GeordieKiller
GeordieKiller
About
- Username
- GeordieKiller
- Joined
- Visits
- 3,027
- Last Active
Comments
-
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1125044#Comment_1125044
I think the issue here is a matter of expectations. The EGC is not really meant to help you get kills, it's meant to get rid hatch standoffs and end the game so survivors can't hang around all day and waste time.
so the idea for EGC is for survivors to get out the map quickly ok makes sense but yet you slow down the timer when a survivor is in a dying state or hooked? why just so survivors can plan and take their time for a rescue with very little pressure. Wouldnt it make more sense to keep timer as is regardless of a another survivor on hook or floor and i would argue makes the ending game more fun as you now got to decide to leave or take the risk and save that team member but on a very little time and if they all die to EGC then it was their fault they had the escape but decided to take the risk and it backfired on them.
-
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1123031#Comment_1123031
It think you're forgetting about all the changes the survivor side has seen over the years. Even DS, like you mentioned, was actually nerfed about a year ago. Toolboxes are getting toned down in the next update as well. We make changes to both sides where needed.
but the problem is @Peanits it always feels like for the killer community that its a constant fight for our voices to be heard the DS was nerfed but it still a issue today and we have shown so much videos showing that the DS is still a issue that it grants a mintue of immunity or you lose momentum and i cant see why you cant add the condition that if someone else is hooked it deactived it make it a true anti tunnel perk something that the killer community is crying for.
Over the past few months its been changes after changes to killers vast majoirity had a negative feedback Nurse, legion, ruin etc and vast majority of survivors related changes was to fix an exploits the only big key changes for survivors is the med kits and tool boxes. This has cause some of the killer community to feel like you are just catering to one side (the dev post regarding doc changes and ruin did not help matters btw)
Regarding we make changes to both sides where needed i hope there are more changes regarding the gen speed as it seems even the ptb that gen speed are still a issue any news regarding that and any potential future changes to gens?
-
@Peanits said:
It'll continue regressing once the Thrilling Tremors effect wears off, but the regression is paused while the blocking is active.
wow thats actually bad what reason do you have to justify pausing regression it should regress even when blocked makes no sense on why you pause it.
-
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1048009#Comment_1048009
Everyone is a very bold claim. There's a ton of people who are willingly choosing to play them as is, and playing against him is nowhere near as annoying as it was before.
so no changes like a reduce stun time after use of ff or removing the 50% off frenzy when doing basic hit and yeah hes not annoying to play against as you reduced his stall for speed. It would be fair to say that a large portion of people want to see better changes to legion then what we were giving.
-
any updates around this post is there going to be anything coming to legion that the post mentioned?
-
@toxicmegg said:
instead of complaining here, try using your eyes in the lobby, they can be seen
barely the keys are tiny asf we need to see if a survivor can bring so we can bring a mori :p
-
@toxicmegg said:
so you think keys should be as big as the other items? would look pretty funny to carry around a key 5 times bigger than the survivors hand.
or maybe make it glow or something to give us a indication that a key is in use it is diffcult to see from killer pov
-
im just more curious on why they pushed live before the stream considering how big and the backlash that is caused was for weeks since the annoucement. I would of hold off the ruin changes at least till after the stream and try and regain the trust that i feel they have lost to the killers.
-
so a quick question why did you push this mid chapter live before the stream considering how big this is it would make more sense to hold off pushing it live and see if you can stem the anger and frustration that the killers have for you at the moment.
I mean would understand if you wanted to get doctor out before the tome but ruin changes is no way connected to the tome and considering how badly it all went when you first announced the change i would of hold it off and do the stream to see if you can build the bridge and trust that is lost due to ruin and the months of "changes" to killers
so why put it live before the stream?
