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Leachy_Jr

Leachy_Jr

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  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1063748#Comment_1063748

    Nothing gets you a free escape against camping imo, I'm pretty sure at that point it's only hook trading.

    You can 2 man save pretty much guaranteeing an escape if done properly with DS and BT. With 3 people it works even better.

  • I made another comment a while ago but ill sum it up here:

    Moris are not the same strength as keys, moris are much stronger. Moris are used against SWF groups due to how horribly unbalanced it is for some killers at that level. Yes keys are annoying and broken but you should not nerf them with moris.

    If you want to nerf moris, you should address the main reason they are used, to beat SWF. Nerfing keys in change for nerfing moris is a horrible unbalanced trade off that just nerfs killers even more. If they do nerf moris, we will have nothing to deal with any good SWF team.

  • Please tell me you're not trying to say that highlighting toxicity in a community is toxic in itself. Its the furthest away from toxic you can probably get.

  • Survivor queues will likely always be bad unless they make killer more appealing or start matching up low skill killer players with high skill survivor players. You can make the excuse that the SWF rank change killed queue times but we all know that there isn't enough red rank killers playing to fill all them survivor lobbies,

  • @Warlock_2020 said:

    I disagree. I like the new Ruin better than the old. The old Ruin was useless at higher ranks. It only crippled low-rank survivors. It favored campers and tunnelers in the rank 13-20 brackets. You get to rank 5 and ruin is pointless. It is either gone in 60 seconds or they just bulldoze through with great skill checks.

    I have found survivors are a bit more lazy and pay less attention without ruin. I stopped running ruin and went for slowdown builds that worked much better. The new ruin works into those well. It gets ignored until it is too late many times.

    The new ruin pushes learning a different play style in order to make it work for you. You have to be willing to push survivors off gens instead of engaging in long chases. I've found it works really well with a half-map strategy. I don't let survivors pull me to the side with only 2 gens. I keep the other 5-6 in my area of influence and I can keep them off the gens and catch them in bad spots once they get frustrated.

    Anyways, new ruin is only bad for those that depended on it too much. I highly suggest trying new builds and styles with the new ruin.

    One thing I think would make it even better? Take away the hex part. For what it does, it could be a huge way of countering gen times without turning the game on its head.

    Yes ruin was useless at high ranks, that's why it was used 80% of the time.

    Sarcastic comments aside, it really did do something. I don't think there was any player that could hit greats 100% of the time. Remember every failed skill check adds 7 seconds onto a gen, put that across all survivors and even if ruin only lasted 30 seconds its already bought you a ton of time.

    • Increase mend time back to 15 seconds
    • Make Feral Frenzy movement speed 6.0 m/s
    • Make Feral Frenzy 12s Long
    • Reduce missed attacks to only deplete a quarter of the bar
    • Remove the power reduction when M1ing someone
    • Reduce fatigue to 3s

    I could rant about how Legion isn't that bad and how some people don't even play them enough to realise that (hey sounds similar to old Freddy). But i could make a whole post about that.

  • It goes:

    • Small maps: Spirit
    • Medium size maps: Nurse
    • Large maps: Nurse, possibly billy if the loops are balanced
  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1043722#Comment_1043722

    Bruh, you just got a great buff for doc and one of the best killers in game in the last 2 updates, saying that the devs don't put priority in killer experience is pretty dumb and even selfish.

    Yes, it was a doc buff, the problem is that the devs didn't try to make it a buff. As McLean said, whether they were buffing or nerfing him was up to the community to decide and it was pretty clear they wanted to just make him less "frustrating" to verse. Remember doc was okish back then and was easily beaten by some teams.

    And also, what killer? Oni isn't that good, his early game is horrible and too reliant on the survivors to mess up. Demogorgon requires too much setup for how little pressure he gets. His shred is still good though, not enough to make him top tier.

  • I'm not really that mad on how ruin turned out, i'm more mad at how the devs don't have any priority about the killer experience and they don't even try to hide it anymore.

    When was the last time you saw the phrase "frustrating for the killer" in one of the patch notes? Honestly i might of missed some but i know it was a loooong time ago.

    Its not even that they like survivor more, everyone has a bias, i have a killer bias, scott has a survivor bias, tru3talent has a killer bias. That's fine, but when you shut off the other side is when it turns from "hey i like survivor more than killer" to sounding like a stereo typical entitled survivor main.

