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Demogordon_Ramsay

Demogordon_Ramsay

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  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1038834#Comment_1038834

    I absolutely HATE this type of response.

    Ok, sure, there ARE potato survivors in red ranks. But it’s totally dismissive and disrespectful to presume that any of the wins Clown (or any other perceived low tier killer) has against red ranks is the result of potato survivors 100% of the time.

    Thats just absurd nonsense.

    Clown does only kill bad Survivors, though. He has no mobility or map pressure to speak of, only a chase tool that slows him down when he uses it for some ungodly reason and is rendered completely null and void by just camping at pallets—you can waste every single pallet against Clown and as long as the other Survivors know how to do gens, you simply cannot get chases done fast enough to secure any pressure of any kind.

  • It would be a lot better if the blood spewing from his mouth looked like blood and not like visualized sound waves.

  • Everyone talking about the 4K like it wasn’t entirely borne out of these Survivors totally throwing away their own pressure. As long as you have more than one singular Survivor focusing on gens at a time, the Killer simply cannot establish good gen pressure. They scare one off, the other goes back to their gen. They scare the other one, the first goes back to their gen. They have no choice but to chase someone at some point, and no matter how short the chase is, that’s time the other three Survivors can absolutely crank the ever-loving beans out of generators.

    So, in conclusion: Just because the Survivors all had half a hemisphere missing from their craniums doesn’t mean this isn’t an issue.

  • The art team has been knocking it out of the park for over a year now. Everyone else needs to re-evaluate their decision to make video game development their profession.

  • If you want my honest answer, Any Means Necessary—and it’s only good exactly because most people sleep on it. Since it’s so underused, some Killers will ignore a relatively safe dropped pallet thinking they can break it at their leisure, and that’s when I swoop in and undo any time they might have put into getting that annoying block of wood dropped. If AMN saw an increased use rate, Killers would be a lot more paranoid of it, and it would become a trash tier Perk. So this is our little secret, okay, entire Dead By Daylight community?

  • Hardly. If you want to keep your free DLC, you’d be stuck with not being able to fill out that challenge—and seeing as how most challenges require you to just kind of use your power to do its basic job as a power, you’d be stuck playing a handicapped or even powerless version of the Killer. For example, the Spirit challenge requires you to, what, phase hit 1 Survivor? To avoid completing this challenge, you would literally have to not use your power. You have to be a 110 M1 Killer.

  • @Hoodied said:

    I have every dlc, but some people don't

    That was my thoughts exactly. Veteran players wouldn’t feel the effect since they bought several small DLCs over the course of 3 years, but newer players who only have access to 7 of the 20 Survivors and 5 of the 18 Killers at base, DLC Tome challenges can feel easily like a middle finger.

    (Honestly that’s another thing that drives new players away imo, you have access to a very limited set of characters and you either have to grind a lot just to unlock one at a time—a tactic I’m sure was implemented deliberately to coerce people into just forking over the money—or put a lot more money into the game you already purchased. Christ, the total price of buying all the licensed paywall characters alone is $48, over 50% the price of the base game, and then the rest require even more money or at least a thousand hours of grinding if you don’t want to give the game any more cells for their characters.)

  • @kodd1000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1028364#Comment_1028364

    It is called loyalty. Every game has some sort of favoritism to it. You can't just spend the iridescent shards elsewhere, then complain because you can't unlock killers with iridescent shards. If you don't have the shards, then you have not been playing long enough to warrant the ability to play as a killer that they took the time to develop specifically for revenue. Let's not forget the game cost $30 base and that is assuming you didn't get it on sale. It is not realistic for them to just start handing out their killers just because challenges use them. Also, maybe you could consider it a "challenge" to unlock said character. Not a fun one, but a large portion of people have found a way to do them, so you have to as well unfortunately.

