Seraphor
Seraphor
About
- Username
- Seraphor
- Joined
- Visits
- 9,011
- Last Active
Comments
-
The double window is far from an infinite, it's easily mindgameable. Once you get close enough that they're forced to take the closest window you can double back and get them after they've dropped.
-
Depends where the 3 gen is. I've had games where saloon gen was saved til last, and we ended up with a 3 gen between one at the end of the street and one in the jungle gym opposite the saloon, against Blight, with Jolt.
-
@Keellaeth said:
In competitive games (like DbD is trying to be one right now) any options for visuals and audio will be used for gain advantage. Thats why you don't have any graphic detail setting or in game audio setting. FOV is one of them. If it becomes customizable everyone will play in the highest fov setting.
Then balance the game around the highest FoV setting. Not being able to play the game, or being forced to gimp yourself by losing 1/4 perk slots in order to play the game, isn't acceptable.
-
Nonlethal Pursuer: At the start of the trial you see the auras of other survivors for 9 seconds. All aura reading is extended by 4 seconds.
No Hope: When the exit gates are powered, survivors movement speed is decreased by 7%.
-
This would be great.
I've found when playing against him, then I can do a gen while holding an EMP, right under a biopod. I see that pod light up and I get slipstreamed. I then use my EMP, so he's unable to teleport to me, then I hide around a corner, he walks over and looks for me, fails, I pick up the next EMP and return to the gen. Repeat until gen is completed.
In the time it takes for him to disengage from the biopod I just disabled and walk over, I have plenty of time to hide. This wouldn't be the case if I was revealed by killer instinct for part of that. At the very least it would narrow down my potential hiding spot.
-
@MeanieDeeny said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454153#Comment_3454153
I thought he can transport after viewing you in the cameras?
He has to 'view you' twice, for about 3 seconds each time.
So you get up to 6 seconds warning, more than enough time to use your 2 second EMP charge, that you should always have on you because they're constantly being reprinted.
-
It's creative. But being unable to use basic attacks for any period of time brings back the issues with old Freddy, so I doubt that's ever going to happen.
-
@Leachy_Jr said:
That still doesnt fix the core issue with EMPs is that they recharge passively so its just a "grab n go" item".
In order to grab an EMP you should have to interact with the printer for like 3-5 seconds before it actually dispenses. So it passively charges it's first 95% but you have to finish the remaining 5%.
If they did that, then the increased printing time and reduced crate changes wouldnt need to happen. It should stay at 5 crates and 90s printing time.
Glad survivors get slowed tho, they were far too versitile in chase with literally no downside since it no longer takes your item slot.
I don't think that would be beneficial at all. This would just further promote fetching an EMP pre-emptively, so that you have it ready before you need it, and the printer is already printing the next one. This is where they're oppressive, it's not when survivors pick one up in a chase, because that means that printer has been sitting idle for a long time.
-
@Justa335i said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454909#Comment_3454909
Yes, a completely separate game where all the characters are bisexual, including the playable character.
We are talking about cannon changes to DBD.
New characters? Awesome.
I just don't see changing already released characters to mean "representation".
The community will just call it pandering.
New characters? Awesome.
I just don't see changing already released characters to mean "representation".
The community will just call it pandering.
The exact opposite is true, read back through the topic.
-
My suggestions:
@Seraphor said:
The problem is that since 'special items' have their own category, there is zero downside to grabbing an EMP pre-emptively, as soon as one is available. This gives the printer time to ready a new one, so by the time you've had to use your current EMP, another one is immediately available.
I have not yet failed to have constant access to EMPs, and I have not successfully ported to a survivor because they always instantly EMP.
My suggestion:
- Printers do not automatically start printing the next EMP when one is taken. Instead, an inactive printer must be initiated, to start printing the next EMP.
- You cannot initiate a printer if you are currently holding an EMP.
This would allow coordinated survivors to activate printers for each other, but otherwise, it means you can't simply camp out a gen + printer area and rob the Singularity of it's power entirely.
