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Seraphor

Seraphor

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Seraphor
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  • Another survivor main who likes being camped.

    You should be thankful every time you see a killer running BBQ. It means they're leaving the hook.

    Plus it's the easiest aura perk to counter, you have three tools to evade it, and it has an obvious tell so you can time it perfectly.

  • @jayoshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094364#Comment_3094364

    The fact that someone can do that and it's allowed is just crazy to me. Why is this okay in a competitive ranked game? Unless you can bring a add-on as survivor that lets you do 3 gens in a row within a span of 10 seconds or so if done correctly - this shouldn't be allowed IMO. I agree that as soon as he downs someone, he has a tantrum and he is back to square one. I would argue his power is the same as the old brand new part where you could finish a gen within seconds. But they nerfed that, why not this?

    Since when was this a competitive ranked game?

    The game has never had ranks. Even when it had 'ranks' those weren't ranks.

  • Good point, one of the few score events that's based on % of completion rather than time spent on it.

  • @420WEED420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094390#Comment_3094390

    You act just like how I would expect a dbd community member to act.

    Having a sense of humour?

    I would have thought someone with your username would understand.

  • @Sadako_Best_Girl said:

    Bro you need to learn how to use the enter key, I am not reading that wall of text.

    I wouldn't worry, he's probably high.

  • @Ryuhi said:

    actually didn't know that, makes sense tho.

    Do you know if its the same for corrupt purge with plague?

    If blinding would knock Plague out of Corrupt even without the stun? I honestly don't know, but I wouldn't be surprised.

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094277#Comment_3094277

    This has long been my suggestion, let him chainsaw, but have it go into cooldown after the first down.

    More realistic, too - it's not a lightsaber, you're not going to just sweep through human bodies with ease

    But then you'd never get the glory of this:

    https://youtu.be/fYHmnqYtnzU?t=33


  • @sizzlingmario4 said:

    Yep, it's a neat little thing I didn't know about for a little while.

    Also that's not a bad build tbh, thana is obviously good on legion and monitor increases your frenzy tracking range while you're chasing someone since it's tied to your terror radius. Discordance and thrilling tremors might overlap a bit though.

    I mean the real savage part of the build is the "broken after mending" when paired with Thana. I would not want to play against this.

  • You're also not factoring in the fact that Pinhead is a relatively recent killer, a licensed one at that (so no Iridescent Shards), which means you have to buy him with real money.

    He has a high kill rate because those who buy him generally want to play him and they learn to play him well.

    Unlike Nurse, who is free, and everyone thinks they can give her a go and be a savage god killer until their dream shatters on the floor.

    So yes he has a high kill rate, but he also has an incredibly low pick rate. Nobody actually plays him. If more people played him, he'd have a much lower kill rate.

  • Lets be honest. If DBD is similar to any tabletop game, it's D&D.

    Dungeon Master is the power role, but that doesn't prevent the other players from ######### up his plans and repeatedly rolling for initiative to seduce the troll.

  • The killers that can't use their power near a hook, are all killers with teleporting or ranged powers. Thus if they weren't disabled, it would allow killers to leave the hook and still apply pressure at the hook, with no counter.

    Bubba's power may be effective at camping, but he still needs to physically camp the hook himself, he can't leave and let his power do it for him.

    That's the logic behind it at least, I know "just do gens" doesn't always work out especially in solo queue, but that's what it allows you to do. Bubba is preoccupied with a shiny thing, leave him and finish those gens.

  • @Grigerbest said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094282#Comment_3094282

    Yup, and what I mean for OP is that... First of all, they should get rid of such thing like "better versions of a killer"...

    Well Trapper and Billy are VERY old, all very old killers should have some new mechanics aside from their powers, like Dredge does, or Sadako with her condemn.

    I see they making new killers with active and passive abilitys, why don't they apply some to the old ones? They have only actives...

    I kinda see it as, the older killers are simple yet elegant, at least all of them except Trapper are. Nurse, Wraith, Billy, Huntress, all very straight forward, good at what they do.

    New killers have fewer things they can do, there's not so many new ideas left, so they end up with an amalgamation of existing things with a slightly different twist.

  • @Grigerbest said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094262#Comment_3094262

    It doesn't deny the fact, that Oni is much stronger and efficient with downing survivors, than Billy, but they working almost the same way.