    If they’re going to give me access to a challenge, and include limited-time rewards, but then bar me from actually being able to play it because “boo-hoo you didn’t put in the ‘effort’ to engage in our deliberately slow and tedious grind”, I absolutely see a problem there.

    Keep in mind, this doesn’t affect me. I have every single character except Kate and Ash. But if there’s someone who doesn’t have several hundred hours shelled out into the grind or didn’t want to get all the characters since, you know, Survivors are just skins and half the Killers are a steaming pile of garbage, then it’s very possible this to feel problematic.

    I’ve seen games manage a “trial” DLC just fine. Take the TF2 contract system, for example. The beginner-level Pyroland contracts keep newer players in mind by granting them a “rental” version of a weapon they don’t have but will need to complete their selected contract. I don’t see why DBD can’t do the same. You select a challenge, you gain access to a DLC character, once the criteria for that challenge has been met or you pick a different challenge, you lose access to that character again. Sure, you can try to cheat the system by deliberately not doing that challenge, but A) most challenges require you to just sort of use the Perk/Killer’s power on a base level, so you’re most likely playing a handicapped half-Killer to avoid losing them, and B) that renders you unable to work on the Tome because you’re refusing to complete or switch off this one challenge. So you’re totally screwing yourself over by doing this.

  • @kodd1000 said:

    They are keeping the Tome challenges to killers that can be unlocked through Iridescent Shards. Now, if you have been playing the game for any length of time to care enough, you should have at least one set of shards for a character. I have every character through about half-paid and half-shards. If you can't stand the grind, then shell out $8 for the character. If you can't do that, then get playing. I'm not supporting business models, but that is how it works. You either play so you don't have to spend the money, or spend to save time.

    If these challenges meant the end of the world to someone who NEEDED to get them done, like me, I would advise they simply shell out and work towards saving shards for the next Tome characters now that they know what to expect. Honestly, expecting them to keep the Tome confined to certain characters is just naive at this point. Please feel free to correct me. I don't mean to say this is the perfect solution, but just an insight to the reality in my eyes.

    “Spend heaps of time grinding for the ability to access these handful of missions and skip out on their limited-time bonus reward or fork over the cash to earn the right to do them.”

    How do you not see the issue here?

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1028213#Comment_1028213

    Then there is still my other argument: You dont need to get those Shards in 70 Days. The Challenges will still be able to be completed after the Rift closes, they will just not award Rift Fragments.

    What if I want to do those challenges for the sake of the Rift Fragments because the lore is half-assed, inconsistent, and clichéd?

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026709#Comment_1026709

    I dont think that I will discuss anymore when you really think that is "working our asses off", because it is just playing the videogame you play anyway. You dont have to do any special things to get Iridescent Shards. And even if you have to do the Challenges later in those 70 days - they are not that many Challenges. 4 in Level 1 and I would guess that there will be 4 for each Level. OR even less, considering that Claudette Challenges were also only two in the Entire Tome 1. Of course there are the Perks, but they will be in the Shrine.

    And honestly, at some point they have to do DLC-Characters. And it is totally fine to use those where you not need to spend real money on them. I would have a totally different opinion if you would need licensed Characters for them, because this would indeed mean that people are forced to pay real money on those Characters.

    But, even if you dont have Jane/Doctor/Spirit, you will need to spend Shards on them. Given the fact that those are super-easy to obtain and you have infinite time to do so to complete the challenges, this is fair. Like, you should not be entitled to get everything for free (which seems like a common misconception for the Archives, the Devs already made those Challenges way too easy and will not make them more difficult... Tons of free stuff already).

    If I modified my schedule to get a sufficient amount of Shards to grind for DLC characters before the Rift ended, my grades would drop and I’d be losing sleep in exchange for playing DBD. It’s not about how “difficult” it is; it’s about how utterly tedious and grindy it is. Regardless of how “hard” you work at playing the game, you gain Shards slower than a HughesNet customer downloads a triple A video game.

