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Brucecastro81

Brucecastro81

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Brucecastro81
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  • Wait... you think that Self-care is OP and should be nerfed? What is happening with this forum?

  • @LetsPlayTogether said:

    "Quickly" to nerf killers. Sure. Thats why they just understood how stupid OP Nurse and Spirit was (even though Spirit still is), or how annoying it was to play against "No gen Freddy" after such a "short" time. LOL

    Imagine thinking Nurse and Spirit were OP

  • Wraith + Bubba: Know you can remove Insidious of your perks :)

  • Imagine thinking Leatherface is OP while Clown exists lol

  • Doctor and Nea, cuz Doctor is boring and weak, perks are ok but still, and Nea cuz no one likes Urban immersion and No0b3 wannabes

  • Not thinking about the survivor, imagine a giant shark chasing you, that would be hilarious

  • @White_Owl said:

    Personally I think they only need QoL changes at this point.

    Exactly

  • Adrenaline is the best out of these, just a lil bit better than SP, but Quick quiet is so fun

  • @aurum_exe said:

    Another "self care against" post. There are general rules for "self caring". I run self care but i also run resilience, so i don't self care anytime i get hit, but in some situations (the most), players who don't heal go down faster, no matter how good they are. I use it mostly in the last parts of the game, only when almost all gens are done. Who self-care at every chance, are obviously time wasters. If you use it with brain nowadays, is actually a good perk to run even for higher ranks, and i explain you why. Most killers relay on fact that you wanna genrush and leave, and they patrol gens and they know you don't waste time in healing yourself trying to genrush him faster as you can. This often turns in their favour, especially if they runs sneaky killers like Ghostface, The Wraith and The Pig, because they can catch you out of guard. With Oni, for example think about the fact that he takes all his power sucking blood orbs. If you take out Oni's power healing yourself, well Oni gets way less dangerous.

    Every game i play, if people don't heal, it's an ez 4k for killers systematically. Secondly, you don't always find teammates ready to heal you at need, because you might not knowing their position or because they are in the middle of a chase. If you think about those situations where killer have downed 3 person and you're the only one who can have the chance to bring them up, and you can only count on your self-care to have at least one chance, then is a good perk. I saved many games with it. Now people when i state this says "well bring a med-kit". Maybe i had it and i finished it. What i wanna say is don't use it all the times, use it with brain. Is a time waster if you abuse it.

    Another mistake in my opinion is thinking that "if you genrush only" the game is 5 minutes. Yeah, but if you genrush, with the actual scoring system the game has, you don't pip so you don't rank up. I actually pip with longer games than short and fast games. You make points making actions, and this count, and at the end of the game if you die on hook, but you got your points, you pip and you're good anyway.

    Ranking up is a punishment, at red ranks to find a lobby is like 10 hours, so I don't know why you think its a victory. When I play killer I love who uses SC and when survs not heal is not even close to be a Ez 4K if they know how to loop, they don't last 5 gens but if they are not SC'ing and doing gens that is a Ez escape. What you do not understand is that after 32 seconds you heal yourself, but being healed is not even that great and you still lost 32 seconds of gens, what you need to do is stop being selfish and look at survs game as a 4 v 1, not an 1 v 1. Another 2018 Self-care god tier perk, metq even at red ranks comments

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/932998#Comment_932998

    Most people were asking for "moldy electrode at base", and this sounds like THAT. Will definitely be nice to have as well as everything else. Shocking ppl mid chase wont feel as tiring with constant stance changes while looping or constant speed changes while swapping said stances. We'll see if it makes that much of a difference, but im excited.

    Excited too, I also tought that should be base without the bad side

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/932183#Comment_932183

    Took me a second to refind the line. 1:15:20 They are talking about zapping people. They mention its a little bigger but the addons dont increase it as much, nor widen it. Since I didnt really ever care to have a huge shock therapy, just workably large with a 25% increase from moldy electrode...this was nice to hear.

    Thank god, its not that incredible but its more an QoL change

  • If played it right, with good perks and addons, yes, but if a killer rely on perks and addons he's not that good (but I main him and started to play loadoutless and managed to get some 4Ks, not every game but 6 for every 10 matchs)

  • If you don't, the Entity kills you

  • @Nobsyde said:

    https://forum.deadbydaylight.com/en/discussion/comment/932152#Comment_932152

    I think some clarifications are needed:

    everything of this play style revolves around you having STBFL tokens, and those tokens are what will make you able to down survivors, even if they heal.

