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Seraphor

Seraphor

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Seraphor
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  • Thanks so much for implementing this system. Presumably this serves as a soft trial for it as well. So if it's deemed successful, please think about rolling it out to the main game mode, with number adjustments obviously. However I would suggest changing hook/cage states to survivors eliminated, otherwise killers would be penalised for spreading hooks in
    23 comments 601 views last activity
  • With 2v8 destined to make a comeback with some improvements at some point in the future, I just thought I'd theorycraft a little and give what my suggestions for it could be expanded with, although I'm sure BHVR have ideas for it already, I hope these ideas would be considered. Killers An expanded killer roster is a must. I'm not sure if licensed killers will be included, but I'm going to as
    0 comments 282 views last activity
  • Backfilling is what happens when someone dodges a lobby. The system pulls in the next viable player in the queue, bypassing any matchmaking parameters to focus on the quickest turnaround. This obviously leads to terrible match ups, particularly as it tends to be the killer dodging the lobbies they don't like the look of. Ultimately the problem here is lobby dodging, but backfilling is DBD's resp
    2 comments 72 views last activity
  • Has anyone experienced any sort of reset in the past 24 hours? Last night I played a few survivor games as Claudette. I changed my perk loadout, changed her cosmetics, and I used 3 of my 7 remaining Terrormisu's. I log on today and her perks/cosmetics are back to how they were before, and I have 7 Terrormisu's. I'm unsure of my bloodpoints, I didn't take note of how much I had when I finished.
    2 comments 61 views last activity
  • Random idea for a Hex perk that could be useful in the current DbD climate. Every time a Generator is repaired, all Dull Totems become Hex Totems for 30 seconds. (Duration is negotiable) For each Hex Totem active, all survivors suffer from stacking 10% Item Inefficiency, up to a maximum of 50%. If a lit Hex Totem is cleansed this perk is deactivated. Like many of the recent Hex perks, it's
    3 comments 101 views last activity
  • So there are a lot of complaints about the Xenomorph's Tail Attack being too strong and Turrets being too weak. While I think there is something about the Xenomorph that makes it very oppressive in certain scenarios, I first want to address these complaints and why they're a little unfounded or misunderstanding the power. (TLDR: scroll down to the labelled Nerfs 1/2/3) 1: "Tail Attack should ha
    51 comments 1,052 views last activity
  • Which Nick Cage cosmetic absolutely has to be added to the game? And why is it this one from the film Mandy?
    11 comments 832 views last activity
  • While I'm sure it's too late for the next couple maps planned (although it's not like it hasn't been suggested before, myself included): Please can you start adding new maps to existing realms. We have so many map offerings that take us to single maps, or maps with very little variance. This is a problem for balance, as we all know map offerings are fairly controversial, and this is largely
    1 comments 11 views last activity
  • With BBQ and WGLF having lost their substantial bloodpoint bonuses last year, and now continuing the trend with Prove Thyself, I think the way we earn Bloodpoint needs to be re-evaluated. While these changes are the right course, they also provided something beyond merely inflating bloodpoint gains; they gave players a secondary objective to strive for in order to boost their bloodpoints, which
    7 comments 131 views last activity
  • 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 beca
    2 comments 51 views last activity
  • Once again I have a Dangerous outpost, it ran all night as Dangerous, it was Dangerous in the morning, I load into it and it's still Dangerous. Then I place down a single Prop and it changes to Brutal. Removing the Prop does not revert it to Dangerous. The outpost is under no circumstances difficult, if it's in Brutal then not only does it get no raids, but what few it gets are going to be 0 ki
    2 comments 51 views last activity
  • So the last patch increased Synthite gains by around 100-200%, nearly triple the amount. I've gone from struggling to maintain a balance of around 1000 Synthite at any given time, to having in excess of 9000 Synthite in just a couple of days. My building/raiding habits haven't changed, still keeping one or two outposts active at a time, still raiding around 5-10 outposts for each of my active o
    14 comments 181 views last activity
  • This tomb spawned in the same place as regular bedrock. It took several attacks to get an angle that broke it.
