DWolfAlpha
DWolfAlpha
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Breakout is definitely her best. It even pairs nicely Metal of Man. I don't really find the other 2 particularly useful, but Lucky Break counters blood tracking perks and add-ons, and Any Means Necessary has such a high cool down, I can't really find a place for it.
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Even the devs acknowledge that not all perks are created equal. Some perks in the shrine cost 2700 shards and award 200k bps instead of 150k if you already have the perk.
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The killer chases down the person just off the hook, or waits till the unhook is finished so they can hit them immediately. Often running around anyone else nearby to do so
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@Deadeye said:
I think I lost a stack earlier in the game and thought about if I lost it against this addon, then on the second hit didn't lose the stack, thinking "ok, something different apparently" but saw in the end screen that she had the addon
Can confirm. Played as Huntress with the Glowing Concoction. Never got any aura reading.
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@Kakateve said:
https://forum.deadbydaylight.com/en/discussion/comment/1261407#Comment_1261407
Add-ons like deep wound study also adds too less for it to be considered any usefull. In nutshell, most legion add-ons are just too weak and need to be buffed. But Frank’s feels trully like using Nurse’s extra blink add-on on him/her.
Stab Wound Study has the benefit of limiting the amount of time survivors can ignore the debuff before mending. Combined with Nasty Blade, it can be useful. Sure, its usefulness is limited, but my point was that FMT essentially allows for a play that can be done better by just blood lusting to T3, which only takes 45 seconds.
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@Kakateve said:
It’s not bad. It’s USELESS in the current form of the game. It’s littearly made for an other killer that are not even in the game anymore. Legion’s current power basically has no interaction with this add-on and it’s not the only one. Legion needs a semi-total add-on rework Imo.
Honestly, Frank's mixtape is the only add-on that is useless with how the legion is currently built. The rest may not be all that useful, but this is the only one that I think is actually useless.
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@Decarcassor said:
The Legion are allmost in a fine spot, but no quite there yet. Being able to see blood and scratch marks immediatly at the end of Feral Frenzy is a nice little QoL change, but they could use more.
-No longer lose Frenzy gauge when you land a basic attack. There is no reason for this, as FF can't down a survivor. Attacking a wounded survivor with FF is allready a bad idea without the power penalty.
-Normalize Deep Wound duration from Feral Frenzy to 20 seconds, just ike all other sources of DW. There is no reason for it to be 30 seconds when caused by Feral Frenzy.
-Rework Frank's Mix Tape and Stab Wound Study into actually usefull add-ons. In their current state they are so bad they might as well not do anything and thoses are very rare add-ons. I think we know now that making FF lethal will always feel terrible if its actually viable, so just turn away from that design and make theses add-ons do something complelty different.
Yeah, I gotta agree. They're so close. I wish missing attacks in FF either didn't kick you, or only cut half your meter instead of depleting it.
But yeah, either buff Frank's mix tape or just change it entirely. There used to be add-ons that increased FF speed. Make FMT be the only one that does. Or better yet, since all the other tapes effect killer instinct now, have FMT change it to aura reading instead of killers instinct. Gives you a bonus for chasing with the draw back of not being able to find people in lockers anymore.
I think Stab Wound Study would be alright as is if they normalized DW timer as already suggested.
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I wouldn't mind skill checks on totems. Would give a reason for either an item that allows you to cleanse totems faster, or an add-on to maybe the toolbox. Like a hammer or something.
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Idk. It works pretty well with Legion. Other than that, it's benefit doesn't seem to be too high.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1247811#Comment_1247811
It might do both. The insane grind we have now might also incentivise new players to keep playing and try their hardest to unlock things, but that doesn't mean it's good or healthy. I didn't say it would stop them playing the game, it just wouldn't feel good or welcoming. In either case, I still wouldn't be in support of it because I think the game should be trying to become more friendly towards new players, not less.
Well, that is why they nerfed ruin. The best value it granted was against new players who didn't know what was happening. Honestly, when they added totems, they should have put them in the tutorial, so new players would at least know about them.
