GrimReaperJr1232
GrimReaperJr1232
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They didn't fix. Without adjusting the hitboxes of literally EVERYTHING, it's pretty much impossible to "fix" him.
The goal was to provide consistency. Can your weapon hit it? Yes? Then you can bounce off it. No? You can't.
Problem? Well, since the height change, his weapon rarely hits the environment now. So I hope you're comfortable learning the hitboxes of everything on every map.
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Old Bubba
It was very rough, needless to say.
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My earliest memory is my first survivor game. I was a Feng on Pale Rose against a Trapper and... yeah, we were slaughtered. However, I (somehow) managed to wiggle free and locate hatch just in time before he could down me again. It is still one of the best games I've had, although that might be nostalgia talking.
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No, it's not.
There's 1 fatal flaw with this. In the perk description, it says from the healthy state to the injured state with a BASIC ATTACK
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@Szarman said:
https://forum.deadbydaylight.com/en/discussion/comment/2209023#Comment_2209023
hmm, I understand your idea now, but I don't really know how to make survivors feel a bit threatened with it. If I understand well, they could go to a generator after mending, and 15 seconds after mended they are starting to lose their Hidden Wound. It could be a good idea, but we would have to balance it out, to not make it just a timer that has no use, and decreases without doing anything with it. I have no idea how to balance it out
True. If you put all the effort into this, then I'm sire you'll think of something.
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@Szarman said:
https://forum.deadbydaylight.com/en/discussion/comment/2208700#Comment_2208700
Thanks for a comment and your opinion! I hope that Grimreaper showed you that it's not the same as old frank's mixtape.
https://forum.deadbydaylight.com/en/discussion/comment/2208749#Comment_2208749
Hey grim! Thanks for explaining how this would work for Bwsted. Also I wanted to clear out, that when Legion hit a Deep Wounded survivor, he has 5 seconds of cooldown:
- Plays the "Weapon Wiping" animation for 2 seconds (Like when The Legion came out) and after that you get into the fatigue state.
And also thanks for giving some more opinions. To be honest i forgot about No mither at all. I think it would be fair if "Hidden Wound" would passively decrease at rate 1% p/s after mending when broken. Because a survivor with no mither would have no other way to get out of it than just going into the dying state. Also what do you think, Should I change "Hidden Wound" to passively go down every time a survivor is broken? So for example when a survivor uses "For the People". That would be also a niche buff, that would compensate survivors for picking such a perks.
And about the mending changes. Maybe that's right normal mending at 12 seconds is okay, but buffing altruistic mending slightly, would help survivors to get faster out of it, and make them more likely to group up and heal.
Okay, I'm waiting for your statement about "Broken status effect" and then I will edit the post. Thank you so much for helping me to balance things out! :D
That sounds a bit too complicated to code in. I'd stick with the idea of just after the laceration beginning to decay, perhaps after a brief delay period of 10-15 secs like OG Trickster (once they finished mending, naturally).
Oh, and if it's the quick weapon wipe of 2 secs, then it's 80 secs instead of 72. I'm a real stickler when it comes to proper numbers.
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@Bwsted said:
This is old Frank's mix tape Legion in disguise without the moonwalk. Hidden wound simply works like a surrogate deep wound timer removal. You can get a survivor at 50% hidden wound in your first frenzy. Then they would just get re-frenzied until downed. Just keep chasing them, as the hidden wound doesn't decline until fully healed.
I'm either missing the point, or this doesn't solve the issues why Legion was changed back then. It just resurrects them.
It takes 6 stabs to down someone.
1 to apply, and the final being the down.
That means enduring fatigue and recovery 4 times.
3 sec fatigue + the proposed 15 sec recovery would be 72 secs of recovery/fatigue alone to get a down compared to Current Frank's 96 (or 72 if you use Stab Wounds and they stand still for 2 secs). none of this is including the time spent catching up after they hold W.
