FFirebrandd
FFirebrandd
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A mixture of not finding camping and tunneling fun and having that oh so rare trait of empathy?
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In a vacuum, Dead Hard validation is a good thing.
In practice, Dead Hard was about tied for the strongest Survivor perk in the entire game even with its ping inconsistencies on the Survivor side. Moving those ping inconsistencies to the Killer side was essentially a buff and who the hell buffs the strongest perk in the game without a compensation nerf? Don't get that one.
In more practice, the false positive feedback of a successful hit is stupid and can sometimes mess you up. This is annoying. You can play around it, but it needs to be fixed sooner rather than later.
In even more practice, there are multiple Killer powers in the game that exist where the killer or projectile keeps going until it hits something. Dead Hard validation incorrectly stops those powers when it 100% should not. This bit... honestly this bit should have gotten the validation or the perk in its entirety kill switched. The fact that it didn't is mind boggling to me.
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See here's the thing. I'm well aware that Boons have counters. The issue is that the default counter play outside of bringing specific Killers or specific perks is woefully inadequate. That results in Boons, CoH in particular, causing any flavor of split pressure impossible unless you're playing as Plague, Legion, or Artist. As a result... I'd honestly be surprised if you didn't see chase heavy or insta down killers in nearly every game. A single perk shouldn't be doing that.
Are you feeling a bit memey and want to play Scratched Mirror on Lery's? Well... if you get a group with CoH or even worse... CoH + Shadow Step... congrats! You get to lose horribly and have basically no recourse.
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At the absolute minimum they need to un nerf the number of Dream Pallets he can place. Idk why that got nerfed in the first place.
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Well, Deathslinger used to not have that. It was very fun to play as him. But... Survivors didn't like the fact that his 1v1 was incredibly strong, so they butchered that. However... the Devs didn't take into account that the reason he was mid tier despite a very good, and probably borderline oppressive 1v1 is because he was ridiculously slow at getting anything done in the 1v4.
So... now we have a killer who still has the worst 1v4 in the game but only a slightly above average 1v1.
To make things worse... instead of nerfing him in such a way that he'd still be fun and still have a niche where he was the best... they... didn't do that. The delay on firing feels terrible to try to work around. His hold ADS has never been good but unless you were running the addons that make holding ADS an off brand Pig Crouch you just didn't do that ever but now with the delay you have to hold ADS and it sucks.
To make things somehow even worse the Terror Radius nerf he got slapped with has completely destroyed all of his other play styles outside of the boring as hell cycle of Locate -> Chase -> Down -> Repeat. The man could go with ranged insta downs, he could go stealthy, and he could go split pressure. He wasn't the best killer at any one of those things, but he functioned where his competition couldn't. Unlike Huntress, playing Deathslinger on Lery's and Hawkins didn't suck. Unlike Myers and Ghost Face, Stealth Slinger requires less narrow winding corridors and has a backup plan for maps like Rotten Fields. Unlike Legion and Plague, he actually had a 1v1 power to use after spreading some damage. Literally all of that is dead now. Long live BBQ, STBFL, M&A, Pop/Pain Resonance I guess.
I gave up on literally all of that after considering myself to be a hybrid Legion Slinger main for quite a while. Now he's gotten replaced by Spirit and Artist.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2752680#Comment_2752680
Nah, he needs a gun... Deathslinger doesn't need his anymore, so that might work.
To be honest, Deathslinger's gun is so bad that I don't think Legion wants it either.
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So... here's the deal. Myers actually does have a lot going for him. The issue is that most of it is his stealth or stealth -> insta down. Stealth isn't going to help you on maps like Ormond, Shelter Woods, all 5 Badhams, and Eyre of Crows. All of those maps are very open, with long sight lines and several are stupidly bright so Myers sticks out like a sore thumb.
To make things even worse... Hawkins was pretty good for him but it doesn't exist. The Game used to be good for him until its rework at which point he can't do anything on the 2nd floor. A few of the old Coldwind maps were good for him but the new ones all *suck*. Things like Midwich and RPD could be good for him, but if he has Boons that can ruin things. Honestly the Realm Beyond has overall been a massive nerf to Myers.
Overall, his power can be brutally effective, but most maps do him zero favors. But... he kinda needs them to.
