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Hyd

Hyd

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  • @DoritoHead said:

    I play Fred every now and then, and I always go with the pallet add ons. Sometimes I get nice comments, and other times survivors give me every insult they have in their mental capacity (I've been called a "poopoo bear")

    So I figured I'd ask you guys what your opinions on pallet Freddy are.

    I've tried playing pallet Freddy for a bit but just rarely seem to get use out of it, so I stick with the Dream Snares instead. If I wanna be a douche about pallets I play Doctor and Shock Therapy Survivors right as they run to a pallet so they can't drop it (the occasional Illusionary Pallet also comes into play from time to time), or play Legion with Iridescent Button, destroying every pallet I vault. Pallet Freddy doesn't warrant hate mail imo but Survivors get pissy about anything and everything you do better than them or that puts them at a disadvantage so, MEH! 😂

  • @MarouPotato said:

    https://forum.deadbydaylight.com/en/discussion/comment/1898098#Comment_1898098

    Yeah lol, she's a slug-like monster (almost all of the characters in this cartoon are monsters). A killer who "walk" like a slug would be interesting and unique tho :3

    Don't cross her Trail of Tormen-I mean Trail of Slime!

  • @AggressiveFTW said:

    title

    Any of the existing ones basically.

    BHVR needs to come up with ways to drastically alter the typical gameplay. For Killers, this is usually the "see survivor, chase survivor" stuff, and Survivors, it's "see Killer, loop Killer" - it's boring. Sadly, they can't do another gamemode because the game is 4 years old and splitting up the playerbase at this stage will just make queue times even longer than they already are [for Survivor]. So, that just leaves altering the gameplay by introducing Killers with exciting and different Powers that'll force the Survivors to alter their strategies.

    I came up with two new Killers (one licensed, and one original) that aim to do this. Their Powers will probably come across as quite OP on the surface but I think, as a starting point for new ideas, they can be tuned to be workable and fair, while still forcing Survivors to have to play differently.

    Here they are if you'd like to see them (they're quite detailed):

    https://forum.deadbydaylight.com/en/discussion/208641/new-killer-the-angel-weeping-angel-from-dr-who

    https://forum.deadbydaylight.com/en/discussion/213621/new-killer-the-entitys-architect

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1897916#Comment_1897916

    If you enjoy it, fair enough. There are a lot of strange things which people like, so no surprise that "going against Spirit" is one of those.

    And well, if you think that outsmarting her when she has Stridor is cool or just shows that the Spirit is most likely pretty inexperienced...yeah, whatever.

    I am not saying that someone picks Spirit to say "Wohohoho, lets ruin the day of some Survivovrs!". But when someone picks Spirit, they know that the majority of the playerbase will not have fun against her. Same like Survivors burning Haddonfield, there might be that masochist that enjoys to play on Haddonfield as Killer, but most of the time it is to make sure that the Killer does not have fun.

    But everyone can play what they like, they just should not expect others to like it.

    I suck at Spirit. Granted I've only played 2 or 3 games with her, and I've only been playing in general for about 3 months, but I'd like to get better at her and it sucks knowing she's one of those Killers for the Survivors. All I can say is, in my 3 months of pretty equal Survivor and Killer gameplay, I get way more Survivors intending to ruin my Killer experience than Killers intending to ruin my Survivor experience, and no matter how I play as Killer, the hatemail is almost guaranteed.

  • @Gerneral_Buckness said:

    What maps do you think hatches are the most hidden on?

    I've had the worst experiences on Swamp maps.

    One time I was the last survivor and a Trapper picked me up and began looking for the hatch. After 5-10 minutes he decided to let me go so we could split up and both look.

    After another 10 minutes it was too much, he found me and hooked me, game over.

    We looked EVERYWHERE more than once, it was totally insane.

    Ughhh I hate that man! Sucks when you try to be nice and let the last person escape but you can't find the f***ing hatch lol. If there are a couple gens left I'll try and lead them to those instead if we can't quickly find hatch but if it's a massacre where I 3Ked with 4 or 5 gens left, sometimes I've just had to hook the last person because being nice was wasting too much time lol.

  • @e_j2007 said:

    their power and perks dont have to be good, just if they are fun to play or not

    I enjoy Doctor because he's great at finding the Survivors, and the Madness levels can really cause issues for them too. When I first played AGAINST a Doctor, the Madness stuff was making me laugh as I was not expecting the skill checks to shake and be in different positions and rotate BACKWARDS lol. So I like playing Doctor for fun because I know it makes things more interesting for the Survivor's gameplay as well.

    Close 2nd is a combination of Legion and Ghost Face...

    Legion because he's the great delayer of games and probably one of the more underestimated Killers. He's not the greatest of them so Survivors probably rarely play against him, meaning they don't have a lot of experience or knowledge about what he can do and how to counter him. So inevitably they double up on gens (which Discordance will alert him to), they try hiding in-place somewhere while I'm slicing and dicing during Feral Frenzy, not knowing that I can see where they are. I've been in their position not knowing what to do against him so, I've hidden in-place too, behind a rock or obstacle of some kind and I see him sprinting in my direction, knife held high, and I sit there thinking "okay he's gonna just run passed me, he doesn't know where I am" but nope, he turns the corner right for me and, slice! How did he know??? Haha, so yeah I get that a lot when playing Legion. The Feral Frenzy state is just fun. It's great to be a Killer that can sprint, even if it doesn't last long and the stun afterward sucks.

    Ghost Face is a stealth killer so, I find him really fun to play when the typical Killer gameplay (see survivor, chase survivor) stuff gets boring. He's another one that is underestimated... People will just let you stalk them even when they see you, not knowing that doing so will allow me to insta-down them if caught. Another thing they underestimate, the lack of a terror radius/heartbeat when his Power is activated. Survivors sometimes rely too heavily on the heartbeat for a warning before really swiveling their camera around to keep an eye open and that's something Ghost Face can take advantage of. Also, for Survivors who aren't always looking behind them in a chase, if you activate your power, you can make them thing you've gone away and think the chase is over. I can't count the number of times they've just stopped in front of me to heal, or they abandon going for a window or a pallet because they think they're safe when I'm really right ontop of them lol.

  • Hard to know if it's "lag" but for me, I've experienced a number of occurrences where I seemingly "bounce" off of Survivors when going for a hit. I've got recorded footage of it somewhere I'll try to find but basically, imagine me chasing someone, I'm right ontop of them (so this isn't a lunge range thing where I just barely missed them), I attack, and it's like they have a force field around them and I just sort of bounce off of them. It's actually really similar in feel to when you slash an obstacle and you're stunned for half a second, it's like that, but wide open on a Survivor's flesh which I should have slashed through lol.

  • @stvnhthr said:

    Is it possible from a programming perspective to create an algorithm which recognizes the lag and adjusts the game accordingly?