    Now i'm not saying the devs are entitled at all, but the ruin change basically proves that they don't really care much for killer, it shows that the killers viability or how fun the killer is is not really a concern for them or even a remote priority for them. One phrase i saw that also showed this is when Mclean said on a livestream a few months ago "whether this doc change is a buff or a nerf is for you to test out" (at least something across those lines). Basically showing "we dont know if its a nerf but were not trying to buff him" even though doc was a low - mid tier killer.

    We already knew this, but we didn't know to this extent, and yea ok the insta heal nerfs were decent nerfs but what else have they done recently?

    I'm also not saying they won't change how they balance things, as they have proven to have some pretty good change ideas, but how they are balancing things now, its likely to get really survivor favoured from here. Especially if they keep balancing for rank 15's.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1036591#Comment_1036591

    It's a combination of factors. Self-Care being so highly used isn't a big deal, because it's not breaking anything. But Ruin being so highly used was more of an issue because of its warping effect on the entire game experience.

    Decisive strike is used a lot at high ranks and can have a major impact on the game and especially the killers momentum. Would this be an example of a perk being looked at? Or would it have to be used to the extent of something like self care?

  • @Nemmy_Wemmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1035317#Comment_1035317

    Oh thank you very much for the response, sorry if my replies are short, this site on mobile makes it so hard to type for some reason.

    Anyways have you tried blood echo on Legion yet? Its super good keeping people almost always exhausted.

    Ok you have convinced me against moniter, I didnt think of it that way, it does give them a early warning to run during frenzy.

    So you use brutal over spirits fury? Why is that, to my understanding brutal barely increases pallet breaking time at least from what ive seen in comparisons videos.

    I understand the enduring tho, it has good power synergy bc you can just take a stun faster then frenzy heart attack lol

    Im the same, i want to use no addons so i can learn the killer and stock up on addons so if i want to tryhard ill bring out addons.

    Im in agreement tho, never gonna take off thana on him, so easy to keep people injured.

    Oh short replies are fine, i like short posts anyway :D

    I have not actually tried blood echo yet, but i know its good and another Legion main (Ryuga) runs it on some on his builds and he seems to do pretty well with it, utilising it well. I can't see any reason why it wouldn't work anyway.

    You should try monitor when you can, even if you think the negatives outweigh the positives everyone has different experiences. In fact to be honest id recommend trying a bunch of perks that you think might not work and try them. I was doing that and i found mindbreaker to be good against teams that love running sprint burst (obviously its still situational but its effect was noticeable).

    I really shouldn't use brutal over spirit fury, I just run it because the kicking animation looks nice and i can kick generators in frenzy more efficiently, especially if i'm using pop. As well as im completely addicted to it, its like some people with shadowborn, they just cant take it off because it feels weird. Other than that SF is better in pretty much every way.

  • @Nemmy_Wemmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1033010#Comment_1033010

    That would also be a good build for getting bp as Legion.

    Ive always wondered how spirits fury and enduring was on Legion, since everyone lovvves stunning him out of his power for some reason lol. How is it? Hows your games usually go? I just recently p3d legion, and my plan was to use Thana, blood echo, pop, monitor on him. You rely on any addons on your build? Let me know!

    Dang since release? Impressive.

    There is multiple ways spirit fury works, it can beat low skill players that love to stun him (for some reason) and high skill players that get greedy or another loop. Assuming you have a very optimal team, your spirit fury will proc like once or twice but then they drop pallets early. Making them create more dead zones and if they don't heal (which is likely the case) they become a 1 shot down with also a bunch of pallets wasted.

    Once again i'm personally not a fan of monitor at all, but that's just me and I've seen people say it works for them.

    In all honesty i'm against add ons, I just don't see the use in them not saying their completely useless but they don't have a big enough effect on FF for me to use them. If i were to use them though i would run blades, fatigue reduction and recharge. Hope this helps :)

  • @Nutty_Professor said:

    https://forum.deadbydaylight.com/en/discussion/124253/dead-hard-needs-to-be-nerfd

    I play at red ranks as both a survivor and as a killer, in it's current state Dead Hard in it's current state takes some level of skill to be used properly. There's many red rank survivors that don't know how to use Dead Hard properly.

    If you expect a survivor to have Dead Hard just wait it out, then hit them after they used Dead Hard.