Now, you COULD make an argument that this with the suggested Frank's could be a problem. Otherwise, this has the same problem current Frank's has if you try to tunnel; it'd take too long to be viable. Old Legion could have you downed within 20 secs if he moonwalked (faster with Old Frank's). The length matters.
I have a question! What if a survivor has No Mither? Obviously, healing to remove the laceration isn't an option.
I know, meme perk. But Oni was taken into consideration with No Mither so that they constantly drop blood for him instead of depriving him of his power, it'd be unfair if the treatment isn't mutual. Perhaps a passive decay that starts after mending? Maybe -1% or -2% per second? You could adjust the healing to instead remove a chunk of the laceration instead of instantly resetting it to 0.
I'd also like to state my personal disagreement with changing the mend times. I think they're fine in their current state, although, you might be able to decrease the altruistic mend time from 8 to 6 to encourage more altruistic mending. It's faster for survivors, but also has them together which puts them at a fitting risk that being together against a Legion naturally entails.
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Genius
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I saw your previous post and I can see you're clearly frustrated with Legion.
Maybe he's just not the killer for you? Try someone else who might suit your playstyle more.
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Okay, a few things.
1) This was a dumb fun little thing Otz did. Not meant to indicate the necessity (or potential lack thereof) of Bloodlust.
2) The killer was not using their power. A Legion or Myers would've gotten a down in 48 secs during that chase, as the chase proper starts at 22:08 and the first hit occurred at 22:56, and a Legion/Myers would've one-shotted. Clown would've shut down a loop entirely, making the potential chase time hard to estimate.
3) This is literally cowshed, one of the most survivor-sided maps in the game. It's like bringing up Haddonfield; the problem is the map.
4) You're the killer. Time management is your job. It's your duty to go, "okay, this survivor is too good and/or in too good of a position. I got a few pallets out of the way, I need to go pressure elsewhere and find them out of position later." There's nothing wrong with needing to drop a chase occasionally because a survivor's position is too strong, otherwise, THAT long chase happens.
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Cool idea but honestly, cleansing speeds are fast enough. Even at 4 tokens, you're only shaving 4 seconds, which is nice but not really all that impactful.
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@DwightFairfield said:
I'm not mad, I just don't know why
The idea is, "Hey, the gen is about to pop! Sneak up on them and stop them!" So it gives Undetectable to allow it.
Also, it gives something to scale for perk tiers.
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They had it so DW didn't go down in chase. Legions proxy chased until you bled out.
Ironically, the same can be said about Pig and her traps but hers take so long to kill unless you happen to find someone with over half the timer gone that you'll throw the game getting that 1 kill.
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Instead of calling it Hidden Wound, you can probably just call it laceration like we have with Trickster.
Anyhow, while not what I would personally do to Legion, I like the changes.
My 1 complaint is Legion pin. The devs don't like/want add-ons that affect gen speed anymore, so I'd probably have it apply Incapacitated for 40-60 seconds or something similar.
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Nurse can't be changed.
Make no mistake, it is technically possible. She would require a Freddy-level rework as no matter how hard you nerf her, she will always be a top-tier killer because she ignores every defense survivors have outside of jukes and making her guess.
But that's the problem. There are many that to this day despise the Freddy rework because, essentially, his former players lost their killer. But let's say you believe Nurse is such a problem that this is a necessary evil. Why don't they?
Nurse isn't like Freddy. She's not like Spirit. She is a very, very old killer. She's an honorable member of the original trio because of how old she is. She is a relic from an older era of DBD but has been in the game for so long that they essentially can't touch her because, like it or not, the community more or less accepts her and her status as the strongest killer. If you touch her, you will get an unholy amount of backlash—don't believe me, then check some of the responses to her rework some time back.
The devs know this. They're not dumb despite some questionable decisions in the past. With this in mind, they did the only thing they could—make her extremely hard to play/control so that she doesn't become common, so while there will be the occasional game with a god-Nurse, there'll be so few and far between that people won't be too likely to get riled up.
