HatCreature
HatCreature
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@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/884211#Comment_884211
This game can not be compared to games like Resident Evil. This is a multiplayer game, people don’t play with the feeling they are versing a monster, they are facing another player as their opponent. That’s why it will never be scary no matter what. You want to beat that opponent. Contrary to what people on the forum might claim, most people do just consider escaping as a win, or at the very least they die but the other 3 survive. Killer is 3-4 K. So why should the game be balanced to where the killer is constantly winning? It doesn’t make sense and is the complete opposite of balance. People like Mr coconut I’m afraid, don’t get it. The game would die if they had it their way. Survivors aren’t interested in playing kill simulator, this isn’t a horror movie. Each side has to get their share of wins (equal or at least somewhat close to it) in order to keep players on both sides.
I see your opinion and I disagree. The game is advertised as a horror game and it can be made that way with many strenuous tweaks that would take ages and isn't worth making because the game is far too along to make them. I have a dream of a horrifying and scary brutal game with this formula and it may not actually work but who knows, maybe it will and we don't know. Games like Dark Souls are difficult and made to be that way but also rewarding, those games aren't for everyone hell no, it takes someone who enjoys that for those games to be popular. Something like that and my dream horror game takes a special audience, possibly a small audience but an audience nonetheless.
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@Fibijean said:
They announced that about a month ago, but changed their minds due to player feedback.
From the Release Information that was posted a few hours ago:
In the latest Dev Update, we announced our plan to unlock a large list of exclusive cosmetics to all players on PC and console. According to the feedback we received, we decided to review the unlocking process for the following cosmetics:
- Hound (The Huntress – Event Mask)
- Untamed Donkey Jacket (David King – Event Body)
- Pro-Pain Hammer (The Hillbilly – Event Weapon)
- Free Song Bird Slip Dress (Kate Denson – Event Body)
As it was mentioned by many players, these cosmetics were earned during events and were representative of the player's dedication to the game. The way these cosmetics were stored created an issue where a loss of progress was possible, we've since switched to a more secure method of storage for event cosmetics.
At the time of the announcement, last month, we had no way to isolate players who had earned these cosmetics. Since then, we have found a way to isolate the players that have played the event and will be able to restore these four cosmetics on a large scale, only to players that earned them during the events. Keep an eye on the news, this will happen Soon™
Source: https://forum.deadbydaylight.com/en/discussion/108882/
Oh cool, I like this. Maybe they'll go with the idea of proper unlocking them through their related Event? I do enjoy seeing Event cosmetics because those people earned them and it's like a badge of sorts.
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The only good change to DW is that they can't do Gens until they Mend, very small change.
Other than that BHVR just seems to not care about Legion, this was made so they couldn't the effect and that's it. They still didn't fix the Pin add-ons and they still haven't addressed the stun.
Legion's ''ability'' is no longer a threat in the most remote of a sense. Their power is to injure and slightly inconvenience Survivors.
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To be frank, not Frank ;) if the Devs will listen to player outcry against Nurse and then a similar outcry towards Spirit but not give Legion the attention they deserve is wrong.
Legion was poorly designed on release, very fun and I loved it, but still bad. Since then almost every decision to fix or change them has resulted in Legion being weaker or harder to play in some or all areas depending on the change. Legion is in a special kind of crisis because their ability is tied to BT and the TR, their fix isn't as simple as Nurse's but needs special treatment that Freddy got. I won't say that Freddy needed the rework, ever, but Legion does because of the weird situation they are in where everything the Devs do will either break the game or break the Legion all because of the ability they mistakenly gave them along with the changes to BT after that.
Legion needs the Devs full attention, not some speed increase or a failed attempt at fixing the Pin add-ons, they need someone to actually look at these troubled teenagers and see they need help. They need to be heard and they need to be guided and shown the way out of their crisis by people who care about the,.
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Peanits, I think, did say that some of the Legion changes, or maybe he said PTB changes, would change depending on feedback so hopefully the Devs listened to our feedback of adding something that wasn't even considered and not in the PTB.
