Avatar

JackTheMimic

JackTheMimic

About

Username
JackTheMimic
Joined
Visits
100
Last Active

Comments

  • Mark of Death or DeathMarked. Just call it one of those.

  • To push back as a wraith main, about light burn...it's fine. If I start to uncloak and someone starts flashlighting me, I stop uncloaking and go around a corner and start again. They usually start to try flashing me again, giving me loads of free hits.

    As for the Trapper an easy fix for his bear trap mechanic is make it the same as the Reverse Bear trap boxes. If you get trapped you fill a release meter by holding action button and hitting rapid to occasional skill checks. This gives a general time frame of what amount of time it takes to get untrapped. Failed skill checks reduce progress and another survivor can help you get out faster (think the time difference between solo healing and double healing).

    The most outdated mechanic in DBD? The Hatch. I know, I know it's been buffed and nerfed. The point being it rewards nothing but being able to physically be somewhere when all your teammates die. I think if the hatch were to stay (let's face it, it's not going anywhere), it should only be opened with a key and a key should only work with old generator rules (Openable if remaining survivors<=gens completed plus 1.) The hatch should always be visible from beginning of a trial. And the key only allows one survivor to escape at a time. If you as a survivor think your team is going to bite it? Make your first priority to do at least 2 gens and bring a key.

  • @Alphamav said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848345#Comment_1848345

    Then wouldn't that redistribution in escape bp would have to be matched with redistribution in sacrifice / mori bp i.e. more points for breaking doors down, chasing?

    Do killers lack in BP? I've always thought that was the sole saving grace of playing killer. It maybe be stressful, chaotic, and way more difficult but, if you were half decent at killer you get a ton of BP regardless of sacrifices. Chase gives 400 every time you see a survivor. Using powers gives tons (for most killers) and even if survivors heal every time you hit them you get tons of points. Ranking up is the difficult part because even when you play well, 2 hooking everyone with no kills gets you a brown or silver in devout.

  • I'll speak in "shoulds". As a killer, the good survivors should feel squirmy. The killer should feel their genre (Wraith-sneaky, Clown-playful, Trapper-Devious, Demogorgon-Feral; to name a few) not necessarily feel "Powerful"(unless you're Oni with a full blood meter). Survivors should feel trapped in a place with a killer. Survivors should feel like there are options for evasion but those options are finite and using them removes those options. Survivors should feel like there are many things to do. Killers should feel like they are hunting prey not like they are stopping objectives. Killers and Survivors should feel like they both can gain many bloodpoints but neither should feel as if both sides "won."

    Killers should feel that if they haven't sacrificed one they should depip, if they sacrifice 2 they should safety pip, 3 they should pip, all four double pip.

    Survivors should feel that if they complete 4 objectives (Gens>heals>chases>totems) They should safety pip. Being sacrificed before this point by 2 or more separate hooks should depip. Doing 2 or more secondary objectives on top of main objectives (Getting unhooks, taking protection hits, and opening exit gates) should pip. Doing the most objectives on the team should grant double pip.(only one per game)

    Survival points should not be weighted toward surviving the trial. Survival should be granted when you go up 1 health state, get unhooked, or escape a killers grasp; by any means. Surviving the trial should be at most 1000 points. This incentivises survivors to put themselves in danger to maximize survival points.

  • I've suggested this a few times and have yet to hear a coherent argument against it. Most people rage and say "But then I lose all my progress on getting good with X killer." Regardless, I've solved all of these issues. Just switch legion's and the twins powers. Victor is a harasser type deep wound demon (no more clinging to suvivors just pounce, clawing animation, then hop off. Charlotte cleans up his mess.Thr twins being based around deep wound makes more sense. Legion then becomes 3 separate bodies (Susie, Frank, and Joey or Julie) you can swap control between the 3. Their only ability being the swap just M1 killer but with multiple bodies. Addons could modify effects after switching like hemorrhage, exhaust, supressed TR for X seconds, and so on. Use the feral frenzy stun as the animation for swapping bodies. The others just stand idle (body blocking or strategically placed). This is such and easy fix for both killers to make them more fun to play. Giving Victor deep wound (but not downing) makes him make sense, I mean he literally lives within a deep wound inside Charlotte's body. No more stealing him, just use him to keep up wounding pressure, while Charlotte is the mortal threat. Legion on the other hand makes more sense too as now you'd be controlling a LEGION of Teenagers. Also the body block plays or chasing a survivor towards another legion member and swaping before they notice for a nice jumpscare? Could you imagine? Just a thought, or we could keep complaining about how Legion is just a less lethal blight, billy or Victor, speed around type killer.