Now, you can disagree with this being valid reasoning, but it is what it is.
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Mostly balance reasons. As time as gone on, the devs have been moving away from having powers count as basic attacks and/or having them proc perks.
Knock out, for example, was changed because they didn't like how honing stone could make survivors almost impossible to find once they escaped... not that THAT makes much sense to me given that's the entire point of the perk.
The only real exceptions to these rules are Nurse and Infectious Fright. I assume this is because Nurse physically can't chase survivors normally and nerfing Infectious Fright would indirectly but considerably nerf killers such as Oni and Plague (both being snowball killers with their power).
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BBQ is the most popular killer perk. There are various reasons for this.
1) it's an info perk that's proactive instead of reactive. Perks like Bitter Murmur, Discordance, and Tinkerwr rely on the survivors doing something to proc it. BBQ procs as a result of a killer's actions instead of the other way around, a trait shared by Thrilling Tremors.
2) No Cooldown. You hook someone and done. You don't need to sit there waiting for an annoying cooldown to end, unlike the aforementioned Thrilling Tremors.
3) Universal use. People can split on gens to prevent Discordance. You might not be a high mobility killer to take advantage of Tinkerer. Bitter Murmur only does something when you lose a gen. Only exception is, again, Thrilling Tremors.
4) BP. This is the deciding factor in why'd you use BBQ over Thrilling Tremors, its closest "competitor" in a sense. The grind in this game is absurd due to the web not being updated as more content is added to bloat.
The reason why this perk isn't overly hated by survivors despite the perk's popularity rivaling that of Old Ruin is that it's widely agreed to be a healthy perk. It encourages the killer to hook multiple survivors, encourages them not to camp, and has several forms of counterplay in the form of lockers, perks, misdirection, hiding behind a gen, etc.
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@thrawn3054 said:
I actually don't think Legion is that bad. Reduce the fatigue by 1 second. Remove basic attacks draining the power bar. Cut the FF recharge on half. Spirit has an 8 second recharge for a much stronger power. Meanwhile Legion's is 20 seconds for some reason. Doing these things won't make them S tier, but they'd definitely help.
Spirit's recovery is 15. Legion's is 20 (24 if you include the fatigue)
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From my understanding, that was a bug. Now, I agree that it SHOULD be a thing but that's the reason.
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That is just irritating. It's not even a real nerf, just annoying.
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Always nice reading your ideas. Alright, let's get started!
Fatigue - Everyone knows it needs to be lowered. Not much else needs to be said. What I WOULD like is for Frenzy's recovery to begin during the fatigue, instead of after (making Legion's 20-sec recovery functionally 24 sec in its current state).
Miss Penalty - I don't know how I feel. I understand that missing leads to being heavily punished since it has no counterplay. I suppose it wouldn't be a horrible change.
Movement Speed (+ add-ons): Legion's weakness right now is survivors splitting and holding W. In their current state, you need to be 12m+ to be safe by running straight. With 5.4, it'll increase to 14+. I'd rather have 6m/s just be base without any speed add-ons (requiring survivors to be at least 20m away to run away in a straight line to be safe), personally. If you're curious, Legion's max speed would be 6.4, requiring survivors to be 24m+ away. Having this movement/effective range be restricted to add-ons would make him too add-on reliant for my taste.
Killer Instinct Add-ons: Neat change, although I don't know how I feel about them effectively changing Legion into a pseudo-Stealth killer. With a 32m TR, you would get 20 with the 2 best stacked and 12m if you throw on Monitor. You might as well be Myers at that point. Then again, it would thematically make sense given Legion's innate survivor/human appearance. It might grow on me.
Stab Wounds - Oblivious I don't think would accomplish much. I suppose it wouldn't hurt. I can't suggest having it linger for about 5-ish secs after mending since that would mean Killer Instinct wouldn't pick them up either, depriving Legion of information. At least it DOES something.
