FFirebrandd
FFirebrandd
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No. Ruin, especially when paired with Undying is already quite strong.
What they should do is look into buffing the other slowdown/regression perks that are currently just bad and see about making them useful. Especially for killers who can't really use Ruin or Pop very well.
So like... Thanatophobia, Dying Light, Huntress Lullaby, Unnerving Presence, Surge, and maybe some I'm forgetting could all use a tune up before Ruin gets one. Thana is getting... maybe a buff depending on what the numbers look like.
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@Han said:
https://forum.deadbydaylight.com/en/discussion/comment/1643806#Comment_1643806
When did I say healing is bad for killers? all I said is not healing because of thana is dumb, because the reduction is so minor.
You said this: "Of course not having a healing speed reduction is more encouraging to heal. But how is this better for killer?" Legion wants to encourage the Survivors to heal as much as possible because it is a waste of time vs them. But... if new Thana hits gen speeds hard enough, survivors will do it anyway.
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@Han said:
https://forum.deadbydaylight.com/en/discussion/comment/1643728#Comment_1643728
What are you talking about? Of course not having a healing speed reduction is more encouraging to heal. But how is this better for killer? Do you really believe there are people who don't heal because of thana? Because if they don't, they are just dumb. Its 2,5s. And healing with thana is not just good for you it's good for all survivors. You spend a couple more seconds healing and everyone else gets faster.
Also faster heals means also that overall thana is less active.
Survivors healing more is absolutely better for some Killers. For example, if I'm on Legion then I WANT the survivors to heal. Legion can take someone from Healthy to Injured almost for free with Frenzy so if they waste 16 seconds of 2 survivors time healing when Legion only took ~1s to get that injury... well... I'm coming out way ahead on that.
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@Han said:
https://forum.deadbydaylight.com/en/discussion/comment/1643657#Comment_1643657
No I got that. There's just no way it will be better than it is now. And is already not great. They could just make it 5% or 6% or make reduce more actions than gen/healing/sabo.
Sure it could. What if they made it reduce repair speed by 10% for each Survivor? If all survivors are injured, that means a whopping -40% repair speed. Trying to repair through that would be nearly impossible. But... it has counter play. Easy and obvious counter play at that. Keep everyone healthy and it does nothing at all.
Honestly... -10% on repair only Thana doesn't even sound too outside the realm of possibility to me. Because it can be countered. Current Thana can't unless you happen to bring Inner Strength or Autodidactic.
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I don't think you read the post right. Or at least... didn't comprehend what they meant very well.
You are correct, currently Thanataphobia is a mediocre perk, only really useful on Legion just because he can injure people so easily.
Why? Because its numbers are very low and they have been super hesitant to buff it.
Let's just pretend for a moment that they did buff it. Lets say they went a little crazy with it and buffed it to 8% per survivor. That's potentially -32% repair speed which would be painful. That would add ~37 seconds to every generator, which is a lot and can't really be ignored. How do you get rid of it? Heal. But it also slows Heal speed and would make a standard heal take 23.5. Current Thanataphobia counters the very thing that turns it off. The only reason it isn't overbearing is because its only a paltry 4% debuff.
THAT is why they're reworking Thanataphobia. It counters its counter so IF it were buffed to be useful, it could very very easily end up overbearing. So... they're making it not do that so they can buff it and maybe make it good.
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@SnakeSound222 said:
I'm really glad that the school can be a death trap, but I wish they didn't block off hooks. If the basement doesn't spawn in the school you pretty much have to break at least one wall to get to the hooks around the school.
I had a game where that saved me a hook state. The pyramid head caught me in the school, picked me up... dropped me again to kick one of the walls and while he did that I crawled down the hole in the middle of the school. After that we were too far from the nearest hook for him to actually get me hooked and I wiggled.
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@FirePhoenix115 said:
https://forum.deadbydaylight.com/en/discussion/comment/1643276#Comment_1643276
I know that they want to focus on balancing per patch but i honestly do not believe that PH was the one they should have taken first, yes he is on the strong side but he is one of the only killers that can actually pose a decent threat to good survivors without being utterly broken (spirit hag and nurse) because the broken ones can just ignore pallets and vaults like no other.
