GrimReaperJr1232
GrimReaperJr1232
About
- Username
- GrimReaperJr1232
- Joined
- Visits
- 10,229
- Last Active
Comments
-
@CashelP14 said:
Here's the guide to be "skilled" as Spirit:
- Decent Hearing + Headphones + Stridor
- Watch some Spirit gameplay
- Be Rank 1 survivor or killer
If you know how Spirit is meant to be played and your using good Headphones it doesn't take much skill. Other killers take more skill and are a lot weaker.
Do go on a win streak with Spirit doing just that. I'll like to hear if it was as easy as you say.
-
Now it shares the problem Beast of Prey has. What's what? There's already a way to hide your red stain: moonwalking.
-
@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1834660#Comment_1834660
it takes some portion of ability
I really do not understand you. You're making multiple post about a rock. Are you agreeing with me? Disagreeing? I'm so confused.
-
@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1834637#Comment_1834637
monto did spirit blindfolded with 5000K dollar headphones...
And someone did the same with Nurse. Your point?
-
@ukenicky said:
I feel like the main reason people are quick to say she's a no skill killer is because she's horribly oppressive if the spirit player is good / running stridor as that makes even iron will moot.
And when people don't like something that's oppressive they complain about it.
Also spirit has this whole syndrome during loops where it's like "ooh she's the best at mind games!" Actually no, survivors just have to guess so it isn't really a mind game so much as it is a guessing game every chase which isn't exactly fair to survivors and this sucks because I'm not sure how they can ever balance her to be more fair without crippling her power.
I think the bug where her breathing was able to be heard was pretty good. A good enough to warn survivors, but infrequent enough that the Spirit can still make plays against them. There's an actual exchange going on.
-
@Bwsted said:
It does take skill in a way. Just not much of it. You can try to rationalize it how much you want, that's not gonna change. It may bother you that it doesn't actually take big brain to make short phases to close distance, listen to the survivors (yes, you can even hear the grunt when they slow vault), and occasionally standing still 'bigmind-game' and simply reacting to (not predicting) what the survivors does.
That's more of an issue with you seeking validation for your choice of your killer of preference. Because this is basically what that all rant boils down to, despite you trying to disguise it. Here's the thing: play what you like. You don't need someone else's approval. It's a casual game and enjoyment is more important than skill.
There are aspects I disagree with and would dispute, but I agree with the ending message. We'll agree to disagree on all but that.
-
@EvanSnowWolf said:
Spirit does take skill. I mean, you are playing against survivors that are hypothetically invisible for a good chunk of the game. That said, a skilled Spirit is a damn death sentence with almost no counterplay.
I won't disagree. As I said, I'm not saying Spirit is balanced/fair in her current state; I just argue against the belief she doesn't take skill.
-
@RepliCant said:
Idk slap on stridor and it's not like you'll have a hard time. A hard swf is a hard swf regardless of which killer but I'm not gonna sit here and act like Stridor spirit has a massive skill cap. Without Stridor i'd agree with you, she takes some practice and skill
Make no mistake, Stridor definitely tips the scales in the Spirit's favor and covers for her major weakness (Iron Will). It's still going to take a lot of practice, especially if you're not used to Stridor and have to readjust for it if you play other killers too.
-
50% is FAR too much. If I'm correct, that would make the killer slower than a *walking* survivor.
Furthermore, the aura obfuscation is pretty useless. The killer will likely be able to figure out using common sense where the hooks are.
-
Let's think about something. How would this change the game?
if BBQ revealed people near hooks, this would encourage killers to camp more as they know where a survivor is. If you're, say, a Leatherface, you can see the survivor, down them quickly, and then camp the hook and slug at the same time (or both hooks if there's one nearby).
This would not be healthy for the game. Right now, BBQ encourages killers to leave hooks and can be countered if the survivors predict that the killer has it (the same way killers have to predict if a survivor has BT, DS, etc).
BBQ is fine where it is. Changing it wouldn't be good for the game, especially with your suggestion.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1829763#Comment_1829763
Frank's Mix Tape is a unique add-on that completely changes the playstyle of Legion. I would like to see it buffed, but only slightly. Buffing it too much would make downing survivors far too easy, and completely reworking Frank's Mix Tape would remove its identity. They will most likely change Legion's Deep Wounds add-ons once they reduce the global Deep Wounds timer. I'm looking forward to that.
You wanna know something I see happening?
They reduce the DW timer to 15 secs and nerf Frank's to be 5 secs per stab.... but then forget to nerf Stab Wounds that removes 5 secs of the DW timer. Old Legion will return with a vengeance.
-
@AhoyWolf said:
Here is how I would change Legion, since it's quite a long post, I will just paste a link.
You have some good changes, but some are questionable.
For example, Legion's TR is increased by 8m because of killer instinct. Anyone within that 40m TR is highlighted—decreasing that would be more detrimental than anything.
Instead of 134, please have it be 135. Sorry, my OCD triggering me.
nerf to the Sketchbook was unnecessary, imo. I do support it being a purple instead of a Green, however.
If you introduce varying vault speeds, maybe the fast vault should be faster than 0.9 secs? Maybe have it be 0.5 like a survivor's fast vault?
