Seraphor
Seraphor
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- Seraphor
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It doesn't stun, it just takes Xeno out of her power.
Having such an easily accessible tool counter a base game feature would be hilariously broken.
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I absolutely think Haemorrhage needs a nerf so that your health decreases slower. This would give you the opportunity to interrupt the loss of say Solidarity or Resurgence, and would mean interrupting a heal for a second doesn't instantly wipe all of your progress.
Mangled, I could see it getting a slight nerf. It currently reduces healing speed by -20%, so heals take 25% longer. It could be dropped to -15%, which would mean heals take about 18% longer?
But if both of these happen, then they absolutely need to always come together, on perks and add ons, no more add ons that either just Haemorrhage OR Mangled, they should do both.
It's one of the other, not both. Or you're not looking for a fair adjustment, you're just looking to slap those filthy killer mains.
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Seems unnecessary for Sprays, Vaccines and EMP's. That's just free aura reading for no reason, and survivors will either have these items for their personal use, or have these items all the time, like Sadako's Tapes.
Pinhead's Box would make sense though, as the survivor holding this is either a danger (Pinhead teleports to them) or vulnerable (Oblivious), so knowing to avoid them would be useful info.
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As a console player who isn't having such an easy time playing Xeno, I hope there aren't any nerfs, it's already clunky to use the tail.
But if it is to happen, then I'd gladly take a nerf to turrets in exchange for something like a greater reduction to terror radius in crawler mode or a base enduring effect or something. Something that helps passively rather than relying on mouse-perfect aim.
They don't even work well as a warning system, if the Xeno comes up from a tunnel.
They detect Xeno in the tunnels.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529938#Comment_3529938
I think it stacking with hope is fine survivors made it to endgame so they deserve it. Killer can bring noed to counter it too.
I'm not entirely against it, I've downed people using them as Pig, but 10% is certainly impactful. I wouldn't want them to be entirely unstackable, but maybe have Hope nerfed a little to 5% maybe.
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@Nirgendwohin said:
there is no reaction time on the tail for the survivors
initial values:
- wind up time for the tail: 200ms
- average ping survivor: 50ms
- average ping killer: 50ms
- extreme fast reaction time from visual input to output to the finger: 180ms
The Math:
- 200ms: Killer starts his tail attack on his computer
- 200ms -25ms = 175ms: Server gets the Information
- 175ms -25ms = 150ms: Survivor computer gets the Information
- 150ms - 180ms = -30ms : Survivor processes the visual information and tries to reacts but already got hit 30ms before his finger can press a button.
edit: typo
So you're assuming every killer has perfect aim? With a hitbox smaller than a hatchet or tentacle strike.
There's also a delay between the killer hitting the button and the tail attack to take into account.
Unless you're running in a straight line, you have a pretty good chance of dodging it. You just need to be proactive instead of reactive.
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Weird, I'm still seeing Xeno in roughly 75% of games.
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MfT is mostly fine, but both sides are arguing in bad faith here.
3% Haste IS a 20% extended chase. But a 20% extended chase can mean anything depending on how that chase is managed. So many players just play like bots and path formulaicly instead of mindgaming or catching survivors out positioned.
MfT isn't "free" like many killers mains are arguing, nor is it quite as OP as the math makes it out to be. It's still a very strong perk, but in practice, Sprint Burst is more effective. I've downed many, many MfT users with little effort but a survivor Sprinting away right as I'm about to reach them, or even when I'm 10m away and therefore denying a chase entirely, screw me over so much more.
You only need Tier 1 bloodlust to counter it, not 3, so 15 seconds is plenty. The problem is recognising that MfT is in play so you can adjust your chase and use that bloodlust asap.
Endurance is probably too much, we have Buckle Up for that now. And stacking with Hope can be a problem.
