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Dreamnomad

Dreamnomad

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Dreamnomad
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  • I play on the PS4 so a simple solution would be to map using abilities/items to the L2 key so there is no confusion.

  • They are already actively addressing most of the issues players have with the game. New game engine, better matchmaking, buffing weaker perks/killers, nerfing OP perks, dedicated servers, fixing bugs, etc, etc. Why should we have to wait longer between chapters when they are already working on all the things you've suggested. The timeline wouldn't change much even if they did.

  • @Jago said:
    Doesn't exist for survivors. I'd say it's close to a 3 gens doc or an insidious basement Leatherface.

    Change my mind.

    I absolutely hate posts that use "change my mind". I don't really care if your mind is changed or not. I personally don't mind running into Legion as the escape rate is pretty decent and you generally get good bloodpoints in the process. It also feels good slamming a pallet in their face when they are in frenzy. The only time I don't like Legion is when they are a camping scumbag, but that is true with all killers.

  • @Th3Nightmare said:
    I propose the following changes:

    1- increase the base speed from 4.4 to 4.5, that is, not so little, or as much as the best.

    I don't think the base speed should be increased. I would prefer to see them balanced around their ability.

    2- You can not reduce the "borrowed" bar with the second stroke.

    This makes exactly 0 sense. Why would stabbing someone do no damage? If anything, I think this should be increased, but short of making it take less total hits.

    3- The consecutive chains to different survivors reduce the bar by 33%, so that if you catch the 4th survives, it falls to the ground directly, there will be an addon that will cause you to fall to the third, because the bar is reduced by 50% with each chaining

    This is probably the least balanced part of your suggestion. On the one hand, the frenzy duration is too short to successfully chain attacks. (I'll address #4 in a sec) But if they made it so that Legion actually could realistically chain attacks on all 4 survivors then the last survivor is completely screwed due to no fault of their own and the whole team is injured/mending. The snowball would be insane.

    4- Each time you stab someone, the duration of the power and the speed of movement increase.

    On this, you and I agree. I support this change independent of everything else you've suggested. I don't necessarily think it should go up with each one hit, but I do think that the frenzy meter should 'overcharge' with a successful attack against a survivor not suffering from Deep Wounds. This would give Legion more incentive to change targets, but wouldn't be oppressive.

    5- Skip windows or pales reduces the power bar by 25%, so that playing with pales and windows makes sense, reducible with addons.

    Your numbers are way off. 25% is insane. Especially since one of survivors favorite tricks is to immediately turn around and jump back over a pallet or window they just vaulted. Although, I do take your point that this would allow survivors more counterplay. Depending on whatever else Legion winds up getting, something like this might be reasonable. It would have to be more in the 10% range though.

  • To add more uniqueness to survivors and killers, I've suggested before that everyone has a free teachable perk at rank 3 that only that specific character can raise to rank 6. Check out the details here:

    https://forum.deadbydaylight.com/en/discussion/21841/free-perks-for-everyone

  • I'm truly struggling with trying to find words to describe this thread. I'm trying very hard to say something that isn't rude or offensive. So I'll simply say this. I strongly disagree with the OP.

  • Had 2 used against me so far. One blinded, one failed. The one that blinded me was used too late and I was already swinging so I still hit her. I think they are pretty fun. I hope to run into more of them.

  • @That_One_Scrub said:
    Anyhow, you made some good critiques! I'll mull over whether those points can be addressed reasonably, but in the meantime, do you have any ideas or changes you would make?

    Yeah, I would like to see Frenzy recharge on a successful hit against a survivor w/o deep wounds to increase beyond 100%. Maybe 125% to 150% with the stupid smiley pins changed to increase the duration. The reason for this is to support the intended purpose of the killer which is to injure survivors and change targets. Legion can't really do that effectively because the frenzy duration is too short unless survivors are stacked really close together.

