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Marcavecunc

Marcavecunc

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Marcavecunc
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  • @Zeur said:

    I'm sorry to say this but legion was reworked to his current state right now because of people abusing his powers to begin with. Had people not abused the power and didn't play the way they did the devs wouldn't have taken such drastic measures to nerf him.

    Well they should have thought of a more balanced fix, rather than turning him into an m1 killer that can vault pallets but has a super long stun time to his non-lethal power.

  • They really screwed up when they changed the rank reset, by making you reset only to the last color, instead of a further.. Now, it means everyone's going to be red rank by just playing, so you get matches against real red ranks, and against people who should be somewhere between purple and red but ended up red because they didn't derank enough when the reset happened.

  • @Onyx_Blue said:

    @Acromio i'm guessing you didn't even bother reading the thread. I spoke about this, the reason why "just do bones" isn't a valid argument is because majority of killers use NOED at low ranks vs survivors who aren't skilled enough to manage their time well enough and are usually too bad in chase, so they just do gens asap without considering NOED. Since NOED is an endgame perk, surely the killer should have to perform some criteria to get it active, as opposed to now, just losing all the gens and hoping you have a dull still up. Bloodwarden doesn't activate as soon as the doors open, the killer needs to fulfill the criteria of hooking when a door is open. Makes sense that a killer need to do something similar for NOED, since they are getting a very strong effect from this Hex. And usually underservingly so

    Except it's not just low rank survivors who don't cleanse totems, seen plenty of red ranks skip them entirely too, so that argument doesn't stand.

    And nerfing the game to make ######### easier for new players and screw up more experienced players is a good way to make sure you lose those people.

  • And on top of that, the cinematics to unlock are the same they used for the trailer for the Tome when they released it on the PTB. I was a bit disappointed when I saw it, but still I guess it's a nice addition to the text lore itself.

  • @Oicimau said:

    They are constantly improving RNG and places for totems. But sometimes, that happens... and we are far from perfection. But some maps have pretty good totem places, as Suffocation Pit.

    Imo, ill keep using then, if useful for the specific killers strategy. But i aways use then supposing will be cleansed at some point in the game. So i get more happy when they arent.

    Oh yeah same.

    I love running Devour Hope when I feel like just killing people, or see how many stacks I can get before it gets destroyed. Same with Third Seal.. see if I can get everyone blind before it gets destroyed. Sometimes it stays up all game and I get a few hook deaths because the survivors weren't paying attention when the other guy got hooked and can't find them. Best is when I come across someone with Object of Obsession.. Thanks for the free aura read for the rest of the game! ;p

  • Well, yeah.. when matchmaking gets fixed, sure. But at the moment, no. It used to be that I'd get matched up against higher ranked once in a while but usually people my own rank.. now, I get matched with red ranks as a green killer, and green ranks as a red rank survivor.. Things are backwards. But still.. near instant lobbies on killer, so I guess that's part of the reason why, and I honestly rather get fast lobbies against red ranks than wait 10 minutes for a game against green ranks.. playing against better people helps me get better, too, but sometimes it's just not fun at all.

  • @AetherBytes said:

    I had an idea a while ago for it to be a sort of flipped Devour Soap Hope.

    0 tokens: 0.3/0.7/1% speed increase for every token

    2 tokens: Slightly longer lunge range

    4 tokens: insta-downs

    7 tokens: Can mori

    Bit too much like Devour Hope, bit useless to have two perks that do literally the same thing, with one of them definitely being weaker.

  • I got lucky with a Devour Hope totem placed outside the shack (along the wall without an opening) and managed to get 5 stacks and 2 moris before someone found it.. Main reason being that I didn't get into chases with people over there during that game, that helped a lot.

    I was doing a mori daily with Leatherface, got to 5 stacks using m1+chainsaw before reaching 3, and then just the chainsaw until I had 5 stacks, to down + mori the first guy when they found out I had the perk. I prefered playing it safe and getting to 5 first to prevent them from looking for the totem too early otherwise.


    But yeah.. took me a few games to get that daily done, and it was mostly because I kept getting ######### totem placements, in the middle of nowhere, not even hidden, or right next to a generator.. Lots of maps need a totem spawn point rework..