  • @Brucecastro81 said:

    Yes, but no. That would be easily exploited: just never try doing the challenge

    Then you never get to level up in the Rift aside from tedious grinding.

  • That wasn’t even what I asked. I didn’t ask when the other Killers would receive chase music; I asked if and how—and more importantly, whether or not they coincided with reworks and other major changes or would simply happen regularly over time.

    They literally lied about what I asked, then gave a vague, indecisive answer to my question that they deliberately reworded. 10/10 QnA.

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026663#Comment_1026663

    Lesser of 2 evils. If either choice isn't good, you gotta go with the least bad one.

    Except I highly doubt your option is the lesser evil. We've clearly seen that BHVR can easily unlock Killers for people who didn't buy their DLC in the form of the PTB; it shouldn't be too hard to replicate.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026672#Comment_1026672

    If you dont make it to Level 49 to acquire around 10k Shards for one Character, you will never complete the Rift either. Because those would be around 17 Tiers. For 1 Devotion you get almost enough Shards for 3 Characters, this should also be obtainable in 70 Days.

    And like I said, you have even more time to get those, because the respective Challenges are not on the Main Track of the Tome, so you dont need them to get the Epiloge. You have basically infinite Time to get them.

    Furthermore, you get those Shards by playing the game. Easy obtainable. So there is no hard grind and there is no need to spend a single bit of money to get those Characters. Just buy them whenever you want.

    I can assure you that even if it were possible to grind out a full Devotion level in under 70 days without no-lifing DBD, it's without a doubt going to be the better half of 70 days, so you'll have little time to take care of these challenges once you finally unlock them when it comes to getting their fragments for the Rift. If you want to do these challenges for the bonus Rift Fragments—since, you know, grinding the Rift through normal gameplay is actually AIDS—you're basically SOL, meaning you'll need to grind even harder for the sake of the Rift. So much grinding for the sake of this limited-time thing can be removed by just letting us do the challenges that are offered without forcing us to unlock DLC. That's why the fact that they're not part of the main Tome is kind of moot when it comes to the Rift, since bonus fragments are bonus fragments.

    Also, grinding Shards is definitely easy, but that's not to say it's fast—because it is absolutely not. It's slower than a Survivor trying to crouch-walk through a Clown's gas cloud when he has Flask of Bleach equipped.

    And the Clown is standing in their way.

    And above all else, we are offered these challenges to do at our discretion. We have unlocked the pathway to them. We can select them as our current challenge. We have earned them. Yet we cannot do them unless we go through the trouble of earning DLC. We need to earn the right to access this basic feature, and we need to work our asses off if we want to earn its limited-time bonus reward. I don't think that should be a thing at all.

  • @Aven_Fallen said:

    You dont need to do those to get to the End of the Tome Levels. And you have 70 Days to get enough Shards for the Characters. Most likely, if you dont get the Shards, you will not complete the Rift anyway.

    And even if you cannot get those Shards in 70 Days, the Challanges stay so that you can do them afterwards for the Lore and BP.

    So I think it is fine as long as only Original DLCs are included.

    Why should I be forced to either cough up money or grind my buttcheeks off just to be able to unlock these basic features of the game and complete the Tome? The challenges are made available to me; I should be able to complete them without needing to go through the lengths of earning DLC. If I don't have these characters, I literally have to earn the right to do these missions. I am barred from accessing the same features that other players with these characters have access to.

    Also, even 70 days is a bit of a time crunch to get 18,000 Shards, or god forbid 27,000 or even 36,000 for later Tomes if all 4 characters are DLC.

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026475#Comment_1026475

    Better idea. Instead of going through all the work of doing that, adding odds of something breaking as we all know will happen in DbD.

    If you don't own a character for a certain challenge in a tome, the game gifts you a one time deal of 5 splinters for him/her. Like how the game worked before adding the cash shop when your blood webs had odds of getting splinters for DLCs you don't own that let you play as that Killer for a single game.

