GrimReaperJr1232
GrimReaperJr1232
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- GrimReaperJr1232
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You're going to have a hard time convincing me Myers is better than Legion... Tombstone aside.
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Legion's Killer Instinct works off his TR. If you're Oblivious, they're not considered inside your TR.
Detection add-ons work past your TR. If you're undetectable, those add-ons will still work.
Now, if the survivor is Oblivious? I assume that they still won't get detected within the 40m TR, yet will still be detected outside that range that should be operating under the add-ons jurisdiction. It's pretty damn weird.
TL;DR the perk isn't good on anyone. Just give up on it.
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@SilentPill said:
People underestimate clown way too much in these tier lists.
He shuts down every loop in the game effortlessly if you know what you are doing and where to place the bottles. His only weakness is needing 2 hits and low mobility. And people are out here putting pig and legion above him?
Because, while he shuts down loops... what does he do when survivors just insta-drop pallets? Drop and run works wonders against him, he has to reload, and has no way of pressuring multiple survivors at once.
I still think Pig is inferior, but Legion is capable of spreading pressure by chaining hits and cancelling his power early against survivors splitting, making them waste their time mending, making unhooks risky, has great Detection without add-ons, etc.
The only aspect Clown has over Legion is the 1v1, but unless your 1v1 is absolutely BS levels of strong that chases end in seconds, it's just not enough.
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This is mine. I will acknowledge that Pig and Myers have some BS add-ons (Tampered Timer and Tombstone), but I'm not ranking them highly because they have add-ons that the devs haven't nerfed yet.
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Yes and no.
Yes. If you're in his TR, he can see you. If you're not, he can't.
Why no then? Legion has KI Detection add-ons that go past his TR. Meaning, if Legion is running Susie's Mixtape for 16m Detection and is Undetectable meaning 0m TR, he'll see you if you're within 16m.
What if the Survivor is Oblivious and within 16m? KI will still detect them. Without the add-ons, however, they'll be invisible.
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Yes.
Hag? Not too bad. Annoying af but they also couldn't disarm them without an item, so she might be able to play around it.
Trapper? Yes. 100% yes. You literally deleted his power.
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Overheat change is pointless as the entire reason it's hated is that it's a pointless limitation on a power.
The reason the overheat dissipated at 6.6 was that you only lost your power for 15 seconds, rather than the 30 you're suggesting... or about 30 if you had your heat at 99. And OMG, the junkyard filter ups that 30 to 36... that's just needlessly punishing.
In fact, I'll do some math.
99 charges. You're literally about to overheat.
Currently, it'll take 28 secs to cool off or around 20 with the yellow add-on.
Your suggestion lowers that 28 to 25 (well, 24.75)... while making actually overheat more punishing.
Before you say "then don't overheat." No one does already unless...
1) they're a new Billy experimenting to which these changes would discourage them even more. Mastering Billy is hard enough, let's *not* make it harder on them.
2) Double Engravings which is well known to have completely lost viability currently.
3) Engravings without an add-on to limit your overheat due to the extra charge time.
Basekit overheat is dumb because it's annoying and limits your chainsaw use whereas you were able to go liberal with it before, shred pallets, move around, and then go in a chase. Your changes don't bring that back.
And to be honest, I'll just straight up say it. Old Billy is never coming back.
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@Pilot said:
https://forum.deadbydaylight.com/en/discussion/comment/2294979#Comment_2294979
It's mainly there to remind people.
As to what to remind them of?
- They thought it was a good idea to nerf them to not even half of their original number. That 3% and 5% are going to make a considerable difference.
- That the increase in charge time was a good idea
- Mainly the fact they don't bother testing or playing their killers.
Edited the post to mention the fact that they were reverted back. Completely forgot.
You forgot to mention something (or at least not stated clearly).
Currently, Engravings increase charge time by 12%, increasing the 2.5 rev to 2.84.