    Of course, this is basically what "hit detection" refers to - it gives priority to whoever has the stronger connection to determine whether a hit is valid, or whether it'll be a miss instead. As far as solving the exact issue of lag you're referring to goes, the problem is, by the time there is any sync issue detected between the Killer and the Survivors, well, it's already happened hasn't it? The game is running in real-time, you can't delay it or slow it down to give your system time to correct it, then feed that correction back to the players. You know how sometimes players in game teleport suddenly from one position to another? Or are running into walls and trees seemingly afk, and then teleport somewhere else? Yeah, the result would look like that, so you're basically back at square one - first the lag itself was the issue, but the correction looks just as bad as the lag.

    So, you can't really program your game or your servers to prevent it from happening, you can only tell the system how to handle it once it has already happened.

  • @kingcarl2012 said:

    Winnie the pooh and his mori could be drowning you in a pot of honey

    ...brutal 😁

  • @Huge_Bush said:

    Oh, Barney isn't a cartoon, sorry. If strictly a cartoon character, then I want Dark Wing Duck.

    Cartoon, or any kid-centric character hehe, so Barney is good! As an alternative, Reptar from The Rugrats haha

  • Holy hell, what a loaded question, so many good and OP combos come to mind haha.

    I think Legion + Doctor would be a great combo just with their Powers alone and not even considering perks or add-ons, mainly because they're BOTH great at finding Survivors, so it would be really difficult to counter them. Survivors would be forced into constantly moving. They can't double up on gens because Legion will see it, and splitting up is fine but they'll be dealing with Madness from Doctor as well. Crazy to think about...

  • @crunchie said:

    HOOK CAMPING IS CHEAP AND RUINS THE GAME.

    Can the Devs please do more about this. I don't want to play this game anymore because of this. I know ways to counter it. But against bubba or insta down killers its a switch off.(or they pull you off while unhooking) . I've been playing for a long time and only see it in high ranks 11 and above. but I've been trying to get friends to play this game and now they don't want to because of this. I want to make this game enjoyable for both killer and survivor.( no I was never toxic and its right off the bat hook camping.)

    1. Can you put an automatic kindred after a few secs. (I don't want to waste a perk slot because of hook camping)
    2. More blood point loss because they always break even or pip up
    3. Stop the bleeding out while they face camp
    4. trapper traps cant put all of his traps in one area.( around the hook )
    5. If I do get hook camped I don't loose progression or blood points.

    It is cheap but, for me anyway, rarely encountered. I've only ever seen newer players (or, low ranks I assume are new) do it. I used to be one of them, only because I didn't really know the mechanics of the game and thought it was best for me to stay there and secure the kill. I even facecamped and slashed people on hooks because (for a very brief time) I thought slashing them made the hook progress move ever so slightly faster lol. Dumb I know but, I was new hehe.

    I don't personally have a problem with Killers camping, it's a legit strat imo, but I wouldn't be against BHVR addressing it in some way. HOW is the tough part to decide on though.

  • @crowbarman said:

    Server lag is nuts. It's not my connection because the local indicators aren't going off.

    In particular, when playing as Twins the game becomes 3x unplayable:

    3x the time to detach Victor

    Multiple attempts to switch between the two.

    Impossible to pounce because survivors are warping all over the place.

    I guess I am done for today. Hopefully devs get it fixed, but they are probably working on the next nerf.

    Your own connection is one thing, but don't forget the connections of others matter as well. Combine that with the bad optimization of the game in general and we've got a great number of factors that can ruin your gameplay lol.

  • @BubbaMain64 said:

    The reason for this being is the fact that most perks are either down right useless or just underwhelming. Sure fun perks exist, but they're too situational or have no real practical function. This is why everyone sticks to the meta. Why would I bring a spoon to a knife fight? And the meta makes the game boring. Nobody wants to go against SB,UB,DS,DH or Ruin + Undying, etc, etc. Nobody wants to stick to those build to compete with the other builds. So what really needs to happen is a HUGE perk overhaul. Not just "we changed this perk to only activate on basic attacks now! :)))". I mean less restrictive and completely reworked perks. An actual perk update and not perk tweaks. The sandbox of DBD should be expansive not restrictive. So why do so many perks have a 3 hour long activation process and a 4 minute cooldown? I'll admit that I have not been playing DBD as much recently because of how stale the gameplay has gotten. I love the game but it really does suck in its current state. There's just nothing to come back to. There's no reason for me to log in other than "eh sure I guess I'll play some dbd." We need more than just a new killer to cover up the mess that the game is every 3 months. I know BHVR probably couldn't care less, but I hope this post can at least help in some way. My hopes are that if enough people push for it then something will change for the better.

    BHVR is in too deep (4+ years old) with too little staff to make any significant gameplay changes imo, so we're stuck with just general maintenance (bug fixes, nerfs/buffs) and an occasional new Killer/Survivor.

    Can't do a new game mode because that'd split the dwindling playerbase and cause even worse queue times than we already have. I've proposed ideas for Killers that (via their Power and passive abilities) would drastically alter the typical gameplay and Survivor strategies but it's probably too much. Additionally, given the number of Killers that exist, Survivors would rarely face these new ones anyway so only once in a while would have to play differently.

  • @dbdfan92 said:

    I've lurked in these forums for a little while now, mostly to get a feel for how the community feels about different game aspects. For reference, I've been playing the game off and on since it dropped on Xbox and have just about 1200 hours logged, so, not a veteran but not new either. I play both roles, have multiple killers and survivors P3 and such (not an accomplishment but meant to give scope to the roles I play).

    Is solo survivor truly the miserable experience that many claim it to be? I've played solo survivor for 99% of my survivors games save for 4-5 games I had with an SWF 2 years ago. I tend to have a great time in solo except for the times I run the killer for a long time and no gens are done or when I'm being camped and my teammates swarm the hook leading to slugs and a loss for all survivors. I don't expect to escape, just pip the majority of my games. If I pip and die but some of my teammates get out, then I feel accomplished and I won.

    Is it possible that other solo survivors that are having a miserable time are just thinking of the game as a 1V1 instead of the 4V1 that it is? Bad games like I mentioned ( long chases with no gens completed or being camped and being one hooked while team all dies) happen but are not the majority of games. I noticed a difference in the way both killers and survivors play when I moved from Japan (where I lived for the last few years) back to the United States so maybe region and players attitudes in said regions has something to do with it, but the difference was not significant.

    I just hope that other people can see the good that solo survivor is, the great coordination that goes on even though no one knows each other or can talk together. The friendly messages that get sent when one random teammate goes back to save you by the skin of their teeth, even when they could of just left to save themselves. The relief in seeing a borrowed time icon when being saved and the killer turns around the corner or when a survivor jumps to thier feet on their own from dying state when you led the killer away on a chase. These are the positives I see in this aspect of the game, to be able to win when at a disadvantage without communication or familiarity and to see people's actions when their teammates are not those they know or friends.

