DeathEscape
DeathEscape
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What do you guys think about the 3.4.0 changes on legion?
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@SkeletonWitch said:
https://forum.deadbydaylight.com/en/discussion/comment/844613#Comment_844613
Then maybe they can use that somehow?
I already made a killer about werewolf a month ago
Maybe you should check it out 😉😏😉
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@jr3pp said:
I am sure I am not the only survivor who has died just because I had to go around the entire map just to not have enough time to take the reverse bear trap off my head. It has happened one too many times for me to give this feedback.
Seriously? Nerf a C-Tier killer?
2 mins and 30 seconds is the time given, i can take it off within 50 seconds or earlier
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@konchok said:
I think that BBQ itself is fine. The larger problem with BBQ is the blood point gains. It means that killers who run BBQ can always run purple and pink add-ons every game. And quite a few of the add-ons are really broken with BBQ. Spirit's Mother Daughter Ring, Hag's Mint Rag, Billy's Moon shine, Huntress' Infantry Belt or Iridescent Head. Notice how the add-ons that stack with BBQ are the most complained add-ons in the game.
I think that's because these killers are the killers most likely to run BBQ and they also get the best add-ons to run with BBQ.
BBQ is fine. BBQ Blood Point Bonus is broken.
Agreed
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@konchok said:
I think that BBQ itself is fine. The larger problem with BBQ is the blood point gains. It means that killers who run BBQ can always run purple and pink add-ons every game. And quite a few of the add-ons are really broken with BBQ. Spirit's Mother Daughter Ring, Hag's Mint Rag, Billy's Moon shine, Huntress' Infantry Belt or Iridescent Head. Notice how the add-ons that stack with BBQ are the most complained add-ons in the game.
I think that's because these killers are the killers most likely to run BBQ and they also get the best add-ons to run with BBQ.
BBQ is fine. BBQ Blood Point Bonus is broken.
Suggestion: Reduce the blood point bonus to half or 40%
Changing how BBQ works is a Big NO, it will increase face camp killers and it would not be fun, it is more fun to have a killer that chases you around rather than a face camper, sure 4 or 3 of you or your team might survive against a face camper but it will be toxic and removes the horror,thrill and challenge of the game
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What are you people talking about?
The moon is always a full moon in dead by daylight
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Gotta keep this recent
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Gotta keep this recent....
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Here is my killer tier list
(Great)- tier S - Billy and spirit = there is not much to explain here, they are really Great in the right hands
(Good)- tier A - Freddy,Huntress and nurse = freddy and huntress are Good in the hands of great skills and prediction,Hatchet throw,Dream pallets (nurse is now A tier because there is no more omega blink nurse + the nerf on blink but with the proper build and skills to use her she can still be in S tier on the right hands)
(Adequate)- tier B- GF,Shape,Plague,Hag and demo - they are Fine the way they are (ghost face is good but don't use stalking its a waste of time you are just giving them a chance to escape)
(Lacking)- tier C- trapper he needs more trap +2 will be enough for him to be in tier B which is Fine
Wrath- he needs to undetectable status for 2 seconds after uncloaking
Clown- takes too long to refill bottles(lil bit faster refill of bottles or normal mobility during refill would be enough
Doctor- he walks slower in treatment mode and more slower during charging of shock therapy attack, they should increase the shock therapy attack range from 9 to 15 metres or remove the charging slow of Shock therapy attack
Pig- the reverse bear trap 2 min and 30 seconds takes too long it should be (1 min and 50 seconds OR 2 minutes)
(disappointment)-tier D- almost everybody knows and talking about how bad they are so i do not need to explain why they are in the Tier D
All of them is Viable but not all of them is Fine, some are bad
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@LastShoe said:
Cannibal is a viable killer, yea its not a nurse lvl but the main reason why he is told to be bad is because many new and bad players play him doe barbecue.
When it comes to the meathooks... useless unless you happen to go against sabo team.
His would be often counter productive and annoying for the player.
The pnly thing he could use is a speed buff while preparing the chainsaw.
Yes, Bubba is viable but terrible
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130% mobility during chainsaw sweeping
chainsaw sweeping 3 seconds tantrum
chainsaw sweeping Passes through pallets (yes)
New Ability: Meat Hook (no)
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Chapter:Seeing Double
I thought it was "bo rai cho" as the killer
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What is the idea?
What came to your mind when you are making this?
