and has interest in game design over a guy who's bio says: "twitch partner" with nothing beyond a highschool degree. "
Seems pretty elitist. You don't need to be that tech savy to understand this game.
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@Yumyumtasty said:
https://forum.deadbydaylight.com/en/discussion/comment/2026493#Comment_2026493
Just compare the general attitude of those streamers to the bitterness in tru3's stream and then apply it to the community following them.
There's no point in arguing, that poll is worthless, end of story.
I never get this. There's no bitterness in Tru3's stream, yet there's always a group of people who seem to perceive something that's not there. It's the same thing every time, he explains (rather dryly) mechanics in the game, and then someone comes along with a knee jerk reaction of "YEAH BUT WHY IS THAT MY PROBLEM WHY ARE YOU COMPLAINING!" when he literally wasn't complaining.
The same thing has just happened with that thread about 'holding W in a large map'. Literally just explaining why it's so effective, and all these people jump out and cry "OMG NOW SURVIVORS ARE TOXIC FOR PRESSING W LOL KILLERS SUCK!"
Like... control your emotions?
Is it his accent? I don't get it.
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@Yumyumtasty said:
https://forum.deadbydaylight.com/en/discussion/comment/2026473#Comment_2026473
I only saw scott's take on him and he agrees that he's weak and broke down his power pretty well. Otz did good with him but then again he could've just played an M1-ing hag. I haven't played against Otz for like 2years but I also don't know how capable of a survivor he is now.
So when it's 'Tru3's community' it's biased, but when Scott and Otz say the exact same thing... it's not?
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@DropdeadPiggy said:
https://forum.deadbydaylight.com/en/discussion/comment/2026343#Comment_2026343
Walking is now overpowered? Because the killer CHOSE meaning he/she consciously made the decision to chase a person for that long..and that's the survivor's problem how?
Who said it was overpower or the survivors fault?
The video says its 'effective', and it explains why the killer usually has no choice but to break off from the chase.