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FilthyLegionMain

FilthyLegionMain

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  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027744#Comment_3027744

    I'd disagree on a fundamental level - but I hope we can agree that both hard-nerfing the efficacy of the perk on TOP of putting a kill-switch into it is... a bit much.

    Also, I don't think any hex perk should self destruct, as it's a hex perk. Survivors can either remove or trigger hexes by cleansing them, it removes the perk permanently. Hex perks have about a 40% chance of spawning near a survivor's initial spawn. It's high risk high reward. Removing the reward is one thing, but even with the reward in place - turning the 'high risk' mechanic into a 'high risk + guaranteed flop' is extremely questionable.

    If they wanted to make it shut down, they should pull it from being a hex perk, right? But, in truth, there are two far more eloquent solutions to the Ruin problem that would balance it without all of this malarky:

    1.) Ruin triggers once cleansed, not until cleansed. Like Haunted Grounds or Retribution - Ruin only activates when cleansed, which would play into the high-risk-high-reward mentality, and could provide an interesting new approach to the perk's effects. For instance, you could have generators regress at 300% speed for 64/128/192 seconds. This makes it less oppressive in many games, would certainly lower the pick-rate, and would only spell the demise of survivors in the mid/late game, while scarcely effecting the early game unless a zealous (or overzealous) survivor goes for a quick cleanse. This would change how Ruin works and put the fear of the Entity into survivors while also giving killers a steep enough reward to risk the hex perk.

    2.) Simply keep ruin as-is and build in a 4-8 second delay on activation. When a generator is left alone for longer than 8 seconds, ruin begins to regress it at 200% speed. Not only does this save charges for survivors (up to 4 seconds worth of progress) but it also starves killers of much of their passive oppression and information (Surveillance combo would become useless). Survivors that are able to coordinate could more effectively fight through the hex, provided it remains active. By simply adding a delay to the perk's activation at each instance - the overall value of the perk steeply declines. It remains a powerful perk, but as all Hex perks go - it can be removed from the match.

    Putting a self-destruct into a perk is like the developers saying 'you've had your fun, time to go home'. it's adversarial and completely artificial - it lacks an organic touch. They should either change the perk's relation to Hex totems, or just add an activation delay to slow its potential effectiveness. Making a perk doubly volatile doesn't make it less viable - it just makes it less fun.

    This is the Dead By Daylight equivalent of your Dungeon's & Dragons DM deciding your character is suddenly unable to use their favorite weapon. "Why?" you might ask, much to their chagrin. They look up at you from their notebook, "Because it would break the encounter I set up.". You ball your hands into fists in frustration, "Why? Why didn't you just make the encounter a bit harder, or change the nature of the encounter to oppose my weapon? You could have selected enemies that countered me or applied a different approach to reach the same means... why didn't you do any of those things - why are you telling me that my character simply cannot have their weapon?"

    The DM smirks, "Because I'm in charge and you are not."

    It's literally breaking the established rules to remove a player's favorite toy from their hands.

    It is bending and breaching the conventions of Hexes and prospects of perks themselves to punish killer players that bring the perk.

    insult to insult and injury to injury. Taking the perk away from players that are doing their job and playing well is the epitome of poor design and is not helped by how spiteful such a change comes off as.

    I can only talk about the first one in regards to putting the fear of the entity into survivors. I'm curious to see how it would really make things scary by doing 400% or doing the overcharge thing to it as well.

  • @Valik said:

    A lot of these were botched changes, but ruin takes the cake.

    Cut its effectiveness in half? Basically unusable now.

    Make it destroy itself? That's very harsh.

    Both? Dude - it's not even that strong to begin with, chill.

    Imagine if Dead Hard got this treatment.

    'The distance/duration is halved. Instead of getting 0.5s of invincibility and traveling 4m - users will now gain 0.25s of invincibility and travel 2m'

    Then, as the cherry on top.