    Gives people a chance to complete their tomes without a pay wall feeling. Gives people a taste of playing other Killers/Survivors so they might be tempted to buy them. And it wouldn't take that much added work compared to your idea. They'd need to add a splinter for all the DLC Survivors as well as Killers and have them give their 3 perks by default instead of going perkless. But if the system is already in place. Why not use it?

    Gonna be honest, I have the feeling that would break the game just as much, if not more, knowing Bruhaviour, especially when the system was already questionably functional as is (I really loved when I would get the smoking splinter for Freddy IN FREDDY'S BLOODWEBS).

  • @Jallybwan said:

    but bhvr need monie zubSAD

    i shidded and farded in the macaroni salad

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1025987#Comment_1025987

    There is a question everyone needs to ask themselves.

    Is it really worth it to complete a rift?

    A tome lasts for an infinite amount of time. You can still work on tome 1 to earn its BP and lore. So having stuff locked behind shards you need to grind for doesn't mean much when there is no time limit on finishing a tome. You have till the day of your or DbD's death to finish a tome.

    The rift on the other hand. That is limited to 70 days. And that is what you should be looking at in my opinion. Tome 2 will help in unlocking rift 2, so having the DLCs will in turn help with that. But if you don't care about rift 2. Then why the rush to finish tome 2? Just do what you can and sooner or later you will find the DLCs worth buying (on their own right or another reason) or simply unlocking them through shards over time.

    In my opinion. The rift nor tome shouldn't be your deciding factor on buying DLCs. You should want to buy (through cash or shards) the DLCs on their own right. Tomes and rifts are just added perks on top on that.

    I personally think Tome missions that require a DLC character should work a bit like the contract system in TF2. In that game, beginner-level contracts can be tasked to the player that requires a weapon or item they may not have, and said item will be gifted to the player until they complete said contract.

    I think it would be totally fine if selecting, for example, a Spirit mission in the Tome would allow you to play as Spirit for as long as that Tome as active an uncompleted. Completing the mission or selecting a different one disables your ability to play as Spirit. Similarly, doing a mission that requires a Perk you may or may not have will immediately lock that Perk into a random slot on all of your characters until you either beat that mission or select a new one.

  • @Peanits said:

    You do not need to buy any DLCs to complete the Rift. Any characters needs to complete the challenges are available in the store via shards (Auric Cell only characters are not required), and any perks needed for challenges can be bought in the shrine for shards as well. In the event that a DLC perk is required, it will be guaranteed to appear in the shrine at some point during the Rift, typically during the week the challenge is added or the week immediately following.

    The short version, in response to your concern about an Auric Cell only character being required, everything you need will be available for shards.

    Amount of Shards needed to buy a character: 9,000

    XP needed to earn 300 shards: 4200

    9000/300 = 30 levels of shard grinding to get a character

    30 x 4200 = 126,000 XP to grind one character

    XP needed to earn one Rift Fragment: 800

    126,000/800 = 157.5 Rift Fragments

    157.5/10 = 15.75 Rift Tiers


    In the time it takes to grind out the shards for one character, you can get 15 tiers of the Rift done. For this Rift, there are 3 characters that require having been unlocked to complete the Tome. Assuming you'd need to grind for all three, 15.75 x 3 = 47.25. You will literally be able to grind out almost five-sevenths of the entire Rift just to earn the ability to complete the Tome. Between Survivor queue times and short matches, imagine how long it would take to grind out that much XP. By the time you've gotten even two characters, there probably won't even be a Rift anymore.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1024663#Comment_1024663

    Yes constant awareness of all gens being worked on and constant free regression is garbage.

    It kind of is when the simple fact that you have to inevitably spend time ignoring gens to chase and hit people forces you to, well, ignore gens to chase and hit people.

  • I mean, the Perk would be garbage even if it wasn’t a Hex totem unless you’re playing Billy or Oni, so I personally see no reason to use it unless you’re one of those two Killers.