Joey's mixtape has 2 effects, one being pretty... meh. Silent vaults won't be too helpful.
I like the idea of chained hits increasing speed. That's a nice feature.
Julie's is a bit much. Pair that with Monitor, and you have a 16m TR like Myers. Neat idea tho.
The Blades aren't that good. Maybe instead they should increase the difficulty of the skillchecks?
Frank's Mixtape isn't amazing, but better than what we have rn.
The Pin's are okay, but I think the time could be increased since they're going to be spending a good portion of it mending too.
Fuming Mixtape needs changes. I do think it's a decent add-on, but you're not in Frenzy enough to utilize it.
-
There's.... no reason to?
Stridor's a decent enough perk on any killer, it's just that it works best on Spirit because she relies so much on sound. You could throw it on Legion and still get some value, it's just that other perks are better.
Honestly, it's like saying Thanatophobia should be nerfed because Plague/Legion can easily get max stacks, or that Infectious should be nerfed because an Oni with it is an absolute nightmare.
-
@gatsby said:
When Spirit misses a swing coming out of her power, there's no extra fatigue or anything. She can just swing again. If Spirit was balanced like Legion, she'd lose all her remaining power meter and have a four second fatigue for missing.
This... would fix nothing.
Legion and Nurse are punished because they have the ability to ignore every defense survivors have. Spirit doesn't—she just turns invisible and goes really fast for a brief window.
Furthermore, I love Legion, but they are not a good reference for balancing.
-
@Zarcove said:
Does anyone know if the bug causing leather face not to increase in speed when using the chainsaw been patched?
Yes, but landing hits still nets you the sluggish 3.5-second cooldown instead of the 2-second one. It's more of an annoyance than a hindrance though.
-
@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1826467#Comment_1826467
Doesn't plague already create a lose lose situation for the survivor? Either cleanse and have plague get Corrupt Purge or don't cleanse and be broken and easier to find.
I think plague is fine but if you wanted to change her i say make generators that are infected slower to do and other infected things slower.
Here's the issue.
Let's say all the survivors don't cleanse... then what? You're an M1 killer with no power other than them being 1 hits, just like Legion. Except, unlike Legion, you're in a worse position because Plague is extremely tall and Legion can always just DW you for info/stall for time.
Now, you have one fountain to use by default. They're warned if you drink from it, so they can easily just go immersed on you. And if they don't, they can spread out, making it impossible to properly snowball, effectively wasting your power. That is if you can use it since it can spawn off in Narnia where you'll never be for 90% of the match.
It's completely determined by if the survivors are confident enough to remain injured. If they are, you're pretty much screwed.
-
Oni is the strongest killer but his perks range from niche to terrible.
Ghosty is a decent killer with 1 awesome perk, 1 really good perk, and 1... that is a contender for worst perk in the game.
Twins are... no one can agree on how good/bad they are. Their best perk is easily Oppression, and that's only decent at best.
-
I think you misunderstand where people are coming from with the comparison.
DS-Unbreakable puts the killer in a lose-lose situation. Ruin-Undying puts the survivors in a lose-lose situation.
Find a lit totem? Was it the right one? Should you do every dull totem? Is there even Undying or was that something like Devour?
Try to do every totem? That's time you're not on gens while the killer is chasing/downing people AND can see you when you're close to a totem, so if it's a killer like Blight, they can be on you in seconds.
There's no winning! Doing totems means there's little to no gen progress which means you're facing an uphill battle afterward (unless the killer is really boosted or something). Not doing totems means you're powering through Ruin the entire time. Combine that with the rng of the totem spawns, and it easily makes games feel like you're battle perks and luck instead of the killer, exactly like it can feel when versing DS-Unbreakable.
-
@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1819105#Comment_1819105
You might be right. Having a windstorm base kit would probably be good enough as it is, but he still needs more. He could also use better addons as well. He is good with windstorm but not good enough with just that alone. Allowing survivors to not see him from a range of 16 meters would be a good change because it is pretty lame how survivors can just see you across the map while "undetectable".
Actually, the devs mentioned that they were playing with the idea of Wraith being completely invisible. We don't know if they committed to the idea, but they mentioned the possibility.
-
I think comparing Wraith to Oni is a bit like comparing apples to oranges due to how vastly different their playstyles are. A better comparison imo would be between Wraith and Ghost Face as they're both Stealth killers with few chasing tools.
-
I'm sorry, I'm having a hard time reading through all the entitlement.
-
Calling Stridor S+ tier because of a single killer is more about the killer, not the perk itself. I'd place it D/C with a note saying it's S+ tier on that specific killer. Otherwise, Distressing is an A-tier perk because of the Doctor.
Prove Thyself is better than C. Yes, grouping is generally bad, but it allows you to quickly pop that first gen while the killer is at their weakest and is very useful when trying to clutch that last gen. Both events are things that can make or break games, so I disagree with calling it a C. Maybe a low B.
Unbreakable should be S or S+. Especially with DS, you're basically playing god-mode.
Spine Chill should be S. I mean... what other perks can completely counter an entire family of killers (stealth killers in this case)?
Undying being beneath Stridor does... it doesn't look right.