And it's not about them adressing exactly what i want it's them adressing unbalanced aspects that have been common and known for such a long time now and has been voiced by countless community members. trust me i have some very specific balancing that i personally would want but this is not it.
Honestly I think what happened was they just recently hit a point where they felt they had enough data to take a shot at addressing issues with the Silent Hill DLC and wanted to address all of them at the same time. Hence PH, and all of the kind of meh perks of his and Cheryl getting changed. They seem to like taking a shot at a set of things that are logically connected... which I can understand. They did a similar thing with last mid chapter patch where they addressed the chain saw bros.
Then after they finished the SH stuff... they had some extra time so they took a shot at a handful of the perks that... pretty much everyone agrees are bad.
Did Spirit or DS/UB or whatever else need addressed first? Maybe... but maybe they just haven't figured out what exactly is the best course of action on those things yet, but they did have good ideas for the SH stuff so they went with that.
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Honestly... what they should probably do is split the anti Gen explosions thing and the quieter gens into two separate perks. Make Feng's Technician be the quieter gens and put the anti gen explosions into a new perk in the Survivor base set. Put the training perks where new Survivors can actually get to them.
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If they get the numbers right it won't be an overall nerf because they're making it less punishing to use his ranged attack outside of when Survivors are stuck in animations.
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Ok, so maybe this patch isn't addressing exactly what you want. That doesn't make it a bad patch. I honestly can't say any of the things they changed didn't need it.
PH was way too good at putting Survivors into no win situations, but his power was kind of too risky outside of that. It appears that they are making it harder to do that but making PotD more generally useful. He's been a hot topic on the forums for quite a while and this... tentatively sounds like a good change for him.
Trail of Torment, Forced Penance, Blood Pact, Any Means Necessary, Cruel Limits, Mindbreaker, Slippery Meat, and We're Gonna Live Forever all definitely needed buffs. They aren't the only ones by any means... but they probably can't buff every perk that needs something in one go. Honestly they hit a LOT of the perks that commonly show up on those "Worst Perks" threads that happen every so often.
For Thana and Technician, I can definitely see why they would want to rework them and think their changes have a good shot at making the perks better overall.
For the People should have released with a score event, but better late than never.
The timer on Pop was honestly way too forgiving. Its not like that'll make the perk non functional or even push it to not be either the best or second best regression perk vs Ruin + Undying.
The fact that not all perks maxed out at the same rarity did in fact make it annoying to find stuff sometimes. Standardizing that is a good thing, even if it does make things a little more expensive BP wise.
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Depending on the numbers, new Thana could be fantastic. Especially on Legion. Making it punish the survivors even more for not healing when I can get that health state off them almost for free is good in my book.
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I really don't mind playing vs TTV. If they are live then later I can go back and watch the vod from a Survivor's PoV and maybe learn something. One time I learned that the TTV was playing a super immersed Bill who did practically nothing all game and got super salty at the end despite basically throwing. Now he was right that I made several mistakes that match... but... if you think I didn't deserve the 4k despite getting the 4k even without really tunneling, camping, or slugging... maybe that means you made even more mistakes than I did.
Also... watching epic I'm All Ears plays from the Survivor PoV are funny as hell when you were the killer.
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First Killer game: Was Trapper in a Kill Your Friends, got pretty overwhelmed with the number of perks I could bring. Ended up on Ormund. Couldn't find any of my traps and didn't know where to put the one I had, so the only person who stepped in a trap all game was me. Didn't know how to lunge, so basically spent the whole game as a no lunge M1 killer. Still somehow killed someone.
After that... went on a tour through all of the free killers. Still didn't know how to lunge. Because of that... two killers felt significantly better than the rest... Nurse and Huntress. Can you guess where this is going?
As Huntress... I was bad, but didn't feel like I was bad. I never understood why you would charge your hatchets because the equally bad Survivors I got didn't dodge. I ran Thrill of the Hunt and Huntress Lullaby. It actually worked for a while and would tunnel the first person I found exactly once to get 2 early/easy stacks on Lullaby but not ruin their game completely. After I got to rank 16 or so I started getting Survivors who actually could dodge and I dropped Huntress for a while.