    'Once 3 gens are completed, this perk is deactivated for the rest of the trial'

    Like, dang - pick one. Either way it's an unfun change. It could have been nerfed far more eloquently. They took it to the back and did a number on it, they did. Slashing a perk's numbers in half and THEN making it destroy itself is pure vitriol and completely disconnected with the reality of gameplay.

    I'll reference what I said earlier about having ruin disable when a survivor is killed. I think that's the healthy choice out of the two since it'll promote spreading out multiple hook states. You get to choose whether or not it goes away sooner or later.

  • It's a mix for me. Keep the new animation for the female survivors but bring back the old one for the male side. New one makes Jake, Quentin, etc. look like they're on a morning jog.

  • @Grandpa_Crack_Pipe said:

    They could make it 500% and it'd still be useless.

    If you have to run a perk on the assumption that all your teammates are going to die, it's a bad perk.

    Exactly. This is a solo queue perk and I'm nearly always in solo so yes, this is pretty spicy imo.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018476#Comment_3018476

    The perk should be redesigned so the server favors whichever person pressed their button first. In the survivor's case it's the dead hard button, and in the killer's case it's when they started holding down the lunge button. It's not fair that the server compares a zero frame startup dead hard, to a much larger than zero frame startup lunge.

    And comparing it to perfectly timed Devil May Cry parries isn't a good idea. I think they have a 6 active frame window, and that is a much smaller duration than dead hard's full second active frame window.

    You speak as if you have no motivation when it comes to my comparison. That is an interesting idea with having to predict literally the server registering whichever first but I don't see that happening, unfortunately...

  • Many issues are here with three perk changes involving: Hex: Ruin, Spine Chill and Decisive Strike. This'll be more directed towards the devs and I'll be sure to speak in a civilized manner about this subject considering the upcoming controversial changes.


    With Ruin, you could've went with one or the other but not both. We would have loved the fact that it would be disabled once a survivor is dead. It would incentivize spreading out the hooks. We would've also been sort of okay with it being brought down to 100% regression and that's it and yet you went too far and thought "Why not both?" I genuinely hope you guys rethink this and just go with the change of it discouraging tunneling.


    The only thing that made this Spine Chill change really bad was the reduction of vault speed. Since SC is more of a reaction to having the killer look at you from nearby, it would make sense that you would do everything in your power to get through a window just a little bit faster. Am I wrong?


    Ah Decisive... Simple one, really. All you need to do is change it back to the 5 second stun and we're good. I'm ecstatic that it gets disabled when all the gens are done but you really seem to be beating this into the ground.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015323#Comment_3015323

    Not in any meaningful sense. And it certainly isn’t enough skill to justify a free speed boost for anyone that can do this.

    While I agree with the bit involving that it shouldn't give a speed boost when hit, this will be probably one of the more skillful aspects in the game. Like for instance: take Devil May Cry 5 and how much value you get out of a perfectly timed parry since you attacked just as they swung and the enemy gets stunned. That's an example of a skilled play, the same could be said about this. Would you consider it to be skilled then if it was cut down to half? What would soothe your twisted mind?

  • Had it happen but it appeared to be giving me the progress even after they hooked someone so I'm legitimately thinking this bug EVOLVED.

  • @Quizibo86 said:

    I am having the same exact problem.

    I have done everything to see if there was some sort of objective that may need to be done to get the rest of the items.

    1.) I rushed and got the invitation first and finished the game. No masks.

    2.) I got the invitation and finished the game without getting hit. No masks.

    3.) I rushed to get the invitation first and finished the game without getting hit. No masks.

    4.) I got the invitation and saved people off hooks and didn't get hit. No masks.

    5.) Chased by killer without getting hit after getting invitation. No masks.

    6.) Get hatch with invitation. No masks.

    I have done nearly every combination that I can think of and have not getting a mask, I know I don't have all the masks but then again, I don't know of a way to check and see IF I have gotten all the masks. There needs to be some sort of UI that shows the items collected thus far for event items.

