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FilthyLegionMain

FilthyLegionMain

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FilthyLegionMain
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  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2840840#Comment_2840840

    Just watch them completely ruin Legion, or delete them from the game like they did old Freddy.

    Don't ruin this for me... Let me believe...

  • @Midori_21 said:

    The reason they gave was "People weren't having fun." Or in other words "It wasn't fun for the survivors."

    So looking for a couple pieces of scrap scattered across the map before being able to repair generators wouldn't be fun? I'd love that!

  • @KingSiege45 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2840840#Comment_2840840

    I see that you chose map rework any you have in mind. Also I am aware of this I just mean in genral for more killers

    The swamp maps. They could do with some actual swamp-water and not just... moist. Also it'll be an excuse to fix the awful hatch spawns.

  • @KerJuice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2840828#Comment_2840828

    I thought you were a survivor main with that avatar!

    https://forum.deadbydaylight.com/en/discussion/comment/2840836#Comment_2840836

    what turning animations in the PTB? Did killers have something smoother?

    https://www.youtube.com/watch?v=LVa7yJW5Ptk


    In the 4.5.0 ptb, there were quick turns that made the survivor turn on their heels in the other direction when done correctly. It looked really really cool but it took away 360's and people cried about it, thus removing it forever. A wasted effort...

  • Legion's getting one so I'm all set on the killer rework front. I needed a reason to play him again.

  • Survivors get 4% speed increase with Dark Theory but the turning animations that got scrapped in the PTB come back.

  • @GoodBoyKaru said:

    Right I'm ngl I was gonna ask where the "beyond limits" came into this then I read beyond the Screenshots 🏃

    Sorry you had to deal with this man

    https://us.v-cdn.net/6030815/uploads/OPR7KZ0ML2UX/img-20220210-wa0000.jpg

    High Quality Banana
  • STOP POSTING ABOUT AMONG US!


    But seriously, I think she's neat. Don't have her bought yet but she was fun to play in the ptb.

  • Anyone else wish it could explain the reason why under the killswitch announcement?

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/313203/boon-dark-theory-boost

    Movement speed is extremely hard to balance around since it can be extremely broken really fast. IF ANYTHING I'd maybe push it to 3%, but seeing as it works in the entire radius, lasts 4 seconds after leaving the radius, and can still be stacked with other stuff, even then it would be risky.

    Plus, I'd rather not see more boon stuff than we already do. People will have even more things to complain and blame their losses on

    I feel like 3% would be fine if it didn't linger when you leave the radius.

  • Can we not forget that they took out Stranger Things? What makes you think they wanna bring that into dbd? They wanna make their own games with blackjack and hookers!

  • @Brokenbones said:

    I like it as someone who plays a mixture of surv/killer

    I like using it because it's nice info and it's nice to get a consolation kill if things don't go well

    I like going against it when I'm the obsession bc it adds tension and fear that isn't usually there otherwise

    It gets pressure off of me knowing I can ignore them. Also I like it as survivor because it keeps me on my toes.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2839523#Comment_2839523

    I'm a Survivor main. I'd trade the new Survivor for a new map.

    Oh damn. Then I guess you should be scared that they're reworking haddonfield pff-

  • @SilentShepherd said:

    wait, theres no new map??

    They're focusing on the haddonfield rework dw! :>

  • @danielmaster87 said:

    So the Legion has to activate their speedy ability, or they're just 135% normally? Do they have the same meter that they have now?

    @FilthyLegionMain said:

    The adjusted parts will be highlighted with asterisks

    Killer Power: Calculated Ferocity

    Your methods may be considered chaotic to others but the inner machinations of your mind have other plans. Plans that will require quick thinking and clever maneuvering.