Nerfed Engravings not only reduced 20% and 15% to 5% and 3%, but also increased three charge time from 12% to 20%, meaning it went from 2.84 to 3.125.
You were penalized more for less.
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GrimmyJunior1232
Ty in advance.
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I... what?
Okay, first off. They're meant to be a darker counterpart to the original 4 survivors. 4 members (meg, Claudette, Dwight, and Jake), 2 guys and gals, looking very... well, normal, and sharing similar vaulting animations. They were originally also going to have a disguise thing going for them, but that was change late in development because it was too unfun for both sides (insert Old Legion joke here), hence the misleading trailer.
Two, they have a knife. That's a big difference. When you fight someone with a knife, you will get hurt. It's why any self-defense instructor will tell you to retreat if possible.
Third, you consider THEM laughable, when we have Trickster who is left visibly panting and excerting himself when running...?
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It's just an RE joke. It'll be gone come mid-chapter, probably.
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I don't believe Legion needs a Freddy-level rework. I just think he needs something more to compliment his status as a 1v4 killer besides stabbing them repeatedly in a game of attrition.
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Legion literally can't get you if you're 12m+ away and you just hold W
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DC penalties were disabled because console ports atm are very unstable and more prone to crashes than usual. Odds are, this'll be fixed by this Tuesday or the next, and then the penalty will be re-enabled.
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@Voodoo_Thirsty said:
Out of 10 killer matches, 9~10 killers carry BBQ.
Out of 10 survivor matches, 1~2 survivors carry WGLF.
Why is that? I thought both of them give bonus BP? Why's BBQ > WGLF?
Easy.
Killer gets BBQ stacks naturally by doing their objective.
Survivors gets stacks by doing situational altruistic actions, whilst competing with their teammates to perform said actions. Essentially meaning you'll likely have to out of your way to get them.
Also, their effect. BBQ's effect is universally useful as it tells the killer where to pressure next. WGLF is only helpful is the killer slugs. Make no mistake, it's VERY strong, but again, is reliant on the killer to get any value.
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No.
It was a perk that encouraged you to tunnel 1 survivor out of the game. Not saying tunneling in of itself is bad, but bringing 1 perk that requires you to tunnel to get value leaves a bad taste in my mouth.
Current Dying Light, in theory, is a better perk in that it rewards hooking multiple survivors... its numbers are just so tiny and the buff to survivors is so significant that it's completely worthless.
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Breathing bug and footstep bug.
No, really. On top of making her more bearable to verse, it's very thematically appropriate. You hear her moaning and see foliage moving and footsteps approaching, but you can't see her
It's creepy af and I love it.
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This isn't exclusive to PH. Huntress van do the same thing.
What happens is the PH releases him M2 attack JUST before the stun happens. So what occurs is that the animation is cancelled by the stun, however, this does NOT stop the attack in progress, so you're going to get hit.
It's not been patched, presumably because 1) It's insanely hard to do. And 2) the actual attack starts instantly, meaning there's no grace period to "cancel" it.
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@theboyitachi said:
i’m curious to why bubba problems mainly face camping issues were never addressed when he got his rework or buffs last year i know he has a tantrum now but it doesn’t even feel like a penalty it doesn’t make any sense to me how billy was almost completely gutted and is severely punished for face camping and messing up with his power while bubba isn’t at all i’m not saying he needs a nerf but would you guys be against him having a longer tantrum after repeatedly going into a tantrum near a hooked survivor? i know this can be abused so it’s just a thought but what are you guys opinions also i wanna make it clear i don’t not want bubba nerfed
Because it is literally impossible to prevent face camping Bubba.
He's an insta-down killer that can multi-hit with a shorter charge time than Billy base. Even if you took out his ability to multi-hit, his insta-down guarentees an exchange, making him STILL an amazing face camper, and he has a shorter charge time so he can go after the person unhooked sooner.
Why is Bubba's rev time shorter? Billy moves at 100% while revving while Bubba is slowed to 86.25%; the charge time is shorter since he's actually losing distance by revving.