  • @JnnsMu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1068693#Comment_1068693

    You double stabbed, huh? This is one of my issues with the Legion. As someone who doesn't play them a lot, you're not wrong for assuming that double stabbing would probably be the right call if you aren't going to go after anything else. However, it gives the survivor another speed boost and it drains your entire power bar without doing anything for you. It's basically the worst thing you could do even though it would seem reasonable to a new player.

    There are tons of nuances like this with the Legion and it just doesn't make any sense. These things are left over from previous versions of the Legion. For example, hitting a survivor with Deep Wound used to reduce their Deep Wound Timer and it made sense for that to have some drawbacks. However, now it is already the wrong thing to do since you're giving them a speed burst and getting nothing out of it yourself. And on top of that, you even have your entire power gauge drained just as an additional punch in the face for trying to play this killer.

    In conclusion, not only does the Legion have low potential in the hands of experienced players, they also have tons of hidden traps for new players. This is unjustified and just an example of poor balance.

    Mhm.. good point. So what you're saying is, in situations like this, m1+m2 to get out of the power and retain a full frenzy bar, instead of m1+m1? Makes sense, I didn't think about that. I barely ever play Legion anymore anyway but it's good to know.

  • @Brucecastro81 said:

    No, you just want to have ez games by staying at green ranks

    Doesn't matter, I'm green ranked killer and keep getting matched against full lobbies of red ranks.. so yeah, that theory doesn't stand.

  • Yes, and making the timer even shorter would make it even worse.

  • While I like the idea, if they do it that way (without seeing box auras) then they definitely need to extend the timer on the traps. As it is, the timer is barely long enough to search all 4 boxes if you get unlucky and get the key in the very last one, and that's with the knowledge of where they are.

  • It's long enough, making it shorter would just make people abuse chain stunning with pallets, flashlights, lockers..

  • @Mo4ntus said:

    Even as a legion player you have to agree that you shouldn't be able to hit a survivor multiple times with feral frenzy though he needs an even bigger speed boost its very annoying to hit someone run to the other side of the map then lose the power because the survivor has a sprint boost

    Or hit someone and then have them immediately start mending IN YOUR FACE, when you haven't even gone after anyone yet.. Had a Legion daily today, didn't even bother going after other targets at one point, I just double stabbed and then chased since Legion is basically an m1 killer against red ranks.. So fun as a green rank killer.

  • "It should continue providing a longer time for hooks to be broken - but it should also prevent aura reading during sabo as long as you do not have a toolbox, as a direct counter to Hangman's (but not abused by toolbox increased sabo speeds) - in exchange for you running the perk and using an entire slot on it to begin with."


    Honestly, as one of the rare people who run Hangman's Trick, no. Also, Hangman's doesn't give aura reading, it gives a notification (but I get what you were saying)

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1067381#Comment_1067381

    I am kinda okay with that though, because you're giving up DS, adrenaline, all those meta perks to do that. I think the multiple people on the gen and the toolboxes are really the central problem, they shift the game so much in a survivors favor. Toolboxes are the biggest culprit, but multiple people on a gen can get insane.

    I've had games where multiple people are on one gen and they don't even run, they just stay on the gen right up till I am about to grab them so I don't, I hit them, the other 2 keep working and they just power through it to get the gen done with literally no fear of the killer because they are not even a threat to them and they know it.

    Yeah I don't run meta perks because to me, they're boring and not my style.. just because everyone and their mom likes those perks doesn't mean I do too.

    And I've seen those groups of survivors too.. either they all fly away as you approach, or they commit to finish it in your face.

  • @Sinner5Gonn4Sin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1067328#Comment_1067328

    Yup but at least if you are cleansing when the killer is far away he will never know who actually cleansed it. If someone straight up lose a health state from nothing when the totem gives the notification, that's a big arrow on that person

    Hmm you make a good point.

  • @Nos37 said:

    Aftercare is a 2-way street, so even if a survivor who is being chased cannot see me, I can still see them and get out of their way.

    True enough. If the other survivor is leading the killer to you (wether on purpose or accidentally, maybe the jungle gym you're in is the only save loop spot nearby and he has no choice) then you have no excuse not to hide, you see him coming from across the map.

  • Nice idea, I like it!

