BattleCast
BattleCast
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Yep, Legion's lunge is bugged. Don't lunge in a Feral Frenzy if you don't need to is the best advice I can give.
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Swamp maps should have water that splashes louder than Elodie's screams so I can finally find the P3 Claudette.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/1851104#Comment_1851104
Can someone confirm this? We need to be in 100% sure.
As a Legion player I can say hes MOSTLY fixed. His acceleration is still a problem and it takes a hot second to get to 5.2m/s in Feral Frenzy and you'll lose all of that if you try lunging while making a sharp turn or trying to course-correct from a drop.
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I think it has something to do with steam or consoles that make releasing patches such a slog. I'm sure it doesn't take very long to make a mid-chapter patch (excluding the map reworks tied to them, those take a lot of time).
I'm not a game developer but I've heard releasing a patch to console is an absolute pain.
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His speed is fine but his acceleration is out of wack.
Just don't try lunging in FF. You'll screw yourself over a good 20% of the time.
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With this change I would also slap Hemorrhage onto Blood Hound and remove it from Sloppy Butcher. That way Blood Hound would be like a brother to Sloppy and you would have to choose between healing regression + tracking or longer heals. I think this idea could work out.
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When it's just 2 survivors left it's understandable to camp hatch when one person is hooked. Going for the unhook would just kill you both, but if you hide there is potential that one person can escape.
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Nope, people just don’t enjoy going against Legion.
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Other than Resident Evil and Jason I don't know what else I would want as a licensed chapter.
I like to see more original characters actually because they seem to have a lot more freedom with them.
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I don't mind them and they don't get to my head. I do love it when they try to dumb tech or cj tech me because it's basically a free down with enduring.
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The stun coming out of Feral Frenzy is ridiculous. Reduce that and give him some QoL and he'll be in a good spot.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1848415#Comment_1848415
I didn't watch the video so I don't know what King explained. What I know is that the DrawTicket is the codename of a currency. The best guess would be tickets like dbd mobile. Because there are tickets in one game of re doesnt mean tickets didn't exist before for infinity things and games besides. Also, a currency for a new license dlc doesn't have any single sense
The DrawTicket leaked currency had nothing to do with the RE theory. It was just another thing that was leaked and mentioned in the video, but the thumbnail does kind of make it seem like the DrawTicket currency had something to do with RE theory so I don't blame you.
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Not at all. I don't see how using an item could ever be considered toxic.
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Hag and a good nurse.
There is literally nothing you can do as a survivor to avoid a good nurse, and hag is just hag.
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Gonna have to agree with @Sonzaishinai here. Many people do like the fast paced playstyle Legion currently has. I also don't want to be abandoned by this game like pre-rework Freddy players were.
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Seeing someone else play my boy legion stacked with 4 slowdown perks. It's just extremely unnecessary especially for Legion.
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Personally I don't want to see more gore and blood, but if it's added through an option then I don't really see the harm in it. So yeah I guess that would be cool.
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I can't stand to even mouse my cursor over that perk because of how much trouble it has given me as a killer. The fact that you could just erase any mistakes you make with a single button press is just soooooo annoying.
Balanced Landing gang rise up (and fall).
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@dspaceman20 said:
Can anyone explain what was wrong with old legion? (Genuine question) why was he charged
He was changed because his power had a lack of counter-play. Look up videos about Legion from 2 years ago and you'll see experienced Legion players would almost always moonwalk or manipulate chase mechanics to simultaneously chase and reduce the survivor's deep wound timers causing them to go down 100% of the time no matter how skilled the survivor. When the Legion wasn't doing this he was terrible because he had to chase as an M1 killer at 110% speed which is basically like chasing without hatchets as Huntress.
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I suspect the orange gas increases your speed as the killer when you pass through it, and has zero effect on survivors (or it cures them of the Afterpiece Tonic if used incorrectly).
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I have seen them... unfortunately.
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Speed is fine. Don't try to lunge in Feral Frenzy though because it's still bugged and you can be 360'd incredibly easily.
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Though I do say often that Legion doesn't need any major buffs or reworks a couple small changes and an add-on pass would be very nice to see. Though I would rather them look at Clown and Wraith before Legion because they're in a much more dire state. But yah, a Legion update would be cool to see.
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I enjoy running Streetwise, Leader, Vigil, and Prove Thyself while acting like the overly altruistic team leader. It's actually not that bad because people are more willing to heal me with med-kits and use toolboxes on my generators.
For killer I love running Fire up + Bamboozle + Brutal Strength on Legion and vaulting at the speed of light with a bit of breaking speed for the cherry on top.
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That’s a really good question. If you don’t get an answer here I recommend you ask it in the next QnA. I’m curious as to what they consider balance to be as it could explain major power differences between killers and perks.
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Both sides have toxic people. Neither side is better or worse they’re all just bad.
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Disable them and never bring them back. For the sake of survivors and killers.
