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Demogordon_Ramsay

Demogordon_Ramsay

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Demogordon_Ramsay
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  • Dead Hard is the most broken Survivor Perk in the game. Anyone who thinks "just wait it out" or "just bait it" have no idea how to use the Perk properly. People love to go on and on about how NOED rewards Killers for being bad, but Dead Hard for distance is the single best mistake-fixer in the game. It has the capability to extend a chase a ridiculous amount with the press of a button and reward Survivors for being outplayed. The Survivor can make the biggest mistake ever in a chase and get mindgamed into utter oblivion, but as long as they know where to point their Dead Hard, it just doesn't matter. They get to drop a pallet, vault a window, and just overall extend the loop and the Killer can't do jack diddly squat about it, because they had a Perk. Not because they got outplayed or because they made mistakes, but because the Survivor clicked on a little diamond with a picture in it before the match started.

    How would I fix it? Remove it from the game.

  • Because Killers shouldn't be forced to spend time breaking walls just to be able to play the video game.

  • I'm gonna say it.

    @NMCKE Is the only Trusted that I trust.

  • Survivor: All of them. The meta is a bunch of free second chances. How is that fun? It's boring to play with and infuriating to play against because I did nothing to earn my Decisive escape or my Unbreakable recovery or my Adrenaline free win or my Borrowed Time invincibility or my Dead Hard mistake eraser or... you get the idea.


    Killer: Sloppy Butcher. Healing is meaningless in the current meta and has been since the Spirit-Legion midchapter. When gen times are so short and the Survivor meta build lets you be completely capable of existing the entire match injured, healing is a waste of time. Not to mention that between We'll Make It, Inner Strength, and post-instaheal medkits, there are plenty of ways to heal so fast that you ignore Sloppy entirely. Antiheal builds are not good. The only Killer I would ever consider running Sloppy on is Oni for obvious reasons.

  • @lucid4444 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341532#Comment_1341532

    I didn't say any of those things. You have a habit of strawman-ing to feel superior. Read the article, it might help you.

    I did. The article drones on and on about how the scrub is limiting himself with a made-up set of rules.

    Guess what? If you link me to an article that talks on and on about how a scrub makes up his own rules, and you call me a scrub, you're saying I make up my own rules. I don't. Hate to tell you, but I'm not strawmanning; I'm just stating the obvious.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341523#Comment_1341523

    I like that a whole lot more than my first impression.

    I mean, the amount of bloodpoints you get from having more than 1 token exceeds the total category cap, so it'd be kind of silly to have it bound to such a limit.

  • @lucid4444 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341056#Comment_1341056

    Look up "Introducing... the scrub". Read it and analyze how it applies to you and how you play the game. I won't resurrect this dead thread again since I'm not sure how to PM someone on these forums.

    What rules am I imposing on myself? The rule that Deathslinger, Freddy, and Spirit are very easy to learn and do well with? That's not a rule. That's a claim. A disputable, debatable fact.

    You act as if I'm saying you're not allowed to play these Killers. I sorely wish you didn't, but I'm not gonna report you for doing so. I'm not making rules for myself by disliking going against these Killers. All I said is that I dislike going against them, and that won't change in their current states. I will continue to dislike going against them because I think they're poorly-balanced and not fun to fight. You are allowed to play these Killers, and I am allowed to find them the opposite of fun.

    Unless you're saying I'm a scrub for having an opinion, in which case, I think you're projecting.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341448#Comment_1341448

    With this one, do you mean they get 5k extra points on top of what they have already or would this max out at the 8k cap?

    Bonus 5k, like with scoring points from special event stuff.

  • Rework, you say? Hmm...


    No One Left Behind: For every Survivor that escapes the trial before you do, gain a token. Each token grants a bonus 5000 Altruism bloodpoints at the end of the trial.

    Increases the speed at which you heal dying Survivors by 30/40/50%.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341288#Comment_1341288

    "saying a Killer is easier just because they're better" I didn't say this, what I meant is that if they're harder to use and you can get a 3k+ against a good team, that makes you a better gamer.