    Anyways, thank you for reading and I hope to see you in game!

    It's only bad if you let the things you don't like bother you. Play for fun, don't care about the outcome, and be content with the little successes (a heal here and there, a save, a good loop or two, a pallet stun, etc).

  • @Kurisataru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1895593#Comment_1895593

    Then tap the hooked survivor till the killer swings and then unhook them. But if you don't have BT, don't be mad if the killer knocks them down again instead of you. Killers have goals too, not just survivors. And please keep in mind that if the killer is leaving the hook and they HEAR or SEE you going to the hooked person they're leaving, there is a high chance they will turn right back around and try to grab you off the hook, or tunnel the person you rescued in their face. They weren't camping in that situation, you just got spotted at the same time they were going off to check generators.

    I fake leave hook all the time when I know someone is nearby waiting for a save. I'll get hatemail for "camping" of course but they just need to do better at hiding and not sprinting into the area where I can see all the scratch marks they left.

  • All I can think of when I see this is...Simple Jack Freddy, lol

  • Some of these license holders for the classic killers are going to be stingy about money because they've got nothing else going for them other than the same replay royalties on a handful of channels and a few rentals here and there. So some game developer comes along and presents a new revenue stream option to them and of course they wanna be greedy about it.

  • @TotemsCleanser said:

    So... this is kind of a vent post but also a small piece of advice to any survivor players who happen to read this. Coming from another (mostly) survivor main.

    I was playing Plague last night, got matched against a 3-man SWF (Nea, Meg, Felix) + a random Bill. Got sent to Shelter Woods, which I generally find a good map for killer (somewhat) but honestly pallet/tile RNG screwed me over. I'll let you know why in a bit.

    The match started kind of awkward because I started chasing Felix and I immediately noticed he was competent in chase. He knew he was playing against a Plague so he did everything possible to avoid my puke and managed to do so for a while. At some point I get him, hook him, and then the match continues (it takes me a bit long to get this done but well). I manage to get both Meg and Nea at least once, and easily catch Bill a couple of times because he was clearly less experienced than the others, thus made lots of mistakes. At some point the Bill is dead. Great. Worth pointing that Nea and Meg were hooked in between the Bill hooks, so no tunneling here at all.

    Then the remaining survivors manage to have only one gen left. Right before this, I had managed to catch Felix again (notice that right after I hook him there's only one gen left, because he looped me for a while). He is unhooked and I decide to go back to the hook to chase whoever unhooked him.

    The problem? Nea and Meg were absolutely healthy. And not only that, but they sprint-bursted the ######### away, leaving Felix MUCH closer to me. I tried to chase one of the other girls but they were literally in Narnia. So I'm like yeah well ######### this and decide to go for Felix, who is injured and closer to me. Then I get looped for centuries, the dude got from jungle gym into jungle gym into another structure, all filled with pallets ---this is why I say that RNG screwed me over, because most times I play in this map there's literally nothing out there except for a couple of pallets and maybe a jungle gym or two. The other girls manage to finish the last gen, and get to the doors. By this point, the Felix started pointing at me and teabagging at every pallet. I made lots of mistakes, the last one costing me the kill because I lost him like a dumbass and he managed to get to the door. I could have played a lot better, I should probably have dropped the chase since he was the best player in the team (Nea and Meg weren't as bad as Bill, but way easier to catch than this guy). But this is not an "omg survivors op pls nerf" post, so the amount of mistakes I made is only relevant to me so I can improve in the future lmao.

    Now, you can imagine what the post match chat with these three was like (Bill was long gone and I think he was in console so yeah). They were so angry about me "tunneling". It was pretty awful at first, then after insulting me for a bit they were all gone but Nea. I told her to tell her friend that I didn't want to "tunnel" him, but if she and Meg never let me chase them, either by going stealthy or sprint-bursting into Narnia, I have little to no choice but to follow the dude that is close to me and that I can actually see. She said she was reading so I choose to believe that she actually told her teammates this. Whatever they said about this, I will most likely never know.

    I know what tunneling is. Approximately 80% of my hours in DBD are survivor hours, and I have been tunneled countless times. I despise tunneling, so I try to never do it (I may have tunneled an OoO player once or twice though, I admit, but aside from that I never do it, no matter if it's a valid strategy or not). Chasing the only dude you can find is not tunneling. If you, as a survivor, unhook your teammate and decide to run away without even trying to heal him (not effective against Plague of course, but I'm speaking in general lmao), or decide to stealth your way around the map without ever taking the aggro, of course that the killer is going to follow your recently unhooked teammate, because this game is about time efficiency and you can't go around wasting time looking for other people when you have someone right there in front of you.

    Just putting it out there because I needed to vent but I also believe this serves as good advice for survivor players. I have played a lot of matches where everyone is dead and when I find the last guy he has never been hooked, because I haven't even seen him all match. So if you have a teammate who is dead on hook (and specially if he's your SWF buddy!!! you're friends!!! pls care about your friends at least), maybe trade some hook states and give the killer a chase instead of offering him as bait? This dude yesterday got out because he was very good at looping, RNG was awful and I'm not the greatest Plague player of all time (it's the first time I play her since like... April last year maybe lmao). But against more competent killers, that survivor is going to die, most times.

    That's it. If anyone reads this, thank you for bearing with me. I wish you some awesome matches tonight, and whatever opinion you have about this I shall listen.

    That sucks man. I've been playing almost 3 months now and, in 15+ years of gaming online, I've never received so much hatemail from players as I have in this game, in just the FIRST MONTH I was playing - some of it warranted but most of it not. This community is truly something different and the Salty Tears River flows strongest here than anywhere else.

    What I've learned in my 3 months is that you can play perfectly by their rules (whatever they may deem to be fair) and yet if you do any single thing that beats or nullifies their strategy, their perk loadout, their whatever...then you're a dirty tunneler/camper/slugger/sh**bag killer that sucks and can't win or kill any other way than by *gasp* USING YOUR POWER!? OMG...😱Heaven have mercy....

    The point? It doesn't matter how you play, you'll still get hatemail or hate msgs in the chat for whatever it is you did that got you the kill or the win.

    My main basic rules for play as Killer are this:

    #1) Play how you want to play, try not to care about the outcome of the game, and be content with the little successes

    2) If you teabag or flashlight spam me, then it's open season for tunneling, and any other scummy (but valid) tactic. I once chased someone nearly an entire game because they did this. Obviously, they were waaaay better than me (again I've only been playing a few months), and I threw the game chasing them but they were my 1 kill and I was totally satisfied about it. Not sorry at all. You taunt, you get the target on your back.

    3) If I massacre a team, I will try to help out the last survivor (assuming they didn't pull any douchebag moves on me earlier).

    4) For any hatemail received, reply with a ❤️ - not much they can say back to that, and if they do, they're wasting their time writing out their heartfelt rage to someone who will only ever send back a ❤️ and nothing else lol.