  • @Piwatte said:

    https://forum.deadbydaylight.com/en/discussion/comment/1801354#Comment_1801354

    We are talking about dull totems, not about hex totems..

    Right. And the point of the entire thread is, what if you didn'thave to tie a perk affected by totems to a hex.

  • @Greatamygdala said:

    Because if they add another perk to slow down totem cleansing it's gonna be broken. You combine all these perks and you slow it down enough that you have infinite [Insert hex] on a mobility killer with good pressure.

    The fire up is a good idea though, Always hated that perk it's like banking on the fact that you're sure that you lose to get the full benefits of that perk. It being tied to totem count is nice.

    I don't think PWYF should change the perk is fine as it is for more play style and dying light is actually my favorite for Oni.

    Yeah, I wasn't suggesting another slow down perk. I was suggesting that some perks(new or old) affect totems in some way. Making more spawn, darken them (like the trapper addon), or give various effects based on how many totems you have remaining or how many have been cleansed. Especially those older perks which don't get used due to lack of utility.

  • Either one with adjustments to token values would be fine. Also did you literally just say imagine a killer perk giving the killer more power based on things a survivor can affect by doing bones? Like what should perks do? Give survivors advantage? What are you even saying?

  • @Piwatte said:

    "Dying light or Play with your food gaining tokens from clensed dull totems or remaining dull totems?"

    Imagine a perk that counter survivors doing totems + noed... Doing totems = more power for the killer, not doing totems or forget one totem (most of the time because solo queue survivors can't know how many totems left...) = being OS. Well. If you want survivors doing only gens, it will be a VERY good idea to create a perk that gives more power to the killer if survivors are destroying totems.

    Or, if the killers have more powers with 5 totems for example, it will be annoying to see killers with perks to keep all his totems.

    Well. Bad examples and bad design. So many problems are already here, don't add problems...

    Hahaha imagine thinking adding importance to totems other than Hexes is bad because it would "annoy" survivors. Secondary objectives have always added to the fun not subtracted.

  • @Warcrafter4 said:

    Survivors really don't like doing totems as it is so making fired up punish them for doing them just means people will ignore totems more which the devs don't want survivors to ignore.

    The entire point of NOED is to try to get survivors to do bones while it also helps against Undying.

    Having fired up get more stacks from uncleansed totems if 3 gens are done for example would be interesting though as it adds to the gen rush punish part of the perk.

    I agree, I was just introducing an idea of not tying things that affect totems or are affected by totems to a hex. And fired up was just a perk that doesn't get much use in its current state.

  • Look, just use distortion, inner strength, detectives hunch or small game and stop griping. I put this combo on with a random 4th perk and I get ruin down before I run out of tokens. Two people on your team with distortion makes it impossible for the killer to even know you started cleansing before it's too late. There are counters to things you just have to find them.

  • Any Killer mains want to give their two cents or what?

  • Protip, Equip Small game, Distortion, Resilience, and either be injured or use no mither. I consistently destroy all five totems first thing. I originally did this to counter the wave of NOED I was seeing but works just as well for Ruin + Undying. Plus the upshot is I get 3/4 of my bold points without looping a single time. "You know how hard it is to find all five totems as a solo que?" Yes, not hard at all with the right set up. Plus with resilience and No mither I get a 9% boost to gens(when I'm done with totems) and gates and chests so, guys please stop complaining. Be the change you want to see in the world.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1776442#Comment_1776442

    You seem a little high strung there mate. It's a game. I want ######### cosmetics for characters. If it affects you that much you need to distance yourself from the game.

    https://forum.deadbydaylight.com/en/discussion/comment/1776449#Comment_1776449

    I'm not asking we change their character, a skin is literally just cosmetic and it only affects the lore of the game to hardcore people who can't separate the monetization of a game and it's own interest in itself. My BF is the same way he hates lore breaking skins for games no matter how cool or funny or interesting they are (Dunkmodan anyone?) I get that but when we have a skin like Elephant Clown is there really all that much care for preserving the lore and not just exploring interesting cosmetic ideas?