-
@Calabrum said:
https://forum.deadbydaylight.com/en/discussion/comment/999159#Comment_999159
Interesting, ty for contributing. XD
thanks hopefully its good enough for devs lol
-
@TAG said:
As long as we're throwing out ideas, how about we make it so downing a person who is inside the Exit Gate areas prevents them from leaving the trial for a few seconds? Just long enough for the Killer to be able to pick them up. That way, people who linger within the Exit Gates (especially to wait for the Killer to down them so they can fall into the exit) instead of just GTFOing do so at their own peril.
i want this so much XD
-
i cant see why if we were going to buff blood wardern that it can be a token base system so each hook that you do adds time to how long the wardern is up for.
For example base will be 30 seconds
2 hooks- 40
4 hooks- 50
5 plus is 60 seconds
and it will activate as soon as the gate is open so 99ing could carry some risk like should you wait till you got everyone free before getting the gate but what if the killer has BW that could be a minute of not getting out, or open it before everyone is free so you can waste the BW but you are in endgame and basically got a minute left to get out.
-
i think this would be perfect for the game and the amount of detail you put in is amazing great work :)
-
@Almo said:
I've been in a few games where new Ruin stayed up the whole match (both PTB and internal tests). It has a humongous effect on the game if it remains. It's just too much power not to be a Hex.
One thing I think people are missing is they consider themselves, their gen, and the Killer. 1v1 it would not be that good. But when Ruin affects several gens at once because there are more than one Survivor, it's can be a huge amount of regression.
If the Survivors are three-genned, its effect is really nasty. No need to kick gens while pushing Survivors away from them.
Ok couple of things here first when you said you had it stayed up all match that means little in terms of PTB and internal test as vast majority of cases it was done on purpose to test it. When it goes live the chances that it will even stay up whole match is very unlikely. Also how many of those games were in the new lery's map? as people are learning the new map so yeah it may stay up longer than normal, but what happens when we learn it and know all the spots its bye ruin in early game.
I disagree that it's too much power not to be a hex as it does nothing to slow down survivors working on gen which is the main reason why in red ranks it is used so much a killer cannot "push" all survivors off gens especially in large open maps, especially in early game which again is why ruin is used so much in red rank to help with early game.
But if you are so adamant that it is too much power not to be a hex then why can't you let us test that theory out in the PTB and change it to a non hex perk and let us test it. This is such a huge change to the game I think it's only fair that we can test it out and if that means a longer PTB then it will need to be a longer PTB as changing ruin will have game changing consequences.
I also want to clarify why in my opinion there's such a huge backlash about this and the lack of trust that killers feel towards of you and the rest of the devs, where it got to the point that there's even reports on killers protesting in game by standing next to the lit totem and not doing anything.
Over the past few months there has been "changes" mainly on the killer side that allot of people were not happy with
Nurse- Nerf to base kit which people were saying was uncalled for. There has been a huge reports of people saying no to the changes to the base kit in PTB but you still put it in live and even nerfed some of the add ons that could get us close to original nurse.
Spirit- Slight nerf that didn't have a huge backlash the main issue was that it was perceived that due to a sudden huge outcry from people just shortly after the nurse that instead of taking a long time as you usual do it was done so quickly.
Legion- while it may be a "slight buff" in terms of your stats overall the player perception is that you made him weaker when we all said he needs to be stronger and how one of the devs or you said you nerfed a bit of legion to buff borrowed time when no one said BT needed a buff as far as iam aware. Again like the nurse there were a huge outcry of no to the changes to PTB but you still pushed it live.
Oni- now granted the flick it was as you say due to a bug or issue however people actually really liked it and felt that even it was a bug it was a good one and made oni stronger. But when you fixed it got people feeling robbed especially if they like it in the PTB and now it's gone in live. then his multiple nerfs before this patch where you buff him has made people feel they were just money cows which I know you didn't intend but that what came across.
the nightmare- his rope nerf came out of nowhere and no chance to test to see how it would do in a PTB if you can please clarify why these nerfs went straight to live and not been put in the PTB?
