Avatar

FFirebrandd

FFirebrandd

About

Username
FFirebrandd
Joined
Visits
8,028
Last Active

Comments

  • @ShadowNurseZFX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2568381#Comment_2568381

    fair enough, i guess you can say that, i want legion to punish snowballing more than he does and thats my goal when trying to think of a buff to him.

    What do you mean by punish snowballing more?

  • Alright... so here's the deal. Legion's power should never be reliably lethal. Why? Because it is uncounterable. The only reason Frenzy isn't broken is because it is non lethal. Frenzy doubles the speed difference between the Killer and Survivor so both holding W and looping both work less well. Frenzy allows Legion to vault windows and pallets so they cease to be useful unless you can pallet them out of their power. Also Legion maintains standard movement in Frenzy so juking them like a Blight/Billy/Oni isn't really gonna happen either. Against Legion, being healthy nearly doesn't matter because of just how much Frenzy is a free hit. But that's all it is so it's OK. If it becomes a free down, things break and break hard... even if it is a slow free down.

    Legion does need a few buffs, but this ain't it.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2565537#Comment_2565537

    So? He was ridiculous to play against. The game is supposed to be enjoyable for both sides. And you're wrong, the dev's being too careful isnt the devs not reworking him. Because they are. If you played him on the PTB, he performs quite similar in 99.9% of the cases. He needs minor to slight other changes, sure, but that will come with time.

    Billy did need a punishment on infinite revving though. It's literally the same reason why Deathslinger needed changing: free zoning without punishment. I'd even say that crack billy would be fine if just overheat was introduced. You'll notice a trend amongst the devs soon enough tho. At first they are too afraid of buffing survivor perks even though they are horrible, then they are too afraid of buffing certain mechanics because they have massive potential if snowballed, but the snowball is so hard to obtain in the game that the massive potential barely matters. Then they make a really good change and suddenly buff killers galore and buff survivors galore, make 1 buff or nerf too powerful and then they are careful with every move they make for another 8-10 months.

    So really, devs do work on both sides, but for killers to reach an average of 2 kills and survivors an average of 2 escapes, either survivor needs buffing, or killer needs nerfing. But buffing or nerfing survivors really affects the lowest and highest tiers. And buffing and nerfing killers does the same.

    So ofcourse the devs will look at the largest set of players, and balance towards their enjoyment. Because this game is a party game, first and foremost. If you make the game tournament balanced, killers would have an average of 3.5 kills in publics. And at that point, why even bother having generators in the game?

    And that justifies severely nerfing the things that made him more appealing to play as than Huntress? Answer is no.

    I'm not saying that Deathslinger didn't need changes... but the thing is the counterplay to DS's chase should have come from the reeling mechanic. If you go that way, then the chase becomes more interactive for both people because the terrain suddenly matters a lot more than it does currently. Instead... from what I've heard, they've made Slinger feel significantly worse to play, significantly weaker to Survivors holding W, and barely gives the Survivor any additional options once Slinger does finally get into range.

    Seriously, the nerf they went with seems like the worst possible option and the changes seem like an overall nerf which shouldn't be what an average Killer should be getting.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2568055#Comment_2568055

    Even if they are injured it is very hard to consistently get downs as legion. Even if you don’t get the down as clown you’ve probably created a dead zone for your next chase.

    Legion is definitely better at pressuring the map and keeping injuries but his chase is his 1 downfall

    I mean, sorta, but the thing is that Legion's Info and Slowdown game with their power is *so good* that they can easily afford to equip a chase perk or perk combo that may as well read "Surprise! I get a free hit." With Frenzy being what it is, the Survivor they use it on is almost certainly already injured so that perk feeds them a free down.

    Seriously, a Legion who equips something like Endfury, Coup De Grace, Play With Your Food, or I'm All Ears can do a whole lot to offset their lack of chase power. Alternatively they can equip a stealth perk or two like Tinkerer or Trail of Torment to make not healing against them a massive liability and maybe feed them a free down or 2.

  • In my opinion, endgame can easily be the most exciting part of the game. Things get condensed down to just fighting over whoever's on the hook, literally nobody has anywhere else to be, and everybody is on top of each other. Things get real scrappy and fun.