This would mean that lone survivors (not necessarily solo, just not in the immediate vicinity of another survivor) would have to think twice about grabbing the closest EMP, as they could be robbing another survivor or themselves of timely access to an EMP in that part of the map.
Additional suggestions:
- Charging an EMP takes around 50% longer.
- Charging an EMP reduces your movement speed by 20%.
These would make actually using the EMP more risky, so that you're better of USING the EMP pre-emptively, rather than waiting until the moment the killer tries to use their power, and forcing it to completely whiff, with all the same frustrations as old Dead Hard.
-
@HugTheHag said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454761#Comment_3454761
Since a few of those "base game" characters you listed are DLC characters on PC, their perks would need to be a part of the Shrine (Hag/Ace & Doctor/Feng) ! X)
Well they shouldn't be DLC on PC.
-
@egg_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454642#Comment_3454642
Yeah and honestly i don't care, EMPs will probably get nerfed. Other killers got affected too, most importantly Pinhead, which renders the change positive
Other killers powers aren't as effected by this though. If you have to run halfway across the map to pick up Pinhead's box, does it matter that you have to drop your item, solve the box, then pick it up again? You've saved about a second of time.
-
Obviously the rotation is to keep people playing. You need to stick around to make sure you don't miss the week your perk comes up.
That said, the perk library is so huge now, the four options just don't even scratch the surface and there's no reason to hope the perk you want will come up. It's like playing the lottery.
They could double the slots, and have four for survivor and four for killer.
They should eliminate any 'base game' perks, so anything from Claud/Meg/Dwight/Jake/Nea/Ace/Feng/Bill, and anything from Trapper/Wraith/Billy/Huntress/Nurse/Hag/Doctor.
They should probably bundle a few more original chapters in with the base game too, such as Clown/Kate and Spirit/Adam, which would exclude their perks too. Not sure this is likely, but they did include the Huntress/Nurse/Hag/Doctor chapters on console so I don't see why they can't.
That could bring it back into line with how useful the Shrine was when it came out, but it wouldn't be futureproofed so we'd end up with the same problem in about 2-3 years unless they continue to bundle in older original chapters for free.
-
If the 2% from Dark Theory isn't a concern then I'm not particularly bothered by 3%. It may have some use when combo'd with Hope, but for a niche endgame build that's completely fine.
I'm more curious about combining it with For The People. Picking up a survivor in front of the killer for a brief Endurance effect to tank a hit.
-
@LapisInfernalis said:
1: There are many characters in the game who have uncertain sexuality. TBH I thought they would pick Ace as a gay character and not David. Just use your imagination and create a head canon. Maybe Yui is lesbian? Who knows?
2: It would be better if they added a new character instead of retconing an existing one, because then some people will get mad that "their main got changed to XXX".
3: I just hope they do it right and not define a character by their sexuality.
2 and 3 wouldn't be easy. If you make a new character LGBT, then they'll be defined by that characteristic. It's not retconning if that character was never defined as 'not-LGBT' to begin with, which is entirely the point, if you don't know the characters sexuality, don't assume it's heterosexual.
Pissing off the homophobes shouldn't be a concern with representation, that's kinda the whole point.
-
His power is far too clunky to use as a chase power. At least it is on controller.
- You need to line up a shot to get the pod in the right place, this takes several seconds or several attempts.
- You need to pan the camera around when you view a feed, which can take several seconds to turn.
- If you want to try and fire it directly at a survivor, good luck.
-
@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454434#Comment_3454434
Example being David my friend didn’t like it cause they chose the one character that doesn’t look like a gay man he thought it would be Dwight or another character but not David. It feels they just retconned his story just to say he was gay all along! It’s like what happened to Ice man in X-Men
That's entirely the point. To dispel stereotypes, show that not every gay person is flaming, that people you know can be gay, and that gay people can have histories.
A new character that's 'made to be gay' would be just that, the token gay character, their whole existence would revolve around their sexuality. David was absolutely a great choice for LGBT+ inclusion.
-
You get to use your power for 33% of the match? Lucky!
