AhoyWolf
AhoyWolf
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- AhoyWolf
- Joined
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Comments
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@lagosta said:
Pls don't. Madness already takes precedence over deep wounds and having to crush Viktor while deep wounds is ticking is a bit too much.
Well, that will not be the case, since you can run with Victor on your back, and Deep Wounds doesn't go down while running.
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I think Charlotte should be able to see Victor at all times, not only after 45 seconds.
Also it would be cool if Victor made Survivors "wobble" a bit from side to side when they move, like when Killer carries a Survivor!
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@MythMage said:
https://forum.deadbydaylight.com/en/discussion/comment/1804579#Comment_1804579
seems like the only Killer is was actually good on was Pig, and that's because she could activate it while crouched, essentially giving you an instant ambush with no sound queue.
It was also good on Myers, and amazing on Blight, because it was just a free rush token.
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Exactly! They said making it work only on second hook is easier to do. so I guess that's why.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1803911#Comment_1803911
How? The chances of finding a key when the killer is using this perk is normal, by that I mean that it is rare to find a key without Plunderer's Instinct.
Well, with more options, you have slightly higher chance of finding a key.
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With this perk you will be able to see Keys more! What a amazing well thought change!
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/1803782#Comment_1803782
That's perfectly fair. Your changes to it were good and necessary, I just... also think Distressing needs a buff. Like it legitimately makes your job harder if you aren't running synergizing perks.
Of course it needs a buff! Like @APoipleTurtle mentioned above, it would be great if it awarded points post-trial, instead of during the trial, so it can be at least used as a bonus Bloodpoint perk!
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@FFirebrandd said:
I mean, your changes haven't provided any reason to run the perk on its own. I get that its a combo perk, but even Thrill of the Hunt does something if it is your only Hex in your loadout. Distressing on the other hand just makes things harder for you because you give more warning of your approach. However if you added this... then maybe:
Survivors in your terror radius repair, heal, and sabotage 3/4/5% slower.
I like your idea! I wasn't really going to buff the perk, I just wanted to make it more consistent with Killer's that have different Terror Radius', also flat 8 meters looks so much better than 26%.
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@Milo said:
Can I just say that Blight looks cute "looking" at that star?
I actually didn't notice that when I edited the image, he looks really cute!
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I agree, it ######### sucks when I just slide across the whole car or a snow pile.
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Another epic challenge, chain 4 hits without the use of duration add-ons, enjoy!
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@Hoodied said:
Fun Fact: Demogorgon actually does not have 21 add-ons, it has 20
Like any other Killer?
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I wouldn't say that she is the "most balanced" Killer in the game, her add-ons were busted before her nerf tho, so she kinda deserved to get her add-ons nerfed, I don't like the base kit change, but I do get why it was done.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1803145#Comment_1803145
I checked the wiki too to make sure and saw nothing about that.
I could be wrong ofcourse but i don't see it mentioned anywhere
Here it is!
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@JackTheMimic said:
https://forum.deadbydaylight.com/en/discussion/comment/1798167#Comment_1798167
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.
Well, the totems are just another "hold m1 and do nothing for 14 seconds" action, so I can get why it would get slightly annoying at times.
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The design team 99% of the time does a great job!
We cannot say the same about the balance team...
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@Pulsar said:
Or we could just rework/buff him.
But at this point, I doubt we'll see anything other than nerfs to him.
Why would they nerf Legion? They are already pretty meh.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1803068#Comment_1803068
No it's not? Not without any perks or something.
Yes, it does, this terror radius increase is still there from old Legion where they had 24 meter terror radius.
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Great, love to see some numbers! But you're forgetting something, Legion's Terror Radius increases by 8 meters while in Feral Frenzy, so all those KI detection add-ons should be +8 meters.
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@Eareland said:
Does anyone know when did this addon get a buff or is this a bug?
I see people keeping DBD wiki updated a lot, but why this page and other pages say that "Considerably decreases Yamaoka's Haunting Movement speed."?
source here: https://deadbydaylight.fandom.com/wiki/Yakuyoke_Amulet
https://us.v-cdn.net/6030815/uploads/LE4NJN6Z8O0B/584ba58733ccb1ca51f6dbe091e896cf-5b1-5d.png
It always was -15%, wiki just uses Considerably, because it makes more sense than Slightly, because another add-on that increases your movement speed by +15% says Considerably. (The official wording doesn't make sense in this case, so wiki fixes it for us)
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1801943#Comment_1801943
It is actually a 26% reduction in phase-walking speed. Not otzdarva explains this in a video where he talks about all killer addons literally all day.
Both are correct, Otzdarva does this slightly differently than DBD wiki does.