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Add more
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@Raven014 said:
https://us.v-cdn.net/6030815/uploads/365/BXHNMBOKM8GX.png
I'm curious to know what people think of this concept. You can see this on my art page as well (on dA, I'm Noctis-Corvus).
Lore:
Not all survivors are human, but as long as they are willing to help others escape the trials, they might as well be. One such example of this is a little girl named Charlotte. A child with a troubled history, she had no family and desperately wanted a way out from the slog that became her life. Foster parent after foster parent couldn't handle this depressed little girl. The entity took note as she was in such pain, not just due to an isolation from others, but due to her own masochistic tendencies. After being abducted, she was transformed into a killer, known as the Vampire... but she couldn't bring herself to kill survivors because they tried to help and protect each other. She gave pain, but felt sorry for inflicting it against them after seeing the desperation in their eyes...
After refusing to do her job, the Entity decided to strip her of most of her power and make her a survivor. It eagerly awaits for her last hopes to be blotted out and her to join the roster of killers again... and it knows it will happen.
But that is unlikely to happen in the present moment, as now supported by her fellow survivors, she feels that they are her family and will do all she can to protect them... despite her new nature.
Charlotte comes with three teachable perks:
(Lvl. 30) Bloodthirsty: Not all of your enhanced senses have been stripped away from your transition from a killer to a survivor. Pools of blood are more vibrant, and when standing near them (10m or less) you can see the aura of the injured survivor within 32 meters. She gains a small TR (20m/15m/10m) and red stain when tracking another survivor. The killer cannot hear the TR or see the stain.
(Lvl. 35) Communion: When injured, you can approach a dead body or an alive survivor and, through a short animation (which will last between 2-5 seconds, but a dead body will be longer than an alive survivor), drain them of blood. This will heal her 1 health state, and injure a living survivor performed on. The alive survivor will be broken for 20/15/10 seconds. You will not take blood from an injured survivor.
There will be a cooldown of 60 seconds.
(Lvl. 40) Unbridled Rage: When injured by another, you become furious as you wait for an opportunity to strike back. When injured, stunning the killer with a pallet will give you a 10/15/20 second window to attack the killer and gain a health state back. The killer will be stunned for the duration of the animation performed (again, 2-5 second long animation). This will leave you exhausted for 60 seconds. If you do not use it within the 20 seconds you will not be exhausted.
EDIT: Picture update, meter radius for Bloodthirsty, and animation lengths added for Communion and Unbridled Rage.
EDIT 2: Gave Communion a cooldown, and Unbridled Rage is now an Exhaustion perk.
You can check it out now ? its done
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I like your idea its nice
Let me ask
the power The Shadow's ability is this the power? Or it is just a active ability?
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/834109#Comment_834109
Well, look at how many children have been in horror movies... especially as villians... There have been a few. Look at Brightburn, Pet Semetary, Halloween, or the Ring series... all children as killers. It's not unfeasable to make one. It makes more sense that it'd be a group of them instead of one small one.
And why would the entity care about their age?
I still dont like it
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Please don't make kids the killer
Kids are beautiful,wonderful and precious things given to us by God, even if its only a game I will disagree with the idea of kids being the killer
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Please rate the power,background,perk,etc before i make a addons
The werewolf form is revamped
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What is his mobility?
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Death is not an escape is now a perk lol
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@JakeDaSnake said:
https://forum.deadbydaylight.com/en/discussion/comment/824204#Comment_824204
Its on loading screens on the game and its written below the dbd logo alot lol
Hahahah that's hilarious
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@Monlyth tell me what you think, is it already good? Hit vote up if you like it
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I need a hand for the survivor creation who would like to help?
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@NuclearBurrito said:
Wrecklessness
- Your scratchmarks last 5 seconds longer and won't appear faded over time. Gain 50%/75%/100% more Bloodpoints in the boldness category
Ok so this may sound strange but hear me out. Currently if a Survivor attempts to juke the Killer by retracing their steps over their old scratchmarks it won't work very often, because the scratchmarks will suddenly go from being faded to not faded making it clear that they are new and thus he retraced his steps.
This makes it so that Scratchmarks last 12 seconds and always appear as bright as possible during that time, making it impossible to tell if the Survivor has went back over it during that time until 12 seconds are up.
Extra BP because I didn't want something that also inherently is a downside to scale with Tier and potentially make lower tiers better than higher tiers.