    It's already quite easy to get the second hit on a survivor you've already hit with frenzy since you would have been in melee range to get the hit off. So it wouldn't really help legion tunnel harder, rather, I would expect this to give legion more motivation to change targets.

    I would also like to see it changed so when Legion frenzy hits an injured survivor they don't get the full deep wound meter. After all, they are already injured. Their deep wounds should be.. deeper. I think they should have approximately 1 hit worth missing from their deep wound meter. This should help motivate survivors to actually heal which would buy Legion more time to hunt.

    The last thing I would like to see done is have the frenzy damage to the deep wound meter slightly increased. Not enough to reduce the number of hits needed to down a survivor, but enough to reduce the bleed time needed to chain hits. The way I like to play Legion is to frenzy hit, frenzy hit same target again, break off chase and follow blood trail until the survivor is one hit away from being down and then frenzy again. Lowering the combo by a few seconds would be nice. Alternatively, increasing the rate survivors deep wound meter deteriorates would be good too. One or the other.

    I would also like to see an add on introduced that that interacts with Frenzy and Exposed. For example, frenzy hits against exposed injured survivors will put them in the dying state, frenzy hits against healthy exposed survivors will have their Deep Wound meter reduced by 50%.

  • 1)If the duration was increased by 50% then survivors still have no realistic chance for an outplay on the first hit. Only difference is it would take longer sometimes.
    2)To make healthy/injured state matter more I would prefer to see hits against injured survivors have less than full deep wound meter.
    3.)I actually enjoy tracking the wounded survivors while their deep wound timer bleeds out. By making the two activation system the optimal play I feel like it would take away a large part of what makes Legion unique among the killers.
    4.)I would argue if they made these changes they might as well reduce the rarity of the item. It wouldn't actually be that strong since essentially the killer already has Frank's Mix Tape.
    5.)This is probably the best part of your idea.
    6.)Is getting 25k bloodpoints and a pip the worst thing in the world? I'm not saying Legion shouldn't be more deadly, I'm just playing devil's advocate here. If killers are getting lots of bloodpoints and pipping then is there an actual problem?

  • @alivebydeadight said:
    If you play console, you wait a year and the match takes an actual year to load

    If that is the case then you need to upgrade beyond an Atari.

  • @AlwaysInAGoodShape said:

    @Dreamnomad said:
    Hell no to the default Hex: Ruin. That is an awful idea. There are better ways to fix the early survivor snowball than that.

    https://forum.deadbydaylight.com/en/discussion/34870/solution-to-the-death-efficiency-problem-solving-the-games-biggest-issue#latest

    There you have the anti-snow ball.

    But we're not covering anti-snowball here. We are promoting build variety via a fair trade-off between the 2 most essential perks.

    You really need to work on using less words to say what needs to be said. The game shouldn't be so complicated that it takes reading a manuscript to understand. It should also be intuitive. Your ideas are the opposite of that. A new player wouldn't understand why skill checks are different or why gens progress at different rates at different times. Simplify things.

    For instance, there is a 25% penalty to generator repairs during the first 2 1/2 minutes of the game or until the first generator is finished. First generator finished gives a 1000 bloodpoint bonus to the survivor(s) that completed the generator. Simple. Survivors get more bloodpoints, killer gets a slower early game. Everyone's happy. End game once only 2 or fewer survivors are remaining they get a 25% increase to generator repair. Helps offset the early game penalty and makes the 2 survivor game more viable for survivors.

  • I really dislike this idea. Part of the skill of this character is being able to judge if you have enough frenzy meter to reach your target. Having to wait for a full meter for Spirit is the thing I dislike the most about her. That isn't a feature that I would like to emulate.