Speed changes are good
Mending changes are bad
2-3 second stun time for power WOULD make up for the Mending changes
FF going into the pattern of not a Basic Attack is really bad and silly
Pin add-ons STILL need tweaks, probably the tweak everyone has been saying but was ignored. Honestly the fact that the Pin add-ons need to be tweaked in the first place is completely idiotic, if someone in the Dev team actually played Legion the Pin add-ons would NEVER have been originally made to activate by hitting someone twice back to back...that was stupid and everyone said it was stupid Day 1.
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I think as a Survivor they are too small, I've been playing Adam a lot lately and the only charm I can use that I can see is the Claudette charm because it is so big, all the other ones are too small to clip through his coat. Also I can't see if anyone else is wearing them and visa versa.
As a Killer I really love that I can customize my hook the way I want and I am excited to see what other charms they come up. I like to put on charms that fit the Killer I'm playing and the options are small right now but when they release more it'll be fun to see what I can put on :)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/884094#Comment_884094
The challenge with the fail/win idea is that neither side want to enter a match feeling like it’s mostly guaranteed they will lose.
It’s the whole reason lobby dodging occurs.
A killer sees an item in the hand of every survivor automatically presumes they’re on comms, and those items are of the highest tier, with the best add-ons. (Whether this is the reality or not).
If the game were indeed balanced around a 3k average, then it’s also telling survivors that they always have a 75% chance of dying. Not particularly attractive odds. Why would anyone play survivor with that kind of almost guaranteed outcome?
Well this is a personal opinion but I would be ok if it was centered around a 3 Kill average as a Survivor but that's because I want the game to be scary. I grew up playing Silent Hill and RE so Survival Horror is what I live for and this barely has it despite the context. A Survivor dying, for me of course, should feel average and Escaping should be a great victory that is not often but MUST be done through hard work and hopefully fear and stress. That would be my ideal game because it would feel like a real horror game instead of what we got now, I don't feel threatened by any of the Killers unless they're a stealth Killer or it's Hillbilly because I know the tricks and I know the strats and I know the Killer can be easily duped into losing if my team is competent.
I know this is an opinion a lot of players feel strongly against and that's why I stress it's my ideal spot for this game as that would be more fun for me.
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I'm interested to see if I'll have fun with The Oni, I had fun during the PTB but I thought Demo was fun before he released too. I'm also excited to play the Legion changes, the speed increase is a step in the right direction and I hope they keep going with changes to Legion.
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@DeadByGayDwight said:
I was lucky enough to unhook someone as soon as the gates opened. I was scared that I would be put in a similar situation and never get the challenge done.
I've been rushing gens as fast as I can and even that has not helped, it is very intriguing to see this, this is a great time for Blood Warden plays but no one has been using it either.
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I really like the first idea as it is creative yet still has uses but I don't think it needs to be a totem. It makes people on the hook Blind, not really useful since everyone can see that person and it doesn't matter if the Survivor doesn't see anyone. It also makes people Oblivious when they unhook which really doesn't mean to much either since it would only give you a surprise if the Killer is coming which you would hear them before you make the save. The only way for the Oblivious to be effective is if the Killer is following scratchies from the Basement during the time of the effect or if the Killer is out of their TR range and somehow makes it back quick enough before everyone leaves the Basement.Basically the strength of the perk isn't good enough to be a totem in my opinion, maybe someone else will feel differently.
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How long was your lobby time? If it was long it may have skipped the Rank cap that doesn't work and gone straight to the people closest to you.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/883801#Comment_883801
Just seems like you were really just trying to stretch it to somehow fit in a rant. Someones gonna make a post showing off a cool cosmetic and you're gonna be like "Know who else think that cosmetic is cool...LEGION!!! WHO GOT NERFED INTO THE GROUND!!!"
Not really, it was actually an observation that makes a connection to what I brought up. There is a pattern if you really look at it, I mean why else would they change the number to something incredibly small if it wasn't to address the overwhelming concerns people were having about the challenges? That's why they decreased the number and then I saw the connection as to why the number was so low only because you showed evidence that it was lower than the previous level's challenge.
