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Crowman

Crowman

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Crowman
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  • @Plsfix369 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2936056#Comment_2936056

    I have no problem with looping, My problem is If I'm using Built to last how am i suppose to finish a full heal when i have to do 12 second locker break every time I can't finish a full heal, it a waste of a Extremely Necessary MEDKIT that I PAID for with BPs.

    It invalidates a whole Strategy regardless of Survivor playstyle, There's no avoiding it.

    That's too bad, but that's part of the game. The killer can interrupt you while you are healing and down you causing your med-kit charges to be wasted.

    Your problem is feelings of entitlement.

  • @Plsfix369 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2935289#Comment_2935289

    Have you tried finishing a heal with a Wraith or Twins chasing your A$$, its f*cking IMPOSSIBLE

    They hit you then leave you, then come back and boom your caught off guard, Medkit wasted, Another person DEAD.

    Your problem isn't hemorrhage. Hemorrhage doesn't really do much if the killer interrupts your heal and then downs you.

    And also, so what? It's a valid strategy.

  • Certainly. Far too many offerings and far too many that do practically nothing. Plus green is really stacked since every map offering is green rarity.

    To start:

    Move the higher rarity bp offerings down and remove the current uncommon and common ones so bp offerings are cheaper and give more for their value.

    The mist offerings need to be changed to something else at this point, because fog has practically been removed.

  • They put out a hotfix that said they fixed this issue.

  • @Viskod said:

    https://forum.deadbydaylight.com/en/discussion/comment/2935589#Comment_2935589

    Most people just use the same window vault over and over. In the Strode house people run through and vault over the fence in the back yard and then vault through the window on the front porch. Just blocking one of those cuts them off. Hardly ever do I get someone jumping out of the second floor window because I can catch up to them instantly unless they're using balanced landing.

    The house next to that one is your typical house setup with a basement so that one isn't an issue at all.

    The house across the street from that on the end has that window vault inside the front right room that is the most commonly used or they run upstairs and hug the edges of the room with the hole in the floor. and fall off the porch.

    The house in the middle on that side is another typical DBD house setup and the one on the end has that vault out the back as well, but its so close to the back door and the only place to go if you try to run around the house is a straight line to the front yard that its very easy to catch up with them.

    These are not invincible loops that all killers are at the mercy of.

    One of the houses literally has two vaults on the same side on the 1st floor.

    And obviously the houses aren't invincible as you'll eventually bloodlust and catch them. But unlike playing around a TL or a normal jungle gym, there's no real option to outplay the survivors at the houses. Majority of the vaults have no alternative path so you either vault after them or go all the way around the house. It's a huge time sink and it's not like strong pallet loops where you can force them out of the game.

  • @Viskod said:

    https://forum.deadbydaylight.com/en/discussion/comment/2935537#Comment_2935537

    The window vaults are good. The dark corners in most of the houses are good. The wide streets are to keep generators far apart. Its a good map. All that said, chasing a survivor around a house mindlessly until the entity does your job for you does not a bad map make. Maybe try to mind game some of corners.

    I've played the map numerous times as Legion, Nemesis, and Sadako and not had an issue. Though my Legion and Nemesis typically have Bamboozle, which kind of handles the whole window vault situation.

    You really can't mind game the houses. Unless the survivor is bad and keeps running without making sure you are behind them, there is more than enough distance for the survivor to just run away if you try to double back around the walls.

    Not to mention that even if you entity block the vault, there's another vault they can use.

    The houses are absolutely ridiculous in their current state without at the very least some breakable wall to reduce the distance needed to play around the windows. Since they are basically just an extreme version of the long fences on old haddonfield that people complained about, but now with vaults.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2934697#Comment_2934697

    It also injures everybody, gets info on where everybody is, and gets people off of gens to mend and then add the free uncounterable down on top of that

    People really love to throw the word uncounterable for no reason. When the legion has 2 or more people, you should then try to pallet stun the legion out of frenzy since that resets the frenzy hits. Staying spread out helps keep him from getting this frenzy hits up even against Never Sleep Pills, because many maps are still large enough that he can't just get across the map with the reduced speed from never sleep pills unless he's already at 3 or 4 stacks. I've also seen survivors body block when they are deep wounded so I can't get to other survivors to chain.