    Here are the changes that I would like to see for HIM. HE shouldn't just recharge HIS frenzy meter by 100% when successfully landing a frenzy attack against a survivor without deep wounds. Rather, I think the frenzy meter should be overcharged to around 150%. The reason for this is that after successfully hitting a survivor, getting the second hit on the same survivor is trivially easy most times. So the extra sprint duration really wouldn't help Legion tunnel harder. Instead it would making chaining attacks on different survivors more viable and give Legion more incentive to change targets. This is what the devs stated they wanted him to do. But since the frenzy duration is rather short, unless the survivors are really close together he will often run out of gas before reaching a second survivor.

    The next change I would like to see for him is the way that frenzy interacts with already injured survivors. When you use frenzy against an injured survivor, they shouldn't get a full deep wound meter. They are already injured! The deep wound should be... deeper. They should have approximately one frenzy hit worth of deep wound meter already gone. This would give survivors greater incentive to heal up which would help give him time to pressure the survivors and slow gens. Again, this is what the devs stated he was supposed to play like.

    The last thing I would like to see considered is a small increase to the amount of frenzy damage does to the deep wound meter. Currently, without add ons it takes 25% of the deep wound meter. I would like to see that increased to 30%. If you are doing the math, that would still take 4 hits to knock down a survivor, but doing 60% meter damage with 2 hits is still better than 50% with two hits. That means less time waiting for a survivor to bleed out. I think those 3 changes would put him at the correct level of power for the game. If the number need adjusted after playtesting then that is fine.

  • Hell no to the default Hex: Ruin. That is an awful idea. There are better ways to fix the early survivor snowball than that.

  • What is the point if they look identical to the two you already have? Just so you can say "I'm playing as Joe" instead of "I'm playing as Frank"?

  • If you haven't played then how would you know about any issues? Just parroting what you hear on forums? There are new bugs in the game and I have had it crash 3 times on me since the patch, but I wouldn't call it unplayable. Minus the bugs and crashes, the performance has gone up substantially for me on PS4 in terms of framerate.

  • @Tsulan said:

    @Dreamnomad said:
    I actually hope they take their time while tweaking legion. While I think he is currently a little underpowered, I also know that he could quickly be overpowered with only small changes. Having played him a lot over the last few days, I've come to realize he isn't quite as bad as I initially thought.

    Taking their time, like they currently do with Freddy?
    They said, they know that he needs a buff, over a year ago...
    Still nothing has been done.

    If we have to wait over a year, before a killer becomes valid, then there is no point in buying them at release.

    @Tsulan said:

    @Dreamnomad said:
    I actually hope they take their time while tweaking legion. While I think he is currently a little underpowered, I also know that he could quickly be overpowered with only small changes. Having played him a lot over the last few days, I've come to realize he isn't quite as bad as I initially thought.

    Taking their time, like they currently do with Freddy?
    They said, they know that he needs a buff, over a year ago...
    Still nothing has been done.

    If we have to wait over a year, before a killer becomes valid, then there is no point in buying them at release.

    A year would be a bit long, but if it takes them a couple of months that is fine. He really isn't as broken as people think. Make it so when he hits injured survivors with frenzy they have one hit worth of deep wounds already missing instead of a full bar, when he hits a survivor w/o deep wounds it should fill his frenzy meter to around 150% so he can chain attacks a little easier, and maybe bump up his frenzy damage to the deep wound meter to about 30%. If they made those changes, I think he would be about perfect.

  • I actually hope they take their time while tweaking legion. While I think he is currently a little underpowered, I also know that he could quickly be overpowered with only small changes. Having played him a lot over the last few days, I've come to realize he isn't quite as bad as I initially thought.

  • @The_Crusader said:
    I wish they'd get rid of it.

    It's a great perk for points but too many people abuse it. In this past week I've seen a fair few farmers and every single one of them had this perk. Its now really obvious if someone has it based on how they play.

    Getting rid of perks isn't really an option now is it? Giving tokens for generators completed is what survivors should already be working toward so it wouldn't change the way they play much naturally. It fits the name of the perk too. After all, no one is going to live forever if the gens aren't done. Even the hatch won't spawn if gens aren't done.

