Seraphor
Seraphor
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- Seraphor
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I'd say as a perk it could apply once to each exit gate, along the same lines of No Way Out.
@fake said:
In my opinion, the gauge should be charged after the animation of the gate lever fully down.
It is odd that the gate opens just by tapping without lowering the lever lol.
This would make the most sense to be honest. I'd previously suggested having exit gates 'cap out' at 95% somehow, like recovering form the dying state. So that you always have that last 5% when you come back. But this would have a similar effect.
Should also apply to gens so you can't tap them mid chase to paus regression. Interaction with gates or gens should take around 1.5s to 'lock in' before it has any effect.
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Guys, "Garden of Joy" is already meant to be an ironic name. Saying things like "Garden of Pain" or "Garden of No Joy" just makes you look stupid.
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Annoyingly, I got DC'd the moment I was hooked for the first time in one match today. It must have looked like a ragequit to the other players, but I had an active Renewal ready so I was more than prepared for the hook.
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Either you interacted with something or someone, making a 'conspicuous action', or it's a bug.
I have encountered a bug with OTR occasionally. I think it's when the person unhooking you has BT, sometimes the 15s of BT overrides the 90s of OTR.
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Gens aren't fast because they take x amount of time to repair. They're fast because survivors only have one main objective and they focus on that to get out as quickly as possible. An extra 10 seconds doesn't make any tangible difference to the killer, which is why "gens are still too fast."
Games last a long time when killers effectively pressure gens and get survivors off them, doing secondary objectives like picking up slugged survivors, doing totems, dealing with powers like reverse bear traps, etc.
Part of the problem is power creep. More perks that make repairing, healing and unhooking/recovering faster and more efficient, saves time spent doing things that aren't repairing gens.
To effectively stop 'gen rushing' you need to make side objectives more appealing, just as to stop camping you need to make not-camping more appealing. There are perks and powers that do this, but nothing universal, and so there will always be killers who are weak at 'forcing survivors to do side objectives'.
This is why Ruin was a healthy perk before 6.1.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3277394#Comment_3277394
Thats why CoH needs more restrictions to bring it down to the level of the other boons, instead of just numbers adjustments followed by a hard shrug.
Half the reason CoH is so strong in the first place ties in with the fact that boons aren't permanently breakable: CoH gets maximum value when placed as far away from the killer (and their pressure, like gens) as possible.
Maybe it could come with say 4 charges. Each health state recovered across all survors uses a token, then you need to rebless another totem to reset them.
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@IlliterateGenocide said:
I'd boons totems were strong enough to warrant it than mabye I could understand
CoH definitely is. The rest, definitely not.
You'd have to bring the others up to that level, where they could be worth using on their own and not just "well I've got CoH I may as well use another boon as well."
Shadowstep already offers complete stealth, I suppose it could hide pools of blood and grunts of pain too?
Exponential could offer increased movement and recovery speed while dying.
Dark Theory could potentially gain an additional 2% movement speed but anything more could be too OP.
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@GentlemanFridge said:
It simply makes no sense for the devs to be any-sided if they want their game to be enjoyed by both sides.
That is my stance.
In a sense, even if they endeavour to be as impartial as possible, they need to be a little survivor sided, purely due to the fact that they need to retain four times as many survivor players than killers.
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@Maelstrom808 said:
https://forum.deadbydaylight.com/en/discussion/comment/3277186#Comment_3277186
...or just say kick.
As someone else mentioned, not all killers 'kick' the gen, some punch, or slash, or slap it.
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I'm the same, I love Thrilling Tremors. Decent slowdown, often gives info, giving you somewhere to go after a hook (basically as reliable as BBQ)
I wouldn't run it with other gen blocking perks, particularly DMS and Pain Res, because you may be blocking the gen you want to Pain Res. I'd say it pairs much better with 'manual' regression perks, things like Eruption, Overcharge, etc. or even Jolt, as you can head towards the unblocked gen, either kick it or down someone nearby.
Often I run Thrilling as my only slowdown perk if I have a decent 'chase' build going on, as the info gets me back into the action.
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JFC how bright is your game?
If I'm managing as a solo survivor on console where the Swamp is literally pitch black in some places, what's your excuse as a PC player with full 360's on low graphics settings and a constant spotlight illuminating the entire map?
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3276885#Comment_3276885
Boil Over is not that effective to where you have to bleed out players. Unless your controller has really bad drift, it’s probably a skill issue.