    In fact, you want them to be healing, due to the time waste, but you don't want to continuously injure everyone with FF (or to be more precise, don't go out of your way to do so). If you do so, survivors will eventually be less likely to heal, plus by hitting them with FF you are not really achieving STBFL tokens or breaking pallets.

    This being said, you can infer when to use FF:

    • tracking other survivors nearby would be useful (e.g. early game, centre of the map, hooked survivor nearby...)?
    • is there a pallet next to you? If that is the case, it's best to try to bait it with a basic attack, even take the stun if needed, and then catch up with FF
    • is the target the obsession, uninjured?
    • is the target at a strong loop, uninjured?

    Remember that every rule on when to use FF comes after this very important one:

    never struggle for a first hit on an injured survivor

    You don't want to waste any time on hitting an healthy survivor - if the other conditions to go into FF are not met and you can easily get a basic attack then go for hit. But if you are (or think you will be) struggling then absolutely go into FF. You can always immediately end your FF to maintain you power almost at 100%.

    Also, FF should be used to Pop only if you really need it - maybe the generator was close to being done, maybe you already know survivors are cocky and will try to finish it even when you're coming, or maybe the hooked survivor died after being hooked, meaning that you don't need to come back anyway. If this is not the case, I always find it best to just walk to the generator and watch for clues for survivors near it. If I want to close the distance quickly, but I'm not really in a hurry, what I might do is go into FF until I'm at a distance of around 20-16 meters, then stop my power. What happens is that even though the 4 seconds stun will basically nullify the speed at which I reached my new position, survivors that were working on the generator are now in a bad spot: do they continue working on the generator, allowing me to catch them in a few seconds once FF is replenished, or do they stop working, making them idle for 10+ seconds?

    Using FF for mobility reasons it's definitely one of the most difficult thing to master with Legion though , especially against good survivors, so be really careful with it :).

    Thanks for the explanation, I am an big dumb

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/932189#Comment_932189

    Like I said, I am only hearing (from other people). I didn't watch the stream, and this isn't something I am seeing confirmed by a dev on here, so I'm gonna wait to be certain on this.

    Ah ok

  • Doctor cuz I feel like his power does nothing, but that will change with the next Doc changes (I hope so)

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/930623#Comment_930623

    Apparently I am hearing that they are slightly buffing his base shock range.

    Where? I am so hyped that I can't stay without info

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/931925#Comment_931925

    The passive static field was only actually good at getting ppl into T1 madness at the start of the game, while THIS will be good for ALL of the game. Think of it as an infectious fright at the touch of a button. Put on whispers and there will never be a moment where you wont have someone scream if that light is on (unless theyre in a locker, in which case...open the nearest locker, lol). This change sounds GREAT. Glad I mained Doc when I was new and already have alot of perks and addons on him.

    Hes also getting a slight range boost to his shock, which ive been wanting FOREVER. Currently I use his moldy electrode for an extra 25%, which is night and day. If they wanna give me that FOR FREE without using an addon slot of the charge speed debuff of the addon, i'll gladly take it. Really looking forward to playing this reworked version.

    They are increasing? Didn't hear that in the livestream

  • @Acromio said:

    https://forum.deadbydaylight.com/en/discussion/comment/931914#Comment_931914

    They put his static field on a 60 second cooldown, removed the interaction block from shock therapy (at least this is what came across in the dev stream) and removed exhaustion from his addons. How is this not a blanket nerf?

    Shock terapy is untouched

  • For me (that loves Waluidgion) I like thinking in another ways of playing Legion because he's a little strategic (in my opinion), so if you do the right decisions on when using your FF or not that is gonna the decisive thing in winning or loosing. For my understanding of this playstyle (maybe I understood nothing and I'm dumb) is: You use the FF in the beggining of the match if you think that you gonna find another survivors and if not you just farm STBFL stacks with the first survivor (only non obssesion), after that you only use for going for gens to use Pop, for hitting the obssesion or if you are going against a good looper (plz correct me if I'm wrong about the playstyle). I will try that out, realy looks promissing

  • @Nobsyde said:

    Dev stream made this official: this Legion is here to stay. In this case, let’s throw out the window all the negativity and try to learn how to proficiently play them and have some fun - this post will be very long and go in great details on what, in my opinion, is one of the best play styles with this killer. 