    It isnt that, its when they use it to get to a pallet they wouldn't usually get. Key word: Dead hard is uncounterable. You cannot do absolutely anything to prevent him dead harding unless he is already exhausted.

  • @2LuvRias said:

    Not afraid to say this but I suck as killer. The GhostFave is the only killer I can do well with. However I've recently picked up Legion and he's alot of fun. Does anyone have any tips for playing them or even any good builds?

    I'd appreciate any advice, thank you.

    PS, please ignore my name it's a joke

    IMO his best build for newer players is: Thana, enduring, pop and BBQ

    Once you learn how to track without BBQ his best build is: Thana, enduring, pop and spirit fury. I usually trade SF for brutal strength as it is nutty AF.

    I've mained Legion since release and this is what works for me, of course try other suggestions out and see what feels comfortable and viable for you. There is a few things id consider though:

    • Monitor and abuse gives people you are frenzying towards an earlier warning so they might start running making you not get the hit
    • Its very useful to have at least one chase perk, even if it is something like blood echo
    • Never take thanatophobia Off your builds, like, ever. Of course unless you want to im just saying its easily his best perk

    Of course this is o p i n i o n and you should see what works for yourself :D

  • @Colton147 said:

    Killers are not entitled to 4Ks each game.

    Killers are entitled to a fair, balanced game. Unfortunately this isn't the case.

  • Honestly yea I agree, they said that ruin was "too passive" and yet dead hard can extend a chase by ages by a simple click of a button. By the same logic dead hard should be nerfed as well.

    A perk I hate is unbreakable. It's passive, it's a second chance when the survivors mess up and it can easily turn a 4k into a 1k. It also removes all pressure you get from slugging which is horrible.

    In fact thinking about this makes me wonder how so many survivor perks haven't been nerfed due to the same logic of the ruin nerf. Unbreakable, DS, dead hard are all pretty passive and are busted AF in the right situations. Especially against a 4 man only running these perks.

  • Ok bait, ill give it a 5/10

  • @ClickyClicky said:

    That’s a lot of it yeah.

    The thing is no other kill has the mobility Billy has. Freddy needs to wait 45 seconds to teleport, Spirit can only make it so far before she runs out of juice and needs to go on a 15 second cooldown. Wraith simply doesn’t move anywhere near as fast and then he’s limited in that he has to bing bong before he can even attack. Demogorgan is the only killer who comes close to that mobility but he needs to plant a portal first, open it up, still has a 14 second cooldown and then on top of that his portals can be destroyed. Billy can go anywhere he wants right from the very start of the game and there’s no stopping him and no cooldown, map permitting.

    Also not one of those killers has an instadown. Billy has all that mobility and instadowns on top.

    He doesn’t need to delay the chase unlike Ghostface or Myers, nor is his ability on a time limit. Bubba has a chainsaw too but he suffers a larger movement penalty and a bigger penalty for missed attacks, he doesn’t have the mobility like Billy either.

    So Billy seems like such out of place design. They normally give killers either strength or mobility. Not only does Billy get both but he gets arguably the best mobility and instadowns in the game.

    Only Oni comes close but then he only has access to this half of the time.

    The thing i don't understand is how is this a bad thing? Like yea sure its out of place, doesn't mean its bad.

  • It means you want a fun viable killer with a high skill cap where you feel in control of your chases.

    And no, nurse doesn't count as the 3 second CD makes her incredibly unfun.

  • I play Legion who actually has a bit of pressure so the gens don't go as fast as lets say i was playing wraith. Albeit i am getting beaten more often since i stopped using ruin its been almost just as fun.

    I would never play killer if i wanted to win though, the games still unbalanced AF (obv) and i do usually swap to survivor much more often now.

  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011915#Comment_1011915

    Opinions are only valid if said people know what balance is. If you're asking for Billy to be nerfed, you have no idea what balance is.

    👏👏👏👏👏👏👏👏👏👏👏

  • I would love to have a discussion with you about this but you are acting condescending AF, i'm not going to contribute (and i don't think anyone else is) if you keep acting like this.

  • @NDwight88 said:

    https://forum.deadbydaylight.com/en/discussion/121589/billy-is-not-balanced-please-change-my-mind

    No he isn’t at all. Even a rank 18 just starting can wipe a lobby of much lower ranks easily because billy isn’t balanced.

