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Dehitay

Dehitay

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Dehitay
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  • Wait, what? I've been told countless times that there was going to be a Santa clown cosmetic skin coming out. It sounded like it had been verified by Behavior. Did that many people claim it was coming out with completely unbased confidence?

  • A lot of people have problems with his lack of a lethal power, but I'm pretty sure he's faster than any standard killer while in frenzy.The chase shouldn't be the biggest struggle with Legion. Though admittedly, some of the better survivors will be able to loop you into a pallet that they'll try to stun you with to stop your frenzy and cost you some time if you want to back off and avoid it which may be all the time they need to get away before frenzy ends.

  • Clown is what I consider a good baseline for a killer. No stealth, 115% movespeed, and power just helps in chase.

  • @Peanits said:
    It's not really something you can fix. There are times where that is objectively the right choice. Sometimes a survivor will sprint right up to a hook with the killer hot on their tail. If you 'fixed' facecamping, the killer would basically be punished for not allowing the survivors to rescue each other in that situation.

    I'm pretty sure if you made it to where if the killer stands within 2 meters of a hooked survivor for 10 seconds, all the other survivors on the map getting a visible buff that increase gen repairs by 25% or something for as long as the killer remains in 2 meters, then anybody who reads patch notes would stop face camping and start patrolling or hunting for other survivors.

  • @Crizpen said:

    I haven't tested it specifically, and I'm not sure how you would aside from how it "feels," but it may feel that way while being the same movement speed because you're often coming down from the Frenzy and the slower movement speed is damn near unbearable.

    Huntress can also use her hatchets as a threat and force down pallets, eliminating loops. So, it may be a case of people taking more risks against Legion and looping him for longer than they otherwise would. Legion is different: they know he can go into Frenzy and end the loop, but they also know if they hit him with the pallet while in Frenzy, that's it for Frenzy. Besides, with Deep Wounds, even if they do get hit, they know he can't do much to them if they fail the pallet slam.

    I should have probly been more clear about that. When I was playing Huntress I was out of hatches for the 2nd hit, so I had to chase to get the down. But as Huntress I was actually able to shorten the distance between us without bloodlust. With Legion, I didn't want to use my power while the pallet was still up cause they would have looped and then used it to stun me or waited till I kept my distance to drop it and then run off which would cause my Frenzy time to run out so I was just chasing them around. But with Legion, I was completely unable to close the distance at all. If I never got bloodlust, I could have been chasing them around forever.

  • Considering that Borrowed Time had to originally be nerfed because it was too powerful, and they just buffed it significantly, logic would suggest this is going to be as annoying as everybody's been warning.

  • @Theluckyboi said:
    Friendly reminder the only reason Legion exists is because deathgarden sold poorly and they had to rush a new killer before christmas

    A killer release was planned for this time of the year way back when. Deathgarden doing poorly wouldn't have anything to do with the timing of this killer release.

    However, there is a very good chance this killer was meant to be Ghostface and they couldn't get the licensing rights. That would explain the similarities and why Legion's lore is so much worse than every other original killer.

  • @folterung said:

    >

    Any survive with friends group will just abuse you by pulling you in 4 different directions and without the ability to actually down them they will just peel and mend. It really seems like you haven't played any "good" survivors. Just go watch twitch and see how the streamers get abused by SWF. I suppose you could tunnel but that will lose you the game in about 5 minutes (less if they are hitting great skill checks every time).

    I love how you simultaneously say that swf will group and pull me in 4 different directions and that they'll end the game faster which means they'll magically be doing generators while pulling me off my target. Btw, while I'll full admit that them grouping to throw me off trail will easily cause me to lose my target, the time gained by delaying the down is countered by t he time lost not working on gens. And if all 4 of them are doing it, that just makes it easy to put all 4 of them in deep wounds and start a new chase while 3 have to mend before returning to gens or distracting me.

  • While a lot of your factual points are correct, you're passing off opinions as facts. Legion is very much so more fun for some killers. You may not enjoy cheese chasing, but I definitely do. You might find it more entertaining to deal with looping, safety pallets, and vault patterns for as long as the survivor can find things to use. But I personally much more prefer using Frenzy to get an easy first hit and then cheese chase for 15 to 20 seconds to finish instead of having to deal with that occasionally endless "fun". I'll agree he has a lot of weak points, and factually, there's no denying that. But speaking on behalf of the playerbase and claiming he's not fun is highly erroneous.

