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Mister_xD

Mister_xD

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Mister_xD
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  • @Hoodied said:

    You can still do the normal things to a legion, its just harder, you can still

    1. 360 legion
    2. loop legion
    3. DS legion
    4. Flashlight legion

    People just don't see the weaknesses because they have tunnel vision sometimes

    1 and 2 dont work on legion. 360ing aint working, as a legion has literally no cooldown on missed attacks during his frenzy mode, so all hed have to do is spam M1 until he eventually hits you. looping also gets complately shut down by his frenzy, as he will vault over anything you have and still gets closer.

    3 and 4 are not specific counters to legion, as it is the exact same for every other killer out there. you cant just say, that these are a counter to legion, as legion suffers from the exact same effect any other killer also suffers from when getting d-striked / blinded. (unless the blind actually ends the frenzy, in which case that would actually be considered a counterplay to legion. it would still only work on bad legions and be extremely rare to happen)

  • @HatCreature said:

    Well before anyone says they should lose FF if they miss an attack, stop, this would destroy Legion on console because of FPS 360 jukes.

    What if FF doesn't make the Timer go down but instead extends Mending timer? Like FF first hit makes the timer 10 sec, another FF hit increases the timer by 3 or 4 seconds, matter how far along you've Mended each hit adds more seconds and the Mending has a maximum timer so it doesn't go overboard. This way Legion can only down you with a normal hit, it doesn't matter how many times he vaults and hits you he has to use a normal slash.

    in that case, legion would also be broken. just that he wouldnt be OP, but waaay too weak.

    legion is in a really weird and difficult spot... you can not rly nerf him, as he would easily enter "######### tier" (also called "Freddy tier") and you also cant rly buff him, as he would become too strong then.

    legion is like the definition of poor gameplay design, while the power and idea behind him seems cool, it turns out to just be very boring.

    nerfing legion is not going to work and buffing is also not going to work.

    what we need is a full on power rework

  • doc.

    i see a LOT of people complain about him, even though he aint that much of a threat to you as a survivor... he gets looped and genrushed pretty fast, so i dont understand why so many players have such a big problem with him...

  • since they usually go down near a good loop, around 1 or 2 gens.

    i can not wait until this gets nerfed. hard.

  • eigther that or make more offerings not turn around.

    its just that these offerings are not "secret" at all, as there are only 2 (3 with the shards) types of offerings that do not turn around from the killer side, so any survivor knows whats coming towards them.

  • to be fair, this only helps billy to use the chainsaw in loops. outside of that, its just as strong as a no add on chainsaw.

    you can always try to dodge the chainsaw with your movement though...

  • you do know that the devs can not decide weather they get a licensed killer or not, right?

    its the decision of the license holders. the devs ask them weather they are allowed to use the killer or not and the license holders say yes or no. and since the devs need to pay for licensed killers, their DLCs will also cost us money and cannot be purchased with ingame currency.

  • what is camping for you?

    since there is no clear definition of the word, you can call a lot of killers "camper", even though they didnt even have the intention to camp.

    please clarify.

  • why do i rarely see that as a survivor though?

    i mean, i play solo most of the time and i get rarely camped / tunneled...

    also, i think survivor is much easier than killer. so if i dont want to stress myself but still gain some points i play survivor.

    maybe im jjst very lucky, who knows?

  • @TreemanXD well, it depends on how good your survivors are and what killer your playing. i believe a trapper can have quite a strong play on this map, however a billy will have a hard time.

    the thing is, this map has the suffocation pit on one side, which is a huge loop (if the infinite window is open), tons of jungle gyms in the middle (sometimes survivors have literally a 4 window loop) and the killer shack on the other side... against a decent looper, you stand no chance with a killer like billy, wraith, pig, clown, etc. the only killers that actually do stand a chance are the ones whose power actively puts pressure on loops, namingly nurse, trapper, hag, legion and spirit.

    the map still looks cool though...

  • no.

    i want cosmetics, no points.

    lets face it, i get between 55 and 64k BP every time i play billy, so i dont rly need those...

  • suffocation pit.

    horribly unbalanced and no fun to play on (as killer) if the infinite window is open its even worse...

  • how comes that you decided to put a talking killer into the game? i thought we wouldnt see the killers talk... is it because the killer is very religious?