    0 comments 11 views last activity
  • Anyone else watch some of the replays of raids on their outposts, and wonder if the raider is just an NPC? Maybe some people find this fun, but I see so many plays just follow the HRV, like right behind him, in single file, inching forward a bit at a time. Then there's the replays of my "non linear" outposts. In which my HRV takes a long meandering path through several 'encounters', but the rai
    7 comments 181 views last activity
  • But instead of this Alien... It's this Alien... AKA your classic 'Grey'.
    16 comments 441 views last activity
  • I've seen a couple of these crop up since someone made a youtube video about it. It's just a whole load of exploding impalers, you hit one and they all go off like a chain of dominoes. This is followed by a suicide booth to give the builder a kill for their troubles. I'm here to tell you they don't work. You get the 20 exp from the first impaler you hit, and that's it. No more exp, no currency
    7 comments 151 views last activity
  • It would be nice to break up the monotony a little by having different options for the music that plays in your outpost for raiders. Even a handful of preset options would be neat, like 3 to 5 'soundtracks' that feature 2 or 3 different tracks based on the 'intensity' of the gameplay.
    0 comments 1 views last activity
  • Just to provide a sort of overview for what I feel as a player should be the priorities to address. May be teaching the devs to suck eggs, but it might give a concise perspective of what the appears to be the biggest issues with the game so far, from an outside viewpoint. 1. Vital performance issues and 'Raid Recognition' I'm sure the devs are aware of performance issues and game crashes (which
    1 comments 31 views last activity
  • So BHVR have inadvertently leaked the next trap in their own trailer. In a 'blink and you miss it' shot, this video shows us the full description of the next trap: https://youtu.be/vkhrUEIyulU?t=170 That trap is the Sentry Beam Tracks its target before firing a laser beam that bounces off surfaces. Triggers until dest
    8 comments 211 views last activity
  • If you toggle the range indicator on a trap while in build mode, then exit the outpost, the indicator is displayed in the thumbnail for every prospective raider to see exactly where that trap is. Maybe not an issue for most traps but definitely for those near the entrance.
    2 comments 21 views last activity
  • Just a few random ideas I wanted to note down, in case anyone else likes them. Silent Activation (generic trap mod excl. holocubes and acid cubes) - 30 Capacity Reduces the volume of the warning activation by 75%, and delays the on screen notification by 0.25s. Speed Limiter (generic trap mod excl. holocubes and acid cubes) - 5 Capacity Increases the warning time of a trap by 0.5s. Also ha
    2 comments 11 views last activity
  • I realise this might be a tad ambitious, and probably something for several years down the line when and if MYM is a huge success. But it would be pretty neat to have a companion app that I could use to track stats on my outposts, see when they get kills, when they expire (particularly useful if you want to use Overdrive), etc.
    5 comments 11 views last activity
  • 9000 genmat outpost, max capacity, several hours spent building it, Brutal rating, 1 raider in first 24hrs, 70/125 prestige points. Make it make sense.
    2 comments 51 views last activity
  • It would be neat to be able to queue up into a random lobby with another player for raiding as a duo. This could make it a little fairer for the single/duo divide so that builders can have duo's in mind when they build their outposts, with single runs still available for those who want a challenge. I also feel like the game would probable see more longevity as a real multiplayer experience, bec
    0 comments 11 views last activity
  • By no means the first Xenomorph concept, but from what I’ve seen I think it’s the first Xenomorph concept that’s as unique as this. (mentioned in a recent topic, but I thought I'd refine it a bit and post it in it's entirety) Rather than spawning in as a fully grown Xenomorph, you spawn at the very beginning of the Xenomorph lifecycle, and have to progress through each stage, almost like Myers t
    0 comments 61 views last activity
  • What's the counter to camping? It's "just do gens". And while that's in quotations, yes I'm serious. Every other 'penalty' for camping has been something that survivors can abuse and use offensively against lower skilled killers, and it's simply a fact that ' sometimes ' camping and tunnelling is justified. Those times may be the exception, but they need to be possible. So how do you make camp
    13 comments 241 views last activity
  • "Removed impassable spaces on the Ironworks of Misery. Removed spaces where Killers could not pass between objects (trees, rocks) on the Crotus Prenn Asylum Map . " This is awesome, but what about literally every other map? This problem was not isolated to only these two maps, it's every map with random tile spawns. Also... KNOWN ISSUES The Killer’s Aura does not properly appea
    3 comments 101 views last activity
  • This is just to express a fairly simply idea for a healthy mechanism for a killer perk, one that could be used for a range of killer perks. The exact effect this would give isn't important, it could be increased regression, increased movement speed, it could activate exposed or incapacitated or whatever. The point here is how the effect is applied. When a survivor is hooked for the first time
    9 comments 131 views last activity
  • I know it's an old challenge, but really.
