HatCreature
HatCreature
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- HatCreature
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I've been having sinmilar problems as well and it's very frustrating because sometimes I lose my Rank progress.
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Susie is my new fav so seeing her is always fun. But I will say that this killer is more stressful than most, which is good. There is no counterplay except not being caught, if you are with someone and you see Legion come up just run far from your buddy so you can time out Legion's Frenzy. And if you get caught, just run for as long as you possibly can, loop like you've never looped before and waste their time. I wasted a Legion's time so bad they lost 3 Gens during that chase and I had Deep Wounds.
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I'm so happy they came back
I haven't had anyone blind me yet but I won't be mad, they're so pretty and rare. I love doing drive-by fireworks on Kill Your Friends so I'm beyond excited these are back. -
@SmokePotion said:
Use their salt to tastify your games.Seriously, they will call you a tunneler even if they walk right into you after an unhook.
They will call you a camper if you go smack a nearby gen, and circle back for the unhook that usualy comes when the sack bar is at 75%
And let's not forget everyones favorite complaint, basementing.
I get so much salt for throwing survivors in the basement. Which is weird, since it's usualy the best place to put a hook. (not always)
I love the Basement, it's so funny when they accuse me of camping despite the fact they can't see me lol I could be almost halfway across the map but my TR is still by them so they think I'm camping lol
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I agree that his addons are pretty uncreative, half of them are worthless and could be replaced with something that effects Mending. If you need your power to refill faster then you're pairing with one of those Purples, if you're using the pin you're just weird because you NEVER injure someone out of Frenzy and then Frenzy them. We need more addons that either effect Mending or addons that add more effects like Hindered or slower repair speed, etc. Hitting someone with Frenzy and making them Hindered would be super powerful because then you could down them with normal walking speed.
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If you can't escape from a slow killer who isn't using their ability to catch you, then you need to git gud because you sound like you could be caught by a Hag who doesn't use traps or a Tier 1 Myers, who is actually slower.
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Also the killer needs to be good at this, I have a hard time following scratch marks so I don't think I could do this effectively. Also the longer you're in a chase the more points you get, if you know he's doing this just don't let it happen, continue the chase, run in front of them, use their crappy blood trail technique against them and waste their time just running away from them for as long as you can so your team mates can do the Gens. Might as well keep using Adrenaline for a while until you can come up with a better counterplay instead of just giving up.
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@thesuicidefox said:
@HatCreature said:
I've been using Stridor for the first time and the grunts of pain are not as loud as I was hoping, but this perk combo seems interesting. I never wanted to use Whispers because it's not exact, it's just an area but using Spies with it helps, I guess you can use Strior as well but I want to try this because I never use Spies, I don't like how it works but I'll try it.Sound is bugged to hell right now, and Stridor is really hurt. Wait until they fix sound and try it again, I guarantee you will like it more. Almost mandatory on Spirit, and helps Nurse and Huntress to snipe through corn with ease. You also can't hide your cries of pain, even with IW because Stridor trumps it, where you can hide your aura. As long as you have a good 5.1 headset, Stridor is very good yet underrated perk.
Whispers by itself is also amazing. It's not so much you use it to find survivors, more that you use it to save time. Walk up to a gen, if it's within 32m and Whispers doesn't proc they aren't there. If it does you know to move closer to the gen. Also helpful for defending totems, gates, and even the hatch. It helps you find the first survivor quickly, and helps you zone out the last survivor. Walk up to a jungle gym and if it procs they are probably there. Move around a bit and see when it goes dark, then backtrack. Eventually you will find them. Don't rely on it to find survivors, just use it to save yourself time. Also I use it on Hag to know when survivors are near. If it's dark I put traps EVERYWHERE because chances are no one can see me.
