Deadman7600
Deadman7600
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- Deadman7600
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Nah, bg3 is my current liberator.
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@BorisDDAA said:
These complaints don't matter cus 60k+ people are still playing the game daily.
And if this becomes a repeated pattern 60k+ people will start to get sick of it and leave.
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@Boosted_Dwight said:
I'm not gonna pretend that what I'm about to say is smart but for the betterment of the game I honestly think they should start work on a new build. I'm no programmer but it looks like this game was already cobbled together with bits of string and tape and its just getting worse and worse. I wouldn't be surprised if the game was running off an irl hex totem in their offices rn.
A sequel/rework of the game is probably the best they can do right now. Dead by Daylight Bedrock Edition if you will. Problem is that it'll cost the studio everything if they don't get it right. Quite the risk.
Yeah, It shouldn't be a completely separated thing like bedrock and java but yeah. A revamp/remaster/redo is probably a good idea. I doubt they can make a sequel at this point because they'll have to renegotiate all the licenses which will likely mean Cenobite is cooked and burned if that ever happens. All that matters is that progress is retained and to the player, the difference is not massively apparent.
It should just be a major update to the game tho, like what operation health should've been.
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@IWantCandys said:
I AM ANNOYED. Not by killers, not by teammates, I'm annoyed with myself.
I'm stuck in a cycle I can't escape. I constantly use the same build.
Lithe, Kindred, Windows, Off the Record.
Since I can't loop well and only play solo queue, I feel most comfortable with these perks. And that's why I keep using them. BUT I'm annoyed. I have so many perks I am curious about and when I watch my favorite streamer and see how he has a different build for each character, I'm jealous.
Because I'd also like variety. But I'm too scared. I'm afraid that with other perks I'm unfamiliar with, I'll get tunneled out of every match and get hardly any time to play and be useless to my team.
Does anyone here have any tips for me on how to become more braver to try out loads of different perks and how to escape this cycle?
Using the same build over and over is taking the fun out of the game for me. I AM TIRED of it !
I'd recommend going on customs with friends and asking to test some things out. Me and my friends did a custom recently where I decided to test out chem trap and blast mine and it was so fun. Just find a friend and do 1v1's if you are worried about new perks.
If you want a more immediate solution, maybe run new perks with similar gimmicks. Sprint burst, Deja Vu, Empathy and Decisive strike would be my recommendation. However feel free to mix and match, Empathy and windows can basically give you full aura reading on an injured survivor in chase, Off the record and lithe can let you take hits and get a clean escape.
Then maybe consider items that benefit your perks, Deja Vu and a tool box gets gens moving quick. Fog Vials and Sprint Burst give you essentially a free pre-run.
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I agree, they need to be held accountable on this and need to learn from this. Jocelyn doesn't deserve the hate she's getting on this since this was likely a decision she just had to follow but both she and BHVR need to sure up how they communicate because what they essentially told us was 'We don't care that its broken, you've gotta deal with this.'
You aren't an indie company anymore, do better. If you release something genuinely problematic, killswitch it, we all know it'll come back in a few days. Leaving it to fester is just eroding trust with your consumer.
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I think your luck may have got disabled.
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@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975883#Comment_3975883
that's my main too but so far map offering are the only thing I agree you with.
also with fog vials is not if one person has it but when 3 all 4 have it and it rechargeable is the problem,one match every chase someone dropped one they should be a limit use on them.
and the fact that they can really lead into a more 'bully squad' type of build. I tried fog vial and duty of care and that went so hard at shack.
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@Zuiphrode said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975842#Comment_3975842
There are no perks that can deal with fog vials; the iri addon makes them block vision, auras, scratch marks and surv noises. There is no perk that overrides this. Your comment is useless and shows your lack of knowledge about the game.
I have a feeling the next killer might come with a lightborn equivalent to fog vials but tbh we shouldn't expect killers to wait so long with no counter. Maybe shadowborn could be changed to counter them.
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@pestillfrash said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975600#Comment_3975600
Wait... did they say they won't add that in because of arachnophobia?
