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Legion_S_Tier

Legion_S_Tier

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Legion_S_Tier
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  • @LockerLurk said:

    Everything bad would come from a change like this, specifically for weaker Killers who often have Killer Instinct as a feature.

    Why on earth do you believe that Survivors need to see a Killer-specific mechanic like Killer Instinct, which is always used as a reward tool or a balancing option to help the Killer when they are either in power or need a boost because they just lost their power? It's something often put on weaker Killers or Killers that may need a slight more bit of info anyway. It's also an important tool for new Killer players to learn. It's MEANT to be used as part of a Killer's power to help highlight nearby targets for Killers so they can get in the next chase or find their next hook, Survivors 100% do not need it for any reason as it provides them no benefit.

    Why do Survivors need to see when Ghostface got Revealed that he can see them? Or Legion is aware they're there? Or Dredge can see them near a locker in Nightfall? Or that Springtrap can tell when he just missed with his axe as a form of antiloop? Letting Survivors see this would unfairly disadvantage and weaken these Killers for no real benefit, and make Survivors stronger for no good reason. If you wanna see the Killer when they see you, run OoO.

    Survivors get things like comboing on gens and fast-vaulting, Killers get this. Not EVERYTHING needs an equal and opposite thing on the other side just because one side gets it.

    @Marc_go_solo said:

    Logically, why would a survivor have Killer Instinct in the first place? It doesn't make much sense.

    Both sides have perks which can be used to find the other, with auras being far more common than killer instinct overall. Survivors could even use OoO which allows survivors to know exactly when killers see their aura, yet not vice versa.

    Players learn. Newer players may be caught out to start with, but watching a video or two will quickly help them understand. I believe the first time one faces Legion, they get told in the loading screen prompts to stay out of the terror radius because of killer instinct ("they can sense your location"). If everything is spoon-fed, then it's just dull.

    However, if a perk was made so survivors could see the killer when killer instinct activates, that would be fine (albeit I doubt it would get much use, admittedly).

    I’ll admit I was wrong with this take, however I do believe killer instinct should be taught to new survivors in some way without needing to play the killer itself. I just suggested what I thought was the only way however maybe I rushed to a conclusion too fast.

  • @I_Cant_Loop said:

    The downside of this change is that it would make killer weaker. It would be nerfing something that helps killers get hits more easily. If survivors always know that they are revealed, they can counter more easily.

    The game is already balanced around the benefits that killer instinct provides. I get your point about new players, but that’s just part of learning the game just like everything else for new players on both sides. Perks/abilities on either side shouldn’t be nerfed just because new players have a harder time dealing with them than experienced players.

    After some thought I think I’ll admit I was wrong. However I do still believe that understanding killer instinct from a survivors POV should be easier then it is now. I’m not sure how exactly it could be done, which is why I made my suggestion. I still believe that it wouldn’t be a huge deal however I can see how it would make the weak killers even weaker, which is obviously not something we want to happen. Perhaps in the tutorial it should be explained?

  • @Riski said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965941#Comment_3965941

    When Grim Embrace triggers for the block after moving away from the hook I believe that triggers DMS, so what should be a relatively short block is actually blocking the gen for the remainder of the the time of DMS (which on faster killers like blight or ghoul is basically 50 seconds if they wish).

    This makes the counter play for Grim + Pain Res + DMS when a survivor is downed 1) let of go the Gen when they're picked up if you think you're at risk of pain res based of hook states and gen progress 2) once hooked, if it's that survivor is on first hook, let go until grim embrace triggers which could be near immediately or if the killer takes time to break pallets, gens and/or check lockers up to about 10-20 seconds and 3) after grim triggers wait out that timer, afterwards you gen will unblock and you can work on it again!


    If you don't do any of this don't worry, you just risk your gen being blocked for 50 seconds wasting time either way! During this time the killer is free to pressure other survivors and tunnel off the hook freely giving them an easy and relatively free 2 hook states for minimal pressure loss. You can go off and do other things but the amount of pressure the killer gains for hooking a single survivor at the start of the game is insane especially if they manage to do so before any gens are done potentially mitigating and potential tempo gained from the survivors.