  • @DemonDaddy said:

    Devs commented on patch update that they dislike killers being able to surprise survivors. All part of the plan to eliminate oppression for the weakest of survivors despite that they don't remain in that category for long.

    Do you have a source for this?

  • Current Deathslinger is pretty much the only one. Why? Because the Survivors cannot realistically stop me. They can outpace me in the 1v4, but the Redeemer's power cannot be denied. Honestly he's the only one who consistently makes you feel like a horror movie villain. So many of them are unstoppable powerhouses where running, hiding, and generally staying 1 step ahead of them is your only chance... which is exactly Deathslinger's MO.

  • That doesn't exist because most of the reason for kicking a gen is to get it to regress. Blocked gens don't regress.

  • I've generally preferred Original Killers.

  • It strongly depends on which killer and which build I'm running. Legion is my main and I've got some builds for them that technically don't have any regression. It has slowdown from Thana but not regression. Then there was a few games where I was like "I'm going to equip all the perks that can make Gens explode and see what happens", so I loaded in with Surge, Eruption, Oppression, and Overcharge. It actually worked better than you might think.

  • On the Survivor side I'll go with Poised.

    On the Killer, I'll go with Zansian Tactics.

    To the people saying Monstrous Shrine... nobody forgets that perk because of just how bad it is. The ones that really get forgotten are the ones that are below average but not garbage... but also aren't really meme worthy either. So they don't stand out for either a good or bad reason. Another good option for Killer would be Spies from the Shadows.

  • Plague. Being fully infected turns off healing, turns off stealth, and turns off most ways of getting cheeky saves. It is entirely possible to get infected without a single action that's directed specifically at you on Plague's part. The only way to temporarily fix it is to give her access to the most powerful ranged attack in the game. Oh and if your teammates decide to give her that ranged attack and you haven't had time to cleanse yet... you just die because countering the red puke when you're already injured is nearly impossible.

    Pinhead makes a close second. His kit is full of Crowd Control that can prevent you from doing what you need to do. He's also got several mechanics that punish you for mistakes that you personally didn't make. To top it all off, some of that Crowd Control shows up without him doing anything to get it. None of those things feel good to face off against.

  • Of course you don't enjoy going against Pinhead. I don't either.

    His kit is absolutely littered with Crowd Control that prevents you from doing what you want or need to do. He's also got several mechanics that punish you for mistakes that you personally didn't make. To top it all off, some of that Crowd Control shows up without him doing anything to get it. None of those things feel good to face off against. As far as terrible design decisions go, I'd say he's worse than live Spirit and a bit less terrible than Plague.

  • I didn't miss Old Freddy since Freddy's rework was live before I started playing the game. However I've seen videos of how he played and... yikes he looked fun. I'm a bit sad I missed him.

    @glitchboi said:

    The Freddy rework is something to look back on, destroying a killer that people loved playing as. It's a reminder that we should be really, really careful of what some of us wish for next time. (there were people who thought he needed a rework, all old Freddy needed was buffs and the QoL treatment)

    This is why I don't want Legion to get a rework. They need some buffs, but I really don't want their power replaced with something else.

  • @ThanksForDaily said:

    https://forum.deadbydaylight.com/en/discussion/comment/2542932#Comment_2542932

    With that said, you leveled up the old broken Undying tho, did you.

    I said that because what you said doesn't make sense. You can level up a character without using their perks.

    2 things.

    Firstly, I did not run Old Undying + Ruin. Heck I don't run current Undying + Ruin. Partially because it was broken. Partially because I hate how inconsistent Hex Perks are.

    Secondly, sure you can rank up a character without running their perks. However... Survivors have zero different gameplay from any other Survivor. Someone like me can make a solid case for ranking up Blight anyways even if Undying is broken. No other killer provides the experience of being a human pinball. Survivors though are just skins. Some people might level up a Survivor just because of how they look, but that isn't me. The only way I'm buying a Survivor is if I want their perks.

  • @ThanksForDaily said:

    https://forum.deadbydaylight.com/en/discussion/comment/2542494#Comment_2542494

    So if her boons don't get nerfed, you're not leveling up Mikaela?

    Correct.

