Deadeye
Deadeye
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- Deadeye
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Isn't much of a benefit, you can hook the survivor as well to kill him after two hooks, noone would use moris then except for dailies. Which is apparently what you try to achieve. Your arguments seem a bit subjective. "Potatoes" don't need moris to ruin the game. Any insta sacrifice, DC and stuff does so. What about a good survivor being the obsession, pulling the Killers attention? Normally a Killer lets go of such a survivor as he wastes too much time. But as he needs to kill this one, he sticks to the chase, giving the rest of the team more time to do gens.
Regarding the ebony mori, I agree that it kind of ruins most games for survivor (But also here this is not the only offering/addon that does so). For a change to ebony moris to give a bit more chance for the survivors, how about adding the effect of faster bleed out on downed survivors plus the condition that moris are not depending on hook count but the beel out status has to be below 100%? Or just in addition to the hooked once condition. Which may increase slug builds. But just as a first idea, to add different conditions.
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@Delfador said:
Top 10 most and least used perks by killers and survivors.
I think you should just tell us all about the perk stats at this point :D
Also would like to know that. And in addition, how many survivors per game use at least X of the top perks. Might be too complicated without being specific, so just 3 examples which I would like to know most: (maybe you notice more interesting facts like these)
There are on average 2,8 survivors per game using the TOP perk
There are on average 3,2 survivors using 2 or more of the TOP 5 perks
There are on average 3,5 survivors using 3 or more of the TOP 10 perks
and maybe: The most common survivor/killer build is (...) (with percentage, and per killer of course)
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@Bard said:
Yup, it's been kind of absurd for the entirety of the game's existence but they can't really fix it now without people getting pissed.
Well, they make a lot of changes that piss people. Shouldn't be the argument if the game simply gets more fair by it
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Just an OT note: why does everybody call Legion a tunneler?
In my opinion, and I think that at least WAS the common understanding, tunneling is hooking the same survivor several times in a row to get him out of the game quickly. Why is chasing down a survivor called tunneling only when talking about Legion?
Sometimes I really have the impression that some people just throw around words to offend someone. Like tryhard was invented when nothing else applies
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@Peanits said:
While it initially makes sense to compare it directly to the live version, there's a little more to it than it seems. The fatigue exists to ensure that the Survivor can get some distance after feral frenzy ends. This is crucial, otherwise the Killer could catch up at 5.0m/s (previously ~5.28m/s), cancel frenzy, and then instantly down the Survivor. With that in mind, we can do some quick math. We'll also have to count the speed at which the Legion moves while fatigued.
(This is assuming you're not hitting the survivor and giving them a speed boost, since that would be silly. For simplicity's sake, this also assumes you are exactly where the Survivor is when you hit them, which obviously won't be the case, you won't be inside them.)
With a 1.75 second cooldown, the Survivor will gain:
(1.75 * 4) - (1.75 * 2.7) = 2.275m
With a 3 second cooldown, the Survivor now gains:
(3 * 4) - (3 * 2.7) = 3.9m
The difference:
3.9 - 2.275 = 1.625m
The Survivor is getting 1.625m more distance than they would before. Not a huge amount, but let's not write it off. The important part is how long it takes you to close that gap. (Again, for simplicity's sake, we're going to assume that you need to be directly on the Survivor to hit them. This more or less makes up for the assumption we made before.)
At 4.4m/s, you will close the 2.275m gap in:
2.275 / 0.4 ~= 5.7s
At 4.6m/s, you will close the 3.9m gap in:
3.9 / 0.6 = 6.5s
In total, you're only taking 0.8 seconds longer to catch up to the Survivor than you are in the live build. It's not a very significant amount of time, especially once you factor in the time you'll save being able to run loops at 4.6m/s.
In short, while it is slightly weaker than before, it's not significant when you take the movement speed into consideration.
(Why can't I remove the quote anymore? And is it possible to just quote a single line?)
At first, thanks for your time @Peanits you spend here to answer the questions, although some of them seem a bit offending. I think most of the people reading this are appreciating your work and will to satisfy as most players as possible.