If you don't like my observation that's fine, it was just something I was connecting.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/883614#Comment_883614
This isnt really "nerfing" anything, just thought it odd a challenge in lvl 2 was harder than its lvl 3 variant.
Yeah I know, I just couldn't think of the appropriate word to use that make sense with this subject while also lead into my rant that ties in both subjects. It is odd that the Level 2 is more but like I said when BHVR does something they go all the way which is why level 3's variant is easier than Level 2's.
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@StevePerryPsychOut said:
https://forum.deadbydaylight.com/en/discussion/comment/883614#Comment_883614
Yikes, my dude. You seem a bit overly invested.
Probably, yeah. I'm going to be taking a break soon because I'm getting bored.
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Well you know BHVR, we ask them to nerf something they'll go all the way, just like they did with Legion when they tried to balance him the first time, they fixed the problems we were having with them but also chose to go overboard with unecessary things as well. I think they go overboard so they can show us they are listening and that like the Killers they make less is more. ''Oh is that 25 bothering you ok got it I'll shrink it to 5 so you'll feel better. Oh is that Killer too strong, ok got it I'll gut them in every spot that matters so you'll feel better''. This isn't sarcasm or me being a smart ass this is just an observation on my end that is probably poorly worded so not everyone will understand what i'm trying to say.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/883536#Comment_883536
At the very least a response saying they dont have a stance yet would be better
I don't like picking on people but my concerns are legitimate as our everyone's. I'm a smart ass and use sarcasm instead of straight insulting people but I don't enjoy doing that to the people who work on the game I love playing but it's hard not to be irritated by stuff like this. To be honest if they didn't say why they made Legion's Mending lower to 12 seconds I wouldn't be this peeved because I wouldn't have that slice of info. Then again it would be nice to know that the Devs are actually listening to our concerns about Legion and are going to work on it with respect. It just feels like they only listen to half of what we say and are confused as to why we're always angry.
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I like how this post that's talking about how the community explicitly feels about the Devs and their response to on concerns has no Dev or mod on it BUT the post about Wraith being unfun has 3 Devs on it.
Kind of feels like our concerns are being brushed aside and ignored.
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@NovaliumTS said:
https://forum.deadbydaylight.com/en/discussion/comment/883480#Comment_883480
Yep my typical 'tunnel' as survivors call it normally lasts between 10 to 20 seconds from hitting them and they mainly get annoyed because ill rather go after them instead of go look for someone after i just hit them but with camping i never camp unless there as scratchmarks all over the place in which ofcourse im not gonna go anywhere if i can see someone else but i always leave the hook to go after said person
That's the problem, you're using a valid strategy and you're playing smart. They automatically see you as an ######### so anything you do will set them off, Leatherface gets this same treatment.
You're not actually tunneling or camping, it's their fault for being stupid and making it obvious they're going for the save or are hiding there and won't leave. If they crowd around the hook then you have no reason to go anywhere, that's not camping because they're the ones forcing you to stay behind.
I got the same kind of match with Clown and it was an ok match, they made it very easy to kill them as they were crowding around each other and I figured out real fast there would always be someone next to whoever got downed. Survivors will ALWAYS find something to complain about.
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Well from my experience people just don't like going against Wraith because a lot of them are campers and hardcore tunnelers so they probably aren't complaining about the add-on but that you're playing a Killer a lot of ######### people play.
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Plague has very simple mind games which is one reason I don't enjoy playing her.
- If she has normal vomit then the Survivor knows she wants to Break them and will either never drop the pallet until they are Broken or use it early. From here Plague has to either Break them fast enough to avoid this scenario or play the pallet which 9/10 times is a bad move since you're super tall and every move is obvious.
- If she has Corrupt Purge then the Survivor knows to hide inside the loop, make tight corners, always drop the pallet early to waste her time, Survivors will then switch to jungle gyms to avoid Plague since those are now her weakness instead of an asset since they are the only tiles that hide her height but now they work against her since she will focus on vomit hits which is harder in these spaces.
