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Seraphor

Seraphor

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Seraphor
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  • Most SWF aren't OP. I play SWF casually and we lose more often than we win. In fact I'd wager I probably do better solo than with my friends, but I wouldn't play survivor at all if I couldn't SWF.

    SWF used to be Custom matches only, but people would lobby hop until they ended up with with friends anyway, so queues would be much, much longer.

  • Yeah, never play a killer until you have all four perk slots and at least four decent perks for them. This could be level 15 or level 40 depending on your luck with the bloodweb, but definitely not level 4.

  • Plus if they're on comms anyway, its not really adding all that much, just allows them to get the same information across without as much verbal communication.

  • There's only so much MM can do. People act like it's the result of incompetence on BHVR's part.

    If you have 10 killers queuing for games at any one moment, and all of them are red/purple ranks. Meanwhile there's 100 survivors queuing at the same moment, 20 of which are red/purple ranks... half of those killers are going to face non-red/purple survivors.

    Survivor queues are long enough as it is.

  • What's with those perk colours?

  • I SWFed four matches tonight, and we all died in three of them.

  • It's not just mashing the button that's a problem, it's how fast you have to mash it. I sometimes fail because twitching my thumb that much for so long, it just tends to skip a press sometimes, and then that's me dead. You shouldn't have to press it any faster than once per second at most.

    I'd gladly take skill checks, even if they were every three seconds, and if failing a skill check simply took a chunk of the timer away instead of being instant death. Fail three skill checks and you're dead, seems fair.

  • And the times you should legitimately #########?

    Teammates are ignoring you, or there's just one more survivor left and they're being chased anyway.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2012960#Comment_2012960

    if the survivor wants to lobby dodge, go for it.

    DCing is bad for both sides

    Just one minor thing. If the killer DC's, everyone is set free from the game, and it counts as an escape, so if it's early enough in the game that's a guaranteed Iridescent Unbroken emblem and a safety pip so no ranks are lost.

  • That's ridiculous.

    I would be game for limiting a SWF to one copy of each perk though. So that's only one DS between up to 4 people...

  • I didn't realise I wanted Sweeny Todd but now I definitely do.

    Other than that, Alien/Xenomorph would be my ideal killer.

  • @Asssblasster625 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2012763#Comment_2012763

    Understandable. I find it mostly killer sided because all the pallets are just horrible so once yo do find some one it’s a done deal. A free hook

    Oh yeah, unlike The Game which has up to about 5 god pallets now, nearly every pallet in Hawkins is on a short loop and usually parallel to a typical chase route rather than perpendicular where it would be easier to drop. You know, all of those short loops in the middle of the rooms where if you see a survivor going around to one side, you can simply go to the other side in just as much time without losing any distance.

    But every killer has different capabilities, and every player has different strengths too. Without AoE or aura reading capabilities, I find Hawkins to be a very difficult map to kill on.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2012092#Comment_2012092

    mate...

    if someone steals a dollar from someone that has millions, it's not the same thing as stealing a dollar from someone that has 5.

    also, lobby dodging =/= dc. just stop

    Indeed. Lobby dodging wastes about 20 seconds of anyone's time and no discernible cost.

    DC'ing wastes 15+ minutes of a survivors time, handicaps the other survivors and results in lower scores and de-pips.

    It's also much harder to gauge the capabilities of a survivor team, and thus you have less info with which to judge if you want to play against them. The only situation I might lobby dodge is if I'm at the end of a session running low on patience, and see 4 PC players with a map and a key.

  • @Asssblasster625 said:

    You lost me when you said Hawkins is a good survivor map.

    Completely depends on the killer, as do most maps, and certain killers are strong on certain maps.

    I've had plenty of matches on Hawkins where we wiped the floor with the killer because they simply can't find anyone through all of those walls.

  • If you're being chased by the killer, you're already at a higher risk of death than the others, that's the price of being the decoy. You get a ton of bloodpoints and emblem progress for doing so. The other survivors could do all of the gens, escape and still barely black pip or even depip at higher ranks for it.

    Escaping, and likewise for the killer getting a 4k, can be the result of so many incredibly lucky breaks that stack upon each other. They're not really a true indication of skill or if you did well in a match.

  • It's situational.

    At lower ranks, killers tend to dominate, because they have more effective base tools within which to punish poor survivors.

    At higher ranks, survivors tend to dominate, because skill build upon skill, and the 4v1 aspect shines. Genrushing becomes the norm, survivors are far better at avoiding hits, looping, etc. and yet the killers can only improve so much. They're balanced 1v1, because every survivor needs a fair shot at escaping a chase, but there's 4 survivors of this higher skill level to contend with.

