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Exerlin

Exerlin

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Exerlin
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  • I just think rat liver should be baseline. Playing with and without it is like night and day

  • Sadly no. I wish that our XP counted towards the upcoming rift during these downtimes. It really doesn't feel worthwhile to play the game if one means of progression is completely inactive.

  • no keybind is gonna get you banned

  • It's pretty great for the balance of the game. I'm hoping that the next big patch is gonna be about perk changes so we have more than 5 or 10 perks on each side that are actually good

  • I'm a fan. Although, I prefer some other perk than Spine Chill. Kindred or Bond would serve you well

  • Those two are gonna get their asses perma'd. Support has no tolerance for the use of slurs

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1212458#Comment_1212458

    1. https://www.youtube.com/watch?v=KjWLd5D5mqE This video is quite old, but at 0:50 it shows it ALMOST fully heals you.
    2. I'm just worried about how efficient medkits could become. With or without Botany Knowledge.
    3. Right, didn't think about that. Okay could work then.
    1. WOW that sucks! At least botany or self care would push that over the 2 heal mark.
    2. They would be very efficient, but I don't think it would become too powerful. If someone wanted to, they could bring in a med-kit without any perks and heal themselves almost 4 times. I think it would be very rare for someone to bring Streetwise with a beefy med-kit AND heal themselves more than 3 or 4 times in said match. Streetwise would mainly be useful for addonless and lower tiered items. Also, keep in mind that with +50% efficiency, each charge takes 50% longer to be consumed, so a 24 charge item would have the same usage as a 16 charge item with Streetwise.
  • my-image.png

    I feel like I am rotting away whenever I face a Freddy or Spirit

  • @Milo said:

    1. "Instead of getting 2 fast heals every game with this perk, you now only get 1 faster heal." You sure about that? I thought that i always was 1 heal. Just before it got some charges left. But also, unique buff idea! I like it.
    2. I feel like 50% is a tad too much... Although toolboxes did get a nerf. Maybe like 35-40%
    3. Yeah the only issue is, what happens to the tiering.
    4. Could work... still doesn't fix the skill check issue tho.
    5. Yeah! Agreed. If they think 20% faster walking speed is too much, they could always say "This works half as effective when injured"

    Thanks for your feedback, and I'm glad that you like most of these ideas!

    1. The old green med-kit had 24 charges and increased its own item efficiency. This allowed a green med-kit with no addons to get 2 uses.
    2. 50% is a lot yes, but if you compare it to most other perks that are used often, it is incredibly lackluster. I feel like anything less than 50% would cause a lot of scenarios where you use a medkit, try to use it again, and run out of charges right before you can get the heal off.
    3. The tiering can be something like 50/75/100% for the second addon, or the tiers could do something with the rarity of the addons similar to Plunderer's Instinct.
    4. A guaranteed skillcheck near the end of the heal would be nice to help you gain tokens, but the initial debuff is a much worse problem right now. I used to run it all the time, and I almost always got negative value out of it. That should not happen.
  • I would love to see some passive abilities, even if it's the same 3 or 4 abilities shared across the survivors. Little things like healing speed, sabo speed, recovery speed, and item efficiency would be nice. It would give each survivor something so that everyone's not just a reskin.

  • I'd prefer if they changed it to get rid of the HEX and the Exposed effects, and just gave it a large speed boost at the end of the game.

  • No, infact it's better IMO. It is now the only way to sabotage a hook for a long period of time.

  • I've played a ton of Legion and honestly, there's not much you can do with them. You'd be much better off playing killers like Pig or even Clown. But if you insist on playing them, you just have to get good at the basics of killer.

    Know when to chase, drop chase, kick something, and give up a gen. Learn when you should frenzy and when you should M1.

    If a survivor is at a very strong loop, frenzy them and go pressure something else. If you activate Killer Instinct but you know you won't reach your next target in time, cancel your ability and use it when you get to them. Don't hit someone with your power if they're injured UNLESS you need the information from Killer Instinct or you suspect that they have endurance.

    That's all there really is to the killer. The 4 second stun they receive is too long to body block things effectively against decent survivors, so you will only be an M1 killer and a vessel for perks for most of the game. Some people do work well on them specifically though.

    Since survivors are forced to mend or else they get downed, Ruin compliments their power a good bit.

    Since it's easy to injure people, Blood Echo and Thanatophobia will see more use. However, they still aren't good perks, and I don't recommend them.

    Bamboozle affects your vaulting and pallet vaulting speeds while in Feral Frenzy, and it allows you to block windows incredibly fast. It's arguable whether or not this perk is worth taking, though.

    I find that Pop and Enduring get good value in each game I play as Legion, so I'd stick with those at the start. As I said before, treat Legion as a vessel for perks and experiment with fun and interesting builds. Just keep in mind that you are playing one of, if not the worst killer in the game, so brush off your losses and congratulate yourself on your hard-earned wins.