    Exactly, and Huntress is harder to use than Deathslinger. There are more situations where a Huntress's power works against her (huge TR, locker reloads, etc.) and because of her much longer rev, there is significantly less room for error as Huntress. However, learning not to make mistakes grants you a powerful chase tool that can be used up to 5 times in a chase at base.

    Meanwhile, Deathslinger is the opposite: He has a smaller TR with quiet music that allows him to be stealthier, and his rev is so incredibly fast that the simple act of him having a gun is usually enough to psych the Survivor out, even if the Deathslinger isn't using it. In multiple ways, his power does the work for him, whereas Huntress's power forces her to work harder. He also has the advantage of ironsights, a less clunky hitbox, and a projectile that is immune to gravity, making his gun much easier to aim than Huntress's hatchets. He also doesn't need to reload at a locker and can do so in the middle of a chase.

    However, Deathslinger has some hard limitations that make him worse than Huntress, and these limitations are completely and utterly irrelevant to his skill. Those two limits would be his range, and his reload—it does not matter if you are the best shot in the entire universe; the range of your gun does not exceed 18 metres. In addition, no matter how well you use your power, how clutch of a shot you landed, whether you hit or miss, you have no choice but to reload after every single shot. Huntress's limits can be overcome, but Deathslinger's cannot. However, that does not mean he is more difficult. You cannot compare the difficulty of a limit that can be overcome with the difficulty of a limit that can't.

    That is why Deathslinger is easier than Huntress, despite being worse: His skill ceiling overall is much, much lower as he suffers from far less disadvantages, but the disadvantages he does have do not go away as the Deathslinger becomes more skilled. You cannot master what cannot be mastered.

    To bring back the analogy of guns: If I had to learn to shoot right-handed guns when I'm left-hand dominant, but by learning to do so I become more accurate with a gun than a right-hand dominant individual, that does not mean it was easier for me to do. It just means I'm better. Similarly, just because Huntress is better does not make her easier. It is much more difficult to verse Survivors equal to your skill with Huntress than it is with Deathslinger until you get to high levels, at which point Deathslinger's limits give him the same issue Clown and Legion has: His kit just isn't good enough for his skill to be relevant. You cannot bring skill into a matter of a legitimately insurmountable challenge. Deathslinger is much easier to pick up than Huntress, and you will hit Deathslinger's skill ceiling much faster than Huntress's. This makes Deathslinger easier, but overall it makes him worse.

    There's a term for this in video games: Skill vs. reward, sometimes referred to as risk vs. reward. Deathslinger is a low-skill, low-reward Killer: Easier to learn, but can only do so much. Conversely, Huntress is high-skill, high-reward: Capable of doing much more when played well, but actually getting to the point where you're playing her will takes much more time.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341056#Comment_1341056

    @lucid4444 and @Demogordon_Ramsay I think both of you are getting off the point and taking it personally, I think what @lucid4444 was tryig to say is that "if it's harder to play as, then you're better at the game" meaning Deathslinger is harder than Huntres and yes, for console, a Nurse user is better than any other player (Nurse on console or mobile is the hardest killer to play as) but on PC no, Freddy and Nurse, even though they have a higher kill rate, they are not for pro players, but more for players who have the time to learn them and get an easy 4k.

    Show me a player who can 4k a 4 men red ranks SWF (who play as they should, no mistakes) as Legion or Clown without perks or addons on Cornfields and I'd say that's the most skiller gamer I've ever seen on DBD.

    "Show me a player who can 4k a 4 men red ranks SWF (who play as they should, no mistakes) as Legion or Clown without perks or addons on Cornfields and I'd say that's the most skiller gamer I've ever seen on DBD."

    That is literally impossible precisely because both of those Killers are incredibly basic. Against a perfect or even a good team, winning as those Killers is not a matter of skill. Your skill becomes completely irrelevant. Those two Killers are so incredibly simplistic that they physically do not have the capabilities to win against good Survivors. Just because a Killer like Nurse has those capabilities doesn't make her any easier; it just makes her stronger.