  • i once had a sniper doctor round with 5 stacks of DH.

    they also screwed up, so i had 3 gens and the totem in range for my sniper charge. they ended up DCing after like 10 minutes of me patrouling the gens and totem (shocking towards it, so anyone who touched it got revealed to me)...

    i found the others in lockers with 3 crows on top...

  • well, basically the plague doctor is the plague...

    and if you want something that looks like one you also got a doc cosmetic now, so technically speaking you got your wish...

  • the devs are currently working on a secondary objective for the survivors, in order to stall the game out.

    the last two events (Hallowed Blight and Moonrise) both introduced said secondary objectives, as the devs were testing out how they would affect the game, in order to be able to create something interesting to add to the main game.

    also, yes. there are already millions of posts that ask for the exact same thing...

  • there is one huge difference:

    a survivor who DCs is actively leaving a game in progress, therefore screwing everyone else and taking any fun out of the round for the rest of the team.

    a killer who lobby dodges is not abandoning the on going game, as the game hasnt even started at this point, so he cant be punished for disconnecting from the game, as there hasnt been a game to DC from. also, the other players will not be forced to play an unfair round with less fun, but instead they will just go and find a new lobby (which literally takes me less than 10 seconds). if i killer were to abandon the game, he gets punished as well. killer DCs are just as much of a thing as survivor DCs are.

    its the exact same with survivors btw. you also dont get punished for leaving a lobby and you also dont get punished if you crash out of the loading screen, as the game hasnt even started at that point.

  • @katoptris said:

    https://forum.deadbydaylight.com/en/discussion/comment/354146#Comment_354146

    Should we really use exception to the camping penalty? It doesn't matter what killer you camp with. If you camp you are getting that penalty if no one around the hook.

    you didnt read my post, did you?

  • it sucks, i know. i experienced that aswell (as doc during treatment mode. he suddenly grew a 3rd arm and swung the weapon with it...)

    that really sucks sometimes.

    there is nothing you can do about it though.

  • i do not think certain killers should be hit by the camping penality. this list includes trapper.

    why? because some killers are defensive killers, meaning they are supposed to lure the survivors to a certain part of the map to take advantage of that. these killers would be trapper with his beartraps, hag with her phantom traps and leatherface with his hook defense. all 3 of these killers were designed to stay in a closer radius around the hook in order to be able to use their power effectively. they cant just hook you and then rush away to the next survivor like a billy or nurse could, they gotta stay around and take preparations for the rescuers.

    also, stealth killers suffer a similar problem. their power is ment to hide them from the survivors and then wait around corners for them to walk into them. this, again, works the best with a hook around. and i know they could potentially leave, but just looking at the way their powers are designed this isnt really how they were originally ment to play. for example, the wraith is slightly visible when cloaked, unless he is standing still, which will make him 100% invisible, so prey wont see him when passing. what are we supposed to use that mechanic for, if we cant stay at the hook with it?

    i think these killers should be excluded from the camping penality / have it working differently:

    1. Trapper
    2. Hag
    3. Leatherface
    4. Pig
    5. Wraith

    i mean, why get punished for playing the killers strength correctly?

    why getting a camping penality while setting up traps?

    also, whats the use of insidious without camping? seriously though... eigther completely rework it or allow killers using the perk to camp.

    and in order to make it fair, why not add a tunneling penality for these killers then? lets say if they get involved in a chase with a different survivor (not the hooked one), but ignore it and hit the unhooked survivor first (in a certain periode of time) they get a penality to their chaser emblem. this does not apply if the saviour has been hit after the succesfull unhook or in the same time as the unhooked (thinking about bubba here).

  • while i do agree that she could get buffed, i do not believe she is a bad killer.

    i mean, yeah, the power is not that threatening, however the heavily limited FoV combined with being instantly down, not being able to heal and making loud sounds all the time is reason enough for a survivor to cleanse his sickness, otherwise they might end up getting ambushed out of nowhere.

    also, thanks to the decreased FoV a survivor has, mindgames become a lot harder for them, allowing you to outplay and insta down them easier than other killers can.

    besides that, i do agree that she is lacking map pressure, which is a big problem a lot of killers suffer from.

    now, what would you say about this buff idea:

    when fully infected (stage 2), you will have to puke at random times. while puking you will not be able to perform any action (dropping a pallet, vaulting, repairing). also, you will infect any object (gen, locker, window, pallet) or person that is directly in front of you. have add ons increase the chance to puke.

    that way you could gain some use out of the sickness during a chase and also force them to cleanse the sickness, otherwise they would take longer to get stuff done and infect the rest of the team.

    just a quick idea of mine...