Well they did say they weren't going to add a clown because of coulrophobia but we got him. I think they said something like 'the only spider legs in the fog belong to the entity. We have no plans of adding a spider killer to the game.' I think it was on twitter if I remember correctly.
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@HaliAndEx said:
Isn't it confirmed that there's suppose to be an upcoming chapter that has a twists on one of the original characters? Maybe it has something to do with those two.
I'm pretty sure that'll be the original chapter coming next year which is likely to be the Trickster rework and possible All-Kill chapter 2. So more likely we'll see something like a survivor trickster and killer yun-jin cosmetic.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975287#Comment_3975287
Youre thinking of For the Creed (Assassins Creed event)
Survivors of the Fog was Dominion but instead of a minion lane it was Trapper who again, was just a reskin of Centurion.
U right I was thinking of the mori recreation there was.
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@Shroompy said:
Wasnt it just Trapper who was just a reskinned Centurion? I dont remember Huntress in that mode at all (there was an execution and mask though, know that for sure)
Either way, still a great event. The paint patterns are still something I use to this day as they work great to immitate blood splatters
I'm pretty sure there were at least 2 killers (maybe my brain isn't remembering which) but I remember 2 specifically positioned on opposite sides of the map.
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This collab was actually my introduction to dbd. I never saw what the dbd side got tbh. I downloaded the game the month after played for 10 hours and forgot it existed until the 8th anniversary.
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@Deathslinger1of2 said:
Give an upvote and a comment if you agree! Would be a cool Easter egg/callback
It should be the theme for the next rift. Baleful Beams.
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@Refined_Alien said:
Yes those were the funniest game I had on for honor !! guard breaking enemies and throwing them to the trapper during the event was so fun !!
I remember me and my friends jumping huntress and getting annihilated it was really funny. I did hitokiri helicopter cheese them a few times tho.
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@Mr_K said:
Bots gen rushing? Stop giving them toolboxes.
nah they go crazy some times.
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974859#Comment_3974859
yeah it was just confusing but if you payed attention and had awareness that it's a thing it was completely negligible.
you still heard and saw the door open.
and his eye lenses for some weird reason
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974871#Comment_3974871
Zombies are already very good AI supportive tool. You don't get feedback on how much value Zombies do on pushing people off objectives, healing etc. apart from aura. Doesn't mean they need qol. They can win you game and do mostly nothing, but they are not primar power tool, just supportive unlike Knight's guards that are strong for reason.
I think the zombies need slightly better pathing and such but yeah I agree they're mostly really good tools.
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@Nun_So_Vile said:
While there are definitely people who hate play this game, I think there are a fair bit who have played it for awhile and realized it's better for your sanity when played in small doses and with repeated breaks if you're unhappy with things. Most of my group are taking a break and playing other games currently. Personally, the state of the game and the direction they've strayed from Horror Hall of Fame in terms of licensing have lost me.
yeh me and my friends have picked up For Honor (a game made by a team who seems to not even care about balance so much it makes me appreciate BHVR actually trying) and I'm hoping to play through rain world with them too. Always diversify games.
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@Roaroftime said:
The fog is baso transparent and a killer has always found survivors fine in the fog during my games, another useless item like keys and maps. Why are killers complaining?
I've tested them against bots and they're fine as most killers (negligible even) but I think their main problem is that they mess with spirits power, possibly cause a chase bug (although I did experience this against a meg with a flashlight so it may be something else) and have a lack of accessibility settings. I can easily see the brightness of these things triggering something like photosensitivity and chronic migraines. I think the idea is good but they need a few edits or configurations.
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@TragicSolitude said:
I do not understand why it's only up for a weekend. That makes no sense to me. A full week would give everyone with their different schedules a chance to see that it's live and give their vote.
I agree, most people who play this game are probably not that involved with the community and may not have even known.
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@fussy said:
Almost 3 years, 3 big character revisits, non-stop feedback on forum, from CCs and we STILL can't fix this stupid bug with guards? I'm absolutely speechless, it's unacceptable, I can't imagine ANY game, where such significant bug could last so long.
