Decarcassor
Decarcassor
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There is no good use of Furtive Chase. Its a really bad perk. Possibly one of the worst.
I am 100% convinced that what happened to this perk is that it was meant to reduce the Terror Radius all the time, but they realized in internal testing that it would stack with Monitor & Abuse and be too good. So they slapped "in chase" on it and called it a day. Contradict me Devs I dare you !
Anyway, its terrible and you should really never use it.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/986172#Comment_986172
Is it possible to use 2 hex totems and both of them spawn in the bottom of bahdam?
Pretty sure I've seen multiples dull totems in the badham school basement before. So in theory, yes.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/981958#Comment_981958
We're doing some testing on it, haven't settled on a number yet. But already at lower values it feels much better.
Hi Almo. Can we expect to be able to test the changes on the PTB before they go live ?
Also are there any plans to change some of the Dotctor's add-ons ? As he is on the PTB, many of his add-ons that where designed for is old kit no longer make sense with the new one. I'd hate to see him go live with outdated and near useless add-ons and have to wait months or even years before they are touched again.
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You have to take into account the travel time of Shock Therapy. It take 1 second to hit survivors after is been fired.
So you put yourself on cooldown for 3 seconds and then 1 second later the survivor is blocked from interaction for 2.5 seconds, leaving you 0.5 seconds to hit them before they can drop a pallet. Except they will drop the pallet anyway because of the dedicated servers.
And Snap Out of it now put survivors back to Madness 1 for no reason.
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It take 1 second for Shock Therapy to hit a survivor after its been fired.
So you release your shock wich put you into a 3 seconds cooldown, it hit 1 second later and prevent the survivor from interactions for 2.5 seconds. Meaning you have 0.5 seconds to hit them before then can drop a pallet.
Woops, nevermind. Dedicated servers called. Your 0.5 seconds have been eaten.
Also, Snap Out Of It now put survivors back to Madness lvl 1 for no clear reason.
Overall it just seem like Madness wich was allready weak is made even weaker in the name of being less "annoying" and nothing is done to make the Doctor a better killer in general.
I really wanted to be optimistic but theses changes just look bad.
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OoO with SWF on comms is busted. Simple as that. Unless you play a true stealth killer like Ghostface or Wraith where OoO can backfire.
If you know you are going to face that kind of team you can equips some add-ons and perks that could help you deal with it better. But you just never know.
Its incredibly unfair and there is no magic solution to it. Do your best and don't let it get to your head. There is no shame in losing a rigged game.
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To beat sweaty SWF, you have to play perfectly and hope they make mistakes. Playing a top rated killer on a not too unfavorable map help a lot. Thats about the end of it.
I've had one of thoses games recently. I was playing Legion, but doing actually pretty well. Keeping the survivors busy, healing, scattering them away from gens, etc... My Ruin held for a couple of minutes wich is nice. I was chasing and hooking them at a steady pace too.
And yet I still lost by a wide margin. They where very efficient on gens and had an Object of Obsession monitoring what I was doing at all time for the team. It didn't really matter how good I was doing, because I couldn't be at 4 places all the time. And they all had Adrenaline too so the moment the last gen poped, all my pressure was instantly canceled.
And theses guys where nothing special. They where no looping gods. They did not try any weird jukes, they dropped pallets pretty quick... Still didn't matter.
Could I have done better if I was using a stronger killer and played every loop to the asbolute perfection ? Maybe... But not by much I'm afraid.
Could I have done better by going full tryhard mode, slugging and camping left and right going for the kills without any other consideration ? Possibly. But I don't enjoy playing like that. Its stressfull and not fun for me or the survivors.
So yeah... There is no miracle recipe to beat tryhard SWF. Do your best if you feel like it, but don't feel too bad if you lose. The game was rigged from the start.
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Am I the only one who's had some pretty terrible games as Plague because the survivors would just cleanse immediatly ? Meaning the sickness would just never spread and they all get back to full health near instantly ? Sure you get Corrupt Purge, but its overrated as hell in this kind of scenario. You have to walk to the pool, wich could be in a stupid place and, drink. If you where in chase, this will give massive distance to the survivor.