  • @Almo said:

    I am confident given the data we have that Pig does not need a buff. As stated before, there are a few weird things to fix, but not specifically to make her more powerful.

    We can't go into huge detail about the information we have on this because it becomes too large a discussion.

    Recall I am a Pig main... I promise I am not trying to keep her down just for the hell of it. :D

    What is it about Pig that draws you to her? Is there something about her that you personally identify with? Do you find her relatable in some aspect as my Pig main friend does?

    Because if that’s the case, I think you’d be much more comfortable playing Clown instead.

  • @VexTheHex said:

    I rather it not be over the top cause I don't want to listen to super loud or obnoxious stuff during a chase on either side.

    There's a difference between "over the top" and "actually sounding like music that would play when you're fighting for your life".

  • B because not completing the challenge gives me an excuse to keep playing Survivor instead of going back to the misery that is Killer.

  • @Mistikus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1016396#Comment_1016396

    we can say the same think about som killrs who want borken thinks back in to game. Dont get me wrong for me ruin can stay as it is now, but maybe devs needed to nerf it to fine a better way of fixing the problem with gens time or maybe killers will get something better in next.

    We dont know what they have planned to us we just simply need to wait and test all the changes and give feed back on everything to give them better viev of this changes. We can say that we have PTB for testing but lets be reall not many people play it longer then a day

    The only broken thing Killers have ever had is Legion, and no one wanted that around; everyone agreed Deep Wound and Frenzy spam was the worst thing yet created.

    As for Killers getting something better: They saw that Ruin is used in 45% of all games, they saw that Ruin is used in 80% of all rank red rank games, and instead of maybe asking themselves WHY that’s a thing, they instead label the Perk as “overused” and nerf it for its “unfun” factor. I doubt they’ll be attempting to fix their mistakes any time soon.

  • Un-breaking broken nonsense like old DS, old MoM, BL, and so on and so forth doesn’t really leave much to “adapt” to if you weren’t the type of person who enjoyed removing the enemy team’s ability to play the video game.

    Besides, a fair few of them did, in fact not adapt; you can find them on the forums asking for these things to come back.

  • @Mistikus said:

    dont be such a drama queen, everyone will adapt after sometime

    I mean, Survivors didn't adapt; that's why Ruin is getting nerfed.

  • @[Deleted User] said:

    I want to cut meg's hair and eat it

    So every DBD player ever?

  • Legion: "I wanted to be a Survivor but the Entity thought I had a cool knife"

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008847#Comment_1008847

    You seem to have not played Legion that much so ill explain how to get hits in frenzy. When you hit a survivor in the centre of the map and you see another near the edges, you travel towards them in an efficient path, leaving no room for the survivors to go. A good legion is uncounterable in this situation.

    That is the most efficient way of doing it, which completely counters that "only 12m" argument (which i know iv'e made in the past) as they need to run at a 90 degree angle from you, not directly away. You also forgot to add the lunge distance that gets you more distance.

    Yea of course if you frenzy towards the centre of the map they are gonna start running early but then you just go back to the survivor you hit. By the time you downed them (cos its only 1 hit) your ability will be back and you frenzy the one you found earlier and the cycle repeats.

    The only time this doesn't apply is when the map is massive, like red forest, however its borderline impossible for like 90% of killers to win on that map against an efficient team.

    Also sometimes survivors just naturally group up, you cannot tell me that there is a team that doesn't come within like a 20m radius of each other like, ever in a match, it just doesn't happen.

    Once again ill say this: I don't think the Legion is good, but he is fun and not as bad as people make him out to be.

