Seraphor
Seraphor
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- Seraphor
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Likely the last Tuesday/Wednesday, if not the first Tuesday/Wednesday of September.
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@PotatoPotahto said:
Re: standing still can't be strategic
You have a generator 95% done. A survivor is on the hook nearby, halfway on his hook stage. Every other survivor is injured.
What is the right play here?
Kick the gen and Proxy camp
Scout out the immediate vicinity for any survivors attemping a risky injured rescue, they happen. Widen your search area. On most map layouts you can get to 20-30 metres away without giving up hook advantage, and be able to spot a survivor approaching. You can still reach them by the time the make the save and secure at trade.
At no point is standing still within 16m of the hook the best option. That's just going to force survivors away to regroup, when what you want is to create an opening to bait a risky rescue.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500139#Comment_3500139
No killer should be designed in a way that they want to avoid hooks altogether.
that made me smile.
I'm consistently getting 4 (or 3 + hatch) Inexorable Stares every game before more than 2 gens are repaired. She's broken.
it is just like buffed wraith and OG freddy. I think survivors are exaggerating her strength.
Usually I'd presume the same, but I'm playing her, and I can't see any way survivors stand a chance.
Unless you have a team that can avoid going down at all, then you effectively start the game on death hook. That's a huge skill divide for survivors who face her.
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@lifestylee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500141#Comment_3500141
I wouldnt mind a ping system in the game for some general communication without the need for voice.
Most people who play SWF do use voice chat i reckon and for most people they escape more in a SWF, up to a 15% higher escape rate according to the devs.
Exactly. The only fair way to buff solo/non-voice is to provide additional info that's superfluous to voice comms.
More built in communication tools beyond point and beckon, some kind of ping system ('killer instinct' to locate other survivors for instance), and more HUD info is the best way.
The HUD actions already went a long way towards that. I'm hoping that once the anticamping system comesout, we'll be able to tell from the HUD whether or not the killer is within 16m of the hook.
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@lifestylee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500103#Comment_3500103
Yea using voice chat in a SWF is unheard of, nobody uses that
I generally don't.
I either play with the odd friend without voice chat, or when I do play with a larger group of 3/4 with voice chat, we talk so much crap it actively makes us perform worse. I genuinely escape more when I play solo.
That's the problem. SWF isn't a guaranteed advantage. It's only the potential for better coordination, and not everyone plays or even wants to play like a super optimal comp team.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500119#Comment_3500119
i mean since other survivor have 1/2 condemn build up, you get more reward for keeping the hooked survivor without a tape because he builds more condemn then other survivors. you are correct in saying that she becomes worse pyramid head because your forcing an m1 killer to get hooks. the grey add-on that your suggesting at base-kit is bad.
Worse than it is currently doesn't necessarily mean bad.
I'm consistently getting 4 (or 3 + hatch) Inexorable Stares every game before more than 2 gens are repaired. She's broken.
No killer should be designed in a way that they want to avoid hooks altogether.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500090#Comment_3500090
the reason why i don't think that is good idea is because it encourages tunneling. in my opinion, your not suppose hook or slug anyone with new sadako. you want everyone standing-up because survivor that are hooked or put into dying do not build condemn.
so your most optimal play is having 4 people with 0 tapes with teleporting for build-up. conversely survivor wants to have 4 tapes so 0 condemn build-up occurs passively. hook incentive is just kinda of a joke. the only reason i would ever hook anyone is if they jump into lockers and deny me from breaking the tape. if you want to buff sadako further, you improve her invisibility in chase so that it is easier to break tapes and reduce TR to 16 like myer's. problem is that average survivor still hasn't figured out that they need hold a tape, so you just get mori's... until people adapt.
I can see why some might play it that way, but I don't think it would be optimal.
At 1/2 a stack her condemn potential is 33% weaker, which gives survivors ample time to manage their stacks. Tunneling one survivor might get them condemned quicker, but you're not actually saving time, you're just avoiding having your last hook taken from you like Pyramid's mori. You're putting the effort in to down them 3 times anyway.
The most effective way to use this power would be to hook everyone once then try to condemn them, thus bypassing 1 hook state for everyone. So it's actually promoting spreading hooks.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498427#Comment_3498427
No, restricting certain aspects of the game when in a SWF is not a horrible idea nor is it punishing people for playing with friends. It is finally balancing the game to make if fair for everyone. What you lose in restrictions you make up with out of game communication and being able to pick your teammates, knowing you can rely on them and not have to worry about being paired with bad players. You can scream PUNISHMENT all you want, it doesn’t make it so.