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@DeadByDedicated said:
While i was playing a game with hag I ended up slugging two survivors and when i picked one up the other survivor crawled under the hook i was going to put the first one on. After I hooked the first survivor I couldn’t reach the second one because he was slugged under the hooked survivor. Since there was only three survivors left I decided to go chase the third one who was nearby only to find out the guy who I couldn’t pick up had unbreakable and got a free unhook because of this.
Has anyone had this happen to them before?
This has actually been around for a while. The survivor can't conceal themselves entirely, at least not since December, so just move around the hook til it lets you pick them up.
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@Fibijean said:
While I agree with the general idea of rank rewards (after the MMR system is introduced so ranks are no longer used for matchmaking), I think that bloodpoint rewards would not be the way to go. The vast majority of players in yellow or grey ranks are there because they're new to the game. Rewarding higher-ranked players with extra bloodpoints, although it wouldn't affect the new players' experience on a practical level, means that newer players earn proportionally less, which is more alienating for them. The game is already unfriendly enough to new players as it is, so making it increasingly so isn't really a direction that I would personally like to see it go. Personally, I would prefer rank rewards to take the form of something like cosmetic items or shards that doesn't affect the actual gameplay.
I think he's just talking about raising the bps cap. Not really increasing how much you earn, just how much you can earn. Personally, though, I think it should just add a multiplier to how many shards you earn.
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That's really strange. So far only been getting mm with people within 4 ranks of me since the update.
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Is that just for Ebony Mori?
As for keys, I think they should just take a second or 3 to open instead of instantaneous so they can't be used in a chase.
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I actually don't mind keys. Usually, if one gets used, it's already pretty much over by then anyway. Keys themselves aren't toxic. But it can be annoying to have the last 3 survivors tea bagging around the hatch making noise so I can come witness them all jumping in together. I find it hilarious when they do that and I manage to close the hatch before the second person escapes, though, and they start raging at me. Personally, I just wish that using a key took a second. Like, 3 seconds for a dull key, 1 second for a skeleton key. I hate that it's instantaneous and can be used in a chase.
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The Feng cosmetics are meh, but I actually really like the Spirit cosmetics. I just wish they picked someone else, though. Cuz they were just done last rift. The Legion outfit, however, is the first time I really felt like playing someone other than Susie. Not sure how I feel about that...
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1244318#Comment_1244318
hatch pressure has been there for a while, and i think the other as well.
I don't remember ever getting blood points from the killer closing the hatch. I'm pretty sure opening the gate just earned you points in objective based on how long you were holding the handle down. Now, on top of that, I noticed also getting a flat 1500 in survival for actually finishing the process.
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Idk if these are new, but I don't remember them being there before.
-When the killer closes the hatch, survivors are awarded a small bps event called "pressured" in the survival category
-After you fully open an exit gate, in addition to the bps event for working on getting the gate open, you get a secondary bps event for actually opening it (forget the name) in the survival category.
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Adding a totem counter is one of the things that should be added to the game regardless, but I think it should also be available to Killers, too.
As for NoED being token based, well, I liked that at first, but then thought about it. Most people, unless they are supplementing their camping strategy, really only use it if they're playing a killer they aren't the best with. So for that purpose, it loses its value. Ik I for one would probably never play the Pig again, just cuz I'm not very good with her.
I wouldn't be against it just being a speed boost. But if the devs ever make it that, they would have to first make it so that the doors never, ever spawn on the same wall. I already think it's stupid that it can happen, but there's no way that gate's getting opened if a 5.0 m/s killer is cycling gates that close.
I actually kinda like it becoming timer based. Then it's still a second chance perk, gives a helping hand to someone who may not have been having the best match, and rewards steath
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@BingBongBoi_69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1241600#Comment_1241600
Yes but what I find at red ranks is that survivors don't wake up that much and prioritise gens over going to the other side of the map to wake up.
Do people just forget that you do everything slower when you're asleep by the time they get to red ranks? Snares, imo, aren't particularly useful to me. They can tell me where someone is, but otherwise they're only good for getting a survivor to leave a loop. If I recall, it also ends blood lust.
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@notsonew said:
After many many games in red ranks (1), some unbalanced and balanced games, ruin is an extremely viable perk on legion, obviously like any other hex perk it can be destroyed in the first 20 seconds but if it doesn't, it gives you extreme value.