    Even the smallest maps are large enough to render this playstyle useless. If they’re actually so close to the edges of the map that they can’t run anywhere and you’re in the center, then they’re without a doubt going to be further than 32 meters from you and thus your Killer Instinct won’t proc, forcing you to waste your power looking for them instead of going to them. What if you guess wrong and go to the side of the map where they aren’t? What if they’re spread out over the entirety of the map, meaning that you’d have to cross the ENTIRE map once you hit one to go hit another? And even then, you know what the counter to this is? Not being on the edge of the map like an absolute dingus. The rule of “don’t corner yourself” applies to every Killer and Legion’s power does little to force Survivors into that corner when holding W is such an effective strategy against him. Even on a map like Chapel, the Goldilocks zone of “too far to be Frenzied, too close to be cornered” is hardly difficult to get to.

  • @shootaman777 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009062#Comment_1009062

    While the killer vaults, the survivor is also gaining distance from the vault/on the next loop to run down Frenzy's duration. The pause doesn't do much to help the killer.

    Legion's power is a map traversal ability. He's an M1 killer with slightly better mobility than a trapless Trapper.

    https://forum.deadbydaylight.com/en/discussion/comment/1009060#Comment_1009060

    That's a part of/consideration in looping, am already accounting for that.

    It’s not even a map traversal ability, because that implies you can use it to get around the map quicker, regardless of its ability to “chase” Survivors, and the fatigue literally prevents you from doing that. It’s actually faster to just walk.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009019#Comment_1009019

    To be fair those numbers also don't include that the timer gets paused while you vault but you still makes distance

    https://forum.deadbydaylight.com/en/discussion/comment/1009005#Comment_1009005

    Yeah those killer instinct increases do more harm then good

    I also think it’s really silly that hitting a Survivor with Deep Wound in Frenzy actually hurts you by draining your gauge and giving them a speed boost. I don’t think it should drain the timer seeing as how that’s broken (though granted, in Frenzy’s current state it would be at least ten times faster to just M1, but still), but if you’re going to give us the option to do it, it should at least do something. Increase the mend time, or reduce the fatigue, or SOMETHING. It’s absolutely ridiculous that hitting a Survivor punishes you.

  • @shootaman777 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008847#Comment_1008847

    Oh, and those numbers aren't even considering that when survivors loop, they increase the effective distance between the killer and themselves, as killers have a slower rate of acceleration around corners than survivors, forcing the killer to be moving slower than the survivor for all turning portions of the loop in question. So, Legion must be even closer to the survivor (starting off) than you mentioned to be able to score a hit.

    Let’s not forget exhaustion Perks or crappy map design forcing you to take a longer path to the Survivor than as the crow flies. Those are also factors for sure.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008963#Comment_1008963

    You know what i miss

    The addons that increased your speed in FF. Those were amazingly fun

    And now they do, what? Increase your Killer Instinct range? An effect that is literally useless because the default KI range reaches over twice as far than your Frenzy can reliably chain if the Survivor runs away? Yeah, I miss those too. Fun fact, Legion is currently the only Killer in the game with a sprint-type power and no addons to increase the sprint’s movement speed.

    Billy and Bubba have the engravings, and Bubba also has chili. Wraith has Windstorm 2.0. Spirit has the various shoes and the mother-daughter ring. Oni has his Dash movement speed addons.

    Even the Huntress, the Plague, the Ghost Face, and the Shape, despite not having sprint-type powers, have addons that at least mitigate the slowdown they receive while charging or holding their power. Even Demogorgon has addons that make him teleport faster and even a brown addon that increases his movement speed while charging Shred from slower than a running Survivor to faster than one.

    What does Legion have? Jack diddly squat. Why?

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008938#Comment_1008938

    I do agree that they are very reliant on their duration addons. Playing without them really limits your chain hits ability

    And even then the duration addons do quite little.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008944#Comment_1008944

    I doubt all GF players play him because of Tru3. I main GF myself and absolutely do not watch Tru3. His behavior is very unhealthy for the community imo and Otz is much more helpful.