I knew thaty things were louder than normal but did not know others were silent as well, that's good to know thanks
I'll definitley try these out now. -
This is really exciting, I hope Pig gets some buffs because I love going against and playing her. I have a hard time using addons that actually help her and her traps are not scary unless you're going against bad Survivors and care them away froma box or force the explosion. I love all these ideas, I guess Peanits never looked at this, I'd tag someone else but still don't know anyone lol
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They did mention that they would have his meter not deplete all the way when you cancel his power which is awesome, if your idea was in his base hit then he wouldn't need any of his speed addons which would be great because the Devs could find better addons than what we got. The pins are useless, I don't think anyone needs the rulers to make his ability to charge faster, Duration, Speed, and everything that effects the actual Mending is what is important. So that's two addons that could be chnged into something useful, your idea would make it three, or maybe not, adding more speed to the extra speed from his base kit every time he hits someone, he could be faster than Billy

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I've been using Stridor for the first time and the grunts of pain are not as loud as I was hoping, but this perk combo seems interesting. I never wanted to use Whispers because it's not exact, it's just an area but using Spies with it helps, I guess you can use Strior as well but I want to try this because I never use Spies, I don't like how it works but I'll try it.
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@That_One_Scrub said:
I like to play against Huntress almost as much as I like playing as Huntress. Other ones I enjoy are Trapper and even Billy, to an extent.I hate playing against Wraith, Leatherface or Hag though. I find them to be more likely to disallow you from playing the game after first hook, depending on personality of the player.
Camping Hags are so silly, every time I see one I just shake my head because they don't know how to use her, it's embarrasing to see and pisses me off. I like the Killers you enjoy going against, you like the tension they bring that's awesome.
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I love going against Pig, Clown, and Spirit.
Pig offers something different than the generic run and hide like most Killers do, you also have to contend with the traps and it adds another variable to the game. I don't try to get it off until it's active because it makes it more fun, that thrill of a real game of live or die, not like other players who just take it off because they can't handle the stress.
Clown is the best anti-looper so he's a challenge to face in a chase if he's good, also seeing how they cut off the loiops I take helps me to be a better Clown when I play him, he's just very entertaining.
And Spirit is just scary, she pops out of nowhere and slashes you in the face, if she's good, she's like a real ghost which is awesome. I'm on console so not many people mindgame which pisses me off, I want that challenge, that fun of trying to outwit your opponent but not many people do it as Survivor or as Spirit so that makes me sad.
I don't like going against Wraith, just Wraith. And it's not because he's a bad killer it's because the people who play him are bad killers, 9/10 Wraiths I face are campers and they suck. I know camping is a strategy but they don't do it right, all the camping Wraiths do it just to do it and it's boring, if you're going to camp then do it strategically or when it is necessary don't just do it because you can. Camping Leatherfaces are more entertaining because they have a chainsaw and use Insidious, camping Wraiths are just losers who don't use his ability to his fullest which is sad, I like Wraith but most people I face who use him are just bad.
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@FayeZahara said:
M4rkay said:I had this in mind. When legion has exposed status effect on a survivor. The second time he stabs the survivor with frenzy(which would put him into fatigue), resulting in a down instead of lowering the deep wound bar. OR. Make it so the frenzy always gets refreshed every time he stabs the exposed survivor.
Does this sound great?
It is something cause want to use rancor with him at end game. But not worth it unless have already built up bloodlust by normal movement.
I've been using Rancor and i've been getting lucky and I chase them out into the open.
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I'm on console, my only problem is hitting in Frenzy, they're dodging me really easy but I don't think it's tech issue, just me. Not noticing a speed decrease or anything, though I don't go as far as I like.
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@The_Crusader said:
Ok but survivors have to get 3 unhooks each to earn decisive strike.I don't use it but I think having 1 safe unhook is a good idea, earn that escape just like you earn Deliverance.
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@Dwight_Fairfield said:
It takes focus and work to use the Nurse, and players love her. So that blows your idiotic theory away doesn't it.''LOL''
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@ShyN3ko said:
@HatCreature said:
An excerpt from my post about the Unrelenting merge explains it would be nowhere near as powerful as the Machinegun Build''We all know about the machine gun combo where Unrelenting effected Succesful and Unsuccessful attacks just like the old Save The Best For Last, together they had a 55% decreased cooldown for Succesful and 50% cooldown for Unsuccessful attacks. But they both got nerfed with Unrelenting having 30% on Unsuccessful and STBFL having a max 40% on Successful attacks they are both weaker but still separate. How about we get rid of Unrelenting entirely and just combine it with STBFL and not change anything about it so it would read something like this: As long as the Obsession is alive you have a 30% decrease on Unsuccessful attack cooldowns and when you hit anyone who is not the Obsession gain a token granting a 5% decrease on Successful attack cooldowns with a maximum of 8 tokens, hitting the Obsession removes 2 tokens. And that's at Tier 3 of course.''