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@Aurelle said:
The flame turrets do absolutely nothing against Xenomorph most of the time and the tail's hit box is very weird. Also the lack of an audio/visual queue when Xenomorph charges their tail. Wouldn't have a problem if those 3 issues were fixed.
It's very obvious some of you haven't even tried playing as Xeno.
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Why get so angry at a meme squad who gave you a free win?
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As always, whether or not a map is 'survivor sided' largely comes down to the killer being played.
Borgo is definitely one of the worst maps in the game, but like all of the 'worst maps in the game', it's not a non-viable killer map.
I've had it twice as Xenomorph who I'm still learning, and scored 4Ks each time. Well one I gave hatch. And I'm most definitely not getting constant 4Ks as Xeno.
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@dbdthegame said:
Must only be because it's "fun", and that statistic says nothing about its actual performance. Yep, that's gotta be it. MFT is certainly fair and balanced. We must NOT nerf MFT. No sir.
I mean, your sarcasm is correct.
Just because it's popular doesn't mean it's effective. Bandwagons are real.
You would need to know how the perk correlates with kill/escape rates.
For example Windows is by far the top perk, but there is no hint of a nerf in the works, because it's not actually increasing the odds of escape by all that much for most survivors.
Self Care is somehow still relatively popular despite being a killer perk.
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Legendaries for Amanda, Dallas and Hicks.
That's all.
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Can we make it a rule that when someone complains about killers being too strong/survivors being too weak, they get locked out of playing survivor for 24 hours, and vice versa?
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Make sure you keep up with turrets. Each console shows how many more turrets can be placed, if it's more than 1 you're running low on turrets. Then make sure you take a chase towards a turret.
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It's not even that powerful on console. I miss about 75% of my tail attacks. To think it could be nerfed even more...
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@Unfunny_Clown said:
how does killer instinct help hold a 3gen ? i'm curious
Anything that helps the killer in any way, helps them 3-gen, camp, tunnel, and slug. This is common knowledge.
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Probably easiest on Sadako or Singularity, as survivors generally hold on to tapes/EMPs as long as possible.
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@Chocolate_Cosmos said:
Considering that almost nobody runs this perk ever and it is bit hard to get value out of it in a fair way, I hope they won't patch this.
Same happend with Hoarder perk that was only good on Cenobite, otherwise trash perk that is worthless. And they nerfed it and now for real nobody runs this. It's sad, I liked that combo and I didn't find it OP at all.
No different to Dredge really. As soon as a rescue is made the lockers nearby become active again and you just TP back.
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Female.
There's two different 'theories' in Alien lore, one is that they're all genetically female and reproduce parthenogenetically. The other is that males are a seperate caste that haven't yet been shown, but mentioned in sonewhat questionable canon, said to fight each other to the death in competition to mate, the victor then fights the queen, and if he survives he gets to mate and is then killed by the queen anywway.
Either way, our Xeno is female.
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@BlackRabies said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528235#Comment_3528235
I found the body in the same spot 4 times now with no key card or door opened. Just outside what's suppose to be the killer shack.
Wrong body. In fact I'm pretty sure that's just an empty suit. The one with the detached helmet is always in the same place.
Edit: should've read a couple lines down, my bad
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I hooked 3 in the basement and it didn't count them either. This challenge, whatever form it comes in, is always bugged. Any time you need to hook survivors in the basement you can just forget it.
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Literally the only thing that makes it playable on console.
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It's an Engineers toolbox. Not even the best toolbox, which is a green.
The key often IS on the other side of the map.
It saves about 8s of repair time, and takes at least 30-40s to obtain.
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No gens need to be completed. You need to crouch to pick it up.
I've done it about 5 times tonight, one of those times was before any gens were finished.
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Don't forget the card key and the secret room.
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@Zaydin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528123#Comment_3528123
How am I supposed to learn when being bullied?
Target practice, what else?
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Or you can use it as practice...
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Please don't, I prefer not having a headache when I play killer.
How anyone can think a 1 second loop makes a good chase theme is beyond me.