Honestly, getting hit with an EMP is worse than old Dead Hard. It's readily available at all times because there's no downside to grabbing one pre-emptively, and it completely whiffs your power the moment you try to use it.
My suggestion that would reduce their availability a bit:
@Seraphor said:
The problem is that since 'special items' have their own category, there is zero downside to grabbing an EMP pre-emptively, as soon as one is available. This gives the printer time to ready a new one, so by the time you've had to use your current EMP, another one is immediately available.
I have not yet failed to have constant access to EMPs, and I have not successfully ported to a survivor because they always instantly EMP.
My suggestion:
- Printers do not automatically start printing the next EMP when one is taken. Instead, an inactive printer must be initiated, to start printing the next EMP.
- You cannot initiate a printer if you are currently holding an EMP.
This would allow coordinated survivors to activate printers for each other, but otherwise, it means you can't simply camp out a gen + printer area and rob the Singularity of it's power entirely.
This would mean that lone survivors (not necessarily solo, just not in the immediate vicinity of another survivor) would have to think twice about grabbing the closest EMP, as they could be robbing another survivor or themselves of timely access to an EMP in that part of the map.
-
@egg_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454581#Comment_3454581
No, the problem was HAVING to drop an item because match making decided to match survivors with a killer requiring specific interactions with their special objects.
This fixed the issue
Survivors have complete access to EMPs at all times now. You don't need to worry about dropping your toolbox or medkit to pick one up, so you can grab the first EMP you see whenever you see it, and you'll have your flawless counter to the Singularity's power the very moment you need it, completely obliterating his power and turning him into an M1 killer. It's absurd, he has no power.
A killers power is supposed to pressure survivors, either directly via chase, or indirectly via interactions. Pinhead's chain hunt means you need to stop what you're doing and solve the box, Pig's reverse bear trap means you need to stop what you're doing and remove it, Plague's infection means you need to stop what you're doing and find a fountain to cleanse.
Singularity's infection is 100% a 'pressure by interaction' power, hence the EMP's, but there IS no pressure, because survivors don't need to do anything out of the ordinary to counter it with 100% success. They always have an EMP ready and don't have to give up anything to do so.
-
Making them immune to Franklin's is fine. The problem is that survivors no longer need to drop their item to pick up a 'special' item. There's no downside to interacting with the killer's power anymore, which reduces the pressure of doing so, you can have your cake and eat it.
-
@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454177#Comment_3454177
I'd rather Larry be weak on release and have the EMPs nerfed heavily in a patch or two than have Franklin's be a permanent part of Larry's build just to counter them.
Can't really disagree with that. His power is just fundamentally busted.
-
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454148#Comment_3454148
Setting up EMP's???
Bro what???
What is your question?
-
@Exerlin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454159#Comment_3454159
This is how I feel exactly. I don't remember a single chapter that didn't get this kind of reaction. Maybe the Huntress update? I don't remember
Thing is, I'm usually the most level-headed when it comes to new chapter impressions, I'm usually right there giving every doubt it's benefit, finding the good in whatever mixed bag they give us. I can't see it in this killer at all. This is the first time I've been instantly disappointed, and can't find a way to redeem it.
I've played against him several times as a solo survivor. I haven't failed to have constant access to EMPs, and I haven't failed to completely delete his power when he tries to use it. The only times he did any damage was when he stopped using his power and just played as a powerless M1 killer. I've played as him a few times, and haven't been able to teleport to any survivor, because as soon as I activate a pod, it gets instantly EMP'ed.
It seems from watching other streamers who manage to use him well, that his power only works in chase, as in you shoot survivors directly. This simply isn't feasible on controller. He's Trickster all over again.
-
@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454143#Comment_3454143
While I understand why these interactions with Franklin's and Hoarder were removed (and tbh I agree with them being removed - I think all perks on both sides that have any direct interaction with part of a killer's power should be changed, such as Adrenaline countering Freddy), is there any plan to look at Hoarder in the future? Franklin's still has decent value without the interaction with special items, but these special items were basically the only thing Hoarder was used for and without that it's back to being one of the worst perks in the game, much like it was before special items were introduced.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454162#Comment_3454162
If EMPs are too strong (which I think they are), they should be changed directly, not given an interaction with Franklin's.
