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Seraphor

Seraphor

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Seraphor
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  • Something as simple as a DCd survivor remaining in the game for 60s after a DC would be a good enough change. Doesn't even need to have any AI. Though if it did have sone AI, it should be displayed that the player has DCd.

    It would give the killer their deserved hook for those cases where the survivor DCs when they go down, while also giving the killer an objective besides going straight for another survivor.

  • @BougieBlackChick said:

    Also no, I didn’t do any conspecious actions after. I was literally unhooked, running and he followed mE and downed me .

    This is something I've noticed too.

    It seems to me, when it's happened to me at least, that the duration of my OTR Endurance is only about 15s instead of 90s. Which suggests to me it's being overridden by BT.

  • OTR isn't "too" strong. But my issue is that DS was over nerfed while OTR was over buffed, essentially trading one meta for another.

    Given the way they work, I honestly think DS should have a longer duration than OTR.

    I'd say OTR could be nerfed to about 45s and still be a strong perk. While DS needs to go back to a 5s or a 4s stun duration.

  • Survivors players just need to grow a spine and stop having a tantrum whenever things don't go their way.

    I play a fair amount of solo survivor and never feel the need to DC. Sometimes you lose, it's a pvp game, learn to accept it.

  • They could nerf CoH to the ground and it would still negate hit and run, purely because it can provide free unlimited heals without the need of a second team mate, for only 1 perk out of 16.

    For perspective, before CoH the best healing perks were Self Care and Inner Healing.

  • I never feel pressured to tunnel out survivors in order to secure a better win condition. In fact I usually aim to 2-hook everyone before I start sacrificing, if I can manage that. If the survivors are too good for that, I simply stop keeping track and if I hook someone on death hook then fine.

    That said, I totally understand why other killers might feel pressured to tunnel. I don't feel the pressure because I simply don't care to get a 3/4K.

    Power creep is a big thing in DBD. Increasing healing capabilities, especially CoH, has made hit and run techniques virtually useless. Even things like Thanataphobia have been nerfed out of use, and the few anti-healing perks killers have that are considered 'viable' tend to just force healing rather than slow it or mitigate it, like Sloppy Butcher. All these things reduce the list potential tactics killers can employ, and with basekit-UB on the horizon to curb slugging, it just going to get worse. The only sure-fire way to counter increased repair efficiency, increased healing efficiency, and the ability to get yourself up from the ground, will be to eliminate survivors early.

  • Survivor MMR is more of a guideline than a rule, actually more of a suggestion. As it's only based on escapes/deaths, it's not directly tied to player skill in any way.

    A bit more can be said for killers in which, as an average of kills/escapes, it does more of less represent a skill baseline. But when survivors who play well can die while their potato team mates can live, it means basically nothing.

    What this means is, you can have survivors at your high MMR, who got there 'legitimately', but are still bad survivors. They got carried. And you simply cannot tell what your survivor MMR is by judging the quality of your team mates from a couple of random games. You'd have an easier job trying to gauge your MMR from the skill of the killers you face.

  • They backed themselves into a corner with the 4 chapters per year format.

    Now they can't release any fewer killers/survivors than that or face the wrath of the shareholders.

  • It's pretty good for ranged killers, and stalkers like Myers and GF don't do too bad either.

    It's because of how they're kinda shaped like a bowl, you get a big deadzone in the middle, surrounded by edges, which themselves are pretty tricky to play well as survivor.

    Only the shack, pier and main building offer safety.

    As opposed to most maps that have a highly defensible main building the in middle, surrounded by a ring of strong loopable tiles.

  • You didn't even get the 3K, you got a 2K and a DC.

    What if you had needed those kills for a challenge or something?

    Survivors underestimate the impact of a DC, it's a ######### move that robs the opposition of their objectives at best.

    Imagine if killers could choose to sacrifice BP to delete gens from the map or something.

  • Some kind of 'Black Knight' killer would be cool, regardless of whether it's original or this For Honor cross over deal. Though I think I saw some speculation that it may be a similar deal to Ghostface, in that it's based on a proprietary design but is original in terms of lore, etc.

    I also second Nazgul would be cool. Maybe an idea for cosmetics for this killer.

  • I want them to get creative with new Boon and Anti-Boon perks.

    A Boon that instead of giving an effect to survivors within an area, maybe it reveals the aura of the killer to survivors when the killer is within that area. Or it reveals the auras of other survivors in that area to all other survivors whether they're in it or not.

