ChiTenshi
ChiTenshi
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- ChiTenshi
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Comments
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IMO Michael Myers:
- Easy to pick-up and learn, but still has a high skill cap when timing power usage and stalk vs. chase
- Feels very balanced to play against. Notification with each power level change, he has to work for each power level change
- Can still scare people due to his tier 1 shenanigans
- Awesome theme music
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With honesty, the Pig's Mori can be put on the list. It's rather boring for what it delivers, and I can think of so many things they could have used from the franchise to give us a more satisfying kill.
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I find it rather balanced. 1 Health State + Sprint Burst, but only after completing/surviving to see all 5 gens complete; the Survivor equivalent of NOED.
Killers that get annoyed by this Perk either;
- Chase a Survivor who is actively trying to distract them
- Starts slugging several Survivors towards the end of the match
Both of these situations can be avoided or worked around so if Adrenaline triggers it doesn't cost you as heftily.
The only small issue I see (as mentioned by other people) is when the Perk activates after a Survivor gets unhooked. I don't have much issue with this, but I can see how it is annoying and deviates from the Perk's core design. Removing this effect shouldn't cause issues and if anyone needs a Perk equivalent for the unhooking situation, DS and BT can both fill this role.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/967719#Comment_967719
In all fairness, the hook doesnt swivel for killers, and standing infront of the hook trying to get the exact right angle for the animation to start would be troublesome. Its understandable for the devs to have "the slide" in place to avoid complications.
I understand it's purpose, but I do feel a bit cheated when they slide from a 90+ degree angle around to the front of the hook.
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I think her add-ons need looking into primarily. Half of them don't have enough influence on a Survivor's actions.
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@meatisadelicacy said:
Your wiggle bar is full, you get full points for your wiggle, and you still getting hooked. That's all. I know it's not new and will never stop happening, but every time it does, I'm reminded of how much I LOVE IT.
Gotta love that good ol' hook slide Killers do when near the hook
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One possible fix is making the hit-box match the character model.
I know the hit-box of Survivors is slightly larger than what they appear to be. Evidence for this, a Survivor crouched behind a wall can be hit regardless of whether their head sticks out or not. None of their body is visible, but with a low enough shot the axe will hit them.
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He needs several tweaks to his outdated kit.
- Escaping Traps should be like escaping Reverse-Bear Traps, remove the RNG component. Too many times have I either spent 20+ attempts to escape a single trap, or the Survivor escapes in less than 2 attempts.
- Traps should be highlighted in the Trappers vision 24/7, and not vanish from sight once he’s close enough.
- Not directly from the Trapper, but Slippery Meat should be reworked to not directly counter the Trapper. No perk is specifically targeted to counter a single Killer, plus the perk is really weak regardless.
- Change the Trappers Mori to include a Trap in it
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It’s all in the wrist
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I think a better concept for it would be 50% at all tiers, but the healing speed is increased per tier (5 / 10 / 15%)
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I fear the 4-man Deliverance
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I don’t understand the hate for Self-heal and Unban Evasion.
Plus, aren’t you missing a few perks?
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@Rmgaming98275 said:
https://forum.deadbydaylight.com/en/discussion/comment/961622#Comment_961622
Tell that to the demogorgan at this point they should add the exenomorph
You might want to read my other comment that is just below that one.
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The Exit Gates don’t need to be opposite each other, but need to be sensibly spaced.
I understand that the Survivor shouldn’t be in favour of escaping the 1 vs 1 situation, but when the Killer can see both exits from simply turning on the spot then something needs changing.
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Players normally ragequit for emotional reasons, not logical ones.
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@ZtarShot said:
This idea is just like old DS, but stronger. I don't think DS needs a rework as it has already been nerfed. The poor wood shank could be nerfed, but it isn't as strong as it used to be.
On a side note, I hate it when people say "DS should disable when I hook another survivor because that's not tunneling." Where in the perk does it state "anti-tunneling perk." It just makes me feel weird.
But it is designed to be anti-tunnelling or pro-distracting. It came out with Laurie who's whole gimmick is to get the Killer obsessed with her and survive.
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With Huntress I have the opposite effect. Due the hit-boxes being funky, I am able to hit Survivors around corners and over the top of certain objects.
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@RandomHyperBeast said:
I understand that. I'm simply saying that by making it an item, killers wouldn't have to go against it as much because as a perk people can use it every game where as with an item they cant always use it if they don't have it
It will be less common but open the door to more annoying combos.
Imagine a Survivor taking DS as an item and 4 Meta Perks.