    Again, saying a Killer is easier just because they're better is like saying handling a Desert Eagle is easier than handling a BB gun because the Desert Eagle packs more punch. Make no mistake, Huntress is better than Deathslinger, but she's also harder. Much, much harder. You must be much better at Huntress to perform well.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341115#Comment_1341115

    Guy starts thread, gets feedback he doesn’t like, then says he doesn’t have time to spend on the forums like us losers replying to his thread...

    Also makes fun of people for “wasting dead hard,” but then straight up says legion is easy to loop even without dead hard...

    I agree, you should spend more time on your college classes because you have apparently missed a lot of the fundamentals that even freshmen classes will teach you.

    "Guy starts thread, gets feedback he doesn’t like, then says he doesn’t have time to spend on the forums like us losers replying to his thread..."

    I don't. I'm getting quite sick of having to repeat the same nonsense about how incredibly basic Legion's counterplay is.

    Believe me, if I actually had the time to respond to you, I would. I genuinely hate people who think Legion is good. I hate them and think they never should have installed this game. But you're not going to be convinced any more easily than I'm going to be convinced, so no point in bothering.


    "Also makes fun of people for “wasting dead hard,” but then straight up says legion is easy to loop even without dead hard..."

    Still a waste of a Perk, especially since if you bring Dead Hard into a match, you more than likely suck enough to rely on it.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1340970#Comment_1340970

    I didnt take the time to respond to that, looks equally ignoring like OP, so I'd rather guess it to be a second account to get some support to his opinion ^^

    Like 90% being a randomly thrown in number, ignoring that Legion as M1 killer has to down survivors, so everyone will eat it sooner or later, or ignoring that a fully constantly exposed team is something in favour of the killer... felt like a waste of time. I also don't know what these guys define as pressure, if Legion can't apply pressure in their eyes

    Or maybe it's because I've had this same argument a million times before about how being injured against the most M1 Killer in the game isn't scary, how Frenzy is piss easy to counter without the need for Dead Hard anyway, how Deep Wound is a pathetic stall effect, yadda yadda. At this point it feels like clockwork listening to idiots trying to tell me Legion is good. They always bring up the same arguments that only people who evidently don't realize just how insanely strong Survivors are and how little Legion does to hinder them would ever see as valid. The same holds true here, and I'm getting sick of trying to respond to such drivel when no one ever bothers to realize that hey, if being injured all the time is so scary, then why isn't Plague a good Killer?

    Believe it or not, I actually have this thing called a real life, and I have to sink time into that instead of sitting on the forums trying to drill logic into skulls thick enough to think that Legion is good. My notifs were filled to the brim with more of the same crappy arguments that people give to try and justify Decisive Strike: The Killer somehow being above F-tier and at this point I do not want to bother with replying to all of them. It's a terrible use of my time when I have things like college to worry about, or even just going on a thread where people are actually talking about something worth paying attention to.

  • @lucid4444 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1338815#Comment_1338815

    Funny, I'd say Huntress is just a better version of Deathslinger. So to use your logic - only good players would play Deathslinger since it's easy to 4k with Huntress. You can trash talk him all you want, I certainly do. I just think he's fun because he has a gun.

    But my point was that your logic is that of a scrub - I'm not insulting your skill, I'm sure you're very good at this game. But you've put limitations in your mind about this game that are holding you back. Give it some thought.

    "good players would play Deathslinger since it's easy to 4k with Huntress."

    What you just told me is like saying "Nurse doesn't take skill because she's the best Killer in the game." Better =/= easier; if that were true, Legion would be harder than any other Killer on the roster.


    "But my point was that your logic is that of a scrub"

    Imagine calling someone a scrub when you main Deathslinger.


    "But you've put limitations in your mind about this game that are holding you back."

    I have put exactly zero limitations on myself. The hell are you on about?


    "Give it some thought."

    I've given it plenty of thought. And I've come to the steadfast conclusion that if you play Freddy, Spirit, or Deathslinger, then you want to be able to do well but not have to put in the effort of actually being better than your opponent. You want to win without trying. And as a result, I dislike going against these three Killers because they take incredibly little effort and the skill of the Survivor vs. the skill of the Killer becomes much more irrelevant than against any other Killer.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339569#Comment_1339569

    That’s why I said in my prior comment that the situation dictates. If I know (Bond) that no one is around I’ll just take the frenzy hit. If everyone else is already hurt I’ll take the frenzy hit. If the stun won’t let me get to a loop anyways I’ll eat the hit for the speed boost.