Regarding the doctor imp personally holding off till he goes live as I think the bigger thing is Ruin and I do think it more to do with the dev notes that was released and the feeling that the killers are being ignored for several months there has been posts debates in the forum about the gen speeds, there has been videos about it but whether or not you mean it the killer community felt like it was getting brushed aside or ignored or not taken seriously. we held onto the belief that something would be done eventually until that dev post came out.
I have to be honest that post was the one of the most one sided post I have read there were not a single thing about what killer find frustrating or what benefits the killers will have with the doctor changes or the new ruin it was all about the survivor frustration and what they dislike. Also the reason behind the ruin change felt like a slap across the face, while gatekeeper was a harsh emblem in its old state it was not the reason why 80% of red ranks use it. so to the killer community you made us feel like you are ignoring our concern give us really bad reasoning for the change on a perk that for us was a band aid to a issue that we have been voicing for months and that all you care was the survivors who are new to the game.
Now I hope that it not the case that you just care about one side but seeing what's been happening over the past few months I can't say for a definite that you are unbiased and before anyone say anything about what happen to survivors majority was either to fix a bug or to stop a exploit i.e. BL it's more of the fact it's been big "changes" to killers month after month and not any to the other side.
I know the chances of you reading this is unlikely and responding again unlikely but I felt like I had to make this post for more of myself and the hope that there's a way to rebuild the bridge between you and the killer community as I do see that bridge gone now.
I do hope you read this I know it's a bit long winded but I needed to let put it out there as I couldn't keep it to myself any longer and I do hope that this has been helpful to you and I hope we can rebuild the trust between killers and devs.
-
@Nhekii said:
https://forum.deadbydaylight.com/en/discussion/comment/991416#Comment_991416
Increasing time on generators would have a massive impact on balance and on the overall structure that the developers built the game around.
You can't just go around and hunt survivors without applying pressure onto survivors and without protecting generators. People need to get better and stop relying on a passive perk to do all the work for them.
The biggest problem of this community is people who refuse to understand that it's okay to not be very good at video games, it's not the end of the world. The game is balanced, you are unskilled.
really so you saying a killer who has to Find,chase,hit.chase.down,pick up, go to hook,hook then repeat that three times PER survivor while also dealing with gens that can pop at maxium 80 seconds while also dealing with DS BT DH UB a whole host perks times that by 4 are unskilled give me a break survivors have so many advantages and thats not taking into account the god loops, infinties, how you can have two jungle gyms tiles that are next to each other and all those pallets. Killers have so much work to do that a perk that can help passively relive some of the stress and give killers more time early game is getting changed where its no longer going to help them early game the game is not balanced and this patch is going to make it even more unbalance
-
decisive strike now last only 30 seconds and deactive when the following happens
Killer hooks another survivor
you start repairing the gens
hid in the locker for 5 seconds
out of TR for 10 seconds
been fully healed
missing the skill check means you lose the ability to wiggle and skill checks are increadibly difficult
-
decisive strike: now last only 30 seconds and deactive when the following happens
Killer hooks another survivor
you start repairing the gens
hid in the locker for 5 seconds
out of TR for 10 seconds
been fully healed
missing the skill check means you lose the ability to wiggle and skill checks are increadibly difficult
-
decisive strike: now last only 30 seconds and deactive when the following happens-
Killer hooks another survivor
you start repairing the gens
hid in the locker for 5 seconds
out of TR for 10 seconds
been fully healed
missing the skill check means you lose the ability to wiggle and skill checks are increadibly difficult
-
@brokedownpalace said:
So you think a single kick should be able to remove almost half of a gen PLUS it regresses at x2 speed.
Seems totally fair.
considering how fast gens can be done yes that is fair :p and pgtw only does 25% no where near 50%
-
this patch is going to be the biggest change in the game history and it is cause by ONE perk change and it wont be good at all the fact that this is the most heavy survivor postivity patch i have ever seen. i just want the devs to actually come and out and explain the reason why this is happening and not give us the reason that it was for the gatekeeper emblem as that is not the reason why the perk is used in 80% in RED ranks.
i just want some clarity or a heads up that theres going to be a future change where ruin needed to be changed like how medkits were buffed in prep for the oni
im not satsfied with the patch at all has i do have huge fears on what will happen when it goes live as this is going to be a huge negative impact on the game
-
@Aven_Fallen said:
Can we once not have a discussion about Gen Speed without the mention of a tru3-Video? This guy is complaining about Gens going to fast while still getting 4Ks...