    The people saying he’s fine are 100% killer mains who likely play billy to some degree.

    Learn to loop him. That's it.

  • Just loop accordingly to his chainsaw, that's it. Yea you might not get some windows against it but you can still easily loop him.

    Plus Insta-saw isn't even his best build, crack billy is (carb + doom).

  • Julies denim jacket + Bloody Julie mask + Karabit (any)

    Julie is better than Susie.

    As for survivor i personally love Adams prestiege gear.

  • @shootaman777 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009309#Comment_1009309

    You're cherrypicking an ideal situation in which an ideally inexperienced survivor is at ideal distance in an ideally disadvantaged situation (a map boundary) that they ideally chose to put themselves in, with ideally no Exhaustion crutches as a get-out-of-jail-free card (Lithe for structures on map boundary with windows, Dead Hard (honourable mention, not really a consideration here), Sprint Burst otherwise), and they ideally make a mistake (as you mentioned). There are too many 'ideal' factors in there for the situation you propose to be worth considering. Put simply, you are describing a case with a likelihood of 1% where and ideal Legion may have a chance in Frenzy against a bad survivor, whereas 99% of other cases involve... well, every other circumstance. Posing that 1% situation as the regular seems kind of pointless, doesn't it?

    The problem isn't the hitbox, it's collision and movement mechanics - a common misconception about looping. Killers have a far slower rate of acceleration than survivors. You know that killer movement speed stat? It's maximum speed, not the speed you always move at. This means that, when constantly changing direction (such as when being looped around an object), the killer is constantly moving BELOW their maximum speed due to changing directions, whereas the survivor is near-constantly moving at their maximum speed of 4.0 metres/second.

    Ever clipped a corner as killer and come to a dead stop? Try that same corner as survivor, and you won't be stopped by it. This results in the killer having to take a wider loop around the same object so as to not clip the tiniest bit into it and come to a full stop, whereas survivors can hug an object without losing speed.

    Combine these two factors? The increased speed from Frenzy will rarely be reached in a loop, and the Legion has to make up even more distance on the survivor than they would have to, if they were chasing a survivor who was holding W and running in a straight line away from Legion.

    Like I said, if a survivor knows what they're doing, they can neuter Legion, making the experience nightmarish for the Legion player. If you haven't had to go against that, count yourself incredibly lucky, my fellow Legion player. It's soul-crushing, and every survivor used to know exactly how to do it. From what you describe, apparently they've forgotten. I hope this is the case, but I am more inclined to believe that you are playing at low ranks, than that they've suddenly forgotten how to play.

    As much as i want to write a long winded paragraph i really cant, all i have is that survivors will most certainly go near the edges. I'm talking about 16m or about 1 or 2 tiles worth of distance. They will be going there to work on gens and unhook, that's it. Thats why i took that situation and calculated it, it was an average of many situations ive been in with good survivors.

    As for the looping thing, i have never experienced it, i play R1 both sides (ps4) and it has never happened to me. Id probably have to test it out.

    For my experience playing Legion i have came up against good teams, hell even tournament teams, and i do end up getting frenzy hits herding them to the side and catching them unhooking. Not that it matters anyway as they get the gens done in like 7 minutes. I feel like the situations you propose are ways of making him countered yes, but overall it is less beneficial for the survivors.

  • @shootaman777 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009221#Comment_1009221

    I'm not telling you that some survivors don't do it. I'm telling you that the ones that do do it, are inexperienced survivors, to the tune of allowing you to corner them due to their inexperience.

    Please, do share this math. Did you measure map sizes? Terror radius, comparatively? Would you be so kind as to demonstrate your findings to the rest of us?

    Also, while holding W while facing away from Legion is one method of running down the Frenzy clock, looping is a better method, as the Legion can not cover as much ground on a survivor while they are looping. They do not need a pallet to do so - all the survivor needs is a rock. Or any map debris, really. Unless Legion runs one of three duration-increasing add-ons (and even with them, the difference is negligible), the Frenzy timer is static, and it is easy to predict when it will run out, for an experienced survivor.

    I calculated that if a survivor is hugging a wall at 32m away, it is possible for the Legion to catch them by pythag theorem. No maps have different straight boundrys, so i didn't need to factor them in. Of course this relies heavily on positioning, but its to prove a point that it works most of the time against most people as there will be error from the survivors side eventually.

