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Haddix

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  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600801#Comment_3600801

    You assume people are always going to be facing 20 straight meters of open space and won't run into stuff, particularly new players who aren't used to that kind of mechanic. Maybe 80% is an exaggeration, but if you think such a perk wouldn't just instantly vaporize (figuratively) a large percent of the casual playerbase, you clearly haven't played any solo survivor recently.

    this argument can be applied to so many perks in this game man. that's not an excuse to make a weak (frankly useless) perk stronger.

    a decent buff is not gonna make this perk meta, it will make it more viable for creative builds and that's what we wanna see in this game. i am very very certain that newer/inexperienced players have far more of an issue against 4 gen regression perks or powerful chase perks that are constantly run.

  • @MikaelaWantsYourBoon said:

    I don't think this perk supposed to be helpful in any play, it's just meme perk. It's doing what it supposed to do, i don't think any change needed.

    that's not very fair at all. this perk has so many conditions for so little payoff. fix at least one of those things.

  • That’s fully intended and 100% balanced. You’re not supposed to be wiggling, the wiggling mechanic ensures that the killer just can’t take you halfway across the map to the basement or hold you hostage on their shoulder.

    The only time you’ll be wiggling is with perk setups and coordinated bodyblocks, but that’s what the perks and teamplay are for, not the wiggling mechanic. You should almost never be wiggling without help by design.

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598890#Comment_3598890

    Bingo. Different perks have different purposes. Some are designed to be genuinely useful, others are made to either allow new playstyles or do something different. No Mither definitely falls in the latter category. It gives you a consistent way to activate perks that require you to be injured, or just allows you to run it on its own to make the game harder on yourself. Will it improve your chances of survival? Unlikely. But it does bring variety to the table.

    At this point, there's 246 perks in the game (131 for Survivors alone). If you're looking for more useful perks, you can definitely find four that are more your cup of tea. But we also like to make sure there's some options available for people who want to mix things up.

    reminds me of adrenaline vial... long ago...

  • @Nightmarefan said:

    For me he's more fun to play(namely recoil being gone) but he's even more miserable to play against.

    given how much weaker he is, he is definitely more enjoyable to face

  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592815#Comment_3592815

    You really don't think a killer going from 110% to 115% is not a big deal?

    When a killer's power is gutted, a 4.5% increase to movement speed isn't all that appealing for strength nor fun factor.

    Trickster has -33% less damage, -33% throw rate, -25% effective ammo count, slower and shorter main event (for more frequency, yippee), and 33% faster laceration decay. +4.5% movement speed buff is not really compensating here, and if it were, it'd be a pretty boring compensation.

  • @Ricardo170373 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595289#Comment_3595289

    4.6 helps him to control the map, but dont help using his power. throwing knifes u have the same speed.

    and 4.6 ultimately doesn't even impact map control (like on paper, you'd realize how it has next to 0 impact on patrol). it's only good for rounding loops, but it does nothing for Trickster. I agree about the throw speed decrease, it's the most relevant speed value for Trickster and 4.6 is worthless.

  • His hit animation for a Slice and Dice isn't really responsive/satisfying. Kinda just looks like I'm middle fingering them to death lol? I wish there was a more pronounced swing like the M1.

    really well done tho!

  • He feels really, really bad to play, guys. This misses the mark completely, I am sorry to say.

    The static, slow throw rate (ugh it feels so slow) with 8 laceration bars, 10s wear-off timer, he now feels like he NEEDS 4.6m/s just to keep up. And that compensation doesn't feel WORTH it, it feels like a very negative tradeoff in terms of both strength and fun factor. It's not enjoyable to have a drastically worse power for 4.5% extra movement speed. I just don't want that as a player. I would never have asked for something like that. I hope that makes sense.

    Ultimately, my issue is mainly how his regular blade-throwing has been mangled. I really don't even care what you do with Main Event as long as the rest of his kit feels great and strong enough, but I also don't understand this push to have Main Event so frequent because the issue with Main Event before is that it took a long time to build up, but wasn't very good for anything except "backrevving" people and camping due to its extreme movement speed penalty. It would've made sense to make Main Event STRONGER so it feels like a satisfying "ultimate" worthy of taking 30 blades to build up, but instead, it's now 5x more frequent so it HAS to stay bad. Now it also has half the duration and the throw rate feels really slow, but that may be a bug. It's not any more fun to use, and that's a common theme with all of these changes (I'm not trying to be rude, it's just true from a player perspective).