Can someone keep alejandro away from the alcohol please too?
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@[Deleted User] said:
I don't understand why Trickster is even on their radar in the first place.
They've always said they wanted to make an All-Kill map so I assume they wanted to sneak in an All-Kill chapter 2. And tbh… fair.
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@etisatis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973271#Comment_3973271
I believe it's a primary purpose of this new item, no? To hide the grunts, scratch marks, auras etc. No?
I think they need to have some kind of change tbh, like certain people with otherwise existing accessibility issues are really struggling with this. I think they really should've taken more time to cook this one properly. I feel like there needs to at least be a perk like lightborn that counteracts it (although that might be with the next original killer). I've already seen posts from people with chronic migraines, partial deafness and photosensitivity talking about this.
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@jedimaster505 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973278#Comment_3973278
nope, you've missed the point. describing a 19 win streak as "difficult" is the epitome of cringe.
From the original post:
- 'To quickly answer the question of whether killer has become more difficult or not; I believe that there has been a pretty intense difficulty spike, for a decent amount of killers.'
- 'In conclusion: Thank you to whoever took the time out of their day to read my ramblings! There are many, many reasons why the modern DBD player will struggle in this game but through these points I have outlined, I hope to help people make more sense as to what might be contributing to their struggles in DBD.'
These two sentences literally demonstrate my point. This whole post is a list of reasons a killer may feel the game is more difficult and how they personally have found ways to counter it. Like for instance what I said earlier.
They also make a comment about how certain killers are balanced like twins struggling in the current meta due to fast heals and the general strength of some survivor teams.
- 'I bring this match up as an example because killers that struggle to maneuver a map quickly or bypass being healthy through insta-down, maintaining injury, or other methods (like trappers traps or hag's phantasms) are truly struggling in DBD at the moment'
Once again demonstrating my point that they used Trapper to bypass the current survivor meta. And the fact you misinterpret what they say as them describing the trapper killstreak as difficult, despite the fact that they used the killstreak as an example of how to circumvent the current meta just shows that you saw the words 'killer' 'difficult' and saw red.
And I'm stuck here wondering how my skills I learned in high school English 3 years ago are still intact.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/452428/my-experience-with-new-update-so-far
The reason for the huge update size was an engine upgrade. The rest of that nightmare I can't speak to.
The engine upgrade might be to blame, transferring code is likely gonna cause a few problems (or a lot if your code is spaghetti).
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@jedimaster505 said:
"intense difficulty spike"..."19 win streak with trapper"
this is so pretentious. you're playing easy mode. then you have the audacity to complain about how much of a "struggle " killer is while utterly steamrolling the opponent. this is the perfect encapsulation of killer main entitlement. blowing things way out of proportion at the slightest sign of resistance from the opposition.
you missed the point of the post. The OP is saying that they got a win streak of 19 as trapper because they deconstructed how survivors played. They noticed survivors like to chain between tiles by using filler tiles (or shack on dead sands) or holding W and they exploited this to prevent survivors from getting to their intended location. They are arguing that many killers (unlike trapper) don't have the ability to shut down these chains and this leads them to suffer in chase. They used twins as an example which I disagree with but other than that (besides some obscure tech or setup knowledge) many killers and killer players aren't the best equipped to deal with this.
Hell, I'd argue this is why Ghoul is so strong, he directly counters holding W while preventing you from escaping him when he cuts you off. Ghoul is the best for dealing with this, and this is likely the mentality that keeps him firmly in the rotation (which is detrimental to survivor enjoyment).
They aren't pushing some us vs them narrative, cool your jets.
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@Jarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973214#Comment_3973214
I don't disagree - his power design is to be strong in 1v1 whilst not being strong across the map as a whole, but if they've pushed him towards less skill expression than he previously had and made him even more unenjoyable to go against (though I appreciate that's subjective), they have pushed him in the wrong direction in my opinion.
I agree. He went from area denial to sonic if his speed came from actual speed. The only positive from this was the buff to backpack starstruck clown.