    I do ultimately see the interaction between Grim + DMS as more problematic as it affects all gens being worked on and doesn't have scourge rng but I think reverting the shadow buff to pain res + dms alongside this interaction would overall be healthy. You could argue there is counter-play by using coms to dodge dms triggers easier and waiting out the unhook until dms triggers again so survivors can work on gens while the killer tunnels off hook but this requires good coms, teamwork and an assumption the killer is going to tunnel and isn't using an info perk on the 4th slot to play around stealth tactics.

    i did not know this. If this is true that needs to be changed immediately

  • @T1MEXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965740#Comment_3965740

    Second Idea I have for the second half was to increase exposed status effect by 10 seconds if they had a set timer. Downside is that only one survivor can be downed at a time then the perk deactivates. Only perk to nullify this is Haunted Grounds.

    that would be interesting. I don’t see too much of an issue with this perk if it was added to the game considering it ends up deactivating after a down and also offers early game pressure. Even if you don’t manage to get a down at the start the secondary effect will help your other exposed perks. Cool idea.

  • @Riski said:

    If pain res is a problem it's a numbers solution at this point, mostly. The fundamental perk is fine but giving killers a consistent 45-60% + regression for basically nothing is a bit much. Even changing this to 12.5% would be a nice adjustment. I think the only fundamental aspect of this perk that should be changed is it's interaction with DMS, you use to be able to let go in response to the red aura of the survivor showing up before the hook to avoid this but you can't any more either meaning you waste 5-10 seconds after pick up waiting for the hook or risk an unavoidable 50s gen block which to put it frankly, is lame. We had this with eruption where waiting for undisclosed amounts of time to avoid interaction blocking isn't fun and it shouldn't remain in the game.


    If you want to nerf hard tunnelling slow down killers than Grim + DMS giving a free 50 seconds of blocks is what you address as the main counter to tunnelling (or any strategy which only presumes one survivor) is focusing gens which this stops. Honesty just make it so DMS doesn't work with Grim in the way it does, simpler change.

    I disagree with the numbers suggested, this would basically make pain res only be effective when paired with DMS. However I do agree that it is annoying when the scream forces you off and I do remember a time when you could react to the hooking aura to avoid screaming which I think was better. Could you explain what you mean in your second paragraph? As in the interaction between DMS and Grim Embrace.

  • @francesinhalover said:

    Issue isnt pain res. Its dead man switch.

    Now thats a op perk that gets even stronger on s tier killers

    Pair it with pain rés or others Scream perks? Gg for survivor

    DMS is a weird perk. I think in its current state it’s probably best compared to its really weak OG state and it’s annoying old buffed state. However you can counter this perk now. Because it only activates on one gen you can get off a gen for pain res and go quickly touch another gen that you aren’t working on to block that. While this isn’t always possible at least there is some form of counterplay.

  • @CrossTheSholf said:

    Buff Gen Regression Perks. We have the 8 gen kick limit and anti-3 gen, Buff the perks back

    I mean this with respect but this is a horrible take. I’ll assume you aren’t trying to ragebait and go from there. The limit was added for the extreme cases where a gen is being heavily defended and you should very rarely ever get to a stage where you can’t regress a gen anymore. The popular gen regression perks right now are strong enough and nobody believes they are too weak. Buffing them would just incentivise more people to already run these very popular perks even more. And this in turn would encourage survivors to run gen rushing builds even more.

  • Yeah that’s fair I agree. Just a random thought I had plus I was reminded that we are getting anti tunnel some time soon

    @ChuckingWong said:

    I dont think it needs anything done to it currently. Think its a great perk and has its correct limitations.

  • @100PercentBPMain said:

    I want the original one back. pain res players still tunnel anyways so the rework was pointless

    gonna have to disagree here. The old one had infinite uses as was only 5 percent worse. Let’s say a killer tunnelled one person and only got 2 pain res hooks with the old version. That’s still 30% of gen regression compared to 20%. It was a super strong perk and with the rework now it at least encourages players to spread hooks

  • I really like the first half of the perk it sounds really good and can lead to interesting builds and gameplay. But the second half seems like a win more kind of perk which doesn’t seem to fun. Maybe just as a suggestion, if you don’t down anyone in the first 60s you get a debuff for 20? Probably not a good idea but would make for a fun gambling perk. Cool suggestion from you though

  • @sizzlingmario4 said:

    I think that would be perfectly reasonable actually. It should reward killers who split hooks, not killers who tunnel someone and then split hooks later. I'd give Grim Embrace the same condition as well.

    that was my thought process as well. Only reason I didn’t mention Grim Embrace was because the main effect only kicks in after hooking all 4 people. Where as for pain res its equal no matter how many people you hook

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/451469/pain-resonance-nerf

    Why? It already has a limit to usages, and if the killer is hard tunneling someone out the other 3 survivors should be on gens. And 3rdly, anti-tunnel is coming. Its a problem that should be adresses systemically, not with bandaids.