Generally, the longer I think about the changes, the more I believe it could still work out somehow, you just need to adapt to it. Still thinking there are some debuffs that are simply not necessary and don't address anything that has not been addressed yet by other changes (like removing blood pool vision in FF)
But there are three things that really seem annoying to me. The one is the following quote from @Peanits first post here:
"This is assuming you're not hitting the survivor and giving them a speed boost, since that would be silly"
There is no other killer power that punishes you for using it. You can place traps bad, miss with hatchets or get to Evil Within 3 too early by accident. These are simply fails. Hitting a survivor with Frenzy is what you are supposed to do. Getting punished for it in this situation really feels like a design bug. I'd rather like to see something like the new pin addons do. Like said before, even adding slower repair/healing speed until fully healed or something.
A sample situation I have in mind would be the following. As you kindof choose to give the survivor a huge distance, which delays the chase for some good amount or even lets the survivor escape, you can just choose to attach the additional effect instead of try to down him, because you just passed a gen that was being worked on or that was progressed too far. Would give the second hit some purpose, instead of "wow, that was silly dude, you hit him twice"
Speaking of the pins, I kinda like them now. But the 60 seconds broken status seems a bit thin. As written above, you really take some drawback if you decide to hit the survivor twice. Regarding the mangled effect, it makes sense as you could just actively let the survivor escape, knowing he will take some time now to get up again. But the broken status of 60 seconds is at least for 30 seconds irrelevant, because you first need to escape from the killer and then start mending. I'd rather prefer 90 seconds to have a chance to find the survivor again and make use of the effect. Otherwise you wouldn't have to waste the time applying the effect, you could just chase the survivor down. Broken only makes sense if it happens out of your range (like on Deliverance) or if you decide to let the survivor escape on purpose and see the chance to find him again with the effect still being active (like on Plague). Both is not really applying here.
Second one is the change to Franks mixtape. As it was clearly stated, Frenzy should not be a mechanic to down survivors. But with this addon you keep this playstyle alive. This is already a bit strange to me. But one step further, I don't see this to work in any way. As you increased the necessary hits from 4 to 5 compared to the current live Legion, and adding the changes like slower Frenzy speed, slower vaulting speed and no timer regression inside the terror radius and especially only being able to activate Frenzy at full gauge, I would guess it will take like 5 minutes to down a survivor using Franks mixtape.
Also, as the Killer will not see the progress of the bleed out, beneath the fact that it will not be progressing while mending or in the terror radius, I think that it will literally NEVER happen, that you find a survivor by chance that has a bleed out progress of below 25%. How exactly was your plan to use this addon?
And third one is the effect to empty the power gauge on M1 hits. I did not understand this effect on initial release. It actually forces you to always hit survivors with Frenzy. Except you accidentially get in range of an injured survivor it was basically stupid to not frenzy-hit a survivor. Now having a bunch of Frenzy debuffs like longer refill time, no real benefit on injured or deep-wounded survivors and especially only being able to activate at full gauge, I don't get the point of depleting the power gauge on regular hits. @Peanits, can you explain what would be possible abuses or what situations you had in mind to keep this penalty? Or was it just not on the desk?
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I really think they should rework some sprites of Claudette. Just had a game with 3 of them wearing the same stuff, obviously why.
Saw one of them by accident because there was a strange black dot where it should not be. It was her head sticking out of the grass. On a plain field. Just sitting there. No textures at all, clothes not visible, just her hair being a darker spot abouve the grass. That's bull****
They sandbagged a normal clothed Feng so I thought seems to be easy. Then I got just one or two more hooks, because they disappeared several times in the chase. Twice noticed why: they just crouched behind a wall corner, all having Silent perk.
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Regarding the conversion to M1 killer, will there be an update on how exposed effect works with Feral Frenzy?
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Do I get it right that Feral Frenzy cannot down survivors in any way now?
I think combining the same effect Deep Wounds on a survivor perk and a killer power was already a bad design when this came out. Now changing the effect to debuff the killer further buffs Borrowed Time usage, making it kind of insta-heal.