  • It's funny to me when survivors pull your hours as if it's some kind of gatcha.

    I recently had an end game chat where I got called bad for "tunneling" because I have 3k hours. And it was basically because I was running the obvious addon on legion and dropped a chase to down someone mending.

  • Honestly I don't see why hemorrhage needs another change. It's not oppressive, it's doing exactly what it is designed to. Make healing take longer if you get interrupted during the heal.

  • People really overstate the dead zones.

    I've played on the map a lot as legion and there's plently of strong pallets around the map not just behind the houses. Then you have the houses which have several vaults that have no easy way to play around them and can't even be forced with entity block since there's just another window on to use.

    The map at a glance looks weaker but it's really deceptively strong and it's frankly frustrating that the devs still give survivors so many strong resources especially when it comes to window vaults because you can't even remove them like you can with pallets.

    Honestly many of the houses need at least some breakable walls so you can create an alternative route to follow people who vault out the buildings.

  • @Carth said:

    So let's review.

    Strong 1v4 power : Nope, not fun( proven via pinhead complaints and nerfs)

    Strong anti-loop power: Nope, not fun(proven via Sprit, Pyramid Head, Nemesis, Deathslinger, Artist, etc.. complains and nerfs)

    Strong mobility: Nope, not fun(proven via blight and nurse nerfs)

    Strong area defense power: Nope, not fun(proven via leatherface and twins complaints and nerfs)

    Strong time waste power: Nope, not fun(proven via new legion)

    What exactly DO survivors have fun playing against?

    They just want easy wins where they get to bully the killer.

    I got told to uninstall because facing a team with flashlights and sabo builds I slugged and kept pressure on them. Therefore I was "boring".

  • @Icaurs said:

    There is such a thing as etiquette in online games. They aren't necessarily official rules of the game but rather things people should not do to best ensure everybody has the most fun. A general consensus is that killer should not camp, tunnel and slug. The reason is that camping and tunnelling punishes one players, removing their ability to participate in a match. Its not fun. Same as for slugging, as being forced to sit on the ground for a full bleedout timer is really boring and drags the game. If I experience a few matches a night like that I'm usually done and won' play for a while.

    The same goes for killers, don't taunt at the exit gate, don't click with the flashlight, don't jump in and out of lockers. These things cause killers to have a worse time in general.

    I do not want the developers to put in rules to completely remove these things as camping and tunnelling is needed sometimes (endgame). Same with slugging, and remaining in the exit gate makes the killer take the time to force them out to give their teamates time to open the other door. So I do not want these strict rules in place. But if we don't acknowledge that certain things ruin the fun for others and have a (I don't care, I will play how I want) mindset, the only people who will have a good time are those who play exclusively to win.

    Camping, Tunneling, and Slugging are strategies that have valid use cases. I had a match on Ormond where the last 3 gens where in the Shack, by the hill right next to the shack, and a gen in front of that hill. It was an insane 3 gen given how close the 3 gens were to each other and I had just downed a Claudette and hooked her on the hook next to shack in between all 3 gens. So I camped the hill watching the 3 gens and forcing Claudette to hit 2nd state. Saying that "killers shouldn't camp" is complete bs as not camping in that situation is 100% throwing.

  • @Tsulan said:

    I like to watch a certain streamer who regularly gets accused of being a cheater, simply because he combines undetectable addons (like wodden fox) with Starstruck. Often he addes IG, Agitation and Mad Grit. Which results in very confused survivors. Since they don´t read the perk/addon description, they assume he´s a cheater.