But he showing a issue that alot of Killers go through and while he has the skill to get 4K even in those tough situation it has not been fun for him. The reason why Tru3 is mentioned so much is that he actually one of the few dbd streamers that will actually call out issues of the game and he has said it so many times at the current moment the killers are in a bad spot and about to get worse.
-
I have been struggling to play this game ever since the ruin change annoucement as over time the game has got easier and easier for survivors and heres the funny thing i dont even have ruin at all. But i understand why its so imporant so hearing the changes has been making me lose hope on this game, which for me so heartbreaking i use to play it all the time stream it alot but i geniunally dont know if i can play it and stream it as theres no fear from the survivors its like killer coming run to pallet A then Jungle gym B and then god loop and boom 3 gens done.
this game did have fear but its gone now oni is not scary legion not scary demogorgon not scary i dont feel like the survivors are in fear they are now go meh its a killer lets loop him/her drop pallets on him/her tea bag and leave.
i use to have faith in the devs and where they are going but i cant get my head round why they are changing ruin but not addressing the REAL reason why it is use in 80% of RED rank of games i just want the devs to let us know if they are seeing why so many people are against this ruin
sorry went a little bit off topic but i do agree that the fear of the game is gone :(
-
@53nation said:
@ADirtyNea Nice I've been running ruin + pgtw which i guess is a bit overkill. Sloppy and MYC.. are these your 2 must haves for red ranks or just personal favorites in general? Both are great i admit.
@GeordieKiller Do you happen to run discordance along with CI? I would think that combo would be very effective at start.
yes i do great at forcing just one person on gens
-
@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/988634#Comment_988634
I don't blame Freddy players for using the slowdown, I blame them for using it too much so it got nerfed and I can't use it at all lmao
lol sorry our bad but i do reccomend that build i use find it good to use you can switch thant for pgtw i find to make it work you have to be bouncing around gens and keep them in the dream world also if you down someone but two people are gens pretend to teleport to them cancel it then pick up survivor boom gen blocked 16 seconds enough time to hook and head there to see if they are still there.
-
@53nation said:
Any Freddy mains use corrupt intervention here? I have a long road ahead of me. Recommend? Avoid?
i use it alot i rate it 2nd might be first if ruin changes goes live lol i find its a good early game slowdown and gives you time to get your teleport up and running.
-
@Aneurysm said:
He's good. Strong but beatable. I'm sad swing chains ended up on the pile of useless addons but people wouldn't stop using that stupidly ott slowdown build
can you blame them/me especially when gens are so fast but yeah nerf was a bit to much a slight buff to them but will say due say the nerf i have stopped the two ropes gone with red paint brush and swing chains with the build of thant, corrupt, thrilling and discordance had a few people say it was tough but not boring especially when i zip all over the gens lol
-
i think nerfing the perks and toolboxes that increase gen repairs or add it where medium/ large map takes longer to do gens lm leaning more towards the first one as these can be stacked by 4 but if it still going to where three gens in be pop in less than 3 minutes then the map one would be next idea.
-
was wondering if @not_Queen can give us a update on what the discussion is like with the design/dev teams regarding ruin and the suggestion that have been posted through this thread as i feel like at the moment the atmosphere is so negative and angry that if nothing is said then it will just get worse.
can i also suggest to the devs that for a week in the ptb can you put ruin as a non hex perk and see how it goes as there are loads of discussion on should it be a hex or not (im in the mind it should not be a hex) and do think it would be good to at least test it out and see how it goes even if it just for a week.
also huge props to the op of this thread it very nice to see this kind of thread to pop up in this forum and the devs pinning it as i think we are all in aggreement that ruin is such a imporant perk to help with the speed of gens and not about the gatekeeper emblem that we all need to find a solution where we would be happy with the ruin changes and not have it where games can end easily in 5 minutes as that not fun for killers or survivors.