  • What the perk really should do is give 20% bonus at rank 3 for each generator that has been completed. 5 generators = 100% bonus. That way their bonus directly relates to their win condition just like BBQ relates to the killers win condition. Forget about all that unhooking/blocking nonsense.

  • Almost everything on your list is being worked on as you already know.

  • Killers shouldn't be balanced around add ons. I'd rather see Legions base kit improved and add ons nerfed if needed.

  • @AChaoticKiller said:
    @Dreamnomad the devs are actually doing that last part you mentioned. In the last stream they talked about reducing the amount of hits needed on an already injured survivor from 4 to 3. However that's literally the only buff they mentioned.

    Well that is good news at least. They are moving the bar in the right direction. A couple of more adjustments and Legion will be where they should be.

  • @purebalance said:

    @Dreamnomad said:

    @Kemosabe69 said:
    So this is a topic that I've always been curious about but have never seen a real direct answer, so hopefully somebody can clear the air for me. I think everyone is familiar with the whole basement stair scenario, where someone is rescued from the basement hooks with borrowed time, and the killer stands at the top of the stairs for a chunk of time until the effect wears off. This has been in the game for a very long time, and I've never heard any news about making any changes, but is this something that was intended by the devs? It seems a little broken to be able to hard counter a perk like that without any real mechanics. Is this something that is a reportable offense? I'm not trying to sound like a whiny survivor main, just hoping to get a clear answer about something that brings me much frustration.

    It is working as intended and it is not reportable. The only thing that would make it reportable is if the killer kept the survivors trapped for an extended period of time. That is considered taking the game hostage. But waiting 20 seconds or whatever until borrowed time runs out is fine.

    So would it be ok if survivors found a way to trap a Myers who was in EW3 somewhere that he couldn't hit anyone as long as they moved after EW3 faded? That's what I'm getting.

    If that were theoretically possible, yes. Assuming that it was within the games intended mechanics and not a glitch or bug that was being abused. But since survivors body blocking without being able to be hit isn't intended then I don't see how it could happen.

  • The stun is there for a reason. Without it, it would be absurdly easy to down survivors with almost no counter play option. Getting rid of the double stun was the right choice, but it doesn't need to go any lower. I agree that Legion needs a buff and fortunately, there are a lot of options available. In theory, he is supposed to run around stabbing different people to keep them off generators then try to pick off injured survivors later on.

    The problem is that the frenzy duration is so short that after stabbing a survivor you can't realistically chain the frenzy attacks on other survivors unless they are absurdly close together. There is a simple solution to that though. Instead of just having the frenzy meter recharged after a successful hit on a survivor without deep wounds, it should overcharge the ability. Legion can already easily catch up to the same survivor they hit with a full frenzy meter so it isn't going to help them tunnel at all. Instead, that will provide the Legion motivation to break off the chase and look for other targets.

    The other problem with this theory is that the mend time is so short that if you break off a chase to pursue different targets, it doesn't really keep the survivor off a generator for very long. The obvious fix for that is to increase the base mend time a few more seconds. I would be fine with survivors mending other survivors having a drastically reduced time so survivors have some form of counter play against Legion stalking a deep wounded target. For example, solo mend takes 20 seconds, team mend takes 4 seconds.

    One other thing that I think they should consider is making it so when Legion frenzy attacks an injured survivor (that doesn't already have deep wounds), they don't get the full deep wound timer. They are already injured so it makes sense for their deep wounds to be... well deeper. For example, Legion attacks an injured survivor without deep wounds and their deep wound meter is at 75%. This would provide more motivation to actually heal.

  • I've run into a number of these issues myself. Getting stuck in a grab animation seems to be the most common thing I've had.

  • @blue4zion said:
    The legions stun should be reduced if you cancel the frenzy early or something. 115% movement speed tooo

    I'm all for a Legion buff, but this would be completely unbalanced.

