Archol123
Archol123
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@stunningpallet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588672#Comment_3588672
I'm supposed to play however I want though.
That window is still not an infinite, no matter how hard you want it to be. Unless you have something to show us?
You're supposed to play in whatever way you want but you are not free of consequence from wasting all resources on the map.
If you don't enter chase and use the shift tech then might be able to avoid the entity block. Same for the other mentioned windows, not necessarily infinite in the sense of those from earlier days but in that sense maybe.
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@Avo said:
STBFL needs to nerfed to the ground. I can't believe that these people actually defending a broken perk while they're whining about every survivor perk in game.
Then give a good reason, perk is fine.
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@stunningpallet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588650#Comment_3588650
14, that's like 3 pallets/survivor for the whole game. Yeah...no. Windows aren't reliable anymore for a full chase since main building got reworked to have many breakable walls and bloodlust got heavily buffed.
Every single infinite has been removed from the game, and every time a streamer founds one it gets patched in a week or two. There are no infinites. Also, I'm pretty sure you're supposed to make the killer lose time, that's how the others can work on gens. Do you expect every chase to last 20 seconds?
Most maps have between 14-17 pallets, so why not? If you are a bit conservative with them this is perfectly fine, there are rarely maps with more pallets than that. I think this is in general an acceptable amount of pallets.
Well I can only say what Hens said, and that windows is indeed really strong, would need to test out though if you can use it as an infinite... You should keep in mind that Hawkins was gone for 2 years and they did not change anything when they re enabled it... So the odds are rather high for it to be true.
You re supposed to loop him by running tiles in a skill full way and being conservative on your resources and not by pre dropping every pallet on the first loop.
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@stunningpallet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588623#Comment_3588623
None of that changes the fact that killer streaks are nowhere near the numbers survivor streak make. Unless there's a "but but" for this too?
So apparently there is a 383 win streak of WimaTV at his one attempt, and after that he did it again and achieved even more, according to what Otz says in this video he got to 500 escapes in a row. He never lost it and just stopped because he was so fed up of doing gens. So yeah, there is a but but for this too... So maybe at some point you will realise that you maybe should have informed yourself better before you started this ...
https://www.youtube.com/watch?v=ZZlO-7fgJt4 -
@stunningpallet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588618#Comment_3588618
Following your logic, the way the maps are structured is "even it out" the problems with latency then, no problem right there.
How many pallets do you think should be on maps? The point of a chase is for the killer to follow the survivor and click M1 at the right moment(occasionally M2, especially with the endless parade of anti-loop killers that were released), that doesn't require a lot of thoughts. Survivors have to plan their loops in advance and juggle with uncertain timings (latency and all), that's a lot more work in itself. There are no infinites in this game and killer are the speediest they've ever been, what are you talking about?
Latency can go both ways, so I don't really see how it evens anything out?
Between 14 and 20 max I guess? Everything above is just way too much and also I think there should not be maps that can basically entirely dry out if all the pallets are gone, windows should still ensure some form of looping potential.
I think the Hawkins window in the control room is a true infinite when you use the shift tech, at least Hens once mentioned that. Some of the windows on Haddonfield could be similar to that, I'm not entirely sure, but they still allow for a really long chase time with not much you can do about it, same as the main building in saloon.
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https://www.youtube.com/watch?v=pFI9i0qS4OA&list=PL-bjX4q1uhs6PYw8AyxTnPqjjqlixF6F5&index=8@stunningpallet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588610#Comment_3588610
The reason they lost is because the nurse (Alf) was on their streak as well and he wasn't sniping whatsoever, he was streaming. Nice try.
They lost their streak to a Nurse that played either on console or on Epic, because of the icon you can see at the end besides the name that is blurred out. If you have the source of your claim that Alf ended their streak I would be happy to see that? Because otherwise I have this and can say it was not Alf because he plays on Steam and neither on console nor Epic.
The point about sniping was more in the direction that it is easier for a single person to be ready and get into their game than for a full 4 men squad to have the time. And I think the guy even told them he tried to end their streak or something like that, so I don't know about that... Dude can you for once confirm first what you are saying, this is ridiculous. This is the 2nd time now you are just saying something without any proof, first it was that they played on new accounts, which is false and now this...
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@stunningpallet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588568#Comment_3588568
Every map should have a strong building with a strong loop, that's how the game is intended to work for both sides. Same with the amount of pallets, all by design. Borgo is hard to navigate through and identify good and bad loops because everything is disjointed and let's not talk about pallets camouflaged in the environment. Still pretty open, killers can still see what's going on far away.
It is entirely about the map size and the mobility of the killer. That's...the whole point with nurse. A good nurse will not lose your tracks on dead dawg.
Nobody is forcing you to tunnel or 3 gen or anything of the sort. That's the unofficial killer's rulebook and that's on you.
It's interesting how you solve the latency issue with a simple "you can't solve that so whatever". You're very transparent.
Your arguments don't stand imo, I keep seeing all of that as someone who really wants to find excuses because they can't 4k every single game, which is something the game isn't designed to give you. Win some, lose some ;) that's how it works.
I mean yes, obviously, I don't even know if it is possible to solve latency? Isn't that basically a given and one side has to suffer because of that stuff?
I would not say the game is designed around strong main buildings you basically need to ignore unless you want to throw the game, there are a few maps that don't even have a main building. All structures should basically allow the better player to get a hit and not be like "Oh dang, you reached structure X I would need to spend 2 minutes here no matter what to get a hit so I need to leave now", That's just bad design. Not saying Borgo is only dumb because of the before mentioned, the red colour that makes you think scratch marks are there and it is just burning wood and what not...
With enough line of sight blockers and an experienced enough survivor she would struggle to keep up on most maps with good line of sight blockers, like I said, I think the house side of the map is quite good for that, there are surely better ones too.
Obviously not, but the game should not basically throw you these two alternatives, either take a chase that won't end in a reasonable time or sit around and kick 3 gens over and over again, once again that is boring and bad design.