As Nurse... dear lord... I spent so long stuck in rank 16 trying to get the hang of her. Surprising no one at all I was absolutely terrible. However, Nurse's Calling and the Plaid add on let me pull really cool blink hits/grabs... about once a game so I stuck with it. Eventually got Ok as Nurse.
Some time after that, a friend had Legion and I saw them play as them on a Discord stream... and... First I learned lunging was a thing so that was good. Second, I absolutely loved how their power worked in theory. Got them and loved it in practice too. I started playing like... only them. They aren't anywhere near the hardest killer in the game, unlike the two I started with, so I finally broke out of rank 16. Got decent perks for them and somewhere along the way got pretty good.
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No.
I very much enjoy playing killer thank you very much.
Also... you don't seem to understand why Hex: Undying was added to the game. It was added because Hex Perks... on the whole, were way too risky to be actually useful. Especially since sometimes your Hex perk can show up in plain sight of a Survivor who just spawned in. That was even with the current suite of Hex protection perks that already existed (Thrill of the Hunt, Retribution, and Haunted Ground). So... they added another, better one. Did they overshoot? Maybe, maybe not. I'm not sure, but I think overall adding Undying was a good thing.
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@stvnhthr said:
It is a perk which should still be usable, why be penalized for not getting hooked until the end? The devs should be thinking of rewarding survivors for their skill not penalizing them. If you have deliverance you should get to use it, if you are the last survivor you should get 3/5/7 seconds of invincibility to try to get away. It is all about balancing how perks are used. Killers do not have perks which are useless is one survivor is left.
Why be penalized for not getting hooked until the end? Deliverance represents a massive swing in momentum of the game. The killer just went from 1 survivor on hook to 0 survivors on hook without wasting another survivor's time. If you didn't use it earlier than the end of the game... then you messed up and messed up badly. Also if you have 3 dead friends and haven't been hooked, you have also arguably thrown the game.
As for that last bit... Killers do in fact have perks that are useless when only one Survivor is left. Discordance, Blood Echo, Infectious Fright, Forced Penance, Deathbound, BBQ, Thrilling Tremors, Hangman's Trick, and arguably Mad Grit all want to know your location.
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I would instantly turn all my padded jaws into trapper bags. Well, probably a mix of Bags and Gloves actually... but yes. Yes please. This would make certain add on dependent killers so much better because they can turn useless brown/yellow whatever add ons into ones they actually need.
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To the OP. Deathslinger being Tall is both a Pro and a Con. Its a con for the reason you said it was. It is a pro because on certain short loops, the Deathslinger can spear you over the loop, wrap around the edge of the loop and bayonette your face before his chain breaks.
Also whenever I see people say Deathslinger has no counterplay... I just have to wonder... have you played as him ever? Here's a big hint... the spear by itself cannot down you. He needs to reel you in and stab you for that to happen. If he's able to do that, that means you got outplayed and shot in a spot without something for you to get yourself stuck on. If you do manage to get stuck on something during the reel and you are already injured... congrats you just wasted a TON of his very precious time. Your goal isn't to not get shot... because you are going to get shot, its to not get stabbed after the shot.
Also I'd just like to say... it is possible to outplay getting speared through a window. I'm pretty sure it isn't easy, but I've had it happen to me a few times where I reel someone to a window, swing, and then don't hit them. Usually that happens when the Survivor is able to be all the way to one side of the window then quickly rotate to the other right as or right before I swing.
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Clockso is correct.
Feral Frenzy stabs do not work with any status effect or perk that only works on basic attacks. That includes, but is not limited to... anything that causes the Exposed status, Sloppy Butcher, Gear Head, Third Seal, Surge, and Blood Favor.
Though... Surge actually is OK on Legion because Frenzy can't down anyone.
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Midwich for both sides. It's just so bad. Indoor maps are difficult to navigate at the best of times. Making the darn thing nearly symmetrical and making it 2 stories just makes it so much worse. Every inch of it admittedly looks cool but it also all looks incredibly similar. I still haven't learned where things are on that map.