    I'm worried that if you choose to buff him, you'll increase the laceration decay timer. Although this would be a buff, this would do so little for his fluidity and fun factor which has taken a major hit this patch.

    I have to agree with other experienced Trickster players that the only thing he really needed was some extra reward for hitting ranged shots and a Main Event buff. I personally, very selfishly wanted ricochet basekit but that's a dumb personal desire, and I know some people don't enjoy ricochet blades lol. Anyway, I hope this nugget of feedback is appreciated.

  • @Peanits said:

    You have no obligation to, but I'm gonna be blunt, this is horrible logic to follow. Flip what you've just said to a Survivor's POV and you've just created an endless loop. All it does is perpetuate toxicity. Running into a bad group doesn't absolve you of any wrongdoing when you decide to take it out on the next group. You've just decided to become part of the problem at that point.

    Play the way you like so long as you're not breaking any rules, but you can't take the moral high ground and preach against toxicity if you stoop to their level. This goes for Survivors as well.

    Some people can recognize that there's a person on the other side of the screen and like to play in a way that's fun for everyone. There's nothing wrong with that. If you're in it to win and you'd rather use strategies that help you win, that's fine too. But going out of your way to make things worse for people is never going to be justifiable.

    I respectfully think you're out of pocket for this because their post is about their response of just playing to win. There is no stooping involved in your playstyle adjusting to being that of "win the match." They didn't mention fighting toxicity with toxicity.

    The best thing for people to do is stop labeling "not playing to win" as "fun for everyone," which implies that playing to win is cruel. Playing to win is inherently selfish, that's the nature of a competitive video game and it should never be considered cruel. IMO, if it doesn't relate to deliberately making other people miserable, then stop bringing morality into the discussion of playstyles in general, because that perpetuates the actual endless loop of this community's constant forceful push (or, "friendly suggestions") of moral obligations on each other.

    This causes words like "nice" and "fair" to be associated with not trying to win the competitive video game against other people who are trying to win the competitive video game.

    I never play to win, I play with fun gimmicks and dumb creative builds because I personally really enjoy it, but I'm tired of seeing this conversation always go nowhere.

  • i think a reward-based mobility system would work, if that were to EVER come to the game. but i really want killers to be sorted under different classifications. killers within a mobility category would not get a basekit mobility mechanic, killers that are not within that category would.

    i.e. a Trickster hooking a Survivor spawns a Rift next to the hook, and interacting with the rift will transport you to another rift (1 of 4?) on the map, which could be the one with the most survivors nearby, or one of your choosing so you're not also given free information.

    the game just isn't balanced around that kind of system and it'd probably be overkill on certain killers. again, if killers were categorized based on the strengths of their powers, this system could act differently for each. again, for example, the system i proposed may only spawn a rift after 2-3 hooks have been achieved for a killer who's got a slowdown/situational teleport mechanic basekit, like pinhead. whereas other killers, like myers, could have one given to them at each and every hook.

    it wouldn't be easy to implement overall

  • @[Deleted User] said:

    them being comfortable with survivors escaping only 39% of the time on average is big yikes tbh

    at what point are killers just being carried by oppressive gen slowdown perks like jolt, eruption, pain res and overcharge? rather than actual map pressure and playing skillfully

    inb4 "but dead hard" i dont use dead hard and never have :)

    calling overcharge oppressive is just weird, that perk is kinda doodoo

    but you dont make a horrible point, but thats honestly a problem with both sides having perks that are way too impactful, and its been that way for so long

    i can play nurse with range and recharge and 4 genslow, or i can play with my friends and run multiple fast medkits/toolboxes with coh and adrenaline and yada yada, and also run a map offering for either. there's such a stark difference between those examples and just base survivor and killer.

    perks/items/addons probably shouldnt be having such a hard say in winrate but they most definitely do.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3124723#Comment_3124723

    I think you miss the point with mobility on Spirit. It’s not mainly about “getting around the map super quickly” (which is why bigger maps can still be annoying) it’s bamboozling the survivors with the mobility and invisibility, even if you aren’t in an active chase with one. I’ve gotten many free hits and even some grabs just because I’m moving fast in the moment and I’m invisible initially, because the survivors probably weren’t expecting my arrival.