If the game had good matchmaking then this would be how it is, but because we don't have that we have problematic win streaks and what not. I'm not complaining about not winning, I'm just complaining about strcutures and maps that are problematic because of their design and the low level of gameplay variety they offer.
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@stunningpallet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588572#Comment_3588572
Killer streak 600+, chew on that one.
Fairly simple, there are very few full on comp teams that manage to snipe such a streak, however a single comp Nurse has chances to snipe a 4 men escape streak... The only reason Hens and his friends lost their streak is because of a comp player on Nurse (?) I think it was? Could have been a Blight as well, not sure. Knightlight also said he would loose his stream if a comp team would snipe him, otherwise not... That is the whole thing it is fairly simple and really not something I would need to "chew one"...
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@stunningpallet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588550#Comment_3588550
With brand new accounts, yes. Triple that number and you get Alf's winning streak as killer.
They did it on their main account... What is this dumb assumption? Just check Henses stream to see that... Also they limited themselves when it comes to perks and items, I don't know if Alf did the same. So once again what is your point? They did it under different circumstances, if they went into every game with 4 toolboxes brand new parts and the most busted stuff surely they could have made it higher, and still on their way their they played against several comp Nurses/Blights/Spirits trying to snipe their streak... You could have at least looked at the thing first instead of assuming it was new accounts, and even if it was matchmaking is so terrible anyway it would not have mattered. After 20-30 games they would have most likely been at the mmr soft cap anyways... How can you be so clueless but confident?
I case you are thinking about hardcore survivor challenge they did some time ago, no that's not the one, he did the streak I meant with Laser, Lumpy and Dan... The hardcore streak does not go for wins in a row but to reach iri 1 on all accounts, so once again a completely different thing.
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@stunningpallet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588539#Comment_3588539
I'm very familiar with the game and have been playing continuously for years now, but thank you for the concern.
Why are you saying Borgo is "slightly survivor sided"? Which elements are you thinking of?
Swamp never has its main building right in the middle of the map though? If you can't catch up to a survivor crossing the whole map to get there, maybe your issues are somewhere else.
Haddonfield has a huge dead zone right in the middle of the map and its 3 gen power is easily abusable.
A nurse can travel through half of saloon in 2 blinks, I doubt you've faced good nurse players.
Your points are "this map is not very killer sided, it's more like uhm.....survivor sided", that is not a point, that's an opinion you can't seem to be able to defend for yourself. I'm pretty sure you can't drop 20 pallets since maps usually have around that amount of pallets. Unless of course you keep chasing the same survivor for 10 minutes, which is a very bad strat.
I love to play on the game because i have fun on this map, I can't do much about that and neither can you. There is no skill in taking advantage of latency to get a free down at a window, and yet it happens on every single map so...wanna talk about balance and fun?
Because Borgo got decreased in size, the ability to chain loops together got addressed to some degree, but then again the pallet count is still rather high, what's your reasoning for saying it is killer sided?
Sure the main buildings is not right in the middle but then again you also have the Pier, like I said the map is rather dry besides that, but that structures are rather strong, if you are not at the edges of the map when you get hit by the killer you should be able to make it there.
Yeah sure Haddonfield is problematic in both sides, but think those busted houses kind of even it out because of the high visibility in the dead zone you can basically make it to the safety of a house every time. The map is just not a pleasant experience because you are either forced to camp a Gen or loose because of the busted houses, overall I still find it rather survivor sided.
It is not about the map size but about how well dead Dawgs structures cover your line of sight, I guess with the same right and proof I can estimate that you don't know how to play against Nurse.
I made 3 arguments why the mentioned maps are survivor sided, if you ignore them then I cannot help you.
The Game has 22-27 pallets if I am not mistaken, you can totally throw 15 of them, like I said in my example and be totally fine, which is why I said the map is problematic. My point with 20 was that the map has more than 20 safe pallets for survivors to drop on you. You will have to chew threw at least some of those because Gideon has rather high visibility for an indoor map so pre running can work to some degree so they are not limited to only the closest pallets, I made the example for Gideon especially.
Latency is something you cannot solve, bad map design can be solved so I don't see how they are comparable? But sure would be great if both were fixed, so what was this useless point from you now?
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Hens and his friends got to 220 wins in a row with limitations, and there are also some older streaks Otz once mentioned.
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@stunningpallet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588525#Comment_3588525
If certain players get 100% success rate with a certain killer then this killer isn't balanced, is what you're probably missing here.
There's a reason killers can easily get 50-100 win streaks when survivors can't.
There are several 200+ win streaks with survivors as well... So yes they can... The reason you cannot do that as solo q is because the matchmaking is bad and you don't get equally skilled players.
No I'm not missing that here... Go back to the comparison I made, do you think if you played 1000 matches against Serral you would win a single one? It is all about matchmaking and the killer does not really matter. The 100% success rate exists because the matchmaking doesn't give balanced matches, that's the whole point. If Knightlight plays against team Elysium as Nurse he would not win this amount of matches would he? So how can you still think it is about the killer and not about matchmaking?
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@stunningpallet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588495#Comment_3588495
More maps are survivor sided...yet the escape rate is far lower than kill rates? I don't think that really makes sense, I think you're trying to find justifications for your bad plays.
A nurse who brings midwich/saloon is killer sided. A stealth killer that brings midwich, Hawkins or even the game is killer sided. Swamp is killer sided. Borgo is killer sided.
The only thing I'm hearing is "I'm not very good at the game, please cater to me".
The escape rates are targeted around 60%, not 50% because it is farily easy to get at least one kill, that being a given I have to assume you are rather new to the game and not really familiar with either the way it works or the dev notes that stated that for years now.
I don't think Borgo is killer sided since they raised the number of pallets again, it is either slightly survivor sided or somewhat balanced. I think Saloon can be alright against Nurse, the side with the houses offers quite a lot of high wall line of sight blockers you can work with.
Swamp basically offers not much besides the main buildings and its size, but then again the main building can be rather easily accessable from many parts of the map, same goes for the Pier.