Legion is the only killer but doctor that force survivors to stop their actions to mend, and so, gives regression time on the gens, you find survivor(s) use feral frenzy and they leave the gen, ruin starts, you hit one or many, ruin still works, some stay close while some run away, those that ran or stayed close need to mend, and if you come back to the gen they can't work on it since they are injured and so ruin keeps working, ruin always take progress away with legion, compared to other killers, which either insta down or simply injure, survivors don't need to spend time doing another action and can repair gens instantly, with legion they are forced to mend and so always lose progressions .
I made a build with this strategy and so far after around 7+ games, with 4 kills and less than 2 gens done on each.
Build is:
Duration add-on and either nasty blade or filthy blade
Thanatophobia, BBQ, Ruin and Blood echo
The point of the build is to always always always apply pressure on survivors, since as soon as you see them they leave the gen and it start regressing.
You must do everything for it to always regress, use feral frenzy when seeing one and find the others, spread the damage for thanatophobia to do it's work, increase the mending time so ruin works even more, if the decide to heal they sacrifice gen progression.
Once you down a survivor and hook them, you see where the other survivors are at and so go for them, and since they are most likely still injured because if they heal the gen they work on will regress, they are now exhausted, so no need to worry about dead hard or any other perks.
You can freely chase them without the need to worry about those perks, and it can cause an endless snowball effect, hook one, get to other survivors, use FF if needed, ruin do it's job, they are exhausted, hook and do again.
Once you applied the initial pressure, Which is the first hook, there's barely anything they can do, if they decide to heal on hook, it's more regression, and use FF so that time wasted will be even more significant.
I've been getting a lot of success on this build in every game I played, your first gen might get rushed if you don't get them in time, but it isn't too bad, many times i lost 2 gens in the first 2-3 minutes and the game lasted for like 10+ minutes and couldn't complete another one.
Let me know what you guys think about this build and let me know your results if you tried it out.
Have fun
Personally, I prefer an overall slow down build.
Duration add-on plus Legion Pin.
Ruin, Thanatophobia, Dying Light, and BBQ. Sometimes I substitute Devour Hope for Ruin to get more quality out of hooking survivors.
Legion Pin gets you the full effect of Thanatophobia. BBQ for extra info and bps. Dying Light pairs great with Thanatophobia slow down.
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@GrannyonAcid said:
https://forum.deadbydaylight.com/en/discussion/comment/1241326#Comment_1241326
Had a game earlier where the clown's bottles were leaving us exposed for the entire match. Isn't there supposed to be some kinda timer? Or at least it goes away after a hook?
Only supposed to last 6 seconds. It even specifies the time limit, so it can't even be increased with add-ons that increase intoxicated effect.
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Had a survivor standing on the hay self caring. Had to lung onto the bale to get them.
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@undeadcookie said:
It's still like this lol
Was about to say the same thing
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I don't think it should. It would only lead to toxicity in the chat. Moreso than there is already. "You only spent 30 seconds in a chase? Trash gamer! Delete game!" Etc.
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/1241021#Comment_1241021
That's only when you're in a SWF lobby, as soon as I get into the next lobby with a killer I can see everyone's charms. At least on Xbox that's always been the case.
Really? I never noticed. I'll have to check again when I get home from work.
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Didn't they disable mm by rank? Ik in the stream they said they're trying the new system on random matches.
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/1238807#Comment_1238807
I mean I agree to an extent, but if you make them too big, it would probably look weird.
It's not really a size thing. Right now, you can only see your own charms in the lobby. It doesn't show anyone elses.
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/1237396#Comment_1237396
I hope so, not sure if it's a coincidence but I have noticed recently that if a legs cosmetic has any type of accessories hanging off the side of it, it's usually always on the right side and my OCD doesn't like that the left side is getting neglected possibly because of charms. I know, such a silly thing to worry about.
I just wish charms could be seen in the lobby. Not just your own. Killer charms are quite visible in the match, but survivor charms are harder to see.
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@AsePlayer said:
So I understand the concept of Survivors abusing a system where if the Killer is close to the hook the hook progress slows down. You could just loop around the hook, wait there, etc. Obviously not a great idea.
I originally had a solution but I think this refined one from @CheersTC is much better: "if the killer is within 16 meters, and isn't in a chase, the timer goes down 50% slower. Can't be abused by survivors or killers."