    Although I do think they can buff her cooldown a little but managing your power gauge is a bit part in learning her.

    at that point it's just lethality from close-range invisibility and speed, which is her main strength anyway.

    "mobility" typically refers to the ability of a killer to cut down travel time throughout the course of the match. naturally that's what i'm going to assume what ya mean my friend.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3120417#Comment_3120417

    It’s definitely not just 2 meters. 176% movement is pretty significant and it’s faster than you think.

    Account for the 1.5s charge time where she stands still. Here, let's do the math and hope I do it correctly:


    Her 1.5s charge time + 5 second power duration is 6.5 seconds total. Let's see how many meters Spirit moves in 6.5s when regularly walking, vs. charging and Phasing

    Phasing: 0m/s for 1.5 seconds + 7.04m/s for 5 seconds = 35.2 meters.

    Regular Walking: 4.4m/s for 6.5s = 28.6 meters.


    Simply put: In 6.5s, Spirit can cover 35.2 meters by using her power.

    and, in 6.5s, Spirit can cover 28.6 meters by regularly walking.


    Conclusion: Spirit travels 6.6 more meters while using her power. That saves Spirit 1.5 seconds of travel time, and incurs a 15-second cooldown on her power. Considering that cooldown, that is some pretty terrible mobility.

  • @GannTM said:

    I will explain. She has:

    • Amazing mindgame potential.
    • Amazing chase potential.
    • Good map pressure.
    • Good mobility.
    • The ability to bamboozle multiple survivors at once.
    • Great add ons that aren't just the stupid Mother-Daughter Ring + Dried Cherry Blossom combos.

    There's so much you can do with her that other killers can't really do. It's not all about hearing and going invisible. Take a look at these clips:

    https://medal.tv/games/dead-by-daylight/clips/vwYxhSoYOjEv7/d1337dw2Cojl?invite=cr-MSxjdW4sNjQzODQ1ODMs

    https://medal.tv/games/dead-by-daylight/clips/tkEYsprfnvI6c/d1337XLahzrq?invite=cr-MSw5SVAsNjQzODQ1ODMs

    https://medal.tv/games/dead-by-daylight/clips/sOrFRs_7OapAk/d13375ev689F?invite=cr-MSxGTVksNjQzODQ1ODMs

    https://medal.tv/games/dead-by-daylight/clips/sozuNoNcElPtH/d1337ddmq00s?invite=cr-MSxiTUEsNjQzODQ1ODMs

    https://medal.tv/games/dead-by-daylight/clips/soUbM7yD1d8zI/d1337gCuissK?invite=cr-MSxqU3gsNjQzODQ1ODMs

    There are even some situations where directional audio can make her stronger than pre-nerf, because you might can have an idea of what survivors will attempt since they can hear you coming from a certain direction. And sometimes directional audio doesn't come to play. It's all about reading your enemy and attempting to throw them off with whatever Spirit can throw at them.

    The possibilities are endless here, which is why I do believe she is S tier.

    mobility is only really that good with addons, right?

    im pretty sure she doesn't gain any distance by basekit when using power, or at the least, its about 2 meters.

  • if you're getting downs every 30 seconds, then i dont think the perk build is making much of a difference in you winning or losing lmao

    i think theyre dying anyway my friend

  • @MikeyBoi said:

    I’m not really a huge fan of the killer sided 4 lanes they added on Macmillans, I’ve always thought that gym was just boring for survivor..

    every other tile added is survivor-sided no matter their variation.

    4lanes are killer sided with a bad variation.

  • @DeathByBJ224 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3079077#Comment_3079077

    i never relied on crutch perks and most of my matches as survivors has been loses.

    it took us 3 hours to get one escape in and me and my friend has 130+ days on dbd.

    because you are 1/4th of your team. i didn't use dh either, but our teammates are probably dropping like flies because lasting longer than 30s without DH is tough. the majority of the playerbase used it constantly.

  • I agree completely. I have no idea why the drawback was added when the effect is just so minor. It just makes no sense.

