Dino7281
Dino7281
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2545270#Comment_2545270
I mean, nobody here wants basekit or most add-ons changed, just the two speed ones + alchemist's ring and if you even attempt to argue the latter is anywhere near balanced I will genuinely start to cry
Why do you think it is not balanced?
It's quite risky to do and not really easy, if you miss, then you lost quite a lot of time for it.
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@NoOneKnowsNova said:
I really like this thread, so here are some of mine for killer.
- Unless you're very high up the ladder oof MMR or survivors bring very specific builds, the game is for the most part balanced.
- A killer being fun to play and fun to play against is more important than strength but they should have an equal balance. A great example of this is Blight who is all three.
- As a Billy main, his rework didn't gut him and he is still an A tier killer.
- Most SWF aren't OP, and are just regular players who are trying to have fun with their friends.
- Swamp is worse than Haddonfield.
- Noed needs a nerf, its unrealistic to expect survivors to do all 5 totems if they're solo or if they're playing on an inside map.
With that, here are some of mine for survivor.
- Exhaustion perks shouldn't exist (specifically SB and DH) and if you're good at the game you won't need to use them. Additionally it's more fun not to use them.
- Flashlights are the worst item and unless you're doing challenges you shouldn't really bring them.
- Tbagging is fine IF it's to try and get the killers attention off another survivor instead.
- Spinechill is heavily overrated.
- Self Care isnt a bad perk if used right.
And finally, some general ones.
- Most sets are completely fine. If you think otherwise, don't buy them. Some however should have the head/weapon available separately.
- Most reworked maps are completely fine, with the worst two realms being Haddonfield and Swamp, two that havent been reworked.
- Hawkins Lab going is a good thing as that map was extremely unfun to play on.
Probably missed a few but that's all of mine.
- A killer being fun to play and fun to play against is more important than strength but they should have an equal balance. A great example of this is Blight who is all three.
Yeah, but they often forget about part "fun to play" ...
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@kamidak said:
https://forum.deadbydaylight.com/en/discussion/comment/2545576#Comment_2545576
https://us.v-cdn.net/6030815/uploads/GD7QMNV0XR3F/dbd.png
well... assuming many hours was alt+tab watching stream...
And yeah... is just a idea because the frustration is gigantic at the point of me just sit there with the killer waiting for "my turn"
The problem is that there are times where camping is needed and best approach for killer.
For example:
every gen is done and that hooked survivor is my only objective atm.
I have 3-gen in that area, so I have really 0 reasons to leave.
Noone likes bubba, who camp survivor on first hook in the game and you need to have SWF to fight it, where they just do gens asap, then try to do maybe 1 for 1, depends on hook location.
It sucks for soloQ, but soloQ sucks overall. That's why lot of players want buff for soloQ and give them more info.
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https://youtu.be/rWqiipJW9R8?t=0@SabunoHakia said:
https://forum.deadbydaylight.com/en/discussion/285404/i-want-a-rework-of-the-legion
Weakest killer isn't the legion, the weakest killer is the clown.
Does this count? not really main tho
Legion vs Clown, depends on skill of survivors, you can destroy Legion way more, because he has 0 1v1. Clown will get at least some downs, because of his power.
But Legion is better noob stomper.
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@slendermansmoom said:
https://us.v-cdn.net/6030815/uploads/62WGZB80P0UO/dbdddd-pnd-png.png
will always be the best generator yoinker
not anymore... so I don't think you can use "always".
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200+ hours / 2 weeks = 14 hours per day?
Yeah, that seems right...
You know that your change would do nothing, because killer would just move from side to side?
Try to go play on dbd discord with other players, if you are from EU you can find mostly decent players there.
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@BasementDweller said:
https://forum.deadbydaylight.com/en/discussion/comment/2545223#Comment_2545223
Stop trying to derail with your corny forum lingo and slang.
What @WishIcouldmain said wasn't "corny forum lingo and slang". Those are literally two add-ons that make the zombies somewhat useful.
It's almost like he is not Nemesis main, who would have thought?
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@FruityCocktail said:
https://forum.deadbydaylight.com/en/discussion/comment/2545222#Comment_2545222
I'd like the link to those made-up Killer Main statistics.
I'd like the link to YOUR made-up statistics about Zombies.
You have nothing to back this up. Zombies are just annoying, but they are not really good second power.