    I actively avoid running things I view as broken or overpowered, so unless I am very wrong about her boon totems, if those don't get nerfed, she'll remain unpurchased for me.

  • I'm more of a killer main, but I'm going to answer anyway.

    If her boon perks get nerfed, yes.

    The boon perks she has are exactly the sort of effects I enjoy a lot, but I'm weird and refuse to use broken and unfair stuff against my opponents. Was the same way with Spirit for the longest time. Was interested in trying her but wasn't willing to inflict Spirit games on anyone.

  • Mostly dreading.

    Boon Totems look like they'll be busted. At the very least, it'll kill any sort of hit and run Killer gameplay that's still possible. That's my favorite way to play killer so... really worried about these. But on the flip side... these Boon totems are something I'd love to run as a Survivor... but in their current state, I won't touch them for the same reason I wouldn't touch Spirit before this patch. In short, I'm really hoping their range gets reduced to like... 8 or 12 meters. That should keep them from being ridiculous but still useful.

    Deathslinger looks like he got severely nerfed with almost no compensation. Which is doubly dumb because the changes might have just deleted the reasons to pick him over Huntress, and honestly he was good but not overpowered even a little... so flat nerfs shouldn't have been what happened.

    They deleted the entire purpose of Hex: Thrill of the Hunt for no reason.

    I'll freely admit, there's a lot good about this patch... but the bad parts are so bad that they could easily completely override the good.

  • Here's the thing. Any buff to Legion that makes them more rewarding for getting chain stabs is irrelevant. If Legion is in a game where they're getting chain hits.. they're already in great shape. They don't need more help. They need help in games where they can't get chain hits. So... if we actually want to buff them what we should do is this.

    1. Legion's Fatigue is reduced to 1 second if they are not in chase and at least 8m from the nearest Survivor.
    2. Legion no longer loses half their power bar when landing a successful M1.
    3. Legion no longer loses their entire power bar when picking up a downed Survivor. Instead it behaves like Blood Fury.
    4. Frenzy's recharge time reduced from 20 seconds to 15 because for real, why does a nonlethal power have that long of a recharge time?

    This would allow Legion to use Frenzy for more things and not just chain stabbing. Including mobility and anti flashlight plays.

  • It depends. It depends on how bad it feels to have to wait for the gun raising animation to fire and it depends how functional I can make him in spite of the idiotic 32m terror radius nerf with Undetectable perks.

    But... it doesn't look great, which is why I've been playing him more now before he gets nerfed for barely a good reason.

  • Alrighty, here's my issue with the changes. I personally don't usually play the killer meta. While I do have them unlocked, BBQ, Pop, Ruin, and Undying all usually stay unequipped on my perk list. The only exception is I give Blight BBQ every time because it's way too good on him. The sorts of builds I prefer are ones that slow down the game via inflicting injuries and then making it very very hazardous to not deal with those injuries ASAP.

    That's why I'm very very worried about Boon Totems. I have no way to eject Circle of Healing from my game without ejecting the Survivor who brought it. If they're even remotely close to the power level they seem, my preferred builds for Killer flat out won't work. They just won't. I won't get the slowdown and delay I need from the injuries I inflict because 1 boon perk means everybody has infinite medkits.

    The other thing is that I do enjoy a good bit of Deathslinger gameplay. Specifically the fact that he's not hurt as much by close up indoor maps and his ranged stealthy gameplay. The nerfs he's getting are targeted directly at both of those two things. I'm not entirely certain if it will completely destroy him for me or not, but the possibility is definitely there.

    Because of all of that, the fact that several other killers are getting great changes is being completely overshadowed for me. If they don't tone down Circle of Healing or the nerfs to Deathslinger... there's a very real chance that I'll either become a bitter Spirit/Blight main or give up on Killer entirely.

    Edit: Also why they ruined Thrill of the Hunt is beyond me. I have a soft spot for that perk and the mechanics it hints could exist. The fact that they're deleting the entire purpose of the perk is just... why?

  • If I may make a suggestion. Stop using the Killer meta and take a look at some of the less used and less well known perks.