    Bite the bullet doesnt make you heal slower...?! lmfao

  • @DredgeyEdgey said:

    Idk why I think this update was healthy for the game

    I think it was too. It requires a lot of re-learning for a good chunk of the playerbase, but this was 100% necessary and was inevitable.

    It's just incomplete. Combine this with a solo queue buff (hopefully soon), and this patch rounds out really, really nicely.

  • @Astrian said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070521#Comment_3070521

    Some do, Some don't

    It matters extremely little to me. If you don't heal, have fun with the 22% penalty to your 90 seconds gens.

    If you do heal, within the minute I will injure you all again and you'll have to mend.

    I will tunnel someone to death because the Borrowed Time basekit does absolutely nothing, nobody will run Decisive Strike because it's a trash perk. Then I can take as long as I possibly want, eating as many pallets as possible because my Killer is busted in this patch.

    https://forum.deadbydaylight.com/en/discussion/comment/3070589#Comment_3070589

    I've played against people of all skill levels, even the good survivors who can loop for days, I just drop chase and go kill everybody else. What are they going to do? Heal? Do gens?

    I'm Legion, I don't care. Legion is a solo queue scourge now

    ok, if you're dropping chase and targeting weak links, then you're facing poop survivors. so, yeah, survivors are bad, this is no different vs any good killer.

  • @Astrian said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070298#Comment_3070298

    I am an active Legion main, played 5 games in this current patch and 4K every game. Only one game did they ever make it to 1gen left and I was played extremely poorly. Every other game was 2 - 4 gens left.

    Viability isn't hurting Legion this patch, if they play well and realize when to drop chases, there's nothing you can do as Survivor. Even people running green medkits with all the addons on the world can't out heal your damage.

    One of the 4 gen games was on The Game, I literally ate every pallet on the map, predrops and everything and nothing could stop me. The second someone got close to finishing a gen, Jolt stopped them. Predropping does not work vs Legion and if the map is small enough you're cooked.

    but you're not taking into consideration who you're playing against, whatsoever. getting 4ks means literally nothing if they're playing like garbage. if legion is that lethal, they're doing something seriously wrong.

  • split up + bad chases

    enduring spf is not nearly as good as you think it is

  • @PatchNoir said:

    https://forum.deadbydaylight.com/en/discussion/333868/developers-im-not-sure-why-id-ever-use-overcharge-over-cob-instant-200-regression-vs-30s

    overcharge just needs to give an actually hard to hit skill check, lets be honest, it isnt hard to hit a centered on screen clockwise skill check

    I think that, over the 30 seconds of build-up time, the skillcheck could get faster and faster to a maximum of 50% or so.

    the longer the gen regresses, the more likely survivors will miss the skillcheck and award you with 15% regression. it would probably kill low level lobbies though, so i don't think they'd do it. either way, that skillcheck is stupidly easy to hit and it could be a little harder at the very least.

  • @Mandy said:

    Can confirm the unlimited range is on the scratchmarks, not the aura reading.

    i mean, no offense, but you guys have to know that a lot of new perks that you introduce are not used very often. although you're shifting the meta a bit, do you really think it would be absolutely meta-defining to buff the aura reading range to unlimited? it would actually be really nice, kinda like Alert.

  • @ExcelSword said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056515#Comment_3056515

    At the very least, you will immediately know when a survivor does the guaranteed skill check when paired with Call of Brine.

    Yay.

    if u listen rly close, you can hear me cheering

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056688#Comment_3056688

    ok

    about overcharge though, I knew the perk would be nerfed cause it was a little stupid with others. I think it will be fine personally cause it still has that impossible skillcheck check that will take off 10% which takes off 9 seconds of gen time. But if they leave it the gen will regress a lot. I’ll have to test it and see

    i play survivor all the time and, altho i dont see overcharge a lot, i've missed that skillcheck like 1-2 times in probably 3 years.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056639#Comment_3056639

    The dev blog states:

    "Overcharge becomes faster than the default regression after only 12 seconds. Overcharge can still be combined with Call of Brine to offset the reduced speed."

    yeah, that's just horrible.

    not only does it take 12 seconds to get to normal, but the following time has to make up for the reduced regression for those 12s. you won't start geting a benefit until like, 20s+, and it'll be by a tiny bit. god, how awful.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056668#Comment_3056668

    I won’t name names cause that’s rude but I spotted 2 people throwing a tantrum on your thread over the overcharge change and then spewing bullshit that’s not true I’m just calling them out

    just ignore em, i wanna talk about overcharge. i don't like the us vs them comments either, it's not the point of my post, but ignoring it is how we stop talking about it, yk

  • @Chilli_man2400 said:

    A lot of killer mains crying rivers right now.

    did we ignore the part how OTR and dead hard and botany knowledge have been nerfed? Dead hard especially has been nerfed heavily. OTR doesn’t work anymore in endgame and botany has a medkit penalty we’re it dies faster.