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/2543733#Comment_2543733
I am pretty sure i said 30% old BL had 75% reduction. Anyways give it 30% reduction test it if its too strong on haddonfield. adjust it. Very simple solution.
You can get almost infinite in White house already, if there is open window next to basement.
But I agree it would be better to use PTB also really just for testing and see feedback, if it is good or not. Right now, there are usually very little changes, so PTB is just for trying to find bugs.
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@RenRen said:
I mean if killers get the ability to ban maps or perks then sure.
As above, that would be shitshow for everyone. Noone would be able to play top killers, mainly Nurse and you have no idea how much more camping you would see, if killers could ban BT.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2541813#Comment_2541813
Ok. But in return killer can ban 1 perk for each survivor.
Oh right, good luck trying to play without BT, when killer knows that you can't have it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2543933#Comment_2543933
You could change The Legion Pin to apply Incapacitated for a lower duration so it's far more useful. Would also completely stop Survivors from repairing a generator directly in-front of The Legion.
Damn, that would be ######### cool. Maybe like 5 seconds?
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@Kurri said:
That moment when you run Undying and Devour Hope, and the totems stay up because the survivors assume they are Haunted Grounds - until it's too late.
They might work on Spirit, otherwise I always go for it.
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@Emeal said:
- It would certainly inform me of a good opportunity to tunnel since I dont count hookings, nor try to remember who was hooked.
- If I was informed of that, I would probably want to take it.
Dont you think those here who feign ignorance that this could not encourage tunneling in any way are a little economical with the truth?
Like come on, really?!? You dont see why informing a player of the Opportunity would encourage them to take it?
Information clearly leads to action, I doubt BHVR is gonna buy this argument from you guys.
A better argument would be to argue it gives the Killer better opportunity to play like a Killer is supposed to, that being tunneling / camping / Slugging is a part of the game and Survivors need to be able to react and counterplay all these strategies. And why that is okay for the game.
It's funny, so far it doesn't prevent actual tunneling, only creates accidental tunneling.
I just can't be bothered to remember with multiple same survivors, or when I switch targets a lot. So sometimes I kill someone with 4-5 hooks overall, because he got unlucky... I would just slug him, if I knew.
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@Rougual said:
Just remember.
I can remember it, when I want to tunnel, but why should I do it, when I just wanna play normally?
It gets complicated with multiple same skin survivors...
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Alternatives:
-Remove grades overall, so we are not really forced to grind it each month and can just chill & play for fun
-Make them based on your MMR, so it gives valid information and is not just player level 2.0
-Create better rewads than BP, so it is worth it. Charms / skins just something I can flex with.
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/2541926#Comment_2541926
I agree with most of these.
Becoming 6m/s *after* stabbing someone seems needlessly complicated. I get it, a reward for getting a hit, but seems more like leaving an opportunity for something to break.
Defaced and Legion pin are fine. I use them with perks like Thana or Blood Echo where they shine pretty well
Everything else? Yeah, I'm with you.
Yeah, I can see it can be valid with Thana, my issue is that you don't really want to discourage survivors from healing as a Legion, even with Thana. They waste time and it is really easy for you to injure them...
Defaced Smiley Pin might be fine, so you get even more slow-down, but I would definetly change The Legion Pin. You don't want to completely remove that option, some other status effect that could work: definelty not Oblivious (doesn't work with Legion's power then), we already have Blindness and Mangled...
so what about like 5% Hindered in Deep Wound state? We might need to move it to higher rarity tho... Alternative is exhaustion, but that is just boring.
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Just make cool-down way lower -> fixed.
I think 40 seconds would be fine. You still need to have gen with progress to use it on and go there -> not chasing anyone.
Good survivors will be able to hit those skill-checks anyway, so 80 seconds is just too much.
Even with 40 seconds it would not be better than Pop / Ruin / Eruption, probably not even Surge, but it would be way more interesting as slow-gen + info perk, that's why I like Eruption so much.
They need to buff lot of killer perks, so there is not Corrupt / Ruin every game. That is just boring, but there is not much options for some killers.
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@RenRen said:
https://forum.deadbydaylight.com/en/discussion/comment/2543543#Comment_2543543
when anybody finishes a gen anybody with wglf gets a token. It fits the theme cause gens means escape which is survival which is living.
Yeah, this way it is fine as long it would be only way to get totems -> your team needs to do at least 4 gens.
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@GrimReaperJr1232 said:
Haddonfield would like a word...