Edit: Disables during EGC
Honestly, I still think the camped survivor should receive a boost in bps, because everyone has the idea that camping is countered by gen rushing. But if I'm being face camped, and everyone is just doing gens, I'm quickening the hook phases to leave the match and play another. I play the game to, you know, play the game. I'm not really playing if I'm just on the hook, so I have no reason to stay unless I'm in swf.
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You say breaking the walls wastes time, but it makes the stage more in your favor. Sure, with the walls there, it's survivor sided. But if you get rid of them, it becomes killer sided. With just a bit of setup.
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@MPUK said:
It is the one single counter to his ability and speed boost from uncloaking. It can only be done with an item that won't even last that long anyway. If you see a load of torches in the lobby, play someone else? Use Franklin's to use the torches up sooner? People claim survivors always want killers nerfed for stupid reasons but all I see is killers whining for buffs and this one being particularly dumb because in one game they kep getting burnt by a torch. Jesus....
It can still counter, but I don't think it should stun. Like just reveal. Wraith is already a rather weak killer. In many cases, the survivor can get the burn faster than you can uncloak, so you can't even defend against it.
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@GrannyonAcid said:
https://forum.deadbydaylight.com/en/discussion/comment/1234396#Comment_1234396
They had announced that back around the time of Self-Care nerfs about 2 years ago. So we might be looking at 2023 or so for a new matchmaking.
2 years ago, they reworked how the ranking system worked entirely. Now they're implementing a mm system separate from the ranking system that is based more on how well you do, while taking into account the skill rating of your opponent.
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There's no reason to remove it. If you loop a killer long enough for them to get bloodlust, you've already wasted a bunch of their time. If they make it to t3, that's long enough for 2 people to complete a generator from 0.
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@Poweas said:
Why was this revived?
My thoughts exactly. BHVR has already announced that they are working on a new mm system. Months ago.
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I like running Dance with me, Quick and Quiet, and Windows of Opportunity. I also tend to use lithe, but I think that counts as a meta perk. I really like using Autodidact and Solidarity. Or just Autodidact.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1230973#Comment_1230973
Pressuring survivors is a sound tactic that I try to incorporate in every game. Sadly though it's all I can do when I don't have the proper perks that would make a world of difference (BBQ & chili, Nurse's calling, etc) for the killers that I like to use. And if you fail to kill many survivors let alone hook them, then you get a paltry amount of bloodpoints which makes obtaining higher level perks a pain to get.
In the results for the match that you posted, you earned something like, what, 22k bps? The maximum that you can earn in a single match without offerings or BBQ is 32k. And if you want BBQ, I suggest playing a lot of bubba. Cuz I've only seen it in the shrine twice.
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My philosophy is that if they actively get in my way to protect another survivor, they are trying to get you to attack them. Just hit them and continue on. Come back if you lose your original quarry.
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@Peanits said:
For slugging specifically, there are perks that could allow them to pick themselves up (Unbreakable, No Mither), unlike when you're in the struggle phase.
The main thing I hate is that you immediately die on the hook if you're the last survivor. Even if it was your first hook. Lemme at least have one attempt to escape the hook. I've had deliverence active before and wasted cuz I couldn't use it.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1228847#Comment_1228847
You get bloodpoints based on the items you use and your actions. Just because I managed to check off a lot of things that gave me blood points doesn't mean I came in "second place". This isn't call of duty. The ranking system isn't built like that. You either killed survivors or they escaped.
That is how the ranking system works, actually. You can get a 4k and depip, losing a rank. You can get a 0k, and rank up. Like, how many hooks did you get? The amount of bps you got indicates that you were able to pressure them. They may have escaped, but my guess is that you made them work for it.
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@Xavier22 said:
https://forum.deadbydaylight.com/en/discussion/comment/1228731#Comment_1228731
The devs said that they want it to be a +/- 6 of the rank...this is not what that is
That was how it was. I believe they disabled that. And even then, that over under expands the longer you look for a match.