The only time I don't mind it is if I'm on Demogorgon. Then I can be like... I make my own landmarks and can skip the obnoxious stairs only in the corners... because portals.
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@Terrasmate said:
Fatal error: [File:Unknown] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0005 - 'REMOVED')
I am also experiencing this issue, ever since trying the PTB and since the Blight chapter update. Crashing occurs within a minute in a match with new graphics or killer, and takes around 5 mins to crash in a match without, and doesn't seem to have a particular trigger.
I saw a post from someone else with this same problem. A mod replied and suggested forcing Dead by Daylight to use an earlier version of Direct X. I tried it and on Direct X 10.1 I finally have a completed game as Blight. Here's the guide for doing it that I used.
Welcome to the useful Windows group! This is a serious Windows group allowing users to help and get help regarding any Windows OS, including the old ones. If you need help with something (or just advices), feel free to post a new discussion. If you're an expert, feel free to help other people. Please don't post phishing and/or spam in the comments section and/or in the discussions, otherwise you'll be permabanned from our group. Good stay, The Founder . Discussions General Rules Find hI hope it works for you and continues to work for me.
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Not going to lie, I don't understand why people bad mouth the perk as much as they do. It is a decent perk and it is definitely not a Killer perk as some people like to claim.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/1622805#Comment_1622805
To give her queues would gut her. She'd go from being top tier to bottom tier. However, she has quite a few add-ons that are a bit too powerful and I would like for her footsteps to be louder for survivors when she's phasing.
It wouldn't. Spirit is still invisible and super fast while in her power. It just deletes the dumb as a rock mind game of taking your hands off the controls which shouldn't even be a thing. Literally all it would do is actually keep the Survivor informed and be like "Hey, I can't see you, you can't see me. Game On." Does the Survivor know which way the Spirit is going to come after them? No, but they at least knows she's coming.
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There are two Killers that I very much hope I never see. Spirit is the first. Attempting to evade a threat that is practically impossible to perceive is the epitome of obnoxious gameplay. At the very least, she desperately needs an animation and sound cue telling the survivors she's using her power... like literally every other killer in the game.
The second is Plague. I really like bringing in Medic builds. For the People, Botany Knowledge, Blood Pact, I'm even super excited about 2 of Felix's perks just to see what the ultimate healing setup looks like, Then medkits in general as well... I'm all about all of that. Yeah. Then Plague shows up and just... shuts down literally all of it. I would not be even a little sad if she got deleted from the game.
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Staying in the basement when the killer knows you're down there is just asking for trouble.
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More information:
It isn't consistent. Sometimes I get through games without having this happen. The common threads seem to be Blight or one of the Reworked maps. I've played 4-5 Blight games and crashed out of every single one. Then tonight I've played 2 Slinger and 2 Huntress games. Only one has crashed and it was Slinger on Badham Preschool.
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No. No telekinetic skill checks.
They're bad enough that that works vs Overcharge. It shouldn't happen for normal skill checks. In fact they should buff Overcharge to have its skill checks work like standard ones and explode if you leave.
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Spirit needs a animation/sound cue for when she's starting to activate Phase Walk. Every other killer has cues for when they activate their power, she should too.
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I can sort of see why Legion is hated by Survivors. Preventing the Frenzy stab is incredibly difficult. Then if you are the sort of Survivor who likes to be full health, doing that against a Legion will result in a lot of extra holding M1 time to mend and heal each time they sweep through the team.
As for why people think Legion is bad? Well, its because against Survivors who know all their tricks... they kind of fall flat. Now in my opinion there are more ways to mess up Vs Legion than any other Killer and Survivors who know all of the ways to not mess up are rare. However, it can still happen that the Legion player ends up with a lobby full of them... or even with just one and wastes too much time trying to get the down on them and then just gets wrecked.
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@Xbob42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1608131#Comment_1608131
You know, it's weird because I read Legion's power description and I don't think it mentioned not being able to down survivors in Frenzy at all, and of course survivors don't get any kind of notification or information outside of the occasional loading screen tip. The amount of crap you have to learn by playing as the killer yourself or watching streamers/Youtube videos is insane in this game. There needs to be more ways to convey information to players. I think half the potato players in the game just kind of boot up the game and play it the same way over and over, never really talking to anyone or learning more.