Dying Light I would say is... honestly F tier. Sure, it does SOMETHING to help... when you're already winning. At the start? It actually helps the survivors, robs you of info by creating an obsession, and instantly goes away the moment the obsession is out of the game.
Furtive Chase is similar in that it has the potential to actively harm you. It lowers your TR... in a chase. All that does is prevent you from capitalizing on perks like Infectious Fright. It creates an obsession, robbing you of info, AND encourages you to constantly switch your targets by changing the obsession which is very harmful to your killer efficiency—you want to focus on 2 survivors, otherwise, you're giving them too many chances.
Deja Vu actually is a lot better than people give it credit for. Knowing where a 3-gen is and getting rid of it will make the killer's life a lot harder. I wouldn't call it amazing, but it's at least decent.
As a killer main, the fact Whispers isn't S-tier is absolutely rage-inducing...
-
Strength - Is one of the best snowball killers (beaten only by the Nurse, maybe). A good use of his power can set the entire team on damage control throughout the entire game if you can keep the pressure going. Once Oni is mastered and he gets the ball rolling, he's unstoppable.
Weakness - His early game is atrocious. He is an M1 killer with no power at the start, has a unique TR, is loud as hell, and is pretty damn tall. If the survivors are smart and play it super safe (pre-dropping every pallet and doing ANYTHING to avoid getting hit), Oni will have trouble catching up, especially if the team also has anti-snowball perks (unbreakable, WGLF, etc).
-
@SilentHillOnDvD said:
I play in a swf not on comms often when I play survivor (hate useless teammates) and every time we get a freddy we handle them pretty well. Even with the slowdown addons and ruin/undying we still manage to at least get 2 out every time. I don't see why he should be nerfed because honestly he's balanced imo. He only dominates bad players who either don't know how to do gens or can't loop a freddy
He should be nerfed because he's completely brainless with a bloated kit.
His kit has everything: Some stealth, mobility, chasing, some level of anti-stealth (as survivors are literally highlighted to you), slowdown—he has everything. That alone is fine. His kit is diverse, but nothing is wrong with being a jack-of-all-trades—you will rarely find someone who thinks Freddy is "overpowered."
What I will tell you is that he's completely brainless. Reach a loop? Spam snares. Survivors on a far away gen? Teleport and Pop. It's not okay that while playing Freddy, I feel like I can just turn my brain off (unless the survivor is scummy and runs Object).
The cooldown is very forgiving on the teleport if you can keep people asleep. People fall asleep passively so you don't need to worry too much. You don't need to conserve snares since they're recycle-able AND you have large quantities of them. To top it off, you don't have a Terror Radius so you get BT Immunity... although Infectious still works on him (for some reason).
He's not OP, but he is not healthy for the game. I should not be able to play him and feel like the game is on easy mode.
-
Blight is like Nurse in that he'll forever be limited simply due to controller limitations. That said, he's far more playable than Nurse since even if you're terrible with his power, he's a 115% killer with amazing mobility.
An important thing to remember is that you're going to be turning your lunge (during a lethal rush) towards where you believe a survivor is going to spin you. The attack's hitbox is strange is that it's shorter in terms of length, but a lot wider. meaning, you can hit people who just on your screen by a pixel at times.
-
Uh.... hate to be that guy, but um... Pretty sure the honor of "worst chapter" goes to Legion's. I love Legion, but... yeah, that initial release was disgusting.
-
One does not simply counter Nurse.
Let me put it to you this way, the small PP build is considered the bare minimum to defeat a good Nurse, and that's if she still screws up. Honestly? The best way to survive is to hide and pray she never finds you. The one thing you have going for you is that her mobility isn't all that great.... unless she's running add-ons. Then you should just accept death.
-
@MythMage said:
4.4.0 Patch Notes Addendum:
- Technical Flashlight Rework and optimization
- Updated Flashlight VFX and animations
- Added audio feedback when using the Flashlight against Killers.
OK, shouldn't affect me much, but this is good. Very good.
Features
- Increased default Flashlight accuracy back to normal
Good. I can tell people were ticked off about this.
- Appraisal now only allows Survivors to rummage through the same chest once
IMO, this isn't needed, but I see why they did it. Will wait and see how this plays out.
- Ebony and Ivory Memento Moris now require the targeted survivor to have been hooked twice
About damn time. Will make those mori dailies a bit harder on Killers I don't play (I already feel bad about them), but this is overall a great change.
- Victor can now search lockers, if a Survivor is found inside, the player will be send back to control Charlotte while Victor will block the Survivor in the locker for up to 10 sec.
So they finally put this in. Nice. Only problem: 10 seconds ain't enough. That's less time than the Exposed effect from Iron Maiden. Looks like that's gonna be a must pick on the Twins.
Content
- Hoarder: Increased the distance at which Survivor locations are revealed from 24/36/48 meters to 32/48/64 meters
OK, minor buff. This perk is still worthless, but it's a nice buff. Glad that it isn't getting the Gearhead/Coup De Grace treatment.
- Hoarder: Removed the stipulation that it decreases the rarity of items found in chests
Aaaaaaand I take that back. What the hell, BHVR? At the very least if you're going to do this, make the items gained out of chests have like 50% of its base charges or something. Why in the hell would anyone run this now? It was a nice little casual perk that had its uses, but now it's almost as bad as Distressing. I'm incredibly disappointed.