    1. Don't tell me what to play.

    2. I can tell you don't create things because you have no respect for things others have created.

    3. Make your own.

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/1775879#Comment_1775879

    Ok I get it.

    Still, freezing a gen isn't strong if it pauses regression.

    I agree but this is the path the devs have taken because of dragon's grip complications.

  • @zoozoom6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1776004#Comment_1776004

    play wraith at red ranks with no addons and come back to me on that

    I do, I'm not even the guy who said that and wraith is fine. He is most effectively a hit and run killer. Injured go to another survivor, injure or if you're really sneaky wait for the one you just hit to THINK you ran away and uncloak while he starts to heal. No Addons necessary. Sometimes I throw on the blinding warrior addons to make it spicy (blindness or hemorrhage) but nothing else. Seriously, wraith is fine.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1775882#Comment_1775882

    I get this point of view, I do. But that's not what this is about. I want them to be able to explore skins that otherwise wouldn't work on the killer in their original form. Having a different sex opens up more options for cool skins, especially with the legendary skin idea. Yeah you can wear whatever clothes on whatever gender you want but it's a game and the skins are a little more rigid than our understanding of gender and sexuality.

    https://forum.deadbydaylight.com/en/discussion/comment/1775972#Comment_1775972

    Legion is already done, only 21 more to go!

    You are essentially saying gender bending a creation is something that should happen. What if (and try to follow me here) the person who created the character doesn't give a damn about your need to accessorize the male killer with dresses and female killers in slacks? Maybe the creatives want to make scary things scary and not try to make them into a fashion runway project? Palate swap sure, things fitting the lore (clown's birthday party elephant or legion's rave kid bunny suit) fine, but some sick need to make character that are firmly one way male or female into some confusion you might have is just ridiculous. These psychopaths are killing people not having a gender crisis.

  • Imagine caring about the genitals of a demented monsterous killer... hilarios people live in this world.

  • @DoritoHead said:

    Turning a generator to stone only sounds good if regression will still happen.

    Otherwise, a generator being blocked will apparently just benefit the survivors

    https://us.v-cdn.net/6030815/uploads/SJLHJF7SCN51/image.png

    That is useful insofar as the gen is almost finished and the killer is coming with Pop goes the weasel. Freezing a gen while you chase a survivor around it doesn't help survivors. Repressed Alliance the survivors control, Medusa's power she would control. The difference here is obvious.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763628#Comment_1763628

    They pulled them and then put them RIGHT THE CRAP BACK with "breakable" walls..... so if the killer doesn't take the minutes it would to find and destroy all god loop walls they are there. now they want to see if it's needed? it's still needed.... but I am not against the test, i'm sure the test will show it. but the fact you have completely forgotten that they were to remove them, not make them optional. did you not remember when they said they'd remove them and then do revamps? the idea was to remove the loops and not have to deal with them again and now we have to deal with them again.

    https://forum.deadbydaylight.com/en/discussion/comment/1763720#Comment_1763720

    Here is your rub, can't test how it is on consoles without doing this as this works differently on the different platforms and how it affects cross play. PLUS the PTB doesn't get enough testors to get the data on something this detailed. You could use your deductive mind to actually think beyond your pc and the game.

    Haha I actually only have a PS4 but thanks your brilliant deduction.