    The power will slowly charge up over a period of *10 seconds* once used fully but will be instantly filled at the start of a trial. *Calculated Ferocity can be used while partially full, however.* When pressing the secondary button, slowly build up speed whilst having your turning fairly reduced the more you pick up in terms of velocity. You will keep your normal movement animation until you reach 135% killer movement speed. *While in this Ferocious state, you can afflict them with the deep wound state.* Hitting a survivor will set your speed back to 125% killer movement speed. Hitting an injured survivor will bring them into the deep wound state, *refilling your power meter whilst giving them the time to run away.* For the duration that Calculated Ferocity is active, you must not hit any surface that you can collide with or else you will be brought out of the Ferocious state to be fatigued for 3 seconds. This will be followed by a reduction of your power meter by 33%. Should you come into contact with a pallet or window while in the Ferocious state, vault over it with ease. During the vault, you can reposition yourself midway through in order to adjust your exit trajectory. Should you collide with a breakable wall at a high enough velocity, bash through it using your shoulder and set your movement speed back to 125% killer movement speed. Over the course of 8 seconds, increase your movement speed from 120% to 200%. This sprint will last for *16* seconds when used at its maximum capacity. You can end this sprint at any time at the cost of facing a fatigue lasting 2.5 seconds.

    It'll be similar to old legion because you can activate it regardless of the power being fully charged. None of that infinite swing bs, moonwalk exploits or downing them with frenzy. There are other changes here you can all enjoy!

    No. To make it easier to explain. They'll be at the normal 115 until they activate it. Once activated, the immediately jump to 125% speed and slowly build up speed during their sprint. 135% is when the movement animation changes from normal to the frenzied like we have now! :>

  • It's a futile effort to try and speak to the devs or the community managers. :>

  • @Mandy said:

    Yes

    I'm excited for every release, you'd think after all these years I'd have calmed down a bit - but nope, it doesn't seem to be happening.

    Question, did you like the turning animations that got scrapped? I wanna know if I'm not the only one.

  • @PhantomChimera said:

    https://forum.deadbydaylight.com/en/discussion/comment/2838268#Comment_2838268

    Giving an error code doesn't necessarily mean the game knows where along the route the connection was lost. Only that either the packet either didn't make it back to the players client it the packet didn't arrive at the server.

    The reason it didn't make from the client to the server or vice versa from the server to the client could have been due to the player disconnecting their system from the internet, packets not making it past one of the hops, or a problem with the server.

    If the majority of the players are not getting the error that would most likely rule out it being a server issue and the cause being either on the players end or somewhere between the server and the the client. With the server/client having difficulty getting information from each other the server may have difficulty knowing which hop is causing the problem.

    Running a traceroute may help find where the problem is by providing information on which hop appears to not be working so that information can be provided to someone ISP.

    Everyone listen to him. He knows better about this than I ever could.

  • @FilthyLegionMain said:

    The adjusted parts will be highlighted with asterisks

    Killer Power: Calculated Ferocity

    Your methods may be considered chaotic to others but the inner machinations of your mind have other plans. Plans that will require quick thinking and clever maneuvering.

    The power will slowly charge up over a period of *10 seconds* once used fully but will be instantly filled at the start of a trial. *Calculated Ferocity can be used while partially full, however.* When pressing the secondary button, slowly build up speed whilst having your turning fairly reduced the more you pick up in terms of velocity. You will keep your normal movement animation until you reach 135% killer movement speed. *While in this Ferocious state, you can afflict them with the deep wound state.* Hitting a survivor will set your speed back to 125% killer movement speed. Hitting an injured survivor will bring them into the deep wound state, *refilling your power meter whilst giving them the time to run away.* For the duration that Calculated Ferocity is active, you must not hit any surface that you can collide with or else you will be brought out of the Ferocious state to be fatigued for 3 seconds. This will be followed by a reduction of your power meter by 33%. Should you come into contact with a pallet or window while in the Ferocious state, vault over it with ease. During the vault, you can reposition yourself midway through in order to adjust your exit trajectory. Should you collide with a breakable wall at a high enough velocity, bash through it using your shoulder and set your movement speed back to 125% killer movement speed. Over the course of 8 seconds, increase your movement speed from 120% to 200%. This sprint will last for *16* seconds when used at its maximum capacity. You can end this sprint at any time at the cost of facing a fatigue lasting 2.5 seconds.

    It'll be similar to old legion because you can activate it regardless of the power being fully charged. None of that infinite swing bs, moonwalk exploits or downing them with frenzy. There are other changes here you can all enjoy!