You are right.
However if they do a better job of teaching people how powers work, I'd miss chuckling when Survivors use Dead Hard when I am still in frenzy. Or when they try to immerse behind a tree after I've already given someone else deep wound. Or healthy Survivors pre throwing pallets in my face when my power is ready.
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Legion does either fantastic or terrible with minimal in between. Partially that's due to their play style. If Legion can keep the whole team off balance and scrambling to recover, that's when Legion will start getting downs and grinding down the survivors. If they can't, they lose hard and fast.
Also Legion's power has a lot of parts to it. The vast number of blunders I've seen simply from Survivors not knowing how they work is honestly staggering. However if the Survivors do know how to handle Legion, Legion is going to have a bad time.
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ignoring WGLF which literally does nothing in the match you are in and can encourage you to do stupid things...
Honestly I'd say "This is Not Happening". It's only active if you are injured which is a pretty hefty downside. Making the Great Skill Check zones bigger isn't a big deal and doesn't immediately help if you've just gotten injured like Resilience's vault speed buff. Also the effect actually got nerfed when repairing Great skill checks got nerfed a while ago.
if it increased the % progress bonus on a Great and increased the odds of getting one, then maybe it would be worth it.
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The way I understand it... holding the game hostage is doing something that prevents the other team from making progress on their win condition in a way that also does not progress yours.
Your friend was not holding the game hostage. Did he stop them from doing generators? Yes. Did he do so in a way that didn't get him closer to winning? Obviously not because he killed two survivors before the Bill tried the distraction play and eventually got him too. The Cheryl was wrong.
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@OllieHellhunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1596721#Comment_1596721
Does the oblivious status not show up on your screen while you're affected by it though? It very well could have been oblivious I just thought undetectable as I didnt see indication of oblivious.
Oblivious does show up on the side of your screen so it isn't that. In fact in both clips, the Deathslinger showed up out of nowhere while the OP was on a nearly complete Gen. I'm not a betting man, but I'd feel fairly confident that Tinkerer is responsible. Then the second clip clearly shows the gen instantly starting to regress when its let go, so Ruin to force the gens back below 70% to get more Tinkerer's procs. Seems reasonable to me.
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@Raz_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1596702#Comment_1596702
i played against a lot M&A deathslinger and i know how it is. that is not M&A and they also didnt had any addon. they have literally 0 terror radius like a T1 Myers.
It's a good thing I didn't say just 1 possible solution then isn't it. There's several other perks that give the Killer Undetectable and more that give you oblivious. Are you sure none of those were in play?
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Monitor and Abuse, Tinkerer, Trail of Torment, Dark Devotion, Gold Creek Whiskey, Marshal's Badge, his custom chase music being pretty quiet at the beginning. Way too many sources of the Oblivious status effect to name.
All of these could be responsible for you getting shot by a Deathslinger you couldn't hear. Stealth is in fact one of the things Deathslinger has going for him that he can lean into that Huntress can't use.
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I'm not even sure.
I'd probably have to go with The Game or Midwich. I really don't like 2 story maps. I don't mind maps where the building has a 2nd floor or where it just feels kinda that way (Hawkins)... but its just annoying when the Survivor is right above you, but they're a 15-20s hike away. Also I use Whispers a lot and that perk is so bad on 2 story maps. Similarly its annoying to hear the Killers heartbeat and not know if you are in trouble or are fine because the Killer is on the other floor.
Also... my opinion on maps changes depending on which Killer I'm on. If I'm on Legion or Pig or other short killers, the swamp is a pain. On Huntress or Deathslinger I am very much hoping I don't get an indoor map.
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Alright so let me first start off that NO killer should ever have their power completely replaced for something else. Just shouldn't be done.
Now... There are some Killers that need some larger changes... Here's what I want in approximately the order of magnitude of the changes.
1. Trapper.
Make Brown Bag base kit (start with 2 traps, hold max of 2). Playing Trapper while only being able to carry 1 trap is just impossible. Dbd is way too fast of a game for Trapper to have to make ridiculous numbers of trips to get his traps where he wants them. The other thing that needs changes is how Survivors free themselves. 2s for 25% chance is just overall dumb. It needs to be changed to 100% chance after working on freeing yourself for... somewhere in the ballpark of 8-10 seconds.