Sure Stealth killers do better on indoor maps, but I would not count the game in, since it is still so loaded with safe tiles.
I like how you only throw statements out without ever explaining why you think that. Try catching a survivor in the houses in Haddonfield, the main building of Saloon or on the Game in general without them just dropping 20 safe pallets on you as a basic m1 killer and you will fairly easily see why those maps are survivor sided. I gave you plenty of reasons for my statement and all I get from you is some childish stuff like "you're just bad and finding excuses", I play both sides and I find it just as boring to play on the game as survivor than as killer, because in both cases it is just not about my skill in chase because there are safe pallets everywhere, it is the most boring experience ever. You could loop and m1 killer there for like 5-7 minutes without much of an issue just because of the huge amount of safe pallets, but it is dumb thing that it is possible so easily, same with old cowshed. I want maps designed in a way the more skilled side wins that uses their ressources better and not in a way where I am like ok either the gens are done when I kick those 15 pallets or I might even win, that is just terrible design, that's all that is, so how about you figure out a reason why a map like Gideon is still not completely stupid and should be reworked? Or is it just a skill issue if you cannot manage to outplay god pallets as an m1 killer?
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@stunningpallet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588497#Comment_3588497
Never have I mentioned "the most experienced", but I love how you always seem to go for the extremes lol. And no, the most experienced nurses don't usually play without add ons unless they're really bored or want a challenge.
A killer being busted even without any add-on is not going to help your case here though, you should've thought that out.
- There is no challenge if a comp player plays public with current matchmaking, same goes for really experienced nurses, just because matchmaking is unable to find equally skilled players.
- The Killer is not necessarily busted, but the matchmaking cannot find players of equal skill.. The question is should normal players beat one of the best comp nurses? If you think of this example in any different game the answer would be clearly no, but then again if you queue for a match in starcraft 2 you won't be matched against Serral, if you do this in DBD you might as well go against Knightlight Nurse
I thought this through and it has not much to do with Nurse, but almost everything with the matchmaking not working, because you should not have a reasonable chance to win against a comp player playing killer, unless you are equally skilled, it should be like that regardless of the killer played.
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@stunningpallet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588484#Comment_3588484
So, anyway. Experienced nurse players have been playing this build and it's busted.
But yeah, I agree with op: one blink is a good idea and don't let her walk faster would be a nice start for balance.
The most experienced Nurses don't even run addons, if we look at Knightlight...
Nah I don't agree with that, would make it really rough to blink on people through walls or on indoor maps.
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@stunningpallet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588486#Comment_3588486
I find it interesting you only mention the maps you have a problem with as a killer.
I gave you some examples, you can have some killer sided maps as well... Rancid abatoir became rather dry, shelter woods before the skull merchant update was rather killer sided because of huge dead zones, but I think the others are either somewhat fine or depending on playstyle, or survivor sided... Think about dead dawg for example, if you hold the 3 Gen in the outskirts it is killer sided, if you try to take chases in the main building it survivor sided... Both sides have problematic maps, it just feels like more maps are rather survivor sided. Don't get me wrong I want maps for both sides to be balanced, and I would want all of them to be alright for both sides instead of being annoying to play on for one side at least.
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@stunningpallet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588482#Comment_3588482
Which maps specifically, and why?
The before mentioned because of many safe pallets, easy connectibility of tiles, strong windows and collision issues that mess with a lot of killers.
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@stunningpallet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588479#Comment_3588479
My experience involves experienced players, which is the only thing that matters here. At some point you need to learn how to read between the lines, try it.
That last sentence is questionably useful.
OK, then maybe write that instead of the other nonsense... At least that is something that can be proven... I should not have to read the lines, it is your responsibility to properly express yourself so people understand what you mean.
If you do the math on distance gained if you use one blink for distance with fatigue cooldown and what not you will see that it is true.
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@stunningpallet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588476#Comment_3588476
Which ones specifically, and why?
If all maps are somewhat equally balanced, why would you care which map to play on? They all offer somewhat equal chances to win, with minor adjustments for specific killers.
However if someone sends you to haddonfield, or the game, Garden of Joy, Eyrie of Crows and what not you are at an inherent disadvantage because the map is rather survivor sided as it currently is. The problem only exists because maps tend to be one sided towards killer or survivor.
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@stunningpallet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588469#Comment_3588469
I'm sharing my experience, are you?
I've seen quite a few nurses going for the almost-no-blink playstyle, which means it's completely busted if they purposefully go for it. A chase during more than 20seconds? No problem, they just blink once and get their down.
Your experience involves the statement in high mmr, which does not exist and can even if it existed not be proven... So yeah great experience...
Sure you don't need to blink if you are 4.4 ms/s, unless you blink through something you are faster if you don't blink at all.
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@stunningpallet said:
Map offerings are definitely the issue, no matter who uses them.
They would not be problematic if there were not some maps that are one sided...
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@stunningpallet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588455#Comment_3588455
Completely out of topic.
Just like your comment about in high mmr then?
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@stunningpallet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587550#Comment_3587550
Maybe in your MMR? A lot of nurses use that combo on high MMR and get easy 4k with it.
There is no high mmr.. Don't get this stupid debate started again... Nobody knows what mmr they are in and according to the data miners high mmr basically does not exist because of the soft cap.
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@The_05_counsel said:
I saw an incredible comment that recommended that instead of charging crawler mode, you start in crawler mode the go into sprinter mode like in Alien isolation!
starting as a stealthier m1 killer able to use the vents to stalk while having a small terror radius then activating the ability to go into an unstoppable mad dash like oni except instead you get a passive substantial speed boost like 7.4m/s but loose all stealth capabilities and go full commitment to chase and hunting, while standing up in runner mode it can no longer use the vents and will have the biggest terror radius, while also making their foot steps into loud stomps and also making them occasionally make a loud screech. No instant downs like Michael, but instead give Them the tail attack in this mode.