    Freddy, Dredge and sadako all works "kinda" same way, but stronger one is Dredge for sure. A.k.a Better version.

    I mean, Freddy and Sadako: both have teleportation spots at gens, which can be shut down, both phase in and out of visibility, both have a very weak anti-loop that's hardly worth bothering with,

    Dredge: unlimited teleporting virtually anywhere on the map (except the Swamp), has an anti-loop that can completely shut down loops.

    It's like: Freddy<<Sadako<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<Dredge

  • @Grigerbest said:

    You understand that trapper is just worsen version of a Hag right now. It's weirdly common for dbd to have such things.

    Billy<Oni

    Trapper<Hag

    Onryo<Dredge...

    That what should be adressed.

    Billy doesn't require an injure to charge his power, and you can actually see in front of you while charging the chainsaw.

    And Sadako has more in common with Freddy than Dredge.

  • @Yords said:

    Increase the amount of tiny grass in the maps for starters.

    In case you somehow don't know, there is normal grass, and then there is tiny grass. If you look closely at the ground like autohaven or macmillan you can see small grass. It can actually be really hard to see traps placed in those patches. This grass should be increased.

    As for what else he can do I have no idea. He definitely needs his traps to last 10-12 seconds though instead of having RNG. I think his traps should last to 12 seconds before a survivor escapes to make his traps more threatening.

    I am also pretty sure otz made a video on this. He includes tons of good changes that can be made to trapper's traps that make him much more threatening.

    His traps have already had a rework to reduce the amount of RNG involved. They're basically much more likely to require multiple attempts, but cap out at 6 attempts max.

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3093984#Comment_3093984

    Are survivors just dumb? What does that make Pinhead? He has the infinite Tinkerer notification to "go here" when a survivor begins solving the box. Pinhead's design does not ask much of the player.

    Tinkerer? What he gets is basically Killer Instinct, which is not the same mechanic as Tinkerer.

    Do you play killer at all?

  • Having actually played Pinhead, I think I would rather play Nurse, and I suck at Nurse.

    His chain mechanic basically uses Nurses mechanics, but then you also have to aim the chain again after your spawn it, it's a very cumbersome mechanic that is not easy to learn. Honestly if he didn't have the Box as well he'd almost be Nurse levels of difficult, with only his movement speed serving as a crutch.

    As for the Box it's very hit and miss, and is entirely down to the survivors. But I get it. Whenever I play against Pinhead, nobody goes for the box, it always has to be me. But when I play AS Pinhead, the box always seems to be solved right when I'm picking someone up. Funny that.

    And yes, his power is probably one of the most faithful of all the licensed killers, besides Bubba of course because how much closer do you get to 'unstoppable chainsaw attack'?

  • All his pre-placed traps at the start of the game spawn within 16m of a generator. (this means that existing traps are more likely to be useful and going around to pick them up will be part of his first patrol anyway)

    The three random traps start the game armed.

  • @Aurelle said:

    Then can we at least have a few matches where killers don't camp and tunnel at 5 gens and run every slowdown perk in existence? Because that's why most survivors are giving up right now. The game is literally unwinnable for survivor at this point.

    Then why don't you play normally when you get a killer that isn't camping, tunnelling and running every slowdown perk?

    I rarely run slowdown besides Thrilling and maybe Corrupt if I'm on Hag, and I run Make Your Choice so you know I'm not tunnelling or camping, but I still keep getting survivors DCing on me.

  • @konchok said:

    https://youtu.be/cf4g1-GkCIs Not my video, but it shows the behavior better than I could.

    Without being able to speak German, is this saying that it does stop regression if you fail the skillcheck?

  • stbfl.png

    6 stacks would be slower than it used to be. (by 60 milliseconds)

    7 stacks is more or less the same cooldown as 8 stacks was before this patch. (30 milliseconds faster)

    8 stacks is 'only' 120 milliseconds faster.

    For perspective, half the playerbase probably has lag at the equivalent of hundreds of milliseconds.

  • @Nicholas said:

    Other people have made some points, there's also the latency advantage the killers have. I know people get really frustrated when they get downed when the down itself was extremely generous. I wish the devs would try a PTB with hit authority on the server versus the killer's end.

    Hit validation is server side. BHVR posted a huge explanation all about it last year. If you're being hit when you really shouldn't be hit, then the deal is likely that both you and the killer have bad ping.