2. Wraith.
Yellow Windstorm made base. Other Windstorms nerfed to be the same total speed. Yellow Windstorm made into some other add on. Seriously Wraith without at least yellow Windstorm is just... bad.
3. Pig.
If they can somehow remove the RNG from her Reverse Bear Traps, that would be fantastic. I'm not sure how to do that without letting her tunnel like mad... but yeah. Also, she's got about 7 addons that either encourage her to tunnel helmet people or actually actively harm her. Pig definitely needs a addon rework more than anyone else.
4. Legion.
Losing power bar on successful M1s and picking up a survivor while in Frenzy don't need to exist anymore. Also Frank's Mix Tape and Stab Wound Study need to do something else. They're about getting downs with Deep Wound... but that play style doesn't exist anymore.
5. Demogorgon.
It actually needs less work than you might think. Most of its addons sound fantastic on paper... they just do next to nothing when you use them because their numbers are way too low. Power wise, the only thing I'd change is let Demo look around while it's travelling the Upside Down. Nice QoL and fixes one of its addons that in theory sounds great but in practice doesn't work.
6. Spirit.
Spirit just needs a tell for when she activates her power. All other powers have one. She needs one too. No this doesn't break all of Spirit's mind games. After Spirit uses her power, she's still invisible and really fast. The Survivor doesn't know which direction she's going and she can actually still stay put in her husk... she just can't mind game for free by pulling her hands off the controls.
7. Huntress.
Iridescent Head + Infantry Belt. Needs to be changed, don't know to what. Maybe Iri Head does Deep Wound and only -1 hatchet? Idk.
No mention of Ghostface because I've never played him, so I can't really comment on his addons. Maybe he needs a similar change as what I gave Wraith? Make his power take less time to come back but nerf the recharge addons? Don't know.
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I love this suggestion. Assuming it doesn't allow for Telekinetic Skill Checks, it will simultaneously deal with the dumb strat of Gen Tapping and is a decent buff to a few kind of bad perks. Perks like This is Not Happening, Unnerving Presence, Gearhead, and Huntress Lullaby.
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@Sylorknag said:
https://forum.deadbydaylight.com/en/discussion/comment/1578550#Comment_1578550
Please, use self-care at high ranks.
Killers will love you.
Ok.
*Loads up with Self Care, Botany, Green Medkit with charge add ons, and Made To Last*
😄
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1578525#Comment_1578525
20 seconds to find a totem. 12 or 14 to cleanse it. 8 to heal in a locker. Just use self care. Less time spent. Unless sloppy
Actually with that much time searching for a totem, Self Care with Sloppy is still better. 20 + 14 + 8 = 42 vs 16 * 2 * 1.2 = 38.4
In fact, Inner Strength is only better than Self Care if you find the Totem in 10s or less. 16.4 if Sloppy is in play.
More fun facts... the first Inner Strength heal takes 28 Seconds vs Thrill of the Hunt which is only 4s faster than Self Care's 32s.
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Trapper would be so much hot garbage in that mode. Probably Wraith would as well.
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^ that's what I was thinking. Maybe Head On also uses the new Server sided hit validation like Killer hits and you're running into that?
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In my experience, Legion is incredibly strong vs Survivors who don't know how they work but pretty weak vs Survivors who do know how they work.
One tip I do have for you is DO NOT get stunned out of your first Frenzy on your first person. Frequently the only opportunity to get a good chain Frenzy off occurs at the very start of the match before the Survivors know you're Legion and split up. Seriously... it is kind of dumb how much a good first Frenzy matters.
Also, if the Survivors are being smart and splitting up, one of your better options for continuing to get value out of Frenzy is to return to hooks. You know there's going to be at least 2 people there, so you can pop Frenzy, leave the person who got unhooked with an annoying deep wound to deal with and chase and down the rescuer. You don't care if BT, DS, or Unbreakable are in play because you aren't doing anything to activate any of it... except BT, but the plan was to leave them with deep wound anyway and Frenzy has nearly zero hit cool down. If you do that though, make sure you stab the unhooked person first, otherwise the rescuer might vanish on you with the hit speed boost while you stab the unhooked.