    Half of the reason I almost never run the Killer meta is because it'll let you down and let you down hard if you start having a bad game. Seriously. BBQ and Pop both require hooks to do anything. Ruin will only do things if you can get Survivors to leave their gens... which the main way you do that outside of physically being there is by forcing them to rescue downed and hooked teammates. Because of that... I don't use them. If I'm consistently getting hooks, I don't need to snowball like crazy. I'd rather have Perks that I can use to hopefully salvage a bad game. Recently I had a Pig game that started going very sideways but I pulled it back with 1 generator left in no small part because I had Oppression and Overcharge and those perks don't care how badly your game is going... you just need to go kick a Gen.

    The other half is that I personally really enjoy coming up with my own ways to succeed that aren't meta.

    Another suggestion is to get good with a Killer who has a fantastic Anti Loop power that the Survivors can't actually stop cold. Then switch to that Killer if/when you start getting frustrated. Ghostface is a good killer, but Anti Loop is not his specialty. My current choice for this is Deathslinger. They might outpace me, but I'm going to put them on the floor and on hooks unless my aim is off. The idiotic changes on the PTB might ruin him for me... but we'll see.

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2537571#Comment_2537571

    https://forum.deadbydaylight.com/en/discussion/comment/2537578#Comment_2537578

    Exactly.

    @Rey_512 Powerful add-ons should have some type of downside even if it's minimal.

    Example: Liprose Lichen (demo) no downside but needs one. I used it for first time last night with MYC. Portal by hook/close to it, walk away until MYC lights up...Place a portal. Soon as you hear the scream teleport to the hook. While your underground you see where they are heading and see them when you come out of portal....GG EZ because of an add-on? That's not right.

    To be honest, this is the first time I've ever heard someone complaining about Liprose Lichen. I do know what it does, it is powerful, but nobody complains about it. Maybe Demo is just that rare, and the people playing him are too busy running his shred buffing addons.

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2537578#Comment_2537578

    Maybe reduce it to 10-12, but 8m is laughable for a purple. You almost have to be on top of the survivor at that point.

    16m is the aura read on Vanity Mirror. Wraith's add on is already 12m and is still a bit too strong so its getting reduced further. Also... I think that's the point. I think they're trying to make All Seeing still viable for helping with mindgames but not being able to replace the need for any and all other tracking.

  • Most dont. However, some do because they give an incredibly potent effect to the Killer. A 16m aura read at will definitely fits the bill as an incredibly potent effect.

  • I mean... I'm not gonna lie, half the reason I play as Legion so much is that they do have a counter to a decent amount of what you've mentioned.

    1-3 can all be countered by using Frenzy. 5 can be countered by their built in slowdown of deep wound. 7 isn't an issue if I see them with Killer Instinct. 8, I want them to heal because taking them from Healthy to Injured takes almost no time at all. 11 I can equip Thana and usually have it maxed out so gens are 100s instead of 80s.

    I'm not necessarily saying Legion is this amazing killer or anything... what I am saying is that they are very good for almost never feeling helpless... because it's nearly impossible for Survivors to deny you Frenzy value.

  • What I think is that I'm going to play pretty much only Slinger while he's still fun.

  • If they were counterable without either Tunneling or being Plague, they'd probably be OK. As they are, I suspect they're going to cause several Killers to just... not get played.

  • I mean... I guess it is a little sad that Burger King Myers is gone, but now Vanity Mirror is actually a potentially useful add on. Long Live Salad Myers.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2526093#Comment_2526093

    then again that is exactly what my post says, how dense can you be. His 1v1 is now not horrible to face but still strong, but map pressure and 1v4 is lacking.

    I'm not dense, you are.

    Having a chase last 38 seconds before you even have a shot at getting a hit means he doesn't have a 1v1 anymore. That's not his map pressure, that's his 1v1. In fact, the 32m TR actually does help his map pressure because people are more likely to run away from him when they don't need to. But fact of the matter is that having a 32m TR butchers his chase if he doesn't reduce or remove it... because he's a 4.4 killer with no mobility.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2527427#Comment_2527427

    Just an fyi

    Killers except Myers Tier 3 and Nurse has Quick/Lunge attacks after a blink a lunge speed of 6.9m/s (nice) for 0.3 seconds.

    Ty, so a lunge moves the killer 2.07m. Good to know.