  • @Khroalthemadbomber said:
    All they have to do is counter the EXACT same way high ranking survivors do with Pig's RBTs: pop into view for a moment and then get in a "chase."

    There also seems to be an issue with blood lately of just vanishing for no apparent reason. I'm not meaning it's been the proper length of time. I mean literally POOF Dance With Me levels of gone.

    Admittedly, that does counter this strategy, but popping into Legion's view when they're looking straight down means running into stabbing distance while they're not in feral frenzy which just shortens the down time even more.

    Inconsistency with blood however could be a problem if there's a known way to take advantage of it that I don't currently know about.

  • @Blueberry said:

    You realize how much time he would have wasted in the scenario you are talking about and how unrealistic that is to actually be "good"?

    If by waste time, you mean get the down, then yes, about 15 or 20 second which is significantly shorter than how I get the 2nd hit with most other killers against skilled survivors. And if by unrealistic, you mean something that's worked every single time I tried it except when I get distracted by another survivor, then it's actually "good".

  • @Blueberry said:

    Deep Wounds doesn't tick down during chase, I don't think you know how it works.

    Did you even bother reading the post? Or did you just charge in with a close minded agenda?

  • @Blueberry said:

    Ignoring pallets and windows to stab someone a lot for free also is pretty meaningless if what you're stabbing them with is a rubber spoon.

    Which is why it makes perfect sense to say he's horrible at downing survivors, but still completely illogical to say he's the most loopable killer in the game.

  • @Maximus7 said:

    @Dehitay said:
    When you start your post by saying the most difficult killer to loop is the most loopable killer in the game, you kind of invalidate any credibility. Saying he's the most difficult killer to down survivors with would have made sense. But the most loopable killer? Obvious close minded bias is obvious.

    How is he not? His power doesn't down, so you have to chase without your power at 110. You won't catch any good survivor with that slow movement speed.

    Because he invalidates the gap increasing from pallets and windows. Doesn't matter how crap he is at downing survivors. He still counters looping better than any other killer except maybe Nurse. You wouldn't say cheetas are slow because they can't fly. Likewise, it doesn't matter that they can't fly; they can run fast as hell.

  • When you start your post by saying the most difficult killer to loop is the most loopable killer in the game, you kind of invalidate any credibility. Saying he's the most difficult killer to down survivors with would have made sense. But the most loopable killer? Obvious close minded bias is obvious.

  • @blue4zion said:
    Do you mean just staring at the ground following the blood so you don't start a chase? mUsT TRy

    yeah, Bloodhound makes them ridiculously easy to follow without initiating chase. Which other people must have realized by now. But for there still to be so many complaints about Legion means there has to be some kind of counter to it that I haven't run into and nobody has told me about.

  • @folterung said:
    This issue here is that Legion has the movement speed of a snail in frozen molasses. Any good survivor can keep you running around the map for 5 generators to get done. Even if you frenzy again you have to hit 4 times to get a single down. Just wait until you play against decent players... seeing blood won't help you.

    You do realize how deep wound works, right? They can only run from you for a limited time period. Which is generally shorter than it takes a normal killer to get a 2nd hit.

  • Blindness' biggest strength seems to be slugging, so if you're going to run a slugging build, Third Seal might be useful, but you have to compare it to Knock Out to determine whether you want full distance blind or a blind that can't be removed from the game. But I guess it's also a niche counter to maps and Bond so if you see a survivor with a map or a Dwight, I guess there's more reason to use it.

  • @Wolf74 said:

    Nothing you say is really debunking the point.
    Feel free and show your list.
    Which perks are worse on Legion than on any other killer (any exposed perks) and which one you call better on him than on any other killer (Franklins, Thanatophobia, etc.).
    And of course, the remaining ones are unaffected by him/his base kit.
    Let's see what you can come up with.

    It's not about debunking the point. It's about obvious bias belittling the point and giving survivor mains viable rationale for ignoring the problem.