    It's also situational based on killer, as some are more effective at 'dominating' than others, typically the high mobility ones or ones with innate gen pressure.

  • Considering how few people actually play killer, and how long the survivor queues are because of it. They should really focus on making the game more fun for killers, in the name of balance....

  • "Stridor Spirit-Bullshit that needs a nerf ASAP. No counterplay whatsoever."

    Any nerf in Stridor would have to be met with an equal nerf to Iron Will.

    That said, rather than nerfing either, they should just make Spirit continue to make noise at a reduce rate when she's phasing.

  • How many hours and wins do you have as each killer?

  • @YourNightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/2012604#Comment_2012604

    Because you escape means there is a counterplay ? But honestly guys, what are your IQ please to say so much dumb statement ?

    I survived a gunshot, it means it's not deadly to be shot at...

    "lol I'm not gonna provide any argument, I'm just gonna call you dumdum. You dumdum if you can't win as EZ broken killer lololol"

  • "Gunslinger has no counterplay!"

    "Spirit has no counterplay!"

    "Freddy has no counterplay!"


    Then why do I sometimes escape in matches against them?


    This is a classic case of survivor entitlement, and shows how survivor sided the game is. If you can't win, QUIT!

    If you don't want to play against a killer, just DC! That way, you screw over the rest of your team, and ensure that they lose the match, artificially inflating that killers kill count, and skewing the stats.

    But no, it's not because you're an entitled, whiney survivor who finds those killers "too hard for me", it's because the killers are broken...


    The Hag has no counterplay? So what do you call crouching? You can't just crouch over bear traps, or dream snares, but you can crouch over mud traps.


    Survivors want all killers to be the Trapper, but to put their traps in very obvious places so that they're easily avoided.

  • Bloodpoints can only add up. You do more things, you get more Bloodpoints.

    The Emblem system has negative conditions, getting stunned, losing chases, etc. can deduct points from the pip meter.

    Maybe you also didn't get all 12 hooks, a couple of those survivors scored very low, possibly indicating they spent a lot of time on the hook and progressed through hook stages while hooked.

  • While I'm also not a big fan of the binary nature of Hex perks, this could be so open to abusive builds.

    For example, Ruin and Haunted Grounds.

    Survivors notice there's a Ruin up, they do a totem, everyone is exposed for 50 seconds... now all survivors know Haunted Grounds is up as well, so they either expose themselves every time they cleanse a totem, which they will have to do to remove Ruin, or they just put up with it?

    NOED and Haunted Grounds: EGC is already only 2-4 minutes. And if cleansing the end-game exposed status requires exposing everyone for 50+40+30+20+10 seconds = 2 minutes 40 seconds... you're basically making NOED uncleansable.

  • @th3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2011260#Comment_2011260

    "Durr thats just admitting to being a bad survivor durr."

    If I go on a long chase and see my team not doing anything I'm getting out of the game. Clearly the result will end with a 3-4k anyways so why waste time with players on my team helping the killer.

    Also winning as a survivor is escaping. Pips are meaningless and just shows you play often, and in your case you haven't played this game long enough to realize they are meaningless.

    That's a different scenario. If the other survivors are screwing up and throwing the game already, then go ahead and die on the hook. There's nothing you can do.

    The topic is people refusing to play against certain killers. If you're refusing to play a game just because the killer is a specific killer you find 'too hard' to play against, without factoring in your teammates, then yeah, that's admitting to being a bad survivor.

  • @th3 said:

    No point wasting time if you already know the outcome of a match.

    That's just admitting to being a bad survivor.

    I've won (and lost) games to every single killer, player skill is a much larger factor than what killer they chose in most cases. And even so, you can still pip without escaping a match, which I'd consider a good result.

    Whenever I have a fellow survivor give up, I never blame the killer, even if that's what they want me to do. The Killer is a player too. It's the survivor who DC'd/Suicided that screwed the rest of us over.

  • Why are people still not using punctuation?

  • @Toybasher said:

    My suggestion is, as a bit of an ascended meme, the basement chest is indeed the "Killer's Chest" and the killer can open and search it for some kind of reward provided survivors don't beat the killer to it. Maybe a random addon rewarded post-trial, or a BP multiplier, etc.

    This is a cool idea actually.

    I'd say the killer, if they get there first, can interact with the chest to boobytrap it. If a survivor subsequently tries to open it, they scream.

  • @[Deleted User] said:

    Just another thing unrelated to the post: survivors should really use Alert more. It's such a powerful aura reading perk and I barely see people running it. Unless the killer is a Nurse chances are he'll be kicking gens/pallets/breakable walls on a good portion of the match. It's almost as good as OoO on telling you where the killer is and it also helps in chases.