Overall her mind games are brain dead simple akin to Billy, Leather, and Demo, no real strategy except they break the pallet or no. Plague has a counter, it's called git gud.
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So everyone has already said why this idea is bad but here is an alternative to your idea.
What if every character was allowed to use 1 perk from their own personal perks in addition to the 4?
For example: One of Dwight's personal perks is Bond so he can choose to use Bond and then use Open Handed, Kindred, Urban Evasion, and Spinechill. This build is for being stealthy and if you need heals you can find your buddy which you can find very easily and if you're on the hook everyone sees everyone. Bond isn't actually needed in this build but it's an example. Another example is that Hag starts with Ruin but then she can run an entire build free from the fear of not being able to use Ruin because she starts with it for free.
This idea wouldn't help every Killer as all of Demogorgon's perks suck(pretty embarrassing for a highly anticipated licensed character) but you get the idea and it could help a little bit in having a little more freedom for perk choices and make every Survivor unique instead of just being a skin.
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@MisterCremaster said:
https://forum.deadbydaylight.com/en/discussion/comment/879060#Comment_879060
I'm so glad I don't play on PC...
I got those kinds of messages on the PS4 too, I prefer playing solo myself as being on comms is way too much of an advantage and takes away the fear of the game.
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I have been told many times in chat during the lobby that if I don't join my team's Discord they will leave me to die so having time to leave the lobby is great. Also having time to readjust your loadout is important or even switch character outfits so everyone isn't the same character making it easier for the Killer to accidentally tunnel you.
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The funny thing is that it took forever for it to get broken.
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I'm excited to play as someone new, the Japanese culture is beautiful and I really like the attention to detail with how Oni handles his katana. The Oni has some issues and can be quite weak if he doesn't get his power quick enough in the match but that's nothing new since Myers is the same. He looks fun and he yells a lot, loops don't seem to be an issue with him once he has his power so maybe I can avoid loops until I get the kanabo? I think being able to break pallets when he's charged up is the right thing because it means he avoids the tiresome simple mind games that Billy, Demo, and Plague have which is just another reason I don't play them.
Yui seems fun too, her style is similar to Nea so she might be my next favorite Survivor, I don't know yet but I'm excited to find out :)
Legion needs buffs and respect.
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I'm looking forward to the speed changes but I am absolutely disgusted with the attitude and lack of respect the Devs have towards Legion, it is obvious.
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It would be so nice for Trapper to get an update, he was outdated on the game's release. I was explaining his power to my sister who wants to play this and she understood he had problems from the moment I started talking about him. ''He has to search for his traps?!'' she said, even she saw that was a problem and it's been 3 years and the Devs decided that picking up and placing traps faster was the solution.
Trapper needs to either
- Start with all of his traps
- Spawn in first and have a 15 second grace period to place traps then teleport back to his spawn location
Other than that I can only give suggestions like have different kinds of traps other than bear traps, maybe have a bomb which injures but cannot down?
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Hmmm, pretty sure if I got to Rank 1 as Killer and then didn't play for 3 months and I was still at Rank 1 I would probably suck real bad since I haven't been playing. Guess problems like that just don't exist?
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To be honest the only problem from this is that they originally said it would be today which is out of character for them to give us an exact date on something.
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This would be very helpful actually if there isn't an indicator because if I point at the Killer they can't see they would probably runs towards the Killer. Don't think this would happen? Did anyone think Legion could moonwalk Survivors?
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I saw ''Friendly'' as ''Freddy'' players and I came to watch all the Fredheads burn this place down lol I am pleased I read the title wrong but you are still wrong sir/madame as banning someone for being nice is the most disgusting thing to do, I mean bug testers at Fallout 76 are getting banned and that's being above and beyond a nice person.
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Pretty sure I already know what my stats would
Survivor--Escape Rate 24%
Death Rate---75%
But those don't mean anything at all because my playstyle is purely Altruistic in saving everyone but myself, my death doesn't matter as long as I'm helping my team those ratios don't actually determine balance because of the context.