  • @JoByDaylight said:

    Hey devs,

    Love the game and what you have done for the past few updates with reworked maps, killers and perks.

    I really hope you can do something about the hook struggle phase. Right it is just a button smasher, and after a few games you get really tired of it.

    How about changing it to the cage struggle system you brought in with Pyramid Head?

    I do believe a lot of players would back me on this one.

    In addition to this, get rid of self-unhooks as well (with the exception of Deliverance) so that people can't suicide on hook to avoid DC penalty when they don't like how the game is going. Self-unhooking as a base ability has such a low chance of occurring anyway (even with Slippery Meat) that it's not even worth having in the game. As far as suicides go, ultimately you could just sit there on hook and afk if you wanna die and get out but this at least makes you have to endure that time.

  • I play for fun. I don't care about the outcome of the game. I don't care if I get camped, tunneled or slugged. I am plenty content with achieving small successes (As Survivor, I dropped a pallet and stunned the killer but ultimately got caught later, helped my buddies out with an unhook or two, made some heals here and there, etc. As Killer, making everyone bleed a bit, give a few chases, kick some gens, hook a couple, maybe get 1 or 2 kills, etc). So I am most definitely average in that respect.

    What's my point? The game is just more fun to play this way. You get too competitive and too sweaty and care too much then eventually you become the typical whiner that you see here on the forums, making posts complaining about everything all the time. Maybe over the years, more and more people are wising up the this fact and actually enjoying the game now, hence the seeming majority of average players even at the high ranks.

    Just my opinion.

  • @onemind said:

    Ok so we know how all the killers have a terror radius what if the terror radius is suppressed for all killers until you can see the killer (there would have to be something for indoor maps and nurse) like you can hear her breathing if she's blinking to you and undetectable would make you immune to all perks that help with (well detection) spine chill won't trigger light up premonition won't trigger.

    Here I'll draw a picture for you you got red forest it's a trapper it's very quiet and spine chill is going off you hide behind a rock or something and in the gaps in the trees you see him pass (the games plays that noise when the killer has been idel for a while) and bam loud terror radius as it slowly fades away because you lost los on him

    (Definitely would bring a sense of constant fear and upcoming doom)

    (Thoughts)

    The best thing they could do to increase the intensity and "horror" aspect of this game would be to make it first-person Survivor view (at minimum, as an OPTION). There are a handful of small-medium things that'd have to altered for it to work 100% correctly but it'd be awesome once done.

  • @Awrhy said:

    like ffs, i swear to god every other game im in has AT LEAST one guy kill himself on the hook, first hook, despite the fact that people are coming. This game NEEDS something to punish this behavior apart from a report system that dosent work.

    Would it be acceptable to:

    1) remove the struggle mechanic to just hold the button down vs spam it?

    and

    2) remove the base-ability to self-unhook?

    Re: #2, my thought is it's pretty frickin rare to self-unhook anyway, even with Slippery Meat, right? So, with the exception of Deliverance perk (100% chance to unhook after a safe unhook), would it be a bad thing to just remove self-unhooking altogether? This way, you can't suicide on hook. Obviously, if you don't like the game you're in, you could just afk after the first hook and die there whether someone saves you or not, but at least the suiciding is prevented. Additionally we could remove struggle phase too and just make it two normal phases that a survivor has to sit through.

  • @bkn said:

    is tunneling considered to be toxic now?

    Correction: anything a Killer does that the survivor didn't like, is considered toxic.

  • @SwampViking said:

    Take any of my last 50 or more games. Tunneling killers, camping killers, idiot survivors not unhooking, not working gens, leading killer next to others repairing, not healing, not letting you heal them, standing next to gates waiting for someone else to progress it so they dont get seen, i mean, holy ######### it gets old.

    I've about had it with this game, its not fun for me anymore..

    It's all about your state of mind man. I know it's easier said than done, but, the answer is to stop caring so much. Try to teach yourself to accept that this is just a game, that people are going to play how they want to play, they're going to be douchebags from time to time, and they may talk sh** and send you hatemail. You've got to try and learn to just not care, and when you can manage that, you'll find you're able to laugh off just about anything (not just in the game but in life as well), and you'll be happier, nearly stress free, and having fun. It can take a lot of practice to train your mind to this point, years even, but it's worth it.

  • @JasonS said:

    I don't need to look at you going in the hatch.

    I've had a rough game, its 4 escape and I just opened the doors after the gens were done because I just want this to be over and go onto the next one.

    But instead you decide to sit on the hatch for 2 minutes for no reason.

    Yeah I don't get it either.

    Unless I'm on someone's ass running for the Hatch, I've NEVER had a game where people simply open it and go in. They ALWAYS wait for me to show up first so they can teabag and flashlight spam me before jumping in. And if I don't show up, they vault and slam doors like crazy until I do. Nothing but a platform to taunt from and they need to give Killers a way to defend it and counter survivors with a key + hatch strategy.

  • @NoObzBoiYT said:

    I just found out DS isn’t a anti tunnel perk. A dev even said it, we need a anti tunnel perk because of tunneling killers.

    Perk? No, you just need to not get caught.

  • @Yehzue said:

    Why have the devs given up on Legion? The community has offered multiple ways to reword or change the Legion. Instead of reworking their add ons to fit the new timer the devs just nerfed them. No one will ever look at stab wound study and decide “yeah let’s use this garbage add on the just hurts my power.” It honestly sucks cause I really liked Legion but they’re just not viable anymore.

    I had some ideas for Legion, let me know what you think!

    Implement a token system based on Feral Frenzy hits:

    • For each Survivor hit during a single activation of Feral Frenzy, gain a token. All tokens are consumed when Feral Frenzy ends, granting the appropriate benefit(s) listed below. Token buffs do not stack, you gain only the benefit(s) listed for each tier/token amount gained/consumed.
    • With 2 tokens gained, you'll suffer a greatly reduced stun when Feral Frenzy ends
    • With 3 tokens gained, you'll suffer a regular stun, but Feral Frenzy is refreshed and immediately ready for use when it ends.
    • With 4 tokens gained, Feral Frenzy becomes Fatal Frenzy, refreshed to full power - For the remainder of the power, Frenzy hits on Survivors can put them into the dying state. Tokens will not be gained during Fatal Frenzy, and the power duration will not be refreshed on any hits.

    Notes about Fatal Frenzy: A Fatal Frenzy hit on an injured Survivor puts them in the dying state. A Fatal Frenzy hit on a healthy Survivor injures them like normal, but The Legion can then follow up with another hit to down them if the Power is still active.

