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The_Killer_Legacy

The_Killer_Legacy

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The_Killer_Legacy
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  • To help giving more information about this issue, let me share one clip where I was playing as Spirit and was chasing a Nicolas Cage which, keep in mind that the 2 vaults he did it appears that he crossed the window frame faster than he should have, so this looks to me like an animation issue, not only makes him land farther on the other side, but also speeds up how fast he fully vaults the window to the other side, allowing him to be able to avoid hits.

    Watch "DeadByDaylight - August 5th" on Streamable.


  • @Chlorozizium said:

    A survivor holding the box will get harassed by chains even if the chain hunt is inactive, this is a feature and it's literally listed in the killer's power description

    I would probably agree with the rest of your points but i have yet to encounter any of them

    Dude, if this was the case, then this post would have been cancelled/denied, not in under review, this is definitely a issue.

  • @timetodohottakes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504915#Comment_3504915

    usually you place yourself in a position where the last chain that tries to get you hit something and you solve it while it tries to get you, stopping more chains from spawning in, but there should be a little delay between each chain, like there's chains every 5 seconds or so, giving you enough time to solve it.

    It should work this way, but doesn't seem to always be the case by solving right after a chain tried to hit you, nevertheless, there should be more clarification in the game and the wiki on what you have to do in these situations.

  • If any mod can see this, I can help in this research by providing a video showing this happening. Playing spirit and missing 2 hits on the window when it felt the survivor gained way more distance than he should, avoiding the hit.

    Watch "DeadByDaylight - SMPlayer 2023-08-05 03-48-42" on Streamable.

    PS: Nicolas Cage did not have any perks to increase his vault speed/speed, no Made for This, no Resilience, nothing to help this vault.

  • To add a little more depth in this issue, I think the chains on the survivor actually solving the box are inconsistent when the chain hunt is already active. There's no clarification on what the survivor holding the box should do in a chain hunt to avoid being interrupted by a chain when solving the box, it doesn't seem to have consistency, sometimes he can just solve it without a problem, others he is always harassed by chains when trying to solve the box, which could be fundamental in a match if he is gonna solve the box before the killer can interrupt it. I don't think anywhere in the wiki says what you have to do to solve the box while the Chain Hunt is already active to avoid being interrupted.

  • I think this is almost the same thing as the previously fixed Spirit duration addons that also gave her more power recovery. This should be better reevaluated, so we can see what the devs can do about it.

  • @Phasmamain said:

    6% move speed that goes after after like a minute at most seems pretty useless. Lethal would be the better pick in every scenario

    Honestly with the aura reading this ends up being a detriment since the survivors can know which killer you are from the get go

    It's not that useless, the movement speed could be detrimental to get a early hit. You cannot guarantee a hit even if you know where the survivors are, if they are good survivors, they can delay a hit for a good amount of time if they know how to properly loop. For instance, if the killer finds the survivor, and they are already in a pallet loop, it would need at least 3 loops before the survivor needs to drop the pallet, but if the killer had this perk, the survivor would have to drop the pallet way earlier if they dont want to get hit, that alone is already a good value of the perk.

  • That's a reasonable suggestion. It would benefit everyone really, I think 5 slots would be a good amount.

  • That's a nice idea, but I think it wouldn't work. Everyone would just pick the brightest color and not pick any other color.

  • The best way to play is to increase up your sensitivity to the point where you can do 180s/360s easier without affecting your general gameplay of normal turning. This way a survivor can never trick you if you don't mess up a hit.

  • @bjorksnas said:

    egc should actually be scary but my main throughts were

    75% half of the pallets at random are blocked

    50% 3/4 pallets block 1/2 windows blocked

    25% 7/8 pallets block 3/4 windows blocked survivor aura revealed within 32 meters

    10% survivors are exposed and moriable but only if they were downed when exposed so people don't slug for 3 minutes then mori

    This will make it much more chaotic if the exit gates are opened early before everyone is ready to leave with random resources of what ever is left rapidly dwindling on the map and the threat of being revealed and exposed near the end.

    This is an awesome idea for EGC Boss!


    Bjorksnas also has the right idea, but instead of blocking it, I think they should literally be removed by the entity in these periods of the EGC, like, simply if there was no pallet there, but this is only an aesthethic thing. In addition to the removal of the pallets by the timer, I think whole objects/walls should be removed next to that pallet, it would really start to make the map scarce for the survivors to work with, forcing them to leave ASAP.


    As for the Outer Walls being removed, I think that's unecessary, like, if the survivors are already close to the walls, its really easy for the killer to down them quickly (mainly if there isnt many loop tiles remaining.)


    Since whole tiles are being removed from the game, I think Exposed is kinda unecessary as well, since the killer will be able to down them quickly as well, since they wont be able to reach a tile to save them. (and we already have NOED for that).

  • In my opinion, Trapper traps could still be RNG based, but with a twist.


    First of all, putting a 0% chance to escape on first attempt. Then to the real RNG change, what I think it could work is that the percentage to escape is very very low on the first escape attempts for survivors, and then the more attempts survivors do, more chances they get to escape.

  • Unfortunally, I think this should stay as it is, but just because there is plays the killer can do of just staying still the whole Match with Rancor/NOED pretending they are AFK, so when the final gen is done, he may be lucky enough for a survivor to be greedy in blinding the killer/running around him to trigger chase points, and then he Insta down a survivor, gaining one free kill.

    Sure, it's not a fun strategy, but people can do whatever they want to get a kill.

  • In my opinion, Deep Wound doesn't apply much pressure to the survivor as it is now, BUT if they had to change something in Legion, I would say that Feral Frenzy attacks to go back as they were previously, every succesful frenzy attack will decrease the Deep Wound Timer, with all the hits after the first one ending the Feral Frenzy.

  • A shopping mall is a great idea for a new map and Behaviour should really consider it, or actually making a shopping mall map. It would definitely need to have 2 floors in a balanced way.
  • I dislike that Cancel idea, BUT I do agree that the game should have a time limit for connections.
  • Like I said, it could have perks and add-ons specifics just for this mode, and maybe use some of the already existing ones, but restricting some, but not all, like you said.

    And I think restrictions to some killers like the doctor and Claudette, as you said, wouldn't be a nerf that bad, when in the match you would have another killer/others 7 survivors to help you