Depending on hook placement, map obstacles, and just the sheer variation in Boil Over movement, yes it can be literally impossible to hook someone.
I've had moments with Boil Over where I'm holding forward, and literally not moving forward at all for over 5 seconds because the counter forces from Boil Over are completely negating any forward movement.
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@Maelstrom808 said:
https://forum.deadbydaylight.com/en/discussion/comment/3277163#Comment_3277163
"Damaging" as terminology is not limited to kicking though. The same term is used for challenges that involve gens and Jolt works fine on those.
Edit: Please note that I don't think Jolt should work with Nowhere to Hide. That would be a bit on the busted side. I'd just like better wording.
They could simply add in 'Directly' before 'damaging' and it would be fine. This would exclude the use of perks and now powers considering the Knight, as proxies that aren't valid.
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Perks have never procc'ed other perks. Oppression doesn't inflict Call Of Brine or Overcharge on three gens, neither does Pain Res, it's just how perks work...
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@oxygen said:
I'd imagine Discord will make its way to consoles in like, the pretty near future.
Until then personally I've used some really scuffed solutions, like using Playstation Remote Play to join PS party chats with my friends while I'm on PC for other games than DBD where the in-game chat option is either missing or just plain bad. It's a weird way to do it but it just works 😄
I have headphones with the game audio with one ear uncovered, then one earpod with discord from my phone. 🤣
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@Bot_Salvo88 said:
Don't console players have a party chat when they play together? I might be wrong, last console I played on was the PS3
Only if everyone is on the same console, TC specifically mentioned crossplay.
We're supposed to be getting Discord on PlayStation at some point.
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It's genuinely disgusting how toxic some players are.
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No more PC survivors. They always have a tantrum and DC when they don't get their flashlight blind.
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/3275870#Comment_3275870
So every one of the killer perks also has a downside but none of your survivor perks have any downside and some have massive advantages (+30% gen speed up to +45% if a SWF all take this? 100% extra healing speed???) . Yeah, that's balanced.
Dude, the downside for survivors is needing to run these perks in the first place. ######### I thought I'd be criticised for being too biased towards killer.
Also just make the gen speed buff non-stackable, it's not difficult. And you can counter it by not facecamping.
+100% healing for about 4 seconds when you have a killer running towards you, who can immediately down you again.
This is literally a topic for healthy perks and you're whining that my ideas don't let you camp tunnel and slug.
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So... you think new players, and solo survivors who don't want to listen to children screaming racist ######### at them, don't deserve to play the game?
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Why run NOED when you can just run Blood Warden and Iridescent Company Banner, preventing survivors from ever leaving?
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In the two bot games I've tried, they all just hold W the moment you come within 30m of them. The most annoying playstyle to go against as an M1 killer.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/3275859#Comment_3275859
To be honest i have no idea how the knights power works in terms of setting it up and/or controls.
But simply detaching mouse/right stick from camera controls and letting you draw the line for the patrol should be possible.
You basically control the ghost orb thing like Spirit, then return to the 'Husk' once it's set.
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In a vacuum, Nurse is fine. High skill floor, low kill rate amongst general players.
Her problem is when it comes to balancing general killer perks and effects. Perks can't be too strong on Nurse, which typically results in them being too weak on M1 killers.
Some things that could bring her down to the level of other killers without adversely affecting her power fantasy:
- Make an attack within 1s of a Blink count as a Special Attack. Common suggestion, there are issues, but if it's not 'every attack' and it has this 1s or 0.75s or whatever qualifier, it could work. Still allowing an M1 post blink attack if timed correctly.
- When stunned, her power charges reset, and she is inflicted with a short 10-15s debuff to power recharge rate so that a charge takes 4 or 5s instead of 3s. This would prevent her from getting another blink immediately after a stun, and would allow more skilled survivors (the ones usually facing the best Nurses) a decent counter to her power.
- A build-up mechanism, like Oni or Nemesis. Perhaps Nurse starts with 1 Blink charge and 4m/s walking speed. Each unique survivor hooked grants you a 'Stolen Breath' and upon getting 2 or 3 Stolen Breaths you upgrade from 1 Blink to 2 Blinks, and reduces walking speed to 3.85m/s. Add-ons could interact with this mechanism, maybe having a 3rd/4th Stolen Breath unlock the 3rd Blink charge instead of increasing power recharge time. Give 'Stolen Breaths' a UI display so you know which survivors have been 'stolen'.