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Nicely done! I've not chased adepts myself, but Pyramid Head's can't have been all that easy. His teachables aren't amazing.
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Honestly at this point there's no telling. Billy got wrecked. Deathslinger got wrecked. Now Twins and Nemesis got wrecked... there's just really no telling.
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@IamFran said:
The people who have said they agree with him have said it for trolling considering who created the thread, I guess...
Some things are debatable, but have you noticed he's asking for a rebuff for DS? And saying the EGC hatch tactis being unfair?
DS doesn't need a buff, it's in a perfect spot now, it fulfills its function as antitunnel perk, the stun caused by the perk is very long, you have enough time to reach a good spot in the map most of the times and it can't be countered by Enduring anymore. Balanced perk, it doesn't need nerfs or buffs.
EGC can be countered 99%ing the gates which is what the most survivors do in the matches, OK, the killer can open the gates, but most of the times doing it doesn't worth.
The Hatch mechanic is one of the more fair things in the game currently, the first who find the hatch, wins, it's simple and fair. Also, do you remember the hatch standoffs? It was one of the most horrid things in the game before the current hatch mechanic.
Honestly, I wouldn't mind if DS got a bit of a buff. I made a suggestion to buff and rework Boil Over so it is also an anti tunnel perk. The changes to how hatch spawns was completely unnecessary... Keys were broken, not hatch.
Hatch standoffs haven't been a thing in literal years. Nobody wants those back.
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So... normally I don't agree with like... anything Sluzzy says. However, this one has some points I can't just say are wrong.
Tunnelling and Camping are too strong for both how difficult they are to execute and how fun they are to experience (for both killer and survivor).
There's a caveat to this though. That being that this post ignores what Tunnelling and Camping actually are. They're desperation plays. They usually come out to play when the Killer has gotten angry, jaded, or desperate enough that they're willing to sacrifice their own fun and that of the Survivors in the interest of not losing.
So while yes, buffing Survivor's abilities to withstand Tunneling and Camping is a good idea, buffing other mechanics for Killers to further encourage them to not Tunnel and Camp is also necessary.
Also I do have to admit that the Hatch changes were garbage. Hatch without keys in play was just fine and shouldn't have gotten changed. Keys needed a nerf/rework... not hatch.
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This is amazing. Honestly getting to see your art is a treat.
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Yep. Deathslinger does feel absolutely terrible to play. What's worse is they also nuked most of his niches from orbit and now all that's left is a Killer who is above average in chase but has literally nothing else going for them... but killers like that are a dime a dozen.
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No
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I definitely do not want a full rework.
What I'd like are the following.
- No more losing the power bar after a successful M1 and when you pick someone up in Frenzy.
- Honestly... the charge time in general could be buffed a ton. Like... its a non lethal power. Why does it take 20s to fully recharge? Actually I do know the answer to that. It's so Frank's Mix Tape stays... but they could make it add more CD
- I'd love to see it that if Legion ends Frenzy while not in chase and at least 8m from Survivors, the Fatigue is only 1s. That would allow Frenzy to be used for mobility.
- I've seen someone mention a stacking movement speed boost for every successful Frenzy hit, just to make chain hitting a bit more reliable. That'd be nice.
- Add on pass. Legion's add ons aren't bad, they're no Pyramid Head add ons. But most of them aren't very interesting or transformative. I'd like to see more interesting and useful add ons.
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Do you want to catch surprise hatchets with your face? Cause this suggestion is how that happens.
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2742911#Comment_2742911
Legion's entire thing is wounding survivors and then going to other survivors to wound them, eventually coming back to finish off the survivor they originally wounded (or sticking with whatever poor bastard got tagged last and taking them down). But if survivors can just keep becoming unwounded, Legion has to just ignore his own power and be a standard M1 killer even more than he already is. Instead of having 4 survivors wounded that he can come back to finish off (or force them to try to find one another so they can heal up), he has one survivor downed and three others that can just heal themselves at their leisure and the cycle starts all over again.
CoH has the same kind of issue with all M1 killers but Legion is a M1 killer whose powers are designed to spread around the damage to multiple survivors. CoH directly counters the "spread the damage out" tactic.
Time is never in the killers favor in this game unless the survivors are absolutely incompetent at the game (which to be fair, there are a LOT of incompetent survivors in the game) and CoH against Legion does nothing but give the survivors more time.