DBD Wiki: 7,04 m/s - 15% = ~6.0 m/s (Which is ~150%)
Otzdarva: Does the same thing, but since in his videos he works with %, to make it more clear, he just calculates how would the % number be if he subtracted 176% from the %, in this case 176% - 26%, which is 150%.
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Wraith
- Faster while Cloaked.
- Stealthier while Cloaked.
- Few add-on tweaks. (For example Shadow Dance add-ons could linger for 3 seconds after Uncloaking)
Demogorgon
- 90% of the add-ons reworked or buffed.
- Portals made more useful. (For example decreasing the time it takes to teleport from one to another)
- QoL changes for Portal traveling / placing. (If you could place a portal and instantly enter it instead of placing it and then stand up and then pressing the button to teleport)
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1801842#Comment_1801842
I mean IF was just basic attacks only then they buffed it (like properly, in the patch notes and everything)
That's true, but for the sake of "consistency" with other perks I wouldn't be surprised if they nerfed it again...
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1801644#Comment_1801644
But Honing stone triggers ones like infectious? Even locker pulls triggers that.
Don't even mention it's name, or they will realize that it works with special attacks and nerf it.
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Sounds interesting! But maybe too powerful.
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Good to know, I wasn't sure, because the chests got a slight rework with their graphics update.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/1801144#Comment_1801144
Or Totem. You can grab off Totems too.
Yea, totally forgot, can you grab people from chests? I'm not really sure.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1801127#Comment_1801127
Also pulled out of locker, Off of window, there's some possibilities.
You can't grab a healthy Survivor from a window, so it was probably Gen or a Locker grab.
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Where would you put our favorite Leg if they weren't bugged?
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Yes, I don't like his new animations, they look stupid...
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He literally got nerfed a few patches ago, just loop him, windows and pallets are the biggest counters. When he tries to backrev you just spin or do unexpected turns, it takes 2.5 seconds to fully charge his chainsaw, so just wait for the right moment and try to juke it.
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Make him louder! So I can hear his god-like noises across the whole map!
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@Onyx_Blue said:
Nightmare:
- Remove Snares/Dream Pallets.
- The passive sleep timer is increased to 90 seconds.
- The Beam sees a revival; Tagging a survivor with the Beam will accelerate their sleep timer by 100% for 30 seconds. Survivors cannot be Tagged by the Beam while their timer is accelerated.
- Hitting a survivor will no longer instantly put them to sleep. Instead, hitting an awake survivor will cause them to experience a difficult skill-check at the start of their next interaction (heal or repair) unless they are placed into Dying.
- For 5 seconds after hooking a survivor, Gen Projection cannot be used.
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Hag:
- Teleport enters a 5 second cooldown when actively teleporting to a Phantasm/Trap.
- Traps cannot be placed within 12m of a hooked survivor. Any Traps placed within 12m of an unused hook will be destroyed if a survivor is hooked there.
- Break speed is increased by 1.5% for every Trap in the environment.
- Traps can no longer be destroyed by flashlights.
- A survivor remaining within a 3m range of a placed Trap, for a maximum of 4 seconds, will gradually cause a build-up within the Trap causing it to glow. Glowing Traps reveal any survivor within 10m of the Trap via Killer Instinct. Triggering a Phantasm to appear from a Glowing Trap, resulting in a successful Phantasm Attack, will cause Hag to experience no cooldown for her next Teleport.
- Survivors see the aura of a Glowing Trap when they enter within the 10m range.
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Spirit:
- Survivors within the TR now hear the Phase audio.
- Survivor audio is reduced by 100% when Spirit is Phasing.
- Scratch Marks appear slightly brighter while Phasing.
- For 2 seconds post-Phase, blood appears brighter.
- Environmental audio within 12m is increased by 50% while Phasing (repair, heal, sabotage, cleanse, searching, opening, vaulting, hiding, grass rustles).
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Deathslinger:
- Must wait 0.5 seconds to shoot after ADSing.
- Experience a 1 second delay between lowering the Redeemer and performing a Basic Attack.
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Demogorgon:
- Pushing the attack button while Of The Abyss is still charging will cancel the charge but not perform a Basic Attack.
- Experience a 0.5 delay between cancelling Of The Abyss and performing a Basic Attack.
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Oni:
- Blood Orbs are only visible while holding Yamaoka's Wrath (absorbing).
- Picking up a survivor no longer causes Blood Fury to end.
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Plague:
- A survivor experiences a 3 second delay between Cleansing the infection and becoming Healthy, when Cleansing while Injured.
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Doctor:
- Static Blast no longer causes Survivors to scream.
- Static Blast is restricted to 28m, no longer related to TR.
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Trapper:
- Starts with 2 Traps
- Traps are now Logwood Dye level of Darkness.