- Nerf range add-ons. Green to +2m, Purple to +4m with 40% increased charge time and duration.
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Survivor:
- If you are on the hook and the killer is within 24m of you, the repair speed of all other survivors is increased by +10%. If another survivor is on the hook and the killer is within 24m of them, your repair speed is increased by 5%/10%/15%. ("just do gens" will actually work, plus its an indirect Kindred as you'll know if the killer is facecamping because the perk will be active.)
- When you unhook another survivor, this perk gains a token up to a maximum of 2/3/4. When you are unhooked or unhook yourself, this perk activates for 40s. While active you gain +1% movement speed for each token, maximum of +4%. Once the 40s has elapsed this perk loses all tokens. (yet another disincentive to tunnel)
- When in the dying state, if the killer is within 24m of you, their aura is revealed to you and other survivors, and survivors healing you receive a +100% bonus to healing speed. (slugging counter, survivors know when the killer has left you, and if they come back mid-heal there's a better chance you still get picked up)
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They could just release multiple skins for the same legendary characters. I don't understand why Felix gets Chris's RE5 skin but actual Chris doesn't.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/3275799#Comment_3275799
Control both? No way.
Move both? Just let the main object keep moving in a straight line at the same or a reduce speed
I had multiple games (not pvp) where cou could interact during motion and navigate the menus, like for example GTA V working on the map during driving. Or some other space game i can't remember right now where i sometimes would look for something in the inventory or menus and suddenly boom i crash with something.
Scrolling through maps or menus while you move your character sure, usually these things involve two different inputs, like the map/menu takes over from camera movement.
But I'm not sure you could move two distinct characters or projectiles at once, The Knight and the Ghost Orb, unless you change the power into something more like Nurse/Pinhead and did away with the 'carving a patrol path' aspect of it.
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@Rizzo said:
That does not look intentional at all.
I suggest using the bug report section for this kind of issues:
It's happening on literally every map, there seems to be twice as many 'random objects' as usual. If this is unintentional it's odd that there hasn't been an announcement recognising it yet. It seems more like the increase in objects is intentional, but the precise placement of them causing obstructions isn't.
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I'm not sure how it's possible to use his power and not stop dead. You're literally controlling a different object, how do you move two things at once?
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If this is intentional, why was it not tested in the PTB first? Would have very quickly discovered how stupid an idea it is.
Loops like the one in the first post just catch survivors out and guarantee a hit.
Meanwhile loops that the survivor can run around, but the killer can't, are literally infinite loops.
It's like they're trying to take any and all skill out of the game so everything is pure RNG.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3275714#Comment_3275714
Exact same price but now its limited time :0
Just like real Black Friday
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Literally had a discount start on Tuesday, still going AFAIK.
But if you want one specifically for black friday:
You can now buy the base game for the special black friday price of $19.99!
Was $19.99, now $19.99! Limited time offer.
There you go.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3275334#Comment_3275334
Now that you say it, his power behaves exactly like Spirit and I think thats what makes him get DH/MYC procs while standing still on the hook.
You start the patrol, you leave a husk (the Knight kneeling) the character you are controlling becomes "invisible" (yeah, you can see the orb, I know) and move far away, if someone unhooks with Spirit husk right there but she is phasing far away she does get MYC/DH procs same a s Knight. The base of the action is the same as Spirit, the only differences are once the "phasing" is over Knight returns to his initial position while Spirit reappears where it ended and the Knight summons some dude where it ended.
Im starting to believe they reused Spirit phase code for Knight patrol setting but changing the reappering point to the coordiantes where you activated it, not where you deactivated it like Spirit, thats probably whats causing the interaction between the perks and his phasing, the game thinks you are far away and you actually are but once the power is over you reappear where your husk was.
No. When you use The Spirit's power, the TR stays with the Husk until you remanifest. Which is the opposite of what's happening with The Knight.
The Knight's power behaves like the Dredge's, the TR follows the Dredge, while the remnant you can TP back to does not.
Both Dredge and Spirit can be used to 'return to the starting point'. Spirit's cannot be used with MYC this way, while the Dredge's can. If you leave your remnant near the hook, but Gloam away from it, MYC can activate.
Considering the Knight isn't actually moving, he should work like the Spirit, not the Dredge.
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@VideoGameMage said:
If you use it before a gen is completed, can that energy be stored into a new generator? Or do you lose tokens automatically if the generator is completed?
Yes you retain the tokens between generators. You only lose them when you use them, or when you take a hit.