    It's basically the same thing, minus the doors, but hey it's a fresh change of pace to how the game currently works :)

  • Interesting idea, but sadly, it would change the way the game plays a bit too much.

    I like the Phase 1 part though, where everyone has a trap on their head and needs to search boxes to extend their life. That would be a nice addition to her base kit. But as you said, they'd need to change her add-ons, since you're no longer putting them on the survivors after you down them.

  • No.

    Unless they either make it a separate perk, but I would just add that to Small Game, but add the killer traps as well, since those are detected by Small Game, too.

    Play against a non-trap killer? You see 5 and it decreases with each cleansed totem.

    Play against a Hag/Trapper/Freddy? You start at 5 but then the number increases as more traps are being put down, then decreases when totems are destroyed or traps are triggered or disabled.

  • @Rasinbran said:

    Have it so the killer has to hook them prior to Noed activating. I'd like to see people call this too difficult of a task.

    That would be a realistic requirement. If you haven't been hooked yet, you deserve to live. If you have, then you die. Would make people be extra careful not to get hook during the game in case the Hex is there.


  • @[Deleted User] said:

    The speed of multiple on gens, and the toolboxes boosting repair speed are honestly the two major problems. The base repair speed when it's not being messed with is fine.

    I don't have a problem with prove thyself either tbh since they are using a perk for it and you need those other people to even use it.

    Current build I'm playing is Bond, Better Together and Prove Thyself (and We're Gonna Live Forever for the points).. so that way I can find people nearby working on generators, people nearby can find me working on generators, and we get a speed boost for coop action (along with the bloodpoint bonus for me)

    Was tempted to use Kindred instead of Prove Thyself, might try it out for a few games, have a full Aura Reading build maybe.

    But yeah anyway.. repair speed really adds up when you have perks and toolboxes, and 3 people on the same generator. Heck 2 people with toolboxes + prove thyself can make short work of a generator..

  • I like the idea.

    I mean, I like dailies, but only 1 daily a day really sucks. Which is why I was super happy when they announced the archives.. new challenges to do! Except they last 2-3 days if you play a bit too much..

    Some mobile games have generic daily quests/challenges to unlock gems or whatever currency that game is using.. they could do it the same way too.. Every day, or week, there's a bunch of generic challenges with tiers to them and rewards according to which tier you reached..

    Healing, repairing, cleansing, stunning, evading, surviving

    Hitting, chasing, damaging, sacrificing, killing


    They could give meaningless bloodpoint rewards since they'd just be basic "play the game" rewards but they would increase with each tier you do, so first tier of Healing could be "Heal the equivalent of 2 health states" and then tier 2 could be 4, then 6 then 10, and double up the rewards with each new tier you reach.

    But most importantly.. have them all available at the same time, not one at a time like the archives.


    But still. I'm happy with how the archives work, Tome II is much better than Tome I was, more balanced.. Sure, easier, but the point is to reward different gameplay styles, not grief players for not being super good at the game and having to try the challenges forever to succeed.

  • Agreed, it would be a good thing.

    And allowing to turn them in in the lobby, without having to access the archives.. Maybe even allowing to pick new challenges from there too? (especially considering how accessing the archives unreadies you and often kicks you out of the game)

  • @Sinner5Gonn4Sin said:

    That would mean that you get showned for it.

    Not saying that the guy that cleansed the totem would get tunneled into oblivion but the guy that cleansed the totem would get tunneled into oblivion.

    So basically, same as it is right now, nothing changes ;)

  • @Ohnoes said:

    All trapper needs is dead hard to no longer bypass traps and more traps as part of his base kit. He don't need unlimited traps or recalls. If he is going to get something new it should be something that is actually engaging like poisoned traps. Other than that it wouldn't be a bad idea to have at least some(if not all) of the traps armed by default.

    Ohhh poisoned traps.. I like the idea

    especially if it's infectious and can be passed on to other survivors, a bit like plague's puke, but goes away on its own after a bit, like 30 or 60 seconds.. it could make people slower, or exhausted or whatever. Could be base kit or add-ons, I guess, since most status effects come from add-ons

  • @Trwth said:

    https://forum.deadbydaylight.com/en/discussion/comment/1065457#Comment_1065457

    The Entity could gift him with that power, as simple as it sounds, similar to Doctor. Also, Trapper has about 5-6 traps I believe. But thanks for the feedback anyway.