    Alert is a great perk, but it tends to be the one I'll replace with Kindred if I have that one instead.

  • "Spirit is EZ cos all you need to be able to do is HEAR and you win."

    Then surely every other killer is "EZ" because all you need to be able to do is SEE and you can win...?

    I play Spirit, it's not always that easy to tell where a survivor is. Sprinting and scratch marks are usually a much bigger give away than sound alone.

  • Perhaps Freddy's sleep progression timers should be halved when you're doing something.

    Sprinting, Repairing, Sabotaging, Totems, Opening Chests, Healing.

    Otherwise, if you're just stood still, crouching, or walking at normal speed, you continue to 'fall asleep' at the current rate.

  • @Irisora said:

    https://forum.deadbydaylight.com/en/discussion/comment/2010702#Comment_2010702

    Completely agree he don't require skill at all, and there are thing like putting you to sleep on hits that completely breaks the purpose of clocks. Clocks are useless, if you heal yourself you will be put to sleep again, and if you don't heal you will be put to sleep anyway after the timer runs out. Really bad design.

    One nerf I think could be viable for Freddy is that hits actually wake you up from the dream, just like hooks and failed skill checks.

  • Freddy is a classic jack of all trades, master of none.

    His anti-loop isn't the strongest, and can be completely negated just by waking up, but he does have anti-loop capabilities where some other killers don't.

    His mobility isn't the best, relatively long cooldown, limited to unrepaired gens, long wind up. But he does have a teleport skill.

    But off course, the full saying is actually "Jack of all trades, master of none, but better than a master of one."

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2010654#Comment_2010654

    That’s not a counter. That’s hoping she started her phase when for all you know, she could be just standing still. OP is right, Spirit needs some kind of queue when she goes into her power.

    *cue

    And that's literally part of her power, why she doesn't have an auditory indication when you're within her terror radius.

    The killer tip on the loading screen is literally "Trick survivors by standing still so they think you're phasing!"

  • Yes, lets just all refuse to play against killers we don't like, until we can teabag all of them equally.

  • Unlikely.

    Main reasons are: It's less fun to play killer at higher ranks, because you face sweaty SWFs all the time who criticise you when you play well and criticise you when you don't, and also, people are more likely to play with their friends in a SWF and dick around than play alone, so you literally have to play survivor. It's a vicious cycle.

  • My friends and I have a few NSFW nicknames for some killers.

    Including the Slag, Something that rhymes with HUNT...ress, the 'come' ...slinger.

    Then there's the Crapper, Bing Bong, Speedy Boy, and the more common Piggy, Bubba, Billy, etc.

  • @Shoottokill_Shinsou said:

    https://forum.deadbydaylight.com/en/discussion/comment/2010266#Comment_2010266

    With nurse, shes moving in a straight line. Changing direction works because of this. With spirit, she'll be inside you. Changing direction wouldn't change the fact that you'd get hit.

    As someone who plays Spirit a lot, yes it would.

    If I'm literally on top of someone, I can pop out of phase and swing... in the opposite direction the survivor is in, because they're now right behind me, because they changed direction at the last second.

    Being right on top is not a guaranteed hit. It's much easier to hang back a little, pop out of phase, see where the survivor is going, and then swing a second or two later.

    If you change direction at the last minute, you might not be in my FoV when I pop out of phase, and that could give you more than enough of a lead on me so that I'm just back into a normal chase now, a few meters behind you.

  • @Shoottokill_Shinsou said:

    https://forum.deadbydaylight.com/en/discussion/comment/2009916#Comment_2009916

    https://forum.deadbydaylight.com/en/discussion/comment/2009916#Comment_2009916

    Not true. You see her charging up a blink, and the way she's facing. You actually have counterplay to that. With your solution, all you would know was that you were going to be hit. That isn't counterplay.

    Yeah, you get a couple of seconds as the Nurse is charging up her blink, so you change direction.

    You hear the Spirit is close to you... so you change direction.

    In either case, you get a brief warning in which you have to make yourself unpredictable. That's the counterplay to each of them, unpredictability.

    Anything more than that would nerf the Spirit into a M1 killer with some additional mobility.

  • Yeah I don't understand it.

    Killers get decent BP anyway and get instant queues.

    Survivors have to work for their BP and have 10-15 minute queues, and you're playing as part of a team.

    It doesn't make any sense to me to throw a game as a survivor.