Bug Fixes
- Fixed an issue that allowed Victor to pounce on Survivors inside lockers
- Fixed an issue where Victor was misaligned during the Twins mori
- Fixed an issue where Victor was misaligned in the lobby for The Twins
- Fixed an issue that caused Victor to get stuck in the ground when released at certain locations.
- Fixed an issue that caused Victor to appear to fall through the ground from survivor's perspectives when released.
- Fixed an issue that may prevent releasing Victor after being stunned during the release interaction.
- Fixed an issue that may cause the screen to remain black after manually changing from Victor to Charlotte.
- Fixed an issue that caused the blinding effect to carry over when switching from Victor to Charlotte.
- Fixed an issue that caused the animation to continue when cancelling the Twins mori.
- Fixed an issue that caused Victor to remain on a survivor killed by the end game collapse.
- Fixed an issue that caused Victor to see blocked generator auras red instead of white.
- Fixed an issue that may cause the Twins power to become unusable under poor network conditions.
- Fixed an issue that allowed survivors to crawl out of the exit gate after being hit while having Victor on their back.
- Fixed an issue that caused survivors to bounce when destroying Victor when standing on obstacles.
So, they fixed most of the Twin's bugs. Good, very good. Excellent job BHVR. I also read the thing talking about why they pushed this patch through, and I understand. 300K BP is not enough, and you really should have delayed the release, but I understand why you did it. Thank you for telling us the "why", BHVR.
- Fixed an issue that caused the Oni not to absorb blood orbs during his successful hit animation.
Nice. Love to you Oni mains out there. Hope to see more of you now <3
- Fixed an issue that caused the FOV of the Legion not to increase while running during Feral Frenzy.
Nothing here about Legion except this one. Will have to test, but I think they are still bugged. Oh well.
I did one game as Legion. Provided it wasn't a fluke or any misperception, then.... LEGION'S BACK!!!!!
-
@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1803068#Comment_1803068
No it's not? Not without any perks or something.
Legion's TR increases by 8 meters whenever he enters Feral Frenzy, so from 32m to 40m.
Source 1: DBD Wiki
Source 2: Am a Legion main
-
@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/1800240#Comment_1800240
Freddy, increasing the sleep timer is compensating for the new power accelerating it. And the point of the dream world is to make survivors have a harder time determining your location, which can really be crucial in a strong tile or survivor sided-map. Also, you can see their glow, which makes hiding harder.
Hag, the hook one definitely is needed, ths others ar just to give her power less spamability and a refreshing feel.
Spirit, hearing exactly where she is is busted on the survivor side though.
Deathslinger, he doesn't struggle with pressure. His chase wouldn't suffer from making him actually fairer in chase, since it isn't hard to land the shots at all.
Demo, he actually does need this change. His zoning ability is way too strong to not have a punishment for spamming. (I actually main him, so I know full well how busted this particular capability is)
Oni, losing his power on pick-up should never have been how his power worked in the first place. It encourages slugging, which is never healthy for the gameplay. And the fact that a strong momentum killer is given easy tracking throughout ths match is also ridiculous imo.
Plague, it makes it so that solid emblem scores are actually more likely to be attainable for her.
Doctor, he still has add-ons which are braindead and make finding people way too effortless. Plus he's great in a chase.
Trapper, anything more and he becomes oppressive with arena control.
The blind resistance is there to make it easier to keep track of a survivor trying to burn you without running the risk of mothing. Since certain tiles you cannot afford to look down/away/up as well as move out of LOS.
Pig, oh she really does need this nerf. It is a really obnoxious mechanic allowing her to troll and bully people into an easy death.
Cannibal, his power is so uninteractive. Making him have punishments for mistakes is definitely needed.
Clown, it is seriously the only thing that makes sense. Making direct bottle tosses do something that isn't chase related feels great for him. And wider gas at base definitely would be value.
Pyramid Head, i've said this should be a thing since PTB.
Freddy - That is simply not enough. His power is worthless when it comes to downing people. You know who else has a power that makes hiding hard and can't down people with it? Legion, and he's widely regarded as one of the weakest killers in the game. While we're at it, that playstyle is basically Old Freddy—the killer who was completely reworked because he was so weak.
Spirit - Wrong. I encourage you watch ScottJund's video on it. He explains why it's good for both sides far better than I can.
Deathslinger - Um... are we talking about the same killer? Literally his number one weakness is his lack of map pressure due to his low DPS and slow movement.
Demo - I mean, Demo is a beast at certain tiles because of his zoning potential, but you're acting as if it's without counter. He has to fully charge it, lets out a loud hiss, and then both Demo and the survivor have to make a read. If the survivor makes a correct one, Demo will just shred a wall, and vice versa.
Oni - This... makes literally no sense. Not having his power cancel on pick up will encourage slugging behavior. If you down a survivor, hear nothing on infectious, why pick him up if you can't cancel? You might as well slug and use the extra mobility. And seriously, how prevalent do you think stealthing is? Its usefulness steadily declines the better the killer you're facing. Furthermore, slugging is a virtual necessity at higher ranks—there is overdoing it, of course, but it's an important part of the game. Besides, there are a plethora of anti-slugging perks out there (unbreakable, Flip Flop, Tenacity, WGLF)
Doctor - H-His power's entire purpose is literally finding people. Changing that means literally changing the entire killer. In which case, good luck with that mess considering the massive amount of add-on changes needed.