Maybe, it's just ironic that the same patch that brought in this change to how Franklins interacts with special items is the one patch it completely kills that killers power. If they hadn't brought in this change to special items this patch, this killer might be passable. If they hadn't brought in this killer this patch, then the change would have been 100% fine.
-
The problem with this killer:
- With EMPs, he has no power.
- Without EMP's, he's more effective than Skull Merchant at holding down gens.
I actually thought this killer was going to be good, but upon trying him out a few times, he's worse than Skull Merchant.
-
@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454116#Comment_3454116
Whilst I understand what you are meaning, when decisions like this are made, all interactions are taken into consideration. Our team of designers specifically want Special Items to be exempt from a perk working on them so in the same vein as Sadako tapes do not work with Franklins - it's not to do with the charge loss but to do with the item itself.
Don't forget when Franklins was introduced to the game, special items weren't even in the game as the killers didn't have anything, it's only more recently where killers have had special items and having a perk work on those items where survivors have to interact with that item - such as Pinheads box isn't great. So completely separate to charge loss.
Franklins still has a most definite place in the game and is still as useful as it ever was.
The different category and interactions with special items makes complete sense for every killers special items.. except The Singularity's, who's patch it came with. EMPs are by far the strongest item any survivor can have in a game as the Singularity, and they're infinitely replenishable and immune to any kind of counter. It takes a single survivor game to master the use of EMPs and completely delete the killers power.
-
Killer is high risk, virtually no reward. You spend an inordinate amount of time setting up pods, so that you can... powerlessly watch survivors repairing gens on the other side of the map while you stand there like a lemon doing nothing.
When I played against him, I had virtually constant access to EMPs, the killer tried to maintain pressure on the gen I was repairing, but every time I got slipstreamed, I popped the EMP, then grabbed the freshly printed EMP from the nearest printer.
He can't really 3 gen, at all. He can slow down your repairs as you waste a bit of time fetching new EMPs, which makes the game take slightly longer, but he's powerless at actually defending them if you simply walk away from the gen for a bit.
It took 1 game as a survivor to master EMPs thanks to the new infinite inventory feature. If there's a way to master him as a killer (doubtful as even the worst survivors can flawlessly counter his power), he must have a steeper learning curve than Nurse.
-
I wanted to like this killer, much like I wanted to like Skull Merchant. Unfortunately his power is just godawful. It doesn't exist. You waste time setting up cameras that do nothing because survivors instantly disable them, so you can waste more time watching survivors win on the other side of the map. The time it takes to reset your cameras is time you're better off using to chase survivors.
EMPs just need to not exist, at all. Instead put more limitations on his power, like a cooldown, only one survivor can be slipstreamed at a time, or something like that.
Before I played him, I played against him, and all I did as a survivor was waste his time. I slammed a gen next to a bunch of pods with an EMP in hand, he slipstreams me, I pop the EMP, walk 5 meters to the newly printed EMP and repeat.
-
@FilthyLegionRevival said:
I've been doing good with him because of my good placement and the fact (a LOT of people forget this exists) I can shoot the disabled cameras and just... replace them like nothing happened.
But if you walk all the way over to the camera to reactivate it, you may as well just walk all the way over to the survivor and hit them instead.
-
I played him once with bots, and once on live survivors. Never again.
His power is awful, it may as well not even exist. His power is wasting your own time watching survivors win on the other side of the map.
-
@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452118#Comment_3452118
Yeah, that sounds reasonable. I was just throwing a couple of ideas around, not a fully fledged out solution. The core idea is that double dipping on busted stuff is what makes strong SWFs so frustrating and oppressive to play against, while not limiting casual peeps who just want to hang out with their friends and play a couple of matches.
So yeah, limiting items and certain perks sounds like a good thing, while anything goes for soloQ, they are not the problem and shouldn't be touched.