And strangely, chasing a full health survivor with a head start on some bullcrap map isn't that fast or easy, even with Corrupt Purge. Meanwhile when nobody cleanse, Plague might just be M1, but the survivors are much easier to find and go down in one hit.
What I'm trying to say here is that the whole "never cleanse against plague" motto is not that clear to me. Plague is just so inconsistant and results vary wildly from game to game.
I just find Legion much more reliable. Sure their best case scenario is not as strong as Plague's, but at least Feral Frenzy just work immediatly and they have to Mend and then heal normaly if they chose to do so. With Plague they either don't heal, or just heal in seconds with the magic foutains. Either way they waste less time and go back on gens.
Legion might be a mediocre killer, but they can still do the job if you use your tools right, and I feel like I'm the one in control of my power. Meanwhile with Plague its the survivors who decide how you will use your power and she either dominate complelty or flops miserably. There is no middle ground.
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There are a lot of semi-casual DbD players out there who don't really follow the meta and just use the perks they are used to and confortable with. Self Care is probably the most confortable and reliable perk there is out there, regardless of how efficient it is.
And as a player who prefer to play the killer role, we need thoses self care players. If everybody was playing full efficiency meta all the time, this would invalidate a lot of killer builds and make the game pretty much unbearable.
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I wonder if Discipline add-ons will affect the static pulse. Its 50 madness points from what we've heard, so even a 10% bonus would make it deal 55 madness wich is instant madness lvl 2.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/951134#Comment_951134
Exhaustion is much more boring to use than watching survivors miss skill checks left and right.
Except they don't. What kind of survivor miss skillchecks with regular succes zone or even with Unnerving Presence ? They are so easy to hit if you are paying minimal attention. Sure an off center backward skillcheck might catch you by surprise. Once. Then what ?
Messing with skillchecks is just not effective at all against good survivors and annoyig to newbies. Madness need to do more than that or something else entirely.
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@beatddb said:
What about the reversed skill checks? afaik they're changing the random skill checks on the screen for those, and a reversed skill check doesn't seems to be much of a problem. I feel like its something every survivor will get used to after 3 or 4.
From what we've seen so far, reversed skill checks will only happen if you equip the reworked Obedience very rare add-on or Iridescent King ultra rare. And thoses will no longer inflict exhaustion.
Removing the stance switching is great. Static blast seem interesting but I'm a bit concerned about the cooldown. But what I'm most worried about are what they are going to do about madness. Currently its really got no effect on half decent survivors. Madness is the only pressure doctor's get and its only placebo pressure really. Madness afflictions need to be looked at and improved to actually do something. Anything.
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Demogorgon does not see play because he isn't very good. Simple as that.
Shred is an allright secondary power. It give him the ability to threaten the survivors in chase, force pallet drops and quickly remove them. Thats nice. Thats also not enough.
The problem is that his main power is incredibly underwhelming. The portals are cumbersome and slow to place or use. They don't really represent any threat to the survivors and they can remove them easily. The ability of the portals to detect survivors around is also way too short ranged to be really usefull.
And another overlooked issue with Demogorgon are the global sound effect. While very atmospheric, they also give a lot of information to the survivors for free. You always know when Demogorgon is busy chasing someone else and you always know when he teleport and should keep an eye out. Not to mention the very noisy and flashy way he crawl out of his portals.
I'm not sure how he could be improved but right now he is a high effort low reward kind of killer.
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I run Thanatophobia and Blood Echo on Legion. Don't want to heal ? Enjoy the small but constant action penalty and recuring exhaustion. And if you do heal you give me more time and enable my Feral Frenzy pressure. The trick is to make the survivors constantly unsure if they should heal or not. When they hesitate they tend to waste even more time.
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I think you don't understand what Legion's power is for. Maybe they are not the right killer for you.