    I'm going to keep responding with the same thing about the "good survivors will never let you corner them", so i think we see our differences in what we think. You think that they will never be cornered or pushed near an edge, i think they will be.

    Also what do you mean loops delay him? I know survivors have smaller hitboxes but they're nowhere near that small to make his feral frenzy useless, or anywhere near useless. I've been playing Legion since release and never have i been looped until my frenzy ran out and this was back when he moved at 5.0m/s.

  • @shootaman777 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009091#Comment_1009091

    Those rank 20 survivors you go against who don't stay within a stone's throw of a loop, or go near map boundary at all (they are allowing themselves to be cornered. Don't think for a second that you're doing the cornering), and don't have an Exhaustion perk to easily evade your Frenzy, must be nice to go against.

    Survivors grouping up is a hallmark of inefficient, inexperienced play. Separating and working on different generators is the most efficient playstyle - grouping up for any reason is foolhardy at best. Even if it is to heal, it is inefficient.

    If 2 survivors are injured and use Self-Care, they finish healing in 32 seconds. If 2 survivors are injured and heal each other, they finish healing in 32 seconds. If 4 survivors are injured and Self-Care, they finish healing in 32 seconds. If 4 survivors heal each other, they finish healing in 48-64 seconds. And survivors can not be forced to flee the same area at the same time by one killer, if they are already healing themselves in separate areas.

    This is why all co-operative actions are wastes of time, for survivors. If you find survivors bunching up for any reason (apart from unhooking), it is because they do not understand this. So, rank 20s.

    Its not cornering, its literally staying near the side of a map, you cannot tell me nobody ever goes near the side of a map, if anything on maps like ormond, loops are near the boundaries of the map making it a hot spot for survivors along with generators.

    I did some math and figured out that if you are near the boundry and you are in legions terror radius, it is impossible to avoid getting hit as long as you are in a straight line from Legion, and that's if your playing absolutely perfectly, such as exactly 32m away, hugging the boundry while running etc. The only thing that will stop you is if there's lots of debree getting in legions way which is unlikely.

    I want to also point out that when i mean grouping up, i don't mean like working on a gen, i mean only within 20m or so of each other, which you will find quite commonly and just happens naturally.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008783#Comment_1008783

    I was likely better at downing Survivors as 110 Legion without using Frenzy than you are as 115 Legion. Try again.

    Also, if you're so convinced Legion is great at chaining hits, here's some numbers: At a rate of 1.2 meters per second (the speed at which a Legion in Feral Frenzy catches up to a running Survivor), a 10-second Frenzy means that in order to outpace a Frenzying Legion and totally nullify his ability to chain a hit, you only need to be 12 meters away.

    12 meters. Three-eights of the Legion's base Terror Radius.

    Wow, so good.

    And with double duration addons, it goes up to 16.8 meters. Barely more than four-eights or one-half of the Legion's Terror Radius. That's with his best Frenzy addons. His BEST. If you exceed 16.8 meters of distance from the Legion at any given point, there is no way his Frenzy can touch you unless you sit still.

    God, Legion is so good.

    You seem to have not played Legion that much so ill explain how to get hits in frenzy. When you hit a survivor in the centre of the map and you see another near the edges, you travel towards them in an efficient path, leaving no room for the survivors to go. A good legion is uncounterable in this situation.

    That is the most efficient way of doing it, which completely counters that "only 12m" argument (which i know iv'e made in the past) as they need to run at a 90 degree angle from you, not directly away. You also forgot to add the lunge distance that gets you more distance.

    Yea of course if you frenzy towards the centre of the map they are gonna start running early but then you just go back to the survivor you hit. By the time you downed them (cos its only 1 hit) your ability will be back and you frenzy the one you found earlier and the cycle repeats.

    The only time this doesn't apply is when the map is massive, like red forest, however its borderline impossible for like 90% of killers to win on that map against an efficient team.

    Also sometimes survivors just naturally group up, you cannot tell me that there is a team that doesn't come within like a 20m radius of each other like, ever in a match, it just doesn't happen.

    Once again ill say this: I don't think the Legion is good, but he is fun and not as bad as people make him out to be.

  • @TheBean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008487#Comment_1008487

    So make the game worst for the last survivor... Gotcha...