    It's honestly sad how little survivors will read the description of the killer's power, addons, or perks. The amount of times I tell someone in end game chat who is accusing me of cheating that the thing is right in the killer power description (something they can check on the end game screen) and they double down on that I'm cheating is too high.

  • I don't agree that this addon combo is a problem. Like sure you can get more reliably get the 5th stab but also you are likely spending 10-20 seconds getting each stab in and then a single stun knocks you out and breaks the chain. Or the survivor dead hards.

    You are going all or nothing on the 5th stab and unless you happen to be on a small map it's very possible for survivors to spread out enough that you can't chain past 2 hits.

  • I'm sure every killer has some who doesn't find it fun playing against them. It's why "unfun" should never be used as justification for changes.

  • If there was a build that could reliably allow you to wiggle off the killer after being downed then the meta would become everyone is slugged till death.

    Self wiggle build will always be weak because it's a build that cannot be strong.

  • Hitting someone on the hook shouldn't count to build up Feral Frenzy stacks.

    They should also fix where you can build up a free stack by hitting a survivor being unhooked during the iframes, because that's also not fair.

  • @Szarman said:

    The only thing I think should get changed is probably julies mixtape. Since it makes u ignore pallets totally. I think they could make it so u get frenzy back after kicking a pallet instead of when getting stuned.

    If you stun legion while already deep wounded, then he can't just feral frenzy and hit you again and start the chain back up. I don't think the addon is nearly as crazy as people are making it out to be.

  • Legion's power was always to make survivors mend. Nothing has changed besides making his power more lethal (and thus more appealing to use) by giving him a downing ability after 5 Feral Strikes.

  • @Tiufal said:

    Another one that completely underestimates other exhaustion perks. Youre welcome to cry a river if your game doesnt improve at all when not facing DH at all.

    Other exhaustion perks being good doesn't mean that DH isn't too strong.

  • I would say Friendship Bracelet is another good one to have. Any one of the these 3 addons makes it a lot easier to chain Feral Frenzy hits.

    Then you have Never Sleep Pills which despite being a meme addon with a trade off, makes it a lot easier to chain 5 hits.

    I've tried running other addons to experiment, but everything else never really did enough.

  • Botany gives you 33% healing speed. CoH gives you 50% healing speed. So no Botany + SC does not beat CoH.

  • Ruin might be better now than it was, but it's a perk that survivors can remove from play. I don't see this being the same thing as nerfing the flexibility of dead hard.

  • Considering MoM requires you to go through hoops to get the endurance status effect. Styptic Agent is a 1 time use addon that consumes a med-kit, and BT is something you grant to an ally and Soul Guard requires being slugged.

    I don't think making Dead Hard an on demand self endurance perk is a good idea.

  • @sizzlingmario4 said:

    The thing is you usually don't want to chase a marked survivor as ghostface for the full 60 seconds anyways. Ideally you're marking in a position where you can down them a lot faster than that. The extra 15 seconds only really matters if you're not downing marked survivors quickly.

    So combine that with the tweaks to the reveal mechanics and he's really not much better than he was if not worse.

    Whereas nothing about legion is weaker than before other than like, iri button getting nerfed but that's whatever, his basekit buffs more than make up for that.

    As nifty as the global killer instinct was, I don't think it really made a huge difference. Knowing survivors are on the otherside of the map working on the gen doesn't really do much if you can't actually get to the otherside of the map. Meanwhile the pallet destruction effect is still there which was the main reason people brought the addon.

  • Downing a survivor with the box has pinhead automatically pick up the box. The addon does not mention that it works only when the box is on the ground.

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2929916#Comment_2929916

    Really?

    There are areas of a map where if I a survivor reach I will escape 100% of the time. What are they called? Can you give me an example?

    https://forum.deadbydaylight.com/en/discussion/comment/2929825#Comment_2929825

    If not every area of the map has anything to use then players are forced to use the shift w technique. Which is boring for both sides. Also killers do not improve as they did not beat the survivor, they just followed behind until the map killed them.

