Seraphor
Seraphor
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- Seraphor
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@Yumyumtasty said:
https://forum.deadbydaylight.com/en/discussion/comment/2026465#Comment_2026465
Uhm, you basically just made my point. Why are we talking about one of the slowest learning content creators when we have Scott or Otz who are not only mechanically way better but also have much more game knowledge objectively speaking? Do you remember how long it took tru3 to understand the friggin legion or plague powers? That was the last time when I watched his PTB videos before stopping entirely.
As someone who watches all three, what's the consensus on the Trickster between Scott's and Otz's viewership then?
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@Tillablerhino44 said:
https://forum.deadbydaylight.com/en/discussion/comment/2023595#Comment_2023595
It always has been considered cheating what are you new
Devs literally say it's not, they're valid strategic choices. Though context is key. 'Face camping' is a dick move, and intentionally ignoring other survivors you could have hit, to tunnel one in particular is as well.
Camping and Tunnelling is detrimental if the other survivors are efficient and do gens.
Then there's the fact that survivor mains love to throw these accusations around whenever they mess up. Sometimes it's not camping, it's being looped around the hook by another survivor. Sometimes it's not tunnelling, it's failing to hide from the killer while the person who unhooked you has vanished and failed to take aggro.
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@Yumyumtasty said:
https://forum.deadbydaylight.com/en/discussion/comment/2026438#Comment_2026438
Starstruck? Do you really want survivors to not even try to bodyblock and all just sit on gens?
You've never been bodyblocked by the clicky flashlight lynch mob before?
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He's demonstrated to be a pretty weak killer, with a fairly boring power, and they haven't even attempted to buff him since the PTB. He has one decent perk, that's all he really has going for him.
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I thought one of the Autohaven maps was the Twins tbh. The one with the cottage.
Blight seems like it would fit within the Crotus Penn Asylum realm, so a third map for that would be good for him.
Trickster definitely wants a grungy urban backstreets map. Something with narrow alleys, and fire escapes to give verticality and alterative routes through said alleys.
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I'm gonna say no. M1 killers main difficulty is closing in on the survivor. Once they've done that, they don't really have any need for a buff in hit speed, they've got the upper hand in having reached the survivor in order to M1.
Also I'm not sure why you included Billy, Bubba, Huntress, Freddy, Plague, Oni, Demo and Pyramid in there. They all have powers or secondary attacks way better than an M1. I'll give you Trickster though, he's basically an M1 killer.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2025623#Comment_2025623
I think you forgot where you were... This is the DBD forums. The biggest killer main circle jerk on the internet.
As someone who plays both more or less equally, nah, it's pretty fair here. Maybe if you played Killer you'd see it too. It's appears to be you who is used to survivor safe spaces, and can't respect a truly open forum. It's called confirmation bias.
Lemme guess, you watch Morf.
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@Zixology said:
The point is that it's something the survivors can use to avoid the killer. And anytime there's something that's pro-survival, 99% of the community complains about it.
The same is true for anything that's pro-killer. It's never "99% of the community" it's a loud minority, or a few posts on the forum...
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2025376#Comment_2025376
Does your character actually wear gloves with that addon? Now im curious lol.
Unfortunately no, but that would be awesome.
Yeah you can't tell if they were until the end of the match, but you wouldn't be able to tell the difference in game as a survivor.
They might be making a lot of 'noise' but unless the killer is close by anyway, they're not getting any notification.
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Only if Survivors play the game like it was 'meant' to be played.
Please don't repair a generator until the killer has one hook.
Then only repair generators after each other hook.
Make sure you leave 3 generators close together.
Don't cleanse Hex totems please, unless it's Haunted Grounds.
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A 5s stun is definitely too much.
I'd go for a reverse Borrowed Time though, give the person who is unhooking you 5 seconds of Endurance.
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It's not fair, but if you want to put TTV in your username that's your problem. If there's a delay of >5 seconds sniping doesn't really offer all that much of an advantage.