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@JackPrincessHeart said:
I'm partially deaf in both ears, so already I have trouble in chases when I can't hear survivors footsteps. It makes playing killers like Spirit completely off the table, which is fine, i don't really care. But these? I can see the survivors up close, but when they pop a fog vial right after breaking line of sight, I genuinely cannot counter it. I can't see scratch marks, nor can I hear their breathing. It makes playing killer completely miserable, and it also makes me feel really "underconsidered." I mean, they have the visual terror radius feature, so clearly they know deaf people play their game, so why, why did they add this?? For me, it brings everything back to the early release of spirit, and the 50/50 method you had to use in order to potentially avoid getting hit. only now, it's a 50/50 chance you'll actually GET a hit, considering if you're me, you pretty much have to guess what direction their going.
Oh yeah, also, it recharges! So I had a match where all four survivors brought this thing and spammed it EVERY SINGLE TIME I went in a chase. This thing is a real low blow for me personally.
yeah I can see them being an accessibility nightmare. Maybe they could obscure vision (like they do) but amplify footsteps or remove the ambient noise from them.
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@calem said:
I'll be the first to agree that the garbage tier killers (and there's quite a few of them) need buffs, but 3 gens for 1 down is almost always because you did something wrong. Especially seeing as the survivor spawn logic has changed and they now all spawn together, which is better for the killer as it takes them longer to split pressure.
It is possible to completely misjudge where they spawn tho tbh. Like sometimes they literally spawn in the tile next to me, if I didn't run lethal on knight I never would've realised.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972769#Comment_3972769
Well, just Vial's nochase bug. Definetly not broken at all…
I think I should start playing Pig, that will teach them to disable chase for me.I'm only now learning how important chase music is to my enjoyment. Maybe head popping sounds just as good tho.
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@PetTheDoggo said:
I know some are upset about his change, but for me use of his power feels good and I don't feel weaker overall with him.
It's just smooth, similar to Billy. I have felt only couple of times lack of instaflick, but in most cases it didn't really matter to me and I could still reach quite far behind the corner.
Sure, I can't 180 on spot like I used to, but it's just more about positioning now, in most loops I can give myself space to flick back/around the corner.
Main thing for me is that shoulder flick still works. That would be an issue…
I didn't really need to adjust to this version and it's kinda funny you can "search" for survivor even at end of the flick, something like this:https://www.youtube.com/watch?v=SKEmz2dKC6E
I wanted to flick on other end of the loop and when I didn't see her, I still could continue with flick to the corner.
That wasn't really possible with old version, at least for me. Before I decided where I want to end the flick and that's simply where I always ended.
With new version I am able to adjust during the flick, which feels really good for me.god the lack of chase music really makes this game lame to watch.
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@jedimaster505 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972583#Comment_3972583
The item is supposed to help the survivor and be problematic for the killer, otherwise there would be no point using it. There is counter play, BHVR just removed your training wheels for a few seconds.
Removed the entire point of spirits power you mean. She's meant to track through hearing, how can she do that with no hearing.
I think on most fronts they're fine, mid even, but they shouldn't outright cancel a killers powers for any amount of time (especially since it just recharges itself passively). If it just hid the scratch marks for spirit when she phases then I'd just not care, if hearing was fine then I wouldn't care. The fact that it muffles hearing for her specifically is the problem.
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@jedimaster505 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972476#Comment_3972476
You answered your own question…just leave the smoke.
If you choose the wrong direction and leave the wrong way then you just instantly lose the chase. There's no counterplay to them for a spirit except blind luck.
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Ngl I though I just went crazy
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Blight- I hate blight for the same reason people hate ghoul, but blight is worse
Ghoul- He's fun to play but I think his counterplay feels underdeveloped. He could be so engaging but rn he's just a bit unfun. Unless you have NOED in which case you're the worst.
I don't really hate anyone else as much as these two tbh. Not even nurse.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971739#Comment_3971739
No he isnt tbh and his bugs arent that bad only bad bug with him was magehand palett pick up when durvivor just intadroped palett down which wasted his 40 seconds cooldown power and it was skilless counter. Knights bugs hurt him more he has weaker power ( we just comparing a-tier killer with c- tier killer thats like compare wraith with ghoul), vecna has more tool that are more reliable and has great mobility with 20 seconds cooldown we jest comparing great fresh beef steak with some cheap crap flover subtitute that just looks like that great steak but inside is crap.