    Though to fully get the range of a lunge I'd also need to know how big the hitbox of a swing is. However, under the assumption of it being at least 1m, that means that that T2 8m TR Myers can lunge from 3m away which gives 5m of travel between you hearing him and him hitting you, so... we're looking at about 1.08s of warning if you don't start running the instant you hear the TR and lets be real... you won't because of latency, human reaction time, and sometimes just not instantly realizing that that new sound is a TR. That's like... nothing. If you don't have a pallet literally next to you, you're getting stabbed if your first warning that a killer is nearby happens when their 8m away.

  • @PIP330 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2526304#Comment_2526304

    A stealth killer with a gun which has a long range.

    Ghostface is a stealth killer (and stalking as ghostface is a bad decision) so most ghostface are just gonna use their power for free hits. Nothing op here.

    T2 myers has nothing but low terror radius. That's all. He can't just shoot u and hit u.

    Yeah. Deathslinger is a ranged stealth killer. Why do you think Marshal's Badge and Gold Creek Whiskey exist? You may not think he should be a stealth killer, but that doesn't change the fact that he is one.

    Deathslinger and Ghostface can both hit you out of nowhere. That seems to be what you're complaining about. Sure it's a bit easier for Deathslinger to do because of his range, but unless he's running Iri Coin or Exposed perks he isn't 1 shotting you like Ghostface and Myers can... to offset the fact that he does in fact have range.

    Tier 2 Myers can easily drop his Terror Radius to 8m. I don't know exactly how long killer lunges are, but that short of a Terror Radius gives Survivors precious little time to react to it. So much so that outside of aura reading, the difference between an 8m TR and a 0m TR is... not much.\

  • @botrax said:

    https://forum.deadbydaylight.com/en/discussion/comment/2523087#Comment_2523087

    Why should a killer play deathslinger over huntress right now they have absolutly no reason to play him

    Couple reasons.

    First is that the Redeemer is far more usable on maps like Lery's, Hawkins, and RPD than hatchets are. Both delays getting added to it will hurt that upside he's got on her.

    Second is that Deathslinger is the only ranged stealth killer in the game. He's the only one without a Lullaby. Because of that, he can pull off stealth plays that Huntress and Trickster simply can't. Unless the add on pass gives Marshal's Badge and Gold Creek Whiskey massive buffs, Stealth Slinger is dead after the patch goes live because of the 32m Terror Radius. I doubt running Undetectable perks will be reliable enough to fill in that gap.

    Third will still exist. Huntress can't efficiently use a decent subset of perks because she almost never M1's. Deathslinger reels then M1's so he can use those perks. Seriously... Huntress with Agitation + Starstruck would just be... no. On Deathslinger, it makes a decent amount of sense.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525513#Comment_2525513

    Again, he's great against bad to mid-level Survivors.

    He sucks against people who know what they are doing. I have no clue how you can argue against that.

    He has no map pressure like Oni or Pinhead, no movement ability like Billy or Blight, no chase ability like Nurse or Spirit and no stealth like Wraith.

    To be fair, one could easily argue that everybody but Nurse sucks against Survivors who know what they're doing. This isn't new information to anyone. What I *am* saying though is threefold. First Legion is far better than he appears. Second, their power design is much healthier than you seem to think. Third, sure he's a knowledge check but they are such a large knowledge check that it is exceedingly rare for every survivor in the match to know how to counter them. It sucks when you do, but that really doesn't happen very often... and you can easily equip perks that can throw the Survivors extra curveballs.

    One thing I would like to point out, Legion's power has 2 aspects of it that are incredibly helpful and powerful. It is one of the best info and slowdown perks in the game. That means that Legion can afford to equip oddball perks the Survivors might not be ready for because they don't have to go all in on info and regression perks like most Killers do. Fitting things like Endfury, Trail of Torment, Coup De Grace, A Nurse's Calling, or Play With Your Food on a Legion build is a lot easier than fitting those on Blight or Nurse.

    Edit: I'm not even saying Legion couldn't use some buffs. In fact, I do believe that I posted something with 4 buffs for them in it... and I'm fairly certain not a single one would break them.

  • @PIP330 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2524287#Comment_2524287

    Then make a new idea about slinger power, cause that's what a lot of us wanted the devs to nerf.

