TheSpnbrm
TheSpnbrm
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@Aven_Fallen said:
I really hope something like base Regression or base PGTW will never exist. Stacking Slowdown-Perks is the easiest und most boring way to play Killer, this should not become Basekit.
They might want to look at something that tapping is not possible anymore or that the initial Kick takes a little bit of progress immediatly instead of just starting to regress a Gen. But not more IMO.
Definitely in agreement with this. As someone who plays both survivor and killer a lot more these days I feel the real issues with game speed are related to the fact that basic M1 killers have no options to counteract the amount of time wasted by someone simply holding shift W.
I personally believe that the survivor speed boosts duration when hit should be looked at and slightly tweaked, while reworking loops and perks to compensate.
If a survivor is able to mind game and use their resources and perks effectively to evade the killer then by all means I think that's generally healthy gameplay, but the fact that most optimal way of wasting the killers time in a vast majority of situations also takes the least amount of thought is very concerning.
As a last note i've always found it very unnecessary that survivors can start the game literally two steps away from a generator.
I think the game can place survivors at a respectable distance away from their first gen as to encourage a choice of them to either go straight for the gen or use that chance to complete a side objective.
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@Almo said:
I'll address some of the concerns from this post https://forum.deadbydaylight.com/en/discussion/comment/553362/#Comment_553362:
- No need to remove the ability to see pools of blood
Now when you trigger FF, you had better know where your quarry is. It's less likely when using it for traversal that you'll stumble across a random Survivor. This allowed us to give it more duration and distance.
- No need to reduce their feral frenzy speed
We reduced the speed so we could increase the duration. One FF now covers 50m instead of ~32m. That makes Killer Instinct more useful.
- No need to reduce their vaulting speed
This was part of introducing counterplay. Vaults are one of the Survivors' few tools for escape.
- No need to not let them see the progress of deep wounds
Deep wound going down or not became an indicator for whether the Survivor in question was inside your TR or not. That was deemed too much information to give to the killer.
The logic behind these changes is honestly quite flawed and don't even accomplish what they've set out to do in the first place. On relating to your reasons behind the changes.
The Legion rework gave an acceptable amount of counter play in the form of FF's power gauge depleting on whiffed attacks and Deep wounds as a whole losing it's ability to down survivors in the first place, but added changes after these two simply addressed problems that weren't even present anymore.
Removing the ability to see blood while in FF is simply anti synergistic due to FF being a power based on the idea of creating pressure on survivors within Killer Instincts radius and it's reason for removal only stands on the statement you've made of it being done to increase FF's distance and duration which leads me to your next point.
Killer instinct is strictly worse with the changes to FF's run speed as you can no longer utilize the information gained due the amount of time needed to chase down a survivors.
The Legions changes to vault speed also hampers your ability to create something useful situations out of of Killer instincts effects and furthermore was completely unnecessary due to Deep Wounds already being unable to down a survivor in the first place.
What makes these changes to The Legion even more frustrating is that we've stated time and time again the aspects that we all enjoy about The Legion is being a FAST and MOBILE Killer and these changes clearly show how the balance team refuses to acknowledge our feedback and expectations out of this killer.
All levels of play have stated these are most enjoyable aspects of playing The Legion, acknowledge our feedback and expectations of this killer because at this point it's just pathetic hearing your attempts to justify the current state of The Legion.
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These changes would definitely be a good change for Legion overall, although i'm not too keen on the idea of reducing his fatigue that much.
I would rather they give his fatigue CD add on's a slight buff instead of it being added to the base kit, if not simply so that it requires you to spec yourself to do so.
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Honestly it would be a lot healthier for the game if we could be in control of our experience. Having a ranked and casual queue with the ranked being a solo experience for all players and the casual being SWF friendly that would give people who do play solo a nice bonus% of BP whether survivor or killer so there's incentive to hop in casual.
If there's good enough bonuses people won't care about playing with SWF so the whole player base can benefit from casual play.
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Honestly I'm not attached to the idea of Franks Mixtape either but regardless it needs to be changed to something to not make the standard Feral Frenzy hit not be 2 hits to down in normal situations. The pressure against not healing is very much a thing against Legion so the change on that was mostly a "I'm aware it's a thing" change.