    I used to main GF until Tru3 popularized him and made everyone realize that Spine Chill makes his power useless unless you moonwalk to literally every single damned gen. And believe it or not, I actually like looking where I'm going, so I switched to Demo, then Oni, and haven't looked back since. And when I see a bare minimum of one or two Spinechillience combos every game, good riddance.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008935#Comment_1008935

    How will GF stop being meta? He's pretty balanced so has no nerfs incoming and I doubt there will be a killer or survivor perk that punishes the killer for not having a TR.

    He'll stop being meta once all the Tru3Ta1ent fanboys see the streamer in question discover a new "top-tier" build, or when people realize that Spine Chill hard-counters it—one of the two primary factors in actually causing the Perk's power creep.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008912#Comment_1008912

    You can think their bad, that's fine

    I think they are very much playable and if you play them right you have the ability to win against most teams

    You are entitled to your opinion, but basic math and the W key on my keyboard would love to have a word with you.

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008904#Comment_1008904

    And when you hit a stealth killer? Or are on a map where the heartbeat doesn't really allow you to determine where the killer is (the game), and you will be petrified and unable to work on gens inside the terror radius? I stand by that spine chill is the best survivor perk in the game. You can avoid so many chases, or already be in a super strong position to be chased when the killer does find you.

    1) Once Tru3face stops being meta, the most likely stealth Killer people are going to play is Wraith, and even if he sneaks up on you, the need to uncloak gives you ample time to get to a window or pallet, meaning that the pre-emptive warning Spine Chill gives you is less than top-tier in its usefulness.

    2) If the Killer has a TR, you don't need Spine Chill to tell you if the Killer is coming or not. You can easily tell by the loudness of the Terror Radius and whether or not it's getting louder or quieter. Sure, it might make you a little bit more cautious and encourage you to hide over doing gens when you don't need to, but if that's the case the Killer already isn't coming for you anyway and soon you'll be able to tell by the TR that it's safe to come out.

    3) You shouldn't be relying on a Perk to guide your positioning anyway; you should be using your wits.

    I'm only using Spine Chill right now because Tru3face is one of the two stealth Killers in this entire game who are actually good at ambushing when played properly (the other being Pig). Once people stop using that meta, the only thing Spine Chill will be good for is the Spinechillience combo—which is great, don't get me wrong, but its counter-intuitive to my personal preference to be healed rather than injured.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008847#Comment_1008847

    Bold statements for never seeing me play shrug

    if your that amazing at chases then i don't see the problem

    You don't need to like Legion. I'm not forcing you. But i know me and multiple others do just fine with them

    And those numbers are fancy and all but that doesn't change that me and multiple others are able to chain hits just fine

    If you don't like Legion that's fine. But realise that you being bad at a killer doesn't always have to be the killer. I suck with nurse and huntress too. I'm not going around dissing them

    Frankly, I don't need to see you play if you unironically hold the opinion that Legion is, in fact,a good Killer with a useful power.

    And the numbers are raw math of just how easy it is to master the basic counterplay to Legion's basic power; if you get hits with Frenzy, it's not because you're good. It's because the Survivors are bad.

    I used to only ever play Legion until the Ghost Face came out, including when he was 110. I also refused to use Frenzy to down Survivors when Legion was 110 because I felt it was cheap and broken. And despite being a 110 M1 Killer, I still found old Legion more fun and more viable than this absolute heap of trash we have today. I can say without a shred of doubt that if there's any Killer I'm good at, it's Legion. That doesn't change the fact that he's a piece of #########.

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008888#Comment_1008888

    Spine chill has always been the best perk in the game. It offers some of the best information, are you getting chased, should you be positioning at a pallet, or working on a gen? It boggles my mind that people call survivors noob for running it. Not to mention the vaulting speed it brings, saving you from dedicated server hits.

    Definitely not the best Perk, especially considering the mid-chase information you get can simply be deduced by just using your noggin. I'm only running it right now because of the Tru3face meta; once people realize that Tru3face is a garbage way to play the Killer or the devs do something like make Undetectable counter Spine Chill, I'll stop running the Perk.