    Saying “never dead hard vs frenzy,” is such a bad blanket statement. It’s like saying, “never ever cleanse vs plague,” or “always 99 the doors.” Blanket ALWAYS or NEVER statements are generally not wise.

    You should never cleanse against Plague, though. Cleansing against Plague is always a terrible, terrible idea.

    You should always 99 the exit gates. You deny the EGC timer as well as Blood Warden. If you 99'ed it properly, the only thing that would cause you to take extra time opening the gate when you need to leave is approaching it from the wrong angle—which, at that point, that's on you.

    Similarly, you should never Dead Hard against a Frenzying Legion. You're not "denying" him any pressure because his power doesn't give him any pressure and all you did was burn up your Perk slot that could have been used to actually keep yourself safe from a more lethal hit.

  • @felipao_brabo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1338951#Comment_1338951

    more like 'I used my exhaustion perk to remove all pressure the killer would be able to put on me and my team, and made him chase so the rest of my team can do gens'

    1. I probably shouldn't have said "forced" because in retrospect, nothing is "forcing" the Legion to chase you—quite the opposite, in fact; if the Legion wanted to chase you, he wouldn't be Frenzying you while you're injured. Just because he's not in Frenzy doesn't mean he can't go pressure gens.
    2. Pressure? What pressure? This is Legion we're talking about.
    3. Unless the team are grouped up together, running around Frenzying isn't going to stop anyone from doing gens. The second he goes to Frenzy someone else, they'll just mend and get back on the gen—or better yet, do the gen without mending because you have THIRTY BLOODY SECONDS to do so.

    In short, you put him in fatigue, but that truthfully accomplishes nothing. Still a waste of a Perk.

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339562#Comment_1339562

    Even if Legion has Pop and other gen defense perks? That's 25% of the gen on one kick and he'll know if you're coming back.

    You can't kick a completed generator.

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339437#Comment_1339437

    Those 5% can be important situations though. Like if the last gen is almost finished and Legion has Pop, him having to deal with that four second stun could be the difference between you guys finishing that gen and escaping or him using Pop and making a comeback that results in more dead Survivors.

    Also, it gets you more points if you're on death hook.

    That four second stun is going to happen no matter what. Frenzying a couple of extra Survivors isn't going to change that. If three Survivors are about to pop a gen but then he Frenzies them... They can still pop the gen.

  • I'm posting this under the assumption that this post was written in Chinese.

    This section of the forums is primarily filled with people who speak English. Though there are very likely people here who can speak, read, and understand Chinese, you will be much more likely to find Chinese-speaking individuals in the Chinese subforum, which you can find in the "Other Languages" directory at the bottom of any given webpage.

  • @johnmwarner said:

    You asked why, multiple people have told you why. You can disagree and say your stance is that you would prefer to eat the frenzy and let the team all possibly get injured as well. I choose to give up my own resource (dead hard) with the assumption that me being injured and looping the killer is better than one of my teammates.

    Again, this is MY PHILOSOPHY, doesn’t have to be yours and it may be wrong but it’s at least debatable. If I had some experience to suggest otherwise, like watched another teammate put up a good chase earlier in the match then this could change my mind, if my whole team was already injured it could change my mind.

    It's a Legion.

    His power is countered by splitting up and/or holding W.

    If your team can't do either of these and has to rely on you burning Dead Hard to not get Frenzied, your team is doomed.

  • One of the big issues is that with the exception of escaping, you usually get Survival points for holding out in a bad situation—struggling on the hook, wiggling, self-healing, et cetera. What this usually means is, the better you do, the less Survival points you will tend to get. Moreover, the three main ways to get Survival points outside of escaping are the same three things I mentioned above: wiggling, struggling, and self-healing. And these usually net very little points over their duration. Most other score events are tied to specific Killers, i.e. Escaping a trap, surviving a Mark from Ghostface, breaking free from Deathslinger's chain, et cetera, and even those are hard to come by and/or only give a little points.