    Haddonfield has reuseable vaults in the houses with long fences that are really strong on top of having many strong pallets. It's fine if there are areas of the map that don't have anything to use since the map already has a lot of strong resources for survivors to take advantage of.

  • @Psycho_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2930205#Comment_2930205

    he was uncounterable before. deep wounds went down out of chase and didn't stop when you ran. they would walk backwards and either you died from deep wounds or you get hit. either way you lost the chase.

    furthermore alot of killers are less "fun" than legion. Artist is straight busted. etc etc.

    I wouldn't say he was uncounterable. You could do things like pallet stun him out of Feral Frenzy, there was mindgames you could do at vaults since legion would vault past the window meaning you could either sneak back over or run the opposite direction he starts to head.

    Your options were just really small to the point they didn't really matter.

  • He wasn't nerfed for being unfun to play against.

    His power was changed (and deep wound mechanics were also changed), because his power didn't give survivors any real counterplay. Original Legion could either chase you through pallets and windows repeatedly stabbing you until you went down or he could abuse deep wound and chase mechanics to force you to die to the deep wound timer.

    Legion might not be the most fun for survivors to face, but his power has counterplay to it and the devs don't seem keen on changing the core concept of his power. So he's likely going to stay in this spot for the foreseeable future.

  • @Hoodied said:

    From what I am noticing after playing 2 legion games (10 minutes of the gameplay has been me in queue), the one shot down buff only works if 4 survivors are alive, and its super unlikely to get 4 stabs with 3 survivors alive. Don't get me wrong the movement speed buff is great and all, but I feel like they sorta went up a tier by a little bit

    I've done a few 5th hit at 3 survivors left. It's not that difficult with Never Sleep Pills because the duration is so long and most survivors won't simply run around the map for a minute just to prevent deep wound timer from going down.

    Also a bit cheaty, but hitting a survivor during the i-frames of being unhook counts as a hit, but doesn't deep wound them due to i-frames so you can hit them again for an easy 2 stack of FF.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/2926656#Comment_2926656

    Why precisely is legion making people mend more now than previously?

    People are likely using Legion's power more often since there is the ability to down with his power. Plus the lower fatigued too, but that was something you could do with addons before.

    Before you would use the power to injure people then unless you needed the tracking info provided by his power there wasn't much other reason to Feral Frenzy against injured survivors.

    That said people who complain that legion is boring because mending are never going to be happy with legion. BHVR isn't likely going to change his power to not inflict deep wound considering this has always been legion's power since his release.

  • Impossible to play? No.

    Really frustrating with the amount of safety survivors have access to and how quickly they get their objective finished? Yes.

  • Idk if he needs a total rework. I think his current power could use some adjustments, but I don't see anything wrong with dream pallets/snares and his teleporting.

    Dream World just needs something threaten about it. Right now as it stands being asleep as a survivor is largely not a big deal. Being awake certainly helps when being chased by Freddy, but there's no real rush to wake up.

  • Not the most incredible thing I've done, but recently been messing with Legion due to his changes and getting downs on survivors who are healthy with the 5th strike of Feral Frenzy is really satisfying. Even had a survivor accuse me of cheating.

  • The only good change to the reveal mechanic imo was not having the reveal instantly drop off if revealing is broken. It was really frustrating to almost reveal ghostface and then he walks around a small object and the reveal is instantly broken despite you never losing sight of ghostface.

  • @randonly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2929989#Comment_2929989

    And what about the fences (walls)? Any objections?

    ps: it's not TL or anything like that, just structures that make the killer lose sight or walk around for the survivor, just like the old fence on the map that the killer could even swing through (and hit the survivor if he/she was close to fence)

    The road already spawns a vehicles or two that do block LoS. And the rest of the cars are something for the killer to walk around like fences. Granted the killer can't swing over the cars.