    Perhaps a Hex that reveals the auras of all survivors when cleansed, but if it's blessed, it exposes the booner. Or a perk that converts a Boon totem into a Hex totem somehow.


    Also, I will always want new regression perks that come with hook-proximity caveats. Something like 200% regression on all gens while a survivor is hooked, but only if the killer is further than 24m from the hook. It'll probably be a Scourge at this point.

  • Having been in this exact scenario not too long ago, I know exactly what TC describes

    I had a Dredge game where survivors, who were clearly very good, monumentally screwed up by crowding the hook from the very start of the game.

    No attempts to camp were made because there was always someone going for the unhook immediately after I made it.

    This scored me multiple hook grabs, vault grabs, and a couple of slugs by the hook.

    When they did managed to get me at a loop they were very good, by they didn't get that opportunity often. At one point I had two slugged under the hook, and the fourth waiting 10m away with a flashlight.

    I don't enjoy bleeding put survivors but in this case one was close to death and it was the best play.

    Im console and all were PC, so I had the imagine the post game salt.

  • @ChrissKenobi57 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3237431#Comment_3237431

    Yeah, but if people claim to still be mismatched even with it and we can't really gauge our own skill level compared to others unless they're way better or way worse than us, then what is the point? Mismatching sucks, but if the entire matchmaking is focused on that when many other factors may interfere with that, won't that affect how it works and how we give feedback on it? Why keep something that's supposed to gauge skill if it doesn't actually gauge skill? And once again, if they want to keep it and we all know anyone can lower their MMR artificially regardless of knowing how high or low it is, why keep it hidden?

    Mismatching is always going to happen, with any system, unless you want to sit there for hours waiting for the perfect match.

    Plus lobby dodging and backfilling will always negate matchmaking.

    You can't gauge your skill level from any one particular game for those reasons. It's a system based on averages. To produce an environment where you have an equal chance of getting a 4K as much as a 0K, not an environment that facilitates a 2K every time.

    And as mentioned above, you don't want that anyway. Too close a match results in a very sweaty experience. You want it in a healthy middle ground, with matches not too far apart, but not too close, in a way that allows for reasonably fast queues, and I think the current system is the best the game has been so far. Doesn't mean there isn't room for improvement, but I'm personally happy with the matchmaking system as it is.

  • Because it's still better than no SBMM, as was apparent during the tests earlier in the year. When you have purely 'random' match making, the amount of mismatch between sweatlords and newbies is far worse.

    And it's better than the old ramk based matchmaking because it doesn't reset every month.

  • You weren't fast enough. If you got exposed, the pink glyph "saw you" before you managed to grab it.

  • @FreddyVoorhees said:

    https://forum.deadbydaylight.com/en/discussion/comment/3236806#Comment_3236806

    So I should just aim at 1k = good enough ? I kinda feel like this too . If I get at least one person down I can say they did not full win. But getting mmr even higher might not be what I want .Maybe loosing a lot might pay off soon enough . Though if I reach 1 gen left with all of them alive I guess a bit of tunnel will not hurt.

    Depends what you're trying to get out of a game.

    Bloodpoints? A challenge or daily ritual? Pips for your rank? Or do you want to 'win'?

    You can usually accomplish all of those things without a 4K, unless you specifically count a 4K as a 'win'.

    When I'm feeling generous, which to be fair is most of the time, I can let everyone escape and still get 35K+ BP and maybe complete a challenge or daily ritual. That's enough of a win for most of my games, and can sometimes orchestrate it so that the game progresses at an even pace and the survivors legitimately get the exits open as I get my 8 hooks. I balance it out with a few games where the survivors just aren't good enough to get the gens done, so I have to kill them all, or three and a hatch, to get the match over with.

    I'd rather get 8 hooks and 1 or even 0 kills, than get a 3/4K with less than 8 hooks.

  • @sizzlingmario4 said:

    Permanent hook destruction should go anyways. It’s outdated

    It'll probably be a new perk.

    "Sacrificed survivors don't destroy their hooks, 1% faster hooking speed."

  • It's a positive feedback loop. The more cosmetics she gets, the more she's played, the more cosmetics she gets.

    Please for the love of the entity invest in some other characters guys. I can't handle hearing Feng's scream any more, it's giving me PTSD.