    What's going on?

    Notifications are broken. Just check the characters you don't have the masks on and go from there.

  • @Bran said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011830#Comment_3011830

    Well they definitely made you upset so I guess it worked.

    But according to you during that game you admit to have been toxic. Not going for a unhook because their name made you upset.

    The endgame chat...that is different, not cool to say such things.

    Dude, you're siding with a homophobe. THAT isn't cool.

  • Could the humming and whatnot stay while the rest is toggled off? I mean... I'm not affected by this but it's annoying after 200 games of this.

  • Only reason to dc is getting harshly cucked by rubberbanding. So far, it's driven me to the point I'm ditching the event.

  • Would it be brainless then if it was used ONLY for distance?

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3005292#Comment_3005292

    Let's discuss!

    Please correct me if I am wrong or explain what I'm missing please:

    You walk to a gen (let's assume you spawn next to one and don't have to WALK to one)...You get found instantly but get to use your Sprint Burst 'on command' at some point during the chase.....That's 1 free/practical use...spawn pending.

    You either:

    A) Win the chase and the killer veers off....at which point for your Exhaustion to reset you have to walk AND stay off gens as Mindbreaker pauses all existing Exhaustion timers, making you an easy target if the killer returns and incapable of progressing the game if you're waiting down your Exhaustion....If the killer returns and sees you on a gen within the Exhaustion refresh window, welcome to tunnel town.

    B) You lose the chase and get hooked. Upon being unhooked you have to walk to a gen if you're close enough (diminishing returns as more gens are done/less options available) or you're in the same scenario as above - You can't Sprint Burst to a gen, be productive AND run down your Exhaustion. It also makes you an obvious tunnel target if the killer comes back and sees you working on a gen X distance away from the hook. Mind you, a smart killer WILL return to the hook ASAP after unhooking if they see you hold your Sprint Burst in the first chase to either tunnel you after instantly burning your SB or check to see if you are on a distant gen at which point they know you'll have a paused timer and....tunnel you.

    Again, maybe I am missing something, but it still seems like Fearmonger is putting in work.

    Oh... I just do gens and walk when I can if I already used it in a chase and make sure to hide if I see the killer from far away and I KNOW that they haven't seen me. If I know or think that they have, I'll run preemptively.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3005026#Comment_3005026

    After they let it cooldown....which they can't do while running....OR on a gen....thanks to Minbreaker.

    You know people can walk around corners in a loop... right? People do that to technically end chases to get an extra vault in before it gets blocked.

  • @DoritoHead said:

    Mindbreaker, I mean- Fearmonger, may become a legitimately good perk on Sadako or Freddy

    LIKE HELL IT WILL! Good sprint burst users will abuse Fearmonger since it'll be far easier to 99% it! I know because I always do that when it's in play!

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/3001756#Comment_3001756

    This community is hilarious and the entitlement of it.

    I'll just be simple here and say I don't like you. We just want this event over with, anyway. Not even 2 hours and I already despise this.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2998950#Comment_2998950

    Because I get annoyed by the scenarios where the killer has to slug me just as much as the ones where they do it to be a jerk. The difference is that I get annoyed at the teammates who would rather force a stalemate to prevent a hook than doing gens during the time the killer has to waste getting said hook.

    Oh then yeah, we are on completely different pages. I understand that a killer may have to in order to gain pressure. I'm just irked by the BM sort of slugging. I do think more could be added to that in order to make games interesting like having a whole minigame in itself such as: succeed random overcharge skill checks while recovering to increase crawling your speed and give a small bonus to your recovery progress.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2998817#Comment_2998817

    Are you saying you've never been in a situation where a killer slugged because there were other survivors obviously nearby? Majority of times I ever see it anymore is to avoid a blind/stun/sabo/etc. Hook sabo especially since once you drop you're probably not going to be able to pick em back up to reach anything. Honestly hook denial in general is probably one of the leading causes of slugging, aside from stuff like IF on Nurse/Billy/Oni/etc.