In the same vein I proposed a couple of times to devise a system that gives killers some sort of buff if they spread their hooks without killing someone off, coupled with the old BBQ like BP multiplier that only increases as long as all four survivors are alive.
Sounds complicated but what I mean is this: while all four survivors are alive the killer gets +25% BP per unique survivor hooked, and each hook will impose some sort of debuff or regress gens. I have no idea how to do this, but the goal should be to reward killers for playing the long game and wanting them to not tunnel a survivor out ASAP, and giving them something in return, like regression or slowdown. A hooked survivor could lose access to their item for a while or after all four survivors got hooked there could be a Grim Embrace like effect ... but all this just works as long as everyone is alive. That is the key of my solution.
At this point in the game's life, there's multiple options for everything. Sure not everyone could bring Dead Hard, but a Sprint Burst, a Lithe and a Balanced isn't necessarily going to be any easier. CoH isn't OP anymore, so survivors can bring a variety of healing perks, and you'd only need one CoH anyway. Same with gen perks, one Prove Thyself is enough for a competent SWF, others can bring out the Hyperfocus build, while someone else brings Overzealous and Deja Vu.
Basically, forcing 16 unique perks isn't the nerf you might think it is. If anything, it might be easier to deal with four of the same thing than four different variations of a similar thing.
-
@malloymk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452101#Comment_3452101
Should have killed him earlier. Why should he lose our on a perk because he played well?
Because the game isn't over until you escape. If you get downed before then, you've failed.
Should the killer get an automatic win when they kill 3 survivors, even though the 4th is still alive?
-
@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452119#Comment_3452119
I know it’ll be seen as a punishment but any rational person would understand that it’s not and that it’s all about balance.
I doubt the Devs would want to open that can of worms though, seeing how reasonable and mature the player base is.
Did you not understand the latter part of my post?
It IS a punishment for those who A. don't use voice comms and B. want to use the same perks.
It's not 'always' a punishment, because it's not essential to use the same perks as others and it's not really debilitating to avoid doing so, but it is a restriction that can be unnecessary.
-
@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428284#Comment_3428284
First, Claudette’s hiding in a bush is a natural phenomenon just as fish swimming in water. Don’t hate.
Secondly, SWF can be nerfed without harming Solo Queue. The Devs could limit perks they can use when queuing up with 3 or more players. Some would say it punishes players for wanting to play with their friends and I’d argue balancing the game to make it fair for the killer player is not punishment.
Personally I wouldn't be bothered by having to mix up my perk loadouts, because I'm not tied to the meta. But it would be seen as punishing players for playing with friends, particularly as SWF is not always an advantage. SWF merely provides the opportunity for a higher level of coordination, it doesn't guarantee it, and it doesn't guarantee those players are using voice chat.
-
@malloymk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451999#Comment_3451999
Should still be used during end game as well.
No it shouldn't, it means downing a survivor near an exit gate is a guaranteed escape, despite the fact that you've downed the survivor.
-
The stun duration isn't quite long enough to have a meaningful impact unless you fall off right on a pallet. I only use it when I have a 'stun the killer' challenge.
-
Because it's a casual game and we're all playing to have fun.
"You don't deserve the hatch because you weren't skilled enough" is class A Sigma male bullshit.
-
Depends what the killer is doing, and if I'm injured. If I can get to them safely I'll attempt it, but if the killer is going to hear me coming a mile off because of my cries of pain, there's no point.
-
If the anti-facecamping measures result in lower kill rates, that's good. It means many killers were being boosted by facecamping and artificially inflating kill rates, which means non-facecampers were indirectly handicapped. Any resulting buffs because of this will be welcome.
-
I've also run into a lot of Ruin-Undying lately.
-
I sometimes play AS Doctor with a skill check build. It's a very mixed bag, some games the survivors barely get one gen repaired by the time I've slaughtered them, other games I'm fighting tooth and nail to get a couple of sacrifices in endgame. His map pressure might be strong for a low mobility killer, but he's fairly weak in chase unless you can master his loop denial, and then survivors can just run to the next loop.