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@AnneBonny said:
the game considers the orb that appears when using your power as the knight's actual location, so things like myc and devour will proc if you have it set far enough away from a hook. 99% sure this is a bug
His power seems to behave more like Dredge's than the Spirit, which is odd.
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Killer:
- After you hook a survivor, all gens regress at 150%/175%/200% for the next 45s when not being repaired, however if you are within 24m of a hooked survivor, all regression is paused. (Basically a non-hex version of old Ruin that relies on you leaving the hook, and the effects are universal, so even if you have another regression perk, it's still paused if you're within 24m of a hook)
- Every time you hook a survivor for the first time, this perk gains a token, every time you sacrifice or kill a survivor, this perk loses a token. For each token, kicking a gen applies an additional 1%/1.5%/2% regression, maximum 8% additional regression. (You charge up your kick regression by spreading out hooks, and when you start to win by eliminating survivors, your kicking power decreases in kind)
- Every time you hook a survivor for the first time, this perk gains a token, every time you sacrifice or kill a survivor, this perk loses a token. For each token this perk has, you gain +0.5%/1%/1.5% movement speed when not in a chase, maximum +5% movement speed. (same qualifiers as above as I think its a decent and healthy mechanism, with a different effect)
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The killers objective is to defend the survivors objectives. Those objectives include generators, totems, exit gates, and other survivors, particularly hooked ones.
Defending objectives is literally this killers only power, it's certainly not a chase power.
A guard placed at a hook is easy to deal with. You either wait the very short amount of time it's active (giving time for the killer to actually move away from the hook), or if you start a hunt you either grab the standard or make the rescue before you get hit.
So far my only success in using his power is to pressure survivors off gens from a distance with DMS, and to use his Iri add on that's basically a pocket Blood Warden. Every other scenario they simply outrun them.
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It's literally useful exactly once per game. You bank the energy on the fourth gen IF it's safe to do so, and then you can deposit it on the 5th gen to complete it before the killer has a chance to regress it.
One single 20% repair dump.
It's just a BNP that needs 15s to charge up.
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@Chaos999 said:
As killer main I could agree to this in perk form
Survivor perk: Save yourself
When unhooking another survivor you take 100% more time. Unhook notification is delayed by 3 seconds and the unhooked receives celerity and leaves no marks for 10 seconds. The unhooker suffers from hindered until they are put in the dying state. Cooldown of 200 seconds or until you are hooked.
This sounds great except for 'hindered until dead'. Maybe hindered for 60s, or until injured, whichever comes first.
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I would gladly do away with all 'black bubble' notifications. All they do is obscure my view, killer or survivor. An audible notification has to stay though.
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I think it'd still be balanced and niche even if it was a 1 to 1 conversion. I'm not sure why it needs to be a third as inefficient.
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@Satelit said:
Their license only covers the original movie.
This.
There are several different license holders of the Halloween franchise across the different movies.
BHVR only has a deal that covers the first movie.
Similarly to how BHVR only has a deal for the remake of Nightmare on Elm St.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/3274077#Comment_3274077
I think the part that's unbelievable is regularly getting multiple hooks before any gens go, because it sounds like you're playing against Survivors who've developed a phobia of doing the objective.
Well it entirely relies on interrupting that first gen and wasting their first minute or so of progress. It's a coin flip, like nearly everything in this game.
Point is, not running regression perks isn't a forfeit of the game.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3274047#Comment_3274047
It doesn't sound like you do. "I use little or no gen defence and never struggle. When I do use gen defence, it's effortless." You might play killer, but not against good survivors. You SHOULD feel like you're under constant pressure from them, not the other way around. What's to stop them from completing 3 gens after the first down? I've dabbled in no gen defence builds as well lately, and have found just one that is still a toss-up at best, sometimes it's fine and sometimes it's a 0k. You need to be experiencing 1ks and 0ks sometimes, or else your survivors just aren't trying.
I recently started running a meme build on Ghostface (my highest prestige next to Dredge) because I was getting bored of my Jolt / Thrilling Tremors / I'm All Ears / Lethal Pursuer build, which did me pretty well and often puts me against 'good survivors'.
I think some call it GoCart Ghostface: Agitation, Play with Your Food, NOED and a wildcard, in my case Mad Grit, plus the add ons that increase movement speed while crouched and reduce my terror radius when crouched. If you're understanding it correctly, it's about moving as fast as possible, particularly while crouched, it's quite fun.