    Good point. The game is anything but realistic in the first place anyway.

    But compared to other trap killers, his traps wound survivors.. Hag and Freddy's traps don't do that.

    But yeah carrying between 4 to 6 traps sounds good to me. Heck, even starting with just 1, if he has the ability to carry more, I wouldn't mind picking them as I patrol the map. Would be better to start with them, but those could easily be the same add-ons he already has if he wants to start with more than 1 and carry more than 4-6.


  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1064607#Comment_1064607

    Why would I pick anything other than "When Survivor stands up and moves?"

    Because to Amanda, it's a mind game, and it would ######### with the survivor's mind. But yeah, giving the option would definitely make them just go get it off (which is honestly usually what they already do anyway, wether it's active or not..)

  • You're aware you can hook survivors more than once each, right? ;)

    But yeah it's poorly worded. It should be "Hook survivors 5 times"

  • Mhm. I think recalling every unset trap to his hand would basically just be like the Demogorgon, really.. let's say he has 10 traps, if he sets a few and some of them get disarmed or someone gets caught, they can be re-used.. not sure I like that idea, the supernatural element of it doesn't fit the character


    But I do agree that Trapper needs to start with more traps, or at least with the ability to carry more on his person without needing to use add-ons. It's ridiculous he can only carry 1 on his base kit and it takes forever to set them when (almost) every other trap based killer can set infinite ones in a speedy manner.

    Just that one change would make him more powerful.

  • Until you stupidly miss one, but still.. it wouldn't need to be difficult skillchecks, just regular ones would do. Rather miss a regular skillcheck than skip a beat on my spacebar tapping rythm.

  • Removing it while in a chase is literally removing part of the entire point of the perk.. knowing where people are and not leading the killer to them.. If you get grouped with idiots who do it on purpose, then I guess you need to do it to them in return, or find better people to play with.

  • @Lazerboy88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1064439#Comment_1064439

    What about the survivors become oblivious.. eh then again BT would be useless.. making a basement hook way more valuable.. interesting idea tho, maybe just blindness

    Blindness would be good. But at the same time.. if you're hooked, you couldn't tell if anyone's coming for you or not (unless they make it so being hooked in the basement is the only exception to the rule of being blind while down there)


    Terror radius would be too easy for survivors to boost up perks such as Diversion and Stake Out, and for killers to abuse .. well I guess pretty much only Infectious Fright.. there are other perks that make changes to the radius but aside from that and unnerving presence.. and honestly the only thing you can do with items down there is heal (or try to blind the killer but not the best spot for that)

  • Interesting idea.

  • Suggestion:

    Have Amanda decide on when the trap activates.

    You put the trap on someone.

    • By default, it activates after a Generator has been completed
    • Press M2 again to cycle through the different settings (activate when survivor stands up and moves, or maybe when he does an action)

    I guess that would make endgame reverse bear traps a thing again, or the option to change the settings could just not be there after all generators are done.

  • @Konnor24 said:

    The obvious flaw is that unless the killer places it immediately where he spawns in, then any survivor that hears his terror radius then suddenly notices a hex active will know its relative position.

    This. And the killer doesn't need anything more to slow him down in the early game.

  • While it might seem a good idea in general, there are perks that would make this weird.. such as Infectious Fright.. (and others I can't think of right off the bat)


    But then again, you did mention it would make the place more dangerous, so I guess you're right about that. But at the same time, anyone down there wouldn't know when it's safe to leave the basement safely, if the killer's around or not.. Not entirely sure adding something that makes getting basement kills even easier is a good thing.

  • @Keezo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062781#Comment_1062781

    and even then, that'd require 3 survs in one place, or 2 survs and an Unbreakable, even more stupid play to punish

    And heck, you could down one, hook them, and then go back to that generator to chase someone off of it and down them by the time the cooldown is over. 60/50/40 is long enough for that.

  • @themirrortwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1060452#Comment_1060452

    No one is suggesting any of those things. Don't make a strawman argument, it just makes you look stupid.

    The reason it would switch position is to avoid abuse, and just as much as it could hurt it could help as the hatch could spawn near you.

    The hatch is DESIGNED to be random anyway, from the start. It really doesn't change the mechanic much at all.