Sounds good, but i have always a hard negative opinion about.
When you fail, you got rewarded.
And that UnrelentingI can understand that, I don't use Unrelenting but I have seen some players use this during chases to get more distance. You lunge at a pallet and if they don't drop the pallet you get more distance and that cooldown and you can hit them. I also just made a post about NOED being reworked if you want to check that out.
https://forum.deadbydaylight.com/en/discussion/35624/noed-rework-idea-opinions#latest
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I don't like it either, I used to do this but now that I'm more experienced I don't do this anymore, I will always work on Gens to help out my team, but I will never kill myself so you can get out lol. I know this is common in the low ranks but I don't know how it is in the high ranks if people still do this or not.
Maybe a way to fix this is something like if 2 Survivors are left and a Gen has not been worked on for 2 minutes their Auras are exposed for 7 seconds, this way the Killer is no longer held hostage and someone will get killed and one can escape. But if they are doing Gens then this will never happen and bam, no problem.
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@Dustin said:
I really like the idea but the main argument to this is Devour Hope exist. Although with this perk there's the risk of since every survivor is exposed once if you don't deal with them there and slug them for example they could potentially get back up and not be exposed anymore and get out due to a full heal.I don't think this would need to be a totem because your plan is to let the 5th gen be complete to even use this perk while Devour Hope you could potentially use it before a set number of generators are done. The main question to this is do you continue to gain tokens after the gates are powered? I feel like if that answer was a no this perk could easily be taken off of totems.
Devour Hope needs 5 unhooks with a proximity, the full power of this is 9 hooks so this requires more work for what Devour also provides. And no once the last Gen is completed whatever hooks you got is locked in and you no longer receive tokens.
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@artist said:
u know I'd think I'd rather deal with noed how it is nowToo complicated? I know it's got more work in it but this has Moris as well and you work for it which rewards what you have done so far. I mean love NOED as it is, I just hate the totem and Survivors cry for a rework so this my attempt to be ''fair''.
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An excerpt from my post about the Unrelenting merge explains it would be nowhere near as powerful as the Machinegun Build
''We all know about the machine gun combo where Unrelenting effected Succesful and Unsuccessful attacks just like the old Save The Best For Last, together they had a 55% decreased cooldown for Succesful and 50% cooldown for Unsuccessful attacks. But they both got nerfed with Unrelenting having 30% on Unsuccessful and STBFL having a max 40% on Successful attacks they are both weaker but still separate. How about we get rid of Unrelenting entirely and just combine it with STBFL and not change anything about it so it would read something like this: As long as the Obsession is alive you have a 30% decrease on Unsuccessful attack cooldowns and when you hit anyone who is not the Obsession gain a token granting a 5% decrease on Successful attack cooldowns with a maximum of 8 tokens, hitting the Obsession removes 2 tokens. And that's at Tier 3 of course.''
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I had a similar idea with your Territorial Imperative but I thought it was so different it deserved it's own perk, I called it ''It's A Trap'' because it is basically a trap. You're defending your territory if you're keeping them down there.
Brutal Strength--what do you mean shockwave? Like when you destroy a pallet and a Survivor is nearby they stumble or fall down?
Third Seal---How do you make Survivors more Blind, they already can't see people on the floor, on hooks, can't see your Aura, no Bond, no Empathy, no Alert, everything with Auras is blocked.
Bloodwarden---I think that's too powerful, I would like a timer like the other perks have. Although I do think increasing the time would be better because some maps are so big that you might hook someone too far away and by the time you get there it might not be open but you lost a lot of time getting there. A minute 30 would be fine.
I have opinions on Iron Maiden, the exposed timer needs to be longer, 60 like the other perks. I got exposed from this several times and I never got caught until I LET them catch me, I stood there waiting for them to get there so someone could actually use it and feel accomplished. They almost didn't make it.