Of course to offset this strength make the turrets actually useful by making them apply the hindered status effect for a moment. When taken out of runner mode they will be stunned and be blinded like a flashlight blind, and show the aura of the xenomorph for 10 to 15 seconds when taken out of runner mode, this will be the main way to drain runner mode still. While in runner mode maybe for extra balancing make your vision very slightly obscured like the aliens blurry visor vision in that one scene from Alien covenant.
7.4 m/s movementspeed and a tail attack?? Did I get something wrong here or how exactly is that supposed to work?
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587597#Comment_3587597
If it was as broken as you said, you would see it all the time. The fact the addon sees practically 0 use means it's not good.
- Losing your 2nd blink hurts her map traversal.
- Nurse being able to M1 loop isn't better than just having 2 blinks and ignoring pallets/windows.
- You're joking, right? Nurse doesn't care about pallets. The matchbox addon makes pallets stronger against her, because she can just use her 2nd blink to go over a dropped pallet.
For map traversal you never use your 2nd blink, because it is not worth it.
Nobody says it is better, it just removes the counterplay, because she is not reliant on using the blink for traversal, because she now moves faster than the survivors while walking.
Pallets stay weak against her, when close to a pallet you can chase normally until they are about to reach a pallet, if they drop it you blink and hit them if they walk through you either hit them normally or still just blink hit them because you are faster than them and catch up to hit the... That's the problem...
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@DrKetchup said:
If an addon doesn't see play that doesn't mean it isn't good. For those that don't understand how broken her 110% addon is.
- You have one of the best map traversals in the game.
- You can now Loop like any other killer, but you can blink through any wall.
- Pallets become unplayable against you.
And the list goes on. This is the most broken addon dbd has ever seen in the past few years, we are blessed that it's power isn't well known.
TLDR: You don't want her to be 110%, period.
It is a broken concept, the same as original legion was a broken concept, however it is not nearly as strong as for example c33... It just removes counterplay entirely, just like original legion...
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@DjEnderFox107 said:
Hey y’all ! I know a bunch of y’all get annoyed by hearing about a legion rework but I’m not here to talk about anything major which would change him upside down and push him to a A+ killer especially with how easy of a learning curve he has but I just have one suggestion.
Why not make it to where legion can stack the hindered effect on one or multiple survivors.
Legion would still give the mending effect but also give the hindered effect which when stabbing the same survivor multiple times would increase the hindered effect by (Example) 3% 6% and finally 9%.
If you hit the same survivor with frenzy, you won’t go into cool down but you won’t reset the timer and move any faster.
You can easily remove the Hindered Effect by mending. If y’all think this is too strong then a counter play would be that survivors can mend while running like how you can repel crows against the artist.
I think this would be the best for legion as it would make it easier for him to shut down chases but also give the survivors a better experience instead of a mending simulator you get a high on pressure chase.
Also what do y’all think of legion getting a add on it built in feature that blocks pallets, so pretty much a built in bamboozled to end chases?
Horrible idea, so I could basically hit one guy 3 times and then just run him down because he is 9% slower? Even if he can mend while running, he still takes time for it and will have to stop mending when dropping a pallet or vaulting, besides the point where mending is basically useless when it can be done while running this slowdown just makes it so you can win the chase very easily, a 9% slow is massive...
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588270#Comment_3588270
I try to utilize a variety of Myer's addons rather than just stick with a handful. Most of them have their uses and I try to tweek how I play to match that. I hate blowing abunch of BPs in the bloodweb, just to look for SPECIFIC addons while disregarding the others. Pyramid head for example is bogged down with crap addons. Myers...isnt.
Debatable, I think there are still plenty of addons on him that are basically useless ^^ And some builds that are just not fun (for the other side).
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588187#Comment_3588187
That little bit is kinda like MFT where it can make the difference between getting a hit before a pallet drop vs just getting stunned. Really makes me miss it when I'm playing killers like Pig.
Fair, but I usually don't chase in t2 anyway ^^ Either I m getting my instant down or I just take the m1 and leave, or get a pallet and leave I usually don't try to get value out of the faster vault.
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@Deddoroku said:
https://us.v-cdn.net/6030815/uploads/6KKT5VZ0NQEO/inshot-20231117-201920220.jpg
Life goes on, some killers gets old... and even those killers recently reworked can be found a little bit ankward to play, or pretty inconsistent to the current dbd, a lot of things can happend in a whole year, so, in this case, i'll be showing my personal proposals to transform The Legion, into a monster.
This is something mainly made for those who main Legion and love this killer, at the end of the day, we deserve a better killer after all of the cosmetics that we get i think (i mean, we need to actually ñlay the videogame while showing some drippy-sick outfit xD), and even if some of this ideas are a little bit dope, this is something to appreciate as a: "How strong can this killer be if we REALLY put the effort on it"
General objectives:
-Buff them to A tier
-Quality of Life changes
-Addons Adjustment
First things first...
https://us.v-cdn.net/6030815/uploads/S5F1MPW7MFVG/inshot-20231117-201320872.jpg
*Added a event score by downing a survivor with the Fifth Hit from Feral Frenzy (+1500BP)
*Name "Feral Slash" changed to "Frenzy Hit/Cut" (depends of the addon's description)
*If The Legion hits a Hooked Survivor while in Feral Frenzy, instead of doing the refresh animation without actually refreshing the power gauge (essentialy making you lose time), it will cancel the power immediately, going to the fatigue state right after the "Missed" Frenzy Hit with the remaining power gauge left.
*Now the Legion can move the camera to up and down while in the fatigue state.
*While in Feral Frenzy, The Legion can interact with the environment without losing power. (Vaulting, Kicking, Snuffing Boons, Opening Lockers,Exit Gates, etc)
And now, the spicy part, the base kit, where i'll be showing my proposals to buff their Running speed AND their Vaulting Speed too...
https://us.v-cdn.net/6030815/uploads/1J3BYFBJMSG2/inshot-20231117-201352547.jpg
*As usual, the Vault Speed is initially 0.9 secs...