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@Milo said:
I assume, by blood inside the locker they mean the bleeding that happens outside the door of the locker while inside said locker.
(although a good change would be to auto remove any blood you made from the map while you go into the locker, via magic)
The bleeding on the outside of the locker is simply what was left form the few seconds it took you to open the door.
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That's hilarious, they made a killer too long.
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I'm on console and haven't had a single error or disconnection in well over a year.
Just had one loading into Haddonfield, no one disconnected, just game load error.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527705#Comment_3527705
i am reading patch notes. rapid brutality in patch notes still reads
- "Rapid Brutality
- You can no longer gain Bloodlust. Hitting a Survivor with a basic attack gives you 5% haste for 8/9/10 seconds.
it is unchanged. I do not see anywhere 10->9. maybe you got confused by tiers.
Yeah I'm thinking I thought I was looking at 3 but only had 2 now as well. Either way I haven't touched it since I saw it wasn't buffed. Losing bloodlust entirely just isn't worth it for a non mobility killer.
Honestly none of the six perks seem at all useful to me, and I'm disappointed that Xeno feels clunkier to use that I expected it would, and with no decent add ons at all. I mean, One add on to give Tail attacks Haemorrhage, and one to give Mangled... when there's a whole mechanic to remove the killers power built in, I don't understand why Tail Attacks have such little impact.
Only add ons I've been running are the one that reveals Turrets and the one that reduces their range, and even then, I'm still struggling to hit them, they seem more slippering than Dredge's locks, every time I attack one I slide right past it and it knocks me out of Crawler.
I still love the tunnels and the dip into Crawler mode, I just feel everything accessory to that is just... meh.
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Lucky Star definitely needed a buff.
So did Rapid Brutality... which was nerfed from 10s to 9s...
Sad to see none of Xeno's add ons got buffed though.
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To clarify, you have every right to DC, but you have to accept the consequences, which is a matchmaking ban.
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Yes!
I'd like either a 'favourites' selection and the ability to filter out the non-favourites. Or at least be able to sort according to Prestige so they go to the top, or Name, etc.
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As a huge Alien fan... I hope we never get Facehuggers as a killer power.
A survivor walking around with a Facehugger attached to them, and/or being able to remove said Facehugger themselves, would be goofy as hell and entirely lore-breaking.
Also the Queen would be way too large of a killer. She wouldn't even fit in the basement.
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This assumes that the top 10 perks are at least 25% more powerful than all other perks, including the top 11th.
I'm not even sure how you can quantify that. Maybe if running a 'meta' perk gave you a 25% higher kill/escape rate. But that sounds absurd.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527126#Comment_3527126
Are you trying to gaslight me? You know I've played the game as the killer role, right?
Maybe you're trying to say that the difficulty versing SWF is the norm/standard, and that versing SoloQ is just an easy reward/break from the norm? If you're trying to say that there is no discernible difference between SWF and Solo, that's... a reach.
It's not a reach, it's reality.
Official stats (from last year) were that at the extreme ends of the bell curve, the difference in escape rates between solo and SWF are as much as 15%. Which is to say the majority are less than 15% apart. If you want to be generous you could presume 10% on average.
That's not that much. That's less than the difference between one extra kill per game. For survivors that's one extra escape every 10 games.
Also, only 4% of survivors are a 4-man SWF.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526775#Comment_3526775
No it doesn’t. If I quit or DC for whatever reason in the lobby as killer after the survivors have readied up their next killer will just see them all readied. And they could be a lobby full of newbie or lower-skilled players (and would be because my killer MMR is low).
Yes that's literally a backfill. I'm not sure what your point is.
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ETA was "this year"
Which meant between June 2023 and June 2024.
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FoV can feel very different depending on how close you are to the screen.