50%/75%/100% more Bloodpoints in the boldness category
I see what you did there
I think its good for farming bloodpoints especially for players with risky gameplay style
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@SadCyclops said:
Height: Medium
Terror Radius: 32 m
Speed: Medium (like the Spirit)
Appearance: Coated in selfmade fur and leather clothing and other materials of the woods this old aged man looks more than a hybrid of animal and human, than just the human that he really is. His grey beard and his hood are covering parts of his face full of scars.
He wears a gauntlet with razor sharp bones attatched to them or maybe a self made axe or jungle knife (based on cosmetics i guess) as a standard weapon.
Power:
One With The Nature:
The trial starts with 7 dens/lairs placed on the map on specific locations like totems. The dens have one exit and are empty at the start of the trial and can never be destroyed nor entered.
While in the trial the Beastmaster can place spirits of different animals into the dens by walking close to them and pressing M2 for about 2 seconds. He can decide between wolves (2 charges), crows (3 charges) and bats (2 charges). The Beastmaster can also take a spirit out of a den and place/swap it into another one at any time, when being close to it.
If a Survivor walks or runs close to a den with a spirit inside, a green light ball (the spirit) will slowly fly out of it until it morphs to its animal form. This takes 2 seconds and gives an audio to the Survivor. Crouching doest trigger dens.
If the spirit was a bat, a group of bats will be formed out of the light ball, spreading and disappearing over 1 second, giving the Killer a visual and audio signal that the den was triggered. The Killer gains 1 bat charge and the triggered den is empty now.
If the spirit was a crow, the light ball takes the form of a crow, chasing the Survivor at 100% speed until it catches up. Then the crow flies above the head of the Survivor just like when a Survivor would stand afk for too long, giving the Killer hints to where the Survivor may be. The Killer gains 1 crow charge and the triggered den is empty now.
If the spirit was a wolf, the light ball forms into a spirit wolf, moving at normal walking speed of a Survivor but ignoring obstacles. If the wolf reaches the Survivor it lands a hit which injures the Survivor (or puts them into dying if already injured). The wolf spirit disappears if the chase lasts longer than 3.5 seconds after the morph. The Killer gains 1 wolf charge and the triggered den is empty now.
Perks:
Ornithologist:
Years in the forest made you an expert in the behaviour of many creatures. You have learned to understand them and how to interact with them.
You do not disturb crows anymore and crows reappear 30/40/50% faster.
Hunting Season:
To survive in the wilderness you needed to hunt your prey for decades. When it comes to the instinct to survive only the sky is the limit.
You gain Bloodlust 50/75/100% faster (each tier). There is no longer a limit of Bloodpoints in the Hunting category.
Gaias Wreath:
You can not only hear your prey breathe or see them walk. By studying their movements you can literally feel their poor souls through the soil and trees around you.
While you are at least in Bloodlust Tier 2: You can see the Auras of all Survivors within 4/6/8 meters of you.
Mori:
The Beastmaster starts glowing in the same green as the spirits and a wolf spirit covers his body as an aura around him, he howls and then he goes down on the Survivor, holding its arms with his and biting the Survivors neck a few times in a blood rage until the glowing stops. Then he stands up again, and wipes the blood off.
Ideas:
-Maybe dens could be cleansed in a kind of was that the spirits return to the Beastmaster.
-If dens can be cleansed a red add on could hide a totem
-Add ons could apply spirits at start of the trial or more spirits of a special kind of animal or even new ones
So it had a TR of 32 metres and speed like the spirit which is 110% did i get it right?
Why 32 TR and not 24?
Btw the power is lackluster
The power should compensate with the mobility
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@JakeDaSnake said:
https://forum.deadbydaylight.com/en/discussion/comment/824105#Comment_824105
Because the base ability of the perk is to avoid being moried your first hook
And where did you get the name of the perk?
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@JakeDaSnake said:
You are fueled with hope 40/50/60 seconds after your first hook while in the dying state you cannot be moried. Anytime any other survivor is in chase see their aura for the duration of the chase
The name of the perk. Why is that?
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@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/comment/822069#Comment_822069
The tendrils are like black vines I guess.
The Catalyst debuffs the Survivor by changing chemicals in them, changing focus since the tendrils would go into the Survivor.