  • I like how the item system works right now. Although, I would be down if they added a tier of items below common that were very weak but had infinite uses. These items would be like:

    Decrepit toolbox - 12 charges, +25% increased repair speed, unlocks the sabotage action, slightly decreased sabotage speed, same sabotage penalty as all other toolboxes.

    Scratched Aid-kit - 16 charges, unlocks the self-healing action, slightly decreased self-healing speed.

    Torn Map - 5 seconds of use, unlocks the ability to track generators within a range of 8 meters.


    I'd also like to see them add similar infinite addons for these items and each killer's power. Honestly one of my most wanted additions

  • I think we just need a massive re-balancing patch for perks. Buffing/reworking all the bad perks on both sides would add so much more variety and would make the game so much more fun. Some nerfs for the currently meta perks would be nice too, but the only one that I think needs one is DS.

  • Probably not since it's still possible for the other survivors to sabo/bodyblock their teammate off a killer's shoulders. If we were just talking about the crypres mori, then I'm all for it

  • If I've been having a bad day, sometimes I bring an Ivory Mori into a match just in-case someone does something I really hate. Although, the only things I hate are 59 second DS, locker DS, and OoO, so I normally just end up wasting a mori. It's fine though, I don't like using them often anyway

  • This better be addressed. Even a simple change like swapping the position of the door and window would probably fix this without completely killing the window.

  • PSA- maining Wire Spool addon specifically makes you useless, and stupid

  • It looks nice! Isn't that closer to the hair he has in his game anyway?

  • Speaking as an independent producer, creating 13 new melodies that fit the atmosphere of each realm would take a while to do, but it is doable. I honestly wouldn't be too surprised if it's something the devs toss in with a future mid-chapter patch, especially if you consider that the musicians on their team only have two songs to complete every three months.

  • @indieeden7 said:

    The cosmetics coming with the next patch all look really cool, I'm especially looking forward to Yui's, Feng's (even though it's just another recolour), Kate's, and Spirit's. Bit disappointed that Nea didn't get any though, but hopefully she'll get some with the next chapter.

    Nea actually gets a version of the bob hairstyle with green hair! I'm very happy with it

  • It still doesn't change the reasons why Legion is bad.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1195562#Comment_1195562

    Depends, I had many matches that Ruin was destroyed early, but not all of them had someone escape through the gate. Ruin is a great perk on Legion as he can force survivors to mend instead of being on gens, but isn't strong on other killers.

    Instead of saying that the perk is very strong, I'd say that the perk pairs very well with his power.

    Ah, that's fine then. I thought you meant that in every match you lost, Ruin was destroyed early. That's my bad

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1194785#Comment_1194785

    Usually destroyed mid match, very rarely early or late match, however on both of my 1ks it was destroyed very early.

    If Ruin being destroyed early correlated with a loss in every match you recorded, doesn't that just prove that Ruin is a very strong perk? It's hard to come to a conclusion about Legion in particular here because of that very strong and variable perk.

  • Killers that are strong but very easy to play tend to have a boring playstyle, particularly in chase. Personally, I only think that Freddy is boring since his power is the only one that fits the criteria. I don't mind going against strong killers like Oni, Billy, Nurse, Hag, ect... since those killers have a lot of depth to them. Getting hit by an unpredictable Hag or a skilled curve from a Billy genuinelly feels like I got outplayed. If you compare that feeling to how getting downed by a Freddy because he placed a snare in the middle of the loop, and it just feels like a hollow loss. The same feeling you get when you get downed because of Spirit Fury + Enduring or (as killer) have all the survivors running to the "god loop/ex-infinite" on the map.

  • Unbreakable is much, much better than Spine Chill, and it should be in the S teir. It can single-handedly turn a game over into a salvageable game for the survivor team, and it removes much of the killer's map pressure when used.


    Your list is pretty good though. I'd knock small game down to C with Detective's Hunch though since both perks are really just ways to find totems. Also, as a frequent Autodidact and Any Means Necessary user, I think they should be only one teir apart. I get as much value out of AMN as I do Autodidact. The main difference is that sometimes I only get to heal one guy, and Autodidact just makes it take longer.

  • Boring as and against. He's one of the few killers I really wish were never added in the first place. His entire existence in dbd has been a complete mess.

  • As long as I had a decent time, I slap down a GG. That basically just means that I wasn't against really toxic players or a bully squad.

  • I think Up The Ante doesn't need a rework, but the luck stat in general does. It should affect more things, and you should be rewarded in various ways for having a high luck stat (such as having a chance to turn a good skillcheck into a great). At the very least it should affect the rarity of items you find in chests.

