Avatar

DoomedMind

DoomedMind

About

Username
DoomedMind
Joined
Visits
810
Last Active

Comments

  • @[Deleted User] said:

    Poised is luck-based but solid, actually. Run Poised, Dark Sense, Adrenaline, and Distortion and get back to me - I love it! Deerstalker isn't bad either, even though slugging builds are weaker now than they once were. I can see running it in a snowball build with things like Infectious Fright.

    My top 5 in no particular order:

    • No Mither - It should either lean into its "challenge perk" side and grant bonus BP in exchange for the high risk of using it, or it needs to offer a high reward to go with its high risk (e.g. buffing the user's speed by 1%/2%/3%). If not, I think it needs a full rework.
    • Monstrous Shrine - Agreed, it's useless. It's also hard to buff because I don't think meaningfully buffing the basement game is something that would be healthy for the game. With that said, I heard an idea from someone that Monstrous Shrine could cause a second basement to spawn on any maps that have two basement spawn locations. It feels more like an offering effect than a perk effect, but I still think that could be cool.
    • Up the Ante - It is only usable in SWF in a Up the Ante / Slippery Meat / Salty Lips stack. Otherwise it's absolutely terrible. I would like to see luck reworked to also affect the rarity of items in chests. That wouldn't make this perk good, but it would be a lot less terrible. It's hard thinking of other uses for luck that wouldn't be controversial, but I could see things like giving you a chance at preventing the loud noise notification when missing a skill check, giving you a chance at a fast vault when you'd typically get a medium vault, etc.
    • Predator - Spawning scratch marks closer together is actually a bad thing in most situations because it can prevent them from showing up on walls and such, and thereby make survivors more stealthy. I've found it useful as a Nurse in the corn, but there are precious few situations where it actually helps. I'd rework it to make it a reverse Lightweight. Instead of affecting the grouping of scratch marks it would make scratch marks persist in the environment for longer.
    • Unrelenting - You should almost never be missing hits in the first place, and even if you do, a 30% cooldown is honestly not that useful! The default missed basic attack cooldown is only 1.5 seconds, so reducing that cooldown by 30% only saves .45 seconds. If the survivor holds W away (which they probably won't, since they were probably juking all over the place if you missed an attack) they'd only make .77m in .45 seconds on a 115% killer; killer movement speed is cut in half while cooling down from a missed attack, so .45s * (4.0m/s-(4.6m/s / 2) = .765m. A killer would make up that extra distance in .765m/(4.6m/s-4m/s) = 1.28s. That is absolutely nothing. In extremely rare cases it might be the difference between a survivor making it to a pallet and not, but that should almost never happen given that 1) it's a small amount of time saved, and 2) again, you should almost never be missing hits in the first place. It's not absolutely useless if you're learning Nurse, since it's a default perk (meaning new players will have it unlocked) and she already has a long fatigue after blinking and you'll likely miss a lot of swings with her. That extra .45s saved on the cooldown / fatigue could be what you need to not lose a survivor, and at the very least it'll make her feel a bit less punishing to play. It's still pretty trash though... I would buff the effect massively. Think maybe a 60% cooldown reduction on missed swings. That way, it's niche, but it's actually good in its niche. A .6s total cooldown on a missed attack is insanely small, so you could definitely catch some survivors unaware with that. It'd make learning Nurse even less punishing too, which is great.

    Dishonorable mention to Technician. It's already a beginner perk locked behind DLC (on most platforms), which is useless, and that 3% additional penalty is downright insulting to anyone else who might want to try it out. They should just remove the penalty. Then there are at least no drawbacks to running it and it could even be useful against Freddy for waking up by blowing up a gen without alerting him.

    Another dishonorable mention to Beast of Prey. 50% bonus in-game Hunter BPs are pretty useless because you should already generally be at or close to the Hunter BP cap by the end of a round. Removing your red stain in Bloodlust I is also pretty useless, because you can just moonwalk to hide your stain and you also shouldn't be in Bloodlust but not have LOS on the survivor very often. It could be okay for real beginners though for getting some surprise hits.

    Actually Up the Ante is a niche Perk concerning luck, so yeah, use it with Slippery Meat, or Plundered Instinct

  • @Phasmamain said:

    No mither has use in slugging builds and sabo builds.

    Poised is underwhelming but occasionally very helpful.

    Use in slugging builds ??? As killer, you slug someone who has No Mither ? Please. You see a No Mither surv, you hook him...

  • I think that if a DC happens, it should be automatically a safe pip, no matter what.