    Perks that are weaker on Legion compared to standard killers:
    Nurse's Calling
    Brutal Strength
    Coulrophobia
    Devour Hope
    Haunted Ground
    NOED
    Make Your Choice
    Rancor
    Save the Best for Last
    Unrelenting
    Bamboozle
    Sloppy Butcher
    Spirit Fury (unless you're going for a no frenzy follow up hit with Enduring)

    Perks that are stronger on Legion compared to standard killers:
    Bloodhound
    Distressing (if you're mixing with Monitor & Abuse for survivor locating)
    Franklin's Demise
    Hex: The Third Seal
    Monitor & Abuse
    Remember Me
    Thanatophobia

  • Don't worry. They're "reworking" Freddy. Of course, they've been doing so for about half a year now. But I'm sure he'll come out just like hatch and decisive strike changes did.

  • The list of perks weak on Legion is long, but the amount of obvious bias is ridiculous here.
    Stridor, Predator, Tinkerer, Insidious, Play with your Food, Thrill of the Hunt, Spies, Monsterous Shrine, Territorial Imperative, Survelliance, Shadowborn, Fire Up, Beast of Prey, and Overwhelming Presence are no more handicapped on him than anybody else. And worse yet, you listed Franklin's Demise and Thanatophobia which are actually stronger on him than other killers. Why not add Bloodhound and Hex: Third Seal to the list if you don't want to be taken seriously. When you have to so blatantly pad your statistics in order to make what could have been a valid point, you just make it seem like you have no clue what you're talking about.

  • I wonder if claims like this will be verifiable when Behavior installs dedicated servers. That would make it easier to track game history.

  • @thesuicidefox said:

    No because you still have a massive distance from the hook to the top of the steps, and killer would still have an advantage chasing you down the stairs even if you have BL. If there was a hole in the floor upstairs you now have 2 exits, and the killer can use that exit to save time carrying to a hook.

    BL? Boys Love?

    But you're right. Killer would have an advantage against a survivor if the game was asymmetrical like that. Definitely needs to be an extra exit for the generator that isn't needed to be done, but done mainly cause survivors are so used to it being so safe and now that it's dangerous, refuse to compensate. While we're at it, let's add a teleporter in the basement that transports you to an unused pallet since basement is also too dangerous for survivors.

  • @ad19970 said:
    This game can only be balanced properly once the gap between solo and swf survivors has been closed considerably.

    100% true, and sadly, probly never going to happen.

  • I'm pretty sure everybody agrees that Freddy needs a rework. Which is why it's so infuriating how snail paced Behavior is getting around to it.

  • actually, I think the best solution would be to simply widen the staircase

  • I actually did a test run where I did 10 bloodwebs on an unprestiged survivor and 10 bloodwebs on a prestige 3 survivor. Here's a link if you want to check it out.

    https://www.youtube.com/watch?v=zzaSlRNuDds&t

    But long story short, I didn't find any significant difference in the bloodwebs.

  • Oh, so it does work with on hit perks. Thanks.

  • Behavior has been known to grant extra cosmetics to players that buy the dlc rather than get characters with iridescent shards or cells. So there is a decent possibility baseline Joe and Susie cosmetics might be tied to purchasing the dlc from Steam rather than the in game store.

  • I'm pretty sure the case is that buffs stack additively with other buffs and the same for debuffs, but when you mix buffs with counter debuffs it becomes multiplicative.

  • The primary problem is that there's no reward for being at higher ranks. However, there is a reward for being at lower ranks: easier gameplay and queue times. Consequently, people that should have higher ranks intentionally stay in lower ones. Riot could easily solve this problem by issues rewards at every rank reset. Something like 20,000 bloodpoints for every pip you are above rank 15. And for people at rank 1, 10 iridescent shards for every day you were at rrank 1 during the season.

    A lot more people would stop lowering their rank and high ranks would have more players in the queue.

  • It's not a bug. More people are playing killer now. Even during free to play events where we just get a massive upsurge in players, people will play killer more often. But for this event specifically, you have the burst of people who want to get killer vials right away making the queue take longer in the beginning. Then you have the fact that the devs made event offerings completely useless to survivors after 30 vials, but just as useful as ever to killers. So after collecting all their vials, people who don't want to waste their bloodpoints or want to bloodpoint farming will definitely be playing killer more.

  • Hatch standoffs were never a problem for intelligent survivors. The dumb ones won't try to do gens, but I don't see any reason to cater to the dumb. Hatch standoffs are a problem for the killer. Your only choice besides giving up is to stand in front of the hatch and wait for them to jump in. Survivors are the ones with multiple choices for victory.