  • It's not a bad idea if feasible. They could even add options to the store and make some $$$.

  • @Kemosabe69 said:
    So this is a topic that I've always been curious about but have never seen a real direct answer, so hopefully somebody can clear the air for me. I think everyone is familiar with the whole basement stair scenario, where someone is rescued from the basement hooks with borrowed time, and the killer stands at the top of the stairs for a chunk of time until the effect wears off. This has been in the game for a very long time, and I've never heard any news about making any changes, but is this something that was intended by the devs? It seems a little broken to be able to hard counter a perk like that without any real mechanics. Is this something that is a reportable offense? I'm not trying to sound like a whiny survivor main, just hoping to get a clear answer about something that brings me much frustration.

    It is working as intended and it is not reportable. The only thing that would make it reportable is if the killer kept the survivors trapped for an extended period of time. That is considered taking the game hostage. But waiting 20 seconds or whatever until borrowed time runs out is fine.

  • I haven't heard if this was intended to be the optimization patch, but the game has been running much better for me since the update on PS4 Pro. I wouldn't call it perfect by any sense, but a definite improvement.

  • Good change. Object of Obsession working while in a locker is pretty dumb.

  • I like the new look. The only real problem I have run into so far is when playing Freddy on the Yamokoa Estate, when inside the residence it is way too bright. I haven't played Freddy on all the maps since the update so I don't know if there are other areas that are like that yet.

  • @Countfunkular said:
    No perks can synergize with its powers and it can start a Chase but how the hell is it going to finish

    I strongly disagree with this statement. Bloodhound is amazing on Legion. I wouldn't even want to play them without it. Sloppy Butcher is also great. Yeah, yeah, it doesn't effect mending. You still injure survivors constantly and if you run into injured survivors even a 110% killer can finish the job easy enough. Monitor and Abuse has fantastic synergy with Legion. You get the best of both worlds. You already have a lower than normal terror radius and knocking an extra 8 meters off of that makes sneaking up on survivors reasonably easy, plus the larger terror radius when chasing helps with the frenzy vision.

    Remember Me is super easy to build stacks with on Legion. You can argue that it isn't a great perk to begin with, but Legion has the best synergy with that perk of all killers. Thanatophobia is also great with him. Yeah, I know the numbers aren't all that great, but keeping numerous survivors injured is super easy with Legion so that is the very definition of synergy.

  • If you are using Frank's Mix Tape with Stab Wound Study, yeah, they are fun. Frank's Mix Tape makes it so when you frenzy stab a deep wounded survivor, it takes a much larger than normal portion off the deep wound meter. Stab Wound Study makes it so when the deep wound starts ticking down out of a chase then it drains faster. Combined together and when you frenzy hit a survivor and then frenzy hit them again, you can just drop out of chase and follow the blood trail till you catch them mending. It makes the chase time reasonable.

    Without strong add ons Legion can be pretty frustrating at times. It is pretty easy to stab people with frenzy, but closing out the kill takes a while. You either have to stab them literally 4 times while waiting for the ability to recharge, follow them around for a minute while they bleed out and catch them mending, or chase them down with 110% run speed. None of which are reasonable options since gens will pop off quickly while you are doing this.

    If you don't actually care about kills and just like running fast and stabbing people then they are fantastic. I hope they make a few more adjustments to them and then it really will be fun to play.

  • I don't think the Legion is trash. I just think he needs a buff. Like if you play Legion with Frank's Mix Tape and Stab Wounds Study they are actually decent. Not omgzor overpowered broken, but decent and fun. The problem is that a killer can't be considered balanced if it requires a very rare add on to be played. If they just made Frank's Mix Tape part of his base set and changed it into something else entirely that would go a long long way to balancing the Legion.

