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DarKaron

DarKaron

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DarKaron
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  • @DCash said:

    https://forum.deadbydaylight.com/en/discussion/190872/blight-is-the-worst-killer-in-the-game

    I completely, absolutely, wholeheartedly disagree. I played him for the last two days and maxed him out already. Stopped using add-ons completely after I hit prestige 3 50 and I'm getting perfect game after perfect game after perfect game. He is a beast. If you think the maps are an issue then just take a second and realize when you can use your power and when you need to loop/M1. You bust em at the loop and cut them off when they try to run, avoid survivors hiding in large jungle gyms. Everyone keeps saying hes pinball killer, no this is wrong, he is a billiards/pool killer. Precise geometry shots. Furthermore, I think the blights token system works well with his power and it would be boring if every killer was the same.

    Honestly, this sums up Blight in a shellnut.

    I have had such insane luck guarding Devour Soap using Thrill of the Hunt as Blight, it's practically carried my games versus cocky Survivors.

    One second, they butt-dance for my amusement at a loop. The next, they're one-shot and mori'd out of the game out of NOWHERE.

    His mobility, especially on outdoor maps, is absolutely insane. 100 meters of distance basekit within about 5 seconds? He also closes gaps from initial hits very quickly, and if you bounce in weird ways, Survivors don't quite expect it when you run past them, go around the corner, and show up behind them again.

  • @Zeus said:

    https://forum.deadbydaylight.com/en/discussion/178891/fast-feet-wraith

    Just bring an ebony mori and it's chef's kiss

    I mean, I sometimes do that, but I don't get much enjoyment out of Moris unless the squad happens to be a SWF troll/death squad.

  • @TheRockstarKnight said:

    https://forum.deadbydaylight.com/en/discussion/178891/fast-feet-wraith

    Needs more PWYF IMO: for maximum zoominess.

    Swap Furtive for PWYF and you can farm quick stacks off your Obsession when you meet them by uncloaking and cloaking before nyooming over to your Dying Light tokens- er, I mean, the non-Obsession Survivors.

    Or swap out Discordance for STBFL and go full Michael 'I Ignore Tbagging Flashlight Neas Until Everyone Else Is Dead' Myers, as long as you're confident in your own tracking abilities.

    -

    Strong meta build? No.

    Reliably helpful build? No.

    Zoomi Wraith Twinkletoes? Yeeeees.

    I don't have PWYF, otherwise, I totally would run it.

    I'd swap out Furtive Chase simply because it only really serves to enable me to swap the Obsession out for another if I need extra hook states.

    Not a bad suggestion, though!

  • @Heartbound said:

    I'd switch Dying Light with Rancor, but zoomy wraith is fun. If you want to be annoying with Wraith use the add-on that makes the entire map hear your bell and constantly ring your bell all match on purpose.

    I normally reserve Rancor for Rancor Roulette, but that isn't a bad plan at all, actually!

    Also THAT'S what Bone Clapper does?! My man, you have given me power unmatched. The Survivors will be absolutely dazzled by my bing bongs!

  • The problem stemming around gen rushing is twofold.

    On the one hand, Survivors have nothing else TO do, so if they aren't in a chase or cleansing a Totem, what else are they to do except play M1 Simulator?

    On the other hand, Killers can't effectively fight it because they physically CANNOT be in 4 places at once, or even in two places at once to attempt to lock Survivors down. The closest options they have is Freddy running Discordance/Ruin+Surveillance, and even that has its drawbacks.

  • The problem right now is that MMR just got released. It's been tracking our progress as a whole for a while, but since MMR wasn't dictating how matches were organized from the getgo, everyone is just getting lumped together based on how they did RELATIVE TO RAINBOW RANK RIDICULOUSNESS, not by MMR starting fresh.

  • Good God, I know that MMR takes time to do its work, but Jesus Christ almighty, how many new players are buying the game right now?!

    More importantly, where are all these players for ME to go against whenever I want to play Killer?!