    2 comments 91 views last activity
  • ...matchmaking will still struggle to work effectively. Saturday evening peak times, are, the, worst. I'm not a top tier killer, I'd imagine my MMR is high-medium, but not low-high, if that makes sense. Mostly because I generally don't kill everyone, I give hatch, I even occasionally let 2-3 survivors escape if I've had a good game where I've 2-hooked everyone and maxed out a few BP categories.
    12 comments 341 views last activity
  • Blight Serum, while a little niche and maybe not worth using on most killers, is certainly a fun addition, even if it's only available during Halloween. I really wish there were more things like this. One thing that could work well, and compliment the Halloween atmosphere, would be a way to replicate Dredge's Nightfall. Perhaps something like: Ottomarian Scroll If used with The Dredge ,
    1 comments 51 views last activity
  • Platform: PS5 Description: When stomping a pumpkin as Dredge, I get frozen in place for about a second or so after completing the action. It was a little hard to tell at first because Dredge has slightly different animation timing to most other killers when kicking gens/pallets and stomping out boons/pumpkins, but after comparing with other killers it definitely takes longer and is very jarring.
    0 comments 11 views last activity
  • Climb down from your towers of glee for one moment survivor mains and consider the reality of these changes. Basekit Unbreakable is not being implemented to "prevent slugging for the 4K", it is being proposed purely because the new Mori changes for the Last Standing mechanic would be broken without it. It in fact only promotes slugging for the 4K , because of the Mori changes. Killers are now
    13 comments 462 views last activity
  • I've made several comments about how I think these proposed changes are godawful, but simply complaining doesn't get you anywhere, so I thought of an alternative or middle ground I'd be happy with. Last Standing: When one survivor remains in the trial , you have the ability to Kill them by your own hand. Essentially a basekit Cypress Mori offering. The same changes to the Mori offering
    4 comments 201 views last activity
  • I've always found it odd that we have two classes of items that (now at least) only exist to track auras. So why couldn't these functions be combined into one item class that's used to track auras, using add-ons to determine what additional objectives are tracked? I've formed this idea on the basis of three issues I have with or regarding these items: Since the Hatch rework, Keys have become v
    16 comments 341 views last activity
  • One common, major complaint regarding balancing, which is surely giving the devs a constant headache with every patch they release, is how oppressive things like repair slowdown, regression, or repair and healing speed buffs can be when stack together. "Stop killers running 4 slowdown perks!" the survivors cry, while the killers are complain that "toolboxes and prove thyself and resilience and B
    5 comments 51 views last activity
  • Yes I know everyone is having their say, but I just find the changes incredulous and haven't seen anyone put it into words I feel sum up my feelings yet. Pain Resonance: You've somehow brought back the worst part of this perk (it's synergy with DMS) while still leaving out the best part of the perk (the information that gave the killer somewhere to go after the hook, thus reducing camping).