    Insta aim was bs, insta cancel was bs, and we already know how fun it was to go against a range killer using monitor & abuse...

    Do you complain about Ghostface too? Or T2 Myers with M&A? Because Deathslinger is in fact a stealth Killer. He always was.

  • Let me put it this way... if they DON'T have a limited AoE, with what we do know, there's no way these things will function in a healthy way. Add that to the fact that the language that implies that they will is unclear and easy to miss... and... yeah. You get what's going on on the Forums.

  • That would be even worse than what they're currently doing. At least with it just being a Terror Radius you'll be able to take advantage of Undetectable.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525621#Comment_2525621

    If you are seriously going to have a problem with his 1v1 even after the nerf that is on you lmao his gun is still incredibly strong.

    I ain't talking about his gun mate. It's getting nerfed but we haven't got enough numbers on it to know how that'll be. No... what I'm talking about is this...

    Trial starts, I'm on Deathslinger, I start hoofing it towards a gen. I get there... Survivor has left. I start following the scratch marks. I keep following the scratch marks. I keep following the scratch marks. 20 seconds after I walk past the Gen, I finally catch a glimps of the Survivor who's still 20 meters away. I have to keep holding W for yet another 5 seconds before I can land a max range spear. If I can't get a max range spear for whatever reason, I'll need to wait another 5-10 seconds to take a 16 or 14m shot. At this point I've been "chasing" this Survivor for 38 seconds and I'm just now in range for my first shot and most of the time has been spent far enough away to not be "in chase" so no bloodlust for me.

    That's not going to work. It just isn't. It breaks his ability to get downs in a timely manner.

  • @ukenicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525726#Comment_2525726

    Okay but I still don't get how it makes sense for a tall, non stealth killer with ranged capabilities to have a reduced terror radius and get the jump on survivors the way that he currently does lol

    Why not remove that and improve other areas of him? Again idk why they're nerfing SO much about him but so sorry got having that one gripe with him since it really makes no sense thematically

    Simple. He *is* a stealth killer. A ranged stealth killer. Why do you think Marshal's Badge and Gold Creek Whiskey exist? To make him even more of a stealth Killer. Seriously, the man can punt his Terror Radius down to 12 meters without using perks. Sure he doesn't use full on Undetectable, but he doesn't to balance out the fact that he has range. So if you have Killer Aura reading you can see him.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525255#Comment_2525255

    That is exactly what I said lmao I said he is much better in the 1v1 but now lacks in pressure overall. Also don't complain about survivors holding W when the counterplay to a killer consists of only that. But yeah, what you just said is exactly what I put in the post lmao he is now weaker in the 1v4 and pressuring survivors

    A killer who can get run for 35 seconds before even having a chance to land a hit is *not* good in the 1v1 anymore. Which is the main issue with the nerfs.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525458#Comment_2525458

    He literally forces Survivors to play in a ultra-efficient manner.

    You can bring Perks to help deal with that. Thana and Stealth perks can go a long way towards making Survivors not want to do that.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525434#Comment_2525434

    He kinda does need a rework.

    He is designed in an extremely unhealthy way.

    I disagree. I would argue that he's one of the most healthy Killers we've got who's actually designed for the game we have. He's the only killer in the game that has a strongly 1v4 focused power that doesn't require setup and doesn't delete Survivor mechanics. DBD is a 1v4, so the fact that that's the case is actually pretty nutty to me.

  • @wewantbetterfun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525390#Comment_2525390

    I am pretty sure M&A will not affect the 24 meter sound she will make when phasing, knowing the devs, it won't be related to the TR

    Possibly. But even if it isn't affected, that'd still be possible. Spirit can travel 35m in total while phasing. So... just run Whispers to know when you hit 32m away from a gen, walk ~1.5 seconds to get to about 25m then phase. Same effect. Bit more warning for the Survivors but I think it'll still be workable.

  • You know what... You're right. I hadn't thought of the possibility that they'd have a capped range. If they go that route I actually *could* see a healthy version of one of these perks. Though if they do that they will need their auras to be shown to the other Survivors. Otherwise I could see them falling into the same issue old OoO had where it was broken beyond all reason for SWF but useless for solos.