    Disclaimer: an exception

    Ok, let’s get this out of the way immediately: while what you’re going to read is a general guide proven right in the vast majority of games, you can always find a super organised swf team in a very survivor sided map - in those cases yes, you could fail, but that’s ok - if you really expect to play a killer that can win every game, what you actually want is a very unbalanced and broken game, so move on, this topic is not for you.

    What Legion does not do very well

    There has been a bit of a misunderstanding on what Legion power actually does, mainly due to the different iterations of Legion. Basically, it seems a good bunch of the community thinks that Legion is a slow down killer because of the ease in injuring survivors and mending time after Deep Wound has been applied.

    While those two things are undeniable, by themselves they are not enough to make the game slow down enough. In fact, the game could even speed up.

    Simply imagine: you are a very good looper and you find yourself injured almost immediately against a Legion, what do you do? You heal yourself, wasting your time since Legion can easily injure you again, or just do the generators? Thanatophobia adds a 16% slow down in a best case scenario, that’s just a bit more of 10 seconds of a generator, which is much less than the time needed to heal yourself (especially if multiple times). So yeah, you can’t rely on people healing as a slow down.

    You can slow down the game with Legion, but that’s not because of their power per se, it’s more because of map pressure and the perks / add-ons we’re going to see.

    What Legion actually does

    Legion is probably the best tracker in the game, and one of the few killers able to preserve tokens of Save The Best For Last (STBL). Plus they have a very high mobility, which will be very helpful to move around in certain scenarios.

    For who didn’t already know: hits during Feral Frenzy do not count anymore as Basic Hits, meaning that while one can’t apply any debuffs like the Mangled effect of Sloppy Butcher, you also won’t lose tokens of STBL.

    With this in mind, let’s finally go into a normal game.

    The Build

    Hex: Ruin - you need to have a slow down perk for at least a few seconds. The first hit is too important, and if gens are flying before you have found someone, and possibly broke a couple of pallets, you’re in for a very difficult game

    Pop Goes The Weasel - you won’t have time to go around and kick generators, that’s why you need something to slow the game quickly and strongly. Also, in extreme cases you can even use your FF to quickly reach a pivotal generator to pop.

    Monitor & Abuse - this is a controversial perk for Legion: FF heartbeats are based on your Terror Radius, and M&A increases it during a chase (while it’s reduced when not chasing). You have to keep this in mind, and use it to your advantage. In fact, this downside is actually what will make you quickly understand if and when to go for another survivor or just take the stun and continue the chase. The other reason why we’re going to use this perk is to simply close distance to generators before survivors run away from you.

    Save The Best For Last - eventually, you’ll almost become a fully committed M1 killer, and that’s only because of STBL. Without it, your games will be much, much harder.

    The Add-ons

    There are a lot of add-ons that you can use, not everyone is a game changer, but one that you should always use, if you are not going for a Iridescent Button game, is a Pin. The Legion Pin applies the Broken effect, while the Defaced Smiley Pin applies the Mangled one. In my opinion the latter is the best - as previously stated if survivors can’t heal, they’ll just do generators, if they can, well, that’s up to them. If they want to heal, they’ll be slowed down considerably, if they don’t want to, that’s fine as well, and we’ll see why.

    If you want, use add-ons that increase your FF duration, they are very good, but in my numerous games I found out they are not that important, now that FF speed is increased. Also remember that thanks to M&A you’re going to chain hits only on survivors that are close by.

    The Goal

    In order to win the game Legion needs three things (in order of importance):

    • as much tokens as possible of STBL
    • false sense of security for survivors
    • injured survivors

    Everything else is the same as for every other killer: 3 generators close by, keep everyone occupied, don’t waste too much time in a single chase, bait pallets and so on and so forth - but since this is true for every killer, I’m not going to go too much into it.

    Early Game

    Ok, we spawn and the first thing to do is to find a survivor. I usually go in a somehow distant area where there are a couple or more generators to check - if Ruin is not in my path that’s the best, but I leave it up to you on how to approach this. Once you find the survivor, there are two things to consider

    • is the survivor the obsession?
    • is the survivor on the very edge of the map? if so, how likely it is that there’s another survivor nearby?

    If the survivor is the obsession, the smartest thing to do is to go into FF and hit her, if you see someone with FF go for it, it doesn’t matter if they are very far away, you just want their general position and M&A will help to catch them eventually. Downing the obsession at this point of the game won’t help you at all, so as a general rule, just use her to find other survivors.