The Killer's left arm is all black vines, with clothes that cover most everything else. The weapon is a sharpened plank of wood (unless you have any better ideas.)
I have no damn clue about the backstories of any of the killers I have made besides the first 5 (not including the licensed ones.) Even then I rarely if ever list the backstory of a Killer. Writing those don't interest me as much as the power itself.
What kind of chemicals? Alcohol debuff? Energy drink buff?
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Can someone help me out with the human form mori, i will credit you if i liked your idea
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@Karaage said:
I was thinking of 32 metres originally, but it seems too high for me. With 2 people downed, that's almost like half of the map covered? (exaggerating a little). If we want to buff it, I was thinking of quietening foot steps as well as hiding scratch marks. Main purpose of this perk is to be ninja around downed and hooked buddies after all ;)
How about camouflage turning invisible like the wraith. Maybe, Just suggesting.
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@Huntedfailure said:
we all know that legion sucks but how can we make them not suck? well i have an idea.
Concept: pressing the active ability button will cause you to plant an Adrenalin Injector into your body and leave it there as it injects you with Adrenaline. When under the affects of the Adrenalin Injector you can hop pallets and have an increased weapon cleaning speed along with increased swing and movement speed. When stunned the effects of the Adrenalin injector will stop and it will immediately begin its cool down. the effects of Adrenalin only last for a short time
TLDR: Instead of having all that deep wounds stuff make its their ability increases the speed of most of their actions as well as letting them vault pallets.
i didn't add numbers as i am terrible at numbers so im going to let you think of what numbers might work best.
Its kinda boring though and this is more of a revamp than a rework
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@Critical_Fish said:
Height: Tall
Terror Radius: 32 meters
Speed: 115%
Power: Selective
Holding m2 for 1 second will shoot a tendril straight forward for 24 meters. If a Survivor is hit by this, they are set to the Injured state and will have 1 effect applied to them.
The first/third Survivor hit: This Survivor will glow red on the screen on the bottom left, and will have a thin red line around them. This Survivor has a 20% increase in repair speeds, but 50% slower healing speeds and 200% slower unhook speeds.
The second/fourth Survivor hit: This Survivor will glow blue on the screen on the bottom left, and will have a thin blue line around them. This Survivor has a 20% increase in healing speeds, and 50% faster unhook speeds, but 50% slower repair speeds.
If an afflicted Survivor does an action they were not assigned to do for 5 seconds (the timer is paused for 1 second after the action stops), see their aura until they are no longer doing that action. For unhooking, see their aura for 5 seconds instead.
Secondary Power:
Holding space for 3 seconds will launch 2 tendrils forward (up to a max of 16 meters.) If they hit a Survivor, the Survivor is injured for 1 health state and the Catalyst is drawn to them (to 8 meters away.) This can only be used once every 30 seconds. After using this, the Catalyst moves at 105% movement speed for 3 seconds.
Perks -
Biological Coil: Injuring a Survivor that has not been hooked will afflict Deep Wounds, after 30/24/18 seconds the Survivor will be downed (this does not go down while in a chase.)
Survivors who have been hooked have 12% slower altruistic action speeds.
Spiral Barricade: After breaking a pallet, where the pallet was will be blocked by the entity for 40/50/60 seconds. The Killer can walk through the blocked area.
Lock and Key: Closing the hatch will close each exit gate. Them closing takes 20/16/12 seconds.
If there are generators remaining on the map when the hatch is closed, both exit gates will be blocked for 30 seconds.
End Game Collapse lasts 30 seconds less time.
Thank you for reading through this! Feedback is appreciated!
I can't imagine it....
Can you explain what are these tendrils?
Are they like vines or ivy?
Does the killer throw them like a spaghetti or spear?
Explain How can they buff or debuff the survivor?
How does this killer looks like?
Where is the background story of the killer?
Im really curious
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@Monlyth said:
@DeathEscape Ah, it's 15 seconds according to the wiki. I mistakenly thought you were making it take more time, not less.
I think the mend timer is fine as it is. It's long enough to be an inconvenience for the survivors, but short enough that the survivors will still have opportunities to work on objectives.
Legion's biggest strengths in his current state are his ability to waste the survivors' time, his ability to score first hits easily, and his ability to injure multiple survivors in quick succession. So I think most of his changes should be focused around those aspects of his kit.
16 seconds bleed-out timer, so they will take it more seriously
13 seconds mending so it won't take much time which is annoying
What do you think?