Pig - So... the pig is supposed to just predict which box the survivor is going to go and believe it's the correct one that survivor needs? Her power is too RNG to make that a viable tactic. Especially since it takes 2 minutes at least to kill someone like that, which is basically throwing the game with the amount of babysitting you need to do.
Cannibal - The punishment is worthless... Like, will not change anything. You are aware Bubba already faces 1.5 - 3.5 sec cooldown for missing, right? (depending on the number of charges used)
Clown - pointless to discuss since he's getting a rework soon.
-
Okay, I'll be 100% honest.
Freddy: As much as I think this SoB needs nerfs, this isn't the way. It would completely kill his chasing power, which is just not the way. Also, increasing the passive Sleep to 90 secs would make using an alarm clock would increase that to a brutal 120 secs. Furthermore, without snares/pallets... literally what is the point of putting survivors asleep?
Hag: Almost all of them are unnecessary. I'd decrease the "placing a trap at a hook" range to more like 8 meters, but this one is alright. I don't agree with the rest though.
Spirit: I don't agree with survivors hearing the phasing audio. Make no mistake, they should have some sort of info—I don't agree with Spirit being completely opaque. I think it would be better to have them hear her breathing, similar to the bug we had before. This would provide survivors with some information, remove the ridiculous "stand still" tactic, and keep her gimmick of being all about mind games.
Deathslinger: Here's the problem. you gave a nerf without anything to compensate. Slinger is infamously a weak killer in almost every aspect... except his chase. His oppressive chase is literally all he has and is the single thing that keeps him a decent killer. Remove that, and he's literally a worse Huntress. You need to give him something in return.
Demo: This is pretty much just a nerf... Demopuppy doesn't need a nerf.
Oni: Literally all of that is a nerf... and why? Oni is fine as he is. Well, topknot could be looked into but otherwise, he's fine. Leave his basekit alone.
Plague: Unnecessary change that doesn't really help in any way.
Doctor: You pretty much just removed the killer's power by stopping survivors from screaming. Then shortened the radius. This is a nerf to a killer who doesn't need one.
Trapper: Decent changes. Not amazing and I think he needs more, but not terrible
Wraith: Base windstorm is great although the blind resistance is unneeded since he'll still be burned.
Pig: .... I don't think Pig needs anymore nerfs. Please, leave Piggy alone :(
Cannibal: more unneeded changes for no real reason.
Clown: Again, unneeded since Incapacitated doesn't help in a chase. Wider gas is fine although not very helpful.
PH: I mean... not bad. Doesn't really mean much, but i guess a nice QoL thing for survivors.
-
@lazerlight said:
https://forum.deadbydaylight.com/en/discussion/comment/1798765#Comment_1798765
Not if you don't wiggle. If you are dropped the timer will continue. If the killer carries you without letting go then that will count as holding you hostage (if they don't close hatch) but this can already happen on the live game, but doesn't. No one wants to sit there doing nothing, not even killers. It wont be like hatch stand offs.
Dying after 80 seconds (96 if you recover or however long recovering without unbreakable takes) cuz of slug will suck, but not as much as having to wait all 4 minutes. Which already happens in most slugging games where the slugs keep getting picked up by other survivors just to be downed and left there again.
Also, if anything, the 80 seconds could just be taken from a "bank" of 4 minutes. Meaning that even if you have been downed multiple times, the timer's total will not exceed 4 minutes. So at one point the timer will start taking less than 80 seconds. So if the survivors wiggle and are downed repeatedly then the survivor will have the potential of making a lot of points in survival category.
Even if slugging increases, the killer wont get sacrificial points if they leave the slugs to die. Each hook state takes 60 seconds, dying state timer will take 20 seconds more (if you don't recover or are healed), and 36 seconds more if you do recover.
Survivors wont lose hook stages if slugged, and if they're slugged 3 times, and fully recover those three times they'll make more survival points than they make struggling on hook. So...
even if Killers begin to slug over hooking, they still had to spend time chasing and downing the survivor. The only time they'll be saving is the time they take picking up and walking to the hook, which isnt a lot.
There's a flaw with your idea.
if the killer constantly drops and picks you up, your wiggle bar increases. It's entirely possible for the killer to repeatedly dribble you until you break free... and then downed again in 5 seconds. This can be exploited to hold the game hostage.
-
@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/1798894#Comment_1798894
I agree they could use another power on top of it; but I’m not sure what. I think feral frenzy is just not a good power in general, and wouldn’t compliment the teleport. As for male screwing over a killer, no one talks about hurting huntress because she got a bad map.
Sorta. Almost anyone would recognize that Huntress is a somewhat map dependent killer, and bad maps or unlucky spawns hurt her. However, lockers are just an aspect of her power—your idea has Legion reliant on them for their power to work. Depending on locker locations, they could be absolutely absurdly powerful or downright annoyingly useless.