-
@Ghoste said:
I think the nerfs to his add-ons were too harsh. The percentages on the slowdown add-ons are so minimal they might as well have been deleted. Otherwise, I think he's decently balanced.
i agree about the ropes nerf bit to harsh but other than that hes a strong killer one of the better killers to use in high rank if you cant play spirit or billy well
-
corrupt intervention, discordance, thrilling and thant or pgtw prefer thant
Especially on freddy with the add ons red paint brush and swinging chains.
slows the game down especially early game but if survivors play it right gives them a chance to escape but they have to work for it
-
@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/988050#Comment_988050
"During the trial, they are required to act like a team. It's even reflected in how the emblems distribute points. One survivor can not do it by themselves. Therefore - they are a team."
No they aren't required to act like a team. I can go into a match specifically to hide all game and let them do the work to either run out the gate for free or take hatch. I can equip OOO and Bond and rat out other survivors. I am not obligated to help anyone and there are strategies that revolve around getting others killed. It might be in my better interest to work with them, but if push comes to shove I'm leaving you on a hook to increase my own chances to escape. SURVIVORS ARE NOT A TEAM.
"As well, if a killer kills 3 survivors before the gens are completed, they absolutely are entitled to the 4k and should have every advantage in their to get it. They've done their job efficiently and the survivors failed theirs. Your entitled survivor bias is already showing after one post. Don't go down this road. I've seen you try in other threads and eventually you back yourself into a corner every time."
No you are not entitled to a 4k. You got a 3k, that is all. If you want the 4k then slug the third guy, or take the risk that hatch spawns and you find it first.
And BTW killer does have every advantage in a hatch situation. They are faster and have more freedom to move around the map. If you close hatch, 95% of the time the gates are close enough that you can patrol them both to ensure the last guy doesn't escape. If you find the survivor first, you have a high chance to catch them before they find hatch. If you both find hatch, closing the hatch supersedes jumping into the hatch. Killers are clearly advantaged here, stop asking for more hand outs.
If 2 survivors suicide on the hook you did nothing efficiently. You got lucky they decided to give up, and screw over the remaining survivors.
You want a 4k, EARN IT by actually killing everyone.
But the issue with the hatch is that its a easy free escape at no cost at all for failing to do the PRIMARY objective its a cheap escape basically. there should be some consequence for the survivors who failed to get 5 gens done and a reward for the killer doing his job well. which is why im in favour on one of the ideas that just like the gate it takes a certain amount of time to open the hatch so what that does is it gives the last survivor a chance to escape but its not a instant escape and it will give killers a good shot for a 4k which the killer has earned for playing very well.
i will add that the idea will only apply if killers did their job well if it was the situation that 5 gens are done and one of the gates are open then yeah the hatch will be to.
Also wrong way round, jumping supersedes closing in terms of hatch plays unless one of the devs can give us a answer on that area as all my games jumping beats closing
Last but not least for the survivors section you have to play as a TEAM you have to work together to escape if one person dies early, hides all the time then you are going to lose badly hence why swf is so popular atm due to the fact that team work is so imporant in this game. so yes during the trial you have to be a team otherwise it would be easy pickings for the killer
also if you want to escape EARN it by working as a team and get gens done
-
@leslie4445 said:
https://forum.deadbydaylight.com/en/discussion/comment/931108#Comment_931108
EXACTLY! Legion is scary cuz they are human lol aside from the silly feral frenzy but yeah id love for ppl to get SUPER immersed when they see Frank. Myers is scary w/o terror radius like geezus. As well as GF if you dont have spine chill. Which i dont use anymore. I wanna feel more powerless as survivor lol maybe i feel for killers now in dbd.