    I mean... they could have just merged that into the main post and not leave it to die in the comments...

  • @Alexmon70 said:

    If so, why would this deter you from playing the game? Lack of content?

    Not me but others perhaps. I would love to see the health be taken solely into one single chapter or even multiple. Maybe it can be voted on!

  • @PhantomChimera said:

    How do you know it is an issue with the server. Connections issues can be caused by anything and anywhere between you and the server.

    Since it isn't currently something that the majority of the players are experiencing it seems more likely a problem in one of the hops from network to network as the game packets move between your system and the game server versus a problem with the game server itself.

    Still, if it can identify the error to the point where it gives an error code, it should mitigate the penalty for that time.

  • @SeannyD115 said:

    There needs to be a reward for hitting multiple survivors with one frenzy. Maybe for each survivor hit you increase your movement speed. Or after you have inflicted dw 4 times with the same ff, you can down injured survivors

    Fair but you'll have survivors whining about it to the point it'll get taken away. May as well save the trouble.

  • @fulltonon said:

    Distance is much stronger effect than i-frame as killers has no counter against it, it will increase chase duration no matter what.

    I don't think adding another strong effect on top of it is a good idea.

    M1 killers, perhaps.

  • Actually, if it's even able to be identified by the server then why not make exceptions for these errors?

  • @Shroompy said:

    Introduction

    Hello friends, this is Shroompy (at least according to my username) and today I'm going to ruin yet another killer perfectly in my own image

    Now Hillbilly is a tricky one as he's probably a community favorite in terms of playing as and against. I'm normally pretty nuclear when it comes to making changes (in a good way of course!) but Hillbilly is more going to be a few number changes. Now of course its not in Shroom Boom Boom fashion to touch up a killer without changing at least SOMETHING. So, I'm gonna be looking at all his add ons and giving him an add on pass!

    Enough with the chit chat lets get that rework goin'

    CHAINSAW CHANGES

    • Increased Chainsaw sprint speed from 9.2m/s to 11.04m/s.
    • Increased Chainsaw charge time from 2.5 seconds to 2.8 seconds.
    • Decreased Chainsaw successful hit cool-down from 3 seconds to 2.5 seconds.
    • Decreased Chainsaw missed cool-down from 3 seconds to 2.5 seconds.
    • When initiating a Chainsaw sprint, for the first .75 seconds you cannot bump into objects.
    • Changed "roar". Only triggers after getting a Successful Chainsaw Hit.

    Overheat changes

    Overheating the Chainsaw no longer disables it.

    While Overheated:

    • Using your Chainsaw will pause heat dissipation.
    • Successfully hitting Survivors with the Chainsaw will only damage them for 1 Health State.
    • After finishing a Chainsaw Sprint by any means, you suffer a 3.5 seconds cool-down.

    These changes aim to make the Hillbilly feel better to play and make one of the more fun aspects of his kit being curving more accessible

    add on Pass

    The Hillbilly has some pretty lack luster add ons, so lets change that!

    Some add ons I think are fine and will remain exactly the same, how ever the majority of them I feel are very situational and even then aren't really helpful.

    The new/changed add ons will have an asterisk ( * ), those without an asterisk will be add ons that are exactly the same

    Common

    * Old Chain Brake

    A safety mechanism for the Chainsaw. While its seen better days, its still better than most stock ones.

    • Reduces Cool-down time after hitting an obstacle during a Chainsaw Sprint by 17%.
    Junkyard Air Filter

    A cracked and dusty filter which still manages to work better than the stock model.

    • Increases Overheat limit of the Chainsaw by 20 charges.
    * Heavy Clutch

    A well-made clutch that keeps the chain moving smoothly.

    • Increases the time you cannot collide with objects when starting a Chainsaw Sprint by 67%.
    * Speed Limiter

    A mechanical device that limits the amount of fuel small engines can intake at one time, forcing a constant safe speed.

    • Grants 100% Bonus Bloodpoints post trial.
    • Reduces Chainsaw Sprint movement speed by 17%.

    Uncommon

    * Spiked Boots

    Boots with strapped-on pieces of metal which burrow into mud for more stability and control with each step.