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@Thasard said:
https://forum.deadbydaylight.com/en/discussion/comment/947421#Comment_947421
The effectiveness of the key versus the Mori is exactly why the key is nowhere near a big deal.
What we need for all you whiners is to see stats that show how many times a key was brought into a game and used. Then how many times a key was used and how many survivors manage to escape through the hatch.
Then let's look at the success rate of moris and really open up this ridiculous conversation that keys are anywhere on any level as moris.
#NerfEboniMori
As I said in the very post you quoted, this is not about effectiveness and 1 to 1 comparison. Keys and Morii are obviously different. They don't do the exact same thing and don't have the same impact. However both feel incredibly cheap and are frustrating to deal with.
Morii are the more immediate frustration as they can can remove players from the game very early, but keys can completly negate all the time effort the killer has invested in doing his best to win, with allmost no counterplay.
It suck to be eleminated by a mori and it suck to be robbed by a key. It does not matter how much or how often. It just suck.
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@BagelLord said:
https://forum.deadbydaylight.com/en/discussion/comment/947409#Comment_947409
There is a counterplay however, Franklin's Demise. The entire point of the beginning of the load in screen is so that killers can prepare for things like that. Not to mention that, again, keys require gens to be completed, while moris simply require one hook and a down. I just see so much more potential in winning with a Mori than I do a key
Franklin's Demise is not counterplay. You need to be able to see the bloody thing in the lobby wich can be very hard due to how some survivors hold their items and the dark background. And then you have to forsake an entire perk slot just to prevent a cheap escape. Not to mention that you can just find keys in chests.
Also this is not about how effective a key is compared to a mori. You can't make that kind of direct comparison in an asymetric game. This is about how it feel to have a key or mori used against you. It sucks to be eliminated quicker than you should have been because of a mori and it suck to have your victory robbed from you by a key.
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Keys are the most difficult item to see in the game because they are so small and dark. They have little to no counterplay beside tunneling the survivors who hold them.
Morii allow you to eliminate a survivor from the game when you shouldn't be able to. Keys allow you to escape when you shouldn't be able to. Its as simple as that. And both feel bad when they get used against you.
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Legion can injure multiple survivors quicker than any other killer in the game. While in Feral Frenzy they get perfect information within their TR, increased movement speed and the ability to vault pallets and windows.
Doctor get approximate, information through survivor screams. He move slower to use his power and only has a M1 attack. He need add-ons for Madness to matter even just a little. He can shock survivors to deny vaults and pallets drops but it require absolutly perfect distance, timing and no lag, making his power extremely unreliable. And without electrodes add-ons the range of the shock is so short that you might as well just hit the survivors normaly.
So yeah, Legion are better than Doctor. The Legion are not the best killers out there, but still underrated, while Doctor as been bad for a very long time.
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No. He will be more consistent in chases at best, but still a M1 killer.
Unless there are some massive changes we are not aware of, Madness will still be a weaksauce annoyance to good survivors that does not compare to having mobility or some form of reliable insta-down.
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@Polychrome_Baku said:
The simple fact is that the game has been around long enough for people to point out the flaws: survivor objectives are static, killer objectives are not. What does this mean? Survivor objectives don't require any interaction with the killer whereas every killer objective requires survivor interaction. That aspect will never change, so the (killer) community will not ever be happy. Especially since the devs balance with the worst survivor players in mind, so god tier survivors are almost never affected.
Oh and saying "just pressure gens mate" is a copout. Optimal survivor teams will always pressure you faster than you can pressure their gens. Its rare, but when every survivor can loop/land skill checks then you're ######### out of luck unless you're playing one of the big three killers. The only weak survivors are solos.
So while gen rush isn't exactly real, it represents a fundamental flaw in this game. Survivor objectives are too easy.
This guy get it.
Add to that bad map design and weaker killers and you get why the complains about "gen rush" exist. And toolboxes of course, lets not forget thoses.
The gen rush might not be a thing by itself, but there are multiple factors in this game that when put together create the problem know as gen rush. You can't solve the gen rush. You can only address the issues that create it to begin with.