- Logwood Dye is now Tar bottle Darkness, Tar Bottle is now slightly more darker than currently.
- Guarenteed 8 Traps spawn in the environment. (Bags merely increase the amount starting in hand; so 8 plus the 2 held is basekit Trapper = 10).
- Audio of setting a Trap is reduced by 2m.
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Wraith:
- The speed increase of Windstorm 'Mud' is basekit. Values of current Windstorm add-on speed tiers are decreased slightly.
- While Cloaked, become resistant to Blinds, but Burns are still possible.
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Pig:
- No longer see auras of Jigsaw Boxes.
- Remain Undetectable for 2 seconds after standing up.
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Cannibal:
- Chainsaw cannot be used for 1.5 seconds after missing the sweep(s), even if tokens are available.
- 1 second delay between cancelling a Chainsaw Rev and performing a Basic Attack.
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Clown:
- A direct Bottle Toss causes survivors to suffer from Incapacitated for 10 seconds.
- Gas is slightly wider at base.
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Executioner:
- Survivors gain points in the Survival category for succesful Cage Of Torment skill-checks.
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Most of these changes are just unneeded nerfs.
The Nightmare
- Without Dream Pallets and Dream Snares, what's the point of the Dream World?
- I think Survivors should only fall asleep passively while within his Terror Radius, and reduce the time it takes to fall asleep to 30 seconds.
- I think putting a Survivor to sleep by hitting them is ok, because Freddy actually does something.
- I think that having a slight cooldown before teleporting is unneeded.
The Hag
- Only idea I liked about your changes to the Hag are the Traps near hooks, everything else is unneeded.
The Spirit
- I think Spirit should have a tell when she starts Phasing, also she should move grass and I actually like the bug where her breathing was heared during phasing.
The Deathslinger
- I think he should just have a small cooldown when putting his gun away, 0.75 - 1 second should be enough, so he can't just spam it and zone you for free.
The Demogorgon
- These changes are really unneeded, why even put a cooldown on one of the worse Killers?
The Oni
- Oni doesn't need any nerfs or changes, he's perfect right now.
The Plague
- I don't see a point in this "buff".
The Doctor
- So basically just remove his secondary power?
The Trapper
- Actually good buffs!
The Wraith
- Nice changes!
The Pig
- Why nerf the Pig? I don't see a reason for this, also she already is kinda Undetectable while standing up, it takes a few seconds before her Terror Radius fully reappears.
The Cannibal
- I don't see a point with this nerf.
The Clown
- I think this Status Effect is special only for the Twins, and I think that making the Gas Cloud wider wouldn't help much, it's already huge.
The Executioner
- YES PLEASE!
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Farm.
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@SunderMun said:
I mean...did they even try with this killer? So many oversights, it's unreal.
Imagine not having Victor chases count as chases, for example.
Exactly, this DLC is the most unfinished probably in the entire history of Dead by Daylight.
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@BattleCast said:
https://forum.deadbydaylight.com/en/discussion/comment/1798278#Comment_1798278
Oh wow I didn't notice that. I used Fire Up a while ago and it wasn't working with breakable walls so it must've been changed recently.
Maybe it actually doesn't work, I need to test that, it doesn't state in it's description that it increases the wall breaking speed.
EDIT: On the wiki it states that it does break Walls faster, I'm kinda confused, I really need to test that.
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@TrapperClaus said:
I LOVE this perk, purely for the surprise factor. I think this is going to be the kind of info perk that survivors are going to very rarely anticipate or figure out that this perk is being used for quite a long time. Almost always when it procs and I act upon it, that survivor is usually in an unprepared, compromised position. This perk is at its most beautiful when it gives away a survivor in the basement. This used to be the one reason I used to use Territorial Imperative, but comparatively Hoarder gives me my intended outcome more reliably. One successful hook in the basement is enough for me to confidently say I got value out Hoarder (even though I get more value out of it than that). Be brutally honest, even without camping the basement, a hook down there dramatically pushes the match in the killers favour. Hoarder helps me “engineer” that.
Hoarder doesn't work....
Well, 95% of the perk doesn't work, the notification works tho, it only doesn't work in the basement.
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@BattleCast said:
Increase the % buff for the first few gens, but lower the % buff on the last few gens. for example:
- First gen completed = +7.5% action speeds
- Second gen completed = + 5% action speeds.
- Third gen completed = + 3.5% action speeds.
- Fourth gen completed = +2.5% action speeds.
- Fifth gen completed = +1.5% action speeds.
Also make it work on hooking and kicking breakable walls.
I think it already does work with breakable walls.