Ok, so... Legion can work that way. Get everyone injured then pick them off with various perks that can give you free hits. However, they don't have to work that way.
Think about this. Legion frenzy stabs a Survivor. They run off, mend, heal with CoH, then get back into the game. But then here Legion comes again. Mend, heal, back to gens. Repeat this several more times. Each loop of healing back up wastes 28 seconds not including time to travel to the boon. That's a lot of time to take a Survivor off of Gens for a fairly minimal time investment on the part of the Legion. If Legion can chain stabs multiple times and the Survivors insist on healing every time, they can slow the game to an absolute crawl. Will they be able to snowball if the Survivors do that? Well, no, but that can easily give them all the time in the world to get their M1 downs. This style of Legion is a whole hell of a lot more grindy and slow but it can work and can work in spite of CoH.
Because Legion usually only commits ~5-8s per injury and puts Deep Wounds on Survivors, they can actually turn CoH's strength against itself. CoH is great against most M1 killers because it can easily take them 15s to attain that injury... which is only 1s less that CoH's self healing speed. For that reason, Legion is actually still doing pretty well in the CoH meta while most M1 killers are floundering. Leigon isn't probably running the same builds anymore... seriously don't run Thana without Legion Pin anymore... just don't... but they're still functioning.
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I've come up with a few options.
- Play Legion. They can actually inflict injuries and deep wounds that CoH can't touch fast enough for hit and run to still function.
- Play chase heavy killers like Spirit and Blight. Oh you have CoH making me have to focus on winning 1 chase at a time? Ight, I brought someone who specializes in that.
- Play Killers who can insta down. Most instadowns are distasteful to me, but the one I do enjoy quite a bit is Trapper.
- Save iri shards to get Plague even though I hate how she restricts Survivor gameplay. At this point she's 1 of 2, maybe 3 split pressure killers who still function.
Under no circumstances should you play Pig, Freddy, Wraith, Twins, Deathslinger, and maybe Demo. They get bodied way too hard by CoH. Only play Ghostface and Myers if you are very confident in using marks/T3 effectively.
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That's my nickname for Vanity Mirror Myers. It's a play off the old Burger King Myers with vanity mirror and tombstone. The joke was that He was slower than survivors because he ate so much Burger King. He's not slower than them anymore because he started eating healthy... So... Salad Myers.
It's... Maybe dumb.
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Honestly I'm just a mixture of sad and annoyed that Vanity Mirror finally became not a meme the same patch that CoH and Shadow Step came out.
Those two together just ruin what Salad Myers is good at. Spooky Myers too honestly.
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You have my sympathies. Learning Nurse is definitely not easy at the best of times, and your MMR might be way higher than it should be on her. The issue with Nurse is that most of it is muscle memory. So there's not a whole lot of recommendations I or anyone else who has learned Nurse can give.
Best I can do is recommend you use the Flannel Add On that shows you where your blink is going and Nurse's Calling and focus on landing good blinks instead of kills because you won't be getting many kills. Nurse's Calling is very much a god send on indoor maps and when I was learning Nurse.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2736009#Comment_2736009
Hope you enjoy what you see : D
https://forum.deadbydaylight.com/en/discussion/comment/2736017#Comment_2736017
I have a few trick in animating, but drawing good is still a problem for me.
That's much better drawing than I can do. Best I can do is draw well enough that people generally can tell what I'm drawing.
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That'd be so nice. Not having to run both Whispers and M&A to get use out of her stealth would be fantastic.
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@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/comment/2736459#Comment_2736459
Id say dead dawg for very few killers cause most have had problems with that map but most of the time it's another medium to large map that unless you have map pressure available you're screwed
It's actually smaller than average. The issue is that the main building is really strong so how good it is depends on how good the Killer is at keeping chases away from that building. Especially since the rest of the map is... meh at best for loops.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2736459#Comment_2736459
Midwich is for Nurse and Doctor since it compliments their power really well. RPD is disgusting with Pig, though yea, it sucks for both sides, though, probably more for other killers since it's so huge. Also, remember I said "a few", so that can technically mean 2 😅
That's a fair point. I feel like it's less there's maps that are *killer sided* and more that there are maps that favor certain killers. Like Lerys is great for Myers or other stealth killers but garbage for Blight and Billy. Mobility and ranged killers maybe like Rotten Fields but it's terrible for anybody else.