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My ideal build is Enduring, STBFL, Pop, and Thanatophobia.
This covers all bases except the endgame, Thana and Pop for Gens Enduring and STBFL for chases.
Right now I am using Devour Hope, BBQ, Brutal(because I don't have Enduring), and Pop. You can switch out Devour for 3rd Seal, it isn't really powerful but it still encourages Survivors to look for the totem but I'm using Devour as a surprise end game perk; of course that's what NOED is but this is earned.
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I buy Killer skins lol even though I can't actually see me wearing them I want to show off my sexy body to the Survivors.
I don't think it will turn into a competition, I highly doubt they'll ever be on a competitive level but I do hope they instead learn from each other. Death Garden solved many issues plaguing DBD and this game could learn from them as the two games are similar so perhaps this will happen with these two games instead. Though I highly doubt that though since I have not heard anything at all of changing actual Objectives or redesigning Gens and such, Gen rush is here to stay and Gens will still be boring.
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Keeping everyone injured is important but knowing when to pinball and when to keep chasing is even more important. If you find your first victim next to a Gen I wouldn't activate FF yet, just M1 them since they're near an objective. After that hook is when you start pin balling since everyone's priorities are scattered, try to get as many as you can injured because DW sucks and the Devs agreed.
I would suggest Knockout, with Knockout you can slug one person and if you have 3rd Seal you can make it harder for them to be picked up. With them on the ground and Thanatophobia you're forcing the Survivors to do more than Gens and distract them with healing and helping their friend, best case scenario is getting 1 Survivor on a hook while someone else is till on the ground.
Corrupt Intervention is good for chase Killers like Legion as the area for them to do Gens is smaller and therefore easier for you to use your ability.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/872459#Comment_872459
I like this idea! I'm starting to like anything that gets rid of Deep Wounds on Feral Frenzy honestly. Deep Wounds is the main issue with Feral Frenzy in my eyes. It's so stupid to tie it onto Feral Frenzy, cause it makes it either BROKEN or useless. Deep Wounds is so nonthreatening it's ridiculous OR it's broken in half.
Thanks, I wanted to bring in the feeling of being multiple killers while also keeping what we already enjoy which is constant stabbing and sprinting.
I really hope the Devs realize DW is the real problem, maybe they already have and are just trying to avoid doing anything about it for now since it could take a while.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/872465#Comment_872465
Hmm..I dunno I like his premise just not the delivery
It doesn't have to be like Hillbilly, basically just keep the concept of designing the power to be less punishing when using it to travel around the map because right now that is not a valid option because of the 4 second stun, no one else has that.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/872448#Comment_872448
For now I'd settle for dw disappearing..that one change eliminates legion as a balance threat and leaves more room for creative changes and ideas
I firmly believe changing Legion into a map traversal Killer rather than a slowdown is the way to go. Take away the DW and give him something similar to Oni when his power runs out, that small slowdown, and then Legion can use their power to travel around the map and injure people. Without the DW though he would need a faster recovery speed or make him like Billy where he can just charge it up but then he is unable to recharge his power when he hits someone.
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I made a Legion rework a while ago that some people enjoyed so I'll put it here, it isn't a complete rework.
When Legion starts the match they are Undetectable and cannot attack. Upon activating their Primary Ability, Legion, they receive their Terror Radius, Red Stain, and can attack normally. Legion can go to a Locker on the map and activate Legion to switch to a different member and receive the Undetectable status and be unable to attack once more. This can activated 4 times as there are 4 members and once you cycle through them activating each member you will be unable to have these effects back but can always change members.
Legion's Secondary Ability is Feral Frenzy. While in FF you run at 130% movement speed, can Vault Windows and Pallets, and hit Survivors, upon entering FF you scream in a rage notifying all Survivors. You are unable to down Survivors while in FF, whenever you hit a Survivor you recharge your power and are able to see the Auras of Survivors within your TR. If you manually end your power or it runs out your movement speed will be considerably decreased and your lunge is reduced for 2 seconds.