    If it’s not the obsession, the second point applies: if the likelihood to find another survivor nearby is not the best, you should consider hitting the survivor with a basic hit - it’s 1 token for STBL in your pocket, and you don’t risk missing your FF hit, which would hurt you a lot. However, don’t waste time - if you can’t hit them quickly, you need to go into FF and close the deal.

    In any case, let’s assume that you used your FF - what you want now is to lose the chase to decrease your Terror Radius, and go for the nearest survivor, rinse and repeat. If the first survivor is running toward the center of the map then you can consider not losing the chase, but just keep following him - even if you can’t find another survivor to hit, you’ll be in a better spot once your power ends, and you will still have a survivor to chase anyway.

    As always, don’t overcommit on a single survivor and cut your losses - if you can bait a couple of pallets but you still don’t see the second hit nearby, just take your loss and move on.

    During your first chases try to create a mental map of the generators which are being worked on - if you can interrupt and hit someone that’s terrific, but otherwise don’t bother too much kicking generators: what you really want is your first hook.

    From 1-2 tokens to Mayhem (a.k.a. Mid Game)

    After your first hook you’ll have gained 1 or 2 tokens of STBL. That’s not a lot, but from now on everything will become much easier.

    Recollect your mental map of the generators worked on and get there as quickly as possible. In this early phase I suggest to just walk there and preserve your FF: not only M&A could help and scratch marks will aid you find survivors, you can also expect a very quick save in the early game. That’s what you want, and this is time to get back very quickly.

    In any case, if you are not at FF distance from the hook (meaning: you can't reach the hook without going into fatigue with FF starting from your current location), the best thing to do if you find an outpositioned survivor is to basic hit them.

    This also applies if you are very near the hooked survivor - you will trade tracking and injuring potential for STBL tokens. Also you don’t really care if the survivor is getting saved under your nose, since a second hit on one of the two survivors is basically guaranteed at this point (3+ tokens).

    On the contrary, if you are at FF distance from the hook, consider hitting with FF, and immediately run back to the hook if you see any heartbeat in that direction. If you don’t hear any heartbeat end your FF immediately, you absolutely don’t want to have it on cooldown while a survivor is still on hook.

    Quick reminder: before you have maxed out your STBL tokens, always hit your obsession with a FF hit, no matter their distance. The only exception is if the obsession is already injured and a hit will result in a downed survivor.

    A brief Chasing Tip

    Once you realise the looping skill level of every player, try to use the strongest looper for your first FF hit - he would most likely be able to escape from a chain hit anyway by running away preemptively, and you don’t really want to waste time. It will also help your confidence and decrease the team morale. Plus, when eventually you will strike him, he’ll probably not see that coming.

    Considering that this also applies to the obsession, if you think you are in a good spot, consider wasting the strongest looper Decisive Strike. He’ll become the obsession and you will catch two birds with one stone later on.

    …and a couple of Feral Frenzy Tips

    As said, we want to chain hits only on survivors in our TR while M&A is lowering your TR. Sometimes what will happen is that you start going toward a heartbeat, the chase with the previously hit survivor ends (thus lowering your TR) and the heartbeats will disappear. That’s where you want to make a play: lose sight of the mending survivor (yeah, they will most likely mend right after you hit them…), find the right angle to approach them and end your FF. Most of the time they won’t realise immediately what’s happening, and you can hit them a second time very easily. However, don’t abuse this too much; in fact, try to use it only after you already run away a few times in the past - this will give them a false sense of security, and that’s where punishing them becomes easier.

    Another very situational scenario is when you are able to chain hit 3+ survivors: by the time the fourth survivor is going to be hit, the first one will likely have already mended. If you hear his heartbeat, go back to him but end your FF before he can see you. Your goal is to not let them realise you are going again for them, since most of the time Legion will commit to a chase of the last hit survivor - certainly not the first one! You have their general location, they will feel somehow safe, it’s time to strike.

    Mayhem (a.k.a. 6+ STBFL tokens)

    At this point of the game it is expected that a couple of survivors are constantly injured, maybe because of previous DW hits, maybe because of recent unhooks. In any case we don’t really need them injured (…aside for the obsession): with 6+ STBFL tokens once we hit a survivor there’s a very high chance of a second hit in a very few seconds. This is always true when more than one survivor are grouped together, but it’s invaluable when they are cornered.