-
I see a Deathslinger now and then, yesterday I had two back-to-back. Maybe not the most common but fare from rare.
They tend to be tunnellers, and I don't throw that term around willy nilly.
-
I'd go with FF+Tenacity, but don't crawl TOO far away when you get slugged. Then yes, you just wait for the random circumstance to happen.
-
@Yippiekiyah said:
Every single map rework has been a failure. All they've done is make massively survivor sided maps slightly less survivor sided without fixing any of the main issues why they're survivor sided in the first place.
So... they've been slightly improved then.
-
I find it hard to call any of the maps failures. They might still have their issues, but none of the reworks made the maps any worse, at most they simply didn't improve them.
Red Forest: Looks way better, same exact layout, so I can't say it's any worse. (and when it comes to complaints about 'clutter', they're often mutually exclusive issues; more clutter = harder to spot survivors = bad, but less clutter = harder to hide traps = bad, so what is it?)
RPD: Definitely improved over the original, still has issues, but not as bad as before.
Haddonfield: Massive improvement, anyone who thinks otherwise is deluded. The removal of all of those massive hedges singlehandedly outweighs any other issues the map has.
Only exception for me is the Coldwind maps, as the daytime aesthetic was a complete downgrade, made them way too bright, easier to see the killer coming from a mile off, and harder to see scratchmarks.
And the only map I have consistent issues with is Badham, but that's before and after rework, it's still the worst map set in the game.
Oh wait, the new Hawkins map is a total failure, and I guess in a similar vein, Eyrie of Crows is also currently a failure.
-
If you know Myers has been in tier 2 for some time and he's coming your way, it's common sense to assume he's 99'd or close to it.
-
Because you can remove it? You can avoid it entirely if you don't get hit with his power, which you can do by forcing him into melee range. This is only active when you reach full infection, the indicator has to be red. If it's white, you're fine.
-
@MikaelaWantsYourBoon said:
I think there is 2 reasons they are buffing Pop.
First, there no good gen perks left except PR & Deadlock.
Second, they want to make non-tunnel strategies viable again. And Pop helped to killers who don't wanna tunnel.
This. The 6.1 meta shake up was purely for the sake of shaking up the meta, despite the fact that many of the meta killer perks at the time (not all) were actually healthy for the game, as they synergised with non-camping/tunnelling strategies. The new meta that evolved after 6.1 featured killer perks that either synergised with camping/tunnelling, or were simply not affected by doing so.
Pop: requires the killer to leave the hook to kick a gen with 45 seconds, preventing camping (which minimises tunnelling).
Ruin: requires killers to pressure gens, reducing the effectiveness of the perk if the killer camps or tunnels.
Old Pain Res: gave info, which drew the killers attention away form the hooked survivor, preventing camping and minimising tunnelling.
BBQ: more indirect, but by being more prevalent, it was more likely to draw killers away form the hook, additionally the 'secondary objective' it provided is often cited as a reason killers tunnelled less. This is true for myself as well, if I knew I had my 4 stacks, I wouldn't be bothered if some survivors escaped, if I'm not desperate for a 4K, then tunnelling doesn't serve a purpose.
Not only did 6.1 nerf these perks, but it nerfed them into obscurity. Pop and Ruin disappeared overnight, Pain Res became something entirely different without the info and synergised with camping, and BBQ lost it's impact and second objective.
Pain Res became an unhealthy perk, and the new OC, CoB, Eruption trifecta excelled when the killer was holding down a 3 gen, and did not lose effectiveness when camping or tunnelling.
-
No I wouldn't say it's OP at all. Players are just coming around to the idea that info perks are actually useful and fairly underrated likely in light of the fact that healing and regression aren't OP anymore, and therefore not the default choice.
-
@MB666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449652#Comment_3449652
nurse with extra FOV isnt "fine" am telling you.
blight with busted addons + shadowborn basekit isnt either.
thats what am afraid off...
And if that ends up being 'not fine' then it can be rectified with nerfs to those specific killers. That's not a reason to avoid implementing accessibility features.