Wait, you don't wanna deal with infinite loop in White house? I don't understand why...
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@Emeal said:
It would encourage tunneling, just like it did on the UI PTB.
Not really, if I want tunnel someone I do it by name anyway.
Problem for me is multiple same survivors, or when I play hit&run I often forgot how many hooks each survivor has and kill someone on 4/5 gens by accident, where I would usually just slug, so they have chance to play more.
I don't think it would break the game in any way, or you would see more tunneling.
It would mainly solve the problem with survivors using same cosmetics, that can be really annoying.
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@adirgeforthedead said:
https://forum.deadbydaylight.com/en/discussion/comment/2543557#Comment_2543557
That could be an interesting take which would probably solve the issue with the Survivors that use it thinking the name is "We are Going to Farm Together"...
I would actually not go this way. You often have survivors that just got carried and were never really in chase, or hooked. So it would be hard for multiple survivors to earn 4 tokens. It would be quite hard nerf for soloQ survivors, they would be forced to use other perks to be even able to earn 4 tokens.
I would be fine with current version, but add healing downed survivors.
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@adirgeforthedead said:
I don't think WGLF is in a bad state, but I do understand where you are coming from about it feeling "inferior" to BBQ & Chili. As Killer, hooking different Survivors across the trial will happen organically (lest you are camping or tunnelling), whereas Survivor, you will kind of have to compete with your teammates for the saves... whether hook rescues, pallet/flashlight saves or protection hits.
If anything, I agree with the idea that a way to make it better would be if a token is added for each full health state you heal a teammate.
Hmm, if we wanted to have same theme:
What about 1 token for each unique unhooked / healed survivor.
You might wanna count protective hits for it too.
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@RenRen said:
I feel like they should remove the protection hit thing and replace it with gens done.
You mean that everybody would get stacks whenever anyone does gen?
That would actually not be bad, but problem is that it doesn't fit theme of the perk.
Or that it would be for either unhook or gen done, because at least for me that would be harder to earn 4 tokens.
You can have game where killer doesn't get many hooks and earn 4 tokens from protective hits, but there is no way you can do it from gens. It's easy, if everyone has WGLF, then number of hooks is limited and number of gens is limited, but number of protective hits is not, so everyone is able to earn 4 tokens, if you try a little.
Bonus healing speed on downed survivors is really good and I would work around that.
Maybe add new way for earning tokens -> healing downed survivors.
That perks support that, so it fits theme and would make it easier to earn tokens.
I don't actually find it hard to earn 4 tokens, because I do 1 for 1 quite often and that earns 2 tokens.
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Yeah main things are faster movement speed after first hit in frenzy and shorter stun. Rest is just to make it feel better.
You could also add not losing your power for m1. I still don't understand why that is a thing.
I don't want him become S/A tier killer, just make it feel better to play him.
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@nanasi_K9 said:
https://forum.deadbydaylight.com/en/discussion/comment/2541926#Comment_2541926
It seems like a very good idea.
It's hard for me to understand exactly what "The depletion of Feral Frenzy pauses while performing the break, damage and search interactions." means because I can't translate it well.
Probably... I think it's about the timing of consuming the ability gauge.
「Feral Frenzy’s fatigue state is 3 seconds and a missed Feral Frenzy attack prompts a 4 second fatigue state.」
I don't think it's necessary to stun him when he strikes out. As you can see from his perk, he should be able to hurt the survivor by slashing him repeatedly.
That means that you will not lose rest of your duration while being stuck in animation during Frenzy.
just QoL nothing big.
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Depends how?
In a way that Demo chooses teleport? sure
In a way survivors do? no. You don't have time for that and you would lose that totem even faster than now, because survivors would probably see where you went and just followed you.
It would be better to just create new and better totem spawns. Too many maps have guaranteed spawns, or super visible spawns and survivor can spawn next to your hex.
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@ThePolice said:
The blindness effect is literally useless on this perk since it only lasts 5 seconds
It's not something really interesting, but I think it can be annoying. Mainly for soloQ tho.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2542075#Comment_2542075
I'm not asking Legion become unbeatable, but it would be different feeling when u loose not because u faced a wall your killer can't surpass but because u did bunch of mistakes. And with Legion when survivor holds W, or loops rly good there's nothing he can do to prevent them doing it.
Perks can help with that.
Hold W works against most killers, but I don't really have problem with that as Legion. There are killers that suffer way more from that.