    Killer latency goes both ways. I was against a Freddy yesterday who was lagging like hell. I was opening an exit as he was coming towards me, he swung at me, and should have hit me, except just before he hit me he got teleported backwards 10 meters.

  • @solidhex said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092947#Comment_3092947

    You can't expect people to not play optimally. It's the devs job to balance the game and not of the infamous "Dbd rulebook" which says "camping and tunneling is bad". Thinking that players will deliberately NOT use good tools because they have such a big heart for the poor survivors, is just naive... most people play to win and not to have a bit of a good time with the cute little survivor (but when they did 4-5 gens they have to die!)

    Which is why I've said not camping and tunnelling needs to be more profitable. Rather than punishing camping and tunnelling.

    If the best tools are things like Ruin, Pain Res, Make Your Choice, Devour, Gift of Pain, BBQ, all of those perks require the killer to leave the hook, pressure gens, and pursuit unique survivors.

  • I wasn't in favour of a flat increase to gen times before this patch. I don't necessarily think it was a terrible idea, but I think it was too blunt of an instrument, and your example is why.

    I think gen speeds should scale, based on number of gens left to repair (+5%) and number of survivors still in the game (-5%).

    Lets say the base repair speed is reduced to 0.9c/s or 90% of current speeds. (this would have a similar effect as increasing from 80s to 90s)

    Then each other survivor in the game reduces that speed further by -5%, and each generator left to be repaired increases the repair speed by 5%.

    At the start of the game that's three other survivors (-15%) and five generators (+25%) which totals 1c/s, or how gens used to be. So the first gen would be 80s.

    But as survivors gain a lead, successive generators take longer to repair. The third generator would take about 90s, and the fifth generator would take about 100s.

    Unless survivors are eliminated. Then it scales back down, and gens can be repaired faster.

  • The game saw a +53% increase due to the anniversary event.

    The fact that it only lost 17% after the event goes to show that more players are sticking around to check out the new patch changes.

  • @Rudjohns said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092919#Comment_3092919

    I would add that Dead Hard should have not been nerfed to 0.5s. Calm Spirit should not give the speed penalty (but nobody uses that perk anyways), and they should figure out a way to use Dead Hard even if you need to mend at least against Legion and Deathslinger.

    Old DH was 0.5s. I don't understand why people have an issue with this? DH works as intended, as a dodge mechanic, it just doesn't have the distance anymore, that's good.

  • Kindred is great if you're going for unhooks, Situational Awareness pairs with Prove Thyself, Empathic Connection if you have a healing build. There are options.

  • You do get less points (both BP and Emblem) than you would for a hook or a kill by your own hand though.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092964#Comment_3092964

    Honestly, i think the "base BT" should be a different status effect. That doesn´t stack with BT or OtR. So those perks were still effective after the initial hit right off the hook. It would be a good middle way. DS should (and probably will) go back to 5 seconds. Since its timer went up and down several times over the years.

    Instead of 5s of Endurance, it should be 5s of no collision.

    If you're being farmed off the hook, then the survivor who is unhooking you should be the one taking the risk. The killer swings instantly and goes right through you, injuring the unhooker, and creating a second viable target to discourage tunnelling.

  • Situational Awareness is pretty strong for solos with Prove Thyself, which can take the place of Kindred.

    Overcome synergises with Off the Record, pair it with Quick & Quiet to disappear.

    And don't underestimate the "can't hook me build": Boil Over, Flip Flop, Tenacity and Unbreakable

  • Preset text callouts would be good.

    Even if for the ability to spam "Repair a gen" over and over again.

  • Not significantly more than usual.

    Before the patch I probably had a 50-60% escape rate, now it's about 40-50%, but I'm seeing a lot of fellow survivors giving up half-way through games, which is definitely having a deleterious effect.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092947#Comment_3092947

    I didn't say it was the sole reason for the patch but it is the reason we got baseline BT, because during a recent live stream they told the community they wanted to address tunneling and camping. The killer buffs were in part due to the baseline BT as well as increasing kill rates. But I reiterate, the "buffs" that survivors got doesn't exist in reality. So the killers basically got buffed multiple times while survivors just got nerfed across the board.

    I mean, OtR is definitely a significant buff, and baseline BT has made a difference in my games. The buffs to survivors were not insignificant.