Frank's - NO! NO! Do not! I'm telling you, this will end horribly! Let's assume the survivor is injured already because no one heals against Legion. That means 1/3 of the gauge is already gone. So, with 1 stab to apply, you can down a survivor in 2 hits. Combine that with yellow recovery, and you can get a guaranteed down in 36 secs. That is completely unfair to the survivors. Doesn't matter if it's OP or not, the fact is... there's no counterplay. No matter what, the Legion will down you. Your skill is irrelevant.
Recommendation for Frank's - Easy. Frank's now depletes the DW timer by -5 secs for every chained Frenzy Attack (20, 15, 10, 5, insta-down). It's not a subtle add-on and has ample warning that it's into play before it starts downing people. At worst, it makes people mend a lot sooner, which good for you; they're stalled. If you're still worried about it being too strong, MAYBE have Frenzy end after downing a survivor (you can test in a PTB, I suppose).
Fuming Mixtape - Seems pretty nifty. I might try it out if it ever becomes a thing. i like it.
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NOT A PROBLEM
It could use some touch ups. I'm fine with the basic attack requirement, but that ON TOP of a 32m range restriction AND a 40 sec cooldown is just far too restrictive.
It's a decent perk that compliments other regression perks like Pop or Ruin pretty well, but struggles to stand on its own.
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None.
Wraith is fine. Sure, he's weak since his chase game is pretty much non-existent but that's fine. Wraith is a simple bing bong stealthy killer and he does that.
Maybe rework his Blink add-ons though...
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McLean has confirmed that Blight's controller turning isn't working as intended and is going to be changed.
Slinger just needs practice. You'll be gimped by your control scheme, but over time, you'll get used to it.
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I might make a killer called The Trapper. He can be a simple killer capable of leaving bear traps that trap survivors in place.
I'm thinking a 2 trap capacity base, with add-ons letting him start with and carry up to 3 on their own.
Might need to be careful and adjust the model to help it blend in with grass for the new map reworks but it'd say it'd be worth it.
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J-Flick is an exploit that's going to be removed. Not fair bringing it up in regards to balancing a killer.
Exploit his mobility mindlessly? The entire point of his power is using it for mobility similar to Billy's chainsaw, only trading the insta-down for more maneuverability.
Rundying has been nerfed so that it's actually possible to get rid of it now. If survivors don't equip perks/items to deal with totems despite knowing the existence of these perks, that's on them. Without them, Tinkerer becomes much weaker as he can't regress the gens back beneath 70% quickly.
And sure, at his worst, he's 115% killer. So? Should powerful killers be required to be 110% (or 96.5% in Nurse's case)? Or are you saying he's so powerful he should be 110% despite his power being similar to Hillbilly, a 115% killer WHO CAN INSTA-DOWN?
His cooldown varies depending on the tokens used. It's 2-10 seconds, not including its 2.5 sec fatigue. If you use all your tokens, then you get a 12.5 sec cooldown when combined altogether. This fatigue can be lowered to 1.75 secs with stacked add-ons BUT his fatigue for missing or hitting attacks are both fixed to 2.5 and 3 respectively (the former having a faster animation giving the illusion that it's faster).
Combine that with needing to have in-depth knowledge of hitboxes and collision zones on each map, as well as needing to understand a survivor's pathing and counter their juking attempts, I say yes, Blight is a very difficult killer to master. At his worst, he's an M1 killer with great mobility, and at his best, he's a killing machine.
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@Trwth said:
https://forum.deadbydaylight.com/en/discussion/comment/2166897#Comment_2166897
Off-Brand: That's the aim. To be like Beast of Prey but for revving. Not a huge game-changer but I could see myself using it when practicing around tall loops.
