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Dreamnomad

Dreamnomad

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Dreamnomad
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  • The solution to the hatch hasn't changed. Don't hook the second to last survivor. Use the 4 minute bleedout timer to hunt. If you want 4 kills that badly then the solution is simple. If you fail to find the last survivor in 4 minutes then they earned it as much as you failed to earn 4 kills.

  • Obviously left behind will have to change. It was a garbage perk no one ever used and needed changed anyway. But I don't see why NOED, Blood Warden or Rancor would suddenly be too strong. Blood Warden doesn't last 3 minutes so I don't see the issue here. Rancor and NOED aren't really any stronger other than possibly when there is only 1 survivor and the killer closes the hatch. But they have already stated that some end game perks will change. We'll just have to wait and see.

  • @TheRealDweard said:

    https://forum.deadbydaylight.com/en/discussion/comment/427006#Comment_427006

    The point is some people do want to attempt saves and you are correct most of them are not successful at the of end game. However, taking away that option is pretty ridiculous. Regardless, I don’t waste my time with survivors who get caught if the exit gates are open.

    You just have to recognize there is a paradigm shift here. If a survivor gets hooked in the basement during the end game collapse, that player is dead. Period. End of Story. Better luck next game.

  • Stay out of the basement! Boom, problem solved. You're welcome.

  • The video says that the generators are blocked, not completed. Unless I hear otherwise, I would assume that means you don't get tokens for Fire Up due to end game collapse. But hey... if you killed 3 survivors without any Fire Up tokens then you don't need them to kill one survivor right?

  • @Tru3Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/426692#Comment_426692

    I will agree with this guy theres alot of reasons that can happend

    1 the pig could tunnel the survivor

    2 all the boxes are spread and if you get the trap in time but of couse you wont get to the exit in time what will happend

    Also trapper traps needs to be fix have seen alot of players put a bear trap under the switch to open the gate

    The doors should be far way from each other in some games there are very close to each others now the end game its cool an i like the idea since there no more survivors waiting the doors

    I don't see the problem with any of those scenarios. The killer is trying to kill you. Duh. The timer doesn't start until a gate is actually open so the trapper thing is a non-point. If the pig tries to tunnel you while you have a RBT on your head, well it sucks to be you. That's just the way the game is.

  • @HavelmomDaS1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/426808#Comment_426808

    https://forum.deadbydaylight.com/en/discussion/comment/426806#Comment_426806

    Oh really? Alright.

    Then I see another issue: the killer could stand in front the hatch holding the game hostage or not? And once the survivor approaches he just closes it and gets his chase and wins 100%? Or am I mistaken?

    You are mistaken. If the killer is camping the hatch then the survivor can work gens. If the killer closes the hatch then all gens are blocked and the exit gates are powered. The survivor can then open an exit gate, but there is a 3 minute timer so they can't just dink around.

  • Here's another idea. When the following two conditions are met, a 60 second countdown timer begins that is visible to all players.

    1. All generators are done.

    2. No survivors are hooked.

    At the end of the 60 second countdown timer, the killer can see the aura of all survivors. If the killer puts a survivor on a hook then the effect ends and the countdown timer is reset. 60 seconds is more than enough time to leave after the generators are completed. But if a survivor is hooked, the other survivors can attempt a rescue as normal.

    Also, the last survivor alive gains a 150% bonus to generator repair speed. This makes working on gens a viable option as opposed to the hatch.

  • @Mister_xD said:

    while i do agree that the nerfs were waaay too much, i do think Legion was in a serious need for a rework.

    and since i have literally never played legion (since i refused to play such a bad designed character that is no fun for anyone) i dont really care about the nerfs.

    i do heavily dislike the deep wound rework, since it will affect all my killers now, thanks to BT.

    i think the devs need to understand that Legion is not the only thing in this game that works with Deep Wound...

    Just to play devil's advocate here, there are killers that do in fact benefit from the change to deep wounds. Every killer that is able to reduce their terror radius to 0 can start the timer for deep wounds faster. I think the vast majority of the time the killer would be better off just chasing for a second hit though.