  • id say its gonna be hell for lower rank survivors, as they will face a LOT of way better killers than themselves. and high ranks are gonna be empty af.

    i just hope this aint coming through the way it is rn. i get it, thousands of ppl complain about camping, but ffs why such crucial nerfs? what if i get a total wipeout as killer in a couple of seconds, cuz they basementrushed my trapper? am I going to be punished for THEIR mistake with a depip??

    and i know there is going to be a ton of ppl say "Oh JuSt PlAy BeTtEr As KiLlEr", but some of these nerfs just completely screw over defensive killers like trapper. i mean, am i seriously going to get a camping penality on my chaser emblem for setting up traps? my trapper main heart is bleeding.

  • we have had the same complaints with the clown and people who were afraid of clowns. and guess what? the devs didnt do anything.

    in the end, YOU are the one who has a problem with something, so its on you to find a solution for it.

    and if that means quitting a plague game, then do so.

    i would advertise you to keep your hands off the game for the next 2 weeks or so, as there will be a lot of plagues running around.

    or you could simply play killer, which would negate the whole danger of encounting a plague...

    make your choice.


  • if i remember correctly the devs said in one of their streams, that the killers could speak, but decide against it, as it would serve no purpose.

    since this killer is very religious, it only makes sense for her to say a prayer before acting...

  • i dont think the sickness is enough of a hinderence for survivors, but i do not think she is weak. id say she is somewhere in mid-tier... id say somewhere around the doc.

  • @Wolf74 said:

    Have you had that happen as a survivor or while playing Billy?

    When I play Billy, I never had that happen to me. More often I get caught on edges and miss hits that I should have landed.

    to be fair, ive had both already (as the killer).

    sometimes the game tells me i hit and puts me in the hit animation, even though in reality i didnt hit, so the survivor gets away

    and sometimes i get a hit where i ask myself how i actually got that. thats usually around a corner.

    both happen fairly rarely though.

    guess its all about the survivors connection to the killer...

  • these are the perks that i feel were pretty much designed to hardcounter a Trapper (or at least help you deal with the Traps):

    1. Slippery Meat
    2. Small Game
    3. Saboteur
    4. Dead Hard

    i believe Trapper is the only Killer that has that many hard counters... not to mention bad RNG, Toolboxes, multiple Survivors (can get a trapped Survivor out of a Trap asap) or simply aware Survivors...

    so, if you expect a Trapper, you can literally make yourself an Anti-Trapper build...

  • its just a question of fair play weather you are going to tunnel or not.

    i personally dont really do it, but i know there are a lot of players actively doing it.

    here is the reason on why everyone wants to get rid of tunneling, even though it is, tecnically speaking, just the killer playing optimally: survivors are also just players who want to have fun in a game. by tunneling them down, you basically take out any fun aspect for them and they will also most certainly lose thanks to that. just imagine yourself playing survivor, you spawn walk 5m and already hear the heartbeat, as the killer already spotted you and then proceeds to tunnel you until you die. its simply no fun.

  • i can see this being a fun meme perk for freddy...

    just imagine seeing everyone very close to you or tricking them into mistaking you for a survivor and the obsession for the killer...

  • oh, i just thought of that, but can we please have the deadhard animation play when a survivor with head on jumps out of a locker? @not_Queen

    i think this would be a nice little addition to the perk!

  • @theanimal41 said:

    No I agreed it should be an exhaustion perk so it can only be used once per chase, but three seconds is a long time when it's a make or break situation. That why I say make it instant so you can actually get some use out of it besides in certain scenarios.

    but thats exactly the thing i do not want to happen, as survivors would be able to just jump in and out of a locker during a chase, allowing them to stun the killer (and belief me: no one wants to be stunned). this would just result in a lot of pissed off killers, while also not giving you and real benefit, as the killer would still catch up much faster than with lets say a Sprintburst or Lithe.

    so basically, this would not give you the chance to escape a bad situation, but to just piss the killer off and therefore be his favourite survivor to take out of the game.

    i think its good that we have the 3 second rule to prevent that.

  • legacy skins are skins that were only obtainable throughout a short periode of time.

    the reason why these got added in the first place was, because the devs made a huge change to the bloodweb and made it A LOT easier to level up.

    since the game hasnt been released on console at that time, there were and will not be and legacy skins on console.

    the devs also said multiple times that they do not wish to have legacys return.