  • @Akumakaji said:

    I don't have any memorable blunders, but one thing that everyone should try out at least once every season is Blight Serum Bubba! Its sooo much fun to utterly surprise a survivor by sliding accross half the map into a tree beside them and then reef your chainsaw! I tell ya, thats what Bubba was made for. He and the Serum complement each other like nothing else.

    And then you camp the basement, and go to down the rescuer but end up shooting right past them instead!

  • Yep, I tried it out on Doctor with a TR build thinking "I can rush straight into TR range at the start of the game and catch them off guard and instil panic" and then proceeded to headbutt every wall right after each hook.

  • @Canas said:

    I see survivors with absurdly high prestige levels almost every lobby, like level 70-100. If those aren't clear indicators of cheating then I really don't know. Anyway, I rather dodge than face this type of survivor. They're either a hacker or an extreme sweatlord which is equally unpleasant to play against.

    Players legitimately reached Prestige level 100 within a month of the new system going live. We're at three months+ now...

  • I second Doctor.

    You might not have as good a chance at winning to start with, but he's essentially a basic "M1" killer with a power that can help you locate and maybe even slow down survivors via Static Blast, which will be very handy when you're starting out playing killer.

    You'll learn the basics of chasing, looping, etc. while having an info power as a crutch. Eventually you'll learn to use his Shock Therapy to help with or even shut down loops, but that's more advanced stuff.


    Wraith isn't a bad choice either, but you're essentially trading info for map traversal, which isn't that useful if you don't know where to go in the first place. You're not likely to capitalise on his stealth until you get better, but it's there.


    Trapper, as the poster boy, could also be an option. His power doesn't take dexterity or 'skill' to use well, it takes knowledge. So if you can work out the best places to put your traps, then you'll be as good as most other Trappers. Having played survivor already you might already have a little insight into this. Just don't fall into the 'trap' of placing your trap directly under a pallet.


    I think that most players will "gel" with one of those basic paradigms; Info/Slow-down, Speed/Stealth, and Strategy/Zoning. On top of that there's Ranged killers, but there aren't really any 'easy' ranged killers, unless you're on PC and are used to FPS's, then you could try Huntress.

    From there you can move on to other killers who fit the similar mould. So for the Info/Slow-down paradigm you could move to killers like Pinhead or Pig (yes not stealth as much as slowdown and you can use her powers and perks to keep tabs on survivors). Speed/Stealth would include killers like Spirit, Legion and Dredge. Strategy/Zoning could be Hag, Demogorgon, Pyramid Head.

    Then you get all-rounders like Freddy and Sadako, though I wouldn't suggest starting as these as they can lead to forming bad habits, jack of all trades, master of none and all. And as an additional layer, you want to consider if killers have a power that helps them in a chase, or is 'anti-loop'.

  • Only way I can see this working is if it's priced something like:

    Specific Brown items/add-ons: 5,000 BP

    Specific Yellow items/add-ons: 15,000 BP

    Specific Green items/add-ons: 25,000 BP

    Specific Purple items/add-ons: 35,000 BP

    Specific Pink items/add-ons: 50,000 BP

    This is basically simulating how much BP you're likely to spend on average to get them via the bloodweb anyway, if we presume that each individual item/add-on within a certain rank is equally likely. e.g. you're likely to find a iridescent/pink add-on roughly twice every 3 bloodwebs, so it costs 1.5 bloodwebs to buy.

  • @HeavenRoad said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235269#Comment_3235269

    Because they don't give much compared to anniversary ones.

    But anniversary ones can be used at any time (when they work again).

    The event ones can only be used during the event.

    You'd get more mileage out of using the event offerings. Don't under estimate how effective they can be, I can walk out with over 50K base BP score from the bonuses in gaining/depositing void energy and smashing pumpkins. Then bonuses would be added on top of that.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235199#Comment_3235199

    But the killer kills when they havent killed? Its possible for the killer to 4k without even hitting a single survivor which I think is an insane mechanic to have

    The killers objective is to prevent survivors escaping.

    If they haven't escaped, then they've done their job.

  • @HeavenRoad said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235206#Comment_3235206

    No. C'mon lmao, its our fault now? They could have said something in game or just blocked them like they do sometimes.

    Yes they should. That doesn't excuse your lack of attention though.

    I just don't understand how you could burn though 40 flans that did nothing.

    Why weren't you just using the even offerings anyway?

  • @HeavenRoad said:

    Didn't get refunded any, I lost like 40+ on cheryl alone

    Did you not notice that they weren't working the first time?