  • I expect it to be something like Fortnite/Apex Legends type mechanic where once all the generators are powered there is like a 30 second window before a storm appears in the center of the map. The storm only affects survivors and any survivor caught in it is instantly killed. The storm gradually grows until the whole map is covered. Either get out in a reasonable time or die.

  • Made some changes.

  • Can you explain how this makes sense please (logically or lore wise)? I go into a frenzy and hit a survivor so hard that if they don't receive immediate medical attention they will go into a dying state, but if I hit them with the same attack again before they receive medical attention it will literally do nothing.

  • @Peanits said:

    I would suggest giving it a try before jumping to conclusions. It will be on the PTB before the changes go live and if need be, we can always make changes between the PTB and live.

    I've been playing killer for a very long time. I know garbage when I see it. And this change is garbage. The movement speed change absolutely does not adequately compensate for the massive nerfs. Deep wounds is probably the worst named effect in the game. It should be renamed "mild nuisance".

  • Unless they make substantial changes to what was mentioned in the announcement then this thread is pointless because Legion clearly will not be a "powerhouse" with the proposed changes.

  • Strat will go as follows, use power to get one hit, cancel power and chase for 2nd hit.

    /end strategy guide for Legion

  • I'm usually pretty optimistic about changes made to DBD. More often than not, they move the needle in the right direction. But even I have to admit that I hate everything about the proposed changes. EVERYTHING. Even the buffs. Normal move speed does not even come close to offsetting the negative aspects. I liked having a slower move speed as long as the power made it worth it. It made the run speed feel even faster than it actually was.

    They just sound like such a bland killer now. Might as well not even have a power. Deep Wounds is absolutely meaningless. You literally can't even use your power to down survivors. The survivor has to run outside your terror radius and refuse to mend to go down. The worst part about the whole thing is the 1 miss and stun aspect. That is just absolutely insane. Losing 1/4 or 1/3 of the power meter for a miss would be fair.

    If they absolutely have to go forward with this one hit = stun and power goes on cooldown nonsense then they should at least make it worth it to the killer. The killer should be able to continually hit the survivor w/o losing frenzy and each hit should reduce the deep wound meter by 1/3. Think about it, the killer would have to hit the same survivor 4 consecutive times without missing to down the survivor. If the survivor can't get the killer to miss one out of 4 attacks then they deserve to go down. Each time the killer successfully lands an attack, it should completely recharge the ability even if it is against the same survivor.

    All I know for sure is that they better make some changes to this BS before it goes live.

  • Thanks. It would be nice if people would link to an announcement when beginning a topic instead of assuming everyone has already seen what they've seen. My knee-jerk reaction after reading the announcement is very negative. Losing the entire frenzy for a single miss seems extreme. If it was 1/3 or even 1/2 meter for a miss then I would consider it more fair.

    The more I think about the changes, the more I hate them. It feels like they've lost everything that mattered or was special about them. The entire Deep Wound mechanic is pointless and stupid now. It should drastically increase the amount of time required to mend so it at least puts survivors in a proper time out now. BHVR really dropped the ball on this update imho.

  • What is this thread even complaining about? Surely you aren't whining about the mend time exploit. I've heard that they plan on making some changes to Legion and Frank's Mix Tape, but as far as I know, nothing official has been announced concerning the specifics. So are you just crying about something you know nothing about or has there been an announcement that I've missed?

  • Killer Perk-

    Marco Polo- Every 60/45/30 seconds you can yell "Marco!". Any survivors in your terror radius will respond by yelling "Polo!".

    Nerf Bat- You can't use your killer's ability and it takes 2 hits to injure a survivor. If all survivors are dead or sacrificed at the end of the match gain 500,000/750,000/1,000,000 bloodpoints.

    Trail Blazer- You leave glowing footprints that are visible to yourself and survivors. The footprints last for 10/20/30 seconds.


    Survivor Perk-

    Foot Stomper- Your footsteps are 100/150/200% louder than normal. If you are on the second floor of a building then this effect is doubled.

    You Shall Not Pass- Whenever you drop a pallet on another survivor, stun that survivor for 3 seconds and gain 1000/2000/3000 bonus bloodpoints. The stunned survivor is also blocked from vaulting that pallet for 16 seconds.