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@Seltas0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/941553#Comment_941553
I agree with that idea about the pins but ill explain what I mean by saving dw.
You've been hit with either bt or ff, your in dw. Instead of having to mend you can just run to a survivor about to be hit and bodyblock for them when the legion is in ff, a stun is still a stun and could cause the legion to lose that chase for no other reason than they were using their power.
It's niche as hell, but it's still using dw in an unintended way hence it's abusable.
They already shortened the timer for deep wounds, and unless they got a debuff for getting rid of ff as basekit it'd be far more survivor sided than it already is.
But have a great Christmas :)
The only thing they shortened is the Mend action from 15 seconds to 12.
Feral Frenzy last time I checked, inflicted Deep Wound with a 30 seconds timer. Borrowed Time lvl 3 and Styptic Agent give a 20 second Deep Wound.
It should just be 20 seconds for everything. I hear the devs love consitency theses days. And even with a shorter timer Frank's Mixtape and Stab Wound Study would still be horribly useless add-ons.
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The Killer Instinct range add-ons where good if you used Dark Devotion... But with Feral Frenzy no longer being a basic attack, the Dark Devotion build on Legion is no longer a thing.
They can also be usefull if you end up on a very large map against immersed survivors who spread out a lot... But you can't really predict that. Hm...
But I'd rather see changes to Frank's Mixtape and Stab Wound Study first. Thoses two add-ons are currenlty worthless.
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"Saving" Deep Wounds to maybe stuff Feral Frenzy ? Thats your definition of abusable ?
Well by all means, please stay injured forever so you can mildly annoy Legion once. I'm sure this is a sound plan. Enjoy running in place and not really doing anything else because you would bleed to death...
Deep Wound is currently the best its been. What they need to do now is shorten the timer a bit and rework Frank's Mixtape and Stab Wound study, as thoses are 2 rare add-ons that do absolutly nothing.
It woud also be nice if the pins effect where 60 seconds from the moment you finish mending but maybe thats asking a bit much.
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@Mandy said:
Intentional or not, is not really the point.
The point is whether it's going to stay or not, and afaik there are no plans to change it currently.
As I said, the same thing happened with the Harvester Tech, it was in the game for a long while before it was recognised as an actual "tech", then officially recognised after it got added back into the game. This "tech" may or may not go the same way.
I don't think its fair to compare using the killer's lunge to make a very small jump that make total sense physicaly to exploiting disappearing hitboxes to phase through reality.
There are a few instances of the killer's hitbox vanishing for legitimate reasons of preventing hostage situation. But I can't figure any legitimate reason as to why window and hook "techs" exist to begin with.
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Not intended but low priority problem. Still bloody annoying and dumb, just like the window "tech".
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I wish I could see what others see in Nemesis. But I don't.
By itself its just "meh". And all thoses "combos" seem to me very overhyped for what they actualy achieve. Nemesis and Play With Your Food appear to be the most convincing one and its still only decent for a couple of killers that have the means to mitigate the loss of stacks.
That being said, Its nice to see killers experiment with Nemeis. I just don't think its going to revolutionize the meta anytime soon.
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The Game is a disorientating map for newer players. Its easy to get lost and the 2 floors and limited line of sight can make it hard to know where the killer is coming from.
That being said, once you get accustomed to the layout, survivors can have a field day abusing the complelty brain dead pallets that are all over this map. Allmost all of them are completly safe. If you know what you are doing and are against a killer with no power or perks to play around pallets, you can run them for an absurdly long time as long as you don't make any mistake.
Its the Doctor of DBD maps. Annoying to newer players but a joke to red rank veterans.
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It should be pretty clear by now that Deep Wound is not meant to be used to the killer advantage by finding ways to force the timer to go down. Its purely meant to distract and waste the survivors time. Fine.
So why does Frank's Mix Tape and Stab Wound Study still exist in their current form ?
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@ad19970 said:
I mean, it makes him less addon dependent though, so that's a good thing.