    I can't stand it when one of my team mates kills themselves on hook. I recently had a match against the Clown in Lerys. I got hooked in the basement within the first 60 seconds, my SWF buddy came down to rescue me, meanwhile the other two randoms got hooked on opposite sides of the map. I was being healed in the basement as the Clown was clearly patrolling upstairs, so it didn't look good, but once healed I got a chance and pegged it for the closest survivor while buddy went for the other one. We each got there... just as they let themselves die.

    We then proceeded to run rings around the Clown for a good 10 minutes and even got 2 gens done. We could have won if they hadn't sacrificed themselves.

  • If BBQ was a Hex, then it would need to work even at close range, and through lockers.

  • The issue is that if there's a slider for FoV, every killer will just set it to maximum.

    So what's the point in having a slider? Just set it to the maximum they feel it should be.

  • "That's the thing about Spirit. Even if she does make a mistake, which to most killers would be pretty punishing, she always has the fall-back option of phasing again to make up the distance. Hence the massive snowball effect."

    So does the Nurse...

    Or Blight, or Oni. They can all quickly recover from any mistake, that's the strength of high mobility killers.

  • @Anathema said:

    https://forum.deadbydaylight.com/en/discussion/comment/2009966#Comment_2009966

    Totally - I'd invite anyone to protest where they feel the game is unreasonable in its game design/mechanics.

    I don't get what your deal is with flashlights though but by all means it's your prerogative.

    Bad experience with hitting higher ranks too early really.

    I've farmed BP with Spirit and Freddy, which has catapulted me to purple ranks far quicker than I should have got there. (and I mean farming, I will let some people go if I'm getting 10 hooks, everyone gets out with 25k+ BP, everyone wins)

    But this means that now I'm trying out new killers, that I have little experience with and few perks, I'm constantly facing the rank 1 clicky flashlight elite commando teabag lynch mob.

  • That's ok, I'll refuse to play against Flashlights and Keys then, and I can lobby hop without consequence.

  • @Not_Music said:

    It's kinda funny bc when I first made this post, I was more fixated on being able to pick myself up. It's interesting to see how people seem a bit more fine with the idea of being broken the whole game, as long as you have more buffs.

    Is not as bad of a handicap when you realise how often you encounter the Exposed debuff, or say the Plague. It's just whether or not the rewards for that handicap are worth it, hence the more buffs.

  • @Shoottokill_Shinsou said:

    https://forum.deadbydaylight.com/en/discussion/comment/2007995#Comment_2007995

    How about 50%? Knowing when shes right about to hit doesn't let you do anything.

    2 seconds of warning is about all you get with the Nurse.

  • Gen repair speeds are always a contentious issue. The reason why the killer meta requires a ton of gen defence is because it's too fast, from the killer's PoV against even partially experienced players.

    This would at least provide some base reward to survivors for doing gens in a certain way (all at once) thus requiring a certain level of 'skill' in knowing when to detach from a gen. (if that counts as 'skill?) It could also be reset if you fail a skill check, thus giving you more reward for (very basic) skill.

    While also rewarding the killer for effectively pressuring gens. Less of that gen will have been completed if you interrupt the repair. Yet if you don't interrupt repair, the gen still gets completed in the same amount of time.

    So I think OP's suggestion being made the default is a good idea. Maybe 50>100>150% is a little too extreme though. Maybe something more like 80>100>120% speed would be better balanced. Let's say you start at 80% efficiency, after 20 seconds on a gen that increases to 100% efficiency, and after 60 seconds on a gen it increases to 120% efficiency. That's a minor nerf during the first quarter of the gen, and a minor buff during the last quarter. This would mean it would take approx. 50 seconds to get a gen halfway instead of 40 seconds, but it would still be completed in 80 seconds.

    As a perk like JasmineDragon suggests, I it would be too weak to be a Hex, it would act like Ruin, but without the killer being able to claw back any extra regression. Yet with it being a permanent effect and with no way to cancel it, it would have to be a Hex, so I don't think it's that good of a perk.

  • I'm sure people will hate this idea, but I'm not strictly against it. Not a fan of DCing and people do need to play both sides of this game.

  • Just don't start the game already injured.

    The perk is activated when you lose a health state, inflicting you with Broken so that you can't be healed up from it. The killer now has no indication that you have No Mither and can recover from dying.

    It's just one additional health state, out of many potential health states you could recover throughout a game.

  • I think Undying is perfectly balanced as it is now.

    It's one extra perk slot, for one extra totem. That's a fair cost, and as a bonus, you can see people cleansing dull totems, so there's a minor detection perk still in there.

    Is it as good as it used to be? Not even close. But that's a whole different issue about gen speeds and why Ruin-Undying was meta in the first place. That's the issue that needs to be addressed, not making Hex: Undying more powerful.