    • Increases Turn Speed during the Chainsaw Sprint by 28%.
    Punctured Muffler

    A roughly modified muffler that allows for extra air flow.

    • Increases Chainsaw cooling speed by 50%.
    * Off-brand Motor Oil

    Affordable oil, used to reduce friction as well as increasing the longevity of the chainsaw.

    • Increases Chainsaw missed cool-down recovery speed by 12%.
    * TV Antenna (Replaces Death Engravings)

    An old TV Antenna, it reminds Max Jr of the little peace he had. Greatly motivates the user

    • Increases Chainsaw Successful Hit recovery speed by 12%.
    * Low Kickback Chains

    A specialized chain that reduces the likelihood of kickback.

    • Reduces Cool-down time after hitting an obstacle during a Chainsaw Sprint by 33%.

    RARE

    * Ma's Tooth

    A cracked and bloody tooth dropped by Evelyn Thompson during her murder. Fills the user with rage and sorrow

    • Decreases Chainsaw Charge Time by 12.5%.
    • Does not stack.
    * Thompson's Mix

    A special oily substance used in the lubrication of all machinery, concocted by the Thompson's themselves.

    • Increases Chainsaw Missed Hit recovery speed by 20%.
    * Glass Shard

    A piece of glass taken from Max Jr's only friend

    • Increases Chainsaw Successful Hit recovery speed by 20%.
    * Doom Engravings

    Engravings found on the Chainsaw body representing the dark beast that lives in the Fog. Fills the user with determination.

    • Increases movement speed during a Chainsaw Sprint by 15%.

    * Thompson's Moonshine

    A strong beverage made from corn and a recipe passed down in the Thompson's family.

    • Increases Turn Speed during the Chainsaw Sprint by 44%.
    • Increases Cool-down time after hitting an obstacle during a Chainsaw Sprint by 28%

    VERY RARE

    * Tuned Carburetor

    Despite being caked in dirt and oil, this carburetor has been well adjusted.

    • Reduces Charge Time of the Chainsaw by 25%.
    • Does not stack.
    * Pa's Hand

    The severed hand of Max Thompson Sr, used to endlessly beat and shove Junior around when he wasn't listening . Gives the user a sense of direction.

    • After getting a Successful Chainsaw Hit, any Survivor within your Terror Radius is revealed by Killer Instinct for 3 seconds.
    • Does not work if Overheated.

    "Come on! Show 'em Boy!" -Max Thompson Sr.

    * Pighouse Gloves

    Rancid smelling gloves, soiled with unknown substances. Despite everything wrong with them, they do have thick fabric.

    • Grants the ability to trigger the Dying State on Successful Chainsaw Hits while Overheated.
    • Increases Chainsaw Charge Time by 25% while Overheated.

    "Ain't no mess can stain a hard-workin' man's soul." -Max Thompson Sr.

    Apex Muffler

    A masterfully crafted chainsaw muffler that outperforms all others.

    • Silences the Chainsaw for all Survivors outside The Hillbilly's Terror Radius.

    ultra rare

    LoPro Chains

    Light chains that decrease the weight of the Chainsaw, allowing for greater maneuverability.

    • Continue the Chainsaw Sprint after breaking a Pallet or Breakable Wall with the Chainsaw.
    • Survivors hit with the Chainsaw within 5 seconds of breaking a Pallet or a Breakable Wall are only damaged for 1 Health State.
    * Iridescent Brick

    Once representative of Max Jr's confinement, this was the first brick to fall when his room's barricade came crashing down.

    • While recovering from a Successful Chainsaw Hit, press the Active Ability button to immediately start another Chainsaw Sprint.
    • Survivors hit within 5 seconds of The Hillbilly getting a Successful Chainsaw Hit will only be damaged for 1 Health State.

    final notes

    Well, thats all folks! I really hope you enjoyed reading through this as much I enjoyed writing it! The Hillbilly is a killer that has been wronged in the past and while Overheat is something we wish we could live without, I think its time we embrace it. This was my shot at keeping it while still keeping him enjoyable.

    Feedback would be greatly appreciated <3

    Accessible curving? Oh yes, daddy please!