    I don’t really know just a thought that popped in my head. I always forget that anti tunnel is coming lol it’s been a while since I last read the QoL initiative. I just think it’s a perk that rewards spreading hooks but is still really good without doing that

  • @ShanoaLegendaryPlz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959328#Comment_3959328

    I do actually use them often as i have fun running broken builds. And sometimes even the killer is like "how were the gens flying that fast!? Oh.." in the end game chat. If you manage to stay out of sight and on objectives with sables invocation and other injured speed perks (for example hyperfocus / this is not happening / whatever that 9%faster speed while injured one is ) all with a toolbox and brand new part, that killer almost has to make sure you are constantly going down or the generators really do go pretty quick. Still not sure about tauries invocation tho its not nearly as worth the risk as sables.

    yeah i definitely noticed that sables was way stronger than Tauries. I think you make a good argument for sables perk being strong but something needs to change for treacherous crows. I just feel like survivors have such underrated mechanics such as boons (nowadays) and invocations that are underutilised because they are just too risky.

  • @BrightWolf said:

    People leave the game for a multitude of reasons, IRL or in-game. Sometimes things can't be helped. Sure it sucks, but it can't always be boiled down to rage quitting.

    I had to DC twice in a row yesterday because the stuttering was so terrible that I couldn't play the game. It was two indoor maps back to back, the stuttering doesn't benefit me, but it does the killer, especially when I missed a teammate dying on second stage because the game decided I was on the other side of the wall and not in front of the hook in the middle of unhooking which is where I was on my screen.

    This is understandable however it is not directed to those players. It is to the people who suicide on hook after one chase or to the people who just don’t move when they see a killer they don’t like. You can usually tell when it’s rage vs irl stuff by looking at when they stop moving.

  • @Junylar said:

    constantly give up for no reason

    If you don't know the reason, doesn't mean there is none.

    want to clarify when I said no reason I meant no valid reason. I just expressed it wrong

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714642#Comment_3714642

    Very true, going down first or not playing against trapless trapper might be reasons for this to happen. OP didn't took that into account first.

    I want to clarify that when I mean no reason, I mean no valid reason. For example, if you have been slugged for the whole game then i understand why you would give up. But when you go in one chase and then stop playing and ######### on hook. I can’t imagine ANY good reason for that. If it’s irl problems why go through the whole chase first? Go deal with that first.

  • Guys stop falling for @Coffeecrashing he’s trolling to get on your nerves.

  • @DY86 said:

    Ur getting 4ks and the game aint fun? Maybe take a break then, try a new game or idk

    Maybe civilisation?

  • @C3Tooth said:

    Buckle Up alone is fine really, with For the people its really a lose-lose situation like the old DS/Un.

    I think it should be either healer or healed get the Endurance. I like to use For the people, but its really hard that only work if teammate drop a pallet/window and down at the opposite side. Feel really rewarded when success. With new Buckle up it feels really easy to pull off.

    I prefer to have only the healed get the Endurance.

    In that case, it would either be a worse MFT or WGLF.

  • @nars said:

    It should be reworked again. If someone gets rezzed right in front of you then you just lose, FTP or not. Slugging shouldnt be mindless but neither should countering it. This perk is just completely braindead, it puts the killer in lose lose situations for minimal effort.

    I disagree, if someone gets revived in front of you, without FTP, it’s because you slugged them to create more pressure. This could be negated if you just pick up the survivor. Ik there are situations where you can’t, such as under a pallet but you’ll have a survivor down and you’ll be looping another one. Many perks are considered “brain dead” and are still fine. For example, deadlock, off the record, unbreakable, sprint burst. Just because they’re brain dead, doesn’t mean that’s a bad thing.

  • @GannTM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495411#Comment_3495411

    No my main survivor finally has two somewhat viable perks (OTR and FTP) so I don’t wanna see it nerfed. Let’s hope Red Herring gets its well deserved buff.

    It wouldn’t really nerf FTP, it would just make it so it doesn’t work with buckle up.

  • @humanbeing1704 said:

    The change was very uninspired it’s just half of made for this and we’re are gonna forever put into a perk

    Imo made for this shouldn’t have the endurance, and I think the endurance from wglf should be reworked.

  • Really unfortunate as well, i was happy that my ps4 trophies came to ps5 but I like the grind for achievements and now I’m getting them for free

  • @Aven_Fallen said:

    This issue will be solved in around a week. Then you can make your Adepts.