*However, every succesful hit during Feral Frenzy, reduces rhe Vault Speed by 0.05.
*Bamboozle and Superior Anatomy now stacks with the Feral Frenzy Vault...
-However, the Vaults during Feral Frenzy are limited to 0.60 as the minimun vault speed.
For example, and based on how many hits you get, with a BASE KIT Legion, the vault speed will be goin' in the next way:
-For 0 Frenzy Hits: 0.9 secs
-For 1 Frenzy Hit: 0.85 secs
-For 2 Frenzy Hits: 0.8 secs
-For 3 Frenzy Hits: 0.75 secs
-For 4 Frenzh Hits: 0.7 secs
Note: This buffs are for both, Window AND Pallet Vaulting.
https://us.v-cdn.net/6030815/uploads/X37PENJNP95J/inshot-20231117-201404159.jpg
We all know how this is going, The Legion is fast when they get some hits, but the Initial Speed it's so low to compete with survivors these days, so, for this one, i'm cooking a little bit with some tiny Speed changes:
*Base Feral Frenzy Movement Speed:
5.6 m/s [140%] (was 5.2 [130%])
*Max Feral Frenzy Speed by Chain Hits:
6.4 m/s [160%] (was 6.0 [150%])
*Max Feral Frenzy Speed by Chain Hits while using Mural Sketch (In changes in the speed buff):
6.8 m/s [170%] (was 6.4 [160%])
And now, the most wanted part for everyone... Addons! I've tried to buff the majority of them, while changing a little bit some of the addons that could be some toxic...
https://us.v-cdn.net/6030815/uploads/LMVUHRNULZ34/inshot-20231117-201549489.jpg
Smiley Pin:
https://us.v-cdn.net/6030815/uploads/UOFH733V8R5N/fulliconaddon-smileyfacepin-281-29.png
*Survivors who Self-mends from the Deep Wound status effect caused by Feral Frenzy will suffer from the Blindness status effect by 45 seconds (was 60) and the Exhausted status effect by 10 seconds [NEW].
Defaced Smiley Pin:
*Survivors with the Deep Wound status effect also suffer from the Oblivious Status effect.
*If a survivor self-mends, the Oblivious status effect will still remaining by 30 seconds.
Legion Pin:
Survivors who Self-mends from the Deep Wound status effect caused by Feral Frenzy will be affected by the Mangled and Hemorrhage status effects until they Fully Healed. (Was the Broken status effect by 60 seconds)
Etched Ruler:
Reduces the power recovery time by (-1) second for each time that a survivor have self-mended this game, up to a max of -7 seconds.
Mural Sketch:
[Two new effects added to the change speed]
*Increases the extra vaulting speed gained per hit by 0.025 seconds.
-The Vaulting Speed limit gets reduced to 0.5 seconds of Vaulting Speed during Feral Frenzy.
Never Sleep Pills:
https://us.v-cdn.net/6030815/uploads/430453Z4XG6X/fulliconaddon-smileyfacepin-281-29-281-29.png
*Sets The Legion Movement Speed to 4.4 m/s (110%)
*Sets the Feral Frenzy Movement Speed to 5.0 m/s (125%) (Was 4.6 m/s [115%])
*Increases the Duration os Feral Frenzy by 8 seconds. (was 10)
*Grants a stackable +500 Bloodpoints for a successful Fith Frenzy Hit, up to a maximum of +1500. (Was +100 Bloodpoints for a succesful Feral Slash, up to a maximum of +500)
Julie's Mixtape:
*Reffils the power gauge when getting stunned by a pallet. (Was "stunned by any means")
Stolen Sketch Book:
Every hit during Feral Frenzy make survivors drop their item. (Was "From he second Feral Slash onwards")
Joey's Mixtape:
While using Feral Frenzy:
*The Legion becomes Undetectable.
*Increases the killer instict range by 12 meters.
*Now the custom music for Chase while using Joey's Mixtaoe will be playing on the B-side of the Chase Music instead of A-side.
Susie's Mixtape:
While using Feral Frenzy:
*Reduces the Terror Radius by 8 meters.
*Increases the Killer Instict range by 28 metters.
Frank's Mixtape:
*Hitting a Survivor without the Deep Wound Status Effect: Will immediately decrease a part of the deep wound timer baded on the amount of previous hits:
-1 Frenzy Hit: 20 seconds
-2 Frenzy Hits: 15 seconds
-3 Frenzy Hits: 10 seconds
-4 Frenzy Hits: 5 seconds
-5 Frenzy Hits: 0 seconds (A.k.a Instadown)
*Hitting a Survivor with the Deep Wound Status Effect:
-Will decreases the timer by 5 seconds.
-Increases the Recharge time for Feral Frenzy by 3 seconds.
Stab Wound Study:
While using Feral Frenzy:
*Whenever a Survivor Self Mend from the Deep Wound Status effect: It reveals his aura for 6 seconds. (Was 4)
*The Legion can see:
-Pools of Blood.
-The Exact Deep Wound Timer of Survivors.
Filthy Blade:
*Increases the Mending Time by 3.5 (was 4)
BFFS:
Once 25 or more tokens have been acquired, the Legion gets a 6% Haste Bonus. (The activation was only during the endgame when gettin 15 or more tokens before)
Fuming Mixtape:
While using Feral Frenzy:
*The repair progression of generators can be determinated by the intensity of their aura during Feral Frenzy.
-Generators not being repaired starts regressing a 50% of the normal reggresion speed for each survivor that still alive in the match. (Was normal speed of regression (100%) for the entire game)
And last but not least, some things that i almost forget to include:
https://us.v-cdn.net/6030815/uploads/8XR8Q1X5DR5N/inshot-20231117-215636428.jpg
*Legion Bugs
-Every single bug found and archived by Tatariu in this video:
https://youtu.be/TkvNWxXA-ys?si=3ctiTV6tp_1aDRMd
*Normal Skins:
-Added a new voice for Joey.
-Added a new voice for Susie.
*H.U.N.K.