    You do know they changed ruin because it was making it frustrating and unfun for newer players.

    What in the world would ever make you think the Devs are going to hand the killer the 4th survivor without putting in the effort for it?

    The game just doesn't revolve around one player in the game.

    --

    The objective matters when people harp on how it is the killer's objective to kill the survivors, when it is the survivors objective to escape. How the survivor escapes is up to the survivor, regardless of how little they do in the match.

    I think you are missing the point. I don't care what the survivors objective is, Its the fact that they escape with putting no effort in. They do not deserve the escape at all and its like a killer getting a 2k while being AFK.

    They should just rework how the last survivor escapes, i don't know how they would do that but currently the hatch rewards horrible gameplay.

    Also in order for the killer to kill the last survivor they have to put in effort but the survivor can do nothing and they still "deserve" the escape, nice double standard.

  • @TheBean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007069#Comment_1007069

    The survivors objective is to survive. Getting that objective done means doing several things such as... working on gens... doing totems... escape chases... make saves... healing... hiding...

    The hatch mechanic is there to give the last survivor a last fleeting chance to escape, if the other teammates fail in working to get their objective done.

    --

    People have this idea gens are the objective.

    Surviving is the survivors main and only objective. The match itself is the means to accomplish that objective.

    This isn't about the "objective", this is about playing the game and what is deserved and what isn't deserved. Just because its the survivors objective to survive doesn't make it any less BS that they literally did NOTHING all game (despite being the power role) and still survived.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008382#Comment_1008382

    A) A Killer who has no power when people are injured is fun?

    B) Then just loop???

    Feeling in control of when people are injured is very fun. When they are injured you know the power has done it's job. It's also fun getting them injured because getting chain hits is satisfying AF.

    Chases are shorter because everyone is injured, however it doesn't make him a good killer. similarly a fun killer is completely separate to a viable killer.

  • @Demogordon_Ramsay said:

    Ah yes, eating a Decisive Strike for using a power that does absolutely nothing if the Survivors know how to survive while injured is so fun. God I love Legion.

    Then if the survivors are injured don't use your power? Then at that point everyone is a 1 shot down.

  • This is the best survivor tier list iv'e seen, except ace should be higher.

  • @PapiQuentin_ said:

    So we all know that Iron Will hard counters Spirit right?

    Well there are the occasions that a survivor doesn't have Iron Will and it's a Spirit.

    They can do fine against her until they're injured, they are now a massive pain beacon for her to come kill.

    My idea was for there to be a bit more fairness for the injured survivor but not stripping Spirit of too much of her strength.

    My idea was to make survivors injured audio omni-directional (Can't discern where they actually are) when she is phasing.

    I know what you're thinking. "You're essentially nerfing Spirit", that's not my intention and there's more to it.

    After a period of time during her phase, the survivor sounds will become directional again. This idea was to make it so the injured survivor at least has a bigger chance to kind of give the Spirit the slip.

    What are your thoughts on this idea? Is it good or bad?

    Spirit is one of the only killers that punishes you when you're injured, it's the survivors fault they are injured and they should be much more alert when they are healthy so they are not hit.

    Its not unfair, you simply have to delay the first hit as much as possible, similar to oni.

  • @TheBean said:

    Should have slugged the 3rd to get the 4th.. Don't complain just cause you weren't good enough to get that last survivor in the 4 minutes it took for the 3rd to bleed out.

    The hatch has counter play.

    You aren't entitled to have a 4K... You have to earn it.

    https://us.v-cdn.net/6030815/uploads/983/2MRK70ZZEPJ9.png

    It isn't a matter of fact that he didn't slug. Hes complaining about that the survivor did literally nothing and got an escape. Imagine if the killer did nothing but got a 2k anyway, completely undeserved. Whats even worse is that survivors are the power role, they SHOULD be punished if they ######### up, now rewarded.

    In my opinion the hatch should just go altogether, its a really bad mechanic that rewards horrible gameplay. It would also rework keys which we know are busted.

  • @Carlosylu said:

    It's not gen's speed...

    Maps, pipping and specific killers and perks that need buffs are the problem.

    Highest kill ratio maps: Hawkins and The Game, what do you think will happen to this ratio if gen speed gets nerfed for survivors?

    VS

    Lowest kill ratio maps: They'd become an average kill ratio

    IT'S NOT THE GEN'S SPEED, IT'S THE MAPS.