Legion is good at finding weak link, because you switch between survivors a lot. So when I see survivor that will give me hard time, I am not going to commit. Just try to get 1-2 pallets from him, then frenzy hit and find different target.
I don't face teams with 4 good survivors that will play safe that often, maybe like 1 in 5 games. There you have to play around 3-gen and create deadzones fast. It's kinda boring to do, but other option is to tunnel someone asap and that's wrose imo. 3-gen tactic will become worse with boon totems tho.
I don't really need him to become strong killer, I just want changes that will make him feel better to play, so I enjoy the game even more.
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@DawnMad said:
When Frenzy ends, Legion goes in to fatigue for 4 seconds. This is really long of a stun and many people say it should be at least a second shorter. Here's my idea for it:
- When Legion's Frenzy ends, Legion goes in to fatigue for 4 seconds. Fatigue lasts for 0.5 seconds less for each unique survivor hit.
This would make it so if Legion were to use his ability in a chase to catch up he would still have a long fatigue. On the other hand if he were to get hits on all 4 survivors he would be rewarded with an only 2 second long fatigue, which would probably lead to an easy down. This would be mainly the survivors fault for not splitting up efficiently so I believe it would be pretty fair.
You would need to buff frenzy in some way, so it is easier to get hits.
This would not help Legion against good survivors, because you are not going to get many chain hits.
This change would only help stomp noobs more.
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@NerfedFreddy said:
Legion power is reward itself, it's strong and easy to use
It's strong as long survivors group and you don't get big map.
You will be happy with 2 hits during frenzy against good survivors, but sometimes not even that.
Legion is good noob stomper, but really bad in high MMR.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2541935#Comment_2541935
I doubt u will get high MMR players who can outplay Spirit, Had or even Nurse and suddenly loose to a Legion.
Even if u are best Legion in the world, your results will be meh against survivors who can play around A/S tier killers.
Untill devs reveal everyone's MMR , everyone thinks he is against high MMR when game becomes tough.
All I can see is how many hours they have played on dbd and my avarage is around 2k.
Thing is that your other killers get boosted by your best killers and I got there with Blight, when I was grinding for max grade. Now I have to deal with it while playing other killers too.
You don't need to be tournament level survivor / killer to get into high MMR. The cap is not that high. It is possible to deal with that as Legion, but you have to play around 3-gen a lot.
And yeah, I would love to see my MMR on my killers, so I can improve them, but they are not going to reveal it, because we could see how bad it is...
I can outplay Hag, because I love to chase, so I just follow her and never let her set up web. It is annoying af when someone does it to me when I play Hag.
Spirit used to be hard to deal with, but new nerf will help a lot imo.
Good Nurses are super rare, but you can mindgame avarage Nurses, if you have objects to break line of sight.
You can question my skill all you want, but that doesn't change that your suggestions are terrible and that tells me a lot about how much I should value your opinion...
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2541898#Comment_2541898
Franks Mix Tape would get changed. Also hitting a survivor who still has Deep wound on them should not lower their DW timer. These solve both the main problems with my idea.
I don't get 4 hits too often because I'm not the best Legion. I believe a Legion main or a really skilled player will get those 4 hits maybe once or twice a game. I increased their basekit duration to help with this. Also lowered their cooldown for cancelling (not missing) their power.
After everyone is injured his power has no real impact other than mobility. Since all high rank survivors usually stay injured it's quite pointless sometimes using your power. It's why I wanted to try to make his power have a potential instadown.
I have probably over 200 hours just on Legion and trust me that you will not get many chained hits on high MMR. That is main issue of Legion.
This would help stomp noobs, but will not help against good players.
And main problem is that this change would block any possible buffs to Frenzy, because if you buff movement speed / duration, then you will have power that will insta-down + injure all other survivors + slow-down the game. That would be really annoying to play against.
Good survivors would deal with it by camping pallet and stun you after you hit them. It is really annoying, but not that many teams do it. You can counter this with Enduring for possible insta-downs tho (if you get on same side of the pallet as survivor).
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Yay, copy-paste time again, because my opinion didn't change.
Changes I would do:
QoL changes:
- The Legion may see the blood pools of injured Survivors during Feral Frenzy.
- The Legion doesn't lose his power charges, when he m1.
- Feral Frenzy begins to replenish at the start of the fatigue state.
- The depletion of Feral Frenzy pauses while performing the break, damage and search interactions.