  • I hardly ever use non-meta Perks. I think the only Perk I use that is slowly creeping its way into the meta is Spine Chill. Aside from that, I mostly use Babysitter, Stake Out, Inner Strength, Iron Will, and Any Means Necessary. I would use Fixated more, but I don't like that the walking speed bonus goes away while injured considering we live in a society where 95% of Killers run Sloppy Butcher.

    As for Killer, I hardly ever play without Shadowborn because it just feels so nice. Sometimes I'll go with MnA because 32-meter TR's are the worst thing yet created. Aside from that, I would rather run Tremors over BBQ and Corrupt over Ruin (even pre-nerf). I try to make a build that balances being competitive and trying to win with Perks that are actually fun and chill, so aside from those Perks, I usually use Surveillance, Brutal Strength, and Infectious Fright.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008741#Comment_1008741

    Honestly sounds more like a you problem.

    It happens every match that you can chain hits and i'm sorry but if you have trouble hitting a survivor even once then you just need to get better at chases

    Legion satisfaction comes from injuring really fast and then only needing to outplay the survivors once to down them.

    It's not unusual against a good Legion that has everybody injured that suddenly every 30 seconds someone goes down and gives him a pop goes the weasel

    If your a killer that needs a power to hit survivors and let's themself be looped for 3 gens if they don't then yes i can believe you that you don't think legion is fun

    I was likely better at downing Survivors as 110 Legion without using Frenzy than you are as 115 Legion. Try again.

    Also, if you're so convinced Legion is great at chaining hits, here's some numbers: At a rate of 1.2 meters per second (the speed at which a Legion in Feral Frenzy catches up to a running Survivor), a 10-second Frenzy means that in order to outpace a Frenzying Legion and totally nullify his ability to chain a hit, you only need to be 12 meters away.

    12 meters. Three-eights of the Legion's base Terror Radius.

    Wow, so good.

    And with double duration addons, it goes up to 16.8 meters. Barely more than four-eights or one-half of the Legion's Terror Radius. That's with his best Frenzy addons. His BEST. If you exceed 16.8 meters of distance from the Legion at any given point, there is no way his Frenzy can touch you unless you sit still.

    God, Legion is so good.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008392#Comment_1008392

    Feeling in control of when people are injured is very fun. When they are injured you know the power has done it's job. It's also fun getting them injured because getting chain hits is satisfying AF.

    Chases are shorter because everyone is injured, however it doesn't make him a good killer. similarly a fun killer is completely separate to a viable killer.

    I don’t feel in control when Survivors are injured. If anything, I feel more disadvantaged because Perks like Dead Hard, the Spine Chill-Resilience combo, and Adrenawin can honestly make Survivors even harder to chase while they’re injured.

    Sure, it feels satisfying to get chain hits, but what with how basic and simple the counterplay to a Frenzying Legion is, how often does that happen? You only move 30% faster than a running Survivor; as long as they split up, what’s usually going to happen is you Frenzy someone, spend ten seconds slowly catching up to a red blip in the distance, and then get hit with a headache-inducing Decisive Strike stun after which your power goes on the second-longest cooldown in the entire game. If anything, it’s the opposite of satisfying. It’s frustrating.

    Also, once your power has “done its job” (assuming the Survivors are potatoes enough to let a power like Feral Frenzy do its job), then what? You’re a completely basic M1 Killer with literally no power, and if you use your power, you get punished. So you can get 1 or 2 chains at the beginning of the game, then you’re a Trapper without his traps? How is that in any way fun?

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1004519#Comment_1004519

    Then if the survivors are injured don't use your power? Then at that point everyone is a 1 shot down.

    A) A Killer who has no power when people are injured is fun?

    B) Then just loop???

  • Any Nea with bright hair. They’re almost always Noob3 wannabes.

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