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@lefty said:
Plz fix the Sabotageing hooks. 99% hooks was the best now its not kool at all. And then the hook grow back with in secs really #########!!! And boxes running out super fast is super dumb
But now, if you have sabo speed add-ons equipped, you can block a hook entirely. Like, the killer carrying the survivor can't hook while you sabo, and when they attack you off of the hook, you can sabo it before they're able to attack again. With Alex's Toolbox, hacksaw, and cutting wire, it takes less than a second to sabo.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1228847#Comment_1228847
Killing the survivors is the Killers entire objective. It says so in the tutorial.
If that were truly the case, you'd have earned nothing. This game is point based. You do well, you earn points. Why else would it order the survivors by how many points they earned. You earn points for upgrading your characters. Higher levels, better stuff. If you stick with Trapper, there's an add-on that makes it so that anyone that escapes your traps without assistance goes into the dying state. There's even one that makes it so every 30 seconds, one of your closed traps resets itself so you don't have to. All of these require blood points. So that's how I gauge victory.
Unless that stupid Dwight tea bags at me every time he drops a pallet and clicks that flashlight at me. Then the only victory is making sure his insides decorate the countryside...
But other than that, yeah, blood points.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1228820#Comment_1228820
https://us.v-cdn.net/6030815/uploads/443/LCSAU5LIT9WR.jpg
Yeah this was my latest match. I'm done. Goodbye DBD. You were fun, but seriously, f*** your matchmaking system.
Um...ok? Dude you got second place. Sacrificing survivors may technically be your primary objective, but that's still only a quarter of the game. Although, being a Legion main might be affecting what I consider to be fun...
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I kinda had an idea for a killer that could hide in lockers. With the ability to make his tr flare up around it while hiding, but just the t1 TR, so it's like they're just being approached. He immediately grabs anyone that tries to enter his locker. And he can jump out at a sprint for like 10 meters in an attack. Sort of like an extended lunge attack. The Stalker. When I get it fleshed out, I plan on putting it in the suggestion forum
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@SweetTerror said:
When this game works as intended, it can be a blast. But I just can't anymore with this matchmaking system. The B.S. that new players have to contend with is ridiculous. Here are two examples from tonight's games. It doesn't take much to realize why many new players like myself are writing this game off altogether.
If I recall, matchmaking is no longer based on your rank. The reasoning is that rank gauges what you do rather than how well you play. Or something. They're working on a more point based mm system atm. Idk when it'll be available.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1224837#Comment_1224837
I'm not bragging about my mad skillz. I don't even have "mad skillz" to brag about—if I were actually good at the game, I wouldn't be playing Deathslinger; I would be playing Huntress.
What I'm trying to highlight is not that I'm good, but that the majority of Survivors, even at red ranks, are bad. Like, really bad. I'm talking "Don't even realize that holding S while speared makes the chain break faster" bad. And we shouldn't assume that just because we can do consistently well against bad Survivors that a Killer is good. If anything, Legion is MORE likely to do well against bad Survivors than other Killers because the fact that the counterplay to his power is so basic means that he thrives against people who DON'T understand this basic counterplay. Legion is one of the best noobstompers in the entire game, but against good or even average Survvors who understand that splitting up automatically makes their W key irreversibly stronger than his? He's one of the worst Killers in the game, if not THE worst.
I disagree. They're good at countering loops, and they pretty much make the injury speed boost worthless. Sure you eat a fatigue, but it's not that hard to work around it. And Deathslinger can shoot you through the holes in the killer shack, so he's not too bad either. So long as you have a decent connection.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1224827#Comment_1224827
I 4k regularly as Deathslinger at red ranks, and half the hits I score are done without using my gun because I don't trust the hitboxes and servers half as far as my gun can shoot a spear. So even though I'm a 110 Killer with no mobility who goes M1 half the time, clearly Deathslinger is just a really OP Killer and it has NOTHING to do with the Survivors not being good at the video game.
Ok, so that means you're good. I'm only a rank 10. Though, with the MM, I still go against red ranks. And the only killer I ever stand a chance against them with is Legion with a slow-down build. At this point, you just feel like bragging about your mad skillz. This isn't even a discussion anymore.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1224789#Comment_1224789
Legion
Killer
Pick one.
I'm a Legion main. I get 3ks rather regularly. Moreso than any other killer
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I run it with Legion every now and then. It's actually pretty good for high mobility killers that can run survivors off gens. Other than that, it's better used with surveillance.