  • @xEmoGirlxAlexisx said:

    The Distance is the biggest Problem of Dead Hard that makes the Perk so Busted

    When the Survivor lose a chase but still gets Window or Palet because of Dead Hard it can Change a Game so Hard that u lose so many Time as a Killer that u most likely going to lose the Match

    A Game whit 4 Dead Hard Survivor is mostly Impossible to win because u are going to lose so much Time

    As a Killer Main u Cleary feels the difference of Games whit DH and whitout DH.

    There reason Why there are so many Bubba Players is because 1 shot Killers dont need to Deal whit DH or CoH Bubba is at the Current Game of the least stressful Killer right Now

    The Best Thing to Nerf Dead Hard is to remove the Distance so the Perk can still be used to Block Attacks but u no longer gets the Distance ans ein Chases u shouldnt

    The Reason Why so many Survivor Loves and defend Dead Hard is because they can easy win Chases whitout Skill

    Dead Hard and CoH are the most Busted Perks in the Game that need to be looked at

    A Good Thing would be if Dead Hard would be killswitched until the Perk is finally fixed

    https://forum.deadbydaylight.com/en/discussion/312973/dead-hard-rework-but-mettle-of-man-prerequisites

    AHEM

  • Also I know mettle of man exists but even I think it sucks yet I run it all the time. This will do Mettle some justice while making it available to everyone without auric cells or shards!

  • Since this was something people hated because it would make loops harder and it removed 360's, I think we should bring back the turning animations they had when they could turn on their heel.

  • Credit to Keezo for helping with the adjustments by challenging my rework idea! Love you, man!

  • I made a better version that stops survivors from dying to deep wound while keeping all of his map pressure! Check it out!


    https://forum.deadbydaylight.com/en/discussion/312970/my-old-legion-rework-but-adjusted-so-legion-is-freddy-but-fun

  • The adjusted parts will be highlighted with asterisks


    Killer Power: Calculated Ferocity

    Your methods may be considered chaotic to others but the inner machinations of your mind have other plans. Plans that will require quick thinking and clever maneuvering.


    The power will slowly charge up over a period of *10 seconds* once used fully but will be instantly filled at the start of a trial. *Calculated Ferocity can be used while partially full, however.* When pressing the secondary button, slowly build up speed whilst having your turning fairly reduced the more you pick up in terms of velocity. You will keep your normal movement animation until you reach 135% killer movement speed. *While in this Ferocious state, you can afflict them with the deep wound state.* Hitting a survivor will set your speed back to 125% killer movement speed. Hitting an injured survivor will bring them into the deep wound state, *refilling your power meter whilst giving them the time to run away.* For the duration that Calculated Ferocity is active, you must not hit any surface that you can collide with or else you will be brought out of the Ferocious state to be fatigued for 3 seconds. This will be followed by a reduction of your power meter by 33%. Should you come into contact with a pallet or window while in the Ferocious state, vault over it with ease. During the vault, you can reposition yourself midway through in order to adjust your exit trajectory. Should you collide with a breakable wall at a high enough velocity, bash through it using your shoulder and set your movement speed back to 125% killer movement speed. Over the course of 8 seconds, increase your movement speed from 120% to 200%. This sprint will last for *16* seconds when used at its maximum capacity. You can end this sprint at any time at the cost of facing a fatigue lasting 2.5 seconds.


    It'll be similar to old legion because you can activate it regardless of the power being fully charged. None of that infinite swing bs, moonwalk exploits or downing them with frenzy. There are other changes here you can all enjoy!

  • @Aven_Fallen said:

    I guess the most that can be expected are Add On-Changes and maybe slight Tweaks to their Basekit (like a shorter fatique or maybe more Movement Speed).

    Overall, Legion needs a full Rework to become a strong Killer, the base is too broken to make them strong with their current Kit. You can either have a Killer who vaults Pallets and Windows or who is strong. Both is not possible.

    https://forum.deadbydaylight.com/en/discussion/311748/legion-rework-idea-tl-dr-reverse-blight


    :>

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2835260#Comment_2835260

    Back then, it did. And I am fine with that.

    But not anymore.