Black Grease: Oh gosh, you are right. Maybe I could limit it to Chainsaw Sprints instead? Not likely. Combining this with Monitor would be super jarring, even though (I forgot to mention this) field of view gains don't stack. Thanks for pointing this out.
Big Buckle: For gimmick builds using the terror radius. Yes, Undetectable is far more reliable for stealthing, but I think embiggening the terror radius could encourage playstyles more focused on confusion and aggression using TR perks. This is more of an experiment of my own if anything.
Tuned Carburetor: It's one of those trade-off add-ons, like Blight's Adrenaline Vial and Demogorgon's Deer Lung. You have one stat dramatically reduced, while somewhat increasing the rest across the board. The numbers can be tweaked and the downside can be re-thought (like reducing movement speed while revving or increasing the penalty for overheating) if need be. Trust me, I wouldn't want every Hillbilly I face to run this either, nor do I want Hillbilly players to feel like they need this add-on in order to play effectively.
Pighouse Gloves: I don't really know what you mean here. I figured this would be good for chases all around. My only concern is it might become too oppressive if the movement speed bonus is set too high.
Lemme explain better.
We have a comparable add-on to this (Gloves) in the form of Shiny Pin on Huntress.
The add-on would allow for some margin of error such as respect the pallet while revving, only for survivor to go for another loop and the extra speed just might help you land that curve.
It wouldn't be bad, but the better the Billy, the less useful the add-on becomes.
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Off-Brand - Not terribly useful, except in some mind games while you're revving .
Black Grease - Just saying, THAT would give me a headache from the constant FoV changes, nvm its interaction with perks like Shadowborn.
Big Buckle - I... don't see the benefit here.
Tuned Carburetor - THAT is WAAAAY too much for a single add-on. There's a reason the Old Tuning guide needed to be changed.
Pig house - Mediocre. Might help somewhat, especially with the oil, but you're not going to want to be moving at rev-speed.
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Contrary to many claims, Spirit is still pretty strong without Stridor. There are even some Spirit mains that deride it as a "crutch perk," akin to Scalped Topknot on Oni.
That said, Iron Will is a major inconvenience. You can play around it perfectly fine, but leaves you completely in the dark while phasing, meaning you can't tell if you phased past, if a survivor is standing still, etc. Stridor makes those circumstances much fewer and further between.
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I mean, assuming he perfectly lands the gauge at about 75%, then the chainsaw duration is only extended by 0.5, 1, or 1.5 secs with 5.5 being the base.
All this amounts to is that he can be further before revving, meaning you need to give him the pallet.
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It's fine. I've seen it backfire a couple times when the Obsession tries to hide, only to have their aura revealed by Object.
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Predator increases the sound of footsteps by 30/40/50%
Done. Easy.
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@jakesotto said:
https://forum.deadbydaylight.com/en/discussion/comment/2161068#Comment_2161068
I've never done the pallet tech but I think it's somewhat situational and it's much more avoidable compared to other killer techs that are much more unfair (fatigue cancel as nurse, j flick as blight).
Legion tech is a more or less accepted thing by the devs. It's circumstantial and on the survivor for it to even be possible so it's not completely unfair. So, they've let it stay despite its notoriety.
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@jakesotto said:
I've never had it happen to me while playing legion but I've blinded a few of them out of their power to give my team extra distance when they're running at us. I was always curious if it was intentional or just a simple glitch that never got patched.
Being Blinded out of Frenzy? Intentional.
The Legion tech? Unintentional but they don't care.
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Without duration, this is how far a survivor needs to be before they can just hold W and be fine. I'll also throw in some hypothetical speeds as well
5.2 - 12m
5.4 - 14
5.6 - 16
5.8 - 18
6.0 - 20
Personally, I just want Legion to be 150... if survivors are grouped up, he should have an easier time chaining hits.
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Scratch marks used to last longer with Predator. It gave too many false positives.
Louder footsteps would be nice though.
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It seems you misunderstood why the perk is broken.