    1 comments 41 views last activity
  • Just a snapshot of the 5 games I've had today as Dredge (main), which alone is just a small sample of anecdotal information, but I think it pretty much sums up my overall experience since the patch. For perspective, my intentions going into tonight were: Secure 2 hooks on all survivors. Ease off once everyone is on death hook so they have a chance to do gens (no slowdown). Chase a bit her
    17 comments 191 views last activity
  • I created a YT channel just so I could share this. Didn't imagine I would ever pull it off, it was just dumb luck on my part. https://www.youtube.com/watch?v=OKGBLYwwYho But yes, blinding Legion during Feral Frenzy serves to instantly end the Frenzy, but it doesn't stun them, which means they can instantly swing, and instead of merely inflicting deep wound, they will down
    7 comments 221 views last activity
  • When can we finally get over the idea that survivors should have the tools to ‘prevent’ camping and tunnelling? Things like BT, DS and OtR are great and all, but they don’t prevent camping and tunnelling, they merely aggravate the killers that do. That’s not a counter or a preventative measure, it’s an aggressive arms race. Who can wield the bigger stick? They don’t stop tunnelling, because
    31 comments 451 views last activity
  • With so many new killers out after 6 years, each one bringing something new to the table, you kinda have to wonder if the older killers are the best they could be. What if the ideas that led to the creation of the Artist could have happened back when they were designing, say... Nurse, for example? What could Billy have looked like if he was made after Oni? This is not a suggestion, as I don't
    9 comments 91 views last activity
  • Can we just recognise an incredibly odd design flaw for a minute? Make Your Choice Now, arguably one of the healthiest and most toxic perks in the game. In theory, it's anti-camp (you can't trigger it if you're near the hook) and anti-tunnel (you only get value if you don't tunnel), so it should be the healthiest perk in the game right? As a killer you'd think so, but it doesn't seem to be a
    15 comments 291 views last activity
  • Raising the BP category caps from 8k to 10k is great, but it raises an issue. The Survival and Sacrifice categories are notoriously stingy when it comes to what actions provide BP score events for these, pretty much being tailored specifically to optimal performance plus escaping, or getting 10+ hooks and a 4K. Those extra 2,000 BP are going to be very difficult to obtain. BBQ and WGLF's BP bon
    7 comments 111 views last activity
  • With several causes for concern over BP gains from the new system coming in 6.1.0, most believing that they won't be receiving as much BP due to a lack of BBQ/WGLF bonuses, or due to the new prestige system resetting bloodweb levels and resulting in fewer rare/very-rare nodes including Bloody Party Streamers, etc. It seems like it's time to dredge up the idea of improving the efficacy of BP offer
    1 comments 91 views last activity
  • However, these perks are losing something substantial by removing the incentive to spread out your hooks and rescues/protection hits. I think it would still be a good idea to retain a minor BP bonus on these perks, similar to Prove Thyself, Agitation, Thrill of the Hunt, etc. These all apply category specific BP bonuses before the scores are tallied, which means these bonuses can't exceed the 8,
    6 comments 71 views last activity
  • Saboteur will now highlight the auras of scourge hooks in yellow, and normal hooks in white. Can the colours please be reversed? As someone who plays both roles sporadically, this could very often become confusing. As playing killer normal hooks auras are yellow and scourge hooks are white.
    3 comments 61 views last activity
  • Based on how the new prestige system will unlock perk tiers, and how it's been described by a couple different devs, we know the following: Prestiging a character at level 50 will unlock their perks as teachables (for all characters in that role) instead of learning them at levels 30/35/40. Repeated prestiging unlocks successive perk tiers as teachables, 'upgrading' the versions of those perks
    12 comments 783 views last activity
  • So glad I didn't fall into the trap of rushing to prestige any characters before the prestige changes. Instead of losing all my items, add ons and offerings to get some bloody clothes, I now get to keep my hundreds of flans AND get instant bloody clothes the moment the new system drops and I'm instantly converted to P4-P9 on my main characters. Win-win
    12 comments 251 views last activity
  • It's now widely regarded that Onryo is a weak killer. Her teleport is patchy at best, worse than both Freddy and Dredge, and her condemn power is almost non-existent, survivors simply never reach full condemned, and they remove your teleport power in the process. So she's in dire need of some kind of buffs. Personally I don't think the buffs should be to her teleporting, as that would just make
    5 comments 691 views last activity
  • PS5, playing as Dredge on The Game map. Was using Gloaming to cut off a pallet, placed remnant on one side, went around loop and trapped Adam under the pallet. Adam dropped the pallet, and the same time I hit R2 to return to remnant. I saw the start of the pallet stun animation, but still managed to hit and down Adam when I returned to the remnant behind him. From this point on, I was unable t
    0 comments 21 views last activity
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