I never expected it to work all that well, because as you say, good survivors crank out gens and easily out loop an M1 killer. But the thing is, 'good survivors' also play very altruistically and make bold rescue plays. The amount of pay off I got from Agitation and Mad grit alone is insane. As 'good survivors' see 'weak prey' in the form of a revealed Ghostface and fearlessly run right up to me to bodyblock, only to go down by the hook.
Instead of getting genrushed, I frequently get several hooks before the first gen is done, which puts me in a decent position to utilise NOED when the exit gates are powered and they all run right up to me to reveal me and steal my power. I never even expected to get any use out of NOED, as I never run it usually, I only picked it for the movement speed buff. But when your dinner presents itself to you it's not polite to turn it away.
Honestly I'm not sure why you thought to pull the "you're not as skilled as you think you are" card when MMR is as unreliable as it is right now. You can't really gauge your skill by the survivors you face when you can go from potatoes one game to P100 Neon Nea's the next. But the fact that you argument is that "you can't succeed as killer without slowdowns", yet I do... would seem to put a dent in your argument.
Don't get me wrong, I get my fair share of frustrating games against survivors who simply play everything correctly and teabag me at the exit gates. My point is, in my experience, it's not reliant on the use of or absence of slowdown perks. It's usually my mistakes that lead to it, committing to chases I shouldn't, whiffing hits at the worst times, etc.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3273371#Comment_3273371
I notice that regression and slowdown perks only work when the killer's chasing, injuring, downing, hooking, and doing side objectives. So what do you want the killers to do when they're nerfed? Go for mindless chases, or wait at hooks? I thought that's what we didn't want?
Your wording implies you think I don't play killer.
Some of my favourite (and most effective) killer builds, on low-tier killers like Ghostface, don't use any slowdown perks.
The odd 1 or 2 slowdown perks are great, but stacking four regression perks that combo incredibly well and can be used effortlessly while you also progress your main objectives, is quite simply too effective. See my last post for an example.
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I literally just had a game against a Knight on RPD, who ran Eruption, Overcharge, Call of Brine and Pain Res. (two immediate regression perks, and two regression speed perks)
We whizzed through the first four gens, and got the best case scenario 3 gen, the absolute furthest gens possible.
However at this point, the Knight simply patrolled these furthest gens, kicking them when he got there, and chasing and downing a survivor in between.
Between the missed Overcharge skill checks and the Eruption triggers, it was literally impossible to repair the gens, and there were FOUR of us at this point. With a bit of slugging, in order to proc Eruption with repeated downs, only hooking every 3rd or so down, the game managed to go on for about a further 10 minutes as he gradually depleted our hook states and started eliminating survivors. We must have repaired about 5 additional gens worth during this time, but at no point did we get either of these furthest gens to more than 50%. (there was no point trying the third gen because it was fairly close to one of the others)
He didn't even use his power once, this was an M1 killer, with the worst possible 3-gen for a killer. The only way we could have potentially countered it is with voice comms, but this was solo survivors.
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Presumably memories aren't erased when a survivor escapes. I mean you answered it when you said "We know that whenever a survivor is sacrificed, the entity erases their memory".
There are survivors who retain their memories. So presumably it's because they survived.
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3273572#Comment_3273572
Hawkins and other indoor maps limits certain killers from playing to their fullest potential. It was objectively not a good map for both sides.
There we go. The players can't agree what makes a good map. How are the devs supposed to know what will make them happy?
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Because no one reads the descriptions. They learn a killers power by playtesting them.
That's not an excuse, but it's a reason why no one has brought it up and why it flies under the radar.
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@MrPeanutbutter said:
https://forum.deadbydaylight.com/en/discussion/comment/3273639#Comment_3273639
This is a really disappointing response. I realize that nobody on the dev team wants to kill switch a brand new map, but it’s absolutely miserable to play as killer and there have been a ton of complaints on this forum and other forums already. The specific complaints are 1) it is bugged with too many pallets and 2) it’s very difficult to see scratch marks and elements of the map look very similar to scratch marks.
Unfortunately it looks like there are plenty of killers that are still willing to play right now so I guess there’s really no incentive or urgency to kill switch the map. As long as there are enough people playing the game these problems will not be addressed quickly, it seems.
My first game on that map was literally a 4K bloodbath. It is not unplayable for killer, despite a few balance issues. (no map is)
Jesus this playerbase is so melodramatic.