    Disco Boogie- Whenever you finish a generator, a disco ball will appear above the generator reflecting light and making 70's music sound for 15/30/45 seconds.

  • Unless you are Legion with his ability activated then you aren't intended to "walk over" a pallet. This is certainly a bug. Taking advantage of known bugs puts you in questionable territory. I would avoid doing so.

  • Moonwalking is NOT an exploit. Anyone who says otherwise doesn't understand what the word means.

  • What are some good tips and addons, also perks?

    Legion is great at hitting survivors so all perks that have synergy with hitting are nice on them. Sloppy Butcher, Thanatophobia, Remember Me, and Bloodhound for example. Bloodhound is particularly good with Legion, especially if you want to break chase and follow the blood trail till you find them mending.

    Monitor & Abuse also has special synergy with Legion. Legion has a smaller than normal terror radius at 24 meters. M&A reduces that by 8 meters putting your default non-chase terror radius at 16 meters which is small enough to surprise survivors. Then when you are in a chase, you actually increase your terror radius by 8 meters putting you at a 32 meter terror radius while chasing. Since you can see survivors heartbeats when in frenzy if they are in your terror radius, this is particularly beneficial. So you get the best of both worlds with that perk.

    The build I'm currently using on my Legion is BBQ, Bloodhound, Remember Me and NOED. I know people like to say that exposed is bad with Legion, but it really isn't. Just don't use your frenzy attack when it makes more sense to use basic attack. The speed bonus from NOED offsets Legion's slower default run speed and that extra 30 seconds to open an exit gate is no joke. Just make sure to tunnel the obsession to death before the gens are done so you have 5-6 stacks on Remember Me and the obsession isn't around to negate that penalty.

  • Later.

  • @ShyN3ko said:

    Killer with 100% skill vs Survivors with 100% skill

    Survivors will win every game without a single death,

    If the killer player dont play Nurse,Billy or Spirit.

    There are too many variables to make this statement. If the killer is running an ebony mori then this shouldn't happen. Obviously, killers aren't going to use ebony mori every game, but that is just one variable. If the killer manages to get a survivor on the far hook of a basement, if the killer really wants to secure that kill then he/she should be able to do so.

  • @BOSS242 said:

    You can have MoM and everything that gives survivors an extra hit but survivors want everything that one-shots removed. Oh, wait, what? All thats fair and balanced. Its just the survivor stuff that needs nerfed? Ok, got it.

    Nice straw man argument.

  • @ClogWench said:

    I'd keep old DS but mostly cause it's something I came to get used to. It was annoying but I stopped letting it bother me. MoM is a fresh new annoyance and I find it harder keep track of who has it.

    What is there to keep track of? It should never proc more than once a game per survivor. There is no way to know as the killer if they have MoM before it does proc. You could take an educated guess that the person that is the obsession is running MoM, but that in and of itself isn't a guarantee.

  • I've played a lot of games since MoM has come out. Mostly as killer, but a number of games as survivor running the perk. In all of those games, MoM has had minimal impact on the outcome of the game. All this outrage is ridiculous. Be honest here folks, what percentage of games played has MoM been the deciding factor in whether you win or lose?

  • Terrible idea. As in god awful idea. They might as well delete the perk instead.

  • I would add alternate game modes. Every other weekend, there would be an alternate game mode made available. Once the game mode has been released, it should be permanently available in custom games. There are virtually an infinite number of options available (and I'd love to hear everyone's ideas) but here are a few I've come up with:

    Specific Killer VS Specific Survivor using only their perks at rank 3. For example, The Shape vs Laurie, The Clown vs Kate, or The Pig vs Detective Tapp.

    Super Speed: Both killer and survivor have 30% increased runspeed.

    Darkest Night:The map is pitch black. Survivors all have flashlights that are permanently in the "on" position. The killer has night vision up to 15 feet.

    2 killers vs 6 suvivors

    Random 12: Both killer and survivors all have 12 random rank 3 perks.

    Back to Basics: No perks, items, or add ons.

    Casual Mode: All perks are reduced to rank 1. Items and add ons are restricted to common or uncommon. Offerings are restricted to ones that can increase bloodpoint gain.