You should be choosing to play SWF because you want to play with your friend and be able to pick your teammates not not rely on randoms that you may or may not be matched with. Not because you have the option to tilt the match in your favor and get features that the game isn’t balanced around.
You can hop lobbies all you want. The game isn’t what it once was, odds are you’ll end up queuing up as a swf because it’ll take too long to get matched up with them.
You choosing to play chill is your choice. You’re handicapping yourself. And if you are playing chill, then the restrictions that will apply when you queue up as a swf shouldn’t matter since you’re not interested in playing competitively.
So you're forcing people to use voice chat when playing in a SWF, in order to make up for the lack of resources they have access to?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500047#Comment_3500047
i think her condemn is threatening enough. it does not need any buffs. you can jump in lockers to avoid tape break where sadako might pull you out of a locker and hook you but like every killer. every killer does have the option to slug. they usually do not slug at least in my experience. killer will try to hook if they can. I think only part where slugging can be considered "toxic" is if killer picks you up and purposely stalls the bleed out timer when it is like 2vs1 or 1vs1 with no rhyme or reason. that part would be fixed if there was some kind of countdown 30 second EGC timer that occurs when all survivors are put into dying state where entity just kills everyone so everyone can go to the next match. that could be like new EGC that occurs before 5 gens are done.
I don't think that suggestion would be a buff.
Currently projection increases Condemned by 3/4 of a stack.
If that was changed to say 1/2, 3/4 and 1 for each hook state a survivor has in them, that would functionally be a nerf as it currently stands, but it would allow for her to 'power up' as she makes hooks, so that it's more likely that a survivors death hook can be replaced by a stare.
That seems fair to me.
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Five Sadako games in a row I got 3 Inexorable Stares and a hatch within 7 minutes. It's crazy.
I've gone against her a couple of times. Each time I made sure to cycle tapes as often as I could and avoided Condemned. However one of those games my team mates didn't and got mori'd, and the other they did keep on top of tapes, but no gens got done.
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This is only true if you have a severely limited range of playstyles, or no imagination.
Just run an unhooking build. Bring some perks like Distortion, Distraction, or maybe even Stake Out. Come along with We'll Make It. When you notice someone about to go down, or something being picked up, get close, ready to make the rescue once the killer's gone.
This challenge has never been difficult and I don't see why so many seem to have trouble with it or believe they have to "throw the game" to complete it. The above strategy is something I employ all the time when I run an unhooking build, or any of the perks I mentioned.
But then, I guess everyone just runs DH/SB/MFT with Adrenaline so they can focus on looping right? Why bother playing in different ways when you can just loop until the game ends one way or another?
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@Bluebird said:
One huge change they can make to prevent disabling Corrupt early is simply that Plot Twist can't be used while Broken. Then, Terminus gains a huge buff, No Mither becomes useless, and Plot Twist retains its current intended usage applications.
You're really calling to nerf the Plot Twist + No Mither combo? The combo that literally counteracts itself? Where you need to run TWO perks to maybe counter one bad killer perk, and then play the rets of the game with only two remaining perks and one health state...
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Slow reaction times and tunnel vision usually.
Playing killer can feel like a race against the clock, you need to get your downs ASAP or you will lose because gens will pop.
I've often been so preoccupied with getting the down that I don't realise until they're on the floor that "oh they were doing a glyph" or "oh they were trying to boop the snoot"
Of course dicks like that Freddy will always exist as well.
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@Meepy13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499284#Comment_3499284
You gave an example of people playing poorly and acted like it was the norm
What are you saying? Are you going to give an example of where all the survivors execute their strategy to perfection and act like that's the norm?
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In my experience, games where survivor teams throw themselves at the killer to defend each other usually end in a slug fest under a hook at 5 gens.
Unless they're very smart with how they go about it, and have stacked up on healing perks and medkits, it can be hard for them to make a come back.
And ultimately, even if they do, it's self-imposed slowdown. They've just given you everything a hit and run killer tries for in the first place.
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There is no set time.
It could be tomorrow, it could be Wednesday, or it could be an hour before the PTB goes live next week.
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@Ranch_Jello said:
Twins mains: "am I a joke to you?"
Literally yes
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She is a bit of a noob stomper. I don't think I've had a single Sadako game where I haven't mori'd (or been able to mori) at least one survivor, and typically 2-3 of them.
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Pig is fine. She just needs a little clunk taking out of her crouch/ambush.