    My thoughts on this are as follows:

    Fatal Frenzy probably seems OP - allowing Legion to sprint around and now able to down Survivors with Frenzy hits? Crazy, right? Remember though, to even get into Fatal Frenzy mode, you'll have to have nailed all 4 Survivors during Feral Frenzy...not an easy task unless the whole team is nearby, which in my experience, isn't often. So, Fatal Frenzy isn't something I'd expect to be utilized much, but it is an appropriate reward if someone can pull it off and/or an appropriate punishment if the Survivor team doesn't scatter. Plus, you only get one shot at it - the power does not refresh on hits in this state.

    That said, the 2 and 3 token buffs will be reached far more often, and, imo, aren't over the top but rather satisfy the more common requests for legion - shortened stun, and faster power refill (in the case of the 3 token buff, an instant power refresh)

    Too much? Too OP? No enough?

    in Legion Comment by Hyd
  • @themirrortwin said:

    2 Survivors dead and three gens done: I find the hatch first. I stand on it.

    The 2 remaining survivors (who hid, healed, and searched together), just simply run up and escape. There is very little counterplay to keys, and I hate them in their current state.

    Suggestion:

    Why can't the hatch have a unlock bar and sounds like opening chests?

    Well, Keys on their own I guess aren't too much of an issue, it's the Hatch that's the issue (for me) because there's no way to defend against a Survivor hatch strategy as Killer, other than to play the way you normally would any other game (by downing, hooking, killing).

    As you suggested, Hatch should take time to open, but I have some other ideas as well.

    • Opening Hatch takes time, anywhere from 5-10 seconds depending on the key/add-ons used.
    • Opening Hatch includes at least 1 difficult skill check that will alert the killer if failed, and have a 50% chance of breaking your Key.
    • While opening Hatch, progress resets if the opening action is stopped in any way (i.e. Survivor lets it go, or failed skill check/key breaks)
    • Only 1 Survivor can escape per key/opening. Each escape is followed by the Hatch slamming shut, making a loud noise.
    • No more free escape for the last survivor: If 1 Survivor remains, the aura of the Hatch is revealed to the Killer

    These suggestions I think would make for more fair gameplay when it comes to the Hatch. As it is now, it's a free escape, and a platform for taunting the Killer. Unless I was right on a Survivor's ass as they run to the Hatch, I have never had a single game where Survivors merely opened the Hatch and jumped in, they are ALWAYS there just waiting for me to show up so they can teabag and flashlight spam me before making the jump, and if I don't show up, they vault and slam doors like crazy to get my attention and then jump in. So these suggestions should almost nullify that behavior, and provide the Killer with an ability to defend the Hatch, making Survivors actually have to put in a little effort for their shortcut out of the trial.

    Probably the most contentious suggestion I listed is the last one - revealing the aura of the Hatch to the Killer when 1 Survivor remains. I included it because as the last Survivor, the Hatch is already open and waiting for you, so the other 4 suggestions above don't apply, making it a risk-free free escape. I don't really like how that works because the Killer basically did their job killing 3 of you, so it's a win for them, yet the 4th survivor gets to bypass the usual escape method? No, not anymore. Revealing the Hatch aura to the Killer allows the Killer to either rush over there and defend it, or close it, but both choices come with some risk. Obviously, if the Killer is going to camp the Hatch in this case, then the Survivor is free to repair the remaining gens and attempt an escape the normal way. Will the Killer stand by and watch as gens get repaired? Alternately the Killer can just close the Hatch but that's risky as well, especially if the Survivor is near a gate already, possibly waiting for that to happen...

    So, though it may seem OP to reveal the Hatch to the Killer, the Survivor is still given a good chance at getting out, perhaps even better than they do now because the Killer may just choose to immediately close it vs having to run around searching for it.

    Thoughts?

  • @Righi said:

    To all consummate players of survivors, since the matchmaking can last several minutes most times, what do you do in the meantime? I often scroll on social media but interestingly DBD gives me some time to read a book, completing also a chapter if the matchmaking takes so long

    If I'm streaming then I'm usually drinking and chatting with people watching, so the time goes by without much fuss, but I do feel a little bad for viewers at the same time because, you know, they wanna watch some gameplay, not stare at a queue screen for what is usually a 7 minute wait on average (and the worst case scenario I've had, 15+ minutes waiting). I play in the evenings, PST timezone so Survivor wait time sucks, but Killer is never more than 15 seconds.

  • Just don't try it against Ghost Face 😂

  • @stvnhthr said:

    I am curious if I am dealing with lag or pallet dropping prompts are different depending on if you are walking or running. If you look at the picture, I can drop a pallet if walking or crouching no matter if I am at the 0,1,2,3, or 4 position. If I am running (in this case the direction of the arrow) and I come to a pallet, I will not get the prompt to drop the pallet until I am just past position 3; somewhere between 3 and 4. This makes it hard during a chase to drop the pallet.

    While talking about pallets, I think the whole pallet drop positioning thing is goofy. The idea if you drop a pallet directly on a killer who is standing under it, it will just push him to safety. I know killers will get upset, but I am of the mindset if a pallet hits a killer it should stun them no matter where they are standing. In real world physics the 2. position would be the best time and place to hit a killer, not the safest spot for a killer.

    https://us.v-cdn.net/6030815/uploads/745VUVX2K066/pallet-drop.jpg

    How to drop a pallet

    https://www.twitch.tv/videos/873623261

    but seriously it was an accident haha, my bad Nancy 😂

  • @Ramxenoc445 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1872737#Comment_1872737

    Also viable strat though i assume you didnt have many options there anyway In the perk department. Nowadays playing killer i tty to get them to that point of no return though nowadays i only play killer when i need challenges done or when im grinding to p3 a new survivor. Killer is fun, but its frustrating at times and i understand why people usually don't play it.

    Aye, it's been said a lot already around here but I think, as killer, people just get tired of having to always put in 100% effort, always pay attention to everything, etc...every single game, in order to be successful. It's a much more needy role compared to Survivor because at least as a Survivor, you have a team you can lean on that will potentially lead you to victory while you just sit on a gen. I've only been playing 2 months and, despite the horrid queue times for Survivor (PST in evenings/night), it's become the role I pick when I just want to relax lol.

  • @Ramxenoc445 said:

    Only bully low ranks when they try to tunnel or camp me. I don't play nice until I can see they aren't going to play like a #########. After that then sure i'll give em the easy hit or the hook whatever. But none of that taunting and such long as they played nice/respectfully

    The problem with that is you could be facing a total noobie that doesn't know any better strategies, or rather, what the best strategies are, depending on the situation. So you're bullying a low rank noobie into, potentially, being discouraged from touching Killer or the game ever again. In my first few games as Killer, I'm sure I pissed some people off camping and slashing them on the hook because I legitimately thought slashing them made the hook progress go down a bit more with each hit lol. I quickly learned it doesn't work that way but still, I didn't know any better at the time.

    Even for experienced players, there are plenty of situations where tunneling or camping are simply the most viable choices, and sometimes the only choices. In addition to this, as a Survivor, it's not always easy to determine if someone is purposely tunneling or camping.