Regarding the pack of debuffs to Feral Frenzy, will at least the power depletion on regular M1 attacks be removed? As Legion is going to be converted into a M1 killer, he should not get punished for using M1.
I think the removal of bloodpool visibility is not necessary. The moonwalking, which was reagarded as abuse, is not taking place during active Feral Frenzy. So this is not helping on this issue, just nerfing the killer without explicit reason.
Regarding the blood stains change, I would like to know on each of the announced changes what whas the intention. Which issue is targeted by the change, are there changes that are needed both to work out or is every change justifiable by itself and so on.
To me, the changes seem to make him too weak to be a choice for anyone. Legion was not a high tier killer before but was fun to play caused by his different and unique style. The changes basically remove map pressure, chasing ability and uniqueness. The changes from survivor view may be needed as it is understandable that it is less fun to play if you cannot really escape a chase by skill, but from killer view the changes do not improve anything regarding gaming experience. Except you have an answer for that, what were your intentions from killer view. Just seems like it is a completely survivor based makeover.
One more point (offtopic) regarding survivor experience. Legion chases normally take way longer than with other killers, except you use purple or higher addons. That gives the rest of the team time to do gens. Even more time if you don't decide to unhook yourself instantly without struggling because you are having no fun. Survivors playing correctly against Legion (opposed to a comment "changes force the killer to play Legion correctly") often results in max 1 kill. You could actively try to stay close the terror radius to pull attention but on a distance that makes it impossible to get caught in the same Frenzy. Also there are other ways to play against Legion why I think he is not really that bad to play against. My impression is, most survivors are not willing to learn how to play against new killers.
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I would also upvote for the change, as Thanatophobia is still regarded as one of the most useless perks.
Probably Legion is the only one that can really benefit from it, but as low-tier killer it might be not the worst to buff this perk. I'd even think about adding gate opening speed or other stuff to Thanatophobia.In addition, if I think of other perks, they normally are stronger if they affect end game and weaker if they affect the whole game. Thanatophobia is one of a few that has no effect in the beginning, becomes less effective with each finished healing action and becomes less effective with each kill.
Regarding the Dying Light combo, I'm not sure if it would be too bad. Sure it can be heavy in end game, but you need to achieve a lot of conditions to maximise the effect of both perks and I think this is more relevant in end game and therefore OK for the whole game effect. But I can't really estimate the effect of the added percentages. So, a good question
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Is it possible to check if any dev is reading or commenting on one of the threads? Are their accounts marked as dev person? Anyone saw this before? Just curious
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Yes, that is also a stupid thing. Like Insidious on Freddy or Huntress. Yay, they don't hear my terror radius, but they hear the lullaby anyway. Super useful. Should be possible to avoid somehow to get these kind of handicap perks.
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@βLAKE said:
They should keep the two perks per blood web, but have one perk node be a new Tier 1 perk everytime and the other perk node can be a Tier 2 or Tier 3 perk. Therefore, people can have the choice of unlocking all tier 1 perks and then the blood web can separate to two nodes that contain a Tier 2 perk and a Tier 3 perk.I like this idea. Or more precisely: Get a new tier 1 perk or level one of your existing perks. There is another discoussion (or statement, as it was just me that responded so far) in this thread, which is kinda duped. I added my comment there before I found this thread here.
Shall I copy my comments and abandon the other thread to avoid dupes?
https://forum.deadbydaylight.com/en/discussion/31022/perk-skill-tree -
I also think the 4 perks are OK and, as far as you can say that in DbD, are a balanced count. Nevertheless I would like the idea of a 5th perk being active for special events. If it is maybe too much effort to change the UI in this way just for an event, it might be an option to set fix perks being active. Like "during this event, Dwight will always have Borrowed time active" or "today the Trapper gets BBQ, tomorrow the nurse gets Haunting grounds".
Would at least make it possible to create some builds you always thought about but couldn't combine well enough. For example I'd like to combine Unbreakable with Tenacity and No Mither, but you waste 3 perks which just are useful when you get downed and not instantly hooked. Or No Mither with This is not happening and Resilience. But both builds kinda require Dead Hard to get the missing "hitpoint" back.