  • Hell yeah, it's about time they started getting rid of these god loops

  • Can confirm, quad up the ante and slippery meat does its job well. It's just a matter of if it's worth all of those perk slots

  • Very big fan of all of these changes

  • Increase everyone's movement speed by 50% for a day

  • Sorry, I can't hear you through this fabulous font

  • That definitely looks like a good build! Legion is my second most played killer (my main is Hag), and I can vouch that all of those perks are pretty good on him, especially Pop and Surge. However, I prefer something like Whispers in place of BBQ gameplay wise, but I'm too greedy to take off BBQ

  • I think Demogorgon, second most liked is either Pig or Billy imo

  • @BeHasU said:

    So, just don't farm? Do the gens and get out, if the killer's hooking you, suicide on hook if you know it will be a boring ass game.

    That's what we do, but it's still an annoying waste of time.

  • I'd say Claudette because of all of the outfits she can choose from.

  • wow dude that really isn't a lot

  • I mostly play killer (a bit less nowadays), and new sabo is really not an issue. I've been able to get a few saves with it and Breakout, but it is still very situational and requires a survivor to be at the right place at the right time or spend a lot of time attempting the save.

  • Run Detective's Hunch and go totem hunting after each gen. The range on that perk is massive, and it will show you a ton of totem spots as well as give you the other information that the perk gives you.

  • Here is my list!

    Trapper - Can carry 2 traps by default. Traps are no longer affected by the survivor's Luck stat.

    Wraith - Moves at 5.2 m/s by default while cloaked (up from 5.06 m/s).

    Myers - Evil Within 3 lasts 15 seconds longer. (And please, fix the bug that causes his power meter to regress after a stalk).

    Hag - The Hag can teleport to a tripped Phantasm Trap within 48 meters.

    Cannibal - Acceleration while swinging the chainsaw is drastically increased.

    Pig - The Reverse Bear Trap can no longer be disarmed on the first box the survivor found.

    Clown - Hindered effect increased to a 20% speed reduction (up from 15%).

    Legion - Increase Feral Frenzy duration by 5 seconds. Decrease cooldown by 1 second.

    Plague - Slightly reduce Vile Purge's and Corrupt Purge's cooldown.

    Demogorgon - Slightly increase tunneling speed.

  • It's amazing how ######### killer feels to play nowadays. Killers currently have to deal with a bugged first lunge, silent downed survivor noises, rubber-banding Hag teleport, rubber-banding Legion vault, ghost saws as Hillbilly, rubber-banding on Myer's stalk, puke that clearly makes contact with a survivor but doesn't infect them as Plague, and laggy Ghostface leaning. And that's not including all the second chance perks survivors can have, the vast majority of large, survivor-sided maps, and the tile randomization that occasionally grants survivors an amazing set of tiles.

    On the other side, survivors have to deal with campers, tunnelers, awful random teammates, and the occasional bs window hit. Both sides suffer from teleporting around due to lag every now and then. So sure, there are some things survivors suffer from, but killers suffer from much more issues, including bugs that have been in the game for a long time. It would be unreasonable to say something like "stop complaining about killer feeling #########" while survivors have been the more powerful role since the game's release and seem to have a much higher favor with the devs when it comes to bugfixes and nerfs.

  • Either quit or play survivor. Killer is in a very frustrating state, and I've been much happier since I stopped playing a lot of killer.

  • SC + Botany makes you heal yourself in about 24 seconds. Since the normal SC time is 32 seconds and normal heals are 16 seconds, you save 4 seconds, a little more than that if you factor in the penalty you get when 2 survivors work on a gen.

  • @Dehitay said:

    Survivors not using any bloodpoint bonuses seem to average about 13,000 bloodpoints per game. This alone should be enough to afford an item and offering per game. But if you're truly struggling, you can increase your bloodpoint gain significantly by running WGLF, tossing on a bloodpoint offering, and possibly running Prove Thyself if you need even more. If even that's not enough, you can bring Plunderer's and Ace in the Hole into the game to just give you free stuff mid trial as well as allow you to keep your addons when you leave the trial to stock them up.

    If you're a killer, it's really not that hard to average 25,000 bloodpoints per game without bloodpoint bonuses if you're specifically playing to get bloodpoints. And I think most killers run BBQ which doubles that meaning the majority of the bloodweb per game with just that one perk.

    I don't see how anybody would be struggling to bring a loadout into the game unless you're the type that only uses greens, purples, and reds and can't keep up with bringing those into every game anymore now that survivors lose addons.

    That is still an abysmal amount of bloodpoints for survivor, especially when you consider that WGLF is significantly harder to get stacks for than BBQ.

    I'm not saying you're wrong about being able to afford an item every game (not that you need to do that since there are chests anyway), but getting addons for all the various items and progressing characters through the levels is an awful slog if you mainly play survivor.

  • I got a double pallet on Coal Tower yesterday after not seeing a double pallet in a very long time.

  • Situations like that make PvP games feel awful to play a lot of the time for me. That's why I tend to play more PvE games where I won't have a real person ######### on me for no good reason.

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