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Having map wide terror radius or simply very huge terror radius is basically undetectable I would say, I like most of these changes tho.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1798067#Comment_1798067
But again though, you’ll never convince someone of that when they’re getting successful results from it.
It’s like telling the wealthy, successful ceo of a cleaning business that they’ll never get anywhere in life in the cleaning industry.
It’s more appropriate to simply point out that you yourself think it’s bad, or that you personally haven’t gotten any value out of it after experimenting with it, rather than a blanket “it’s trash”
Well, different people have different opinions, I aswell think that Coup de Grâce is a trash perk, but I'm not saying that other people should think the same, if you like the perk that's great!
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I wasn't expecting this to die so quickly, the feedback and suggestions magic I guess.
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@Boss said:
Yo, have it work on the cooldown of successful attacks. 🤣
STBFL intensifies. 👀
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1797325#Comment_1797325
This was from the devs themselves.
Even If Fire Up was used just on its own, a permanent movement speed increase of 1% per token is just too strong.
There’s a very very good reason perks like PWYF have very strict conditions on their movement speed increase, and how easily it can be lost.
Exactly, movement speed perks are very strong and have the power to make the game very unbalanced, even if it is 1%, that's why there are only like 3 of them with strict restrictions.
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@RaingerPlaysDBD said:
They could also take the perk in another direction,
You could start with a drastic buff that gets smaller and smaller as the Gens complete. Say 40% when all Gens are up. It would encourage early game chase, but then tone down the power of the perk as more Gens are complete in order to give the Chance for Survivors to catch their breath. (All Gens Complete... the Buff goes all the way down to 14-10%).
I like the idea!
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@Exerlin said:
https://forum.deadbydaylight.com/en/discussion/comment/1797021#Comment_1797021
Don't forget the vault speed buff. That really catches good survivors off guard, and with my proposed buff, it would be faster than bamboozle
Now imagine combining it with Bamboozle, Legion would probably vault at the same speed as Survivors.
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If you made Killer Instinct only visible while the Survivor is not running, that would be really bad, like actually so bad that you as a Legion player couldn't chain hits ever.
As a Survivor, if you see a Deep Wound timer on your teammate, just start running in circles or go behind a wall, now you countered Legion, good job.
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Since he is getting a POV change, I think he just needs bug fixes, especially on new Ormond, half of the map is unbounceable.
Also I would change few of his add-ons, I'm not saying his add-ons are bad, I'm just saying that I don't like some of them.
The Ultra Rare one that let's you break pallets with slams, not really that great, because Blight was buffed to have this ability base. (Mostly)
Also I think the rare add-on that increases the rush window when you slam is worthless, the yellow one is already good enough for what it should does I would say.
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I actually kinda enjoy the current Legion, and I don't want to lose them like we lost Old Freddy.
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@SkeletalElite said:
Honestly the cooldown on nurse isn't that impactful, it's only a few seconds and survivors are barely faster than you.
Nurse moves 3.85 m/s
Survivor moves 4.00 m/s
Without addons the nurse comes out of her fatigue .5 second away from having her 1st blink charge and an additional 3 seconds from the 2nd blink charge for a total of 3.5 seconds.
3.85 m/s x 3.5 s = 13.475 meters
4 m/s x 3.5 s = 14 meters
14 - 13.475 = .525 meters
The cooldown causes the survivor to gain a half a meter of distance on you with NO addons. That can be lessened with addons.
Conclusion: Nurse would absolutely be weaker because of the suggested change
The main thing the cooldown does is give the survivor a small window to attempt to break line of sight and mind game the nurse.
Being forced to fully charge your blink would make it much harder to get hits on survivors
Probably you're right, like I said, I just hate cooldowns.
About the math, I think you also need to count with the Fatigue movement speed, with the movement speed of the blink charge, etc.
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@MythMage said:
https://forum.deadbydaylight.com/en/discussion/comment/1794239#Comment_1794239
Oh, boo hoo, you suffer from a worthless status effect that inconveniences you for a whole 12 seconds. Oh the humanity!
Seriously, never understood why people hate mending so much.
From the survivor side, yeah, it can seem like free hit than uninteresting killer, but the playstyle the Legion invokes is just full of depth and decision making. As well, it makes the survivor question what their next move should be, instead of "GENS GENS GENS"
Do you think Mending 28 times in a match is a fun experience? Yea, it's only 12 seconds, but those 12 seconds could also be 2 minutes doing nothing, It doesn't even have Skill Checks...
Well, if the Legion finds you healthy, it's 100% free hit without a question (If of course autoaim doesn't screw you over), there isn't much decision making there, I understand that with Legion you need to decide if you want to chase the same guy, or chain hits to get some value out of your power tho, and after some hits, Legion becomes M1 Killer with no power.