haha welcome to the killers club :P i do think there has been a loss on killers feeling scary and having more power then survivors but i do have hope they have shown to do it with the freddy rework as when playing with friends which is very rare lol and we are against a freddy first thing i say is dont stay in his dw or we are screwed and not wearing he is scary. which is why i believe the stealth killers are becoming the meta killers due to their sneak factor and able to get survivors out postion. But it would be nice if legion gets a decent buff as it can get boring just playing stealthy sometimes i just want to chase people with a knife lol
-
@leslie4445 said:
https://forum.deadbydaylight.com/en/discussion/comment/931094#Comment_931094
Oh yeah for sure the bp farm is real with the legion. Lol its kinda funny sometimes the length ppl go to, just to save someone who literally sacrificed themselves. When its fun its fun .
oh yeah legion is great a bp farming but i dont want legion to just be a bp farmer thats leatherface job :p but i hope they dont leave him for to long as i want people to fear legion like OMG its legion dont get hit or we are in trouble kinda like OMG its freddy stay out of his dream world
-
@leslie4445 said:
https://forum.deadbydaylight.com/en/discussion/comment/930655#Comment_930655
Omfg youve gone up against survivors like that? Its so stupid when they think they were good just for gen rushing and not actually showcasing their "skills" lol but yeah getting bullied with the legion is no fun .
sometimes you can captalise on it, had one game where it wasnt going well looking like a 4 escape but due to hey lets bully the killer i made it where i draw the game 2 kills 2 escape still didnt get the 4k but did feel good catching them off guard and made them regret it lol
-
its the dedicated servers thats causing the grab issue think they know about and are looking into it. but yeah been screwed out on grabs myself it sucks :/
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/931042#Comment_931042
I cannot say for sure, but I am guessing (and I think I will be quite right on this) that no changes are done anytime soon. Because with a huge set of Data, it is better to do any more changes.
(And to be fair, Legion is a special case - he should be able to get some good results, but should also not be vastly unfun to go against)
but even so not a change at all with the legion stastic is surely a big red flag i can see why theres no immediate changes give more time to collect data and hope there are changes to legion statistical change in their performance but i would be worried on why these changes that happen to legion has not made a single change postive or negative so far.
i was hoping to hear something about a post that someone put with a legion QoL improvements that had @Peanits say will pass on to design team will post link to the forum post as i do think those QoL would be very good.
-
@Aven_Fallen said:
Not that you are telling the complete truth:
Any plans for further Legion updates in the future or are you guys done with Legion for now?
We’ll be watching Legion’s performance after the Deep Wound change and the speed buff they got. We don’t have any plans for the immediate future, we’d like to see what sort of impact this has on gameplay first. So far, there doesn’t appear to be any statistical change in their performance before and after the update.
But yeah, I guess its ok to ignore some details to justify another rant done by you.
i would hope they will do some changes after christmas like in early january as even they recongise legion hasnt really move in the stastic and tiers but going off what they are planning doctor then the chainsaw brothers i do think sadly it will be a long wait which is sad.
-
we arent arguing the fact that survivors are doing the objective thats cool its fine good on you.
The issue i believe is two things the repair speed for three people (33 seconds) is way to fast and the sizes of the map.
the first point is kinda obvious how is it fair for the killer to locate, chase, hit, chase, downed, pick up, locate hook, hang hook, locate where its most likely a gen being worked on and head to hook in a mininum of 33 seconds (assuming they dont have any perks, tool boxes, bnp add ons) and of course you can agrue that we have stuff to slow gens down but the two biggest perks that can really harm gen speeds ruin and pgtw well ruin can be dealt with cleansing a totem and pgtw requires killer to hook someone find the gen in less than a minute and then hit it and on maps like farm unless you are a speedy killer that is no easy task which leads me to the second point
We can use the farm map as a case in point the farm map series is huge and the gens are spread far apart making it harder for killers to gen protect and keep an eye on. and relating to the first point in the time frame to get a survivor and hook them i could have to travel across the map to get to a gen which again if you arent a speedy killer is unlikely you get there in time
the best way i see it is to increase gen repair times but just on the medium/large maps i will never agree to increase gen repair times on small maps due to the fact even the non speedy killers can get point a to b quickly in those maps. i would say for the medium/large map 3 people on one gen should take 50-60 seconds to do and that based of a no perk or items survivors of course those numbers can be changed and i will say that if one person is on one gen it will still take 80 seconds that will always be the base line of the gens.