    The problem is these sort of camp/tunnel counter-measures don't really work anyway, because of the sunk cost fallacy, any killer getting hit with OtR or DS, will simply see it as a reason to continue pursuing that survivor, and as I said, if a killer really wants a survivor eliminated, they should have the ability to do so (as the power role), even if it comes at a cost of losing several generators in the process.

    The only real solution is to make not camping and tunnelling more profitable, but even then, that isn't something that can dictate killer behaviours, and some will still choose to be #########.

    Though if you really want to lose the killer, you could try running OtR with Overcome and Quick and Quiet, which should give you the opportunity to disappear.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092919#Comment_3092919

    The main problem with the patch is that it was suppose to give baseline anti camping and tunneling measures. And to offset survivors getting "stronger" they increased gen speed and buffed killers baseline. The problem being they never delivered on the baseline anti camping and tunneling measures.

    Anti-camping and tunnelling measures was never the sole reason for the patch.

    It was to address general game balance issues that were resulting in low kill rates, i.e. necessary killer buffs. Before this patch playing killer at a high level was miserable, and it was incredibly easy to abuse DS and DH to 'bully' the killer, forcing them to resort to tactics like camping and tunnelling. Killers should be able to eliminate a survivor if they choose to, killers have to be the power role in a 1v1 scenario, otherwise the game is fundamentally broken.

    Theoretically, the sort of buffs killers got were good, and should allow killers to performed better when not camping and tunnelling.

    The problem is that the very same changes also help campers and tunnellers, and just like survivors are now refusing to adapt to the changes and play more cautiously instead of expecting to be able to rush the killer like they used to, killers are also refusing to adapt and are still camping and tunnelling like they learned to before this patch.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092855#Comment_3092855

    The 5 seconds of Endurance is better than nothing. It combines well with BT or OtR. I agree on giving DS its 5 seconds back. Will probably happen in a future update, since DS stun time has gone up and down over the years.

    Thana isn´t as problematic as everyone claims. Its only useful on Legion and Plague.

    Thana may not be that significant, but it's buff was unnecessary. It's created an issue that's mostly psychological, and could have been avoided entirely if it was nerfed to 4% instead of being buffed to 5.5%. That would still be an effective slowdown (on par with Gift of Pain) considering the increase to gen times compounding its effect.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092875#Comment_3092875

    I think pretending like the patch didn't go overboard is just as bad as giving up and DCing.

    I think saying saying "the patch went overboard" is painting the issues with too large a brush.

    In general a lot of the changes are good and what was needed, but there are a few changes that felt like too much or too little, and the survivor reaction to these is overblown. I get it, it's a lot of changes all at once, so even though there's good in there there's also a lot of bad to draw your attention too. But most of the issues I've been seeing since the patch are not due to killers being more powerful, they're due to survivors refusing to play or adapt, giving up at the first sign of inconvenience.

    So what could realistically have been a bad change?

    Thana should have been nerfed to 4% instead of buffed to 5.5%.

    Self Care didn't need a nerf.

    DS being disabled at end game was enough, it didn't need the nerf to stun duration.

    Conversely, Pain Resonance didn't need to lose it's noise notification (it could have had the regression nerfed a bit instead), and Ruin didn't need to be nerfed to 100% considering it's now guaranteed not to make it even half-way through a game.

    These are all nitpicks in the grand scheme of things, well except maybe Thanatophobia.

  • I do agree with him in principle when he says "if you don't like being chased or doing gens you don't like playing the game" though it's a bit more than just "gens or chases", and that being chased is a fundamental part of the game that you need to engage in as a survivor.

    However, survivors can also have other priorities. They can want more BP (which you don't get just by being chased, you need to do a bit of everything) or they have challenges that involve things like coop actions, totems or unhooks, which being tunnelled out flat out prevents you from doing.

    That's usually the case when I get tunnelled out. A lot of the time I can successfully juke a killer for long enough that I feel my chase was 'worth it', but if I end that match with <10K BP, or I don't make any progress towards my challenges, I'm going to feel somewhat cheated.

    Ultimately he is right though. If a killer couldn't decide to eliminate a survivor when they choose, if a killer is not stronger than a survivor in a 1v1 scenario, the game is fundamentally broken.


    One possible consolation prize could be better BP score events.