    If it weren't obvious enough, I think the Survival category is what makes 32k Survivor games so rare. Most of the situations that award Survival points do so in very small quantities, and if they don't, they're hard to come across, i.e. successfully wiggling free, self-unhooking, opening a gate post-EGC, et cetera.

    However, that's not to say that Survival is the only thing that holds 32k Survivor games back. Every single Killer category is filled up if the Killer simply does their objective. Hit Survivors? Brutality points. Use your Killer's power? Deviousness points. Find and chase Survivors? Chaser points. Put them on hooks? Sacrifice points. Survivors, on the other hand, only fill out one category by doing their definite objective, which is, well, the Objective category. To fill out Altruism, they have to go out of their way to help other Survivors through healing, rescuing, etc. To fill out Boldness, they have to get chased by the Killer, likely while other Survivors are doing gens and limiting the amount of Objective points they can get. Survivors, quite literally, have to do everything to fill out multiple categories—and even then, the simple fact that there isn't just one Survivor means that not only are there a limited number of points to go around, but also that whether or not you get these points is highly dependent on how well they do.

    Think about it. If you get paired with a bad team that doesn't do their objectives and can't loop well, you will end up missing out on Survival points because, well, your team sucks and you will likely die for it. However, if you have a GOOD team who does their objective without getting caught too often, then that means you'll likely be losing out on Objective points because they will be working on gens too fast for you to get any, and you also won't get much Altruism because they won't be in many positions where they'll need your help. You might also miss out on a lot of Boldness if the Killer gets in a chase with a good looper, since you won't be the one getting chased.

    TL;DR: Survival points are hard to get, Survivors need to spend a lot of time away from their primary objective to get points for other categories, and other Survivors' skill has a huge effect on how many points you'll get.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1338933#Comment_1338933

    Pretty egoistic view to a suggestion that it helps to save your team from a lot of trouble, probably even allowing them to stay on a gen. 4 Seconds of fatigue should be enough to get to the next loop and have a decent chase. Or are you saying without dead hard you are downed easily?

    "Pretty egoistic view to a suggestion that it helps to save your team from a lot of trouble"

    12 seconds of holding M1 =/= "a lot" of trouble


    "4 Seconds of fatigue should be enough to get to the next loop and have a decent chase."

    That fatigue is going to happen anyway, Dead Hard or not.


    "Or are you saying without dead hard you are downed easily?"

    If you're the type of person to run Dead Hard? Probably.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339467#Comment_1339467

    True, but I prefer to give my team as much chance as possible even bad teams surprise you once in a while if you buy them time.

    Ah yes, I too am surprised when my teams do their only objective while not being chased by the Killer.

    I wish I was being sarcastic.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339437#Comment_1339437

    There’s a reason a bunch of people are telling you that. The difference between him missing you or him hitting you and chaining to everyone else is 10-ish seconds of wasted time for each player, plus if you’re playing solo like me you have to be concerned your team is going to self care as well...

    Like I said to someone else: If your team is so positively braindead that they're grouping up against a Legion and ACTUALLY letting him build pressure off of that little teensy weensy mend timer, then your team was doomed from the start.

  • @SnakeSound222 said:

    Time waster during certain situations. Legion being knocked out of FF could be the difference between a 4 man escape and certain death.

    A bunch of people are telling me this, and my reply is always the same: It's Legion. He gets his power back in 20 seconds AND his power doesn't do anything. At that point, Dead Harding against him only accomplishes the act of denying him a bonus 250 Deviousness points in 95% of situations.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1338933#Comment_1338933

    Your first statement and third go hand in hand. I am already injured, now I have prevented Legion from injuring 1-3 other people for “free,” and convinced them to chase me. Considering legion is meh in a chase I have no problem taking my chances looping them without dead hard.

    Right, except he gets his power back in 20 SECONDS and if you're decent at chases, a good Killer will just ignore you for someone who isn't.

    Though I feel that if you were actually a good looper you wouldn't be relying on Win Hard.