Buffs:
- Feral Frenzy’s movement speed is increased to 6 m/s after applying Deep Wound.
- Feral Frenzy’s fatigue state is 3 seconds and a missed Feral Frenzy attack prompts a 4 second fatigue state.
Do this and I am happy Legion main.
Maybe some add-on rework would be nice too. His add-ons are not bad overall imo, but there are some that need to be changed:
The Legion Pin - doesn't support play-style
Stab Wounds Study - useless
Frank's Mix Tape - useless
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I will just copy-paste from my post as for buff SoloQ:
Changes I would like to see:
-Survivors can see each other when someone is on hook.
Simple change of something in this game already, just kindred without killer aura and would probably help most. It would prevent multiple survivors / 0 survivors running to unhook and wasting a lot of time.
-Show who is in chase.
They wouldn't really need to create anything special for this to work. Just give everyone the obssesion symbol, which already shows when that survivor is in a chase. Actual obsession could be highlighted in red, which is also a thing already.
-Show each survivor's perks in lobby.
This one would be probably hardest to implement, but would help to prepare for game a lot, because you might fill roles with perks, when noone uses them. You could bring totem detection perks or BT, when you see noone uses them. On other hand when you see that 2 players are already using Inner Strenght, then it would be good idea not to use that too.
As for Corrupt, it is little random, because of spawns. Survivors can spawn next to an open gen and in that case it is useless. That would be fixed, if survivors spawned together.
I use it only as Trapper. Otherwise I think Ruin is better as early slow-down.
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So did killers.
What makes game more toxic imo are grades, I don't mind to chill on max grade, but till I get that I am just gonna kill all of them. They force players to get on terrible grind streaks instead of just playing for fun.
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Main changes that needs to be done imo is buff soloQ, so it is not that bad experience, buff weak killers, make it that survivors spawn always together (you can have offerings for different spawns) and create more / better totem spawns. Some maps are just terrible to use totems with multiple guaranteed spawns, or visible locations accross the map and survivors can spawn next to your hex. Totems spawn in pentagram system on most maps, so as long you find 1, you will find rest easily and don't even need to use any totem hunting perk atm.
Problem is that you can have survivors spawn each on different gen and that is situation where you are going to lose 3 gens for 1 hook.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2541746#Comment_2541746
Unless I'm missing something I'm pretty certain Frank's Mix Tape doesn't do what I've suggested. I believe it lowers the mend time but not with consecutive hits. It definitely doesn't end with an instadown for 4 consecutive hits.
Oh got it now.
It might be kinda unhealthy paired with Frank's Mix Tape and without it didn't get much use.
How many times did you actually manage to get 4 hits? It happened to me like 2-3 times.
But 3 hits are possible and you would just hit same survivor again for down with Frank's Mix Tape.
But on big maps you are usually happy, if you get 2 hits, but sometimes not even that if they spread well across the map.
I would rather buffs that will help to get those chain hits at all.
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I would rather see some overall improvement to reduce grind. This would help to get best perks on new killers / survivors, but wouldn't really help new players that need tons of BP to unlock all of them.
@Pirate said:
I want to propose a change to the bloodwebs regarding the entity picks and the general layot!
What this should achieve:
- more perks in shorter time
- shorter bloodwebs
- help for new players
https://us.v-cdn.net/6030815/uploads/OVEPMNLEWCLZ/bloodweb-rework.png
(don't wonder about the addons in the pic, I just had no energy to give the tree variaty so I copy pasted 2 things!)
Like you can see above the entity picks from the basis/root instead of the end. Each perk tree opens with 6 perks directly at the basis when one is picked the entity blocks a random perk blocking all addons following it. The entity is not targeting the perks itself but the "root" instead which means it would still act this way if there are no perks left anymore.
With this changes the entity will always take exactly 50% of the tree which is more then it does at average now.
Nice to have changes:
- Click on perk/addon/offering instead of holding it for 1 sec.
- faster animations
I hope you like it and I hope BHVR likes it so we can get this instead of what we have now which would a improvement on all fronts.
Still think this is one of the best ideas for it and easiest to implement.
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@shalo said:
I'll switch to the obvious counter, Plague, until the novelty wears off for Survivors.
That's really good idea. Exposed killers will work too, maybe not Oni tho...
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2541848#Comment_2541848
Then what's your idea to improve his 1v1, cause currently it's a joke. And buffing Feral Frenzy isn't an option. It's doesn't matter how fast u was once u hit fatigue.
