Seraphor
Seraphor
About
- Username
- Seraphor
- Joined
- Visits
- 9,011
- Last Active
Comments
-
@Orionbash said:
https://forum.deadbydaylight.com/en/discussion/comment/1992923#Comment_1992923
This! I hate when people use it as a, "Come get me off the hook" thing and then are pissed when I don't come save them cuz I'm assuming they're getting camped.
How is anyone supposed to know it means "I'm being camped"? That's incredibly unintuitive.
-
Even SWFs can be bad players, it stands for Survive With 'Friends', not Survive With 'your elite commando teabag squad'.
At most, I would see SWFs nerfed relative to their skill by way of the MMR score.
If two people join a lobby together, the MMR score for both is increased by 10%.
If three people join a lobby together, their MMR score is increased by 20%.
All four? 40%.
This way, they will (ideally) be matched up with killers of a higher skill to account for the upperhand they have in using additional communication.
Obviously it falls apart at the highest skill level because there won't be any killers with a higher MMR score to match to, but then everything in this game falls apart when you have the elite clicky flashlight commando teabag squad anyway.
-
@quazzi76 said:
Okay it is a build granted. This an argument that is agree to disagree on. In my opinion I would call it babysitting. You aren't checking gens. You know you are with in distance for an interception of the hooked. My opinion lazy. You maybe slower but if people got to lower ranks without using that build, they are better. Just as survivors who likes to play ring around the rosie (loopers) aren't any good. Survivor should be able to out smart, hide or dodge, not an in house cheat for circling. Winning that way doesn't seem to me like a real win. You are relying solely on your build not prowess. Again agree to disagree.
Again, as others have already pointed out, 'camping' or 'babysitting' relies entirely on the information the killer has.
If they're lingering around within range of the hook because they don't know where the other survivors are, that's camping.
If they're staying close because they know another survivor is right there, or even moreso if they can actually see them or their aura, that's not camping/babysitting, that's playing killer. To leave the area is literally giving away the game at that stage. It is wholly within the survivors power to lead the killer away from the hook.
-
As someone who doesn't like to tunnel if I can help it. Having survivor hook states displayed would allow me to avoid tunnelling.
Instead, I often inadvertently tunnel, especially if there's multiple of the same character, and then get accused of tunnelling...
I think it's much easier to remember one survivor and tunnel that one anyway, regardless of hookstate information, than it is to remember how many hooks all four survivors have, so that you can get an optimal number of hooks. So tunnellers gonna tunnel anyway but non-tunnellers have a much harder time avoiding it.
-
The one nerf I'd be happy to give Spirit, as someone who plays her, is this:
When phasing, she's not completely silent, but only makes a fraction of the sound she normal does, 20% maybe.
This means that a survivor will get a faint auditory warning when she is very close, something like <5 meters away, and a little louder when at <2 meters away, etc.
This basically levels the playing field, neither Spirit or Survivor can see each other, but they can each hear each other (Spirit can hear better providing no Iron Will, or with Stridor, etc.)
This will give survivors a brief early warning, probably only a second or two, that she's within striking distance. Still no useful information on where she's going to strike, but it's something that can give experienced players a slight edge at dodging her.
-
It seems to me that this would promote tunnelling.
It doesn't matter to the killer who they hook, they just need to get those 8 hooks ASAP. So why not go after the weaker survivors? Farm your 8 hook states off of them, hell you could even camp them and just let all 8 hook states tick off, then go and instantly kill everyone else on their first hook. They wouldn't even need to camp for 8 minutes, camp them until they go into stage 2, let them be saved, tunnel and hook again, let them get into their 2nd hook state again and repeat, and you can get 8 hook states done in a little over 4 minutes.
-
This seems a little too open to abuse, and unwinnable games.
How about:
You start the game with 3 tokens. Every time a hook state (so not unique survivors) is lost, this perk loses a token. When you are hooked and you lose a hook state, you lose a token and regain 20/25/30 seconds of hook progression (half a hook state).
This way, with 2 tokens still up you essentially get a third hook state.
If three other people get 1 hook, or one person is sacrificed (regardless of if it was one hook or they died on first hook), or any combination of three hook stages pass, then the perk is dead. But if you are any of those first three hook stages, you essentially get half of each one back.
If you're the first hook and get camped, that's 90 extra seconds the killer has to waste time camping you and losing gens.
Additionally, it would incentivise anyone with this perk to go and save a survivor, and not let them lose 2 hook states on one hook, and if they do end up getting hooked for making that save, they get the extra time on the hook for it.
-
Prestige 1: All perks appear on the bloodweb at tier 2.
Prestige 2: All perks appear on the bloodweb at tier 3.
Prestige 3: Unlocks tier 4 for that characters own perks (pink/iridescent) although their appearance on the bloodweb is very rare.
Example of tier 4 perks; only available for Nancy Wheeler:
Fixated: walk 25% faster.
Better Together: see other survivors auras for 12 seconds.
Inner Strength: activates when in a locker for 6 seconds.
Tier 4 perks only available for the Huntress:
Beast of Prey: earn 60% more bloodpoints in Hunter category.
Territorial Imperative: activates every 15 seconds.
Hex: Lullaby: 8% regression for failed skill checks.
etc.
-
One 'nerf' I think wouldn't actually be too bad, is if survivors could slightly hear her breathing/groaning even in phase, just as she can hear the survivor.
Neither can see each other, but both have an auditory cue when they're right next to each other. Usually it would be too late for the survivor at that point, if it was a good Spirit player, but they would get a slight warning that she was very close by, allowing them to react a second or two earlier. If you can anticipate her movements as well as she is anticipating yours, you could outplay her, similar to how you would attempt to outplay a Nurse. This counter would require as much experience and skill from the survivor as it would the killer.
-
When a killer DC's, it seems to be an automatic Iridescent in Unbroken, because you escaped, so that guarantees a black pip.
Something similar could be done to survivor DC's.
1 DC is a base Bronze Unbroken, 2 is Silver, 3 is Gold, regardless of whether or not you survive, and your own Unbroken progress is added on top of that so you could even get Iridescent if you didn't escape but got enough survival points otherwise.
-
Just allow us to populate Custom games with survivor bots, so that you can go in as two people with three survivor bots, or even solo with four.
Although I'm sure the main hurdle is coding and bug testing the bots for all situations that arise on new maps, with new perks, etc.
-
I guess I got lucky?
I just started playing Pyramid Head because his daily came up, and I got it in a single match.
I just dropped my knife when in a loop, survivor was forced to run through it, and I AoE'd them down through the pallet/obstacle.
Obviously whether or not hook/cage is more beneficial is situational, so I can understand how in some cases it may be less optimal play to do so, but it doesn't seem that hard to pull off.
-
@Afius said:
All they'd need to do personally is remove perk tiers. When you have the majority of the characters but you can't mess around because that survivor/killer have any doesn't perks it kinda feels bleh
I'd modify this suggestion a little.
After Prestige I, all perks start at tier 2.
After Prestige II, all perks start at tier 3.
Prestige III remains bragging rights.
This would not only make Prestiging more worthwhile, but as the total number of perks increase, it would actually take less bloodpoints to get all perks to tier 3 by Prestiging a character up to Prestige II, than not.