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@skylerbound said:
I know he has one when he rushes but I just had a match where he had zero TR when no rushing in chase. No music anytime no chase music either.
He has an add-on that disables TR during a rush.
However, I've encountered a bug similar to this but I was against a Deathslinger.
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@DemonDaddy said:
I miss the days when it effected healing, that was a nice effective slowdown to the game.
Old Thana made a 16 sec heal 19 at full power, and a 20 sec mangled heal 23.
Realistically, you'll have 2 injured at a time. 16 to 17, and 20 to 21. Not even worth a perk slot on most killers.
Trust me, nothing of value was lost.
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First killer was Old Bubba because I heard he was a good starting killer.
First survivor was Feng (who's free on console) though I don't remember why
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The light needs to shine on you for 2 solid seconds. Especially with the speed buff, you should have no trouble running to the side to dodge the light.
Sure, they can just shine it again as you're starting to uncloak, forcing you to cancel and dodge. But remember, flashlights are finite; they can't afford to keep shining that beamer at you without it going dead.
Speaking of uncloaking, if you're about 1/2 through the uncloak animation (when your bell starts making noise), they won't have enough time to Lightburn you since the uncloak is 3 seconds, meaning they'd only be left with 1.5 secs to Lightburn you when they need 2 secs minimum.
It should be noted that 2 flashlights at once will burn you almost immediately but that's seldom occurs, fortunately.
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I'll be blunt and perfectly honest. This power would be terrible.
Spine Chill immunity should be for all Undetectable killers. Idc the reasoning. It's absurd that perk hard counters them.
The power does 0 to help in chase, when even Wraith at least has the uncloak lunge.
You'd completely take away her mobility.
Hiding in lockers does nothing to help you. You want to be proactive and pressure survivors, not hiding in a locker to ambush.
The stealth itself is mediocre. She's slowed T1 Myers and... has no real benefit. It's basically the power to become T1 Myers at will, which is pretty bad. Could shine on some indoor maps, but you're better off just playing Wraith.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2257387#Comment_2257387
Pig is not strong.
I said statistically. I even explained WHY the stats favor her. I'm well aware how underwhelming she actually is.
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Allow me to explain (not agree, just explain).
For starters, Pig is 4.6 while Slinger is 4.4. Because of this, they have differing Terror Radii of 32m and 24m respectively.
Slinger is 4.4 meaning he NEEDS to use his power. Despite being a ranged killer, he's the only one with a range limit of 18m, so he needs to get close. This is why he lacks a lullaby like Trickster and Huntress.
Pig has 3 powers. Her stealth, ambush, and RBTs. She's not meant to be the best in particularly any area but is meant to have a bit of many things. She has stealth, but it comes with a steep penalty since she's not specialized in Stealth like Ghosty, Myers, or Wraith.
Plus, statistically, Pig is broken strong. I blame this on Tampered Timer along with her slowdown stacking with typical slowdown perks.
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That's a bug. It's just supposed to turn red again
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@CountVampyr said:
I’ve long found Legion highly irritating to go against, but I recently stumbled upon something that I have a question about. When I downed a pallet Legion jumped over it, but then I immediately jumped back across it. He then jumped over it again and so I jumped back. I did it a third time and then he broke out of feral frenzy and I laughed. Does jumping over a pallet have a slight cooldown time where he can’t slash or did I just get lucky? I just want to know if this is a legit strategy I can bank on.
When Legion vaults a pallet, they lose collision, so they often pause to find out where you are.
Don't rely on it. When they know what you're doing, it'll stop working.
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It should not be a perk. Idc if higher fov technically gives an advantage. That is an accessibility setting locked behind a perk.
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@Luciferr_2nd said:
Yeah sure i agree, i preferably don't heal against a legion and self care is definitely not the solution.
But people also can play how they want we can't change that.
I just thought giving the numbers might actually put into perspective just how much time goes into healing.... and I'm a nerd who likes giving stats, as @Tatariu can attest.