    Entity's Eyes: Strange wards appear throughout the map. Anyone (killer or survivor) that passes within 10 meters of a ward will have their aura revealed to everyone on the map. The wards periodically change location.

    Treasure Hunt: No generators on the map. Lots of locked chests are around the map which the killer can see as auras. Survivors must pick the lock requiring skill checks before opening. Most of the chests give survivors a bloodpoint bonus for opening. One chest per map will have a 25,000 bloodpoint bonus. Exit gates are powered after 10 minute timer and chests can't be unlocked after that timer.

    Shopping Spree: Survivors are restricted from bringing items into the match and there are no chests to loot. However, there are 2 zombie vendors that spawn in the match. As survivors and killers perform actions that earn bloodpoints, they also earn another form of currency. They can go to the zombie vendors to purchase items and add ons of their choice. Killers can purchase temporary bonus buffs such as 60 seconds 5% movement increase, 40 seconds survivors have exposed status, etc.

    Totally Random: All Perks, Items, Add Ons, and Offerings are randomly chosen. Perks are chosen from all possible perks and are at rank 3 (regardless whether the player has unlocked the perk or what rank the player's perks are currently at). Items, Add Ons, and Offerings are chosen from all possible options minus event specific offerings. These Items, Add Ons, and Offerings do not consume the player's resources. They are provided by the entity.

    Infection:8 players join a lobby. When the match starts, one is randomly selected to be a random killer with no perks or add ons. The remaining 7 are survivors with no perks or items. There are no hooks on the map, but the killer can Mori survivors in the dying state. Once a survivor is killed they will respawn as a random killer with no perks or add ons. Killers that successfully Mori a survivor earn 1,000 BP. The longer a survivor lives, the larger the bloodpoint bonus at the end.

    First Survivor Killed earns 2500 BP

    Second Survivor Killed earns 3000 BP

    Third Survivor Killed earns 5000 BP

    Fourth Survivor Killed earns 7000 BP

    Fifth Survivor Killed earns 10,000 BP

    Sixth Survivor Killed earns 15,000 BP

    Last Survivor Killed earns 20,000 BP

    Randomly Selected Killer earns 10,000 BP

    Survivors can work on generators, but it takes completion of all 7 generators to power the exit gate. Any survivors that actually escape via the exit gate earn the standard 5,000 BP. Survivors aren't realistically going to escape, nor is it really the goal. The real goal is to be the last survivor alive.

    3 Life Survivors: Survivors have 3 "lives". When the killer catches and puts them on a hook the survivor loses 1 life and is put in a ghost world for 45 seconds after losing the first life and 30 seconds after losing the second life. While the survivor is in the ghost world they can not interact with any objects other than ones that can be vaulted. The world appears black and white and the survivor can not see or touch the other players. They can, however, move at 85% normal move speed to explore the map to find the locations of generators, chests, and totems (though ghost players can not tell the difference between active and inactive totems). The survivor will also earn some bloodpoints for distance traveled in the ghost world.

    After the timer is up the survivor will appear on a random hook at least 32 meters away from the killers current location. The survivor on the hook will see the shroud indication from Insidious around them. This indicates that the killer can not see them on the hook. In fact, the hook that the survivor is on will appear broken to the killer. Other survivors can see the aura of the hooked survivor and unhook them normally at which point they are back in the game. While a survivor is hooked there is no progress meter and there is no struggle phase. Survivors can attempt to free themselves from the hook, but the baseline success chance is 0% for the first attempt and increases by 1% for each attempt after. Attempts for the survivor to free themselves will take 4 seconds. If all the survivors are either dead, in ghost world time out, or hooked then the killer wins. Survivors hooked in the basement are sent to the ghost world for an additional 30 seconds. Perk Slippery Meat is locked in this game mode (since it wouldn't really do anything).

  • I liked the idea of making it so the killer can close the hatch, but doing so finishes all remaining generators. That puts the ball in the killers court, but doesn't automatically give the killer the win. If the killer wants to close the hatch then the killer has to patrol 2 exit gates instead. Maybe it isn't a perfect solution, but it is better than what we have.

    Alternatively, they could make it so when there is only one survivor left that the survivor gets 150% bonus repair speed. At least finishing gens might be a viable way out then. Even if a survivor can power out a gen in 5 seconds, they still give away their position by doing so.