But that does make him a tad boring and limit his build possibilities. Also he is kinda bad right now and better add-ons wouldn't hurt.
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@PoisonN said:
Idk how I feel at the moment because I barely touched Doctor since I started to play with killers but I hope these changes don't bring him to a weak place
He seems interesting to me
Doctor is currently a bottom tier killer. He can only go up from there.
I suppose they could always make him worse but he does not have much to lose.
My worry is that the rework might make Doctor less annoying to play as or against but, won't change the core issue of being an M1 killer with no mobility, insta down or stealth. That type of killer is just not good in the current state of the game.
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I barely read through this because its way over complicated. Sorry.
Current Legion is better than peoples think. What they need now is another cleanup of their add-ons. But most killers do.
Fuming Mixtape, Frank's Mixtape and Stab Wounds Study, are his most expensive add-ons and are currently near useless. Increasing the duration of the various Pins effect would be nice too.
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This is not rocket science. The emblem system is more lenient for survivors than it is for killers. So by the end of the season, all the average survivors who play regularly will have reached red ranks, while average killers stagnate in green/purple.
As survivor you can do allmost nothing and get away with a black pip. Getting a double pip is rare but a single pip is very easy. And you only depip if you get killed early in the match.
As killer you can give it your best and only get a black pip. Many games will start so poorly that you know its going to be a depip no matter what you do next.
So there you go. Thats why its so long to find a killer in red ranks.
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I don't get Nemesis. On its own, it seem like a really bad perk. As part of a combo piece to make other under used perks better it seem very overpriced.
If I'm going to eat wood on purpose I'd rather use Enduring + Spirit Fury.
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I guess the perk is just too underplayed to get much feedback. I'll have to ask survivors in the end game chat if they feel like talking. 😕
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What ? Where do you see thoses ? On PC the descriptions haven't changed as far as I can tell.
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I appreciate the comments, but I'm specificly asking for feedback from players who have faced the perk. Not theorycrafting, opinions or changes suggestions.
I know the hemorrhage part is irrelevant, thats not what I'm interested about. I want to know about the exhaustion effect. Exhaustion perks are one of the biggest survivor's crutches and 45 seconds is not an insignificant amount (unlike the 3 seconds of Minbreaker...).
So the basic question is: Have you played against a killer using Blood Echo, while running an exhaustion perk and do you think it made any impact ?
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Its not so much that the map as so many pallets as much as nearly all of thoses pallets being braindead safe.
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Ruin isn't the problem that need to be solved. Its that generators are just too easy to repair without it. Ruin is the only thing in the game that impose a significant penalty on repair progress unless you nail fairly precise great skillchecks.
Without Hex: Ruin, generator skillchecks are a complete non-issue. The only way you are missing a regular skillcheck is if you are not paying any attention or if you let go of the generator at the same time. And even with Ruin, since skillchecks are randomly generated you can get 5 of them in rapid succession or none at all for 80 seconds.
To "nerf" Hex: Ruin you first need to rework the way generators repairs are done. They need to be more difficult but in a way that is not frustrating for new players and doesn't make them take more than 80 seconds at best. Thats tricky and would also require a rework of every single perk, item or power related to generator skillecks in the game.
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@[Deleted User] said:
Distressing, Coulrophobia, Unnerving Presence, Sloppy Butcher.
The Impossible Heal Build. Keep them in a one hit state.
Unnerving is not worth it on this build (or in general sadly). Making healing horribly slow is more than enough. I'd rather run Hex: Ruin so I at least get some time to injure survivors before 7 gens power up in under a minute. Or even gamble on Hex; Huntress Lullaby if I feel lucky.
Then I like to use Restraint add-ons for tracking purpose and play hit & run style. I've got decent results in red ranks with this anti-heal build. As in: I've moslty black piped instead of moslty depiped wich is pretty good for Doctor.
The thing with anti-heal Doc and Restraint add-ons is that if you can tip the game over the edge in your favor you are very likely to double pip. Slugging and finding the last survivor is a breeze with illusions doing the tracking for you. But don't expect it to happen often in red ranks. Doc is still a basic attack killer with no mobility and a lot of your succes is determined by the map you get and how much time Ruin can buy.