    No. Now I'm starting to wonder why you're jumping to conclusions. If they down me and there's no other survivors in the area and they just let me bleed then yeah, I'll be annoyed since there's nothing to do but just HOLD M1 TO RECOVER. Also to @Vampwire's latest comment on this thread: You had me with you until the very end. No one can afford to consider the other's feelings since there's no guarantee they'll do the same. Best you can do is apologize, be kindhearted and hope for the best.

  • @Ryuhi said:

    Being bothered by slugging is half "laying on the floor doing nothing is boring and obnoxious" and half "LET. ME. WIN." The scenario generally dictates how much it leans into one side or the other. There's times where the killer hates having to slug (like 2-3 survivors hovering around a pallet that someone is downed under) but they do it anyway because they pretty much have to. Other times people use it to be asshats, and im sure there's plenty of middleground between the two.

    Just the former for me. That's why I've been enjoying Video Horror Society. When you're down on the ground, you can still do stuff to help yourself and others.

  • Power Struggle. It may not come up much but when it hits, IT HITS.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2992680#Comment_2992680

    That's a hot take. Maybe if it worked while protected by the endurance status effect (like it did while it was bugged), it might be situationally better than Sprint Burst.. but in no way is it second right now.

    I wish that was still a thing... Just like I wish that THE RUBBERBANDING ISSUE WOULD BE FIXED SOON!

  • I didn't even know there WAS a survey.

  • Extra reason why to not accept opinions from people who use lol in all caps. It emphasizes... something that isn't good. Too tired to pinpoint exactly what, though. I am typing this at almost 2am so...

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2989143#Comment_2989143

    That last sentence probably will never happen so I wouldn’t get your hopes up too much.

    Well I'll still play when the bots come to custom in the winter.

  • Neat timing. Just as I take my long break from dbd. How long will it be? Until they fix the rubberbanding issue that's been plaguing my games for months now.

  • @MommyHunktress said:

    https://forum.deadbydaylight.com/en/discussion/comment/2987945#Comment_2987945

    https://forum.deadbydaylight.com/en/discussion/comment/2987879#Comment_2987879

    I play both sides and have over 2000 hours on the game. I play huntress as a main and not only does dead hard and ub destroy me... i destroy lots of surviviors. I just switched to pc so my mmr isnt otz level high but i definitely dont go against noobs every game. Survivor I can loop really well depending on the time, sometimes im not feeling it or I am, just depends on if i feel good. But my point is that i dont need meta and even when i was on console playing consistently before military, when my mmr was definitely higher and i got way too manyh spirits and deathslinger. I never needed ds and dh and spine chill resilience, i mixed my builds and solo que, hell even if i didnt escape because my teammates sucked i could loop the killer and when he chased other people got insta downs. SO what you NEED is a survivors who know what they are doing. Gen rushing doesnt mean anything if you arent good at it and coordinated, if everyone knows how to run a jungle gym and do gens they can run no perks and win against meta. meta is used because people arent good or other people are using it, killer meta is unfun as ######### to go against but so is throwing a hatchet over a box and hearing a hit and dead hard saved them. No one needs meta.

    I still stick with my sprint burst, power struggle and parental guidance but damn it sucks being matched with teammates that have 30 hours and getting a killer around my level. Makes me feel bad for the poor baby meg that had to be matched with that. Also maddening since they were the weakest link.

  • For a second, I thought there was a new bug that allowed a survivor to stay inside the hooked survivor and not get damaged due to the hook. Nothing but a killer that got mad over a respectable team effort.

  • @luvcraft said:

    As the devs mentioned in the anniversary stream, they're doing away with the current prestige system, but there will be special rewards for those who have already prestiged characters. So I'm finally prestiging my characters who I've been saving because they have lots of cakes, in anticipation of this exciting mystery reward!

    If it's just BP I'm gonna cry. Please don't make me cry, BHVR.