    Like the road is not nearly as dead as people act like it is.

  • @randonly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2929825#Comment_2929825

    I agree, but I don't think it's asking too much to add fences (walls) or unsafe pallets in the middle of the street which would still be a powerful area for killer anyway (just a little less useful for projectile killers - from 100% to 90%)

    The street already can spawn pallets that are fairly strong. It really doesn't need more.

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2929775#Comment_2929775

    So just having portions of the map with noting for survivors to use to defend themselves is fair? Also fun?

    Can we have areas of the map that killers will always lose survivors in then? Or is that unfair somehow?

    It's fine for not every single tile on the map to contain safety. Especially when the map is already filled with many strong tiles.

  • @UnluckyDucky said:

    https://forum.deadbydaylight.com/en/discussion/comment/2929177#Comment_2929177

    Thats entirely different from a glyph. You have control over getting basement kills, you can't control where a glyph will appear. Your situation doesn't really compare. I'm not saying we should all hold hands and help eachother complete challenges lol. Killers dont exactly let me stun them on purpose or blind them.

    Many survivors would d/c if you had hooked 3 people in the basement just to deny the 4th and sometimes they d/c while dying which doesn't count either. Not saying survivors should let killers get basement kills, but like if you're already dead does there's no reason to d/c other to spite the killer out of something.

    Especially since iirc tome 1 was before d/c penalties so a lot of survivors tended to d/c for a lot of petty reasons.

  • Depends on the situation that lead up to the survivor doing the glyph in front of me. Normally I let them do it, but if I'm annoyed by the survivor doing it then I won't.

  • @Regulus47 said:

    68% 4Ks and 3Ks! I don't want anyone saying legion isn't good anymore 😆 so happy for legion mains!

    We're looking at a single person's kill rate as a killer. Not really enough to state how good or bad a killer is.

  • RCPD map needs changes for sure, but exponential is fine as is.

  • Their power incentives doing so.

    If you down a survivor with Victor it takes longer to switch back, walk to the downed survivor, pick them up, and hook them compared to using Victor to inflict more damage.

    Since you can only control either Victor or Charlotte at any given time, having one near a hooked survivor so you can switch when a save is made just makes sense. Having the dormant Victor or Charlotte sit near nothing is just wasting the pressure you could gain.

  • @Witas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2928113#Comment_2928113

    Yeah it was regressing, blocked a 99'd gen FOR SCIENCE

    It would be great if you record a video of it.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2927888#Comment_2927888

    pallets in this map are bad as hell, and there are so few

    House of Pain has two really strong pallet spawns. A lot of the pallets are short walls with 2 long sides meaning that without a range attack you have to break the pallet anyways since there is no way to play around them unless you bloodlust. There's like 2 pallets I can think of where you can realistically play around them without bloodlust when they are already thrown.

    I'm not sure what kind of pallet strength you want, but the weakest haddonfield pallets are stronger than the pallets that existed on Hawkins where the killer could easily hit you on the otherside without really trying.

  • Considering that all the pallets are basically non mindgameable as an a m1 killer and the houses are effectively the old long fences with vaults, I wouldn't say it's killer sided.

    It's certainly better for killers with larger dead areas and an overall smaller map size, but it's far from being killer sided.

  • Hooks already do spawn behind houses. I don't think what you are experiencing is a hook number issue. It might be you faced survivors who used hook offerings. The other issue you might be facing is that travel on the map can be artifically longer due to all the houses.

  • I've been playing with Never Sleep Pills and Mural Sketch and it's basically the most guarantee way to get 5 feral frenzy hits. Had a game on a Torment Creek where I was able to run around the map and get downs with his power.

    I would recommend you try it out.

  • It feels like they made all the long fences that people complained about on old haddonfield into houses.

  • Any survivor who just mends in front of legion is just asking to go down. It was never a good move to do before and you always should have moved away before mending anyways.

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