-Added a new voice for H.U.N.K.
-Added a new custom memento mori cinematic for H.U.N.K.
-Added a new custom chase music for H.U.N.K.
https://youtu.be/Vf4pRn6Izs0?si=yVHVZxk9EWC04CD-
Aaaaaaand... That's all
Thanks to Dreayth for making such a banger theme, and Special Thanks to @Tatariu for Inspired me to maje my own thing, i had struggles with this forum site to release this post, but i'm happy knowing that now i'll leave a piece of my imagination to the community, so we can debate and talk about this killer which i can assure, is very important for many of us
So, again, that's all, thanks for reading and see you on the flipside ;)
https://us.v-cdn.net/6030815/uploads/AD0YKZUP49L3/inshot-20231117-201629719.jpg
Why exactly would you want to buff a killer that is as simple and easy to learn/master up to A tier? A killers strenght should be somewhat equivalent to how hard he is to learn/play properly... Legion is one of the easiest killers in the game, with very little depth, why on earth should be as strong as killers that need time put into learning their abilites? Besides that with all those changes he not only stays as annoying as he is to play against, he becomes even more annoying... Just no.
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I don't necessarily think the offerings are the issue, if the maps were balanced there would not be much of a reason to complain about a specific map...
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Yes really good idea, just hope the symbols would be bigger in the game, because I can imagine them being hard to differ, also for newer players they might not know what the symbols mean... So maybe there could be an explanation somewhere when you activate a specific option. Like on the screen when the symbol is active.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588164#Comment_3588164
Your right that your low TR doesn't help getting a 2nd hit if a chase requires 2, but things like the shard addon helps for that. That addon also tends to result in having a T3 cocked and ready since your constantly stalking 1 second at a time.
Also, typically a more stealth 2 hit playstyle results in survivors wanting to heal more. The amount of times I'll catch groups healing up with nurses, just to get some rapid downs/injuries is great.
Sidenote, minor thing... Don't dismiss the extra vault speed Myers has. Low TR isn't the ONLY thing Myers has. His increased vaulting can be a deciding factor.
I have to admit I only ever really felt its value in t3 even though t2 is also quite a lot faster than normal. I never had an issue with people not healing against Myers, just because of the low teror radius, regardless of the playstyle.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588091#Comment_3588091
I've played him a whole lot too, so let's toss THAT out of the conversation shall we...
The point was that you can't sneak up and pop T3 at close range for every chase. It's not possible, so you'll either be having SOME chases with T2 hits, or you'll be approaching survivors in T3 and will NOT be having the benefit of stealth.
I've done both approaches using different addons. If I'm using Hairbow, I might slot in infectious to get several downs per T3. I also ran builds with his green shard addon in which most of my chases are in T2. That addon is only good for T2 and can help at mindgaming loops. In THAT build, I might take advantage of the low TR to use nurses calling.
Not every chase for sure, sometimes you will get a map with not a lot of line of sight blockers, but usually you can a down instantly after you pop the t3 if you do it properly, and ofc you are not guaranteed to get one after the initial down, but that is somewhat fine as well. The point however is that I won't continue chasing a survivor after the inital hit, because then I cannot use my low terror radius to sneak up on them. So I still don't get value out of stbfl, because the stealth is basically all you have on Myers. I guess you can get value out of that addon, but even then I would say it is not worth it.
But the point stays, running out of stalk happens so rarely I cannot remember the last time it did happen to me.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587969#Comment_3587969
If your idea is to constantly sneak up on a survivor in T2 and pop T3.... you're gonna run out of stalk. It's not possible to constantly do that. The MOST amount of separate T3s you can get is 7, and this is assuming you get ALL the stalk from every survivor, while avoiding addons that increase stalk needed.
I have a few hundred games on Myers, and basically never ran out of stalk, most of the time you will get more than 1 down with your t3, the game is over before you are out of stalk in 99% of cases, unless you severely mess it up.
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@So_Saucee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586777#Comment_3586777
Yall did the same thing to us with COH MFT SC DH DS and GEN SPEED
That's the issue again, it is an us vs them, for no reason, because most people play both sides any way and we should be against busted stuff regardless of what you play mostly...
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@sabinianmoonstone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587812#Comment_3587812
Very interesting. I'll try and come up with something in the meantime on my Google Doc and post an updated version of this discussion soon.
I mean it was just an idea to think about ^^ Nothing that was long thought through :)
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@MB666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587583#Comment_3587583
you were talking about using her old lightburn mechanic , mechanic that was insanely hard to pull off and also removed a couple of patches ago
because was almost useless as survivor, and yes am a old school player , that idea isnt gonna work AGAIN sorry.I would not say it was almost useless, it was just really hard to pull of, but for example in comp players were skilled enough to pull it off, so you could say it is a skill issue if you could not pull it off, I mean I could not do that either effectively, but that is per definition a skill issue.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587924#Comment_3587924
I HAVE tried it with a semi-stealth build. Myers gets a larger TR in T3, so I'd just utilize a bunch of low TR T2 hits and reserve T3 for the obsession.
Yeah but by doing that you are basically weakening yourself on purpose, Myers whole thing is approaching with a small Terrorradius without line of sight and then popping t3 and Oneshot ting a person, for this you don't need STBFL, you're also already a stealth killer, so running a stealth build is basically already in your base kit, sure with dead rabbit and monitor you have a 6 m heartbeat, which means they won't have time to react to it, but you don't really need more than that, and I would even say you are putting yourself at a disadvantage if you stay t2 on purpose instead of just Oneshot ting them, since it is just way quicker than anything STBFL could do for you...
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587564#Comment_3587564
That's the beauty about DBD, you can have a variety of builds depending on the addon combination you use. MY point was simply that STBFL does have a decent use with Myers, not that it's going to be useful with most of his loadouts.
Not any more or less decent than with other m1 killers I guess, which all have the problem of loosing stacks when there is an obsession blocking.