  • @wewantbetterfun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525359#Comment_2525359

    You didn't play spirit at her release for thinking that, She was awful at release, you'll know what I mean when you'll play as or against her with those changes, and she won't be the second most powerful killer in the game after this, I assure you.

    And he will be, I truly hope they will be very very short delays, because if they are too long it will be so bad, and why making him 32 meters and keeping him at 110%? just make him 28 meters instead or something.

    I did not play Spirit at her release, no. However, one potential thing that could happen is if her phase noise stays nondirectional for Survivors outside her TR... I could see her equipping M&A and playing like a mix of old Global Bell Wraith and current Pig with Combat Straps + Shattered Syringe. Which wasn't the greatest, but it wasn't half bad.

  • I'm pretty sure that means you'll need to wait even longer for each blink. So... if it currently takes 2s for a blink to come back, now it takes 3s. Or... whatever the numbers are.

  • To be honest, I don't mind the Spirit changes. For 2 reasons. First, at present, the Survivor can't really see or hear the Spirit but she can hear but not see them. Making it fair so both can hear the other doesn't seem like a terrible idea to me. Don't know about the Dust change but that's not in this patch so... *shrug*. Other thing is that current Spirit is probably the 2nd most powerful Killer in the game. Even if she does somewhat lose her really strong 1v1, she still has mobility and she still can use her Phase Walk similar to how Pig uses Ambush in chase. That alone should keep her from being completely terrible.

    With Deathslinger, his ridiculous 1v1 is literally all he's got. I'm not exaggerating when I say his 1v4 might just be the worst in the entire game. Without his OP 1v1, he's probably going to be terrible.

  • @Rogue11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525255#Comment_2525255

    Yep, initial chase distance is huge for both Slinger and Trickster.

    There is nothing more "unfun" than helplessly holding W for 30+ seconds, kicking a pre-dropped pallet, and holding W some more. Where are all those survivors that were complaining about "counterplay" again?

    For Trickster it isn't quite as bad because I find a lot of Survivors can't hear or don't respect his Lullaby. Also if he gets LoS, he can chuck a knife or two to make the Survivor think twice about Shift + W in a straight line in like... say the Midwich Hallways.

  • @Moxie said:

    I don't know what changes they could make to Legion at this point besides a complete overhaul.

    Even fixing his add ons leaves the problem of his boring base kit.

    There's plenty you could do to Legion's power to help him out.

    1. Successful M1's no longer eat half his power bar.
    2. Frenzy Stabbing then picking up a Survivor is given the same behavior as Oni's Blood Fury instead of eating all remaining power.
    3. Frenzy's recharge time buffed to 10s. Seriously I don't know why a non lethal power has the longest recharge time in the game still.
    4. Frenzy's Cool Down lasts 1 second if used outside of chase and at least... 12? maybe 16? meters from a Survivor. This along with #3 would allow Legion to actually use his Run Fast power for mobility when necessary.

    Frenzy is supposed to be enabling Legion to put pressure on darn near the entire Survivor team at the same time... but it's really not great at actually doing that if they split up. All of the above would do wonders for making it better at the thing it is supposed to do.

    Also I disagree with your assertion that his basekit is boring. If it isn't your cup of tea, that's fine. I don't enjoy Billy's playstyle. But I'm not about to call it boring.

  • Yeah... that's... not the only issue with these nerfs.

    You know what Survivors can do ridiculously well when against Deathslinger?

    Hold Shift + W.

    With a speed difference of only 0.4 m/s between Deathslinger and a running Survivor... If we ignore perks and add ons, the amount of time it takes Deathslinger to get within firing range of a Survivor who started running right when he heard the Terror Radius is currently 15 seconds. The nerf to Deathslinger's Terror Radius increases that to 35 seconds. That's nearly half a Gen. How the heck is he supposed to be viable when *at best* his first hit can take that long? Trick question, he won't be.

    Basically the only way Slinger will be playable is if they hyper buff Marshal's Badge and Gold Creek Whiskey to offset this or you load his butt with several perks that grant Undetectable. Otherwise you'll take waaaaaaaaaay too long to get close enough to actually do anything.

1 … 16 17 18 19 20 … 45