  • I can't tell if this is a serious question or not. But they were 3 of the first 4 original survivors along with Jake. And Jake didn't really have any interesting lore or memes. He was just the provider of the sabotage teachable which was powerful as hell back in the day, but after the nerf, he lost his popularity. Meanwhile the memes of Locker Dwight, Stealth Claudette, and Dashing Meg are the oldest in the game.

  • I didn't realize this was an issue. I hope it's a bug. It would be nasty if they did this on purpose.

  • Even after being questioned on it, he didn't mention what toxic behavior he was referring to. Which makes it sound like he's probly upset about flashlight stuns, run by insta heals, and other valid (but often broken) strategies rather than glitch abuse, harassment in post game chat, and actual toxic behavior.

  • @strikerfreak12x said:
    There's no amount of "getting good" that's going to beat that

    Marth88's experiment sure as hell seems to imply otherwise

  • Survivors should definitely keep addons and offerings if killer disconnects. And I think killers should get a 25% chance of keeping their addons and offerings for each survivor that disconnects. Not to mention the bloodpoints for survivors disconnecting should be increased, or they should leave the survivor in the game as a motionless mass for a minute after disconnecting so they can't deny killer points from a hook.

  • This post seems to be about the situation where you down somebody right outside or inside an open gate and the teammates bodyblock so they can crawl out. I highly doubt this would ever get changed since this requires teamwork and altruism on the survivors' part. Just consider downing someone that close to an open exit a fail situation.It's like being the last survivor downed right when all the generators are finished. The timing just didn't work out for you.

  • I'm guessing tokens is in quotes cause that's not really a token hex

  • @TigerKirby215 said:

    There was a thread on Reddit that proved that Prestiging doesn't increase the quality of Bloodwebs at all.

    I wish I had found that before I wasted over a million bloodpoints doing my own experiment.
    https://www.youtube.com/watch?v=zzaSlRNuDds

  • They haven't even done that right for the first 3 prestige levels. Until they fix that, it's highly unlikely, they'll do a 4th prestige purely for items. It doesn't seem to be something they care about.

  • @fcc2014 said:
    They shrunk 2 of the worse maps

    >

    I somehow didn't catch this part in the notes. Which 2 maps did they shrink? Please tell me Azarov's Resting Place is one of them. That map is so ridiculous, I just choose whichever side has the most generators in close proximity and refuse to go to the other side.

  • @DarkWo1f997 said:
    For a survivor? Hell no. For a killer? Hell yes. 

    Are you referring to the bloodwebs or just prestiging in general. I looked at my killer bloodwebs and they seem to follow the same trend as survivor bloodwebs. 1 or 0 pinks, 3 purples, and 6 greens in every killer I have at level 50 regardless if prestiged or not.

    As far as prestiging in general, personally, I think the survivor bloody cosmetic are generally better. Especially when the killer item has those weird blood vines.

  • The primary reason for prestiging is bloody clothing and achievements. So if you want those or bragging rights, then prestige. However, if you're wondering about the bloodweb rarity increases, I actually just finished making a video about it.
    https://www.youtube.com/watch?v=zzaSlRNuDds
    But long story short, if you're curious about whether it's worth it to prestige for better bloodwebs, the answer is pretty much no

  • That's weird. I could have sworn it was 120 percent, but looking at the wiki, they have it at 126 now. I wonder if the movement speed actually went up while cloaked.

  • @Wolf74 said:

    @George_Soros said:
    They wanted to give a reason to use Bloodhound perk, but an alternative as well if you'd rather use a cheap addon instead of a perk slot. It's all good.

    -faster while cloaked (minimal buff, hardly noticeable)

    Did they mention this somewhere? I never saw any announcement or game measuring?

  • @Sarief said:

    No, she still hits invisible trucks and pallets, but not survivors

    If they really got rid of the invisible hitboxes on the skinny little survivors, but didn't get rid of the invisible hitboxes on large obstacles with a significantly larger invisible hitbox space that's incredibly unintuitive gameplay-wise, that's extremely unfair. They've made it obvious they have the ability to remove invisible hitboxes for hatches, and then don't do it?

  • @Acromio said:
    126%.

    That's hard to believe. Where did you get that number from?

  • Does this mean she can throw threw trucks and stuff that had invisible hitboxes before? Or do those invisible hitboxes still block stuff?

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