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@LazyClown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587756#Comment_3587756
You didn't read the post, it is this way for protection for players that play this game legit. If a survivor is trying to avoid a tunneling killer then the game in it's vanilla state will force the killer have to focus as much as possible meaning that you could lose the survivor if you are not paying attention closely, then the music on top of the chase makes it even more harder to pay attention, this is protection for the survivor being tunneled. You use filters or reshade and file manipulation you are under minding that system which will make the trial one sided in your favor. If you are gaining an advantage over someone else you are cheating since DBD can easily become one sided depending on what happens in the trial. "I have no desire to strain my eyes". Absolutely disgusting.
If you are only doing stuff that is whitelisted by EAC or explicitly allowed by the devs then you are by definition not cheating... It is really not that hard. Does not matter if you gain and advantage or not, just because something is not necessarily fair for the other side does not make it cheating. Also as far as I am aware those filters basically help both sides since they also make it easier for the survivors to see the killers red stain.
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@LazyClown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587177#Comment_3587177
Call me names, insult me. Do what you want but you will never be correct. A cheater is a cheater.
I mean sure, but what defines cheats? You could say cheating is not playing by the rules, but the rules of the game don't state that you are not allowed to use software to give you a crosshair on huntress that is even whitelisted by the anti cheat Programm and apparently explicitly allowed by the devs. Same thing for changing how your game looks via Programms that are also not banned, or even that integral to your graphics drivers that it would be basically impossible to ban them, or for hardware that gives you a crosshair the in the same way. So the point is much more what do you even define as cheating? If agree on the definition of cheating as behavior that is explicitly forbidden by the rules than none of that is cheating. Basically in every game be it online or offline, boardgames and what not cheating means you are not playing along with the rules, and whereas board games have rules that usually can only get changed if players agree on it for their match or not at all if you are playing more serious or in a tournament, in dbd the rules can change, since it is a live service, so the developers decide what is allowed and what not, so you can have your definition for what cheating is, but this does not change what the word means in general as well as in this game especially, the rules of the game are made by the devs and therefore so is what is not allowed to do and what is considered cheating, and what is explicitly allowed by them is per definition not cheating, no matter what you think about that topic.
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I don't even think you need to reduce the values though, without them stacking the values are not too problematic.
If you go for Carburetor Tuning guide with Doom Engravings, which as far as I am aware is what people used to run mostly, the charge time reduction gets negated to a big portion by the bonus charge time of the engravings...
(0.45s being a little bit less than 20% and doom engravings having 13% (?) additional charge time being around 0.3 seconds? So your chainsaw gets barely shorter in charge time but faster, which would be kind of fair I think.)
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They all suffer from the same problems, using any kind of power that is not stealth is usually a lot harder and visibility and tracking are a lot harder as well. That's in general and then when we look at their own problems each of them has some...
Gideon has was too many safe pallets but no windows, so the map is loaded af but dry when pallets are used, no real mind game potential because basically every single one of the 25 pallets is safe.
Midwich is literally the hold w map against killers without mobility if you position yourself at the end of the corridor, but the loops themselves are not too strong, so you are somewhat incentivised to just W...
RPD has problems of getting places as well as many safe loops that also create some really long hold w moments. For example the main hall pallet if done properly.
Hawkins has issues of many dead ends as well as a bunch of unsafe pallets, so you will get m1s rather easily, but using your power is way harder which is really annoying, also tracking and finding people can be rough. The dead ends in the sense of you wanna go to the other side of the wall but therfore you need to walk around the entire room because you got unlucky and there is no door here...
Lerys is similar to Hawkins with some dead ends in rooms and the same problems that come with it, it can have some really busted windows alignments but the loops themselves are mostly alright, it is still about issues in tracking survivors because it is just so easy to hide and hard to cut of people because of the many options they have to take a different path.
Indoor maps just have their own set of problems, not necessarily being killer or survivor sided themselves, but just annoying to play on in general, since most killers, besides stealth killers get severely hindered and stealthing is way too easy on those maps. So unless you play a stealth killer they are rather survivor sided.
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In the end it is just fair that people adjust brightness and what not to their own liking, it is a feature every game should have and it is also kind of stupid to think you should be able to hide in plain sight, just because your outfit is dark and you re hiding in a dark corner, if you are in line of sight you should be visible fairly easily. It is ridiculous that people need to go such a long way to get what most reasonable games already have: Basic options to adjust the game to your liking...
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@adsads123123123123 said:
Nemesis needs buffs. He's literally a much worse Alien. My buffs are:
- increase the range zombies detect noise to 64 m. Zombies are useless most of the time since they are usually in useless parts of the map and have a tiny detection range. A large noise detection range is needed to bring them to useful parts of the map
- zombies can detect infected survivors without LOS (by smell)
- zombies have significantly increased movement speed while chasing an infected survivor
This makes zombies and infection useful. I think they should add more utility to infection since infection requires you to hit survivors 3 times, which is so weak and isn't worth the effort. It's silly when Alien can just straight up damage survivors with no Infection and charging required.
He is not a worse Alien, he can destroy pallets with with his Tentacle which Alien cannot, he can drag his hitbox to the side, which Alien cannot do to that degree, as far as I am aware. The power itself has a completely different hitbox and application. I find it weird to even compare the two, just because they have a medium distance range attack... Nemesis has Zombies and Alien has map mobility, they don't even play the same in chase.
As for buffing zombies and addons yes please, but I don't know if 64m detection is not too much considering they would walk across the entire map and take ages to go there. I think buffing the movements peed would help and maybe the ° around them where they notice something..
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@EvalionVelmore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587272#Comment_3587272
Visionary: The change would be cool because it rewards you for committing to a generator, which is the whole point of the perk. The perk is all about (being remarkably focused on means of escape.) This gives the perk a bit of interaction and makes it interesting. You would try to commit to a full generator without letting go. This perk would also have counterplay for killers as they could come and push you off the Generator or many scream/interruption killer perks could break your focus and the perks effects would move to another gen. This perk would also have synergy with perks like Rookie Spirit or Repressed Alliance opening up more builds as you could use those perks to protect your generator or find your generator again later after you get off it.