On Unrelenting I actually made a post that no one cared about saying that Unrelenting should be merged with Save The Best For Last, don't change any values just merge them into one perk. Because Unrelenting is good against experienced Survivors around pallets and good for beginner killers but that's it, it's a small change and would be better suited merged with another perk so it doesn't take up space for something better.
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I do enjoy the idea of each wrong box shaving off 10 seconds, with the amount of people who pick the right box on the first try it really hurts. I've gotten my head popped very rarely, my most recent was on Haddonfield, I only died because the first box I went to the Pig was there and I got chased to the next one. That first box had my key apparently.
Pig really does need a touch-up, her perks are bleh, Surveillance is a joke because it's not usable, Hangman's Trick is in case you need it but turns out this time you didn't so you wasted a slot, and Make Your Choice I feel needs a notification on who did the save, even if it isn't an Aura showing where they went at least show on the bottom corner which Survivor did it so I can look for them. I never use MYC without Territorial Imperative because I get an early notification that I should start making my way back.
Also what if Pig had addons that changed how the box worked? Like Doctor can make Illusary pallets but what if an addon made the Boxes with skill checks like Ruin? Or the noise notification was slower? That could be deadly.
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@Hex_A_Decimal said:
He needs buffsAND nerfs (imo)
1) The bleedout should occur slowly even during a chase. (25% speed, maybe?)
2) The fatigue animation should be about twice as long imo... The current set up, he has waaaaaaay too much tunnel potential imo. I mean the cooldown is not all that long, the activation isn't delayed, etc. He Frenzy hits you, his speed negates your boost, then he hits you again, and the fast (and non-screen obscuring) fatigue animation means you don't really have a lead to speak of, so then he just follows again for a few seconds and boom. Basically, I don't feel there's a legitimate ability to lose him after being found.
3) Change his Deep Wounds mechanic so as not to be "chase" driven but rather to be "proximity" driven. The way it currently is now, killers do one of two things- Disengage the chase and circle the areas so as to make sure you go down because you can't get away without leaving scratch marks and giving yourself away due to depleted deep wounds (which I believe is unintended in his design).
- Approach while walking at enough of an angle to keep you on the camera, but not to trigger the chase mechanism, so as to chase you while forcing the deep wounds counter to go down at full speed (which I'm very confident was unintended in his design).
I have lost many a Legion, the only time I go down is I'm at a bad loop or they force my bleedout in a loop. Once you're hit, IMMEDIATELY look to see where they're going, if they leave, Mend, if they chase then run for as long as you can and try to get lost. I looped the shack so hard I ran away and he STILL thought I was looping him.
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@KingB said:
Add a token system to his power. Everytime he hits a survivor in feral frenzy and adds deep wound to them he gets a token. Each token knocks off whatever amount of the timer. At 4 tokens his next attack instantly downs the survivor.While this sounds good I don't think it can work, lets just say if it was 4 tokens then that would be easier to achieve he'd be downing people like crazy super fast and suddenly his bleed out ability is no longer a thing, it's just a fast down. Now if the 4 tokens reset after you down someone, that would be a great addition to his power because he'd be like Michael but less powerful. Like Michael as in his power has tiers and once it reaches the highest it resets.
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I was also just thinking why doesn't Legion have any status effect addons like other killers? Why can't Legion also put on like Gen Speed reduction or what if his power also Hindered Survivors as well, catching up wouldn't be hard if they're slower.
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That's what they're doing, they're also discussing other ideas like if someone is already injured with no DP then it could take 3 hits to down.
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I think the pins are almost worthless, they serve a purpose but it isn't worth using compared to other addons, and if you're constantly hitting people normally then you're not playing correctly.
Also I think the Reduced cooldown addons would be more useful if they also gave a temporary speed boost like the original Windstorm on Wraith. That way the technique the addon incentivizes can actually work.
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I really enjoy this totem but it does have a skill cap and good Survivors get through it. I think having a fake skill check noise would help, have the normal delay but also have random fake skill check noises to confuse players.