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/797889#Comment_797889
The only changes I really like are increasing the sprint speed, not losing the Frenzy if you miss a single attack, and hitting a survivor with a non-Frenzy basic attack doesn't deplete the power gauge.
But I have issues with the rest of your proposed changes:
-The devs made it clear with Legion's rework that they don't want Legion to hit survivors more than once with Frenzy. Pre-rework Legion was considered very unfun to play against because his standard MO was to hit a survivor repeatedly with Deep Wounds until the timer hit zero and they went down. Because he was so fast and able to bypass most of the survivors' escape tools, he had very little counterplay. They want him to apply deep wounds to multiple survivors at once, not just tunnel a single survivor to death. So I doubt BHVR will ever approve of any changes that bring back Legion's old playstyle.
-Making Mending take longer feels unnecessary, and adding a skillcheck just makes Legion more annoying to play against, without actually increasing his overall power.
-Making the bleed-out timer shorter feels unnecessary. It's rare for the bleed-out timer to actually come into play against good survivors, so this just feels like another way to make Legion more annoying, but not more powerful.
Also, a common tactic with pre-rework Legion was to spam lunge attacks over and over, since that was often faster than running due to missed attacks having no cooldown. So I think there should be a long enough cooldown that Legion can't just spam lunges while in Frenzy. But I do like the idea of removing the harsh penalty for missing a single attack in FF.
Thanks for the review
I thought mending takes 16 seconds please correct me if im wrong thanks
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/797889#Comment_797889
The only changes I really like are increasing the sprint speed, not losing the Frenzy if you miss a single attack, and hitting a survivor with a non-Frenzy basic attack doesn't deplete the power gauge.
But I have issues with the rest of your proposed changes:
-The devs made it clear with Legion's rework that they don't want Legion to hit survivors more than once with Frenzy. Pre-rework Legion was considered very unfun to play against because his standard MO was to hit a survivor repeatedly with Deep Wounds until the timer hit zero and they went down. Because he was so fast and able to bypass most of the survivors' escape tools, he had very little counterplay. They want him to apply deep wounds to multiple survivors at once, not just tunnel a single survivor to death. So I doubt BHVR will ever approve of any changes that bring back Legion's old playstyle.
-Making Mending take longer feels unnecessary, and adding a skillcheck just makes Legion more annoying to play against, without actually increasing his overall power.
-Making the bleed-out timer shorter feels unnecessary. It's rare for the bleed-out timer to actually come into play against good survivors, so this just feels like another way to make Legion more annoying, but not more powerful.
Also, a common tactic with pre-rework Legion was to spam lunge attacks over and over, since that was often faster than running due to missed attacks having no cooldown. So I think there should be a long enough cooldown that Legion can't just spam lunges while in Frenzy. But I do like the idea of removing the harsh penalty for missing a single attack in FF.
Thank you for the review @Monlyth
I thought mending takes 16 seconds, correct me if im wrong
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/797889#Comment_797889
The only changes I really like are increasing the sprint speed, not losing the Frenzy if you miss a single attack, and hitting a survivor with a non-Frenzy basic attack doesn't deplete the power gauge.
But I have issues with the rest of your proposed changes:
-The devs made it clear with Legion's rework that they don't want Legion to hit survivors more than once with Frenzy. Pre-rework Legion was considered very unfun to play against because his standard MO was to hit a survivor repeatedly with Deep Wounds until the timer hit zero and they went down. Because he was so fast and able to bypass most of the survivors' escape tools, he had very little counterplay. They want him to apply deep wounds to multiple survivors at once, not just tunnel a single survivor to death. So I doubt BHVR will ever approve of any changes that bring back Legion's old playstyle.
-Making Mending take longer feels unnecessary, and adding a skillcheck just makes Legion more annoying to play against, without actually increasing his overall power.
-Making the bleed-out timer shorter feels unnecessary. It's rare for the bleed-out timer to actually come into play against good survivors, so this just feels like another way to make Legion more annoying, but not more powerful.
Also, a common tactic with pre-rework Legion was to spam lunge attacks over and over, since that was often faster than running due to missed attacks having no cooldown. So I think there should be a long enough cooldown that Legion can't just spam lunges while in Frenzy. But I do like the idea of removing the harsh penalty for missing a single attack in FF.