And while Freddy did get a complete rework that transformed him into an entirely different killer, i don't think that's something BHVR wants to do again. Say what you will about Old Freddy, there are people that liked him a lot—and now their killer is gone. I don't think that's something they would want to do again, because like it or not, a lot of people like playing current Legion.
-
@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/1798878#Comment_1798878
I personally think they need something that makes them feel like a Legion. My main ide (which is not origninally my own but I really like it), is allow them to teleport through lockers and leave another member of the Legion hiding in the locker. Have it be able to leap out and attack survivors that pass in front of it, as well giving survivor detection within a certain radius. Allow them to have up to 3 members total, but can’t teleport if all of them are out. Give a cool down on the teleport of course, otherwise it would be too powerful.
There are flaws with that.
- they would have to completely redesign the customization for Legion due to constantly switching between them, which is just not feasible.
- Lockers are props. What does this mean? It would be like Huntress where you can potentially be screwed over because there aren't many lockers on the map you're on.
- That sounds like it would need to be a secondary power (similar to current Freddy). That wouldn't really solve Legion's main issue(s).
-
@Vetrathene said:
They need to rework him.
Not exactly what this thread is about. That said, i don't suppose you have any ideas?
-
Let's see...
- removal of his slowdown add-ons. I mean, they're pathetically weak even when stacked, but people complain about them so they're getting removed almost certainly.
- Probably an adjustment of how survivors falling asleep. Maybe the timer only starts if you're in Freddy's TR? I don't know, but I doubt it'll be the same.
- If I had to guess, probably a cooldown whenever he places snares, similar to pre-buff Clown when he threw a bottle.
- They might adjust the cooldown on his teleportion as that's one of his strongest powers, especially if he has something like BBQ, Thrilling, Tinkerer, etc.
-
I think this might actually be a bit of a nerf more than a buff (which Surge desperately needs).
- the Range reduction. 32m is already short since it requires you to down a survivor. Shortening that is just harsh, and can make its utility very limiting. While I understand wanting to make a perk less harsh on small maps, the fact is, most maps have gotten pretty large now and the range reduction would severely hurt the perk.
- 8% to 10% is just... miniscule, especially when removing its ability to hit a gen multiple times. Let me explain. 8% of a gen is 6.4 secs, and 10% is 8 secs. You're giving up the ability to hit a gen multiple times for just 1.6 secs. That is not worth it.
- Removing the cooldown is nice but.. well, with the above change, it doesn't mean much.
- You're noticing a trend, it's that I discourage removing Surge's ability to hit a gen already regressing. It's one of current Surge's best qualities. And if you down 3 survivors rapidly, as a killer, you deserve to be rewarded, honestly. Either you've made an amazing play, or the survivors have made a horrible misplay.
I don't mean to be discouraging. You're on the right track. Here's how I would change it.
- Either keep the range 32m or slightly increase it to 40m.
- Remove the basic attack requirement
- Removal of the cooldown is great or at least a reduction from 40 to something more like 20.
- Rather than increasing Surge's current 8%, I would honestly like to see Gen's regressing because of Surge regress at a 50% faster rate to compete with the likes of Pop and Ruin (this is triggered by Gens regressing because of Surge; it would then not stack with Ruin for 250%—that would be absurdly OP).
-
It's very poorly coded is why.
Okay, so let me try to explain as best I can. Your camera has a sort of "reveal zone" with the bulk of it being at the center of your screen. You need to see at least 20-ish% of Ghosty's body before you can start revealing him and there's a 1.5 sec buffer.
So, what's the problem?
It's what your camera sees. Meaning, anything—and I mean ANYHING—that can cover up the hitbox even slightly, including your own survivor's model, can prevent your from revealing him. Yes, you heard it. The center of your screen—where your survivor's model is—is the best spot to reveal him. It should be easy to see the problem here.
Beyond that, there are the usual issues of bugs, latency, etc. It's a nightmare, as you can see.
-
Given that this is a gamebreaking bug that completely renders a killer unplayable, it should be high priority. Given this fact, I assume it'll be coming up in the next hotfix.
-
@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1795804#Comment_1795804
But even then it was much better before the change. Now it can barely even stand as a purple addon.
i didn't say it was a good reason, mind you. i'm just saying the reason.
-
@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1795720#Comment_1795720
Wait, they changed soul chemical? I thought they just added on to it.
Edit: I looked it up on the wiki and just... why? It was an ok addon before, not overpowered, not underpowered. The new one seems like it would be something a brown addon would do.
The reason they changed Soul Chemical is that it was too similar to C21 in practice.
-
@dbdplayerabc123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1793530#Comment_1793530
You clearly didn't read what I suggested, I didn't say take away his ability to acquire information. I said to adjust it and make it similar to the twins killer instinct, where as instinct only procs when a survivor is walking or sprinting, but in Legion's case I'm saying it procs if survivors are NOT sprinting, which would force players to sprint and leave scratch marks. It wouldn't take that much away from Legion, and would allow Legion to be punished for using Frenzy too freely.
It's very clear that you don't play Legion. It would take away a lot more than you think. And tell me, why should Legion be punished more for using an ability that is already extremely punishing?
-
@WorstKillerNA said:
https://forum.deadbydaylight.com/en/discussion/comment/1793853#Comment_1793853
Yea for sure. What frenzy does could just use a smoother transition for sure.