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The perk is single time use...
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We already have a few variants in-game :3
- Spitter - Plague
- Hunter - Demogorgon
- Charger - Hillbilly
- Boomer - Clown
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@DocFabron said:
https://forum.deadbydaylight.com/en/discussion/comment/961659#Comment_961659
It stayed all game. I couldn't see any skillchecks or ANY prompts, not even for Dead Hard.
Welcome to DBD hardcore mode
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/961622#Comment_961622
William Afton is human, or at least was human at some point. More human than The Demogorgon though.
I count Demogorgon as an exception (was rather surprised that it was added).
When you look at a Killer, you can tell they are human or were human at some point in their life. You don't really get that kind of thought process with Springtrap or any of the other animatronics.
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*Requires max charge to apply instant-down.
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I prefer Dead By Daylight sticks to human-oriented Killers, suits the genre and theme more.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/961584#Comment_961584
You can dodge the axeheads cant you ds you either wait for a minute or hope they miss (which almost never happens) and like i said your allowed to use what you want moris/keys/addons they are in the game they exist as a option. Dcing is a exploit and unfair and the devs know it thats why were getting penalties.
Care, they can't do the first part so have to make the add-on sound more BS than it actually is.
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@joker7997 said:
I dont condone dcing, but you got it coming with those add ons. Cry me a river.
The Huntress is clearly crying tears of Putrid Serum.
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@yadielrodriguez said:
https://forum.deadbydaylight.com/en/discussion/comment/961486#Comment_961486
You mean camping and tunnel killers like that what I do.
You gotta go next level man. You gotta continuously down 1 Survivor but not hook them until they eventually bleed out.
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*Added: Hitting a Survivor highlighted by Killer Instinct whilst in Feral Frenzy reduces the post-frenzy cool-down.
Those who are successful in hitting 3/4 Survivors are rewarded and Legion's power is encouraged in the right situations.
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Why are people attacking the player who's suffered from poor matchmaking?
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@MagicalYummies said:
WHAT Y’ALL DOING HERE????? THIS THREAD IS SO OLD, I MADE IT LIKE 500 YEARS AGO LMAO
New Killer is clearly a Necromancer. Has the ability to rez dead threads.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/960461#Comment_960461
Yes. Reduced Mending times and nerfed blade addons.
While that may be an argument for insufficient counterbalancing, that doesn't change the fact that an attempt was made.
There hasn't been another full patch since these changes and according to the devs his winrate has gone up since the change making it an overall buff.
Depending on how often the extra Frenzy speed leads to additional hits this makes sense as more hits means more stall and if it's greater than 25% more chain hits then you are getting more stall now than ever.
Considering I've seen people get chain hits greater than 4 via Survivors immediately mending before your Frenzy is done, giving you enough time to hit them again. I'd absolutely buy that this is the case.
And then that just leaves the perk synergy reduction, which sucks sure but isn't THAT crippling.
He loses:
Sloppy - Biggest loss, but can be substituted by the buffed pin addons.
STBFL - Overrated combo. His power gives him the first hit making the perks effect redundant outside of grouped injured Survivors
Remember Me - I've never seen anyone use this perk on Legion and it's not hard to stack anyways
Dark Devotion - It's DW synergy was removed anyways and it's hardly a meta perk for him
I’m all for attempted changes to help fix a Killer, but if they become garbage then something should be done to alleviate the issue.
Can I see the link where BHVR state Legion’s “win-rate” (whatever classes as winning) has gone up? Because I doubt his “win-rate” has gone up in high ranks.
Also about the changes:
- Sloppy Butcher would apply anytime and until they healed vs. Pin that only applies during Frenzy and for 60 seconds. How is this a buff?
- STBFL is a good perk and whilst not the best one for Legion can be used effectively to chain hits then proceed to finish of people who linger by. Plus, the stacks could be gained quickly then used to individuals with quick down-time. However, this is no longer valid.
- Remember Me - I haven’t seen a Legion use this perk and I know it’s fairly easy to stack, but why made it harder on specific killers?
- Dark Devotion - It wasn’t meta but it was used quite a bit, why remove this synergy?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/960466#Comment_960466
?
As far as I can tell, the points are pretty clearly laid out.
So much so that we ended up talking outdated perk language (which I might create a discussion on).
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/960424#Comment_960424
That is a different argument.
Regarding STBFL, that is the perk simply containing outdated language, not the perk interacting incorrectly with a power. Much like how Kindred for a while contained the line "trumps all stealth abilities" despite Myers being immune to it.