Technician: ATM this perk is absolutely useless and does absolutely nothing good. The proposed change I think is absolutely fine and making the killer have to check the generator is fine too. That would be the point of the perk is people that are running the perk you have to check harder to make sure they arent quietly working on it. Thats the whole ######### point of the perk and why it needs this change. It's not like the perk will become meta and 4 survivors will be taking it. Besides you will still see survivors working on the generator with BBQ or other aura reading. This perk change rewards being near the killer when they are in chase. Meaning you are constantly updating the gen u are working on. The chances of you getting found increase so its high risk high reward, but also the gens you are working on will get done much slower since you are constantly moving around to stay near the Killer. Killer will already know where survivors are with that are far away.
Repressed Alliance: Would be fine because you have to charge the perk first on a generator which is 50% of the gen, and then when you use the block the perk goes on a 45 second cooldown. thats essentially 90 seconds of time to activate its effect. It somewhat counters those perks but it doesnt fully counter them. Very unlikely to use it more then twice a match, those perks you mention value much more often. ATM this perk does legit nothing useful.
Left Behind: You should have to patrol 3 spots rather then just sitting in between 2 gates staring at both of them. This actually gives the last survivor a chance which is the point of Left Behind. This is an endgame perk meaning survivors is playing with 3 perks before this activates. I think its fine having this effect, the other effect was pointless as Clairvoyance already does what it did better. Also pairing it with more end game perks to make it better is fine too as then that survivor is playing with even less perks and relying on their teammates dying to get value.
Hope: Yes it is a Nerf as killers are complaining about it constantly.
Breakdown: Super situational this effect tho.
Boil Over: Nothing is changing about this perk its a nerfed version of its current live effect for the most part. Also not seeking hooks doesnt matter when there are hooks everywhere. The effect is only really powerful when paired with the current live falling from great heights effect which causes the perk to be broken on certain maps. The new wiggling effect thing isnt anything new, its still the same amount of wiggling except now the survivor controls which direction the tugs are pulling the killer. So again the perk is just function for the most part in a nerfed state compared to live which is broken on certain maps. This perk however would be more fun even if its nerfed.
The problem with technician is you don't see them on the aura because of they are clever they hide behind the generators aura... And creating a perk that wastes killers time by walking more is just not healthy.
Repressed Alliance is not fine... Imagine everyone running it... 3 gens are being worked on the first one pops, Deadlock is activated, everyone has this perk ready, first one activates it on deadlocked Gen, it pops, second one gets deadlocked, perk gets used gets unblocked, in theory ever single Gen blocked by deadlock can get unlocked, sure not necessarily for DMS as well but the big majority of its effect would get negated...
People are complaining about hope because it stacks with MFT... Making it almost impossible to catch up in endgame...
I don't think it is super situational, just always run to the same corner to die there to get it's effect... It has big potential to be abused in that way.
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@sabinianmoonstone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586472#Comment_3586472
Hey lad. Thanks for the feedback. I'll definitely be changing some add-on effects for sure after what you said.
You mention bringing back his old insta-saw add-ons but not making them stack. I am 100% for that, but what would we do with the other current day insta-saw add-ons?
Secondly, when it comes to Big Buckle and Pighouse Gloves, what new effect would you give it?
Thirdly, when it comes to Iridescent Brick, what effect would you give it?
I would get rid of the current ones, I find them too situational and not strong enough to be worthwhile...
As for iridescent Brick, some time ago it used to be possible with lopro chains to basically 180° flick after the pallet break, which let to some awesome plays... I found this a really cool mechanic so we could work with this and make an addons that kind of has a similar effect, I don't want to put it onto low pro chains, because it is already quite strong, but what if you could play bump logic Billy so you bump into something and just get ejected in a direction, I don't know if I would make it so you bounce back in the same direction or more like a slide off. Otherwise maybe an addon that makes you go faster the longer you sprint, and maybe in return a bigger heartbeat and directional? So the survivors don't get run over by 400% Billy without being able to do anything... I don't know how much the max speed would be but it could be rather much since it is an iridescent addons... And you should not be able to ignore the downside with of the directional sound queue with anything, because it should not be unfun for the survivors more than necessary...
As for the other two addons... One could be somewhat like lopro chains but for survivors, so your saw doesn't stop after a hit, but as a downside the saw only takes one health state, it would be a meme addons for sure, I just think without it it might be too much for a green yellow/if you want to put it in higher rarity it might be fine without it, but I'm not sure about that... The other addon could be an addon similar to one Blight has that gives a hard skill check when you sprint past them, I found his addon quite funny, not necessarily good, but such rather meme addons also have a place (and I could not really come up with something more useful that quickly...).
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587239#Comment_3587239
It's nice when you run a build not centered around T3 downs. If you use vanity mirror for example, you stay in T2 the entire time.
For one specific build, that is around a purple addon? That is probably a really small minority of games on Myers... Besides that t3 downs is basically what Myers usually does, he can get to t3 7 times, if he stalks everyone completely... In the vast majority of cases you don't the perk, because he does not get much out of it and even with the purple addon I don't think it has much value, because you cannot go for the obsession then and because of how you use the aura reading around loops I don't think the catching up does too much for you anyway.
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@Fef_Jones_Drew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586704#Comment_3586704
Yes, it wouldn't be for "rank" as in MMR. It would be for those bloodpoints. I'm not a complete idiot. It would motivate more people to play because it would actually reward them instead of them facing this impossible mountain to scale every month to get to rank 1. I wonder how many people even make it to rank 1 before the last 3 days of the season? I'm sure not many. What I am saying is I'm sure not many people are happy with the graded system because it is too much grinding (the rest of the game is grindy). 10 games with a 2x pip multiplier isn't game breaking...
But the bp is already the reward for playing a lot... So why go all those ways instead of just making it easier to reach the max amount? Or increase the max total amount, I don't see a reason to do this in that way...