  • This is nothing compared to the old "hook x survivors in the basement" challenges.

    I'd get 4 hooks in the basement one game and it would only count 2, then 3 the next game and it would count 5, then 5 the next and it would count 0.

  • I never DC, and in the past 30-40 or so survivor games I've had, I've gone against two Nurses.

    One was a 4K, but it was a decent game, held out long enough to get all gens done at least, although 2 were already dead by that point so it was a 50/50 if there'd be one escape or none.

    The other was a 2K.

    Don't DC kids.

  • @CoDismylife said:

    https://forum.deadbydaylight.com/en/discussion/comment/3234193#Comment_3234193

    You can have 100 games idc. Same teams, different teams. I really don't care, won't make a difference

    I don't think you seem to understand that nobody cares enough to indulge you in this. Forum posts are the lowest common denominator, and as far as anyone's effort is going to go.

    If you want to claim a 99% kill rate, it's on you to prove it.

    Until then, you're just some random delusional guy on the internet.

    Get your stream running dude, or accept that no one is going to believe a word you say.

  • @CoDismylife said:

    https://forum.deadbydaylight.com/en/discussion/comment/3234143#Comment_3234143

    Ahh people ask for proof. I want to deliver and people shame me. Can't win hahaha, that's the true sad thing.

    If you you did win one match, that wouldn't be proof of anything. Anyone can get one 4K.

    It's simply a statistical improbability. Even the best killers don't have a 99% kill rate.

    Your not competing with other players here, you're competing with maths, and trying to claim you beat it.


    It's neanderthal chest beating.

    It's like claiming you can beat COVID and shouting "look! I just licked the door handle and im still alive!"

  • @Aidan_fowl said:

    https://forum.deadbydaylight.com/en/discussion/comment/3234075#Comment_3234075

    'The stats' don't imply that at all.

    You're inferring that from other factors.

    The stats don't provide enough data to draw that conclusion, that's merely your attempt to explain the stats.

    You know, when you try to reverse someone's facetious, sarcastic remark back on itself, you just look stupid.

  • This is just sad.

  • @Aidan_fowl said:

    https://forum.deadbydaylight.com/en/discussion/comment/3234075#Comment_3234075

    They imply that nurse and blight are harder to learn and most killers aren't actually as good at the game as they think, thats why the whine about survivors so much.

    'The stats' don't imply that at all.

    You're inferring that from other factors.

    The stats don't provide enough data to draw that conclusion, that's merely your attempt to explain the stats.

  • @ImNotBobDylan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3234075#Comment_3234075

    The stats that BHVR shared DO imply that Nurse is broken at top MMR. She has the highest pickrate and Blight follows not too far behind. Both have 60% winrate wich is high considering their pickrate, notice the other top pickrates (Huntress and Legion) have lower winrates. They also do not count games with DC which I think impact Nurse games way more than other killers. I actually don't think Nurse is broken but you are insane to think the stats align with this. What the stats seem to tell is a story along the lines of "Nurse is broken but hard to play".

    So what about Wesker? Highest pick rate by far, should have an even lower kill rate, right?

    The stats dont tell that story. You are infering that story from other factors outside of what the stats show, and using that to explain the stats.

    That doesn't mean it's invalid, but it's not direct statistics.

  • Just giving you the opportunity to tank your credibility.

  • @ImNotBobDylan said:

    Stats mean nothing because they seem to imply that the game is very killer-sided, and that's not something this forum can conceive

    Stats mean nothing because they seem to imply Nurse and Blight aren't broken and that's not something survivors can conceive.

  • @CoDismylife said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233840#Comment_3233840

    I have my own personal experience aswell, been playing since Beta. There was no mass DC'ing problem

    Don't you have a self professed 99% kill rate?

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233384#Comment_3233384

    Just play killer then. As long as you get like 4 hooks, it should be enough to get the required 30 void energy.

    DCing is what makes it impossible for killers to get 30 void energy. Survivors are the resource, if they go so does the energy.

    But if you play survivor, all you have to do is repair 60% of a gen, bank your 15 and repeat.

    I almost never fail to get 30 void energy, even now after getting all 12 cosmetics, when I play survivor.

  • You can't make people enjoy something they don't want to enjoy.


    I play solo survivor. I never give up or DC. I enjoy it. Even when I get sacrificed, usually.