I think the whole discussion got derailed. Continuous misunderstanding of points, and everyone trying to prove each other wrong.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/960156#Comment_960156
Increased vault and movement speed in frenzy and buffed several addons.
Good to know, did you read the rest of the changes though?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/960401#Comment_960401
All players need to know is that your m1 downs instantly.
Look, it either acts like an M1 where you are informed of NOED being in-game and get downed, or vice versa. Or maybe, the perk description could be better fitting than leaving a very important feature of the perk out.
Why make it unclear in use and application?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/960342#Comment_960342
That just seems like an issue with notifications, not with how NOED actually interacts with powers.
Regardless, that simply punishes the player for not the right reason.
Another example is STBFL doesn’t apply on Legion’s Power despite the Perk simply saying hit.
There are several examples that leave some Perks in a questionable state of will they work with my Power or will they punish me for trying.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/960342#Comment_960342
Sounds fair to me. If noed is up just use your m1
How? That just punishes players that don’t know better.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/960323#Comment_960323
Examples of powers you are referring to?
Example, if NOED is active when you Lunge Hit with Pig, it is revealed to the Survivors but doesn't down them.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/960177#Comment_960177
What about them is left in an unclear state?
Certain perks like NOED half apply on their 'power' hits. Either a perk or status should 100% like react to an M1 or power hit, there shouldn't be a mixed middle ground which confuses players and makes certain combos obsolete.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/960156#Comment_960156
We draw the line at "functioning differently from a basic M1 attack." So EW3 Myers, basically.
So you agree that Legion's Frenzy and Pig's Lunge should be tweaked to work 100% like powers then and not be left in an unclear state?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/959815#Comment_959815
Legion's Frenzy has no lunge, cannot naturally put someone into the dying state, and initiates a huge end recovery if it misses or hits someone in DW. It is absolutely not the same.
None of the powers are the same, but where do we draw the line? Why do exceptions exist? And why are several inconsistencies and flaws caused by this allowed to exist?
If the line is drawn at Legion, then why hasn't she been buffed to compensate and left it such a negatively, questionable state.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/959754#Comment_959754
Myers is a bit of a tricky one since the lunge range changes based on his current tier, but nothing about Ghostface's attack changes with his power. What changes is the status condition applied to a Survivor.
So like Legion's Frenzy which applies a Deep Wound Status...
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My friend is Rank 14 on Killer but gets matched against Purple/Red Ranks. I'm unsure whether the matchmaking system is bust or not.
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/959727#Comment_959727
Because they are in their power
True, but that should be said for some other Killers (Ghost-face, Michael Myers, etc)
I currently don't agree with the pick-and-choose situation of what's classed as a basic attack, and I don't agree with some of the harmful side-effects of said changes (.e.g. NOED is revealed on Pig Charge but doesn't down the Survivor).
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M1 is a basic attack except for Legion Frenzy and Pig Charge. I don't know why those 2 are exceptions, but I don't approve of them being exceptions.
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/comment/959691#Comment_959691
I started this experiment at 3 and I just hit 9. I've had at three games tonight where I haven't even touched a gen for a second. My scores are just boldness and I think a little altruism for when the killer steps around the teammate who unhooked me and goes for the tunnel and I get a protection hit.
Red Rank is normally tunnel-town, it's unfortunately one of the more effective ways to play Killer at that level.
But people don't normally tunnel due to perks. Most tunnelling is either due to toxic behaviour (.e.g. tea-bagging) or being simply being annoying to chase (.e.g. looping the same area 10 times and still not dropping the pallet).
It's more psychological triggers than mechanical ones.
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What Rank are you?
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Ruin is better at pro level because no matter how skilled the player, hitting Great Skill-Checks on a continuous basis is very difficult. Only a handful of people are skilled enough to achieve this, but for the vast majority of players Ruin does it's job and slows the gen progress down.
Huntress Lullaby is better as low ranks as it throws new/inexperienced players off-guard and causes them to panic (and miss more skill-checks), but Pros won't be phased. The issue with Huntress Lullaby is that it informs the Survivor it's in-game before it's even active, so even green rank players will see it coming a mile away.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/116579/how-to-counter-mori
I...
You know... It says you... You need to hook first before... Before mori...
Shhh..... let him believe
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/934167#Comment_934167
Sarcasm? Oops, guess I know why my posts rarely get replies.
Mild sarcasm is fine. It when a large portion of the post is made sarcastic to mock something, then it's ignored.