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1483430#Comment_1483430

    No, the smart move really is to sit at one side or the other. If the killer pick you up, their giant hitbox will still be caught and your team will still get the save. Otherwise, they can heal to in relative safety, since if the killer comes along from the other side of the pallet you get the stun and finish healing. You cannot do that if you are in the middle of the pallet, both because the survivor healing you has a much harder time and will often get hit whilst trying to drop the pallet, and because you will often get shoved to the killers side of the pallet for a free pickup. So, if a teammate is looping the killer, make sure you're lying at the side they will be when they drop it, so they can finish your recovery whilst the killer is kicking the pallet instead of throwing you into the killer.

    One problem with this theory, though:

    Say, for example, you crawl to the left of the pallet.

    The killer just goes through the right of the pallet, through the pallet, PAST YOU, turns around, and picks you up in safety. What happens to your plan now?

  • I would like to make a few special comments:

    Wraith- I like these changes as a concept, but I can't help but wonder if that will make him a bit too oppressive. Then again, he's effectively an M1 Killer with stealth ability, so it checks out to me.

    Pig- Honestly, this should be implemented right now. It would make Pig work a lot better than she does at present, and may even make her, dare I say it, viable.

    Demogorgon- If you make it so Demo destroys his own portals, you'll need to tweak Of the Abyss so that while he holds it, he gains Killer Instinct around the portals, regardless of their current activated status.

    But all in all, I like these changes.

  • So here's the thing:

    Object of Obsession, in functionality, is like planting a large "I'M OVER HERE, KILL ME!" sign with blaring red siren lights on your forehead which only the Killer can see.

    Does it give you constant awareness of where the Killer is at any given moment, provided they aren't Wraith? Yes.

    But that also works the other way, and any Killer who's played for longer than a few days total knows that SWFs with too much information can easily stamp them into the dirt.

    What effectively happens is that the Object of Obsession user becomes a bright shiny beacon of tunnel energy to any competent Killer, because Object of Obsession is powerful as hell in the hands of a SWF.

    PTSD causes a knee-jerk reaction in any experienced killer, forcing them to tunnel the Object user out of existence ASAP, or lose.

  • @cluedup_survivor1988 said:

    The reason I say this is because I've seen dead killers who struggle the whole game down entire teams with this one hex, it's not smart and gives the killer an insane advantage even if they are ok at best.

    80% of killers seem to run this and it's extremely hard to counter as it means removing all totoms before it activates or risking an escape looking for it after its activating.

    Does anybody understand where I'm coming from?

    Especially considering even the ace killers use this also which makes a win damn near impossible.

    Okay, coming from a "Killer main" with experience, allow me, if you would, to give you a little insight on MY mindset when running something like NOED, which is currently the only insta-down I use:

    Whenever I run No One Escapes Death, it's because the killer I choose to play has very few tools for making up for the mid-endgame gen rush meta that has become popular even before the days of good old Hex: Ruin being ran 120% of the time.

    NOED has basically taken over the majority of Killers' Ruin slot because it at least buys them a little extra time in the endgame to MAYBE spin things to their advantage. I know my Basement Demogorgon loadout has garnered a few EGC wipeouts because of it.

    Coming from the Survivor side of my experience, I feel every "Survivor Main"'s hatred for it, and I empathize greatly, because insta-downs feel cheap in general as a Survivor.

    However, I must say that if Survivors didn't prioritize the "Everyone get out as fast as inhumanly possible" meta over something like Bloodpoints or fun, then Killers might not be so privy to using slowdown/"scumbag" Perks and Add-Ons.

    Note, however, that this is my experience, and I may be biased, but I'm trying to view this with an open mind.

  • The Legion may not have Killer Instinct, but they DO have access to auras being revealed for a few seconds with each stab, giving them a good indicator of where to go next for that chain stab.