  • I think Black Box is fine as is. Not because it's balanced—it's definitely not; nothing about Freddy is—but because it's one of the few ultra rare items in the game that are actually really strong. The counter to Freddy is not being asleep because when you're asleep, he's an unstoppable force in chases and you reduce the cooldown on his vital teleportation ability. Removing the ability to wake up is VERY strong, worthy of ultra rare status.

  • Even though it highlights the gen, 15 seconds of Undetectable is usually enough for a 115 Killer to cross a great distance, allowing you to catch Survivors off-guard anyway.


    ... Is what I WOULD say if Spine Chill didn't, you know, exist.

  • First of all, I don't think Peanits makes Perks.

    Second of all, it's not that the devs keep making bad Perks; I think every chapter has at least one Perk that's really, really good. The problem is that the current best, most used, meta Perks are so insanely powerful that no other Perks can really compare.

    At least, that's the case for Survivors. I've seen plenty of great new Perks get called bad, but most of these Perks range from serviceable to B-tier; the real issue is that they're all completely overshadowed by Borrowedrenaline Strike Hardbreakable Burst.

  • @Yogerman1997 said:

    well if i know there are more survivors arond... and i can evoid the legion hit them all... why not, also, im already injured if i can do that, why are you tryning to hit me with frenesy? uh? so that i evoid you can do what you wanna do.

    Well, if you're playing Legion, you're not playing with the intent of winning, so... points, pure and simple.

    Also, you say you deny his power like he doesn't get it back in twenty seconds.

  • Ah, yes, I love getting blinded by a flashlight that I can't see.

    How do I get blinded by a light that isn't reaching my eyes?

    I dunno. Figure it out.

  • @YaiPa said:

    funny because today I literally carried a game by doing it. Simply we were in a loose 3 gen, I was the first hit, didn't want to Legion to spot the other, he then proceeds to chase me, I bring him to the other side of the map and the team finish the last gen.

    That doesn't sound like you making a sick play; it sounds like the Killer not knowing how to pressure gens.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1338978#Comment_1338978

    My apologies then.

    I don't watch alot of Hillbilly gameplay, so I just assumed backrevving was being right at their back.

    Or maybe I've just completely forgotten because its 11 and me and my mates decided to go last night without sleep living on Guinness.

    Yes, that's exactly what backrevving is. Revving when you're very close so that the chainsaw is impossible to miss.

    In other words: It takes no skill whatsoever and bragging about being accurate with backrevs is like going, "Not to brag but I tend to be really good at hitting Survivors with Myers's T3 attack."

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1338970#Comment_1338970

    Going to brag here, I can't remember the last time I've missed a backrev (although I don't play near as much as I used to).

    I think you and I have different definitions of backrevving. My response was meant to be very sarcastic.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1338951#Comment_1338951

    As someone who mains Hillbilly and Legion, for Hillbilly I'll miss about once every 10 times unless I'm ambitious and really think I can hit something.

    As for Legion, if I see an injured person I'm going to go for them rather than hitting them and going for someone else.

    You must be really good at backrevving.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/159646/people-who-dead-hard-a-frenzying-legion

    I mean, letting yourself get hit by legion is detrimental for your team, you are just giving free stall to them which on the long run can make you lose

    Homie, it's a LEGION. It's incredibly easy to deny him his power once he gets one hit off, and even then, twelve measly seconds of mending isn't "stall". If your team is the type of team to a) Let Legion get huge Frenzy chains, and b) Actually give him map pressure from it, then your team is going to lose anyway.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1338932#Comment_1338932

    And, by the same token: Stopping to heal while Myers is still comfortably in tier 3, or when Devour Hope or Haunted Ground kick in...

    @Cheers said:

    I'm also confused at people who use self care while facing a Hillbilly who only chainsaws.

    That much can at least be justified with "I don't want my blood and injured noises giving me away" or "the Killer has Thanatophobia/Blood Echo/some other Perk that punishes me for being injured" or "I want to force Billy to chainsaw me instead of going M1/I don't want to be injured in case the T3 fades away while I'm being chased" or something like that.

    With Legion, it's just "I denied the Killer a power that takes twenty seconds to recharge and forced him to go after me in exchange for throwing away the incalculably valuable chase Perk I equipped".