- Feral Frenzy’s fatigue state is 3 seconds and a missed Feral Frenzy attack prompts a 4 second fatigue state.
This is enough for me and let's say you can get it down to 2,5s with add-ons. I would definetly not go lower than that.
He is not killer that is supposed to have good 1v1, if you want good 1v1, then Legion is not for you.
I would not change mending in any way, that works fine how it is.
I would be really happy about my changes + few add-on reworks.
I don't need him to be S rank killer. I just want QoL changes and buffs to Frenzy so it is possible to use it even on bigger maps.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2541838#Comment_2541838
If u think all of this is broken, then u clearly never met Hag/Huntress/Trickster/Nurse/Spirit/Oni and others who can get down in less than 10sec.
Yeah so broken that i find it funny. 😂
Hag/Huntress/Trickster/Nurse/Spirit/Oni needs to earn it and there is counter-play to them. You can have good chases with them.
If you get downed in 10 seconds against Hag/Huntress/Trickster/Oni, then you are just bad. It's not that they are super broken and you can't do anything about it.
Nurse can be hard to face on some maps, but not impossible. Spirit will get way better after new nerf. You forgot Blight, but even he has counter-play and you can have good chases.
Your legion would get free first hit and then just followed survivor till he bleeds out in 20 seconds. 0 skill needed, 0 counter-play. Yes, it would be broken and really unfun to play against.
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@Tricksters_Wife said:
If a banning system were to go live I would never be able to play Trickster again tbh since survivors are definitely not fans of facing him.
Also referring back to the first comment, when has Overwatch ever had a banning system? I would love to take Doomfist straight out of the game if possible lmao. But maybe you're thinking of something like LoL where they have a champion banning system but they have 157 different champions to play versus the 25 killers we have.
There is anyone who doesn't like Trickster.
He is one of my favorite killers to play against. You can get really good chases with him unless you ######### up and get yourself in open, or bad map tho.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2541773#Comment_2541773
Legion biggest problem he is very weak 1v1. He has literally nothing outside of m1 to end chase and fatigue doesn't make it any better, so even if u give him 100m/s during Feral Frenzy it's pointless if he can't end chase fast.
If we keep fatigue it should be around 2sec stun cause otherwise u still pray survivors hit u with a pallet because 4sec is nuts and pallet stun is 2sec.
DW is a joke against good survivors. It's timer freezes if u keep chasing survivor, and if u leave him he immediately start mending. And it takes him around 5-6sec to mend that feels kinda meh.
His addons.... How many of them Legion uses when he goes for win or a decent play with 2-3 kills, 3-4? Others are just meh to mess around.
Buff his addons a little bit because having +0.1sec/ +0.2sec or similar is a joke, and give Legion back bleeding mechanic so DW timer doesn't freeze and start ticking from moment he hit survivor.
Yeah, that's what I thought... You definetly wasn't around when Legion was released and I don't think you even play him.
Legion acutally doesn't have that bad 1v1 -> you have free first hit, you need to get down as M1 killer, which can take long with lot of pallets, that's why you need to support him with perks.
Your version of Legion would be the most broken thing in dbd.
"give Legion back bleeding mechanic so DW timer doesn't freeze and start ticking from moment he hit survivor."
So you are fast af and can down anyone in 20 seconds just by running after them, so they can't mend? Yeah, balanced...
2 sec stuns would be already broken, because survivor would not get enough distance for any decent chase. You have free first hit, then you would run in front of him and cancel your power for easy down.
Your Legion would become the most hated killer again and nerfed to the ground again.
Btw mending takes 8 seconds and it is really easy to apply, so it is not really bad slow-down.
Legion has slow-down power and also detection. He really doesn't need good 1v1, you just need buffs, so he is able to use his power even against decent survivors.
His add-ons are not that bad. PH, Ghostface have bad add-ons... Legion can use addons for:
-reduces Feral Frenzy Recovery time.
-increases Feral Frenzy duration.
-decreases Feral Frenzy Fatigue duration.
Those are probably his best add-ons to use, but you can get some use from:
-increases Killer Instinct Detection range. (more info)
-increases Survivors' Mending time (better slow-down)
and Iridescent Button is really strong add-on.
Smiley Face Pin (Blidness) can be quite annoying and I have never really used Fuming Mix Tape, but it can give good info.