    But oh no one perk that will hurt solos bad but not effect swf gets changed. The evil nasty devs don’t want killers having fun grrrrrr

    what a complete misinterpretation of my post. i'm unhappy about the survivor changes too

    (personal opinions that I do not care to argue in this comment section) spine chill got pooped on, DS's stun timer was nerfed for no reason, i dont personally think the basekit BT is long enough, i liked new DH, i think sabo needed a much better buff, etc.

    nobody is crying a river here. stop trying to spark an argument. it's really annoying. 1 thing at a time, brother

  • @GlamourousLeviathan said:

    Where can I read the developer update?

    Late last month, we revealed possibly the largest balance patch in Dead by Daylight’s history along with an overhaul to the progression system. We’ve kept an extra close eye on feedback since these updates hit the Public Test Build (PTB) last week. In this special edition of the Developer Update, we’ll be covering all the…

    here you are :)

  • @Viskod said:

    There's no reason to use Overcharge by itself.

    There is literally no point to this Perk now.

    You're better of using Call of Brine and getting 200% regression immediately.

    I'd understand if overcharge's secondary effect, its skillcheck, was GOOD, or at least better than Call of Brine's informational benefit. But it's not lmfao. Both aspects of Overcharge are weaker than COB's, and I'm confused as to how this change was approved because these perks are literally directly comparable.

  • @fulltonon said:

    at least it had to start with 100%, It's almost a joke they decide to NERF you for seriously long time of 12 seconds.

    I wonder what the numbers are. It's probably legitimately better to run COB on its own than the pair the two together with that initial regression downside. At least, on average I'd think it has to be.

  • @Adjatha said:

    The ONE good killer perk buff was Overcharge and they cut it in half. 12 seconds until it actually speeds up gen regression. Incredible.

    I'd be angry, but to be frank: I'm completely unsurprised. Totally predictable move from this team.

    I was really happy with the changes on BOTH SIDES this patch, but now I'm confused. There are mixed signals here.

    Backseat current meta perks, and introduce new ones. Pop is now pretty awful, and Ruin is an unreliable choice that has a capped amount of value and a very mediocre effect compared to before. That's ok, as long as we get some new perks!

    We get overcharge, which has a really unique identity and provided the most regression we've ever seen...and then it's now just...a much, much worse and very inconsistent Call of Brine, which hasn't been a meta perk itself, despite being decent.

    What is the goal here? I don't understand. Why are we backtracking on good changes so hard? I get it if COB + Overcharge was out of hand, but this is a DOUBLE NERF, I mean this is a huge curbstomp. Overcharge remains a very niche, meme pick. This change accomplishes nothing.

  • @dugman said:

    I think you’re maybe misreading how Overcharge works. It ramps up to 400% regression over 30 seconds and then keeps regressing at that rate.

    I don't think you've read the new developer update.

  • @Mandy said:

    You can still hook trade, it's a bit more difficult to pull off successfully but it's doable.

    We will be watching the feedback to all these changes very intently and things can be adjusted prior to the PTB going Live - so please test things and let us know.

    if it's actually a problem, maybe it would be worth instead making killers fasting during the attack cooldown recovery. less strength in camping scenarios, but more distance making for actual chases?

  • yes, it quite literally does. it's in the NEW DEV NOTES. go look at it my friend.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018443#Comment_3018443

    The faster recovery of downed survivors on it's own isn't enough though. We'll make it or Autodidact are better in that regard.