    This is where you will basically stop using FF to injure survivors, and will start using it to move around and Pop generators or track where survivors are located when someone is hooked (reason being: there’s a high chance more than one will be nearby, but if they aren’t.. you can commit to the chase!).

    If you have 8 tokens of STBFL you can basic hit your obsession even if she’s not injured if you are confident you can chain a second hit: yes, you’ll lose 4 tokens, but having someone on hook is a good enough trade-off. Plus, 4 tokens are enough to quickly recover the lost ones from other survivors.

    On Borrowed Time

    When you are still striving for 6+ tokens go for the hit: it’s better to gain a token now than to maybe down them later but still be unable to hook them due to Decisive Strike.

    On the contrary, never ever ever ever hit an Obsession with a basic hit which was just unhooked. Losing 2 tokens to borrowed time is the worst thing that can happen to you. Just do what you are supposed to do: hit your obsession with FF and go for someone else.

    Late Game

    Actually there’s really not much to say here. You should always have between 5 and 8 tokens of STBFL, survivors are being hit left and right and there’s no peculiar tactic for Legion at this stage of the game, so just do what you would do with every other killer: kill at least one survivor, have a couple of them on death hook, patrol generators and.. just play well :).

    On Killing the Obsession

    Remember that before the death animation ends, you can still gain tokens for STBFL - you know what to do.

    Conclusion

    Even if this post was very long, there are a lot of subtleties that I left behind, but you will figure them out as you go. This being said, if something doesn’t sound right to you let me know and I’ll try to explain it better, if I’m able to.

    I really hope someone will find this post useful and will be able to have fun with this very controversial (but, in my opinion, very undervalued) killer. Yes, they still have some issues that I hope someday will be fixed, but please leave those considerations for other threads - this is the Legion that we have, and that’s about it for now.

    P.S. I'm tagging a few people which may find this post useful, I apologise if that's not what they wanted :P @Sonzaishinai, @EleaticStranger, @Brucecastro81

    Thanks for the tag. :)

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/930756#Comment_930756

    Killers need more slowdowns in the game. If survivors didn't self care, what are they supposed to do other than do gens? Heal each other? So make it easier for the killer to find two or three people rather than one?

    There is nothing to do besides gens

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/930766#Comment_930766

    I started with survivors's path till I reached "Dark senses" challenge and after 10+ matches I gave up and started with killers'path! That challenge it is really hard! I will give a try tomorrow night again!

    I'm thinking on use bond to search for a couple of survivor working on a gen already, and if that doesn't work, I will ask them beforehand in the lobby to allow me finish the gens for them!

    https://us.v-cdn.net/6030815/uploads/660/PDJ5IW72OEZG.jpg

    Ironically I completed "Agitated advantage" in the first try with my Wraith, but only because they were a swf and tried to bodyblock my path into the basement with a Jane in my shoulders, and since I equiped "Mad grit"(along with "Iron Grasp"), I managed to down a Dwight with 2 hits and hurt a David, two hooked in the basement at once, two more downs and hooks as they rescued and the last one, a Yui, was kindly enough to wait near the basement and failing at hiding sucessfully so I down and hook her and completed my challenge!

    Oh ok, but yeah the Agitaded advantage is preaty easy, I did in one game

  • Bloodhunts would be almost useless

  • @[Deleted User] said:

    I like them, majority are doable, my only grip are: Six Feet Under" and "Agitated Advantage" ,they are... challenging

    You dis not found the 4 gens dark sense one hard? pls tell me how did you complete it

  • Most of them are easy, but the Dark sense one is BS and the sacrifice 4 survivors in the basement is a little too much, should be only 3 in case the last guy goes trough the hatch (I don't think that survivors would like to be slugged for the killer get his challenge)

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/929789#Comment_929789

    So all perks should revolve around people who can loop?

    Doesn’t matter if I’m a special case, there should be perks for several types of play styles.

    Also, I don’t think self heal is trash. You not liking it doesn’t make it bad.

    Self-care is not bad because I dislike, its because there is almost no point of losing 32 seconds of gens just for a heal

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/929694#Comment_929694

    Unfortunately for me I don’t have the hand dexterity for looping, watching the killer during a chase, or 360°. My left hand just doesn’t listen to my brain like it used to :(. All I could do is stealth play, work on gens, unhook teammates, search for ruin, heal people, undo traps, and tap an I worked gen so the killer could waste time searching an area.