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763864#Comment_1763864

    Ok so let’s talk about the similarities between the wiggle mechanic and BL mechanic. I’m happy to. So, wiggling is actually very vital to the game. Without it killers such as trapper, hag, billy, Bubba, and Myers could simply play the basement every game. There’s also the mechanic of saboing hooks and taking protection hits to try and assist your teammate in wiggling free. Perks that affect wiggling are Agitation, Mad Grit, and Iron Grasp. On survivor side there’s flip flop, Boil Over, and Breakout. All perks people actually use unlike Beast of Prey. Wiggling is meant to only keep the killer from taking you wherever they want. Wiggling free is actually really rare.

    BL gives you a speed boost for over committing to a chase and the lack of the mechanic doesn’t completely alter the game. They aren’t comparable in any way whatsoever. Great try though.

    Things they could temporarily tests would be things that don’t completely change the game similarly to how not having bloodlust wouldn’t completely change it. Reducing the DS timer or small changes to meta perks on both sides to see how it shifts things for those few days. Slightly reducing the speed boost on hit for survivors could be more comparable to the BL tests.

    Beast of Prey was the only thing I could think of but that isn't the only thing it affects. How about the fence loops at Haddonfield or the main farm house in Thompson's? How do long loops affect BL?

  • Uhhh, this isn't a suggestion or feedback. This is a discussion about the mechanical relevancy of two game mechanics. "If this why not that" logical argument is not suggestive or giving feedback on a topic. It is questioning equivalency.

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763844#Comment_1763844

    You have to sit through downloads when transitioning to and from the PTB. Also, who the absolute ######### runs beast of prey? Literally a waste of a perk slot. No one uses it and hopefully it gets reworked when BL is removed in the future.

    It’s being tested on the live server because it’s the best place to test it. I hope to see more small changes like this tested every so often on the live servers personally.

    Right. So you don't see how that's an issue. How about "Testing" on live servers the removal of wiggle on the killer's shoulder. I mean only a bad killer tries to take a survivor to a far hook so I mean it wouldn't really change anything but for bad killers. You don't forsee an issue there? How about removing the red stain? Only bad killers don't know how to hide it as they go around a corner. You don't see a problem with "Testing" that on a live server do you?

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763791#Comment_1763791

    yes a vast majority of killer players are simply going to stop playing the game because a mechanic that barely helps good players isn’t available to them. You’re spot on there, champ.

    I mean, when they made things that hurt survivors in PTB they promised to not play until it was changed. Even if the change is only percieved as hurting survivor and materially changed very little. Why do you think opening day killers invariably get nerfed? Why would the killer attitude be different?

  • @Kolonite said:

    If you’re reliant on BL you’re bad at chases. Get better at them or drop them if they’re time consuming. BL is an outdated bandaid the devs added to -temporarily- fix the issues with the giant maps and god loops that -used- to exist.

    No one is going to download the game all over again at least twice to play without BL and give feedback.

    Yeah, you don't have to DL the game again, just the patch. Secondly I am not making an anti "Get Gud" argument. I am making a "We don't know what the removal will affect" argument. Like have you thought about the fact that now Beast of Prey can't activate? No? Because no one uses it right? But if you go into a PTB thinking "Huh I wonder what I can test, oh yeah, beast of prey!" You could gather data.

  • @TMCalypso said:

    NOED needs to change before this as it really would be OP at that point. Yes, it won't be there if you "do bones" but that isn't the point. With end game starting earlier a killer could easily steamroll the survivors before they can start opening the doors. Maybe switch their activation methods? Endgame starts on 5th gen completion and NOED activates upon opening a door?

    The endgame itself would also need to be extended a bit to compensate and allow for last minute saves....or it could start after a set amount of time after the first gen is completed, 30 - 40 seconds perhaps? Would be cool to see it visually coming, like the walls beginning to 'bleed' the glowing stuff they are technically made out of. (forgot the name.) Maybe not that specifically, but something happening that leads up to the start of the actual endgame would be interesting and give yo some sort of hint as to how much longer it will be before it starts.

    Just a totally random idea. I do like the thought of endgame starting at the 5th gen, regardless. Just need some changes if done.

    I dunno. NOED has never really affected me as I am a very "Do bones" kind of survivor as a killer I almost always prefer Devour hope over NOED because if I am using a hex I want something I earn not happen upon. As far as extra time for saves, the current endgame slow down solves for that problem.