    Another possibility is making it so there are 2 hatches, but only one opens at a time. The killer can close the hatch, but doing so opens the other hatch.

  • I don't judge survivors or killers regardless of what they bring to a match. I might not be happy depending on the way a match goes, but I never hold it against a player what build they chose. I do judge players on the way the play though.

  • Making killers have 8 perks by default is a terrible idea, but I have to admit that I would like to run Legion with:

    Bloodhound

    Sloppy Butcher

    Monitor and Abuse

    Remember Me

    BBQ

    Hex: Ruin

    Thanataphobia

    Nurse's Calling

  • @Vexon said:

    this is a terrible idea.

    1) Hex: Ruin

    2) Hex: Haunted Grounds

    3) Hex: Thrill of The Hunt

    4) Hex: Devour Hope

    5) Hex: No One Escapes Death

    6) Barbecue and Chili

    7) Whispers

    8) Thanataphobia

    This seems balanced to you? And this is just off the top of my head, I'm sure you could come up with some even more extremely overpowered builds.

    Bait thread detected.

    You're right. Running 5 hex perks is a terrible idea.

  • He wouldn't fit in this universe very well. He would constantly have issues with seeing through grass. He would be very easy to ditch in a chase since his field of view would constantly be blocked. Even a small crate he couldn't see over. Never mind the hassle of how he would carry/drag survivors or put them on hooks. He would need to be the first killer that sees the world from 3rd perspective and they would need to add ladders to hooks and he would have to have increased hook time. The idea of Chucky breaking pallets seems comical too. Yeah, I just don't see it.

  • This thread reads like bad fan fiction. "dark times" indeed.

  • Belongs in fan creations. Lingering Regrets isn't worth the perk slot imho. It's the killer that would have lingering regrets for using it in 90% of the games they play. Sure, it would end hatch stand offs and punish survivors for taunting the killer at the exit gate, but it also wouldn't do anything to help the killer prevent getting to that point of the game in the first place. Also, as others have said, if the devs plan on doing anything about hatch stand offs then it shouldn't be related to a perk.

  • Nice straw man argument.

  • Some people are just jerks. As far as why a person gets to be this way there are many possibilities, but none are worth wasting your time thinking about. You can't fix a person. Just report and move on with your life.

  • This thread makes 0 sense. Stats aren't tracked in this game so there is nothing to pad. Rank means nothing. So what are you even talking about?

  • It sounds to me like your fundamental issue is that you've played 1200 hours. All of the big issues you've listed are minor imho compared to issues plaguing the game a year ago.

  • @Dr_Trauts said:

    https://forum.deadbydaylight.com/en/discussion/comment/408393#Comment_408393

    exactly dude, its ridiculous how people say "depip squad don't count" because theyre pro survivors who know what theyre doing, but then say "you should play like "x" streamer who plays "x" killer" even though they play literally all day every day.

    just sounds a bit bias imo

    The so called "de-pip squad" was like a year ago. There have been so many changes to the game that the same experiment would not have the same results. The very metric of what would cause a killer to pip or de-pip has changed several times since then. This isn't evidence of anything.

  • @Peasant said:

    @Acesthetiic You're absolutely right! The real max total would be 256,000 BP in a single game.

    That's actually kinda terrifying seeing as that's a little more than 25% of your max BP profile limit.

    It's possible to get extra with daily bonus objectives on top of that. I think 60,000 for a mori is the highest single offering, but it is actually possible to have multiple daily bonus objectives with a single character. In theory you could get an extra 90,000 or so. This is winning the lottery type of rare though, but it is possible.

  • While I don't personally think that farming is anything to be ashamed of, it certainly isn't anything to flex over either.

  • @Hunter901 said:

    https://forum.deadbydaylight.com/en/discussion/56471/is-slugging-considered-holding-the-game-hostage

    it is. i d/c every time they do it. 90% of the time the last survivor gets the hatch :)

    The only one doing something wrong in this scenario is you. DC is against the rules. Slugging is not.

  • @yeet said:

    cringe

    +1.

  • It's not OP, but glad you enjoy it.

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