I'm not talking about the power here I was talking about the user interface (UI). Knight has a pretty fluid UI with the display for each guard displayed in an understandable way and the cooldown bar seems mostly correct. Vecna's bubble display which pops up when you're selecting a spell seems to break with spell icons being stuck on screen and such constantly. Purely in the UI department Knight's straight forward display is more bug free than Vecna's stylized selection screen. In the power department, Knight is a buggy mess and someone needs to hire an exterminator, Vecna is an A tier killer who has a great kit and I regret sleeping on for so long.
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I feel like Vecna's UI is more buggy than knight's tho right?
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971684#Comment_3971684
Carnifex is best for fast breaks and zoning, assasin is good for disrupting but not guarantee hit and he sucks with detection and pincer, jailer chases longest but he is easy to loop easier than trapper bot he is only one who can give you chance to pincer but good survivors still can loop both him and knight at the same time his only power is some 12 seconds chance for pincer and thats all knight can do. The knight rework changed the way he plays from spawning guard on loop and pincer survivor to get hit to be harasser who is better in multitasking but they forget to adjust guards more for this role of gameplay making only jailer chase longer but that was carnifexs ability before.
I'm with you on that last part, I like the multitask aspect of knight but I do think the guards need to be a bit more threatening for that to be his predominant playstyle. Although I never actually intend jailer to get hits, so just fixing his alcoholism might be fine for him. Carnifax is perfect rn. It's only assassin who feels not fit for purpose. Like he can take over chases sometimes (if I have better stuff to do) and do pretty well, and he's good if the survivors are all grouped up but other than that he's a bit of a camper or a throwaway (which is weird because that seems to be the intended purpose of jailer despite that he's best used to stall).
I think at least for assassins sake I'd try and overhaul the pathfinding during hunts. Like they need to get better at dealing with pallets specifically. Even if Assassin is the only one to get this change it'd be such a good change to make him a competent chaser.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971524#Comment_3971524
The only difference is vecnas spells actualy do something, knights guards are only good for tunneling or disrupting healing under hook, carnifex fast break thats all he offers. Pincer tactic is super risky and not as rewarding on top of that looping guard around any palett is super easy and busted, there are even paletts where his guard and knight cant get you when you drop them ( he can only break it or you have to fall asleep to get hit) like the one in rpd near the helicopter ( knights guards cant go through paletts and they must go around but ai is so stupid and anti pincer feature is so strong against conterplays to this). Thats why knight is c-tier he is only good for tunneling.
that's not true tho. Assassin is good for disrupting heals if the survivors don't see him coming but other than that they all have other functionality. Assassin forces survivors to heal and mend, Jailer stalls a survivor with longer 10 second minimum chases and carnifax is a chase power. I think knight is good for tunnelling but a decent knight can do a lot without it. Although the guards do need AI improvements and bugfixes.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971394#Comment_3971394
The problem with a 'final girl' scenario in an asymmetrical game, is that if only one can survive then your team mates become your opponents
I kinda agree, however my second comment explains more why I like 60% outside of the horror trope.
Although, side note, there should be an among us game mode.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971271#Comment_3971271
There is a difference between a Survivor experience and a Victim experience though, and casual gameplay often is the latter rn.
I agree, which is why I think the anti-tunnel and anti-slug should be more of a priority than overhauling the entire balance philosophy of the game. The killer should feel like an insurmountable opponent, but the survivors should have a chance to enjoy the game a bit more and a shot at escaping.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971394#Comment_3971394
The problem with this is that it's not equal currently, at 60%. That's basically what the 60% means: survivors are dying more often than not. It's not "the killer is balanced compared to 4 survivors", it's "the killer is designed to be more powerful than 4 survivors". They want it that way, but it's not "because it's balanced", it's because they choose an arbitrary number.