    Yet my team mates give up at the slightest inconvenience.

    You can't make people grow a spine.

  • Might actually finish a game now.

  • @jasperian said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233328#Comment_3233328

    Listen to what you said. Why do all the new killers HAVE to be anti loop? Why is that even a part of the game? You shouldn’t be able to just press a single button as Artist or Dredge to make a perfectly good pallet dead. That requires zero skill to do. Or am I wrong?

    What I said isnt that I want braindead M1 only killers, but I think we need killers that need to do more than click one button to make one of the only things in the entire game that lets us escape impossible to use. Especially when killers are using perks like Dissolution, Spirit Fury, Unrelenting & Brutal Strength. We have no countering and the stats show that.

    Because im fed up of running around a loop 50 times until the survivor finally decides to drop the pallet when and only when they're certain it'll smack me in the face. Then repeating it all over again at tge next loop.

    There's nothing fun about running around in circles, for either side.

    Play mind games.

    Dodge projectiles.

    Dodge dashes and shreds and lunges.

    Anything other than the infinite loops please.

    That's why we have different killers, it's the whole goddamn point of killer powers. Different challenges to face.

  • When players can behave and not DC the second they're not successfully wrecking their opponent, then we can think about not having a DC penalty.

    Sadly that's never going to happen.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3232904#Comment_3232904

    How are they not comparable? I'm not talking about MMR gains or losses, i'm simply talking about the idea of MMR/Elo (MMR is just elo BTW). In this example, according to BHVR, it is possible for magnus to be matched against me in chess due to how their matchmaking system works, if chess used a similar system for matching opponents together.

    For starters, if chess used a similar system to DBDs MMR, why would they have the same cap?

    Just because you're chess rating is 1600, doesn't mean it's comparable to an MMR of 1600.

    I'm level 82 in final fantasy but that doesn't mean it's comparable to an MMR of 82/1700.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3232725#Comment_3232725

    Top 5% is a meaningless stat, because the MMR cap is 1700. To put that into perspective, i play lots of chess. My rating is around 1600. Magnus Carlsen, the world champion, has a rating of 2856. But BHVR would cap him at 1700. The reality is though, if i played him 1000 games, i'd never win and would maybe get a draw in a handful of games. Because of that statistics are skewed no matter what. Because a pig with 10k hours and a proper rating of 2800 will get matched against 1700 MMR survivors and will likely 4k without even a sweat. Just as a nurse with 200 hours and 1700 rating will get matched against a 2800 rated SWF kill squad like this:

    https://www.youtube.com/watch?v=dtENJZ_z0zw&t=1s

    Because of that, the stats are basically useless unless they specifically break down the top players vs the same top players. Like, let's say they actually track MMR about 1700 but it just caps for matchmaking purposes. What are the stats of the players with 2k rating playing against players with the same (or relatively the same) rating? That would be much more meaningful and useful.

    How are these things remotely comparable?

    DBD MMR isn't using the same system as your Chess rating. These things are entirely relative.

    What's the lower cap on your chess rating?

    How is it calculated? Does a single game of chess increase/decrease your chess rating by how much based on a win/loss? Is that amount adjusted based on the relative chess rating difference between you and your opponent?


    BHVR have confirmed that, under peak matchmaking conditions, the 'top players' are generally matched with others in the top 7% of MMR ratings. So it's not meaningless to say there is a top MMR bracket of players who mostly face each other. But it's not so broad that these are playing newbies every other game, or so narrow that it's a tiny pool of the same SWFs and Nurses game after game.

  • Reminder that all of these figures fall within a range of 58% to 63%, which is still an average of a 2K.

    Meaningless or not (it is completely meaningless but lets presume there's a reality in which that's not the case) when applied to any single game, you're not going to feel any tangible difference.

  • Fun fact: all of these kill rates fall squarely in the 'average 2K' zone.

    Only Wesker at higher MMRs with a 65% slightly ekes it out into the 'average 3K' category.

  • @JustAnotherNewbie said:

    Weren't people claiming ti would be lower on high MMR and higher on low MMR last times the stats were shared? Really surprised it's the inverse.

    It's quite surprising the top 5% is higher than the global average for sure. But I can't see a figure for any other MMR brackets besides the top 5%.

    We know that the lowest MMR bracket, maybe the lowest 5 or 10%, is heavily killer sided as well.

    This would suggest the lowest kill rates occur somewhere in the middle.

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