    Yeah I guess I can look forward to that

  • @Mockingjay_S451 said:

    You shouldn’t earn an adept because somebody DC’d. After next week they will be replaced by bots and then you can just carry on anyway.

    The bots will be nice but the problem is that it’s just annoying that I’m trying to do adept and a game where I’m doing really well and I can finally get it but then someone dcs for no reason and I either have to finish the game as fast as possible which you already know you’ll win or dc yourself which gives you a penalty.

  • @Nun_So_Vile said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485769#Comment_3485769

    I disagree, there was a design change, and I'm not even talking about the obvious like the whole conspicuous action category that was made specifically for it in later iterations. It went from a unique offense perk that activated after being grabbed (regardless of obsession or being dependent on being hooked) to getting mangled and cut up to fit the defensive "anti-tunneling" mold. It has never recovered and it's been ######### ever since they began overnerfing it in 2.x.x.

    How is survs completing 5 gens the equivalent of a camping killer getting a free 1k? That's nothing alike. If anything, the deactivated nerf is a reward for being in a losing position, and makes it that much more possible for camping killers to get a free 1k even though they failed to protect generators. You can very much be put into that same lose-lose situation on surv even after doing everything right all game, not having to use DS during the trial, and playing with essentially 3-perks assuming you made it to endgame without using it. It did nothing to solve an actual problem, only swung the pendulum to the other team advantage.

    3 seconds is way too short. You'd barely get through the drop animation which takes over half of that time just to complete. It's nothing for any killer with the slightest range or movement skills. 5 Seconds minimum. I do like the idea of DS doing a hard reset on killer power. I'm sure there is one killer I could be missing, but having it put their powers on a CD timer (akin to if they had just used their power) would be doable and might provide a possible alternative. Deactivation at endgame has to go tho in any meaningful buff to it, and that's a hill I'll die on. It might have been acceptable as a short-term solution to place hold until a better method came along, but it is not a long-term solution.

    The Halloween content (Chapter 2, a paid DLC that costs actual money) in its entirety has gotten so weak over time from nerfs and just antiquated design that there is nothing to be feared from it's additions to DBD except STBFL, that thing does scare me.

    I disagree with the fact it should work endgame. The purpose of the perk is to counter tunnelling, however in the endgame, everything is acceptable and you can’t really blame a killer for tunnelling if they’re securing a kill as it’s not like you’ve missed out on a match.

  • Unfortunately a lot of perks are band aids. For example, reassurance, unbreakable, OTR, etc. All of these perks are band aid fixes to camping, tunnelling and slugging.

  • @Aoltre said:

    DS had an obnoxiously high pick rate and killers reasonably had to fear it because it was so strong that it was often used aggressively by forcing grabs or pairing it with Unbreakable to waste a crazy amount of the killer's time if they chose to avoid it by slugging. This aggressive use eclipsed its anti-tunnel usage so I don't think reverting it to the 5-second stun is a good idea at all.

    I think a good buff to make the perk more consistent would be to disable power use for a brief period of 5 or so seconds following the stun, make the survivor immune to hindered for 3 seconds, and give a 3-second period where hits are ignored (like MoM) to protect against Zombies. You already have immunity to bear traps and that feels good so why shouldn't you have immunity to other powers? It's a really weird inconsistency that's kinda ######### stupid.

    The disabled power use is a thing I am seeing a bit in these posts and I haven’t thought of it however it would definitely make the perk a lot better than it is now.

  • @MikaelaWantsYourBoon said:

    I'd keep it 3 seconds stun but add 150% movement speed for 3 seconds.

    That is a very interesting idea, however I feel like this would be a lot more brutal for the slow m1 killers such as trapper and pig, and not to frustrating for the stronger ones, such as blight and nurse. But then again current DS is like that anyway so it is a completely valid idea.

  • @crustydustysock234 said:

    I'm curious, what's your most unpopular opinion about DBD? I'll go first.

    Prove Thyself is a trash perk and it's overrated. It's a noob trap that promotes inefficiency. You and your team are better off splitting up on gens.

    Object of Obsession is a decent perk IF you use it in a specific build.

    The people who think Made For This doesn't need a nerf are the same people who probably plays high tier killers or are survivor mains so they don't understand it's impact in matches. If the killer is 10 meters away chasing you and you have Made For This, it'll take 21 seconds for them to catch up oppose from the default 17 seconds. On certain maps, Made For This can turn loop into infinites and the Killer won't even get Bloodlust.