Literally like 0.2/0.3s quicker on either of them would be just right.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498664#Comment_3498664
Ah yes, the "I know my MMR and yours and I'm a better player!" argument. Do you wanna play me and my SWF without any gen reg perk using a low-tier killer? Also we'll bring MFT just for the lolz.
It's no less than you've accused of me and others.
"You're not going against good survivors if you don't have an issue with MFT"
It sounds like you are a better survivor than you are a killer. That's not an insult, just an observation based on your accounts.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498642#Comment_3498642
Ok and? Most of the killer roster has NO chance of winning whatsoever without gen reg perks, even with a major fumble by the survivors. The roles are not created equally; every second the killer spends doing something is 4 seconds the survivors have. If a perk allows a survivor to extend a chase even by 30s, that's 1:30 that the survivor buys for his teammates.
Most of the killer roster has NO chance of winning whatsoever without gen reg perks,
Absolutely not true, I rarely use regression perks, outside of the odd CoB (for info) and maybe very rarely Jolt.
This makes it all the more clear why you think MfT is the end of the world. You have a victim complex tied to your killer bias, and are likely not skilled enough for the MMR bracket you've boosted yourself into by relying on crutch perks.
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I think there's a very, very short list of celebrities that would 'work' as cameo's in DBD. So in that sense, I'd be happy to leave it at Nick Cage than to risk one that doesn't fit.
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It should be possible. Look forward to it in 2025.
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@ReverseVelocity said:
Map offerings are just a symptom of the underlying problem unfortunately. Also, with Map-specific achievements, I don't think they could be practically removed.
BHVR should work at rebalancing the problematic maps for both sides. Until then, I guess we just have to Alt + F4 when an annoying map offering shows up.
Do you Alt + F4 when you end up on annoying maps without an offering?
If not, why?
Is it just because of the DC penalty?
Or is it because the map isn't actually that bad? And you're just quitting out of spite, because the act of playing an offering tilted you?
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They need to ensure each Realm has multiple maps or variations of that map. Make those variations different enough that some of considered survivor sided and some considered killer sided.
This way, running any given map offering doesn't give either side a certain advantage, RNG is still as much of a factor as always, but you retain the choice of setting, and the general format of a map (indoor/outdoor, open/cluttered)
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497437#Comment_3497437
You played Trapper and didn't have at least 2 traps up at shack?
Always trap pallet and window. Always
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497464#Comment_3497464
I agree with your post. MFT is as good as survivor who uses it.I don't think the perk need change but some killer may dislike going against it so killer player should an option to run a consistent small bonus haste perk. The only consistent haste perk you can use now is pwyf but i am sure that @dbdthegame does not want to use that.
I would absolutely welcome another killer haste perk. PWYF can be a bit... cumbersome to use.
Something like: each unique survivor hooked grants a stack of 2% haste, each survivor sacrificed removes a stack.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497415#Comment_3497415
2% haste is still very strong. Even 1% haste is very strong when given unconditionally. Any free haste perk shouldn't exist.
It's nowhere near as strong in practice as some are claiming it is in theory. Practice never works out the same as theory, survivors need to loop flawlessly and consistently throughout a chase to get the value out of MFT, while a Sprint Burst or a Dead Hard pays off in the second you use it. One wrong read, or one second caught on a corner of a loop, loses the chase.
3% Haste theoretically extends a chase by 20%. But for one thing, it entirely depends on the length of the chase as to whether or not that is impactful. 20% extra on a 5 second chase is 1 second, and it's highly situational as to whether or not that gives the survivors anything of value. But if that chase lasts for more than 15 seconds, then killer gets Bloodlust, which is 5% and outclasses MFT altogether. This serves as a hard cap on the value MFT can give you. You might get one extra loop out of it, which is essentially what every exhaustion perk has the potential to do when used correctly.
And that's the key point, using MFT correctly has a high skill floor, on par with being able to use a 99'd Sprint Burst mid-chase, and the survivors who can pull that off are going to out loop you anyway.
Like I said, MFT has given me no trouble at all. And on the odd times it has, I've been very clearly outplayed by the survivor, it's given them an edge, but it hasn't been the sole reason they've won.
MFT is no better than any Exhaustion perk, and survivors are allowed to get a half-decent perk every now and then. Shaking up the meta is a good thing.
2% haste would be extending a chase by around 13.3%, so you'd need to be chasing at least 8 seconds to gain any value out of it, while 1% extends a chase by a potential 6.6%, this is now requiring a chase of around 15 seconds to give the survivor one extra second, and 15 seconds is where Bloodlust kicks in. So effectively, 1% Haste is giving the survivor absolutely nothing.