  • @TheMythicalCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426364#Comment_1426364

    Whispers, Ruin, Thanatophobia, Iron Maiden. Whispers to find the first survivor, Ruin to punish anyone who leaves a gen, Thanatophobia since you'll always be keeping everyone injured with this strat, and Iron Maiden to know when a Survivor tries to hide in lockers from you. Never leave your power, waste their time by slowing gens with Thana + Ruin, and make them constantly Mend. You'll give up Gens for sure, but the reward of instantly Mori'ing people is a great flip-side. It removes practically any downside to his power. Aura read is only 3 seconds? Whispers tells you if the guy who you saw is still in that area. Counter play is to hide? Ruin hard punishes that, and Iron Maiden removes Lockers as a hiding space. Given how much the gens will regress from Ruin, the slowdown from Thana, and the constant, CONSTANT mending from his power will make Gens go by pitifully slow. All the while, you're just circling the map building up stacks on everyone. 5.2 is FAST, so you'll be hitting all of them a lot. If they are close together amplify that by a lot. The counter to Myers is the fact that when he uses his Tombstone Piece, his Tier 3 runs out. With regular Tombstone, it takes forever to get, and he's still loopable. And there's counter play to Myers, it's very easy to break LOS to prevent him from getting his power. Legion? Your only hope is that he doesn't find you. If he finds you, you will get hit. And with the right perks, and by constantly cycling through all survivors, no one will be able to do gens. Making the downside of the Mori taking a while Null, as this Legion could effortlessly stall long enough to get it.

    That's fair, and I will admit, I haven't taken perks into consideration, though I would definitely like to make specific mention to Iron Maiden for synergizing very well with the concept power.

    But I'm not an expert on balance, or really anything for that matter, I just figured I'd pitch a concept and see if it stuck. Does it need tweaks? Hell yes. I'd be surprised if I nailed it first try.

    I appreciate the critique and advice rather than openly bashing me, however, so thank you for that!

    I will, however, make specific mention to the fact that Ruin could be cleansed, maybe, and Calm Spirit exists as a hard counter to Iron Maiden. Or is that Iron Will? I believe it's Calm Spirit.

  • @NuclearBurrito said:

    Ok that mori requirement is far too lax.

    You have infinte Frenzy and sooner or later they have to mend to let you hit them again. Just run Ruin, Surveillance, Thrill of the Hunt, Iron Maiden and you win every game.

    Surveillance only triggers when YOU kick a generator, not while Ruin is regressing them, to my knowledge. Maybe add a clause to Feral Frenzy that the Legion can't kick generators, I suppose, and it would fix that build.

  • @TheMythicalCat said:

    I think this is a start. I don't like the Mori part though, and I'd rather have more, but less powerful rewards scattered throughout. Maybe 1 Token Mangled, 3 Tokens extra mend time, 5 Tokens Hindered while injured. This way you can't really tunnel one guy, as doing so wouldn't allow you to remove them from the game. I'd also just make the stun 3 seconds at base, as having it trigger when cancelling near a 5 Token Survivor would feel weird, and very confusing to try to get the shortened stun on a survivor. As well, is there a way to tell how many tokens a survivor has? A Token based system works best if you know how many you are at.

    But, based on just what you put and not my changes, I think it would be pretty good. A map wide (If I'm seeing that correctly) Aura read is VERY powerful, even if you have to hit a survivor to get it. Though I can see people having an issue with it, as people already have an issue of Legion seeing people in the Terror Radius as it is. The ability to Mori people like Myers runs into the same issue as Myers, in that you could Mori someone who's never been hooked, hard punishing them for getting caught once. It would be very easy to just spend the match farming tokens, and never hooking anyone. Just be constantly hitting people, and moving on to someone who isn't in Deep Wounds. Since you can see Auras across the map, and you don't need to hook anyone to actually kill them, just running around stabbing people could be a viable strategy, especially since it's infinite. That's why I think the Mori should be removed.

    I think it's a good idea, but has some flaws that would need to be looked at. Making the token rewards more spread out instead of just a Mori near the end would make it more fun to use, and would discourage people from not hooking. And making the 3 second stun permanent would make it easier to use his power to down people, also encouraging people to hook.