Solo it's suicide. It's in a team when the perk becomes broken. You know who the killer is at the start, what they're doing and where they are at all times. That is an absolute nightmare when you're playing killer, especially when the team is coordinated enough to even make call outs mid-chase.
Even if you look past that, it's a terribly designed perk. Either the survivor starts a chase miles away or the killer has no problem finding and eventually killing you.
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@Polishnope said:
https://forum.deadbydaylight.com/en/discussion/comment/2158954#Comment_2158954
You know that tunneling is integral part of the game and without it many games would be lost if tunneling would be toxic the devs would remove it from the game and you are saying that 5seconds stun almost does nothing if survivor does not know how to use this time in that time you can easily go for 1 loop and go to the shack and loop killer for more than a minute i atleast agrees with that the obssesion should be after the ds strike but it should still make you have higher chance on being the obsession when killer has obsession and if DS would be 2 times use some of his aspect should have been nerfed like smaller skillcheck similiar to borrowed time
You're misunderstanding.
If a killer wants to tunnel knowing this perk exists, a 5 sec stun won't stop them. They clearly don't care about winning at that point and just want you dead.
Also... bt doesn't have a skillcheck. I don't understand what you're talking about.
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No. I'll just straight-up say it. No.
The reason you don't see DS is that it's not a great anti-tunnel perk. A killer who wants to tunnel does not care for a 5-sec stun if they're even one of the killers that even cares about it (ex: Nurse, Blight, and Spirit couldn't care less).
Why is it so rare now? Old DS had the assurance that the killer couldn't do a thing to you. DS can start another length chase, destroy the killer's pressure, and easily cause the killer to lose games if he didn't respect DS on each and every survivor after an unhook, meaning they could repair in a killer's face and they couldn't punish it.
This assurance is gone. The immunity to punishment after an unhook or popping a gen in a killer's face is also gone. All that's there is the anti-tunnel aspect.
As it turns out? Killers don't often tunnel. The rule is to go after the unhooker; it's more prudent and more enjoyable for both sides. The only time you go after the person unhooked is 1) they body block with BT, 2) they do a gen or something in your face 3) you can't find the unhooker because they didn't take the aggro for them.
The 1st one has the survivor asking for it (and DS would still be up). The 2nd is the survivor doing the objective, meaning you feel that you're in a comfortable enough position that if the killer shows up to stop you, you'll have an escape plan. The 3rd sucks, but that's on your teammate.
Now, I WOULD be open the following changes
1 - DS now only creates an obsession after being used instead of at the start (similar to Nemesis).
2 - Make it usable after a 2nd unhook.
I would never consider reversing the nerfs done to it, however. It was nerfed for a reason.
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- I don't think Legion needs to see Scratch marks. After Killer Instinct procs, it would be too much clutter on your screen. Blood would be fine though.
- I'd just make Legion 150%/6.0ms. They seem to be going this route a lot with Wraith and Victor for example.
- I'm not averse to the idea of legion having differing Vault timing, but I think the fast vault should be faster than its current 0.9 sec to compensate.
- The mend time reduction is unnecessary. Legion is a slowdown killer; every second counts.
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Because Oni has control of his power.
Yes, he needs to land 1 hit. That's it. A simple requirement that can easily be met provided you're good enough. It's determined by your skill and not the survivors.
Plague is the opposite. Sure, INFECTING people is easy enough. Being able to get your Corrupt Purge? Not up to you. You're at the mercy of survivors deciding to cleanse. But if they do or you use your 1 default fountain? You can completely lose it by getting stunned by a pallet.
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You heal... done. Easy.
Legion? Okay, an extra 20 secs at most. Noticeable but you can power through it.
Plague? Same thing. If it's that bad, cleanse in the corners of the map.
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I disagree with a few.
Leader is decent. It can come in clutch for unhooks and guarantees 20% faster healing on yourself.