    I know it’s not the preferred play style but I don’t care. It works for me.

    But you are a "special" case, for people that can loop, this perk is trash

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/929674#Comment_929674

    Better they heal in a corner rather than expect me to heal them at the hook I just unhooked them off of. So many survivors don’t consider that the killer might come right back after they get unhooked. They just do the little squat dance for me to heal them.

    @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/929674#Comment_929674

    Better they heal in a corner rather than expect me to heal them at the hook I just unhooked them off of. So many survivors don’t consider that the killer might come right back after they get unhooked. They just do the little squat dance for me to heal them.

    if the killer comes you loop'em, ain't that just easy

  • Tome 4 I don't know, but for level 4 is 11 AM ET

  • @AvisDeene said:

    I would like to see self heal buffed.

    Actually, I know I'm in the minority, but I'd like to see self heal in its current form become a base ability and no longer a perk, and am willing to see killers get the same treatment with Ruin or some other perk.

    More people Self-caring in an corner.... HELL NO

  • If you don't see moris and keys too often it doesn't mean that other people don't

  • @RIP_Legion said:

    https://forum.deadbydaylight.com/en/discussion/comment/927262#Comment_927262

    Gens were done at 7:22 bud, the problem is a killer as potentially good as Nurse while being as good as he was with her couldn't come close to cutting it even with pop.

    Nurse doesn't stops gen progress, she just haves a strong chase pressure

  • If the survivors played well, didn't BM or I was playing Insidious Bubba (Best bubba build btw) and someone DC'ed

  • @OmegaXII said:

    I noticed that every stealth killer can hide their aura and terror radius in some way, except Myers once he gets out of Tier 1. So i think he should be able to freely switch between 2 tiers as his power. That will open up some interesting playstyle, not just limited to m1 killer with lower terror radius and ocassional instadown.

    Also, i suggest a QoL for him. I noticed that dedicated servers often regress my stalk progress when i try to 99% the power or accidently pop T3. So i think we can make his power work like oni, meaning you can trigger T3 by pressing secondary power button.

    The QoL realy sounds great and won't change that much for survivors and just be a little healthier

  • @HellDescent said:

    https://forum.deadbydaylight.com/en/discussion/comment/929522#Comment_929522

    Some of them. And? Did you read what this topic is about?

    It looks like you are mad about some of these perks, like you nerfed Insidious and his fun factor (Bubba spies at distance)

  • Since the sounds are broken it can be a bug, but maybe it can be a FBI top secret change or you could just be deaf

  • @HellDescent said:

    Adrenaline - no longer wakes you up, no speed boost, only picks you up from dying state. Revert bt to 1.9.2 version, ds only works when picked up from the ground. Remove exposed status effect from noed. Insidious only works when you are further then 16 meters from a hooked survivor. Monstrous shrine - unhooking people in the basement gives rescuer exposed status effect for 30 seconds. Leader increase speed by 20%. Boil over increase range by 2 m. Slippery meat increase hook escape attempts increased by 2, remove trap escape bonus.Up the ante increase luck numbers. Vigil increase how fast survivor can recover from status effects other then exhaustion Furtive chase increase to 6m from 4 m. Blood echo applies sloppy butcher effect instead of haemorrhage. Unrelenting increase numbers by 20% Territorial imperative increase the amount of time you can see the aura to 5 seconds. Zanshin tactics reduce cooldown

    You are just nerfinf perks that you don't like to go against, not the perks that need (maybe DS need). And you didn't even organized the comment (I understood almost nothing)

  • @KillermainBTWm8 said:

    Could people who DC possibly have the ability to rejoin the match within a certain time frame? Since the main complaint from many is that you are punished for the game crashing I feel like this could be a possible solution. I also believe that the punishments become a bit to harsh at a certain point. But that's another topic.

    The DC’er could use that to make the killer go away and just go back in the game

  • I got called tunneler and camper after going back to the hook when I see that there is no one in gens and go after the unhooking guy

  • Maybe was unfun to the Laurie but she was risking her for the save, and its completely fair

  • Just a question: how do you know? Did you had a feeling or its just analysis?

  • @TbagThisLag said:

    https://forum.deadbydaylight.com/en/discussion/comment/927959#Comment_927959

    Like this ... what is the point of this ? Or you got 240 posts of useless information ? 🧐

    Usseles post / my opinion

  • If you use Self-care I think you don't deserve to survive, so you can't drop a pallet

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