  • It won't be aggravating, but there I'm sure it would be too powerful, 16m aura reading to see broken totems aura is sooo much !

    If you see directly every broken auras, it's a little bit brain dead, you juste have to go to zone where you don't see any aura and the sound cues from Small Game would do the rest, too powerful because you gain an immense amount of time just because you have that perk, without doing anything. Hexes are supposed to be super strong, even when the killer faces maps and Detective Hunch (detective hunch requires to do objective, and the aura reading isn't permanent, and the map you use it in exchange of map consumption, always with range, so Small Game showing broken totems in the entire map would totally override the map and Detective Hunch).

    Or, for each totem you cleanse, you gain 4 meters, or 8 I don't know, of aura reading ! That could be an idea !

  • Yeah that's true, but I admit as a killer main (even if I play a lot survivor), I'm not sure if I want survivor perks which would bring SWF advantages to exist, because SWF is actually painful to face :/

  • Damn I didn't know it was changed, it's like you hit rocks, that's awful xD

  • That's damn good really, but keep the current effect PLUS that would be crazy. I don't want to carry maps to search totems and Detective Hunch is a teachable perk from a licensed survivor, and I want so much something efficient to search totems !

    Maybe it would be broken so reduced aura reading by 4 (so you see auras from 12 meters) is a nice idea, and adding to it Open-Handed from Ace (which was just buffed) would be amazing, and probably changing the meta

  • Maybe lighten up a little bit the map, but I don't want the color to change, I really appreciate color ambiance of maps, it makes them kind of unique.

  • @WiiFitTrainer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1949861#Comment_1949861

    I have no doubt I'll improve after a week. The problem is I don't want to put in the effort simply because she has way to many problems that make her a hot mess to attempt to learn.

    I like her power and game play, it's ok to be tough, but playing around her bugs is not fun and ultimately is why a lot of people don't play her I feel.

    Actually, bugs are quite rare. The only bug I encounter quite "often" (often, for a bug I mean, but it's 1 game over 15, and maybe 2 times in that game), is the spam sound and charging blink. And I think it's a problem of internet, not the game.

    The second thing I consider to be a bug is dead zone. Midwich is fixed, I don't have any problem with it, and it's by far her best map (you go to the center, and from the center you have access to anywhere of the map but hey, that's not the topic). The only zone I never blink like I'm going to blink through it is the hill that a lot of maps have. I blink on the hill, then I blink when I want to go. As a nurse, you have to disrespect pallets, but hills... It scared us.

    And concerning the inconsistency of blink up and blink down. You'll often be trapped by the Basement, that's a thing. When you want to blink forward, look the survivor's head. Blink up from a long distance is pretty inconsistent, I agree. Just be patient, as a Nurse, you'll always catch up. And blink down, I always blinked properly when I wanted to go down so...

    It's a matter of where you're looking at. You never want to overcharge you blink, and less when you can blink down, because instead of blink near your position, you'll blink down, and it will destroy your chase because you have lost the LoS, and you have to blink up with a short blink which is super inconsistent.

    As a Nurse, you can always improve, and that's why I love this killer and I feel rewarded to put a lot of effort into learning her (and sacrifice, because damn I hate when survivors bully me, and I don't know how much games I was bullied with "ez" and "uninstall the game ur bad").

  • @th3beardedbaron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1950082#Comment_1950082

    I already meet the sweatier killers or SWF as a red rank survivor/killer. MMR does nothing for me except increase the level of my team when I'm playing as a survivor. If your not wanting the game to be competitive, I suggest not pipping past yellow ranks or throwing games to make sure you stay at lower MMR.

    Of course with rank system you'll meet SWF, I never said the opposite. But with time, MMR will be competitive, and that is not good for the game.

    And I'm rank 1 killer for roughly 7 months, don't tell me that cool games are only yellow, I want cool and interesting games, not cool games because people can't play properly, each time as a survivor I play with green ranks, it's disgusting how you can not win because they play badly. And as a killer, facing green ranks and below makes me feel bad because they couldn't do anything, 4K 5gen left.

    To think everybody in red ranks is sweaty is extremely wrong. You can be good, playing without being super efficient and win. As a survivor, for example, I try to get the killer attention because I want chase interactions, and when the killer is occupied I don't tryhard gen to have an absolute fast win, I make gen because it's the objective, but I won't directly sit on another gen and repair it, even if someone is hooked. I'll go save the guy, I'll heal him, and try to get the chase.