-
In one of my comments on a post i suggested increase gen times depending on the map so large maps will have gens that take longer then the small maps for example if you were in the farm one of the largest maps in the game three people working on one gen will take 50-60 seconds (going off if they dont have any perks or tool boxes to increase repair speeds) but maps like hawkins/meat factory which is smaller will have the normal gen repair speeds
-
@Zamblot said:
https://forum.deadbydaylight.com/en/discussion/comment/899904#Comment_899904
Your just wrong. Keys have a counter, not letting enough gens get fixed for the hatch to appear. It's pretty simple actually and a much easier counter than never going down once. Your saying survivors should have a game 3x harder right? I'm pretty sure a key which will rarely get more than 1 person out (so not destroy the whole game) will only let more than 1 out if your being fcked hard by the survivors. If you haven't got a kill before 4 gens have been fixed so all survs manage to escape that's you being bad. Counter it by winning before they fix gens bruh
slight problem with that is depending on the maps and what killer you are, stopping the gens being repaired is a diffcult task as a gen takes a mininium of 80 seconds to do and that with just one survivor on no perks to boost repair speeds and no toolboxes.
Also the key can get more then one person out depending on how many gens are done and it works with any key bar the broken key.
but going back to the topic of mori and a rework i do agree they need looking at but only if keys are looked at the same time aswell as right now the most successful way to counter a key is to mori the key holder.
-
@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/904076#Comment_904076
Discordance is good for this. It helps me control start of game.
yeah i also run that and corrupt intervention as dont have ruin but it still doesnt solve the issue as even with discordance all that it does is tell me if two people are at gens and i could be at the other end of the farm for example. i think the two issues is the gen times are fast and sizes of the map hence why i suggested to increase the gen times on big/medium maps but on small maps keep them the same
-
I have to agree the gen speeds are so fast as 3 survivors on one gen which is what normally happens in games takes 33 seconds! which is extremely diffcult to deal with on medium and big maps. but was thinking why not increase gen repair times on those medium to big maps instead of a general increase on repairing gens, as if we did it to the small maps then those games will always be a killer win games(which sounds to heaven for me lol). But i can't see why its unfair to increase the times on the gens in medium and big maps was thinking for three people doing one gen in a big map should take 50 to 60 seconds and that just a survivor doing it with no perks or toolboxes.
-
im already a freddy main lol but i do enjoy legion but i feel like we cant drop this and wait for two years. i cant see devs hating on legion unless they all play survivors lol(jk), but i think it would be hard to deny that these changes they did was not well recived both in ptb and live (even though its been two days i have seen alot of negative feedbacks over the postive) even if it just a dev saying we will look at this suggestion or at least something to say that they acknowledge the concerns. i would be happy to just hear something along that lines
-
@Pulsar said:
Legion Rework
Alright, so, at this point in time, I am becoming the fanatical Legion main. Unfortunately, our previous leader needed to take a break. That being said, I am typing this in hopes of the Devs responding, as it is a respectful and, hopefully, will-written paper.
To begin, Legion is a very interesting Killer. I love the design of him and the lore. Even gameplay wise, I love him. Unfortunately, Legion’s power is fundamentally poorly designed. There was little way for the Devs to see this at the time, though, now our hindsight is 20/20. My goal is to provide good feedback and suggestions while keeping true to the basis of the Legion. Feel free to comment and suggest ideas and point out where I’m being an idiot.