So I could see 2% working. A decent survivor could probably get value out of 2%, though the average survivor will not. While 1% is entirely useless for even the best survivors.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497370#Comment_3497370
In theory the sweats should go up against the sweats. Dunno how fun that'd be though, and how quickly people would get burnt out doing that repeatedly.
Everyone is a 'sweat' to someone of their own skill level. You're talking about players who have an even chance of beating you, which means in order for you to beat them, you need to try your hardest.
This is why close matchmaking resulted in sweaty matches in practice. No theory needed.
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@MB666 said:
agreed , the only people not complaining about it are probably the people that are playing no TR killers and the top tier killer main players. trapper , píg , legion , onrio , billy , myers ,hag , bubba , plague , freddy
those low killer suffer from the same problems , either no reliable mobility powers or an actual good anti-loop which are what MFT basically is good at it , making killers without anti-loop more weaker , and killer with weaker anti-loop just a M1 killer with no power.
MY PERSONAL REWORK:
Made for This
You were born to survive, and raised to adapt.
Whenever you are in the Injured State Made for This activates and you benefit from the following effects:
- Gain a 4/5/6 % vaulting speed bonus while running.
- Gain the Endurance Status Effect for 5 /10 /15 seconds after completing a Healing action on another Survivor.
Made for This cannot be used when suffering from Exhaustion, but does not cause the Exhausted
"I didn't come here to be robot food!" — Gabriel Soma
https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRE42n28FyDgUQnQWatUKJJ6AlogTbR8sKJQw&usqp=CAU
With this giving the perk a chase-oriented style, returning the beloved vault speed build at the same time buffing a bit the endurance effect when healing someone while removing the good awful 3% speed which can be problematic on many maps / killers.
PLS BHVR MAKE IT REAL 😪
That's worse than Resilience.
The most MFT needs is to be a full exhaustion perk (so it can't combo into Dead Hard) and potentially nerfed to 2% haste (alongside Dark Theory being buffed to 3%).
Anything more than that makes it a dead perk. But of course survivors aren't allowed decent perks.
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Jesus, the melodrama over this perk.
I main Ghostface and Pig, and I don't have a problem with MFT. It's no better than Sprint Burst, and I have more trouble with Sprint Burst as a non-chase power killer.
You can make as many threads as you like, they can't acknowledge a problem that doesn't exist.
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I've yet to have any trouble as a killer on this map.
Maybe it's because survivors haven't yet learned how to play the loops effectively, but I' not seeing it. The loops are no better than most other maps, the main building has one strong pallet and one semi-strong window. The only thing it really has going for it, that I have yet to see anyone take advantage of, is the mini ramps that can grant Balanced Landing mid-loop.
People keep complaining about 'clutter', but I find this often favours the killer more than the survivor.
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Wouldn't be a bad effect to tag onto one of his brown add ons as a 'training wheels' effect. Similar to Nurses Flannel.
But ultimately this is something you can learn, you eventually get a sense for how much leeway you have either side of a trap. Typically, a trap in the centre of a shack door covers the exact width of that door, so anything wider than that is where you won't get full coverage.
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For nearly a week there's been a huge influx of survivors due to the latest patch. More survivors typically means more experienced survivors, and more SWFs. Because new patch hype doesn't bring in new players, it brings back old ones. There's too many high MMR survivors playing and not enough high MMR killers to match with them.
People keep coming up with whacky theories about how MMR has been changed or relaxed or something, but the simplest answer is that MMR can only work with what it's given.
There is no way to "fix" this. No MMR algorithm can solve this issue. The solution is for more people to play killer. But the worse the problem gets, the less people will want to play killer, and it causes a positive feedback effect. All you can really do, is wait until the hype dies down.
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@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497339#Comment_3497339
I want to be paired with and go up against players of my own skill level.
So that's a yes. You want super sweaty matches. That's what that looks like.
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@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497334#Comment_3497334
My idea is of fun is not loosing more than 50% of my matches as survivor simply because of less experienced co-players nor having to play killer against only cracked premades or beginners who have no idea what they are doing.
So you want to only be paired with less experienced survivors and only go against cracked premades? Because that's what happened for a lot of players when they tuned up the matchmaking in the blind trials last year.
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Yeah, as a semi Pig main, I don't think she needs a rework. She's mostly in a good spot now since the last RBT update. She just needs some QoL with her crouch/Ambush.
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I don't want games to end because one of five players had a tantrum. But four bots is also a nightmare scenario for killer.