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@GeneralV said:
I have a very stupid idea, but I must share:
What if Vigil allowed you to recover from Exhaustion while running, but with double the cooldown?
For example, Sprint Burst causes Exhaustion for 40 seconds. Vigil would raise it to 80, but you would recover while running.
It is probably a bad idea, but I felt like sharing.
Exhaustion was made so you couldn't recover while running for a reason. Let's not go back to that again
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2249220#Comment_2249220
That's not how that works. Survivors get a penalty of -15% per survivor on a gen. That means gen completion times are
1 survivor = 80 seconds
2 survivors = 47 seconds
3 survivors = 38.1 seconds
4 survivors = 36.36 seconds
It is actually more efficient, because of this penalty, for survivors to split up on gens. Prove thyself, adds 15% repair speed for each survivor on the gen. So all it REALLY does is eliminate this penalty. So with prove thyself it becomes:
1 survivor = 80 seconds
2 survivors = 40 seconds
3 survivors = 27 seconds
4 survivors = 20 seconds
Prove thyself will not stack, so if multiple survivors are running it, if they are the same gen, they still only get the penalty removed.
Close, but not quite. Due to action speed calculation weirdness, the penalty isn't removed as much as it is mitigated.
1 - 80
2 - 40.9
3 - 29.3
4 - 25
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@CountVampyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2249528#Comment_2249528
Nope. The problem is that they’re using percentages. Percentage of what? If something is at zero you can’t just “add” 50%. Likewise, if you increase volume as Stridor does and then cut it by 100% then that is also 0, too. They really need to cut out the percentage crap because none of it makes any sense mathematically. You’re left to fill in blanks. Again, I know what they mean. I understand what they mean. I really do. But they’d be better off just giving us concrete numbers to work with. Just word it as points instead of a percentage. “ Stridor adds 50 points to grunts of pain”. Iron Will subtracts 100 points”. Done.
100% is 100% volume.
Iron Will subtracts the 100% with Stridor adding back 50% to the volume.
It's how the thing is coded. Take it or leave it.
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I... i... sigh
default is 100%
Iron Will does - 100%
Stridor does + 50%
100 -100 + 50 = 50
So 50% volume. Done.
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@NAERUUU said:
https://forum.deadbydaylight.com/en/discussion/comment/2243884#Comment_2243884
First : no , cause if good spine chill are rank 1 , survivor are rank 1 too and use iron will cause Red Rank Meta perks because stridor is a counter to iron will ( 25% )
Seconds : Yellow and Green stacks of addons for 10 secs of power and super fast speed while power is active , broken purple and no debuff with pinky addons.
Third : It's not the nurse dude, 4.4 is slow, okay but still faster to survivor so NO, It's not an argument. ( survivor are 4.0 m/s )
4th : I agree but Stridor aren't be nerf and still popular in the Spirit community
Well, I do it :)
I.. literally have no idea what your first sentence is saying. Do reread.
10 secs of power? No. If you mean duration, then no, it's 7.5 secs. ~~If you mean recovery, then it rounds to 11.~~ edit: I did Brown and Yellow in regards to recovery. My mistake.
I'm aware of survivor speed. You're 4.4. Survivors will loop you to hell and back without your power. Don't believe me? Play Trickster.
I... what? Are you not a native English speaker? I'm not trying to be rude, but I literally cannot understand what you're saying.
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@Bonquiqui414 said:
https://forum.deadbydaylight.com/en/discussion/comment/2245062#Comment_2245062
I don’t use them, I’m saying that the strongest killer in the game doesn’t need add ons like this.
She still needs add-ons. Next you'll say she doesn't need range add-ons. They're fine. If you don't like them, don't use them.
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Then don't run them. You only use Double Recharge if you want to play Old Basekit Nurse. If you're confident without them, then don't use them.
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- Best Spirits don't need Stridor. In fact, it screws with them more than it helps, especially if they play other killers without it.
- ... so? Add-ons of any rarity should be decent at least.