  • i personally espected it to be area with less trees, maybe a mountain or a desert, but i think it does fit pretty well...

    just a little unexpected, but not bad.

    the temple itself looks great and i cant wait to play on it.

  • @theanimal41 said:

    I believe you are right for majority of what you said, my only complaint about any of the perks coming out is head on. I personally don't see it being used often bc of the restrictions if you cant use it while in a chase and it gives exhaustion what good is it? Yeah I could see myself in a few situatiosns where I get pulled out of a locker and go I wish I had head on. But there would also be be situations where I pop head on either too late or too early and I say I hate this perk. For me I think it's not worth it bc of the situation restrictions. I could be wrong about it it could be a real game changer but the way I understand it it's not worth the perk slot. When I could use the window next to the locker with lyth or use the hill or opening with balanced.

    yeah, i understand that. however, the perk would be simply too strong when you could just jump in and out of a locker mid chase, stunning the killer. and it would also be too strong if it had no cooldown. it doesnt have to be exhaustion, but the perk shoul not be allowed to be activated immediately after its first usage, otherwise you could just stun tht killer in place (jump out of the locker, get back in wait 3 seconds and jump back out. the killer would barely have any time to move until the next stun occurs and it would be annoying af)

    i agree that there wont be too many players using it, but it does give lockers some safety and therefore makes them a lot more viable of rstealth players, especially with the aura denial.

    i can see it being used by a few players, but not too often.

    its more of a stealth / meme perk.

  • technically speaking, we do not know weather there is going to be a PTB or not.

    if we look at the date the last killer arrived in the fog, tomorrow should be the release day for The Plague.

    guess we'll see when the dev stream starts ^^

  • it really depends on you tbh...

    i could go ahead and tell you what to use, but in the end its just about how you play the game. if you are used to a certain perk setup, changing it will lead to some missplays from you.

    but based on my own experiences, here is my opinion on enduring:

    enduring is a great perk for playing agressivley. you can just go on and swing through the pallets, as the stun is very short. combine this with spirit fury and it is an extremely strong combo. i personally wouldnt say you should change these out, unless you find perks that fit your personal playstyle more.

    i personally do not run this perk often, unless i play a killer that i know struggles with pallets (e.g. freddy). on the other hand i really like Monitor And Abuse, so i use it farily often (its a base perk for my Trapper, Freddy and Billy) and i find myself being in a bad spot when i dont use it, simply because i can not handle the smaller FoV. also, Bloodwarden has become one of my favourite perks to use, as it really gives you a good chance in the end game. also, i enjoy the anti healing meta, using A Nurses Calling an Sloppy Butcher.

    TL;DR use the perks you feel the most comfortable with. its completely up to you.

    have a nice day! ^^

  • ill be honest with you.

    when i saw the discussion title, i immediately thought "ugh. another one of these crybabies who cant handle the perk and now cry for a nerf. how annoying."

    i also didnt plan on reading the whole thing, as i was sure it'd just tell me what every other noed post here tells me too: -the perk needs a nerf, -the perk is too strong, -the perk is only for bad / low skilled killers, -the perk has not enough counterplay, blahblah.

    however, i got interested in the post, when i saw the discussion with @not_Queen, so i decided to give it a try.

    and what can i say, it was exactly what i thought it was gona be.

    no, the perk does not need any nerfs. no, it is NOT carrying bad killers up the ranks and it is most definitely NOT an unfair perk.

    there is PLENTY of counter play to the perk, even BEFORE it activates. if you can not handle this perk, this is for you:

    9euzaavexidx.jpg

    and also, here are my thoughts on your ideas:

    1: NOED is no longer a HEX perk. Works like before, but all pallets respawn when it activates.

    first off, how do you mean that "it works like before"? there were multiple states of noed before the totem nerf, so please state which one you are talking about: the 2 minutes noed or the infinite noed. if you were refering to the 2 minutes noed, this idea is straight up horrible, as anyone would be able to loop the killer until this timer runs out. if you were talking about the infinite noed, its not as bad, but still a huge nerf, as survivors would still be able to stall you with their pallets until a door opens and theen escape through it / delay you until everyone escaped and then eigther get cought (so you'd only be able to get 1 kill) or take the hatch. on top of that, survivors wouldnt even need to take care of their pallets anymore, as they would simply all respawn in the end game, so they can use them careless in the actual game. also, any survivor would immediatley aware there is gonna be a noed coming, once all the pallets on the map recover.