    It gives them endurance on top of that if you have tokens

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014820#Comment_3014820

    BBQ is trash now. Well, both WGLF and BBQ are. The aura reading on itself is to weak in comparison with Bitter Murmur or Darkness Revealed.

    wglf is still a very solid perk and was even buffed futher this update

  • self care has been popular for 5 years because it's always been regarded as "one of the best" despite it not being so anymore, but that's probably never gonna change.

    x thing gets nerfed

    x thing is now average or not good

    x thing is still regarded as being top-tier because of its previous popularity and strength

    x thing is still popular due to that, despite being far inferior in its current form

    this is what i classify as self-care syndrome. literally go look at "top 10 survivor perks" online and see how many new players are going to be influenced to use self-care by these many weird tier lists.

    i can assure you, its what happened TO ME, and i hear every single new player go "yeah i hear self care is one of the best perks!" and it's always because of those online tier lists that tell you it is and word of mouth from people who were told the same thing. self care is literally riding off of 5 year old popularity (+flashlight popularity). its crazy how it works.

    this is probably going to lead to a really weird out-of-left-field nerf.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2990555#Comment_2990555

    It's also one of the top 3-5 perks used throughout all of the MMR numbers looking at the graphs on it, which clearly shows that it's definitely one of the meta perks currently used.

    https://us.v-cdn.net/6030815/uploads/HHFKZ36J5ESS/ud7fzcl-5b1-5d.png

    i think Most Effective Tactic Available is an odd classification for it and the implications here are worrying me

  • @Killing_Time said:

    https://forum.deadbydaylight.com/en/discussion/comment/2959949#Comment_2959949

    Dude, survivors can stomp you with no perks. Corrupt, POP, etc are a NECESSITY at high matchmaking. Even still, without Blight or Nurse you're dusted.

    And that's pretty much what I'm saying. I'm making the point that killers find it necessary to use game delay perks, and that game delay SHOULD NOT BE NERFED without base game adjustments that make it easier for killers to apply pressure WITHOUT those game delay perks. I don't know why you think I'm making a point against what you're saying, my friend. What I'm asking is favoring your argument.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/2956346#Comment_2956346

    We would rather come up with a way to make them less effective rather than punishable.

    With that being said, are you also recognizing some of the reasons why Killer game-delay-related perks are used by so many killers?

    And to be clear, even if you, BHVR, technically do not find them to be necessary for a balanced game, there are still quite obviously a very large amount of killer players that FEEL a l o t more comfortable playing the game with those perks.

    I don't think it would go over well if you addressed tunneling and camping (which would be great) and touched DS + BT but did absolutely no changes relating to the uncomfortable pacing of matches when game-delay-related perks are not in use, but still proceeded to touch pop, ruin, pain resonance, etc.

    I just hope these changes are fair and do not look at meta perks at face value. There are reasons why both survivor and killer perks are run, and base game compensation in the form of balance changes WILL be expected by this community, and there will be uproar if there isn't anything significant.

  • sloppy, obviously. its beneficial in both hit and run scenarios and after hooking. gift of pain only applies on a specific hook. 9% penalty isnt anything thats noticable.

    i see sloppy used far more than gift of pain. i probably havent seen gift of pain run since fall lol.

    even if a killer doesnt use an M1 often or ever, plenty of killers have mangled and/or hemorrhage addons that will be far more worth using over poopy gift of pain.

  • yeah they're dumb, i dont know how anybody could think that range isnt insanely strong lol

  • no sorry, apparently everyone thinks this would break the game for some reason lol

    it should 100% be an option, idk why it isn't. shadowborn is a meme perk that barely gives any value whatsoever in the vast majority of games, this is simply something that is not strong enough for it to be a problematic as a basekit feature that may be used alongside 4 other perks.

  • @UnluckyDucky said:

    https://forum.deadbydaylight.com/en/discussion/comment/2867971#Comment_2867971

    legit looked everywhere legitimate. looked on teh wiki, ive googled it, checked 3 pages of google, checked dbd threads--nothing says how LONG the frenzy lasts, without mods. trust me, I really, really, REALLY tried to look. if you would be so kind, and since its so easy for you, please send me a link that has this encyclopedia of information of every stat of every character in game, because I cant find it myself.