First off, Deep Wounds has to go. It can only be either extremely underpowered or extremely overpowered. It will never be fun for BOTH sides.
- Feral Frenzy now applies the Frenzied Slashes (FS)
Frenzied Slashes is a new status affect. The numbers are purely experimental and are more of a proof of concept than a legitimate attempt to balance it. Please keep that in mind.
- FS applies Hemorrhage and louder grunts until fully healed
- FS applies a 2 second Exhaustion
Hemorrhage is for easier tracking, as are the louder grunts. Two seconds of Exhaustion is designed to regulate the Survivors perk use. This Legion specializes in the chase and stall. Therefore, his strongest point will be in the chase. It is only two seconds because to allow the Survivor to recover Exhaustion if the Legion makes a bad read and to quickly recover it when Legion leaves them alone.
- FS applies a 3% repair debuff and a significant healing speed debuff. The repair speed debuff will stack until the Survivor fully heals.
The repair debuff is probably too low, however, I don’t want it to be oppressive. Everyone knows gens are very boring. As for the healing speed debuff, this applies only to your self-healing and your healing of others. It is NOT the Mangled status effect. You will still be healed at the same rate, unless the other Survivor has also been hit by FS.
- FS will not down Survivors normally, however, if the Survivor has been hit by FS three times, and has not healed, they will go down. This is not designed to be a common thing, nor will it be efficient at all, as hitting a Survivor twice will still cancel your power. It will have a 3 second stun, similar to a pallet stun. No vision clouding.
- It will have a 30 second recharge and will have a default length of 15 seconds, being extended everytime you hit a Survivor.
FS is meant as a purely stalling power, not to down Survivors normally, therefore, the stun will be reduced.
- FS will recede when the Survivor heals one health state.
This is to discourage slugging early in the game when you need the gen pressure, while still leaving it viable in the late game
- The speed of Legion’s power will remain the same as it is in the 3.4.0 patch.
- Missing an attack will no longer remove your power, it will cancel it, but it will keep the charge it had when you missed.
- Hitting a Survivor with a M1 will no longer drain the power at all.
- Because of stacking issues, FS will not be a basic attack.
The speed of Legion’s power feels MUCH better in the 3.4.0 patch, therefore, it will be kept the same. Missing an attack is very easy with Legion, therefore, it will still punish bad players, but will not be so harsh on players who genuinely missed. The power drain on Live is ridiculous, however, I kept a small drain to prevent potential abuse and spam. FS cannot be a basic attack because of Mangled and other status affects.
This is what I have so far, feel free to suggest stuff and add-on to what I have, I can edit the post and type what you have into the document. Also, please be sure to point out where I sound like an idiot. I’ve tried to make this as a better version of the Dev’s original design for the Legion. A slash and dash Killer, if you will. This will be going in General Discussions as it is both a suggestion but I need people to contribute!
Thank you all for reading!
im actually in favour with this when i saw the patch notes i was unhappy weaken the stall for more speed and i knew they were going to do something with the nemisis and beast of prey umm wont say expolit but will say an oppurtunity of old legion lol but what you have suggested is actually fair and would be fun i do hope the devs respond as i cant see how they can ignore all the negative feedback from people and this would seem to resolve alot of issues. @Peanits im going to tag a dev as i think it should be something to look
-
Hi
The Killer main that Maj has said when we were discussing the trap door. The main issue i find that in order to get a 4 kill i have to slug the third to find the 4th and get the 4th down put them on the hook and then try and find the third as they never stay put lol. The reason i do this is that in 9 games out of 10 if i hook the third the 4th escape and in games where i actually dominate the team, why would i want the 4th to escape so easily when they either played poorly or i was the stronger player. Regarding the plague idea i think its a interesting idea as it makes the free escape not so much free but it also depends on the plague to find the hatch and vomit on it so i see a fair balance there (i know take it with some salt with me being a killer main lol) But the hatch is a stupid mechanic to start with and shouldnt be a free escape just cause the killer was able to do their job well.