    Pipping: if gens get done fast enough in the early game even with a 3k+ you can black pip or de-pip

    My opinion: If you could 3k+ and pip up/get more BP regardless of how many gens were done in the early game, would we have an argument about gen's speed? I can freaking get 4 gens done in a match and 3k+

    IT'S NOT THE GEN'S SPEED, IT'S PIPPING REQUIREMENTS

    If Clown (just to mention a killer that needs a buff or rework) was more fun to play as and buffed his kill ratio regardless of the map he's in, would we be talking about gen's speed?

    SUMMARY: If you rework pipping without being affected by early game gens done, reworked maps for killers that have the lowest and out of average kill ratio to have a chance, and even better, rework or buff those killers, we wouldn't be talking about gen's speed...

    It absolutely is the gen speeds. 3 gens get done after the first chase. Making maps smaller wont change that. Yea maybe reducing chase times would work but then the game would be boring and the only thing survivors have is the gens.

  • Few issues i have with this:

    • Huntress has very minimal map pressure, even if you are ending chases in 30 seconds, all the gens can still be done. Maps also completely screw her over as shes only 110% speed
    • Nurse is better than billy, she cant be looped
    • Demo is nowhere near B tier, i would put him below pig
    • Plague is better than myers 100%
    • Oni is too reliant on early game, should be moved to low b
    • Freddy is better than Huntress

    Of course this is my o p i n i o n

  • If ruin gets gutted then best build is: Thana, Pop, Enduring, Spirit fury

    If ruin doesn't get gutted then best build is: Thana, Pop, Enduring, Ruin

    Brutal is really good on him as-well :)

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/998077#Comment_998077

    If you mean in the Q&A thread, that's because the Q&A post is for the 3.5.0 update only. We put it right at the top stating that only questions about the update are going to be selected, and others are going to be deleted. This is the same thing we do for every Q&A thread, or else we'd end up with a bunch of off topic questions.

    We are not currently looking into removing the blink recharge mechanic. The changes seems to have had the intended effect and experienced Nurse players are still able to do very well with her.

    Balanced or not she is so boring to play now. You literally look at the survivor for 3 seconds and then blink, and if you miss then you do it again and again etc.

    I know a killer like nurse isn't supposed to have an easy learning curve but at least make learning her fun.

  • Any plan to adjust gen times?

  • @Brucecastro81 said:

    Just accept and change your perks before you go on here and say: "I'm quitting", "Survivor matter but killer not" and things like that. Corrupt Intervention, that is actually better that old Ruin, Pop goes the weasel, Thanathopobia and Dying light. I'm not saying that you're a baby killer, that you shouldn't complain, what I'm trying to say is: Wait before the Ruin get changed, try to play without it or change perks. They reworked Ruin (I think they actually buffed it, but needs to go live before saying that) but didn't nerfed Killer, is simply just a perk

    https://us.v-cdn.net/6030815/uploads/802/WDG0RZ56RBF0.jpeg

    Just be nice and try to not kill me, let's just discuss very "My little pony'ly" (If that exist) :)

    Ah and I'm not a surv main, play both sides equally

    Ya see if they acknowledged that gen speeds are busted then i would be fine. The game is absolutely not fine without ruin. It was a small fix to a massive problem. Now that problem is even bigger.

  • @Almo said:

    This is why the Gatekeeper emblem was changed with Ruin. In terms of emblem points, it's no longer important to keep 5 gens up the first two minutes to get all those points.

    In terms of the game's power curve, it's expected the first couple gens go fast. 4 Survivors, one Killer... several chases to get one Survivor out. But as the number of gens to patrol decreases, it becomes easier for the Killer to patrol, and their power rises. As the Survivors die off, the Killer's power increases more as there are fewer Survivors to work on gens.

    Old Ruin gave people who depended on it the idea that it should not require input from the Killer to keep the first couple gens from popping in the first couple minutes. But that is not how we intend the game to work. My apologies for leaving old Ruin in place as long as we did; it was hard to find a good update, and we knew there would be a huge outcry from the players when we did the change, no matter how good it was. The moment I joined the project in August 2018 I knew Ruin was something I wanted to change. It took a lot of time and a lot of discussion with the other designers to find something worthy to replace it.