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@N_o said:
@HatCreature said:
@laKUKA said:
He is ONLY viable with purple addons of 3 hits down...Last night I tried out the Cold Dirt and Joey's Mixtape to try and do the stun really close after I inflict Deep Wounds. I got a 4K but I think it only worked because I always caught them out in the open and they didn't even try to loop. Against players who actually can loop this strategy wouldn't work because you could never be fast enough to catch them with a normal hit, I've looped several Legion and they all gave up on me eventually because they were trying this technique.
So yeah, having the addons that make it 3 hits with Deep Wounds is the only way to play him against good Survivors. Maybe if Legion has what Wraith and Spirit have, a small speed boost after using their power, then this strategy could work with canceling your power and then chasing normally.
They just need to make Franks mixtape built into his base kit. Then rework the addon its self to have a different effect. That would be the best place to start. Honestly i shouldnt have to use a purple addon for his power to be effective vs survivors who arent brain dead.
Exactly, I think they said they might do this in the stream they just had. I don't know if they said they are doing it or might be though. But you're right, the Deep Wounds is awesome but this change needs to happen so we can close the deal.
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Freddy was my first Main but now I'm Clown but since he isn't here I got ma boy Fred so I'm happy regardless.
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@ChesterTheMolester said:
Spray can when?It's just an idea I came up with. I don't think it will ever be a thing but it could be interesting.
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I don't think letting Survivors go makes them less Toxic, in all the cases I have seen it makes them more so. A lot of times when a Survivor feels that they are winning they troll the killer more, wait at the exit and constantly leap over a pallet shouting ''I'M OVER HERE HA HA!'' Or running around in a circle at the exit because they know they won and the Killer can't get them, sometimes they do and I laugh at them but mostly they get away.
Of course, not all Survivors are like this but when someone is dominating someone else they feel empowered and cocky and therefore troll. I almost got wrapped up in one time and I was like no thank you and left, even the most respectful of players can get sucked into it.
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Sloppy Butcher does into play but it only affects normal healing and not Mending. I have been using Thanatophobia as well but it isn't really that powerful, Dying Light at Tier 1 has a 19% penalty which all 4 Survivors injured in Tier 1 of Thanatophobia I think is 12 or 14. Dying Light is more powerful and makes a real difference for Survivors but is tied to the Obsession. If Thanatophobia was buffed a little bit then yeah it would be amazing, and a lot of people use it with Ruin as well.
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@laKUKA said:
He is ONLY viable with purple addons of 3 hits down...Last night I tried out the Cold Dirt and Joey's Mixtape to try and do the stun really close after I inflict Deep Wounds. I got a 4K but I think it only worked because I always caught them out in the open and they didn't even try to loop. Against players who actually can loop this strategy wouldn't work because you could never be fast enough to catch them with a normal hit, I've looped several Legion and they all gave up on me eventually because they were trying this technique.
So yeah, having the addons that make it 3 hits with Deep Wounds is the only way to play him against good Survivors. Maybe if Legion has what Wraith and Spirit have, a small speed boost after using their power, then this strategy could work with canceling your power and then chasing normally.
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@laKUKA said:
Yes! BUT the new perk 2 surv in a gen...is way more better!It is, I don't have many good perks for Legion right now so Discordance is in every build I use for them.
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Most games I can't catch up to Survivors as much as I'd like but I have has one awesome moment where my Frenzy ended rght by a Feng Min and I was close enough to chase her normally, then she ran into a wall and couldn't turn away in time so I downed her.
I'm having a hard time finding the right way to down people because everyone I watch uses good purple addons and I have all these browns and some yellows, totally different playstyle with those.
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They're still making changes, their next one is when you cancel your power it doesn't go to zero it stays where you canceled it. It's not huge at all since you still get stunned but they also mentioned that maybe they might make it where if you use Deep Wounds on someone who is injured it would only take 3 hits to down them. It was kind of confusing when I heard it.
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I saw this idea somewhere else as well and I think it's a good one. The initial kick doesn't really get a good chunk of change out of the Gen but a faster regression would hit really hard, maybe add this and the normal explosion as well. Or maybe have a delayed skill check noise like Huntress Lullaby has.
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I can agree with this, I want to say this would be good with Legion but he's slow, if you use your Frenzy to get to the Gen you still won't make it the whole way and might not get enough back by the time you reach the Gen.