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Currently, Doctor lose a lot of time, not only because he slow himself massively when he charge his shock but also because he need to stance switch constantly and the shock itself as a relatively slow travel time with a very, very short range without add-ons.
Also, madness by itself and the afflictions that it inflict are just not very impactfull. Illusory pallets don't do anything and clutter your screen with useless auras. Having a fake TR noise litteraly does not do anything and good survivors won't care. Having the red stain on you might make some reads harder in loops but barely, and at the end of the day doc is till a M1 killer so its no big threat. Being able to see illusory doctors all the time is allright, but a bit unreliable because of the random timing of illusions appearances.
The best he's got are Obedience and Iridescent King, because they both inflict exhaustion wich has nothing to do with madness. Also Iri King just overload survivors with to the point where having so much afflictions at once become inpactfull.
It look like the rework his removing the Static Field and replacing it with a big discharge. If that mean Doc no longer need to stance switch it could be good. But a longer default shock range and more impactfull madness effect would be appreciated too.
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I like that the new DW actually prevent survivors from just ignoring it as long as they are in the TR and just work on objectives or help their teammates. You can only run or mend. If they run, they leave scratch marks and don't recover exhaustion. If they mend they are not doing anything usefull for 12 seconds and then have to consider healing.
I don't care much about Feral Frenzy no longer being a basic attack. I never understood why so many Legion players tought STBFL was so great. What I do miss however is the Dark Devotion synergy. It was a fun and surprisingly effective build that took advantage off a very under used perk.
Now that the devs have normalized basic attacks on all killer, maybe they'll look at perks that require basic attacks that nobody use and changes some of them to any attack instead.
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When you play survivor its very easy to black pip or single pip. Just do a gen, unhook someone, heal a bit don't die too quick and you are pretty sure to pip. You will only depip in the rare annoying games where you get tunneled quickly, or where some teammates DC early on.
Double piping as survivor is harder, but it does not matter. Basicly as long as you play regularly and don't do terrible you will keep going up the ranks.
On the killer side, things are much more swingy. Its very easy to depip if the survivors are efficient on gens. Sometimes you will work your ass off only to get a black pip, and getting the double pip pretty much require you to slug to counter the hatch.
Keys are also very common theses days in red and purple ranks and massively hurt killer emblems. You can do well the whole game and still eat a black pip because the survivors used a key and there is very little you can do about it beside mercilessly tunneling the key holder and hope nobody pick it up from the hook. That is if you even notice the key, as the bloody things are very hard to see.
Should I even mention SWF and map design at that point ? As well as voluntary ragequits and random servers DC ? I think you get the picture.
Long story short, piping as killer is much less forgiving than survivor and doubly so if you are not a fan of the big top tier killers.
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@THEghostface said:
https://forum.deadbydaylight.com/en/discussion/comment/867689#Comment_867689
Tbf, Surge is his best perk undoubtedly. Saves the time of kicking gens that were effected unless there was a stickler survivor still working on one of them.
Sure. Out of the 3 Surge is the best. And its a great concept for a perk, I use it on some killer who really can' afford to lose time kicking gens. But its held back by having limited range, very small regression and an overly long cooldown.
The devs appear to be way to cautious with new perk design latelty, especially killer perks. They are dead on arrival because they have way too many constraints attached to them and can never hope to shake the meta.
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@Peanits said:
You'll have to forgive me since I don't have time to read through the whole thing right now, but:
I only thought I'd address this now that I finally have the PROOF that Demo is not a powerful killer. As per the stats released, at red ranks, Demo fairs very poorly, having the SECOND LOWEST kill rate in the game, just barely above The Clown.
We said it in the stats post and I'll say it again here, you should not draw conclusions from those stats. They are about as broad as they get. They don't show details and account for any amount of factors. To give an example, he's just barely below the Nurse and the Huntress, two fairly powerful killers. Are they bad too? I feel like most people would say no, they just have a learning curve and there's a lot of people who don't regularly play them will pull those numbers down.