  • @Gay Myers (Luzi) said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763793#Comment_1763793

    Because they belong together in a chapter and it wouldn't make sense testing each perk individually? Chapter are prepared together, like a bundle and the way they work with the game is done in a bundle. There is a difference between testing a mechanic like Bloodlust, that affects every killer and testing a chapter that only really changes anything if the killer or/and perks are being used by people.

    Decisive Strike is a perk but even if a survivor doesn't have the perk it's very existence make the killer change strategy. This gameplay change fundamentally changes how all killers play and thus how all survivors play (jumping in a locker after being unhooked to bluff decisive). I suggest that a mechanical change like Bloodlust is such a material change to the way the game is played by some killers and survivors that it should be tested on a test server that people opt into rather than change the live game.

  • @TheButcher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763740#Comment_1763740

    Well their only going to get a small friction of people testing Bloodlust, all the killers are just not going to play for the weekend. At least the ones needed for high rank games. I can play another game for the weekend - that's no problem. I'll see ya'll Monday.

    What if most killer took your stance? What data will they gather then? If most killers see it as a detriment and stop playing less accurate data is gathered. With a PTB you opt in to test a feature. The live server is the live game. They are messing with a product you have already bought.

  • @Gay Myers (Luzi) said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763772#Comment_1763772

    Because they only want data when Bloodlust is turned off in the live enviornment. Just for Bloodlust. Only that.

    Okay, with that logic why not test each new perk or mechanic or killer or survivor live, soley and without the encompassing chapter?

  • @[Deleted User] said:

    If only the entire player base across all types of Killers and skillsets were motivated to download the game on PC and play the PTB exclusively over the weekend to get a good representative set of data.

    As i've said above why is this different than testing a chapter? The analytics are the same. New killers and perks are tested this way why is it less or more important to test THEM that way?

  • @Gay Myers (Luzi) said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763750#Comment_1763750

    A whole chapter is being tested on the PTB.

    Turning off Bloodlust, enabling MMR and Hit validation are complete different things than a chapter being tested to see how the killer and survivor (perks) work.

    So, why not wait to implement No bloodlust during a chapter? If it's a cost/benefit analysis issue (Running a server cost versus getting gameplay data analytics) why not hold off or bundle it with chapter 18's test?

  • @Lazerboy88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763740#Comment_1763740

    Pretty much exactly what this mod said. Just gotta use your brain and think from the devs side for a bit.

    https://forum.deadbydaylight.com/en/discussion/comment/1763735#Comment_1763735

    Because all you are doing right now is trying to nitpick at technicalitys

    It's not a technicality. I am saying that's what a PTB is expressly for. If bloodlust is important to someone they will test it on the PTB. If they don't think it's important they won't participate. How is that different from any other aspect of the game that the Devs test with the PTB? Is a new Killer not important enough to gameplay to "Test" on the live servers with thousands more players to give better data with? I mean what are we saying here?

  • @Gay Myers (Luzi) said:

    The intention of it being on the live build is to get more data than on the PTB.

    1. Only a small friction of people play the PTB which would result in a small pool of data being collected.
    2. Matchmaking has also been disabled on the PTB.
    3. A PTB is usually done to test multiple things, so this could have potentially caused other things to not be as tested as much.

    The data being collected specifically is intended for Bloodlust and that's the main intention - having it on a PTB with other factors would cause that it's not a live enviornment test, which is a important part of testing. Hence why things like MMR and Hit Validation were enabled on the live build and not PTB.

    So why have a PTB at all? The new killer and perks are beholden to those same critea. Small fractions of playerbase, matchmaking? and the multiple test items muddy the results as well (if a killer is weak but has strong perks or vice-versa) so how is this different or should they not use a test server ever?

  • @Botiz said:

    I had the same thought, but let's be real, queue times as killer are usually horrible as is in the PTB and after 36-48 hours it seems that most people just go back to the live version anyways

    The reason PTB servers have high killer cue times is because they usually use it to test new killers. With a game mechanic PTB it would bring survivor mains too. So they can see how no bloodlust affects their gameplay.