I think it should start at 80 or 75 percent to give the killer more time to reach said Gen, maybe a longer time for no TR as well because I don't think you can reach certain Gens in 10 seconds.
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Good Perks--Remember Me--Survivors can't open doors when they Mend so this helps even more
Monitor and Abuse---low terror radius means you can get in closer before you Frenzy
Discordance because that's two people who you can use Frenzy on
Thanatophobia---Everyone will always be injured if you're good but only helps a little
Third Seal---get everyone blinded really fastI've had some success with only tier 1 of Devour Hope because it has no Exposed on it. Exposed people are hard to hit so if they never get exposed and you get that far they'll be very shocked and confused to see people getting Morid.
BBQ and Chili, some people say Stridor but haven't tested it, Ruin, Bamboozle might work if it works during Frenzy, and other misclleanous perks that work on everybody but it's small. There's only a few perks that Legion can really use with his power because he is so complicated compared to most killers.
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Julie would def listen to The Cure and Bauhaus.
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Very small and simple indeed, Legion could cover more ground and it helps you recover if you decide you want to suddenly change directions in the middle of your run. And yes it does seem silly that he can't cover the normal 32m TR even with max addons, apparentally he doesn't go very far at all.
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Ah makes sense, yeah that sounds like a deadly combo, thanks man
I'll be looking out for those Mixtapes then. -
I love your ideas but your trap addons have a bit too much going on and they both do the same thing except one Mangles and the other just makes you bleed more. Maybe the Serrated makes you Mangled and Hemorrahge and the Rusted makes you Exhausted and Hindered? Adding a Deep Wounds function to Trapper's traps would be amazing, it doesn't have to be base traps because then he'd be a non rushing Legion but just having that addon would be powerful enough. Adding in addons that slow down Gen speed would help too because Billy and Leatherface have them, why not other killers?
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Kind of like how normal healing is where when you heal, stop, then heal later you just keep going from where you left off. If they did this then they would have to increase the timer for the Deep Wounds to make it more Survivor sided-er I mean fair.
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I'm on PS4 too and all Legion's i've faced got 0-1 kill, I've been versing potatoes as Legion so I've been getting 3 kills despite me playing very bad. I'm trying to get better because i'm rusty but me getting those kills had nothing to do with Legion or even me it was their mistakes that got them killed. Maybe your teams aren't very good or used to his playstyle yet just like when Spirit came out. I just know that right now I'm having trouble getting that first hit with Frenzy they always run before I can reach them at the Gen and my Bloodweb hasn't coughed up M&+A yet

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@Blueberry said:
@Shad03 said:
Or... Or... As everyone has been saying, make the aura hiding thing a passive effect with the perk Distortion. That way, you have to waste a perk slot in order to be potentially immune to auras as killers have to waste perk slots to counter survivor perks or items. Of course the passive effect should not remove any tokens.This may take the heat off if done, and might make everyone happy. This is just my two cents on this subject.
THIS ^^
If they at least had to waste a perk for it I'd be fine with it.
Iron Maiden would also actually be at least playable if they made it not tell the survivor they had Exposed/make it last longer. Then at least they would keep using lockers and not know to stop using it unless you actually got value out of it. Currently the timer is way, way too short and once they see it, they are never using a locker again. Wasted perk slot currently.
This would be a great change for IM, still needs that 60sec but this would help even more.
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@ad19970 said:
@HatCreature said:
@ad19970 said:
Maybe it's just to give lockers more of a reason to be used. Lockers can be more risky to use than anything else. I personally like the fact that lockers now have more of a usage.It does give Iron Maiden more use but 15 seconds is pathetic when all other perks have 60, why give it a crappy 15 second timer? The 4 seconds is ok but the Expose feature is barely usable, either buff it or that it out.
Yeah iron Maiden is pretty weak, I agree on that. Maybe buff the time you are exposed from 15 to 30 seconds.
Well if they changed the seconds to 4 flat and go 45/55/60 with the exposed timer that would be perfect. I'm only saying 60 because you need to travel over to that locker and chase that Survivor who is most definitely going to loop you. And it's consistent with the other perks.