The Demogorgon is in the same boat. His shred attack takes some practice to use well (timing, aiming) much like the Huntress. In the right hands, he can still do well.
Drawing hard conclusions from such broad stats is indeed silly. But this is not what its about. I hope you'll eventually read the whole thing through.
This is about a tendency that peoples playing Demogorgon, have noticed and discussed before on this forum. Why does it feel like he struggle so much when everything in his kit say he should be a top tier killer ? And theses stats, as rough as they are, tend to give a bit of credit to that idea.
I don't think shred is anywhere near as difficult as accurate blinks or hatchet throws. And the discussion has not just been about shred anyway. The portals are a huge part of the conversation too.
Now we could all be wrong and blind to the true potential of the Demogorgon and he actually has a high skill cap and we just need to git gud™. Or... It could be a Clown scenario. A killer wildly acknowledged as having issues and not doing very well in red ranks wich the stats accuratly reflect.
EDIT: typos.
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@ReikoMori said:
Demogorgon was a killer that just worked well enough to draw in fresh blood from the Stranger Things fanbase. It isn't as if Demo has anything is a especially grand. It has average map pressure at best due to the relatively slow speed of portals. After that shred is just ok. It is useful for getting cheeky hits and popping palettes, but you can outplay it. I don't think it's particularly weak or particularly strong. I think that people have just moved on from Demo. His perks weren't anything to write home about. Nancy and Steve were the winners in that chapter. Demo's perks could have been something really cool, but they muzzled the potential synergy of the gen breaking perk. Mind Breaker is hit or miss. Exhaustion is nice, but in such a small time frame it isn't super useful. Not to mention its conditional to the progress on a gen so extra meh.
In short, he's probably an average killer who has below average kills because he has below average pick rates.
Hag has the lowest pick rate in red ranks and yet is the 4th deadliest killer and 3rd all ranks included.
The stats also reveal that Huntress is very popular and yet does not perform as great as some players might think she did.
So no, I don't think that Demogorgon's low kill rate has anything to do with his popularity. He is just weak, for all the reasons explained above.
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To me, seeing the Demogorgon's poor stats has been a relief. It mean I was not crazy in thinking that something was wrong with this killer.
I've said this many times now but I'll just repeat it. I think shred is mostly fine. Maybe it could use some fine tuning, but its not what I have issues with.
The Demogorgon's biggest hurdle is that his portals are inconvenient to place and use, way to easy to remove and have a boat load of secondary mechanics (Undetectable, Killer Instinct, Oblivious) that don't actually do anything impactfull or significant.
Also most of his add-ons only provide laughable numerical modifiers and his teachable perks are terrible.
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@Deltin said:
https://forum.deadbydaylight.com/en/discussion/comment/865169#Comment_865169
You do realise that deep wounds is the same as borrowed time right? so removing that would remove a crutch perk for survivors.
It doesn't have to be. You can keep deep wounds for borrowed time and give Legion something else. It would solve a lot of issues.
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@Deltin said:
https://forum.deadbydaylight.com/en/discussion/comment/865154#Comment_865154
an easy fix would to make the deep wound timer tick down if their not in a certain radious. like how you have to be 36m away for a devour stack.
This would just make legion even worse than before just because some new perks got introduced into the game that he would have no longer any use for. An easy fix is often not a good fix.
The whole idea of the bleedout timer just does not work. If you can reliably make it go down its frustrating for the survivors. And if its too easy to stop and get rid of (as it is currently), its completly non-threatening and feels useless for the killer.
It could just be the Broken status for the difference it would make. Nobody ever goes down to deep wounds unless they flat out forget to mend.
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@Scal3r said:
Has anyone actually tested this to see if it is as good as everyone thinks?
The question is not if its good or not. Original release Legion where not good. What they where was annoying and unavoidable.
Deep Wounds was a mistake. Legion need to inflict a different kind of status upon survivors.