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A couple previously paid chapters have been made free now (Huntress and one other?) I expect as time goes on they'll progressively make the earlier original chapters free to unlock.
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Were they wearing gloves?
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Ruin isn't even that effective, it's just convenient because it doesn't require you to kick gens, but the actual regression on it is awful if you can't actually get all the survivors away from a gen. Base regression is 1/4 of a survivors repair speed, so Ruin is half. For every 10 seconds of regression, it only takes one survivor 5 seconds to negate it.
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80% of the time, if you're close enough for Small Game to go off, you'll probably find the totem without it. The other 20%, you might not find the totem anyway. I've spent minutes circling around an area looking for a totem, with Small Game pinging every 15s, and I still can't find the thing because it's hidden in a ridiculous place.
Detectives Hunch tells you where to look in the first place.
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Unlikely. There's an achievement for four survivors escaping through the hatch together, and that's not going away.
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60 seconds of Haunted Grounds is a very long time if one of your full-health team mates is in a chase.
Devour Hope is one of the best Hex perks. It rewards good play as a killer and discourages camping/tunnelling.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2024900#Comment_2024900
Will thick skin counter camping, tunneling, and slugging? Will it allow me to play the game I paid for?
Oh I see you're a hypocrite. Nevermind.
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Point farming.
You're also getting more points for it. For chases and wiggling.
The match is already over at that point, may as well take the extra points.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2024891#Comment_2024891
I'm just trying to figure out what I'm even allowed to do in this game anymore without a killer calling me toxic.
Add it to the list of things killers get called toxic for doing.
Maybe grow a thicker skin and ignore it instead.
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Why don't you make your straw man arguments in the same thread you're replying to?
The video by True was demonstrating how effective just holding W is against a M1 killer on a large map. Not once did he say "It's not FAIR that survivors get to hold W!" or "Survivors SHOULDNT be able to do this!"
If anything, you should take it as advice, as an effective strategy to implement, until such a time that BHVR decide to address it and make some kind of change that makes it less effective.
Nearly every single one of your points is blatantly petulant and shows you never play Killer.
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Haunted Grounds is a brilliant Hex perk, adds in that element of risk to cleansing Hex totems.
It's especially sweet when you hear the boom of a Hex being cleansed a split second before you swing at a full health blendette.
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The best suggestion I've seen so far is that Spirit will have inverted passive phasing while... phasing.
Basically, she briefly becomes visible for maybe 0.5s every 4s while phasing.
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Wiggling isn't meant to give you a GOOD shot at escaping, it's meant to force the killer into beelining straight to a hook, instead of carrying you about while they do other things.
It's like the 4% for unhooking. Your goal is to not get caught in the first place, not have a decent chance at fighting back when you are.
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That's because there's fewer players on.
How can it pair you up with an equal rank killer if there aren't any playing?
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I think there should only be one map with all generators and hooks an equal distance away so that everything can be perfectly balanced.
Maybe get rid of all killers except Trapper as well.
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"MM is broken!"
There's no easy fix, it can only do what it can with the players who are in the queue.
You either face someone further away from your rank, or you wait an hour in the queue for someone who's a closer match. Which would you prefer?
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Like Hawkins, this is very situational, because you can catch survivors in long corridors, where they have to run away from you in a straight line before they can reach a door or window or corner with which to break LoS.
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My idea is that upon Prestiging a survivor, you get a small chance of getting a Tier 4 of their personal perks, and this chance increases by Prestige level.
The first slot is able to accommodate these Tier 4 perks, but if they're placed in the other three slots they revert to the standard Tier 3 version.
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Yellow Mori should be basekit. If this is still a contentious issue, I'd even concede that it can only be used after picking up and dropping said survivor, thus still allowing that survivor their DS attempt.