  • @Lazerboy88 said:

    I don’t know about you man but I really wouldn’t want to play a ptb just to test out a bloodlust change.. also not really many people play the PtB. IMO this makes the most sense to grab the most accurate data. Straight from the source but some people rather cry about 2 days without bloodlust.

    Lemme get this straight. You are saying they shouldn't TEST things with a TEST server? I get that Bloodlust change doesn't matter to you like how if someone doesn't care about a new feature or killer won't play the new PTB. But that doesn't mean you test on a live game server. You test on the TEST server that's what it's there to do.

  • @Mandy said:

    This is a TEST!

    The maps have been changed a lot over the past few years a lot of pallets now are unsafe compared to how they were when bloodlust was needed in the game, so to see the effect on the game that bloodlust has right now, it needs to be disabled so the data can be analysed.

    But as I said, this is just a test.

    If only BHVR had some sort of Player Test Build to test things on instead of subjecting the live game to "Test features". Dang, I guess they don't have such a thing....🤔

  • @zackdaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1755033#Comment_1755033

    Omg if the killer is camping me and somebody unhooks me he can tunnel me. To your suggestion of having it deactivate when another person is hooked just should simple not be implemented into the game. There are plenty of ways to go around it

    You are ridiculous. If a killer camps the hook what perk would save you? None. The only thing that would help is crawling away, a teammate with borrowed, or unbreakable with enough time. You are saying just because it saves you now (unfairly btw. If a killer can down two people quick enough and hook one and still find you, you deserve the hook) DS should stop tunneling ONLY you. The suggestion that because your team plays poorly you shouldn't be punished means you don't know what a team game is.

  • @zackdaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1754974#Comment_1754974

    Orrrr if the killer is camping me and my teammate has no choice but to unhook me in front of the killer. Let’s use our brains here, I didn’t think I had to mention the obvious. And borrowed time doesn’t work if I’m the one on the hook lmao. This is discussion about changing DS not finding other ways to go around the bad development

    I didn't say the perk fixes camping, I said tunneling. So yeah.

  • @zackdaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1754849#Comment_1754849

    Do you even play survivor? Like at all? Because there must’ve been at least a dozen times where a stupid teammate unhooks you right in front of the killer without borrowed time and the killer hits you and you go down. Then the killer chases the guy who unhooked you, downs him, hooks him, then comes back to hook you. “Boom done.” You no longer get to use DS. This discussion is for it to be fair on both sides, not for it to be fair on one side.

    Crawl away, use tenacity, have borrowed time. You can't balance around idiots. "What if my teammate shows the killer I am using inner strength in a locker" welp I guess inner strength is a useless perk now... Do you see how this is a bad argument?

  • Why make this more complicated? Ds activates when unhooked, stays active until another survivor gets hooked or the stun is used. Boom done. You may not hook a single survivor twice in a row without getting stunned. Killer Counterplay? Go hook someone else. You can down the one you just hooked but then hook someone else. If you can only catch the same person then eat the stun and hook them again. Why make all these quirky rules. The point is to discourage tunneling not give a survivor a free escape.

  • I feel like I'm crazy here. No one is putting forward a substantive rebuttal to this suggestion. Literally just Progression and "Legion is bad so any killer with a similar power would be bad".

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1743990#Comment_1743990

    I disagree. I'd rather just be able to down one person than have a few people take a few seconds to get back to gens. It's not really map pressure if you aren't actually able to down someone without having to travel to them anyways.

    Okay, well I guess legion is a trash killer that never kills anyone. Deep wound does nothing and perks like Thanataphobia and sloppy butcher are useless. Obviously you've played more than my 6000 hours and have a better frame of reference of what is effective.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1743911#Comment_1743911

    How are you not saying that? If your suggestion came through i would have to pay time or money to get the twins, and then go through about 150+ bloodwebs just to get the gameplay back I have right now. And if i don't end up liking the Twins playstyle then I lose all the cosmetics i bought on the Legion cause i wouldn't want to play them anymore.

    Also note i didn't call your suggestion stupid. it was the argument of don't play the game if you don't like losing all your progress that was and still is stupid.