    Aura reading perks are overrated

    insidious/camping bubba never was and still isn’t funny. If your version of fun is to stand in front of a hook while other survivors do gens then what’s the point in playing dbd.

  • @CheesyBabyBoi said:

    "these are not my original ideas but i agree with them" h m ok

    • Fair, but having limitations on how much the trapper can full loadout on a 3gen is important
    • Not true, blocking off escape routes is almost as good as actually trapping a survivor, limiting a survivors movement is just a good a use as catching them by surprise. Good sentiment, i get it
    • Deep wound is fair, but gotta keep the newbies in mind, unrelenting punishment for a basekit killer whose counter is expert perception and experience is a liiiiitle hmm especially for greenies.

    Trapper is hard to get a handle on, but if youre clever, he's definitely on par with other killers, ESPECIALLY once you get used to and can memorize all the maps. He's extremely unique in being able to injure survivors without actually having to directly interact with him, and if BHVR tried their hand in making more killers with that ability i would be super SUPER excited about it.

    Trapper definitely has the potential to snowball. If i’m being honest most of the time I play trapper I win. But I disagree with the fact that he’s on the same level as some of the other low tier killers.

    • For the 3 gen situation I don't think it would be too crazy as hag can do something quite similar and people still manage to defeat her. Also if you’re coordinated and you’re careful you should be able to fight back.
    • It might not be a problem of balance but map items ruin all creativity and promotes people to place hard choke traps such as ones on pallets or windows instead of interesting and otherwise impossible to know trap spots.
    • I was going back and forth between it but overall I agree with only deep wound. Newer players struggle with trapper a lot and going down would only make it worse. However I think there shouldn’t be no punishment for stepping on a trap injured.
  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303176#Comment_3303176

    That’s why I also added the caveat that he would now also have an increased range that he would be able to place traps near hooks to prevent those situations. Also the trap on gen is a bit unrealistic, most gens have multiple sides and he wouldn’t be able to have traps at every side on multiple gens, not to mention he’d now have zero traps to actually catch people at loops. Finally without something to punish trap disarms he’s left defenseless. I can literally just follow him around disarming everything while my team pumps gens. It’s too punishing and he has no real counter play there.

    if he had the increased distance between traps and hooks i think it would be a great addition for him. And yes while the situation i mentioned is slightly unrealistic on some maps such as lerys or badham there are gens where only one person can use.

  • @Blueberry said:

    He needs all those things for sure. He’d still be weak though. Make both his ultra rares base kit as well and give him new ones, now we’re getting there. Currently Trapper running both those ultra rares doesn’t even get him into A tier so that seems reasonable.

    i’m not sure i would agree with that. i feel like you shouldn’t be injured from deactivating a trap basekit as there has to be some form of disabling his trap when you go against a basement trapper to make it not impossible to unhook. the trap resetting one seems a bit over the top as well because there are some traps you can place by gens that would make it literally impossible to do the gen.

  • i’m not sure i just feel like it would take too long to do but if they were ever to do that i would not complain

  • @Archael said:

    I would change addon "tar bottle", which makes traps being darker (on some maps it means those are like lighthouse), to makes those actually share textures with enviroment the traps was placed (still maintaining shape and casting shadow, so still being able to be spotted). So traps on wooden stairs looks like wood, placed on snow are white and snowy etc.

    that would be a great change but I don’t think bhvr would do that simply because of the amount of work it would take just for one add on

  • @LeFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2809270#Comment_2809270

    Killers don't have to tunnel against weak players sure. Against good players you will be forced to focus your hooks on 2-3 people if you want any chance of a 3k+. The game just isn't balanced for you to hook each person one by one.

    yes i 100% agree but focusing on 2-3 players isn’t tunnelling it’s just playing smart. I’m talking about when the killer just wants you dead and nobody else

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/310395/renewal-buff

    Ah yes. Let's punish "tunneling"(no such thing) and make the killer experience even more miserable. Instead of fixing the issues on WHY a killer feels they must "tunnel"

    I think your seeing this from one side only. Killers don't have to tunnel. Nobody is forcing anyone to tunnel and you can win many games without tunnelling. Also if killer is so miserable just don't play it. I get frustrated sometimes yes but I don't force myself to play killer. I either go on a different game or just play survivor.

    Same goes for survivor but being tunnelled it out of your control. If a killer wants to tunnel you, there is nothing you can do about it. Nobody likes coming home wanting to play casually with some friends and then being picked on because you looked at the killer funny.