New Yellow Mori should allow you to Kill any ONE survivor on their final hook, not including the last remaining survivor. (effectively allowing you up to 2 Kills if you use it before the final survivor is left)
New Green Mori should allow you to Kill any TWO survivors on their final hook. (effectively up to 3 Kills if you use both of these before the final remaining survivor)
New Purple Mori, any THREE survivors on their final hook, again, not including the last remaining, so all four in practice.
All Mori's provide a bonus 25% additional Bloodpoints in the Sacrifice category.
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Yeah this seems strong enough to be a killer power. If it were a perk, it could be combined with other killer powers for a pretty OP effect.
Imagine hurling a bottle as the Clown just as you 'drop down' next to a survivor or something. They wouldn't stand a chance.
But on it's own, as a killer power, it could work.
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There's already the quitters bonus for bloodpoints, and if the Killer DC's, you likely get a guaranteed Iridescent Unbroken emblem for 'escaping' which in my experience means a safety pip, but that might be different in red ranks.
There could be a little more for survivors who DC though. Hell maybe it could work like custom games, where if a survivor DC's and drops you to 3, you only need to complete 4 generators to open the exit gates.
This wouldn't do anything for those who commit suicide on hook though. That I think needs a little more nuance. Some perks that scale with number of survivors in a match for instance. e.g. 'Exit gates take 2 seconds less to open for each survivor lost.' Or something like that.
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2020400#Comment_2020400
Well, then bt, ds and ub should be basekit too.
...why?
"lol if you buff killers you gotta buff survivors too."
...not if killers NEED the buff you don't.
Anyway, I didn't even suggest Ruin should be basekit. I suggested an additional perk, that's like Ruin, but less effective so that it doesn't need to be a Hex and thus is not cleansable.
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There wouldn't be anything to prevent people using third party tools still, so they'd have no reason to use this.
I'd wager it wouldn't work crossplay either, so for my friends and I, who are half-Playstation half-PC, we wouldn't be able to use it anyway.
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DCing on final hook doesn't make all that much difference. Killer still got three hooks out of you, and even gets a quitters bonus.
You however get nothing out of that match even though you almost certainly did enough to get a few thousands BP.
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@Im_Tired said:
The only thing I agree with is having some type of automatic gen regression without having to bring ruin/undying/whatever else
Gens are already boring to do, but just making them take longer to do sounds like bad gameplay
I wouldn't even make it baseline. It could still be a perk, but if it were say 100% instead of 200%, by not being as OP as Ruin, it wouldn't need to be a Hex, and therefore is uncleansable.
But I think the main issue how quickly gens can be completed initially, creating a snowball effect where the killer only gets about 1/12th to 1/6th of their objective done in the time it takes the survivors to get 3/5ths of theirs. Simply because the killer can't be in 7 places at once.
Then, if the survivors were smart, and they split the map up, the killer doesn't stand a chance. Conversely, if the killer gets a good 3-gen, it can be very hard for the survivors to make progress.
It's that first couple minutes that tend to make all the difference, and I think if you could slow down that initial gen rush a bit, it could benefit both sides. 1. Killers wouldn't lose 3 gens in under 2 minutes. 2. Survivors would have more time to scope out the best gens to complete and when. You'd weaken the snowballing effect in both scenarios, and both sides would get a better chance to manipulate the map into their ideal state, 3-gen or split, so whatever results would be the product of strategy and not dumb luck. In fact, it would likely be more in the killers control.
So create a new objective for the early game for survivors to complete.
My Suggestion:
In order to unlock the ability to repair a generator, you need to possess a Wrench.
These spawn randomly on the survivors side of the map, and function similarly to the Red Glyphs in the current tome. Once you claim one, you get a permanent buff for the duration of the match that allows you to repair generators, and the remaining Wrenches vanish from your view, so that you can only see them when you don't have one. Maybe 5 or 6 in total would spawn on a map.
Purple toolboxes, and a certain green toolbox add-on, can provide the same effect, but only as long as you have that toolbox equipped. In fact, if these could only be used until the toolbox is depleted, it would encourage survivors to save their toolboxes, instead of spending them instantly at the start of a match, because the moment their toolbox is depleted they'll have to go and find a Wrench.