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@Huge_Bush said:
Survivor main here.
I think the game is currently balanced as far as things the actual characters can do. The main thing that isn't balanced are some maps that most people will admit are more survivor sided than killer, except for a few killer sided maps. Boons wouldn't be a problem if killers can traverse the map better and DH would be more manageable for killers if loops weren't so strong or as close to each other.
Are there even that many killer sided maps anymore? Hawkins is gone. The Game got reworked and isn't anymore. The only 2 I can think of is Shelter Woods unless its a stealth killer and Dead Dawg which... is kind of debatable. Maybe Azarov's is if you're willing to ignore half the map.
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I'm a killer main. Survivor sided... mostly because of how Circle of Healing and Dead Hard are right now. Though... the weird nerfs to Deathslinger, and the upcoming ones to Twins and Nemesis sure don't help.
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That's really really good. I've dabbled in animation a little bit and know it isn't easy to make an animation that smooth. Very nicely done.
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ngl I'd be more likely to play Toy Sword and Stale Biscuit Twins.
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@Nameless said:
Calm down. At least we had another Pig nerf. It's been too long, I was almost losing hope that the devs wouldn't keep the Pig nerfs going.
Um... Pig got buffed.
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I will say I was pleasantly surprised by the actual patch notes... notably, them trying to address cheaters, DH validation, and Nurse bugs. However, you can't really test those. Super glad they're happening, but the only things I'd want to test are the reworked Gearhead and Dead Man's Switch... and testing 2 perks aren't really worth downloading the PTB and redownloading the main game.
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Honestly? Probably Toy Sword will get nerfed again. Nothing they did will make Toy Sword not nearly mandatory to run to make Victor's pounces good. So... the nerf will drop, Toy Sword will still have an 80% or higher usage rate and they'll be like "Hmmm apparently we didn't nerf this addon enough."
Either that or Behavior will come up with yet another boon that kneecaps them... OH I know! They'll add a boon that hides blood pools and probably a few other things too. Have fun with Victor with zero tracking!
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Same. The changes to Dead Man's Switch and Gear Head look interesting but everything else is... either boring or super concerning.
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@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/comment/2730289#Comment_2730289
Holy ######### your right lol 😂
I mean there's always a chance that it'll be buffed in the official PTB patch notes... but like... why would the Dev Update have some of the Clown Changes but not all of them?
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I just noticed something...
They buffed Solvent Jug to be 2 seconds of longer invigorate... but... Garish Makeup Kit already does that, is 2 steps higher in rarity and... isn't getting buffed? What?
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Stats.
I would not be surprised if Toy Sword had an +80% usage rate among Twins Players. Why? Because it makes Victor a lot more manageable to use. I've tried using him without Toy Sword and it is pain. Just straight up pain. The Devs saw off the chart usage and nerfed it.
Same story with Marvin's Blood. Go figure, players want to unlock the most impactful part of Nemesis's power ASAP... so they run Marvins Blood all day every day to make it only take 2 tentacle hits to get Tier 2 and the pallet break. So again... the Devs saw the stats saying players are using this a ton and blindly threw numbers nerfs at it.
I would be willing to bet that 100% of the add ons that got changed were either were "overperforming" or "underperforming" and they just blindly threw some number changes at them without taking a step back and realizing that a lot of the over performing addons were being used for the same reason Windstorm was on Old Wraith and Bags were on Old Trapper... aka without the add ons, playing as those killers sucks.
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So... technically speaking Coup De Grace was OP during the PTB... because of a bug that made it apply to Demo's Shred and Pig's Dash but not eat a token. Ngl, that and the miss CD reduction add ons made Demo super strong and super fun. Outside of that bug, yeah Coup De Grace wasn't all that strong.
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I wouldn't mind Boons if
- CoH's healing speed got nerfed slightly.
- Killers had a bigger reward for snuffing them. Like the perk can't be reapplied anywhere for a minute.
At the moment I can play around them, but several builds I used to enjoy are 100% non viable because injuries don't stick.
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Who's ready for Gen Block Artist with Thrilling Tremors, Dead Lock, Dead Man's Switch, and Corrupt Intervention?