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When was last time they released OP killer? I must have missed that... Let's see newest killers:
Blight got good after a lot of QoL changes, but he wasn't that good on release.
Twins close enough, but tons of bugs made them worse than they should be and they need to played in really specific way to be good.
Trickster, yeah so OP, right?
Nemesis, Low B maybe, easy counter-play, brainless Zombies that gets stuck everywhere.
Pinhead, again little better Trickster case. High C at best. Low B if you get perks to abuse the Box.
You really don't want anything like that. We just don't have nearly enough good killers for this. Blight / Spirit / Nurse would have super long queues and this change is just 100% one sided for survivors.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2541746#Comment_2541746
Thx NO. It doesn't change any of his problems for current Legion mains. U still can't prevent players from looping u forever, still stun yourself and give chance to escape, add-ons are still mostly useless.
Unless you want to give him shotgun, survivors will always will be able to loop him forever, if they are better than him. His power should not help you actually down survivor and I am fine with that, you can support this play-style with perks quite well. I love using Enduring + Spirit fury.
Of course he needs to get stun, it would be super broken without it...
His problem is that against good survivors you can't really use your power, because survivors will instantly split and run asap they hear your TR in frenzy. My changes would help that.
You would get less stun, so it would be easier to catch survivor.
You would get faster, so it should be easier to get chain hits.
QoL would result in easier tracking, faster recovery, longer duration.
And he wouldn't need that many add-on reworks. There are killers with way worse add-ons than Legion. Legion has several decent add-ons.
Add-ons that need rework:
Defaced Smiley Pin - doesn't support play-style
The Legion Pin - doesn't support play-style
Stab Wounds Study - useless
Frank's Mix Tape - useless
Rest is fine imo and I use any of them.
Legion is probably my most played killer. I use him for ranking fast and BP. It's rare not get 4k even with SBMM. I really don't want any major buffs, that would get him to S tier. Legion used to be super uhealthy to the game, so devs are kinda scared to give him buffs now. I don't think my changes would make him broken. He would be better, but mainly would feel better to play him, which is most important thing imo.
When you think this wouldn't fix anything, then tell me. What would you do?
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@CashelP14 said:
I would like to suggest giving Legion some lethality to their power. Currently if survivors stay injured then their power is pretty pointless.
I want to give them something that still rewards them hitting injured people, while also giving them a potential down for getting consecutive hits. I've explained my idea a number of times before but not in it's own post, just as a comments.
Here's my suggestion.
I want every consecutive Legion hit to decrease the mend timer by 1/3. Here's how that will look:
- 1st Hit - 3/3 DW timer remains
- 2nd Hit - 2/3 DW timer remains
- 3rd Hit - 1/3 DW timer remains
- 4th Hit - Instadown
I would also like his duration add-ons to be massively nerfed (maybe remove one of them) and to massively increase their duration basekit. Lastly their cooldown for cancelling should be 1 second shorter.
This rewards good Legion players and punishes bad survivors who group up. Gives the Legion choice as to whether they want to risk going for all 4 hits or go for an out of positioned survivor.
I believe this would make Legion a solid B tier killer. Nothing special but something that can easily be done.
Isn't it just Frank's Mix Tape? Which is really bad add-on for Legion...
Changes I would do:
QoL changes:
- The Legion may see the blood pools of injured Survivors during Feral Frenzy.
- Feral Frenzy begins to replenish at the start of the fatigue state.
- The depletion of Feral Frenzy pauses while performing the break, damage and search interactions.
Buffs:
- Feral Frenzy’s movement speed is increased to 6 m/s after applying Deep Wound.
- Feral Frenzy’s fatigue state is 3 seconds and a missed Feral Frenzy attack prompts a 4 second fatigue state.
Do this and I am happy Legion main. Maybe some add-on rework would be nice too.
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@JexxTron said:
https://forum.deadbydaylight.com/en/discussion/284919/can-we-make-failed-grab-fix-as-guaranteed-hit
Picking on helples christmas animals I see.
I just wanted Christmas dinner...
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@Harold_Shipman said:
https://forum.deadbydaylight.com/en/discussion/comment/2539446#Comment_2539446
you were only in range on your system, but on the server you could have been anywhere.
Pallet is only place where you can get denied hit, vault should not be a thing, or just let me disable it. It is almost never good for me.
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Yeah, because survivors don't have nuclear options at all, right?
You need to have different play-style against Hag and never let her set up web.