    New Ruin requiring Killers to act in order to get its benefit is by design. Its lack of large impact in the first minutes is by design. Its subtlety is by design (by subtle I mean that one of its large benefits isn't mentioned in the text: no need to spend time kicking gens). Because we recognized Ruin's impact on the Gatekeeper emblem and Killers' ability to pip, we made the alteration to that emblem.

    We can easily understand players' frustrations with this deep change to one of their core tools. But the opinion of all of us on the design team is that the new Ruin will make the game healthier overall. Our willingness to stand by it in the face of such anger over the change is an indication of our confidence in the new design and the benefits it will have in the long run.

    I'm going to try to say this as peacefully as possible. When you say the first gens go fast, you are referring to the first 3 gens, which is 60% of a survivors objective. In this time the killer can get 1 or 2 hooks. In comparison that is 2 gens left and either 1 survivor on death hook or 2 survivors on second hook.

    It is borderline impossible to recover from that, even if all your chases are like 20 - 30 seconds long, survivors can just power through the last 2 gens. To put it simple we cannot kill the survivors at all in just 2 gens. Its just too easy for them to get them done. This is due to so many things getting in the way, mainly map sizes and god buildings/loops. However even if these weren't a problem gens would fly by anyway.

    Us killers didn't care that it was passive, what we cared about is that it had pressure at the start of the game. I bet you if it had killer input it would still be used 80% of the time.

    This i don't think you are understanding: Old ruin applied pressure EARLY game, when 60% of the survivors objective is being done. We do NOT want a perk (specifically a hex perk) that applies pressure LATE game. That is not what we used ruin for. We needed something to battle the early game and ruin was the only thing we had.

    And... please, we honestly don't care about our gatekeeper, that's not why we used it. We used it to prevent 60% of the survivors objective being done in under 90 seconds.

    Finally, the fact that you can stand strong against so many complaints doesn't show your confidence, it shows a sign of a massive disconnect between the community and the dev team. And if you think this change will be "good in the long run", then you have HEAVILY misunderstood the core mechanics of dead by daylight and what the community wants.

  • I mean iv'e got a strat at least. If these devs want to balance around rank 20's then imma intentionally derank back to like 15 and play from there. Yea it'll take some time at least but if these devs are so blind at seeing what the main issues are in their game then i'm going to take advantage of it.

    If you are rank one (or any decent rank for that matter) then i would either a) switch to survivor or b) derank intentionally.

  • Against a very good team you do, the only person who wouldn't need it is a god spirit or nurse.

  • Ebony moris are the killers way of dealing with a SWF group. I hate it when people compare moris to keys as keys are much weaker but more annoying. If they nerf ebony moris then they should nerf SWF along with it. If they're not going to balance the game around SWF then ebonys should remain the same.

  • Absolutely ditch monitor, it hurts him more that it helps him by giving people an earlier warning you're coming in frenzy. Thana is a must have pretty much with the new mending nerfs. Ruin is well... Ruin and then the last 2 perks should be a variation of enduring, pop, brutal strength, shadowborn, bamboozle and/or spirit fury.

    I've been maining Legion since he got reworked and the build i mainly use is Ruin, Thana, Pop and Enduring. Brutal strength is awfully underrated on them so id say test that and see if you like it.

  • @Widowmaker8197 said:

    https://forum.deadbydaylight.com/en/discussion/comment/907286#Comment_907286

    Wraith literally gets increased movement speed, no terror radius, and near invisibility with his power. How is this weak?

    LF gets to instadown survivors with his chainsaw. Not weak at all.

    Legion is a God at buying time by forcing survivors to mend and heal. That's two health states they have to heal.

    The Plague could use a buff or two yeah.

    The pig gets a 0 terror radius, lunge attack, and takes a survivor out of the game for a bit by giving them a reverse bear trap.

    I see many people, even in red ranks, step in trapper traps these days. It could take anywhere from 1 try to 7 tries to get out of a trap AND the trap leaves you injured if you do manage to get out.

    The demogorgon is kind of weak I agree.

    Myers being weak is a joke. I'm not even going to try to explain this one.

    Its clear that you have not played to see just how weak leatherface is, just saying "you can get an insta down with him" is an absolute joke. You need to be in a massive dead zone or in basement in order for him to get a chainsaw. Its so slow to charge and move with that if you cant get to a window in time its on you for playing bad.

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