    Oh, it certainly has flaws, but the idea was kind of the long-con playstyle, while also not requiring hook use at all to make the most of their Power. Hide-and-seek tactics are basically a necessity when fighting them, unlike every other killer ever.

    In regards to the comment about this Legion having the same problem as Meyers, the thing about that is that a survivor Morid by Meyers that way may have just been caught out, but in this one, the survivor needs to be caught FIVE TIMES, EACH. Just figured I'd emphasize that point. One smack to each survivor per generator pop, and then the endgame becomes a mad dash to the exit before they get Morid.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426068#Comment_1426068

    Legion in this version is exactly like he is in live.

    How exactly is the Mori triggered? Is it like Tombstone Myers?

    If you read through it, I describe exactly what differs between this concept and live.

    Feral Frenzy, in this concept, works NOTHING like it does now.

    As for the Mori, yes, it is triggered like Tombstone Myers. I even reference that in the post.

  • @NuclearBurrito said:

    Just to be clear. Is manual Frenzy canceling ALWAYS 3 seconds?

    Always. Always, always, always. The cooldown restriction doesn't apply to manually cancelling it, but then again, the Legion in this version is at their worst when outside of Feral Frenzy.

  • @FFirebrandd said:

    Question. Other than BP and emblems, what's keeping a Legion player from doing the following.

    1. stabbing someone.
    2. going away
    3. survivor mends
    4. Legion returns
    5. Repeat 1-4 until 5 stacks of stab wound.
    6. Mori the Survivor

    That looks like the most brutal and unfun way to tunnel someone ever.

    Unless I'm mistaken, your rework would allow Legion to be in Frenzy for the entire match except brief bits where they Mori someone. I don't know about you, but facing off against a permanently 130% movespeed killer who constantly forces mending would be obnoxious.

    Maybe so, but hiding in lockers would actually be *useful* for once, since it blocks the aura reading Legion would get.

    As for the abuse, it's fairly easy to abuse, but the same thing was done by Executioner players with a passion for tunnel-camping, so that can't be helped, unfortunately.

  • @Veeramid said:

    https://forum.deadbydaylight.com/en/discussion/comment/1417953#Comment_1417953

    You do realize that once a survivor mends then you see them with killer instinct again. So if the survivors are all huddled up you get a ton of stacks.

    In this rework Legion doesn't have Killer Instinct, and this design also heavily encourages splitting up between survivors.

  • @Veeramid said:

    I like this idea but it also would mean a longer stun duration and its already long. Also the legion could just farm stab wounds on a survivor they didn't like. You should reward him for having the knowledge to hit every survivor and decrease his stun duration with every Survivor hit.

    Well, if you noticed, I explicitly stated the following:

    While Feral Frenzy is active, hitting a Survivor who is already affected by Deep Wound or missing an attack:

    Depletes the Legion's Power gauge and ends Feral Frenzy, stunning the Legion for 5 seconds.

    Feral Frenzy cannot be activated again until the Power gauge is filled.

    Additionally:

    upon reaching 5 stacks of Stab Wound, the Legion may deactivate Feral Frenzy manually, stunning them for 3 seconds before they may grab the target and perform a quickened Mori, in line with Executioner's Final Judgement.

    Deactivating Feral Frenzy is actually faster if done manually in this rework.

  • @Cheers said:

    Although I love the concept of Stab Wounds, I don't like the fact that he has an increased stun time and he can't find survivors from a longer distance as easily.

    I'll accept the aura change if he can see scrathmarks, but that stun time is nasty.

    Something I actually forgot to mention!

    The idea was that Feral Frenzy can last theoretically forever, provided you don't stab the same person twice or miss your mark. Alternatively, you can pop out of it with a shorter stun manually to tunnel, if you're toxic.

    Does this make it easy to farm BP? Yes.

    I'll actually add that as an edit!

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