- 15 seconds. Do remember she's 4.4, so she's entirely reliant on her power to get hits/downs.
- Doesn't matter if you know she's phasing. Issue is that while phasing, you don't know ######### she's doing. It's why the breathing bug was so popular; gave a hint without giving too much information.
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@Prex91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2241033#Comment_2241033
Um... I dont agree?
I makes a 2 man go from 47 to 40, and 3 man go from 38 to 29. Saving 7 and 9 secs respectively. Prove Thyself is far, far from being the game changer many think it is.
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Um... no? Prove Thyself doesn't even make gens that much faster. Besides, stacking on a gen is already risky since the killer would be interrupting at least 2 survivors if they find you.
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@Spill said:
https://forum.deadbydaylight.com/en/discussion/comment/2239980#Comment_2239980
No I think the devs overly buffed his speed which means he can easily tunnel low hanging fruit.
Unhooked survivors being the most vulnerable. Their location is stationary, they are injured, and the killer is notified.
I think if the devs buffed his uncloak it would make Wraith players more confident in staying with their current chase.
That... that makes no sense. Blight can do that. Billy can do. Both are much faster and can do the same thing.
It's not a Wraith thing. Actually, Wraith could do that before since Windstorm was a requirement back then.
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I mean... that's not a reason for a killer nerf. That's just people playing in an unfun way. That's like asking for a bubba nerf because a lot facecamp
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No. I'll be frank, no.
Oh no, this isn't me making another post defending Spirit. This is me making a post telling you why this would do nothing.
1) Best spirits don't need grunts. They have footstep audio. You're dead. Congrats.
2) The problem with Spirit is that she deprives herself of visual information and relies on audible information, yet deprives the survivors of both. This means that countering her boils down to taking a random guess and hoping you were right. Your change wouldn't fix that.
3) Let's say you're fine with the above... why are making killers that are brutally hard to verse with very little counterplay, yet going, "oh, that's ok. They're really hard." No, it's not okay. Nurse is excused due to her age and community acceptance, so any changes now would result in mass backlash. Why are we trying to make Spirit more like Nurse? The issue isn't how hard/easy she is to play, it's just that she's hard to play against due to countering being guesswork.
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Lemme see.... recovery during the 3 sec fatigue and can use Frenzy with 25% of the gauge, meaning after 4 secs.
Frank's depletes 5 secs for any stab.
So, 15 then double hit for 10.
Let's say you fatigue, some distance lost and then catch up in 7 seconds and then Frenzy and double stab.
5 secs left. Chase has been going on for 10-ish seconds.
7 more seconds to catch up. They pre-drop a pallet, you Frenzy, stab, done.
20 seconds and they're dead. To be clear, in 7 seconds (including the 3 sec fatigue) , you'd have 35% of the gauge meaning 3.5 sec duration. Not including recovery add-on, that'd make that roughly make that 3.9 or 4.4 secs.
But I said 7 plus the 3 seconds. That's 10, meaning 5 solid seconds.
Each is more than enough for a quick frenzy to vault and then stab.
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I mean... it'd be a headache for some Spirit's until they learn to rely on footsteps. Otherwise, no one will run it still.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2233984#Comment_2233984
Survivors shouldn't rely on bugs to win.
I agree. I said she's unfair, meaning there is a problem. I just want to make sure we're focusing on the correct issue.
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She's not OP. She's unfair.
The issue is that you don't know ######### she's doing because she's completely opaque. It's why people liked the breathing bugged; it added some transparency so that you could try to outplay the spirit but not enough that her ability was useless
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2232749#Comment_2232749
I cant imagine Freddy with only a 16m terror radius lol.
That was Old Freddy, if it makes you feel better.
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This is a nerf and you seem to have a fundamental misunderstanding of how Bubba works and what differentiates him from Billy. Those 2 play completely differently
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Wow... way to screw over your teammates.
Hate a killer all you want, but no need to ruin a game over it.