Arguably, going by game health, 55% is a better target.
I like to think of it like the game trying to manufacture a 'final girl' scenario like how in alien the xenomorph kills the majority of the cast but there's always a survivor.
I always find it interesting that people use this kind of "it happens in horror movies, so it's a good idea in game" to justify killers being the power role. But clearly haven't thought through the implications of applying this logic to a game instead
Do you remember what happens in that scenario? It's not just that the "final girl" survives, but she also kills the killer. And that's a pretty common horror trope, especially with some of the killers you can even play.
And that's why we shouldn't just blindly apply "it works in the movie" to the game.
As I said, it's just an opinion. we haven't seen the alternative therefore I have no evidence that 55% target wouldn't be better. I was purely just trying to rationalise part of why 60% is their chosen target. The other part may just be to make survivor more of a challenge. Although, I feel like if the game was balanced so that survivors were getting around 2 players out every time then the Killer would loose a lot of its bite.
I like 60% because its neither a guarantee of a 3k or a 2e but in the middle. Forgive me if I'm wrong but for a 3k to be guaranteed we'd need a 75% kill rate since each survivor is a quarter of the team (25%). At 60% we're actually closer to that 50% than the guaranteed 3K. In this, we see that the survivors still have a decent chance of escape purely looking at the raw numbers but the power role is still given the necessary wiggle room to be a threat.
However, the issue with just looking at a percentage like 60% and saying 'Its balanced correctly' is that the power role can kinda sway their chances if they're willing to play mean. This is why I make clear that it's just an opinion rn based in a few statistics and a horror film trope. Once anti-tunnel, anti-go next and anti-slug have been introduced properly in phase 2, then we'll properly see what needs changes imo and I will then develop an actual position beyond 'I think I like 60%'.
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@TheGoone said:
Watch the whole play while you wait thing not solve the queue time issue
yeah wouldn't it just make people who otherwise just wanted to play survivor be enticed to play killer since you also play survivor.
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@Amanova said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971383#Comment_3971383
Yeah, otherwise she will be another Legion power that can easily injure survivors and that constant coughing can easily help to track uncaged survs so killers can easily tunnel them out. So for me there her power should only rely frequent corrupt purge🙂
I do foresee the copious pallets in 2v8 being an issue for that tho.
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You said making one side more powerful by design. By design, yes the killer is stronger. 1 killer is meant to be equal to 4 survivors, that makes the killer more powerful than any individual survivor.
I understand the argument you think you're having right now tho. I think 60% is fair-ish but that's just personally. I like to think of it like the game trying to manufacture a 'final girl' scenario like how in alien the xenomorph kills the majority of the cast but there's always a survivor. Whether you think that's fair is just a matter of opinion like everything when discussing game balance.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971271#Comment_3971271
But this next chapter is giving us two Survivors and no Killer, so that should even that out.
hopefully
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@CatExplotano said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970845#Comment_3970845
even with all those gen slowdown perks, the slowdown gained from it is NOT as big as you think, which points towards a problem on the survivor's end, NOT the killer's end
I was mainly joking not actually commenting on the balance of the game. This wouldn't even work that well since eruption and pop count as 2 towards the gen kick limit anyway.
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@Amanova said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971273#Comment_3971273
I think instead of infecting survivors with vomit (not everyone likes to constantly listen to coughing) she needs to be given several red fountains from the start (apple addons) but with a reduced power timer of 30-40 seconds and with each repaired generator she will also receive red vomit (iri addon) and also more fountains will turn red after each gen
thats also possible. as someone who played her quite a lot (before blood moon killed my enthusiasm for her) I didn't think of that as a nerf I just thought of it as a way to stop s-tiers from using her support for easy wipes. Plague absolutely doesn't need a nerf.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971252#Comment_3971252
I was wondering about giving him two abilities:
Feral Frenzy: works as now
Rapid frenzy: lock ability to attack, giving him increase speed instead, let's say truly high to make him both mobile and lethal. I'd even make that a blighted rush speed.
I like that idea, Legion definitely needs another tool in his kit, same with most lower tiers.