Add-ons will increase Duration of FF, add in effects for stabbing with FF, increasing the amount of times you activate Legion and become Undetectable.
Frank's Mix Tape---''Frank's heavy metal beats drown out what Survivors need to hear to survive'' Survivors are unable to hear you activate Feral Frenzy.
Stab Wounds Study---''Reading this thrilling study awakens a deadly ability'' When you stab a Survivor in FF you no longer see Auras but instead see Killer Instinct.
MY THOUGHTS
Basically this turns Legion from a slowdown Killer into a semi-stealthy Killer who uses their ability to track and move around the map with ease. By seeing Auras you give your own perk Iron Maiden actual synergy with your power as naturally Survivors will hear you activate FF and know to hide in a locker to avoid being seen, therefore Iron Maiden picks up the slack as an anti-counter.
Legion's stun is replaced with an out of breathe state as you don't scream when you're done you gasp as you're out of breath and that's why you move slower and hit shorter. I got this idea from The Oni as that's what happens when his Bloody Fury ends which is much more powerful than this.
Legion's formerly best add-ons will once again be top tier as both of them give Legion the edge in what will be his newest biggest flaw, Survivors knowing he's in FF. Frank's MT will stop Survivors from hearing you're in it and when they hear your TR they will naturally think you're just walking. Stab Wounds will instead give you back Killer Instinct so you can see Survivors hiding in lockers.
POSSIBLE ALTERNATE FORM OF FF
I don't know if this would be better but what if----To activate FF you have to hold down the power button and then it has a set amount of time you can use it similar to Hillbilly. When you strike a Survivor it does NOT recharge the power. If Legion's FF was similar to Hillbilly's power then it would be more reliable to use for traveling instead of injuring as you can just hold down the button and then full speed ahead. The downside comes from no recharge on hit but it is still fair since the ability can only injure.
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Deep Wounds is such a problem that new perks with ''Oblivious'' and ''Undetectable'' have to be carefully created to be bad JUST so Legion can't exploit it, it is holding back creative and strong perks just because 1 Killer can take advantage of it while others can actually play around it.
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Freddy is fine, the problem is Deep Wounds which would be obvious if you actually wanted to complain about the problem and not Freddy. This same strategy can be used on Ghostface, Pig, Mikey, even Wraith who can do this the best since he can instantly take away his TR.
DW is such a big problem that Legion is forced to be weak he cannot be buffed without being too powerful because of DW. This was one of the biggest mistakes in the game so far, sure it sounded like an amazing and great idea and it is for the most part but the problem is that it comes from Borrowed Time which never designed to be a weapon so it is inherently too strong when it comes to the Killer using it.
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unhooking 2 Survivors during the EDC is a terrible challenge, good luck everyone and please @ me if you manage to do it.
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@Widowmaker8197 said:
https://forum.deadbydaylight.com/en/discussion/comment/868052#Comment_868052
Maybe if half the killers that played this didn't tunnel we wouldn't need to bring DS
Hell yeah, I hate it that every time I take off DS the very next match it would have saved my life but every other match I might not get to, I don't like relying on ######### like that.
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Legion
They had an interesting concept on release but it wasn't the right thing to do, they fixed their mistake and balanced them but in the process weakened them. They implemented some more changes but weakened them in different places that matter, all around the Legion has been on a roller coaster of torture they don't deserve. The community has expressed their concerns and the Devs barely paid attention according to this latest chapter so I think reworking them is the best choice as it allows them to come up with a better power that can't be accidentally exploited which is the only reason Legion has all these problems.
Legion is a group of teens who play together and kill together, it would be cool to get a power that reflects that. I love Legion and when they came out they were a shot of adrenaline and bloody action, I want that back.
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@underlord99 said:
Honestly I dont really understand why so many clown mains use Brutal strength. I usually use STBFL, BBQ AND CHILI, RUIN , AND POP
I prefer Enduring on Clown over Brutal, Clown's power slows people down so it benefits him more to swing through pallets since he has more of a chance to get that hit, hence Enduring saving you time if you miss.