    The solid argument and rationale were at the end of the post. Forcing people to start over to get the same gameplay is not the best way to keep players. Not to mention a huge waste of time for the developers. If people like the twins gameplay they can play the twins, if they like the Legion gameplay they can play the Legion. why waste hours to days of worktime switching the two.

    Double true since by the lore the Legion are one killer now since they fused in their latest cosmetic.

    It's a cool thought process of what could have been but a horrible idea to implent.

    Look man, I don't know what to tell you Iri shards can get either killer and you get the power on day one. The perks and levels come through use. That's all. It fixes a few problems with both killers are far as balance but over all it just makes more sense lore wise. The new legion cosume show the deep entangled nature of all the teens to each other not that they are literally the same person. I don't really see this as a strong argument because for one I'm not a developer and Its like they would ever take this suggestion anyway. The point is from lore and gameplay perspectives this makes these two killers make more sense. There was absolutely no thought given to whether or not YOUR specific character progress would be affected. Sorry for not mentioning you specifically in my post.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1743899#Comment_1743899

    Legion's power is lousy because it is not actually that useful at stalling. The way you propose it for the Twins does not really fix that.

    The reason Legion doesn't stall well is because his ability is on a timer and has no map pressure. The twins have this covered because Victor would have no cool down timer just a small transition time and by being in two places at once basically you gain map pressure. I see this fixing the legion's current issue.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1743877#Comment_1743877

    Yes cause losing all your progress in a game that has a notoriously amount of grinding is a good thing cause you get to play it more. Let me come over to your house and delete the progress of every single game you ever played. Think of all the new entertainment time you'll have.

    congrats though, that was the stupidest argument i have ever read here and that's not an achievement to take lightly.

    I still like playing this game because i can switch out perks to add the spice of variarity. Having to start over would be a huge showstopper for me and for anyone who has a life outside of this game

    Yeah that would make sense if I said "delete the legion and replace it with twins" but you know, I didn't say that so... I appreciate you forming a solid argument and not just calling my suggestion stupid with no real rationale.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1743887#Comment_1743887

    Yes, he should. Because not doing so would make for a lousy power.

    Lousy how though? You are effectively keeping survivors off of gens and injured while having an average speed killer with a longer lunge. Victor has no limit so you could keep deep wounding everyone repeatedly so they never complete a gen BUT you'd never get a kill until you switch to Charlotte. I definitely don't see a massive stall killer being "Lousy"

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1743869#Comment_1743869

    Yeah, I read it. I don't support not being able to down survivors via pounce.

    Yeah why? You stall them making them have to mend also leaving victor near them while they mend shows you where to pick up your kill. Deep wounds was never a downing mechanic (save for some one who doesn't realize they have to mend). He's literally a demon baby creature, you saying he should be able to incompacitate a full grown adult?

  • @Sonzaishinai said:

    No please leave the Legion alone

    QoL changes, maybe a few buffs but some people actually like The Legion so please no rework

    Don't make me get a new killer and level her up all the way just to get the gameplay i have right now

    It's not a rework it's taking another killers power and swapping the two, then smoothing out the edges. Also is your argument that playing the game more to level up would annoy you? If that's the case maybe don't play the game.

  • @TAG said:

    I support making the Legion more like the Twins, but I don't support making the Twins more like the Legion.

    You aren't making the Twins more like Legion. Victor would just have a useful power. As it stands the oblivious, and broken status doesn't matter because you have to trust that the survivor will crush him. In not doing so the survivors are better off. With this change he inflicts deep wounds and moves to the next survivor. All the while Charlotte can stand by a loop or Gen to hit the injured suvivor. How is that more "like legion." read the whole thing not just the title.

  • @BattleCast said:

    Many people like how Legion is currently. I wouldn’t want this.

    Okay, I get that. The point is the fact that the whole lore behind Legion is that they are 4 teenagers that work together to kill people is negated by the fact that they are one killer on the map. You literally have to change costumes to see the other members. And the deep wounds gameplay wouldn't go away it would just be the Twins power.