Assuming you played console on a TV and PC on a desktop monitor, that makes perfect sense.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526775#Comment_3526775
And maybe that's fair, but it indicated that lobby was already dodged a few times. This is the primary source of newish killers being thrown to the wolves, and coming on here rightfully complaining. The new player experience is pretty rough without those imbalances thrown in too.
What I'd like to see tested is no lobbies at all, just load straight into a match. See what that does to match quality. And as a bonus, it would eliminate that last second swapping bs survs can do. 😎
Would be a decent thing to test. Personally if I'm playing survivor and I see the killer keeps dodging, I'll leave the survivor lobby and requeue as well, even if it takes a bit longer. Any player leaving should reset the lobby, or at least reset the matchmaking system rather than doing away with it entirely.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526866#Comment_3526866
Yes but they are killing themself on hook because of penalties. This is also bad design. And when survivor do this, you are losing teammate and you are not getting bot to replace them.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526868#Comment_3526868
I did? And it was not problem at all. People was dc'ing whenever they lose. And it helped to matchmaking as well. Queues was fast.
Haha. Nope.
Imagine you have a challenge or daily such as "open the exit gate", but every killer DCs as soon as the 4th or 5th gen is completed.
Do you realise that killers dont actually like playing against bots? You can play a custom game if you want to kill bots.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526779#Comment_3526779
they said next 2 paragraphs. I know we getting a killer this paragraph. I asked if we know the paragraph after it is a survivor
Yes
I believe the killer chapter is confirmed to be licensed. I think we can presume from the lack of confirmation that the survivor chapter is therefore original.
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Matchmaking parameters are already deactivated after about 3 minutes. At that point it just throws you into the next available lobby.
When queues are taking longer than 3 minutes, then there's simply not enough players of the opposite role to accommodate yours. It's literally taking 10 minutes for the survivor queue to go down.
There is nothing BHVR can do to 'fix' this. The only solution is for more people to play Killer.
Everyone plays survivor at peak hours because that's when all the SWFs are free to play. That's also when all the killers clock out to avoid the SWFs.
I suppose one potential mitigation for this would be to extend the role incentive bonus. It's currently a staggered system from +25% to +100%. If this carried on to +200% when the queues were even more uneven, it could incentivise more to jump on killer.
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@WiseTraveler said:
I guess we skipped over my extra second of a duration dash and crouching speed and only read the head trap part and also the part at the end that said I only need the dash and crouching part, the head traps are just extra but alright.
I mean, I literally commented on all parts, so if anything you skipped over the parts of my comment that weren't about the head traps.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526693#Comment_3526693
I've had a convo on here with a killer player who said they dodge 7-10 lobbies each time they queue up in search of "a fair match" to them. Imagine what that does to the matchmaking system, and they stated they cared not what it did to other players.
When asked what they dodge, they rattled off their list:
Any p100; more than one toolbox; any private profile on Steam; any matching cosmetics; any already readied-up lobby; more than one flashlight; every Mickela (boons were still a thing then); every Ace; no CrossPlay survs present; and so on.
So I said, that only leaves guaranteed CrossPlay solos. And they said exactly.
Lobby shopping
any already readied-up lobby;
This one is actually fair. It indicates you have been backfilled. So you're avoiding a genuinely unfair match, and you're not creating a new backfill opening, simply shifting it sideways.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526722#Comment_3526722
zero chance that is occurring. endurance is anti-tunnel mechanic for when survivors are out of position. BT is for hooks, mft/buckle up is for slugging and DH is for loops.
Perhaps. I agree most Endurance exists for good reason, and cases where it's used unnecessarily doesn't negate the need for when it is necessary. But there's certainly scope for any new Endurance perks to only apply to Special Attacks, so that we don't become saturated with Endurance effects that tip the power too far toward survivors.
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So the worst killers are hindered the most?
If anything it should be restricted to Special attacks.
Maybe not all endurance across the board? But certain strong or untelegraphed versions of endurance could be. Such as MfT or Buckle Up.