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2729304#Comment_2729304
I guess you're right, I cannot see any other real reason for the nerfs.
Me neither honestly. Overall Twins aren't over performing, so I can't see any reason to nerf Toy Sword other than a ridiculously high usage rate.
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My guess? Stats.
Let's be honest, trying to use Victor without Toy Sword is painful. Since it is a brown, I'd guess dang near every Twins player uses it every single game. I know I do whenever I play Twins. Essentially it gets used so much for the same reason Rat Liver on Demo used to... but they didn't realize that so they just flat out nerfed it instead of both nerfing the add on and buffing the base kit.
I'm guessing its a similar but less intense story for the biscuit and scarf. Biscuit makes the painful post hit CD a bit less painful so lots of people run it... so stats say to nerf it. Scarf just makes Victor better for getting map wide pressure which is important, so lots of people run it.
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My guess? Stats.
Nearly every single Nemesis runs Marvin's Blood to make it so 1 uninfected tentacle and 1 infected tentacle gets you to tier 2. Essentially, that add on makes Nemesis's power not take forever to come online. They probably saw that it had like... an 80% usage rate and nerfed it without thinking about why it was used so much.
Probably a similar story for the Mikhall's Eye. If you want your Zombies to be consistently useful and harass Survivors... that's 100% the most useful add on to run. I would imagine most Nemesis players want the zombies to not be dead weight... so... they run Mikhall's eye. So it probably also has a very very high usage rate.
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I just want Memento Blades to rearrange his stats to how Old Trickster + Knife Pouch was.
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Most TTVs I've seen have been friendly. Some haven't. It really just depends. I will say though, watching my TTV matches back when I played Off Brand Scratched Mirror Myers was usually great fun. Seeing the streamer's reaction to the jump scares and them trying so hard to figure out what on earth my addons were was great. COH kinda made that build not function anymore which is so sad.
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Ok... so here's the issue with Boil Over.
It is a perk designed to make it easier to wiggle off the killer's shoulder. Fair enough. Currently it is too weak to really do its job on its own. But... what happens if it gets buffed so it could? How will Killer's react?
As a Killer main, I can answer that question. If its strong enough, you get to take a nap on the floor for 4 minutes. I won't bother picking you up and trying to hook you. I'll just leave you on the floor and you'll die in 4 minutes. Have fun! Now I know that won't actually be fun for anyone... but what else can I do if Boil Over reliably prevents me from hooking you? The answer is nothing. So... welcome to bleed out town. Population you.
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At least Haddonfield lets all the Killers use their powers.
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So, in all honesty... all of this does look pretty good but none of it was what I was hoping to see.
Does the patching system they currently have need work. Yes. Am I glad they're fixing it? Yes. Was that what I wanted to see? No. I wanted to see gameplay related stuff. Even though the patching system is bad, you don't need to interact with it very often and never directly.
Does SBMMR need work? Yes, honestly it needs to be replaced. However, I usually play DbD at night Eastern Time when SBMMR goes on holiday in favor of not making queues terrible so... this probably won't actually affect me much.
Is them buffing Solo Survivors a good thing? Yes. However, I literally never play solo Survivor so... I don't really care.
Is that beta tab system cool? Yep. However, this does kinda feel like it'll mostly get used to test UI/input changes so... cool but eh.
Is the new system for wiggling better? I mean... probably? But... I personally didn't have any issues with how wiggling works.
At the moment I'm just sitting here hoping that part 2 has actual gameplay changes that are coming and isn't also disappointing.
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Legion is better than your entire C tier. I'd argue he's better than Wraith and Ghostface too since they get hurt a ton by CoH and Legion doesn't.
Only exception to the above is Myers with Tombstone Piece, but that Add On is... pretty broken and might single handedly push him to the bottom of A tier.
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One thing?
Pre Nerf Deathslinger. Loved him and everything he could do. The nerfs he got butchered literally everything I liked about him.
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I like the concept behind the perk.
However, it is currently way too strong. I'm hoping it gets nerfed to be either +75% or +50% healing speed and all boons gain the mechanic that they go on a cool down (30s at least, 60s at most) when the killer kicks it so kicking a boon gives them a respite during which they don't have to worry about the boons.