    Same as a killer, I won't tunnel and camp someone to take him out of the game and guarantee a win, I'll choose who to chase to make them live longer and make them having a good game. But hey, I'm rank 1 as a killer, and it annoys me when I face super efficient SWF with brand new part, OoO, forcing the Decisive strike, and because I won't take the DS, let them get away with unbreakable.

    I don't want to meet commonly that type of game because I'm a Nurse, and I'm good without pushing me to win, and it will lead me to face more and more SWF and sweaty surv who make games super fast and annoying.

    Oh and, officially (at least officially, but unofficially maybe it is here, the tagging is weird these last months) MMR is not here, they say they are working on it and they'll put it soon. And even it would be here, the system is young, so not perfectly set. A good ranking system takes time before everyone has a good representative skill score.

  • I support this, custom Icon has to live.

  • Actually the best way to counter NOED is to NOT cleanse totems, because you'll know where to search. ;)

    And if NOED is not one of the totem you knew

    Well

    Bad luck

  • @AggressiveFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1912446#Comment_1912446

    They should make it so only 1 survivor can use BNP on their toolboxes and forbid the other 3 survivors to use it. Boom fixed it.

    And when you're solo, you want to run it because why not, and the game says you "Hey someone is using BNP, you can't bring it". Ok, super fun. And maybe the player who brings it will unequipped it ten seconds before the game starts. There isn't the BNP, and you didn't play how you wanted to.

    Plus, the exclusivity will encourage survivors to almost always bring one BNP, because you don't know when you won't be able to play it when you have one.

  • @Crowman said:

    Generally when survivors dead hard for distance to a pallet or window, they will 99% of the time drop that pallet or vault that window immediately. Knowing that they will vault or drop a pallet means that in some situations you can just walk around to the other side and hit them.

    So true, sometimes, at short loops, you see the survivor is not looking his back, and the way he's greedy can (and I want to say it has to) lead you to think he has Dead Hard, you can actually play around it, and catch him on the other side of the pallet.

  • Nice, MMR would be implemented, super, if you're good, in a few games you'll met the sweatier killers or SWF, being pretty decent will reward you with giving super hard games. And as a good survivor, you'll met only top tier killers, Oni, Hag, Spirit, Nurse, Freddy. I don't want, if I'm good, to go to harder and harder games, sweatier and sweatier games, and I don't want to lose to have healthier/funnier games.

    Ranks are inaccurate, and that is actually good, because it can put you with a lot of different players in term of level. So queuing time is shorter. With MMR, it would be accurate, the matchmaking will tend to put you with players with a very similar skill scores you have, reducing the amount of player you can play with.

    Do you really want that ?

    As a survivor, do you really want to go against same killers over and over ?

    As a killer, do you really want to go against super effective teams or sweaty solo survivors over and over ?

    I'm sorry, but Dead By Daylight must have TWO matchmaking :

    • Quick Game, with the current Rank System, and even larger tagging.
    • Competitive Game, with MMR, and skill score (also named ELO I think ?)

    Dead By Daylight is a unique experience in term of gaming, I don't want it to become a freaking hard competitive StarCraft like matchmaking, I love this game because I play, I'm not working to be the best player, and I bought it, and play to this game because it's a cool game, a COOL game.

    If the game becomes competitive, I'm sorry, but I'll quit.

  • Actually when you don't have any perks to slowdown the game (literally every players who starts the game), it's another problem, yet if you're new, survivors are not quite effective, and you don't need these perks (and NOED, even if it's frustrating for survivors, would often be very helpful during the games where you needed slowdown perks). I played the game with the classics DbD killers until I was rank 7, and there I felt like I needed slowdown perks, and I got Pop in the Shrine. And I felt resurrected, like, damn yes that is good to have a slowdown perk.

  • There you encounter Dead Hard, and feel outplayed by E, later you'll encounter Sprint Burst, you'll think holding W is dumb, same for Lithe (just find pallet or window) and Balance Landing (actually it's more difficult to use sometimes you are not in a situation where you can use it, plus there are maps when you can't use it (and it's not normal)). Oh and I won't talk about SWF Head On, that's not broken but HELL it's frustrating.

  • @NoOneKnowsNova said:

    https://forum.deadbydaylight.com/en/discussion/comment/1947860#Comment_1947860

    Thing is Nurse takes a whole lot of skill to play, Freddy takes very little.