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@kamisen said:
https://forum.deadbydaylight.com/en/discussion/comment/1822829#Comment_1822829
No it isn't. I could have cleansed Devour Hope, for all I know.
That’s true, but who runs Devour Hope with Undying?
In most scenarios you should be able to deduce that Undying is active, but there are a few exceptions which is ok.
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Not sure but the fact that the ruin you cleansed didn’t get it’s hex status effect removed is enough of a tell that Undying is in play.
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It’s a very strong combo, but not extremely busted. You wouldn’t ever use more than 3 bottles if you use them efficiently in a chase so being able to reload fast mostly just saves you time.
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@notlonely said:
https://forum.deadbydaylight.com/en/discussion/comment/1822563#Comment_1822563
why would they have such little staff on such an important side of any game?
There could be multiple reasons. Maybe they don’t see balance as an important aspect of the game. Maybe they do see it as important, but can’t spare the resources.
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You have to remember that there is like 1-2 people working on balance. They could probably easily pump out balance changes every patch, but they’re very limited in their resources.
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Would definitely make her more skill based because you would need the exact location of the survivor. I’d be down for this change as long as the cool-down isn’t like 4 seconds long.
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Just bring X into the match isn’t really good advice imo. You just need to change your play style when going up against ruin/undying just like you have to change your play style against DS/UB.
Keep a close eye on totem spawn locations when traveling parts of the map. Remember which totems were dull so you can avoid cleansing the ruin more than you have to. Make the most use of your chases to give your fellow survivors enough time to cleanse totems and do gens at the same time. Never spend more time than you have too off a generator. These are things I’d suggest when trying to counter the current ruin undying meta.
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I don’t think it was ever mentioned in the patch notes so it must be a bug.
On a separate note though did anyone else think the timer was off? I would always fully recover from the stun before the ds debuff icon disappeared.
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This is too much. I’d rather just make it easier to tier up and give him an add-on pass.
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Increase the effect from 50% to 75% or allow it to work with med-kits.
Making it a 1:1 ratio would be interesting too but then it would probably require a cool-down or something to ensure it doesn’t get too crazy.
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Compare DbD to itself in 2017 and that’s how much I think it will improve by 2023. Every patch I feel like the game massively improves. I can’t imagine DbD without cross play yet I played DbD without it not long ago.
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Dull key: opens hatch in 16 seconds and notifies the killer that hatch is being opened via hatch aura. Only one survivor can escape. Consumed on use.
Skeleton Key: opens hatch in 12 seconds without a notification. Opens hatch for 8 seconds. Consumed on use.
Progress on unlocking hatch is reset if cancelled early. Addons all focus on mind channel.
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I’d rather regression perks be balanced around the normal regression speed tbh. If you make them all regress gens at 200% then you will need to nerf them so hard they’ll lose their uniqueness.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1818535#Comment_1818535
You get the Frosty Eyes by entering a Code. And I guess they are purchaseable in the Shop at a later date.
But before, we got them for Login. I dont like this change at all.
I see. The code will be a slight annoyance, but I don’t think it’s as bad as op makes it look.
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Can you elaborate? I don’t see how this is any different from past events because I’m pretty sure we’re just given deathslinger’s frosty eyes on those days.
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It’s all just coincidental. You just notice survivors running Sprint Burst more often because your playing a killer that is weak to Sprint Burst so it has a bigger impact on your game. Same thing with spirit and Iron Will and Balanced Landing with Haddonfield.
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They’re good. In fact, they’re even better because I don’t have to feel bad for wanting to see a cool kill animation.
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@kilgor200 said:
https://forum.deadbydaylight.com/en/discussion/comment/1814711#Comment_1814711
It wouldn't be a problem if they disabled survivors addons too which they didn't
What difference does it make?
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Consuming a token reveals the killers aura for 3 seconds. May be a bit too strong though.
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Offerings aren’t meant to act as free wins for either side anyway. At most offerings are supposed to act as minor buffs like the luck offerings.
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# of hooks remaining under each survivor would be a good and safe place for the devs to start.
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1812395#Comment_1812395
They are better because the other perks are dog poo.
Depending on how you play you can get more use out of baby sitter than dead hard. As for No one left behind that perk is genuine trash now so I don’t know why it’s even being brought up.
Other perks don't suck it's just that there are too many god-tier perks in the game. Alert is a great perk that provides a lot of info, but I wont ever run it because there are just so many better options.
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Yep, all exhaustion perks (except maybe Head On) need to be toned down a whole lot so they’re more in line with other non-exhaustion perks. The fact that you can get more value from 1 game of dead hard than 100 games of Babysitter or No One Left Behind is asinine.
I agree they should be slightly stronger than the average perk but to the degree they are now??? Hell no. At this point you may as well have a dedicated exhaustion perk slot because you’re TROLLING if you aren’t running exhaustion.
Finally someone else spoke up about this. There’s always the threads about dead hard or sprint burst, but honestly all the exhaustion perks are just wayyyy too impactful.