    I would be playing VHS if it weren't for the fact it got hit hard in a cyberattack. Servers are still down.

  • @Kira4Evr said:

    Old Balanced Landing? Pwetty pwease :3

    I was thinking that balanced would no longer be an exhaustion perk and would only be used to reduce stagger. If you want old balanced, bring sprint burst along with it! Mine would have to be removing either the aura reading regarding Mettle of Man because three protection hits on top of being seen when healed is annoying. That or you'd have your aura seen until you go down but with the upside of taking three hits. The stagger reduction only balanced seems like the more BaLaNcEd rework, though.

  • @Charliee_1998 said:

    Hello, thank you for taking the time to read. I have spent many of hours playing your game, and I have to say that the fact you can now play in a videogame as one of the most iconic horror characters of all time, being Michael Myers, is a great pleasure. However, I am in hopes that possibly you guys and your fine team can make his gameplay experience not just a pleasurable experience, but a more immersive and authentic feeling experience to all die-hard Halloween fans like myself. There a only a few flaws with his character design That I feel if corrected, would be a great grace to many horror movie fans and will only increase the popularity and playability of your game.

     The first flaw is his mask. I’m not sure if you are aware of this, but his mask design in the film has more of a full lip shape, and the hair of the mask isn’t black and spikey, but more of a rough, combed back and light brown look. Also In the original films he wasn’t a very tall bulky figure, but more of an average, ghostface sized man with supernatural strength. And the last thing that I feel would perfect the shape in dead by daylight would be the color of his overalls. In the original films his overalls weren’t completely black but more of a dark blue shade.

      Again thank you for your time, the fun of your game, and if you or your fine team can consider these aesthetic improvements I'm sure many others and I would greatly appreciate it. Thank you for your time and best of luck to whoever reads this, and happy sacrificing! 

    Ask the licensers and convince them to ask BHVR to make the change to Myers. Maybe so stalking from close and far away would actually mean you'd get more stalk the farther away they are.

  • What if there was an experiment ran where all of the meta perks on both sides were not used? Like I've been using mettle of man, iron maiden and other underrated perks and I've been having so much fun!

  • The way of the billy is the way to satisfaction. They make you smile regardless of dodging their chainsaw or not. Especially the curving is what gets me going.

  • @GeneralV said:

    Honestly, no.

    I first found out about DBD within a specific scenario, and what I discovered in 2018 was a very different, and a thousand times better, game than what we have today. That game is what I fell in love with.

    If I had found the game earlier I would definitely play it, but the current game? I guarantee it would not have interested me.

    It doesn't interest me.

    It has still claimed your soul...

  • Only have it not deactivate in basement. That's just annoying. I could just slug them out if I wanted.

  • Either for points or to give an item so they can feel better. Take my engineer's toolbox that I found in a chest!

  • Bruh if Carl had Felix's pajama outfit, Shirtless Carl.

  • I remember playing against @Grandpa_Crack_Pipe Don't remember what killer I was since it was months ago.

  • I'm not against it. I'm just not a fan of getting hooked, unhooked and then tunneled out of the game in the game's first two minutes. I honestly think that makes the game not worth playing at that point.

  • We missed you. It wasn't the same with you gone for so long...

  • @adirgeforthedead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2825325#Comment_2825325

    Please. Also literally anything for Deathslinger at this point, my boy has had it rough with skins...

    He's had it rough in general. I'm more concerned about having him be more than somewhat playable than outfits...

  • @Restrixc said:

    I am very against bots only for the reason where, it would be much much more preferable for people to play against a predictable bot. It's good to have fun in dbd, don't get me wrong, but it's very important to keep queue times quick. Not to say, it reinforces bad habits on both sides. Bots will not learn to counter act you (if AI was added it'll only learn what you teach it); And would be very counterproductive to the whole training thing.

    I'd play against bots because the queue times are already long. If killer is taking so long then lemme play killer against bots. They'll be long regardless. I'm not against your second point. I just wanna break from sweating even when I do my best to never bring gen regression so I don't deal with 4 meta swf bs.

  • The censor stopped me from saying It, Its and It's.

  • -Cakcles in stockpile of shards-

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