    My recommendation for a replacement effect is: Frank's Mix Tape- After successfully landing a frenzy attack the frenzy meter is tremendously overcharged. (In layman's terms this would give Legion double duration of frenzy after successfully landing a frenzy attack on a survivor without deep wounds. This would make chain attacks more reasonable)

  • @Zavri said:

    @Dreamnomad said:

    @Zavri said:

    @Dreamnomad said:

    @Zavri said:
    115% AND no STUN he would be okay. pretty close to billy, but not as good.

    Basically a tier 2 myers with some flair.

    If they removed the post frenzy stun then he would instantly be overpowered. Even at 110% run speed. Then you could hit a survivor with frenzy, chase and when within strike range drop the frenzy and drop the survivor. There is no realistic counter play for survivors against this.

    "man if you could chase a survivor and instantly down them with a chainsaw that would be so overpowered"

    Lol!

    If he had 115% with no stun, he would STILL have that weapon wipe animation on the 2nd hit and would be instantly a chasing myers.

    How is that overpowered at all?

    Billy can be 115% the entire game and on DEMAND move insanely fast AND instant down people with his saw.

    Uhh.....

    A couple of things. First of all not every killer is going to be The Hillbilly or Nurse. Secondly, there is counter play available versus Hillbilly. You can actually dodge the chainsaw attack. You can jump through windows or drop pallets in the way. You can't really get away from Legion if they are close range and in frenzy. Drop a pallet and it gets jumped, jump a window and Legion jumps through faster, dodge an attack and another one is coming .2 seconds later.

    uhh if you pallet stun a legion it instantly ends the power btw

    @Zavri said:

    @Dreamnomad said:

    @Zavri said:

    @Dreamnomad said:

    @Zavri said:
    115% AND no STUN he would be okay. pretty close to billy, but not as good.

    Basically a tier 2 myers with some flair.

    If they removed the post frenzy stun then he would instantly be overpowered. Even at 110% run speed. Then you could hit a survivor with frenzy, chase and when within strike range drop the frenzy and drop the survivor. There is no realistic counter play for survivors against this.

    "man if you could chase a survivor and instantly down them with a chainsaw that would be so overpowered"

    Lol!

    If he had 115% with no stun, he would STILL have that weapon wipe animation on the 2nd hit and would be instantly a chasing myers.

    How is that overpowered at all?

    Billy can be 115% the entire game and on DEMAND move insanely fast AND instant down people with his saw.

    Uhh.....

    A couple of things. First of all not every killer is going to be The Hillbilly or Nurse. Secondly, there is counter play available versus Hillbilly. You can actually dodge the chainsaw attack. You can jump through windows or drop pallets in the way. You can't really get away from Legion if they are close range and in frenzy. Drop a pallet and it gets jumped, jump a window and Legion jumps through faster, dodge an attack and another one is coming .2 seconds later.

    uhh if you pallet stun a legion it instantly ends the power btw

    That's true. But landing pallet stuns against a killer that doesn't want to be hit with a pallet is a dangerous game to play for survivors. Ties go to the killer. Btw, I think you have the wrong idea about my position on this whole affair. I am all for buffing the Legion. I just think your idea is bad.

    The Legion has a lot of different aspects. There are many different ways to buff him. Increasing the base duration of frenzy, giving Legion an overcharged duration of frenzy after a successful hit, increasing the base time it takes to mend, make it so when Legion frenzy hits an injured survivor they don't get the full deep wound timer, etc, etc, etc. I think these are the things they should be looking at.

  • @Zavri said:

    @Dreamnomad said:

    @Zavri said:
    115% AND no STUN he would be okay. pretty close to billy, but not as good.

    Basically a tier 2 myers with some flair.

    If they removed the post frenzy stun then he would instantly be overpowered. Even at 110% run speed. Then you could hit a survivor with frenzy, chase and when within strike range drop the frenzy and drop the survivor. There is no realistic counter play for survivors against this.

    "man if you could chase a survivor and instantly down them with a chainsaw that would be so overpowered"

    Lol!