    I'm just hoping Steve Hairrington counts...

  • As someone that plays both sides, I can say both is necessary depending on how high your mmr is.

  • @Pulsar said:

    I got hit off for like 6 hours because I wouldn't farm with a team once.

    Fun times.

    Hit off??? Elaborate.

  • @Zeidoktor said:

    If it were going to be a cosmetic out would be a bloody "I got this character to Prestige III and all I got was this lousy T-shirt" T-shirt.

    That would be the best cosmetic ever. That nearly made me spit out my soda...

  • It shouldn't be per year but it also shouldn't be per chapter either. Every two chapters would be a pretty good middle ground for everyone.

  • When I got into the game originally, I went with Claudette for one of the sappiest reasons: I wanted to help others and lift them up however I could and her perks were perfect for that! :> A thousand hours later and I switched to pc when I did nea for a bit thanks to her sick hoodie and I mained legion. Still do, mind you and now I main meg because of that mask and the outfit I have for her! I know it's highly improbable we'll get any legion outfits for survivors but it wouldn't hurt to dream. I've changed the pants one to zoey since it's grittier and fits better.

    Screenshot (114).png


  • Back on ps4. Now on pc however... ;~;

  • @foxsansbox said:

    Hello fellow Forum Degenerates,

    You should be using the Upvote function. Consensus cannot be achieved from aggregating comments, as has been proven time and time again by the fact that the same damn topics recirculate every damn day, with the same damn people spewing the same, rehashed nonsense everyday.

    • See something you agree with? Upvote
    • See a fresh take that is worth exploring? Upvote
    • Feel like jumping on the bandwagon and harassing someone? Upvote whoever they're arguing with instead

    You can't stop people from posting absolute nonsense, lies, and bait, but you can start using upvotes to more concisely communicate your disappointment.

    Not an edit: Inb4 I get 0 upvotes and this dies on the second page.

    Bro, you got ratio'd by a cat picture.

  • @[Deleted User] said:

    "Anti-Camp / Tunnel :

    Survivors can interact with the Basement Hooks to Transfer one of their Sacrifice States to another Survivor."

    This would be so fun in SoloQ. *being sarcastic*

    It'd be better if it was swapped around. You could take someone else's hook state if you had a free stage.

  • @Blazelski said:

    Horrible idea. Literally would be used to camp and counter Kindred. Horrendous.

    Do you not know what it's used for now?

  • We are now at the 10 questions mark! Remember: first come, first serve!

  • @QwQw said:

    Hello fellow Legion main!

    What do you like about Legion? What made them stand out to you?

    They're the closest thing to a survivor killer that we have. The day we can have a killer that can hide in lockers, vault pallets and use items is the day I screech in joy.

  • @Marc_123 said:

    Will you do another AMA at 1400 posts?

    You already asked a question before. I'll let someone else ask.

  • @Marc_123 said:

    Wait - you could do that?

    ... i missed my celebrations

    I won't count this a question so someone else can give a question that isn't depressing.

  • @HexDaddyissues said:

    how does it feel to be incredibly active in an incredibly toxic community?

    At least it ain't League, am I right lads?

  • @Coordi said:

    https://forum.deadbydaylight.com/en/discussion/326182/700th-post-celebration-ama

    If you could have one add-on or item in DBD that always refilled and never ran out, what would it be?

    Firecrackers or Party Starters. Something that rare should have value to it and have it refill at a certain timeframe.

  • @TeabaggingGhostface said:

    Have you heard of our lord and saviour Maurice?

    I have. I just don't care for him. Lazing about the carnival and all... not really my thing.

  • @Yords said:

    Why do you main the lesion

    Easy pressure building with injures and you get to vault over everything. What's not to love? (I also wish that it was basekit that you were in the running animation minus the vaulting and feral slashing.)

  • @Brokenbones said:

    Favourite Legion mixtape and member?

    Susie's Mixtape and Joey. He has my Expo Cosplayer outfit.

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