I think a middle of the road approach would probably be best. If one or two survivors DC they get replaced with bots. If a third survivor DC's, no bot, and a fourth survivor DC instantly ends the game. In addition, after so many minutes (5? 10? not sure what would be fair) any given bot will stop playing optimally and essentially make themselves found by the killer.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497328#Comment_3497328
That is also true, and it's because this community voted overwhelmingly for faster queues over quality matchmaking in the recent surveys.
And during the blind tests last year.
Players found that games were too sweaty when matchmaking was too good, as well as having long wait times. Looser matches and quicker queues were the best of both worlds.
As much as you dislike the current matchmaking, it IS the best system we've got. The only real issue is backfilling which completely bypasses any matchmaking attempt.
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Because MFT isn't actually any better than any other exhaustion perk. Most players can't make the most of it, and those that do don't get any more value out of it than a 99d Sprint Burst.
At most it needs to become a full exhaustion perk so that it can't be combo'd with DH.
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@Dustin said:
Obvious answer - Skull Merchant
Non Meta Answer - Artist - Her sound design gives me genuine headaches and it's been an issue since she released - I have to lower my volume to 5% to play against her which basically screws me the entire game but it's to avoid getting a headache. I also don't particularly find her power to be fun to play with or against but the main reason is the sounds she makes.
I'd second this. Artist is one killer I don't enjoy from either role.
Another would be Clown, or Pinhead, but they have some decent perks at least.
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Or... hear me out...
John Travolta
And each one has a legendary cosmetic for the other.
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Exactly what Tatariu said, plus, if there was even a moderate chance of wiggling off without aid (team mates or perks) killer would be virtually impossible.
Imagine if upon completing a gen, you would receive a hard skill check as basekit, and upon failing, the 99% gen regressed to 50% in an instant. That's the impact of failing to hook a survivor, that sort of regression only comes from gen regression perks paired with hard gen defence, and so the hook equivalent, wiggling off, should also require effort and resources, not just doing the bare minimum.
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Literally every common/uncommon charm that's just a square/round piece of metal with some engraving on it. Just delete them all, no one uses them.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496646#Comment_3496646
If were comparing 4 strong Survivors with strong items and meta builds against a casual killer then yeah odds are stacked against the killer. Flip it around how ever, and have a killer with strong add ons and a meta build against a group of solos/casuals and all of a sudden the odds are stacked heavily against the survivors. If both are on an even playing field how ever, the only thing that can make it lean towards one side more than the other is the map which will always be an issue since not every killer can work on every map.
This is why Ive suggested this many times, which is adding map pools to the game to avoid things such as Billy on Lery's, or Myers on Coldwind.
Another thing is to have a sort of weight system to add ons which would also factor into matchmaking. Wanna bring a 4 stack with BNP's? Be prepared to face a killer with the same caliber of add ons.
The game is actually way more balanced than people give it credit, its just these 2 main things that really need fixing to have more consistency across games without completely ruining the "unknown" factor of the game.
Another thing is to have a sort of weight system to add ons which would also factor into matchmaking. Wanna bring a 4 stack with BNP's? Be prepared to face a killer with the same caliber of add ons.
This would require locking in survivor builds before queuing up for a lobby. Which would stifle survivor coordination.
It would also require more accurate matchmaking, which we all know is dialled back in the name of faster queues.
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They're both choosing to drag the game out in the name of greed. If at any point either of them get fed up, they have the option to end it by giving in. The fact that neither of them do, means they're not fed up, and they're willing participants.
They're just too stubborn. Killer doesn't want to settle for a 3K. Survivor doesn't want to risk dying while a bot gets the hatch.
To be fair, the latter definitely sounds more insulting.
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I've had more success on Toba as killer than survivor. I'm not sure what makes this supposedly survivor sided.
People always complain about 'clutter', but this can benefit either side in the right scenario.
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The main issue with cleansing is the survivor team dynamic.
If you cleanse but your team mates don't, you could be giving Plague easy downs, as she gets her Corrupt Purge and can use it on broken survivors.
If all survivors are on the same page then either way can work, if coordinated, but that doesn't happen in solo. So for solo, it helps to have one agreed strategy, and the safest tends to be to not cleanse.
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Because we don't need 15 different RE survivors.
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@mca240 said:
Behaviour should fix what makes games consistent unfun instead of bandaid fixes such as removing the option the self unhook. If Dead by Daylight would be fun for its players, people wouldn't be suiciding on hook as much.
What one person finds fun another person may not.
Player attitude has a much bigger effect on whether or not that player has fun. Most players seem to actively not want to have fun, they just either want to win at all costs, or their priority is to prevent others having fun.