Deja vu I also thought was garbage but it's actually very useful. How so? By revealing the 3 closest gens, you can destroy a killer's 3-gen and late game pressure which is great. Not amazing but a decent perk.
Dance With Me is a bit too high imo.
I'd argue that Sprint Burst is stronger than DH, but DH is A LOT easier to use.
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You are going to lose.
A lot.
No, seriously. You're going to fail again and again.
You might even have a few months practice and think you're good, only to get destroyed badly by people that know how to play against Nurse or your blinks are off.
Completely normal. There are people that still can't play Nurse after years because she's so difficult.
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Death's Grip
After downing a survivor, they cannot recover for 40/50/60 seconds.
(Note: this doesn't stop teammates from healing them but does stop Unbreakable and such)
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Legion
- chaining hits is fun
- Injuring survivors essentially cuts your chase time in half, which helps make the game feel more manageable to me.
- Killer Instinct means I don't have to spend nearly as much time wondering where the rest of the team is and can make informed decisions of who to chase
As a side-main, I have Blight
- Add-ons are amazing
- Pinballing across the map and getting a hit feels amazing
- there's just something great about how fast-paced his gameplay is.
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Legion
Increase moment speed to 150%
Reduce fatigue to 3 secs
Keep collision while vaulting
Frank's Mixtape now deplete's 1/4 of the DW timer for each chained attack (20, 15, 10, 5, insta-down)
Stab Wounds - Allow Legion to see the DW timer OR Survivors inflicted with DW suffer from the Incapacitated Status Effect
Fuming Mixtape - unsure tbh. I just feel it should do so different since it's current effect, while good, doesn't particularly fit Legion.
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@fancynancy said:
I'm a survivor main and run dead hard purely to avoid getting downed during a chase. A lot of killers seem to think this is a strong perk, when I'd say it's a very half and half type of perk. Half of the time, it'll benefit me and the other half, I'm exhausted on the ground, dead hard a bit too early, or dead hard but get downed bc I'm in a dead zone. It's also an exhaustion perk, so I'll only be able to use it once during a chase (unless I happen to quickly get my exhaustion back). So if anything, I feel like it's very balanced and countered. Don't get me wrong through, I can see how you go for a hit and miss bc of dead hard, but I don't think it's enough to "get rid of it" especially bc killers are faster than survivors.. Is that not fair enough??
Dead Hard is to killers what Spirit is to survivors; something that makes skill completely irrelevant and countering is mostly just the other side screwing up.
Imagine you're in a chase against a survivor. They've looped you tightly and you need to secure a down to deliver a Pop to a gen in time. You finally got them with a mind game, they double back to a pallet/window and... Dead Hard. You outplayed a survivor and then they used a perk to make any and all your plays irrelevant.
Then you have Nurse or Blight who get punished for missing, and unlike most killers, can't afford to wait/bait out the DH. Not to mention, it's a subtle perk, so the killer has 0 warning that you have it outside of making an educated guess or seeing you use it.
The "exhausted on the ground" argument is a problem with dedicated servers, not some built-in limitation of the perk. It'd be like saying Nurse is a subpar killer because her blinks randomly break.
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Their reasoning is that the Legion bug made the game unplayable while with Breakdown, a game can still end.
Do I agree? No.
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@Bluebird said:
https://us.v-cdn.net/6030815/uploads/1HQI6EQY8GI9/devs.png
Somehow, in the newest update (whether it be a hotfix or the All-Kill Update), Pyramid Head's walking animations got reverted to the PTB version. The image on the left is one I found online, specifically these forums, and the one on the right is one I took after a match I just played 20 minutes ago. I felt it was off when I saw it, so I looked into it.
How do you completely swap animations when you don't touch a Killer?
(If this doesn't belong in this category, I apologize, I rarely use these forums)
Watch PH's walking animation after a match. For whatever reason, he switches poses, progressively leaning further back and then forward again.