I don't have STBFL on him yet but that looks like a good build, I personally would switch out Ruin for Devour Hope for late game pressure as Pop is the more consistent Gen protector perk in that combo.
My ideal build on Clown is Enduring, Thanatophobia, Pop, & STBFL. This covers all bases except the end game, Enduring for chases, Thana for map pressure, Pop for Gen pressure, and STBFL to add some extra lethality which is just good all around. I don't have most of the perks though, Bloodweb hasn't been kind to me lol
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/868052#Comment_868052
Most of what you say is true, but let's get this straight; d-strike as it is now only exists because it's necessary, as is BT. Of course it can be used to be toxic, and often is at high rank, though. And that is an issue I sadly don't see being dealt with until the underlying problems that lead to its necessity are done with too. Which really sucks. because playing vs red rank survivor 4-mans is a horrific experience, especially with the way those perks get abused there.
I do agree that BT and DS can be almost absolutely necessary, I hate going in without BT because it means my saves could potentially have the opposite effect and get them killed. It is always refreshing to face a Killer who doesn't immediately come back to the hook when I save someone. On the other side I hate it when someone saves me without BT and I didn't bring in DS because that's death right there and it didn't have anything to do with me playing badly or even the Killer, if you make an unsafe save in the Killer's face there will consequences.
Sadly DS isn't just anti-tunnel, i've seen it get used as a weapon multiple times, by me and other Survivors. Everyone says ''well if they don't tunnel'' or ''just don't pick them up'' but it's not that simple. If you have DS and someone is on the hook you can trick the Killer into grabbing you and then use the DS and get your friend off the hook and high tail it through the gate; it lasts 60 seconds and a lot can happen in that time so it's very easy to forget who just got unhooked.
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I never got to use this perk, is it that strong? Do you think the increased movement speed is worth it, I know it's meant to trick the Killer into swinging.
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Freddy, Ghostface, Legion, Clown, and sometimes Pig, those are my go to Killers right now.
I enjoy Killers who can juggle Survivors and whos ability hinders them in some way passively, even if I'm not there I'm still around; creeping in their mind. Clown is the only one on that list who cannot do that but he is so ######### jolly how can you not love him?
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@StevePerryPsychOut said:
https://forum.deadbydaylight.com/en/discussion/comment/868154#Comment_868154
Very true, to be clear I don't think 60% is an unreasonable kill rate. I think expecting perfect 50/50 win loss rate in an asymm is a bit unrealistic. I don't think the kill rate ceiling should extend as far beyond that as it seems to now though.
I'm mostly worried that the game was so survivor biased for so long that many have become blind to the possibility that killers have come into their own and perhaps have gone a bit too far in specific cases.
I don't think we've reached that point yet, sure Spirit was and probably still is an incredibly designed Killer and I think the no collision while Phasing was a great choice and should have been in from the beginning. But I don't think we're at the point we could be getting strong Killers by accident with Demogorgon's perks and Legion's inconsistent and deaf changes. Maybe The Oni is the start of that? I don't know, I'm probably just so annoyed by the whole situation I need to take a step back and have another break.
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@StevePerryPsychOut said:
https://forum.deadbydaylight.com/en/discussion/comment/868139#Comment_868139
I think it's wise, the only way to truly balance the game is to make the survivor experience consistent, otherwise the balance point for killers would be much too strong against solos, or much too weak against swf.
To be fair even the killers who are considered the weakest are at or around 60% kill rate. Case in point if you'll allow me my own anecdotal evidence; I was playing solo on a team of rank 4-5 players who got destroyed by a leatherface, I only got out on a hatch play.
I must confess it was very odd to see the stats, from what I understand the stats are not 100% accurate and don't account for several variables but yeah it was odd to look at. I've gone done to weak Killers loads of times and it was always because I played badly or my team played bad, the game is a trail of dominoes and if you flick the right one it will keep falling towards a conclusion you can't avoid.