    2: NOED activates when at least 1 exit gate is opened.

    again, how do you mean that? does the cursed totem only activate when a gate is opened, or will the perk activate? if you were talking about a totem here, this idea is (again) horrible, as you would give the survivors tons of new time to go and destroy the totems, while leaving the gates at 99%, so the perk would never even activate. if we are talking about the perk activating, its better, but very unnecessary. noed only shines when you are actually able to defend a gate, not when its already opened, as everyone will just be able to leave before you can catch a second survivor.besides that, opening a gate only takes 20 seconds, so you would only gain a 20 second delay on noed, still allowing the perk to punish overly altruistic people easily. this is most certainly not needed, as its actually already a thing. i mean, 20 seconds is a very short time span... you should be able to stall that out and then leave through the now opened gate...

    3: NOED is also an obsession perk. If the obsession dies during the trial, the perk doesn't activate. The obsession sees the aura of the HEX totem when it activates. When the obsession starts working on the totem, he sees the killer's aura and vice versa.

    so your trying to add EVEN MORE unnecessary counterplay to it? great. give the killer even more restrictions during the actual game. also, what if the obsession leaves? will the perk stay active or will it deactivate? if it stays active, you would STILL allow one survivor to escape for free, while if it deactivates, the perk would be completely useless. also, you are still trying to keep it a totem perk, which is totally absurd. the perk has NO WHERE NEAR enough power for such a drastic nerf! not at all!

  • i think thats exactly what they want.

    just play normal and dont give them any more attention than the others, so their ego wont be satisfied.

    if you show them that your not gonna get provoked by their flashlight clicks, tbags and meta perks, they will get even more pissed off, especially if you dont struggle at downing their team and them in a chase. in my lobbies i eigther see players like this DC, die on a hook really fast or be extremely stealthy all of a sudden. its funny, when you tink about it... they wanted my attention and all they got was me massacring them and their friends thanks to that...

  • learn the counterplay.

    there is plenty of it, just use it and the perk will be no problem for you anymore.

  • you simply gain rank by playing a lot. everyone who puts some time ito this game will get to rank 1, weather he actually belongs to the top players or not.

    there is a huge difference in rank 1 players. some go down within seconds and some just loop the hell out of the killer.

    some crouch behind a tree, doing pretty much nothing while some are rushing the gens like crazy.

    some continuously follow the killer, trying to annoy him and then get extremely salty if they actually lose and some are so afraid of the killer, that they will hop insode a locker whenever the heartbeat starts.

    its a crazy mess up there xD

  • survivors can not escape a trappers trap on their own.


    plzplzplzplzplzplzplzplz

  • i honestly dislike this add on. while the idea is cool, in reality it just confuses me to where i actually got a setup and where i can see the aura of a trap that is completely useless in a random open area.

    id prefer if he had all his traps from the very beginning (like the hag). its such a pain running from one side to the other, grab a trap and then return to the side your preparing your setup. it just costs too much time. time that is crucial in defending the gens.

  • 9wdbvnzefjvm.png

    i could also find a picture of one of his perks! :D


  • @thekiller490490 said:

    https://forum.deadbydaylight.com/en/discussion/49529/chapter-11-release-date

    You shouldn't have found any. Devs like being discreet about release dates and chapters. Why have we gotten 3 killer teasers in total for next patch?

    well, there is a timeline published from the devs a while ago and it says every 3 months a new killer gets released.

    the 3 month mark is reached this tuesday, so i guess we'll get the killer there.

    also, the devs are gonna have a special dev stream on monday, so that probaply means there will be a big thing coming up for tuesday.

    its eigther the new killer released OR the PTB where the new killer is in. (i think this killer will come without an PTB though)

  • if you face NOED every game, why dont you focus the totems then?

    i mean, if you can predict the incoming insta down, do something against it!

    its not that hard...

  • i bet they'd love to do that.

    however, jason is a licensed killer. that means that the devs can not just put him into the game without having to face lawful consequences. they need to ask the license holders, if it is okay to put him into the game. the problem is, that jason has multiple license holders and some dont want to have him in another game, as he already got his own game.

  • s250mz6i6rwi.png

    i have nothing more to add.

  • when that toxic survivor who last second switched to a flashlight misses his DS and then ragequits on the hook.

    just had exactly that happen and i laughed so hard xD

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