With this sort of additional objective in the early game, we could even afford to slightly increase gen speeds, because they'd be going slower at the start of a game anyway, but the slightly increased gen speed would help alleviate the issues of a godlike 3-gen.
So in summary: Nerfs early game gen rush. Promotes better use of toolboxes. Allows for faster overall gen speeds to make up for it, making generator progress a little more satisfying for survivors. Allows killer more chance to manipulate the map and secure a 3 gen.
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You already get an EXP bonus for your first survivor and first killer match of each day right?
Though I suppose most people don't know this.
Playing killer already has enough incentive though, you get instant queues and you usually get way more BP.
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This change seems fair to me, I've considered it before.
Keys will still let survivors escape if they find the hatch early enough, but there's nothing more infuriating in chasing a survivor and watching them vanish right in front of you.
You can't open an exit that quickly, you shouldn't be able to open a hatch that quickly either. Maybe not as long as an exit takes but still.
It should probably scale with remaining survivors too. If there's still all four survivors in the match, THEN it could take as long as an exit gate does, but for a sole remaining survivor, providing the killer's already closed it, it could be quicker then, maybe about 3 seconds.
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Chains of Passive-Aggressive Toxicity sounds more like it.
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It's also one of those bugged challenges, like 'hook x survivors in the basement'.
I had one match where I died first, then the killer DC'ed, and I somehow got 1 'escape' towards that challenge.
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How about putting it this way: "If you do something to get the killers attention, don't be surprised when you get the killers attention."
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I mean, you generally grind out bloodpoints with another killer, save up 600k+ and THEN spend them to level up another one.
But yeah, you win some you lose some, can't control when it's on a levelled killer or a new one.
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I know when I first started playing, skillchecks seemed to be this impossible hurdle to overcome, I just couldn't hit them fast enough. This forced me to use Feng Min for her clutch perk so I didn't just enter a match and start blastin' all over the place.
Obviously that didn't take THAT much experience to get past, but it's a decent example. Apply that same concept to looping, knowing when to vault or drop pallets, knowing when to unhook, or even just knowing when to dodge a hit. Dead Hard, 'hard skillchecks' like DS, etc.
It all take experience, some things more than others. Hell I still can't work Flashlights properly.
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Hex: Devour Survivors
All totems become active, any survivor who touches one gets devoured. Once one survivor has been devoured killers gets a button that automatically devours all other survivors.
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I often do if I'm winning by a large margin, sometimes even let a couple escape, but it's no fun for me to do that if the survivors are tryharding, which forces me to tryhard in response.
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@Profezia said:
https://forum.deadbydaylight.com/en/discussion/comment/2020526#Comment_2020526
If they somehow get thinman into game, they should have TVs scattered around the map with ~64 meters distance between each of them and he should be able to teleport between them.
Hm... what if you get 4 TV's, similar to Jigsaw Boxes, and survivors can also use them to teleport, but only at the same moment the thinman is teleporting. You hear thinman winding up his teleport, you happen to be right next to a TV, you grab it at the right time and you swap places, or go to a random TV that he hasn't teleported to. Adds a neat little mechanic to the survivor side, as well as offering a viable counter to his teleport so it's not too powerful. Would differentiate him from Freddy, and in trade it could have no significant cooldown (maybe like the 5 seconds it takes to teleport and then you can jump again) so really survivors don't want to be near a TV if they can help it.
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DCs are a loss for the killer as well. Less potential hooks, less potential bloodpoints, probably impossible to get a pip after 2. She was probably just trying to claw back what she could.
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But they are a valid counter, they're just not the only or absolute counter. They're a situational counter that comes at a price of neglecting other counters for other killers.
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"how do you know exactly which Killer you will be up against?"
You. Don't.
That's the game.
Honestly it seems like you don't know what game you're playing.
You're expecting too much if you're expecting to be able to counter anything the game can throw at you in any situation.