The quality of life improvements could come from rewarding frenzy chains. For each successful hit you get to keep a chain going could reduce the fatigue, or recover small portions of your meter, or frenzy gets faster each chain hit (ok maybe not that one lol but you get the idea lol). I would like to see that sort of thing to reward getting effective chainsgoing
I actually proposed similar ideas.
Basekit change: Legion's 4 sec fatigue is reduced by 0.5 secs for every successful stab to a max of 2 secs.
Frank's Mixtape: Increase Frenzy speed by 5% for every successful stab to a max of 20% (meaning, you can be moving at 150% potentially)
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1793775#Comment_1793775
Ok, Franks Mixtape made them better, needing only 3 Hits in Frenzy compared to 4 was a huge thing.
But other than that, Legion gameplay was either to hit a Survivor 4 times in Frenzy, which takes quite a while OR cancelling the power and following as a 4.4 m/s-Killer. This, while all the other Survivors were doing Gens and did not waste any time healing, since Legion can injure pretty fast and takes ages to chase without his ability.
So while Legion were strong in that one chase (but not efficient), they lacked every other aspect. Which also lead to frustration on the Survivor Side, you lose chases, even against the worst Killer players and the only thing you can do against it, is to hold M1.
Oh, no, no, no... Old Legion was much worse than that. Old Legion didn't just stab you. He would proxy chase you. Moonwalk or stare at the ground, tracking scratch marks or blood. Back then, the DW timer only went down in a chase. So if you were getting proxy chased, your timer was constantly ticking.
Mend? M1. Don't mend? Proxy chase, stab, repeat until you drop. you wouldn't even last 20 secs with that.
Side note: Don't forget, Legion only needed 25% of his gauge back then and his recovery was 15 secs. You could be in Frenzy again in literally 3-4 secs, so pallets were a complete non-issue. There was 0 defense back then.
-
@WorstKillerNA said:
https://forum.deadbydaylight.com/en/discussion/comment/1792337#Comment_1792337
Are you sure youre talking about the same game everyone else here is talking about?
Pre nerf Legion is the reason the devs are so scared and cautious with killers now because they were the most broken and unbalanced thing to ever be created and it killed their playerbase more than anything, even more than the Drought of 2017 did (the content gap between Hag and Doctor.)
There was even PTB 2.5 where they BUFFED frenzy into a two-tap on injured survivors with franks tape and for just that brief moment they were Nurse tier. If they found you, you were down. At least 1 person at a time was garunteed to not be able to play the game if they were playing against Legion. Obviously that never made it out of ptb lolol
They were strong but for completely all the wrong reasons.
Yeah, let's be honest... Old Legion was one of the worst things to have ever been in the game. They were "balanced" in that they couldn't kill you very fast (without Frank's), so 2 survivors would likely have a chance of making it out. But, in the 1v1, they had no counterplay, which was just absurd.
Legion in their current state as a killer who can spread injury but has to finish you off as a normal killer is alright. The only issue is that he needs to be better at the spreading damage and slowing down the game parts, and have a smoother transition from Frenzy to Normal M1 killer (especially if the Legion plays well). They'll likely never be top-tier but they're relatively balanced in that they're not an instant win or loss either.
-
@siren_sorceress said:
https://forum.deadbydaylight.com/en/discussion/comment/1793178#Comment_1793178
Spread out and never heal, yup. Everyone is forced to be injured or waste time healing against a killer that gets yes, free hits. You can twist it anyway you want, they are free hits. Are there weaknesses around it? Yes, as there should be. But they are still free hits. His counterplay to his actual power in chase is boring bc there is none.
As I said, he's basically fine just poorly designed and thus a buff would not be healthy. I know people that play Legion and do more than fine. I'm not advocating for a nerf or buff, simply a reworking if killers dont enjoy him. I find that hard to believe though so I see him so often.
If he is mid tier, good. Not every killer needs to be a god like Freddy and Spirit. Especially when solo survivors rely solely on rng for their quality of team mates.
Besides, he's most think hes trash bc most killers dont run tiles well at all and they rely heavily on their powers these days. I have 5k hours and rarely come across a killer that runs tiles well at all. They are out there and they are usually m1 pigs and trappers who know how to actually kick ass in tiles.
The counter play to Legion is to split up to avoid allowing him to chain hits, meaning he has to chase you, greatly diminishing the value of his power. Yes, the nature of Legion's power means that in the 1v1, Legion will get the first hit. To say there is no counterplay is wrong because there is. in the 1v4, he's nullified by splitting. In the 1v1? Sure, he can get 1 single hit in... and that's it. He can't down you. That's the counterplay. Looping him normally and not wasting time healing.
And... what point are you making? You're saying he's bad because most killers are bad? First off, how elitist of you. Second, what kind of logic is that? That's like saying Nurse is garbage because most Nurses are terrible. And I think everyone and their mother knows just how scary an actual good Nurse is.
I just don't understand your arguement. "Legion gets a first hit, so he should never be buffed!" The main thing Legion players want is to be rewarded more for chaining stabs and reducing some of the punishments he faces if he plays well. He will still keep his weakness as an M1 killer with no power for finishing people. If you're so good, then it's fine—Legion is a low tier killer that has to outplay you at tiles. I don't understand, is your problem that Legion can get you down a health state the entire game? Then start suggesting reworks for Plague while your at it...