    No one is, but it's the same kind of broken logic.

    It is random, but making it change placements once it spawned is stupid. Why not make the hatch change spots every 30 seconds while you're at it, to make it even more random, that way the last survivor doesn't even have to roam the map to find it he can just sit in a locker and wait for it to appear next to him!

  • @Tro said:

    Not only that, my biggest problem is not really blinking as much as the lunge after the blink. I miss so many blink lunges with the survivor in front of me it’s not even funny.

    Yeah that's ridiculous.. you have to be literally on top of them and even then it misses half the time. :/

  • I agree. If the generator's already regressing, it couldn't regress twice.. if someone was stupid enough to go touch the generator while you were chasing someone else near it and that person also got downed, they deserve the double surge

  • @Nos37 said:

    Okay. So, the match starts. I immediately hear the chainsaw rev and I crouch with nothing near me to hide behind. Spine Chill lights up. I am on the ground, dying.

    I should hide? Hide where? You big brain. Where hide?

    .... seriously, no wonder you get chainsawed within 5 seconds of the start


  • @[Deleted User] said:

    The Hillbilly has plenty of counterplay. If you're struggling at the beginning of a trial because of his map mobility, just hide until he passes, then hop on a generator.

    This, if you hear the chainsaw rev right as the game starts, stop what you're doing and find a hiding spot to see which way he's going before jumping on a generator and getting his attention right away.

  • Mhm. You guys do have a point. If you can't find survivors because they scatter away, then his power's a bit pointless, sure you can stab once in frenzy but then you have to get out of frenzy to finish them off, which is a bit ridiculous and could have been done by going for m1 twice in a row instead.

  • @FogLurker said:

    Everything should be removed except the cool down and the the way the mending currently works, I guess. It's not like you can get multiple hits in red ranks anyway since all the survivors scatter like roaches to every corner of the globe once they see it's a Legion.

    Not everything in the game has to be done according to how it works in red ranks though.

  • @PatchNoir said:

    https://forum.deadbydaylight.com/en/discussion/comment/1061370#Comment_1061370

    yeah it happens to me too but is less likely to happen than in swf, besides that slugging is unfun for killers too cause they will be stuck in a find the survivor game and this is boring so everyone preffer to hook and let it go

    Oh yeah. Only times I'll slug is if I know someone's nearby (wether I saw or heard them, or infectious fright, or because they're always flocking in like vultures with their flashlights whenever I down someone, so I'm more careful about picking up someone right away)

    But yeah.. you'll see people helping out random players much less than you'll see them helping out people within their group.

  • A pyrotechnician killer who can blind survivors.

  • Like every 5 seconds or something? I don't see why not, but you'd only get 2 notifications before it gets cleansed since it takes 14 seconds.. well probably 3, since Thrill of the Hunt does make cleansing slower. But.. you also get a visual notification, not just audio.. so you should be paying attention to it if you're running that perk. Like if I were running any notification perk but wasn't paying attention to them and asking for a change on how it works for something that's entirely my fault..


    But still. I agree it would be nice to have a constant reminder or something, either every X seconds, or killer instinct-like that just shows you something's going on over there without being too intrusive.

  • @PatchNoir said:

    swf dc should not even open the hatch, but for solo players its a gentle act to give up your bp to dc for a stranger then i will say its okay open hatch cause they dont will know the hatch location by call, intead they will know cause the passed by in game.

    i think the killer should be able to listen the hatch sound before her spawns too, cause 4 survivors have more chance to pass by hatch than killer so listen the sound or just see a little black smoke should be balanced cause the killer must pay a lot of attention on his surroudings to profit for that

    While you make a good point making it different between groups and solo players, the solo players have ways to show or get shown where the hatch is..

    There have been quite a few games where it was just me and another random player left alive where I saw the hatch and motionned them to follow me to show them where it was, and getting chased across the map on purpose to die far enough for them to escape. Wouldn't have disconnected for them to have it though. Did my stuff until I got spotted and then ran as far as I could. Same happened the other way around, too, someone else showing me where the hatch was, or leading the killer far enough to give me time to get the hatch before the killer could come back.

    Doesn't work if they slug, but many killers don't, people just pay more attention to the ones that do.

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