TY for the review
I thought mending takes 16 seconds, please correct me if im wrong
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/797889#Comment_797889
The only changes I really like are increasing the sprint speed, not losing the Frenzy if you miss a single attack, and hitting a survivor with a non-Frenzy basic attack doesn't deplete the power gauge.
But I have issues with the rest of your proposed changes:
-The devs made it clear with Legion's rework that they don't want Legion to hit survivors more than once with Frenzy. Pre-rework Legion was considered very unfun to play against because his standard MO was to hit a survivor repeatedly with Deep Wounds until the timer hit zero and they went down. Because he was so fast and able to bypass most of the survivors' escape tools, he had very little counterplay. They want him to apply deep wounds to multiple survivors at once, not just tunnel a single survivor to death. So I doubt BHVR will ever approve of any changes that bring back Legion's old playstyle.
-Making Mending take longer feels unnecessary, and adding a skillcheck just makes Legion more annoying to play against, without actually increasing his overall power.
-Making the bleed-out timer shorter feels unnecessary. It's rare for the bleed-out timer to actually come into play against good survivors, so this just feels like another way to make Legion more annoying, but not more powerful.
Also, a common tactic with pre-rework Legion was to spam lunge attacks over and over, since that was often faster than running due to missed attacks having no cooldown. So I think there should be a long enough cooldown that Legion can't just spam lunges while in Frenzy. But I do like the idea of removing the harsh penalty for missing a single attack in FF.
How long is the current mending? I thought it was 16 seconds please correct me if not
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@Monlyth said:
@DeathEscape Ah, it's 15 seconds according to the wiki. I mistakenly thought you were making it take more time, not less.
I think the mend timer is fine as it is. It's long enough to be an inconvenience for the survivors, but short enough that the survivors will still have opportunities to work on objectives.
Legion's biggest strengths in his current state are his ability to waste the survivors' time, his ability to score first hits easily, and his ability to injure multiple survivors in quick succession. So I think most of his changes should be focused around those aspects of his kit.
16 seconds bleed-out timer, so they will take it more seriously
13 seconds mending so it won't take much time which is annoying
What do you think?
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/797889#Comment_797889
The only changes I really like are increasing the sprint speed, not losing the Frenzy if you miss a single attack, and hitting a survivor with a non-Frenzy basic attack doesn't deplete the power gauge.
But I have issues with the rest of your proposed changes:
-The devs made it clear with Legion's rework that they don't want Legion to hit survivors more than once with Frenzy. Pre-rework Legion was considered very unfun to play against because his standard MO was to hit a survivor repeatedly with Deep Wounds until the timer hit zero and they went down. Because he was so fast and able to bypass most of the survivors' escape tools, he had very little counterplay. They want him to apply deep wounds to multiple survivors at once, not just tunnel a single survivor to death. So I doubt BHVR will ever approve of any changes that bring back Legion's old playstyle.
-Making Mending take longer feels unnecessary, and adding a skillcheck just makes Legion more annoying to play against, without actually increasing his overall power.
-Making the bleed-out timer shorter feels unnecessary. It's rare for the bleed-out timer to actually come into play against good survivors, so this just feels like another way to make Legion more annoying, but not more powerful.
Also, a common tactic with pre-rework Legion was to spam lunge attacks over and over, since that was often faster than running due to missed attacks having no cooldown. So I think there should be a long enough cooldown that Legion can't just spam lunges while in Frenzy. But I do like the idea of removing the harsh penalty for missing a single attack in FF.
Thanks for the review
I thought mending takes 16 seconds please correct me if im wrong thanks
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/797889#Comment_797889
The only changes I really like are increasing the sprint speed, not losing the Frenzy if you miss a single attack, and hitting a survivor with a non-Frenzy basic attack doesn't deplete the power gauge.
But I have issues with the rest of your proposed changes:
-The devs made it clear with Legion's rework that they don't want Legion to hit survivors more than once with Frenzy. Pre-rework Legion was considered very unfun to play against because his standard MO was to hit a survivor repeatedly with Deep Wounds until the timer hit zero and they went down. Because he was so fast and able to bypass most of the survivors' escape tools, he had very little counterplay. They want him to apply deep wounds to multiple survivors at once, not just tunnel a single survivor to death. So I doubt BHVR will ever approve of any changes that bring back Legion's old playstyle.
-Making Mending take longer feels unnecessary, and adding a skillcheck just makes Legion more annoying to play against, without actually increasing his overall power.