    If he had 115% with no stun, he would STILL have that weapon wipe animation on the 2nd hit and would be instantly a chasing myers.

    How is that overpowered at all?

    Billy can be 115% the entire game and on DEMAND move insanely fast AND instant down people with his saw.

    Uhh.....

    A couple of things. First of all not every killer is going to be The Hillbilly or Nurse. Secondly, there is counter play available versus Hillbilly. You can actually dodge the chainsaw attack. You can jump through windows or drop pallets in the way. You can't really get away from Legion if they are close range and in frenzy. Drop a pallet and it gets jumped, jump a window and Legion jumps through faster, dodge an attack and another one is coming .2 seconds later.

  • @BeanieEnthusiast said:
    He’s not that bad. 

    They are pretty bad. Weakest killer in the game imho. I don't think they are hopeless though. After a few tweaks they should be 100% viable.

  • Can we start consolidating posts that more or less say the same thing?

  • @Might_Oakk said:
    Learning curve? He is basic asf...

    Lol, this is true. Legion isn't brain surgery. See survivor, chase survivor, stab survivor.

  • Why does everyone have to start their own thread about Legion? There are like a dozen different threads discussing him. You can't just pick one to post your opinion in? Anyway, my opinion of your opinion is that balancing killers around their add ons isn't a good strategy. If a killer is only balanced when using green or higher add ons then players obviously won't be able to play him in a balanced state on a regular basis. I would prefer to see their base version buffed and add ons nerfed if needed.

  • @BlackHack said:
    so if this killer stay the same, they must nurf freddy man.

    On what planet does this make sense?

  • @Zavri said:
    115% AND no STUN he would be okay. pretty close to billy, but not as good.

    Basically a tier 2 myers with some flair.

    If they removed the post frenzy stun then he would instantly be overpowered. Even at 110% run speed. Then you could hit a survivor with frenzy, chase and when within strike range drop the frenzy and drop the survivor. There is no realistic counter play for survivors against this.

  • He needs a buff. But I don't think that is the way to go about it. I would prefer to see them buff the way he/she is designed to be played.

  • One game proves nothing. I'm sure the survivors weren't playing optimally anyway.

  • @KingB said:
    @Dreamnomad it's already as high as it can go. I'm not the only one complaining about visibility issues either. How? If BBQ procs/detects you now that's just plain stupidity on the survivors part. You don't have to camp for borrowed time to activate; I wasn't, I was chasing someone and they went for the unhook and for efficiency's sake/hpoked guy was being toxic I tunneled him off the hook. What weaknesses? BT has none. Once the exit gates are powered BT pretty much means a free escape. The devs were starting to make things better and actually make killer enjoyable (healing nerf, vacuum removal, vault nerf etc.) But then they hit us with this garbage. Killers got nothing but massive nerfs this patch (unless you count bug fixes).

    I don't seem to have the same visibility issues you are experiencing. If your gamma is already at max then I don't know what to tell you. But every survivor isn't a Claudette hiding in the shadows. Patrol gens and you'll find survivors just like always.

    Survivors will not consistently make it to lockers before BBQ would tick off. Sometimes you'll knock survivors down next to hooks and there is no way they will be able to get in a locker fast enough to hide. Plus it is really inefficient. If they are all spending 20 seconds running to and from lockers each time you hook somebody then that will sufficiently slow the game down where you won't get gen rushed anyway. Will survivors sometimes hide in lockers to avoid BBQ? Yeah. Will it make it impossible for killers to get kills? No. I promise you are overreacting on this.