    and playing around her TVs, doesnt seem to do anything. unless youre willing to hold a tape teh entire game, or are really good at looping, theres hardly ANYTHING ive seen anyone can do against this killer. every game ive ever played with her i dont see more than 2 gens pop. her semi-stealth while is easy to see, its only easy if youre OBJECTIVELY LOOKING FOR IT. If i just happen to blink at the wrong time, i could miss her phasing animation as shes approaching, and most of the time her TVs are right next to a gen or objective, so listening for her is almsot impossible because the TVs drown out so much ambient noise--unless i take the tape. but even if I am able to get an audio or visual warning, theres hardly enough time for me to react. if she craws out of a TV, shes about 2m from me at max, and the audio cue maybe gave me a 1-2 head start on her. if i visually see her coming, thats about a 30m headstart and tahts ONLY if I saw her wayyyyy over there as she was phasing.

    ive been trying to find youtube videos on how to counter her and literally every "counter" video i can find is just some looping GOD going "lul so easy" which isnt an option for me. with 300+ hours in the game i know what sounds are supposed to sound like, and the static noise everyone calls her lullaby hardly counts as a cue to me because the entire game is affected by a static affect, both visually and audio.

    Frank, Julie, Susie, Joey or "The Legion" are one of 27 Killers currently featured in Dead by Daylight . They were introduced as the Killer of CHAPTER X: Darkness Among Us, a Chapter DLC released on 11 December 2018. The Legion are a band of merciless Killers, able to rush down helpless Survivors with their power, Feral Frenzy. Attacks made during their frenzy inflict lingering internal damage, downing any Survivors that are not quick enough to react. Their personal Perks, Discordance , Mad Grit


    the dbd wiki, the top result on google for "DBD Legion". scroll down, under the "Power Trivia" section to the "Feral Frenzy" category of stats. There you'll see,

    Feral Frenzy:

    • Power Charges: 10 charges
      • Coupled with a Power Depletion rate of 1 c/s, this makes Feral Frenzy last for 10 seconds.

    I'm not sure how ya missed it, but you can find, as I said, literally every number for every killer on the dbd wiki. it is always on their page under the power trivia section, just 3 scrolls down. hope this helps you dude.

    also, 300 hours in dbd is really not a lot whatsoever. don't beat yourself up about it. looping isn't the easiest thing in the wortld, and with time, you will find that this isn't an issue for you anymore. as for her audio cues, i have no idea what to tell you. i can hear her coming out of a tv from miles away and prerun every time. i don't know if it's a human brain thing, an audio quality thing, an experience thing, not sure. but i have found her TVs, and her cloak, to be very very easy to avoid. either way, as i said, you just need more time to bake your skills in the oven, and that happens naturally. no guide is going to help you. i was struggling hard too at 300hrs, even though it does seem like a lot. seriously, you'll be aight man, don't worry too hard about balance or the results of games.

    if you do wanna keep talking about it, how well do you perform in chase vs her?

  • @Mandy said:

    What do you think the issue is, what suggestions do you have for improvement?

    I don't know about you personally, but I don't see Myers' power being implemented as it is today. I think identity is lacking beyond the stalk aspect, which isn't the actual power. At the end of the day, evil within is a stat boost to an M1 killer, and I think there are more interesting routes you could go with that make you feel like you're playing as or against Myers rather than a basic killer with exposed and a window vault speed boost.

    but a lot of people seem to like him so I'm probably in the minority. if it were up to me, i think giving him a unique ability that morphs in strength and utility between tiers would be cool, alongside his current strengths.

  • I'm sorry but I think the addon is absolutely horrible. You need to get a BUNCH of chain hits just for a 4% speed boost that will ONLY activate once you've lost every single generator, and it doesn't even apply to your frenzy. I'd rather actually run addons that will prevent me from losing gens.

    If the upside was actually good and worth chaining loads of hits and losing every gen for, then sure, it'd be great. But 4%? Only outside of Frenzy? I can't see this addon as anything but a piece of flaming trash, though the idea is awesome. I think the upside needs a complete replacement personally; probably something that immediately activates upon getting 30 tokens, something that makes the power itself more interesting and effective rather than a little haste boost.

    Props to the dude who came up with the idea and the dude who programmed in addons having tokens, that's super neat.

  • @Kurri said:

    Sprint Burst is better, if you are skilled enough to use it.

    But they are not, so they use their "Press one button for free second chance" perk instead.

    what skill

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