-Making the bleed-out timer shorter feels unnecessary. It's rare for the bleed-out timer to actually come into play against good survivors, so this just feels like another way to make Legion more annoying, but not more powerful.
Also, a common tactic with pre-rework Legion was to spam lunge attacks over and over, since that was often faster than running due to missed attacks having no cooldown. So I think there should be a long enough cooldown that Legion can't just spam lunges while in Frenzy. But I do like the idea of removing the harsh penalty for missing a single attack in FF.
Thank you for the review @Monlyth
I thought mending takes 16 seconds, correct me if im wrong
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/797889#Comment_797889
The only changes I really like are increasing the sprint speed, not losing the Frenzy if you miss a single attack, and hitting a survivor with a non-Frenzy basic attack doesn't deplete the power gauge.
But I have issues with the rest of your proposed changes:
-The devs made it clear with Legion's rework that they don't want Legion to hit survivors more than once with Frenzy. Pre-rework Legion was considered very unfun to play against because his standard MO was to hit a survivor repeatedly with Deep Wounds until the timer hit zero and they went down. Because he was so fast and able to bypass most of the survivors' escape tools, he had very little counterplay. They want him to apply deep wounds to multiple survivors at once, not just tunnel a single survivor to death. So I doubt BHVR will ever approve of any changes that bring back Legion's old playstyle.
-Making Mending take longer feels unnecessary, and adding a skillcheck just makes Legion more annoying to play against, without actually increasing his overall power.
-Making the bleed-out timer shorter feels unnecessary. It's rare for the bleed-out timer to actually come into play against good survivors, so this just feels like another way to make Legion more annoying, but not more powerful.
Also, a common tactic with pre-rework Legion was to spam lunge attacks over and over, since that was often faster than running due to missed attacks having no cooldown. So I think there should be a long enough cooldown that Legion can't just spam lunges while in Frenzy. But I do like the idea of removing the harsh penalty for missing a single attack in FF.
TY for the review
I thought mending takes 16 seconds, please correct me if im wrong
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/797889#Comment_797889
The only changes I really like are increasing the sprint speed, not losing the Frenzy if you miss a single attack, and hitting a survivor with a non-Frenzy basic attack doesn't deplete the power gauge.
But I have issues with the rest of your proposed changes:
-The devs made it clear with Legion's rework that they don't want Legion to hit survivors more than once with Frenzy. Pre-rework Legion was considered very unfun to play against because his standard MO was to hit a survivor repeatedly with Deep Wounds until the timer hit zero and they went down. Because he was so fast and able to bypass most of the survivors' escape tools, he had very little counterplay. They want him to apply deep wounds to multiple survivors at once, not just tunnel a single survivor to death. So I doubt BHVR will ever approve of any changes that bring back Legion's old playstyle.
-Making Mending take longer feels unnecessary, and adding a skillcheck just makes Legion more annoying to play against, without actually increasing his overall power.
-Making the bleed-out timer shorter feels unnecessary. It's rare for the bleed-out timer to actually come into play against good survivors, so this just feels like another way to make Legion more annoying, but not more powerful.
Also, a common tactic with pre-rework Legion was to spam lunge attacks over and over, since that was often faster than running due to missed attacks having no cooldown. So I think there should be a long enough cooldown that Legion can't just spam lunges while in Frenzy. But I do like the idea of removing the harsh penalty for missing a single attack in FF.
How long is the current mending? I thought it was 16 seconds please correct me if not
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16 seconds bleed-out timer so they will take it more seriously
13 seconds mending time so mending wont last long and less annoying
What do you think? @Monlyth
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@Monlyth Thanks For The Review
I thought mending time takes 16 seconds please correct me if im wrong thanks
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Human Form added
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Updates : Exposed status effect can be triggered by Feral Frenzy
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Updates : Lore added
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Doctor changes updated
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/808786#Comment_808786
Let me guess... is it with the werewolf one you came up with...? Or is it a new one?
I can help with addons if you want it. But I'm not sure about having Charlotte as the survivor until I know what the killer is...
I was also thinking of making her future self (as killer) to round out the chapter... but if your chapter has potential, maybe I won't.
Thank you. Communion was supposed to have some counterplay with Mori'd bodies. Make Moris have some downside for killers. : P
There is still a lot of thing to be added to the killer's power