    Freddy hasn't any skill gap, if you know how to play killer, you instantly play him in an optimised way. When you enter a loop, you place snares, and when you're not in a chase, the first chase is the hardest to find, and later you just teleport when survivors are, you have pop : massive regress, you have ruin : fast chase and good regress.

    I don't say he's op, but he's super strong, he has tools any killer wants (pretty solid anti loop, and can go instantly to a gen when survivors are, giving chase and momentum), and these tools are super easy to use.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/1912132#Comment_1912132

    I agree wit this. And, actually, they DID add another objective for survivors.

    It was called Hex: Undying + Hex: Ruin. The objective was to hunt and find the totems that would regress generators you left while your team tries to stay on the generators for as long as possible. It created a "scavenger hunt" role for a survivor to take, and was buffed with certain perks and add-ons to make it easier to do.

    And SO MANY PEOPLE complained about having to do anything other than work on generators that they're gutting Hex: Undying to the point of uselessness. This was a legitimate Secondary Objective that even cost the killer two of their perk slots to engage and people felt so OPPRESSED by having to do anything other than sit on generators for 80 seconds that the devs killed a perk 3-4 months after releasing it.

    This is why we can't have nice things. Anything that strengthens killers or make survivor tasks more complicated will immediately be met with a chorus of voices whining about how they can't just faceroll from one match to the next.

    Hey, if killers are smart (and I'm a smart one), now you have the brand new and improved Undying Devour Hope. And damn. That is way more oppressive than Undying Ruin. It's so powerful, you just have to see the amount of DC when you run it. When you have your 3 tokens, it's THE objective, or you give up your team with the hatch, or you cleanse massively. Doing gen becomes secondary, and I would say doing gen isn't an objective until they're dead or Devour Hope is cleansed.

  • You have to zone survivors, start coming to them in a way you don't have to follow them, but cut their trajectory to be technically faster.

  • Yeah, it would be very astonishing if BHVR can't set Anti Cheat to not check img files.

    But hell, I never thought of changing background perks depending of the category of the perk, that's damn smart ! I'm more like "I want dat kolor, its biootyfool" xD

    Currently, I don't think it's Easy Anti Cheat which messes up with Custom Icon, to be honest I don't know anything of why it's no longer working in game.

  • Same, I want to have custom Icons back, that was super cool !

  • You won't play the nurse well if you only have 10 games with her. Play one entire week and come back, you won't say the same things.

    Anyway, it took me a month to master her more or less. One week after that month of learning, I was decent, pretty dangerous, most of the game were 3k, with a lot of mistakes tho.

    Now, 5 months later, I'm unbeatable, 4K every games, and choosing who to chase in the game to have 12 hooks, managing survivors' resources for them.

    Concerning the lack of mobility, (I read 30s for Nurse and 24 for DeathSlinger), just put range blink add-ons. So 6 seconds less than other killers, but you end your chases so fast if you're good with her, way faster than the majority of killers. So you catch up by far the loss of 6 seconds of crossing the map.

    Oh, and blinking through rocks, or scraps, etc, it's just a matter of charging milliseconds longer than what you did. Practice. While you are uncomfortable with her blinks, little loops like rocks would be your nightmare, then it will be another loop you don't care.

    She's rough to play, to learn. Playing here as a nurse beginner is painful, and survivors will bully you, and you have to assume you'll lose a lot, don't play to win, don't play to tie play to learn her. Don't swing if you're not sure to land the hit. I won't say more, because there are nurse guides saying everything you have to know as a nurse.

    And if you're really thinking Nurse is bad, well, go see SupaAlf videos, and OhTofu Nurse videos.

    Gl hf

  • @[Deleted User] said:

    I mean....yes they need evidence to punish an action....that's not really that unreasonable.

    Not every game has a complicated and expensive replay recording system like league of legends does; in fact most games don't have anything like that. You generally need evidence for certain type of action oriented behaviour...This is not new to Dead By Daylight or online games in general.

    We can't just ban people at some random person's word that would be ridiculous.

    Actually almost every online games has a replay function. A "simple" way to have a replay function, is to save the game in a file in a repertory, and when you go watch the replay, you can switch between point of view of the players, like after escaping or dying, when you can see survivors' PoV, adding it the killer's PoV.

    And you could enable or disable games saving in the settings.

    And yes, I agree you have to give evidence when you report player(s).

  • Maybe it's packed, but it's thousands times better than the current UI.

  • I'm super fan of that proposal. Currently, Object of Obsession is totally out of control when played in Survive With Friends, it gives too much information (but hey, when you use it in solo queue, the perk is fine, the problem lives in the SWF case).