    In my very first month playing this game I got all sorts of hate mail (been gaming a long time btw and I've never before received as much hate mail in any other game as I have in DbD...in just 1 month lol). It consisted of all the typical stuff like "wow can't get a kill without tunneling/camping, real pro" and other similar messages, all because I faked leaving a hook while knowing someone was nearby and turned right around when they went for the save, lol. What am I supposed to do? Let everyone get free saves and free heals before I'm allowed to attack again? C'mon...you weren't stealthy enough, so, sorry, you may be punished for it from time to time. Why go running off in search of survivors I don't know the location of when there are some I DO know the location of close by? Yeah, depending on the situation, I'm turning around, sorry!

  • @Tayte said:

    Just a good licensed dlc I could see bring a lot of traction to Dead By Daylight.

    Killer: The protector

    Name: Big Daddy

    Age: Unknown

    Gender: Male

    Hair Colour: Unknown

    Eye colour: (unknown)

    Power: Drill

    Weapon: Drill.

    Speed: 115%

    Terror radius: 32 m.

    https://us.v-cdn.net/6030815/uploads/2GQUB6LTSI33/imageedit-0-5324057977-281-29.png

    Background:

    Big daddy. The perfect recipe for work with no profit. That was their creation. To help within the rapture and to protect the little sisters as a bouncer, but this big daddy lost his little sister. Walking the halls of the rapture in frustration, as he looks around for any. Becoming more and more aggressive and violent. Turning into a killing machine, and causing fear to the populace. The perfect tool for the entity, and soon to await new orders.

    __________________________________________________________________________________________

    Powers:

    Ability: The drill

    -Drill Slam: The bouncer drills into the ground. Causing any survivors within radius to become disoriented and slower for 2 seconds. (similar to clowns ability)

    Second ability:

    -Drill charge: The bouncer starts charging headfirst with the drill. Downing any caught in attack. The charge can only go in the direction you face.

    Mori: Drilling through the stomach of the survivor. Lifting them up in the air, before throwing them to the ground.

    ___________________________________________________________________________________________

    Killer perks:

    1. Opportunist:

    When missing a lunge attack, for the next 1/1,5/2 seconds your basic attacks will have no recovery at all. Has a cooldown of 50 seconds.

    2. Hex: Cold feet:

    Two totems will be inflicted with a hex that causes all survivors to move 10% slower for 10 seconds after cleansing..

    3. Locomotion:

    Each time a survivor breaks a totem or finishes a generator, gain a temporary 10% speed boost for 10 seconds.

    ___________________________________________________________________________________________

    Survivor: Elizabeth.

    Age: 19 or 20.

    Gender: Female

    Hair colour: Brunette

    Eye colour: Blue

    https://us.v-cdn.net/6030815/uploads/K5SYYYUMYWJ5/dag3kg8-7b363363-02d6-4164-8c7a-f58b0fb5e412.png

    Background:

    With the power to manipulate tears in the fabric of time, and witnessing her own birth and undoing several times, through multiple dimensions, it is to no surprise it would harden Elizabeths mental stability. Especially when she drowned Booker, to prevent him from becoming the next Comstock, an evil man who neglected the world for his own needs to protect her, creating a paradox in the fabric of time and dimensions that stopped all the other Elizabeths, connecting them to her, but one Comstock survived the purge, but he could not live with himself. Knowing what he had done he altered his mind to forget it all. In doing so, he forgot his old self. He started life anew, and went back to his old name Booker. He adopted an orphan named sally, but his old habits would quickly come back, and the orphan would be kidnapped by a group.

    Elizabeth followed after him. Determined to stop the last Comstock. In doing so she learned of the whereabouts of Sally,

    and used this as a plot device for revenge. Letting Booker know where she would be. They find her, but now Elizabeth's plot of revenge sets in. She raises the temperature of where Sally is. Burning her alive, as Booker tries to free her. Remembering his past, and the other universes where he neglected Elizabeth. He tries to apologize, but one of the big daddies comes from behind and kills the last Comstock.

    Elizabeths builds up a regret, realizing what she has done. She had become the very thing she swore revenge on. She decides to go back in time to save Sally, but in doing so loses her power over time.

    She meets the revolutionary Atlas, who has Sally in his grasp. He demands the code for the Ace of the hole. A clue that would help him to win the revolution of the rapture. Elizabeth does as requested, gathering the password for the program. In their final confrontation, she trades the code for Sally, but Atlas has other plans. Ending her life right there. Elizabeth accepts her fate knowing Sally is safe, but as she closes her eyes for the last time, she finds herself woken up in a new place. Her bruise seemingly healed up. Without her power, she looked around in the dark foggy forest, as she realized that this was no ordinary place.

    ___________________________________________________________________________________________

    Survivor perks:

    1. A cry for help:

    In the middle of a chase while injured, you’re able to scream your lungs out. Revealing the killers position and yours for 5 seconds to your comrades. (also reveals your location to the killer). You are able to use the ability two times in a game by a press of the ability button. Makes you the obsession.

    2. Amor Animalibus:

    You always had a heart for living beings, be they big or small. Once you snuck up to a crow without startling it, press the Ability button to befriend any crow in a 5m radius from you. If you are being chased by the killer and run past these crows, they will caw at your pursuer, momentarily slowing him for 3 seconds

    the slow could be like 5%, maybe even 10%

    3. I’m on a roll:

    Each time your break totem or finish a generator, gain a temporary 10% speed boost for 15 seconds.

    ___________________________________________________________________________________________

    New map: Rapture

    Enjoy the mysterious and errie view of the underwater city from the windows, as you fight your way through the dark halls of the once great Rapture.

    https://us.v-cdn.net/6030815/uploads/28M6VG668F9J/dqtwr9c27hn21.jpg

    https://us.v-cdn.net/6030815/uploads/2CCPAOGKY2R0/cyivehzuqaal8yx.jpg

    https://us.v-cdn.net/6030815/uploads/6CZGP564Y1Y3/f0f31eb8d9ca80265e95dde0cb566b88.jpg

    https://us.v-cdn.net/6030815/uploads/5TSUE5YW86LF/cordell-felix-57.jpg

    Notes:

    I apologise if I butchered any lore. Let me know so I can fix it.

    https://us.v-cdn.net/6030815/uploads/YXE2ZJQ1Y4LZ/ezgif-com-gif-maker.jpg

    Bioshock would be cool to pull inspiration from for sure! One of my favorite series of all time! And Bioshock Infinite is a masterpiece...

    I like your ideas, I would however consider changing the Big Daddy to the Big Sister instead, for some more varied power ideas. The Big Daddy by itself seems too similar to the two chainsaw killers we already have... OR, keep Big Daddy, but make his powers more plasmid-based rather than Drill-based. At minimum, this could be achieved through add-ons I suppose, similar to changing Freddy's Dream Snares to Dream Pallets, we could have add-ons for the Big Daddy to swap, say, "Drill Fuel" for various plasmid tonics and enhancements.