    Borrowed time is no where near as big of a deal as you seem to think. It never was. Here is how you can counter Borrowed Time (BT henceforth). Don't camp. If you are chasing someone else when a player is unhooked then you will be outside the terror radius and it won't trigger and you'll be preoccupied anyway. If you do want to camp then use a killer with some kind of 0 or low terror radius option or use Insidious. If the player is unhooked, but not in your terror radius then it doesn't trigger. Wraith or Pig are obvious choices. Any of the killers with lower than normal terror radius with monitor and abuse means you can camp just outside 14 meters. Any killer with Insidious avoids it too. Alternatively, you can target the person going for the rescue. Hit them once on the way to the hook and then immediately after they perform the unhook. Another choice is to wait out the BT buff. It only lasts like 15 seconds. Instead of hitting the player immediately, follow them for about 16 seconds then hit them. Also if they are in the basement, you can just body block the stairs for 16 seconds. That is a lot of options.

    And seriously, people are over reacting to the change anyway. If someone triggers BT then you have to hit the player twice to knock them down. That is no different than before. The only thing that actually changes is that as the killer you can't just chase them until they fall down and if they manage to lose you in a chase then they can avoid falling down without self care or a med kit. If you win the chase then nothing is different.

    So I say again, all of your reasons for quitting are dumb.

  • @Nokillerinozone said:
    Legion is already broken

    Do you think the killer is overpowered or underpowered? Broken is too vague.

  • @KingB said:
    @Dreamnomad I'm not quitting solely for the reason of flashlights. If you wanna cherry pick one quote out of my entire post go right ahead. I already mentioned I can barely see anyone (don't know if anyone else is encountering this problem). Can't chase off anyone if I can't see them. That's just as situational as dribbling is, it relies on survivors stupidity. I have to run a perk for something the survivors get for free? Awesome, that's perfectly fair.

    All of your reasons were kind of dumb honestly. Turn up the gamma on your TV if you are having trouble seeing. Boom, problem solved. The BBQ thing is just being overly dramatic. Borrowed time isn't that big of a deal if you aren't a camper and even then it still has the exact same weaknesses it always had. The scratch mark thing I haven't noticed, but it isn't game breaking anyway and if it really is a problem then it will be fixed. But whatever, if you want to quit then quit. Just know that your reasons are dumb.

  • Yup. They need a buff. While I don't hate your suggestion, it does have the unintended consequence of giving the killer a free whispers perk since the killer could tell by the level of power draining if a survivor is close.
    Personally, this is what I would like to see happen.

    1. After successfully hitting a survivor with frenzy it shouldn't just recharge the frenzy meter, it should overcharge it. By that I mean that the duration after a successful frenzy hit should fill the frenzy meter by 150 to 200%. That way they have a chance to successfully chain attacks the way they were intended.
    2. Increase the base time it takes players to mend. The idea that mend is supposed to put survivors into a "time out" is fine. But the duration of the time out isn't long enough to have any real meaning.
    3. Frenzy attack against an injured survivor shouldn't have a full deep wounds timer. The survivor should be missing about a third of the timer as if they have been hit once (since they have in fact been hit once already). Even if the killer continued chasing and hit with frenzy again, this still wouldn't put the survivor in the dying state anyway.
    4. The Legion should have a smaller hit box than the standard killer. I'm okay with 110% run speed, but they should be able to handle corners faster since they are supposed to be agile teenagers. This would help them close the deal faster on injured survivors.
    5. When not in frenzy The Legion should have a slightly faster window vault speed than the standard killer. About 10% bonus should be good. Again this is to compensate for the 110% run speed and play toward the agile teenager style.

    That seems like a lot of buffs, but individually they are pretty small. Add them together and it should put The Legion into a playable state and work toward the intended direction of the killer.

  • @KingB said:
    Can't look up to counter flashlight saves. BBQ never finds anyone now. I'm done with this game.

    For the record, if the survivor times their flashlight save correctly then the killer can't avoid it by looking up. This is working as intended. There is lots of room for counter play as the killer though. You can pay attention to the surrounding area and chase off any survivors nearby with flashlights. You can position yourself so it is difficult if no impossible for a flashlight save by looking into a wall while picking up. You can run either Franklin's Demise or Lightborn to counter the flashlight itself. But if you want to quit over something you can improve then so be it.

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