    If OoO would be like that, SWF won't have the constant information they had with it, but sometimes they'll have it, and one guy would try to get the killer's attention. AND you'll know when he can see your aura, I just love so much that thing, and I'll probably run it as a survivor !

    Super interesting proposal, you should do that more often, it will save you some resources, and if you listen the community, you'll have a solid and thankful player base ;)

  • I agree, don't know why hitboxes are broken with this update.

  • Oh man that's exactly what I thought, the organisation of the old UI with the new UI aspect !

    Seriously, who wants UI with information spread all over the screen..? The new UI is terrible in the organisation. The new UI is terrible because you have to look everywhere to get important information, and that conception of the UI is the opposite of any good UI conception, you want to have all important information grouped, which is often grouped in the bottom of the screen. If you look any HUD of any good game, it is organized like it was in the old UI.

    Keep the current aspect of the UI, it's perfectly fine and refreshing, but take back the old positioning of UI. Currently, it's just horrible to play like that, it's not a question of habit, it's really the UI's ergonomic which is awful :/

  • I really don't want to have only 2 hexes equipped + 4 perks. If you think hexes are weak, or you use Detective Hunch, or you are in the medium-low ranks.

    The classic combo Ruin/Undying is buying a big amount of time almost every game (I think it offers more time than Corrupt/Pop), and sometimes it just carry the game. So 4 perks + 2 hex ? It would be hextraordinary (i'm bad at this).

    I main killer, and I love to play Devour Hope / Retribution / Haunted Ground, and any perk to support my killer needs. It just stomps on survivor every game. But with Hexes becoming limited to only 2 per game, I won't be able to do that, so personally, I don't want that possible rework :/

    But it's true that there are hexes which are absolutely garbage.

  • I'd like to have a real reason to use No Mither, I love super hard gameplay, and challenge, but currently, taking No Mither is just a suicidal decision. An entire build to make No Mither the stronger possible makes it no viable at all. I'd like to see it reworked, or buffed :)

  • Anyway, DS should not makes survivors invincible. We can talk about problems from DS forever, because it's hard to know technically if the killer is tunnelling, or if the survivor is abusing a mechanism of DS.

    A lot of people would like to DS having a shorter timer (45s, hello Pop), but it would stop if the killer is chasing the DS activated survivor. Well, I see a BIG problem with that, especially in SWF where it can be super strong. If the killer is chasing someone else, and you have DS activated, you can't put yourself between you and the chased surv, and DS would be activated forever until the killer can kill / decides to kill you. The first seconds it would be a protection hit situation, but if it lasts, the surv would be the chased surv and DS timer won't stop. And the killer has three options : picks up the surv who has DS but doesn't know, or continue to chase the other surv, or he knows, and wait some seconds to be sure DS is out. That's the current situation of DS, but worse, because it can really makes DS lasts longer.

    Personally I'm a Nurse main, I don't know when I didn't have a 4k, and DS is not a problem, Nurse is so strong I can chose who I'll chase to have 11-12 hooks and all the points. BUT, when everyone is down, and seconds earlier there were 2 hooks, and one guy unhooked the 2 others, and I saw them dead in the same spot, and pray for picking up the guy who unhooked, not one of the both hooked guys, it's annoying that I have to wait 50 seconds or play with luck.

    Please don't call me a tryharder because I aim the 4k, sometimes I give someone the hatch, but generally I don't give the hatch because- hey, had you already see a survivor let himself hooked because he has mercy for the killer ?

  • That nerf is good, lazy or not, doesn't nullify DS anymore, so killers won't be able to hard tunnel and have an easy win. It's just more fair than the previous Mori.

  • @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1803333#Comment_1803333

    Can you?

    Besides we're not the ones who should know what we're doing, the devs are.

    That question, you made my day xD

    In fact the Devs are supposed to know what they're doing, but if they did pretty bad coding in the start of the game, and didn't change anything, I won't say it's impossible to change that, but it would take almost an entire year to optimize the whole game.

  • I love the people who are saying "lOl, wiTh a FiX, ThEy'll BrInG 9999 nEw BuGs lMaO, jUsT DeAl WiTH it", but can't even write a line of code producing "Hello World" in any language, thinking that it's easy to make a game.

  • Death bound is sooo a bad tracking perk man ! :/ Why do you want to use it ? Imo for Wraith, the build hit and run would be sloppy / Nurse's / Ruin / Undying

    Or sloppy / Nurse's / Pop goes the weasel / Corrupted Intervention.