    When being chased or being camped, if another survivor completes a gen or heals another survivor, you get bonus 'distraction points' in the Objectives and Altruism categories respectively. This validates your sacrifice for the team.

  • @ThanksForDaily said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092741#Comment_3092741

    Be more original and not reposting streamers tweets.

    Because the killer main streamer posting literally rumours doesn't mean they're true.

    People have literally posted on this forum saying exactly that. That they (survivor main) are going to throw games to inflate kills.

    Not that I think they're doing it in numbers that will have any significant effect (the vast majority of survivors quitting are legit just pissed off survivors, whether they have a good reason to be pissed off or because they just refuse to adapt) but it's not "just rumours".

  • Reducing the time to get out of a locked locker during Nightfall would seem like a fair compromise, and make Nightfall worth more.

    But in general, I don't think Dredge needs any buffs. He's the one killer I pretty much always win on. Even forcing my way out of a locked locker isn't slowing me down too much, it's like a Nurse getting hit with DS. You just jump right back into chase.

  • @LapisInfernalis said:

    I would rather implement it as challenge observer.

    Got a challenge where you need co-op? It notifies you after you did the action how much you still need to do.

    Nothing worse than ending a match and seeing 89/90 seconds of cooperative actions.

  • While buffing Thanatophobia was a strange decision, given that increasing gen times was supposed to alleviate the need to run slowdown... this just seems to be moving the problem somewhere else.

    When you hook a survivor, you're already applying gen pressure. You have one less survivor on gens because they're on a hook, and then at least one other less survivor on a gen because they're going for the rescue. So your 8% has diminishing returns.

    What this does, is punish survivors for staying on gens when another survivor is hooked. Which means what this actually does is it rewards camping. Combine this with Monstrous Shrine and Deadlock and you've got the new camping meta that guarantees gens can't be completed before the survivor dies.


    Honestly just think Thanatophobia just needs a nerf to 4% per stack. This would bring it into line with Gift of Pain at max stacks, and it will basically be just as powerful as it was before the patch.

  • Give a 500 bonus score to each unique survivor hooked, replicating BBQ's bonus incentive. This awards a potential +2000 BP.

  • More accessible traps at the start of the game.

    He already needs to set up by placing traps, he shouldn't need to also pick up most of those traps to start with.

    Either traps should spawn closer to him, traps furthest away should spawn already armed, or he should just start holding more traps.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090434#Comment_3090434

    The Worry Stone is the one that shows your aura's of Survivors who lock lockers for 6 seconds.

    It's also only a Rare add-on and is basically better Lethal Pursuer.

    Ah my mistake.

    Honestly, I get more mileage out of aura perks than I did that add-on. Either survivors go around locking every locker, which means the ones I can see are out of reach because the lockers there are locked, or they quickly learn I'm using that add-on and refuse to lock lockers!

    It's not bad, but it is situational.

  • Honestly not too bad, but extending Nightfall isn't necessarily better than being able to recharge Nightfall faster.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090341#Comment_3090341

    As you said, with how our community is, a ping system could be equally as annoying. Spamming pings.

    But yeah, a chatwheel could be nice.

    Pings should be under your control. You do something to ping everyone else's location, you don't ping your location to other players.

    Ideally a base feature where you can hold a button while otherwise unoccupied. This isn't then always available, because you can't use it while repairing a gen, or perhaps even while sprinting, but you can stop what you're doing at any time to ping other survivors and get an idea where everyone is.

  • Because SB and also Lithe and the like, have precise activation conditions. DH was on demand, you could use it far more effectively, and it gave distance at no cost to yourself. It was never designed for distance, it was designed to be a dodge mechanic.

  • I would rather add a bonus to the hook score for hooking unique survivors (similar to the old BBQ) in the Sacrifice category.

    This would still end up rewarding the 'No One Escaped' in the same way, but also promote spreading hooks out (reducing tunnelling)

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090332#Comment_3090332

    I mean it doesnt happen much atm because this strategy doesnt exist atm. If you come with 2 people, killer can hook grab 2 people. If we were to do this change, this would become meta since you know it would be Most Effective Tactic Available.

    I mean, it's getting two additional survivors off gens, isn't that what the killer wants when they camp? They've then got at least two injured survivors, and are forced to chase one of them, ending the camping.

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