  • @johnmwarner said:

    I guess if you’re going to be their first hit and people are close? Niche situations here and there it could be useful to prevent them stabbing 3-4 people

    • It's LEGION
    • You're INJURED
    • You have now put the Legion in a position where it would be best for them to go after you and only you, and you don't have your Dead Hard to help you out
  • The Halloween update was the worst thing to happen to Dead By Daylight. It gave us Haddonfield, it gave us Decisive, it gave us Object, it gave us Laurie, and it set off the chain reaction of licensed characters becoming a boring, cash-grabbing gimmick.

    And I'm the only person who doesn't like going against Michael, so... it also gave us Michael.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1338888#Comment_1338888

    Good survivors let themselves be hit by a perk that leaves them with two perks (Adrenaline being the third)? That's like saying good killers let themselves get stunned.

    The objective is more important than healing. Most good Survivors will usually bring Perks that benefit from not healing: Adrenaline, Dead Hard, Iron Will, and even Spine Chill+Resilience are all incredibly common Perks. When the meta is bringing a billion second-chance Perks that enable you to survive extremely well while injured and/or Perks that outright make you stronger when you're injured, yeah, most good Survivors aren't going to heal because it goes against their entire build.


    Also, good Killers do let themselves get stunned. If you're not getting stunned, that probably means you're respecting pallets, which is a much worse tactic than eating them.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1338880#Comment_1338880

    That's fair, it's good because survivors refuse to heal. My point is that good survivors who realize you have it will simply heal to avoid it.

    No, good Survivors will do gens. That's why the Perk is good. If good Survivors healed, the Perk wouldn't be good.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1338857#Comment_1338857

    Unless the survivors, y'know, heal. Takes 16 seconds, much shorter than it takes to down and hook someone and they can get back on gens in the mean time. Or does it activate if you injure them after the hook? Because if so, that would be better.

    That implies that Survivors actually do heal. Usually they prefer to hump gens instead of each other's injured bodies. Plus, if you find them grouped up, you can hit multiple and down one, making things even harder. It's also a great way to give low-tier antiheal Killers like Legion and Plague a boost.

  • The only garbage thing here is that take. The amount of chases I've won because Blood Echo disabled Win Hard and/or Second Chance Burst (which for some reason is becoming meta again and I see it at least twice per game now) is too high to count.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1338776#Comment_1338776

    This is what Blood Echo says:

    When hooking a Survivor, all other injured Survivors suffer from the Haemorrhage Status Effect until healed and the Exhausted Status Effect for 45 seconds.

    Note that "until healed" only applies to Haemorrhage, not Exhausted. They get Exhausted for 45 seconds.

    That's because the designers worded it poorly. What actually happens is when someone is hooked, all Survivors who are injured receive the following:

    • A Hemmorhage debuff that lasts until they're healed
    • A 45-second Exhaustion timer

    If you aren't injured, you will not receive any debuffs. This is why this Perk is best on Killers like Legion, Plague, et cetera.

    Source: Playing with and against the Perk.

  • @lucid4444 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1338436#Comment_1338436

    Yep, but that won't make those grapes any less sour :)

    In other words, your mentality is just holding you back. You're making up rules for the game that are not in the game at all, that have nothing to do with winning or losing, but playing how YOU think the game should be played. It sounds like you play to feel superior to other players, not to win.

    Listen, famalam, I have played Deathslinger extensively since he came out, and I can say for certain: If Deathslinger mains were actually good at the game, they'd be playing Huntress.

    Sounds to me like you're just salty that I talked trash about your main turning DBD into a point-and-click adventure game.

  • @lucid4444 said:

    @Demogordon_Ramsay

    "It depends. Freddy, Spirit, and Deathslinger are a sign I'm gonna have a bad time because they have insanely good chase for no effort whatsoever. Usually, though, this means that the people who play them are pretty stupid, because otherwise they'd be playing someone who takes effort to learn, so I can at least be rewarded for being better at the game than them instead of punished."

    Totally dude, I bet their grapes are super sour and not even worth eating!

    lmao

    Found the Deathslinger main.

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