-
So, your suggestion is to nerf an already low-tier killer with nothing to very little to compensate?
I'm not even saying this as a Legion main. I'm saying this as an objective flaw in your suggestion. You're taking away Legion's ability to acquire information—one of his best qualities and few things that makes him worth a damn—and... give nothing in return, except maybe the ability to see scratch marks.
Look, if you want to counter Legion, just get out of the TR and/or run in a straight line. He's not fast enough to catch up unless he was right next to you, and if he was, Killer Instinct is irrelevant.
-
If the Twins attempt to mori someone together, instead of Victor dropping down to bite/tear into the survivor, he'll jump to the side and attack nothing during the animation.
-
@BillyMain77 said:
I seen there was alot of bugs with the new killer.
I took a break from DBD because its getting repetitive for me, came back excited to play vs the new killer.
Played 7 matches tonight and no new killer.
😂 pretty bad when you release a new killer and nobody wants to play it or is unable to play it.
Back to R6 i go.
BHVR fix your game. Its fun to play when it actually works.
I mean... not a lot of people like the new killer, honestly.
Let's compare this to Blight. There is a lot of depth to him, he has a huge learning curve, he was fun to play and verse, and his a very strong killer.
The twins are... not so much those. They're buggy as hell, not even finished, and there's just not a lot to them. Charlotte is an M1 killer with no power, and Victor is immune to pretty much every perk in the game and can only pounce. That's it. There are no cool tricks or anything you can do with them. You just pounce, and if they're injured they die otherwise you just stick to them. They're also ridiculously easy to counter once survivors realize Victor can either be stolen for 45 seconds or just killed during his recovery (hit or miss). Honestly, I'd say they're one of the weakest killers in the game for just how easily their power can be denied. Say what you will about Clown or Legion, but at least they have a power (when it works (RIP Legion mains)).
Besides, even if this killer was beloved, there are still those that are grinding BP for them. Although, unlike Blight, they don't have some really cool, meta-defining perk as an incentive to quickly dump points into them.
-
@chieften333 said:
With victor
1. He can't pounce up any type of slope, doesn't matter how minor
2. He has the chance to fall through the ground
3. He has the chance to get stuck in the ground, where he shall remain for the rest of his days
4. Can now touch people in lockers, poor dwight mains.
5. Can be kidnapped for 45 seconds, and through hatch without a promise of child support income.
6. Can camp like a pro, he packed gear and everything.
7. Can float on a survivor he is attached to, same with Charlotte. Victor decided he was too cool for the ground, and ascended to a higher plane of existence to avoid it.
8. Victor is too lazy to stop survivors from leaving through the exit gate
9. Victor's killer instinct for dying people is inconsistent. Sometimes reveals those on a hook too.
10. Victor can get stuck in his falling animation, which can only be stopped by being kicked by survivors.
11. Idle animation is bugged in lobby
12. FOV can be stuck at 45°, same for charlotte.
13. Victor does not move corn or grass
With Charlotte
1. Can have a black screen if you switch too fast, switch again to make it go away
2. Can get stuck in the ground like victor, at least they're together
3. Her power can be taken away for 45 seconds
4. Takes too long to wake up after playing victor
5. Apparently can't get points from BBQ, bubba decided not to share any chili with the twins.
6. devout emblem is currently bugged, no adept twins for you buddy.
7. Purple cosmetic is locked as a set, despite trailer stating otherwise.
With perks
1. Hoarder just straight up doesn't work
2. Deception has the chance to not work in high ping ( cries in ps4 )
3. Power struggle no longer works with flip flop, No free pallet stuns for you meghead.
4. Power struggle can cause you to become one with a pallet
With flashlights
1. Now has sway for some reason? Get better hands I guess??
2. Blinding angle is off, to compensate for this the killers eyes have been adjusted 5 feet to the left.
With Legion
1. legion lost their movement speed in frenzy. Look for funny comment below.
2. Rumors state legion has a lunge range in frenzy as short as your [BAD WORD]
3. The mask now defines what gender the legions voice is.
Miscellaneous
1. The usual framerate issues everyone has (it's been 2 years where is the optimization?)
2. Hillbillies chainsaw randomly over heats, probably due to barely legible directions on tuning guide.
3. Sometimes shack pallet is unbreakable ( can apparently be broken on one side ? )
4. Blood warden doesn't prevent survivors from leaving... again
5. Clown now has a delay between throwing a bottle and lunging. He could hit them, he just chooses not to.
6. Freddy can't place puddles in doorways
7. Mikey's chase music doesn't stop playing for a couple seconds after a survivor is downed.
8. Killer now hears survivor pov chase music, for those who have original chase music. Doesn't affect those where the track is the same on both ends.
9. Sometimes grass disappears at a distance
I'm sure I'm missing some, feel free to add to the list! Any contribution shall be added to the list in future edits.
Nurse randomly doesn't do the swing animation.
She DOES attack. She just doesn't swing on either the survivor's or her perspective. My guess is she's using her telekinetic powers.