  • @Alicex4 said:

    Hey (:

    I really like ghost face, the only problem is he's only "effective" in lower ranks,in higher ranks most survivors outplay him, he has SO MUCH counter play and is always visible, some previous problems include:

    • Just looking at him for a very short period from a very long range disables his power.
    • This means not only will he not be able to use his no terror radius on most maps against people who turn their camera but also that on EVERY map he will never expose you if you turn your camera because it takes longer to stalk you to get the power activated then it takes to put you out of your power.
    • He's also super loud in 'stealth' mode as well, so its basically useless
    • The time it takes for his power to recharge is way too long, it only becomes acceptable with two of his best cooldown add-ons
    • He's lacking ways to slow the game down.

    At BEST, he's tier B but not more and i really miss the lack of thought that got behind this killer since he could be better, i don't want to see only spirit and nurse in high tiers.

    The Plague:

    I've also noticed some Problems with the Plague in high ranks, the main problem is with her corrupt purge... it should be buffed in a way that forces survivors to cleanse against her, right now, experienced survivors just don't cleanse because they know how to loop and gen rush her even with broken status on them which is a huge problem, and its really difficult to play that way since corrupt purge is one of her main features which becomes unavailable later game and in this way she is early counterable which is pathetic at this point, and there is nothing to counteract this sadly.

    The other thing that is really, really bothering is that survivors cant infect EACH OTHER when they heal, unhook an infected survivor which should be fixed in my opinion because it would help to spread the 'infected' effect and make early game more effective.

    • Other suggestions include:

    https://forum.deadbydaylight.com/en/discussion/79228/plague-buff-suggestions-from-a-plague-main

    Hmm, I'm not sure how I feel about Ghost Face...I've had some bad games, and I've had some where I massacred everyone in a few minutes, getting multiple stalks to full or near-full and just downing left and right. As I've learned more and more, I've come to agree with some on the forums who say we shouldn't balance Killers or perks or anything based on how effective or non-effective they are against the top tier players.

    If Ghost Face needs help anywhere, I think giving him better visibility while crouching would be nice. I can't count the number of times I've been crouching through grass or something and walked right by survivors because I can't actually see lol. So making foliage something like 50% transparent out to 10m or something would be a nice buff. I do think the reveal distance is a bit too far as well, maybe reduce to 24m, but overall that's really all I can think of is fair to buff him with.

  • @ProfGameAndTalk said:

    https://us.v-cdn.net/6030815/uploads/X4JLCGG3QSQR/7ff1e754-3304-4bd1-bd8e-41d7d5953fd7.jpeg

    The game before this it was against a 2, 3, 5, 5. The game before THAT was against a 1, 2, 1, 2. I started the night rank 11. I’m trying to practice Nurse but when I can’t even SEE anyone from the other team until they’ve finished three gens the game is incredibly frustrating. Yes, I’m a noob (70 hrs in). Yes, I’m trying to git gud. Throw me a fricken bone here, DbD!!

    And for the record, when the day comes many, many moons in the future that I’m actually good with Nurse? There will be no mercy. Just sayin!

    Exactly my experience the other night! I started out playing Survivor, played (I think) 4 games where all but 1 were evenly matched (i.e. all survivors close in rank vs a Killer of close equal rank), and the 1 that wasn't was more varied on the Survivor side (bigger gaps in rank) but at least our collective average rank was still equal to the Killer's.

    Then I switched to Killer for 3 games and ALL 3 were horribly mis-matched - me, rank 13 vs 3 games of survivors where all of them were rank 6 or better. Ridiculous how that happens...

  • @BaldursGate2 said:

    They have 587 employees. I just overlooked their games, most of them are just SP and their goose that lays golden eggs is DBD. Now imagine, how lazy you have to be, to treat people that play your only game that provides you money, with updates when they feel like it. They are an 118 Million Dollar Company.

    We have no influence about some other company making a similar game, but you can stop buying their cosmetics. They need to get the message. It's not like, there are no other games to play and most people are interested in more than one game.

    I'd bet they have about 50 people working on this game, definitely no more than 100. It's 4 years old, and may still be their biggest money maker, but the player base wanes, and their sluggishness with updates and fixes just goes to prove that committing more people to work on DbD clearly isn't in their best interest financially, given the state of things. So what are the other 450+ people doing? Hopefully working on a successor - more beautiful and immersive, new gameplay concepts and game types, etc. Probably wishful thinking though.

  • @AbstractSaucing said:

    Its absolutely ridiculous that there is close to no counter measures against all players being slugged all at once. Sure there's like, two perks out there that are rare and few in-between in the bloodwebs, but I fully think that if all players get slugged before even two generators are done that the first slugged survivor should be able to get back up in a deep wound status (or some variety of pick up) to give everyone a shot. Because not everyone has or runs deliverance, and even that is only good for first hook IF you're lucky enough to unhook someone first. Even running with higher ranked players this is a problem that I still constantly run into.

    I have a solution that doesn't require any perks or add-ons or changes to existing ones: Um...if you see a survivor go down and not get picked up, then go over there and pick them up! It's not like the Killer can slug all of you in one shot so there are plenty of opportunities. Get over there and pick them up.

  • @Shirokinukatsukami said:

    I haven't done a daily in months. I have been ignoring them for a while now.

    That's great for you, but for people that are new to the game, the BP grind is a bit daunting, especially if you want to try out a lot of different characters. Any opportunity to gain more BP is a welcome addition and you can go right on continuing to ignore them if you so choose, so it doesn't hurt anything.

  • @Weeb_H_Toast said:

    Be honest, you don't want to play a challenging asymmetrical horror game the requires teamwork, coordination, and skill to win.

    You want a cheap power fantasy, where you get to beat the bad guy.

    You want to be the hero, without the effort.

    You want to win, without a chance to lose.

    You want to bully the faceless monster because you don't have the strength of character to fight the real ones.

    You are so scared of failure, that should something challenge to take away the tools you use to cheaply steal victory, you scream about it.

    You are not the main character, you are not the only person playing, you are not entitled to win, no one else is either.

    Dead By Daylight should be made much harder, no more aim dressing, no more second chance perks, you want to survive? Work together or die alone. Do you want to kill them all? Train your aim, learn set-ups, and speak up if the power role doesn't feel powerful.

    The Killer Power role is a joke, with exceptions. If facing a killer by yourself is not daunting. something is wrong. In a proper asymmetrical game, the power role should be powerful, you should be wary of being near, knowing that getting seen a bad, and getting caught dangerous. It isn't, not to myself or any other truly experienced survivors.

    I mean, I run Mettle of Mither, and can still escape without a Survive With Friend squad. That should tell you something is up.