Another thing to try to do is keep track of what resources have been used where. Frequently when you end Frenzy, the Survivor will run almost directly away from you. You can use this to your advantage to try to push them towards dead zones.
One more thing: A few techs you can pull off as Legion. Enduring + Pallet Stun = Faster getting out of your power than cancelling it, its dumb, and requires a perk but it can be helpful. Normally getting stunned out of your power burns your whole power bar, but if you manually cancel your power right before the pallet drops, you'll keep your remaining power bar. One pretty good way of dealing with someone who might be looking for a Flashlight save or sabo play or whatever else is to leave your downed person slugged, pop Frenzy and stab the trouble maker then run back to your slug for the pick up, the troublemaker will be in no position to cause trouble and Killer Instinct will tell you if anyone else is up to shenanigans. That will burn your power bar but it avoids Frenzy's self stun, so it is usually worth it.
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So, it is my opinion that Thrill of the Hunt's 1 token per remaining Totem system is criminally underused. In that vein...
Totemic Hinderance: Gain 1 token for each Totem remaining in the trial. Survivors repair 2/3/4% slower for each token. (starts at 20%)
Totemic Strength: Gain 1 token for each Totem remaining in the Trial. Perform break actions 4/6/8% faster per toke.. (starts at 40%)
Totemic Haste: Gain 1 token for each Totem remaining in the Trial. Gain a haste effect of 1/1.5/2% per token. This haste effect goes on cool down for 10 seconds when using an ability or interacting with a Survivor. (starts at 10%. The idea behind this perk is to make you much faster at finding that initial chase and patrolling generators)
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/1567570#Comment_1567570
I just cannot get him to work for me. Not a weak or strong statement, here, just my play style. I also can never get Trapper or Hag to work for me, no matter how many matches or days in a row that I try. I might just shelve him for now.
No harm in that. I personally just can't get Hillbilly. I know he's pretty good, I just... can't with him. I found Nurse easier than Hillbilly.
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@Alphasoul05 said:
#justiceforthehilled
Alternatively, and since you're aware of the bug, isn't it sort of... you know, your own fault? For ruining "countless games" because you wandered too close to the hill corner? I mean it doesn't seem like an overly difficult thing to fix
Not necessarily. When you're playing killer and the 2 people you have on hook let go of their struggle phase because the other two survivors got themselves stuck... yeah... that game got ruined by the bug but it wasn't my fault.
But yeah, they need to fix the hill.
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Honestly, what if they buffed Totems a bit? Made it so even dull totems did something for the killer?
Like say... they basically worked like Fire Up. They each gave 1% increased speed for breaking stuff, vaulting, picking up, and hooking Survivors for each completed generator? Then if the survivors completely ignored their current 2nd objective... well the killer is rocking a 25% buff for doing stuff faster and... well... that's really scary. But... then also make it so the buff goes down 2% for each dead survivor so it starts unsnowballing if the Survivors start dying.
Like I keep seeing people say "We need to give Surivivors a 2nd objective" but they have one... they just mostly ignore it. So... let's give em a reason to stop ignoring it.
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I absolutely love how this game has 20 unique killers all with their own individual play style with 70ish perks that you can use to further shape their play style the way you want it to be. THERE ARE SO MANY POTENTIAL BUILDS. And I love looking for ones that end up being hilarious or really fun.
The game is a bit grindy, but for me at least... that kind of makes finally getting that new killer or perk I've had my eye on all the sweeter. Now if only BBQ would show up in the darn Shrine...
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You can fully activate Devour Hope without fully sacrificing a single survivor. That alone makes your suggestion a bad idea. Also Hex Perks are getting additional protection in the form of Hex: Undying, so lets see how that shakes out first, yeah?
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@Science_Guy said:
Yeah, a limit would be good. Maybe she should only be able to place 10 traps at a time, and also limit the distance she can teleport from, like no further than 40m without addons. That'd be a good way to make her balanced. Hmm.
You... I like you.