    I'm not playing Wraith so maybe they're bad build, but I think that are two solid build :x

  • The problem with the nurse is that her power is broken, so the only way to balance this killer is to give a pretty long cooldown, and a fatigue. Or you just decrease the range, but hell, if you decrease the range, it's terrible and nearly impossible to catch up to the survivors (Try playing with her nerf range yellow add-on at rank 1, possible, but very frustrating).

    I'm a nurse main, so I won't say she deserves a nerf, because if you nerf her AGAIN, she would definitely be a terrible and unfun killer. She's hard as f*ck to learn for a good reason, and even if the nurse you meet is a god nurse main, there are possible mind games, like 50/50. If you main Nurse, it's always fun to go against her as a survivor, trust me.

    And if you really want to nerf it, this a rework, not a nerf. But having a killer who can blink is just sooo fun, I don't want her to be changed.

  • @GoodBoyKaru said:

    YES! Hi hello yes I'm here and I'm queer-

    So, basically, don't brwka pallet except Shack and other god pallets. You can still very easily zone with his Rights of Judgement (ROJ) and Punishment of the Damned (POTD), and breaking pallets gives you less free hits from it. They vault the pallet, get hit, they don't, you can either cancel or follow them round till you can hit them with your power again.

    Don't just spam POTD through walls. At least let there be a chance of hitting someone before you use it due to the cool down.

    With the current sound bug, just tap m2 after every POTD and it goes away at no cost to your speed.

    Cages; torment is pretty easy to apply but I wouldn't waste your cages. Use them when you'd get more pressure out of them (like there's one person slugged and tormented and one not slugged, cage then down the other guy). Otherwise just save it for the Final Judgement imo.

    Don't just tunnel people. As fun as it can seem getting 1 kill early, the other three can and will just rush through the gens and it's game over before you can say "Eichhörnchen" (actually that's a pretty difficult word to say, so maybe not the best example). Spread the pressure and cage when it gets you more.

    Build-wise, here is my current recommendation:

    -Hex: Ruin

    -Hex: Undying

    -Barbeque and Chilli

    -I'm All Ears

    Add-ons: Burning Man Painting (+1.5m range on POTD), Wax Doll (+1m on POTD).

    Alternatively if you don't like the RuinDying core, feel free to substitute them out for something like Corrupt+PGTW or even sloppy+Thana if you really want it (wouldn't suggest it though, that last one ain't very good on him).

    If you got some specific questions lmk :)

    Pyramid head main here, I agree with you in, I think, everything you said.

    Don't waste the tormented state by using the cage when it won't add pressure to the game. You know someone is nearby the you and the guy down ? Cage, and chase him, you got one surv in a cage, one in chase, at least one to go for the rescue, and if you're lucky, the last will come too, zero gen pressure applied from the surv.

    Chili BBQ and Pop are not a good synergy with your power, but when you use your power, you know where/who to chase, so not having BBQ is not a big deal, and pop, with the nerf, sure you won't have the time to use it if you know you'll have an immediate chase (in the case where you'll prefer to hook to have Pop, then chase again) after.

  • The thing is, Legion has a power that is not that powerful, it injures survivors and that's all. Deep wound is just a bad effect, but I'll guess the Legion gains some time thanks to that so it's an ok tier effect.

    And when you missed, your power is off. Why. X) I mean, the Oni's power allows him to close-track hiding and injured survivors, and when active to gain a massive speed boost, and to one shot people. But he can miss, without loosing his power. But Legion can't miss. That's why it annoys me, because the legion's power mechanic is so bad when compared to others. :/ Make the missed attack slows the player like a normal missed lunge attack, I don't know, but immediately stops the power, depletes the gauge, and entering in a fatigue state of 4 seconds ? That's super rude for such a power

    I'll take whatever rework for him, he needs love, really, and this one seems good (even if I would not keep the deep wound effect, I think a unique effect like the madness from the doctor would be super cool !) :)

  • Damn, man, I'm main PH, rank 1, you can't say he's bad.

    What, survivors don't get in my trails ? It means that they leave the loop : M1 hit. They get in ? Means this is loopable and there is a palet or a window, they use it ? M2 hit, and tormented. He's a chase killer, he finds someone, kills him fast, hook, and goes for someone. Juste give him tracking perks and he's unstoppable, countering the top tier perks of the survivors with only his power and effect.

    Just, don't change him, really.

  • Yup, I had this exactly at the same place

1 … 11 12 13 ›