    *Killers beats Survivor*

    *Survivor complains about tunneling, slugging, camping, etc...anything the Killer did right to accomplish their primary goal (to kill), despite the Survivor failing their primary goal (stay hidden, win the chase)*

    *Survivor states "I shouldn't HAVE to run DS to enjoy this game" because realistically what they want is to be able to run any desired perk/add-on loadout, and never have to worry about whatever Killer they're facing or the perks they're running, or the strategies they employ being able to beat their own*

    *Cue the biggest eye roll anyone's seen as they drench the forums with their salty tears*

  • Minimum Solution: Allow us to choose which UI style we want - the old, or the new.

    Ideal Solution: Allow us to independently set the style, the position and the size of each element, including disabling individual elements or the entire HUD for those real hardmode players that like to be completely immersed. I know I say that as if it's some easy flip of a switch but realistically, allowing the users to make it exactly the way they want is the only way to satisfy the whole community. It's worth investing your dev time to make 1 solution that is acceptable by all rather than a forced take-it-or-leave-it approach that clearly will be divisive.

  • @Sunbreaker7 said:

    Wouldn't it be neat if you could browse different skins for characters while searching for a match and waiting?

    For the amount of time I spend playing DBD I rarely ever visit the store because it is a secluded section within the game that quite frankly does not raise glimmer in my eyes. I bet that there could be a lot of improvement directed towards overhauling the in-game store and making it more appealing, and I am not talking about any psychological mind games but just overall easy-access and convenience when using the store.

    What do you guys think, is the store alright as it is and needs no improvement or do you think it is something the UI team could take a wack at somewhere in the future?

    Definitely yes. This is a no-brainer upgrade to the store - why WOULDN'T you want your customers to be able to browse and buy stuff while waiting for a game? As much as Bungie has milked their store and locked items behind paywalls with Destiny 2, they did the smart thing making it accessible anywhere in the game. I also discovered that if you have the store pulled up while you're at the Tower or some other location (network issues aside), you won't be disconnected. Smart design honestly...why dc someone if they're maybe gonna spend some money, right? Genius.

  • Pretty good design compared to Saw 3!

    2006_saw_3_008.jpg


  • @EvilJoshy said:

    https://youtu.be/noLG0TucFGs?list=PLRlXeLtCGeelDaVTmBcsj-t7NHdqSEBrz

    This is a great video that explains how the killer may not be tunneling so much as there's no one else to go after. So it's a waste of time to let that unhooked person go. It also highlights situations where tunneling/slugging/camping are actually the best option for the killer and not something that is just to be toxic.

    Deep down, everyone knows the truth (that slugging, tunneling and camping are legitimate strategies in a variety of situations), it all just comes down to emotions (which many have 0 control over) in situations where a person got beat, so they're upset and need something to blame - bring forth to the stage that no-skill, tunneling POS Killer and his douchebag friends, Camper and Slugger!

    It goes both ways as well, obviously.

  • @Vetrathene said:

    So this is a very rough draft for my ideas for Legion. I will be doing my best to update it based on my own ideas as well as any feedback people wish to give.

    Power: Shrine of the Legion

    The members of the legion lay their collected memorabilia collected from the various victims of their crimes. The shrine empowers them, giving them new abilities when interacted with. Every locker within the map contains a shrine.

    Primary Activation:We Are Legion

    A member of the Legion may interact with a locker, and then choose another locker anywhere on the map. They then travel to the chosen locker, leaving behind a member of the Legion within the first locker. This leaves a subtle smoky trace on this locker. Any survivor that walks or runs in front of this locker will trigger the member, causing them to attack as well as mark the survivor with killer instinct. If the survivor is able to interact with the locker without triggering the member, it is removed. Using this power causes both shrines in the lockers to become dark until the member is triggered or deactivated, and are not allowed to be used by the player. This power has 3 charges.

    Secondary Activation:Wolf in Sheep's Clothing

    After hooking a survivor, the player takes a piece of memorabilia from the survivor. They may bring this to a lit shrine of the legion. Using this power allows them to take on the shape of the survivor whose memorabilia they offered to the shrine, as well as darkening the shrine as long as this ability is active. They can the undetectable status. They move as a survivor does, gaining a walk,sprint, and the ability to vault; while losing the ability to attack. They may deactivate this power at any time, gaining a stun for 2.5 seconds, with undetectable decaying over 3 seconds. During the use of this power they may still use We Are legion on any lit shrines.

    I'm still trying to figure out a power for them to use that would help them in chases, any suggestions on this would be very welcome. This idea is base don others I've seen over the years, and I am trying to create a feeling that makes them more of an actual Legion while also making their trailer more true to their play style. Please let me know what you think, constructive criticism is very welcome!

    This is a pretty cool re-work. Is it completely doing away with Feral Frenzy though? If it is, then on paper, this Power doesn't seem strong enough to me. Granted, I've only played a few games as Legion in its current state anyway so, I'm not the most experienced by any means, but, he definitely could use a little help. If not a power re-work like this, then at least an increase in Feral Frenzy duration, and a reduced stun duration (to start).

    Another thought I had is to implement a token system based on Feral Frenzy hits:

    • For each Survivor hit during a single activation of Feral Frenzy, gain a token. All tokens are consumed when Feral Frenzy ends, granting the appropriate benefit(s) listed below.
    • With 2 tokens gained, you'll suffer a greatly reduced stun when Feral Frenzy ends
    • With 3 tokens gained, you'll suffer a regular stun, but Feral Frenzy is re-filled and immediately ready for use when it ends.
    • With 4 tokens gained, Feral Frenzy becomes Fatal Frenzy - for the remainder of the power, Legion hits can put a Survivor into the dying state. The most recently hit Survivor is immune from this until The Legion hits a different Survivor first. Tokens will not be gained during Fatal Frenzy, and the duration will not be extended on any hits.
  • @ProfGameAndTalk said:

    I'm Central time zone and a killer main and tend to play at night. I tend to get into matches quickly but OH MY GOODNESS I get put against high level players more often than not. I'm lvl 12 killer, been playing for a couple of weeks now but I just can't handle so many reds at one time. Yikes! Hopefully the matchmaking updates the devs have talked about help me out in that regard.

    Exactly my experience. When I play Survivor (rank 14), the large majority of my games are well matched - I get Survivors around my rank, and face a Killer around our average rank. Yet for whatever reason when I swap to Killer, I get mostly bad matches - rank 6's and lower against my rank 12 Killer. I don't understand why this so consistently happens to me though, I guess it's just RNG at work but I will admit, it does make my Killer experience less enjoyable.

  • Interesting bug indeed, I've been wondering about this myself. Perhaps it occurs (or, is prepped to occur) if a Survivor stops repairing right at the exact moment a Skill Check was about to occur. I know you'll blow the gen if you let go immediately after a Skill Check pops up but I'm talking about letting go of it right at the exact same moment, the game queues up that animation but can't run it if no survivor is on the gen, and so the next Survivor that touches it triggers the animation but there's obviously no skill check, sound, or visual.

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