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Myers_Is_My_Dad

Myers_Is_My_Dad

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Myers_Is_My_Dad
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  • No, the music is the buff the doctor needed

  • This would be great, but if we are considering making useful perks into base kit, should also add anti-camping or slugging perks as well? It seems like maybe survivors should be able to stand up from the slugged state once per trial on their own maybe and Unbreakable would make it so you could stand up one additional time.

    But, it may be the case that being slugged or being camped is not fun, but that being tunneled is the more game ruining factor for the survivor player. I personally think anti-camping perks being turned into base kit for survivors would be best, like Kindred. But indeed, all three "cheap strategies" of camping, tunneling and slugging generally make the game much less enjoyable for survivors.

  • You answered your own question. To play the cool killers or the cool survivors. Some people just are able to get more out of a game even if it's broken, it can still be fun if you play it right.

  • I've been holding off on playing so I don't feel burnt out at all when they release the Tome Four, I like doing the challenges so I've been waiting for that.

  • I think they should make her move faster when crouched for a start. She is sooo slow and survivors often see you anyway, it's not like you're invisible. I'm also hoping they will revert her crouch/uncrouch speed, it used to be way faster. Let Pig be efficiently stealthy again!

    I don't really care about the end game so much. The way I see it, when survivors have done all 5 generators it's guaranteed some of them are going to escape at that point, and that's the way the game should be. But I want to be able to creep around much faster as Pig, so I can be more scary to survivors.

  • The Entity has forced me to buy way to many of those...

  • @JC316 said:

    https://forum.deadbydaylight.com/en/discussion/comment/912395#Comment_912395

    Do you honestly think it's fun for the killer to be run around the map for 5 minutes, while the generators go flying by, only to down the survivor you've been chasing, and lose that survivor to DS or a flashlight save? Killers wouldn't have to tunnel and camp if the game wasn't so survivor friendly.

    Here's my advice, go grab a basic killer like Demogorgon or Trapper, then put yourself on a disgusting map like Macmillan. Let a single survivor run you through endless loops and pallet stuns, teabagging you every time you barely miss a swing and flashlight blinding you every time you break a pallet. Once you finally hook said survivor, you look up to realize there's one gen left, whoops, it just popped. Now, do you leave this toxic little troll to go look for others, knowing full well that the survivor is going to be rescued by someone with borrowed time and all four are going to escape, or do you face camp them, hoping to down at least one more person and get a 2 man, a safety pip, and some decent bloodpoints?

    Losing a survivor to DS means they were already hooked, and flashlight saves are nearly impossible as evidenced by all the people complaining that they are stuck on the quest in the archives. Those things make the game more survivor friendly, and they game has to be survivor friendly or there are going to be no matches

  • @JC316 said:

    So the game is chock full of safe pallet loops, a central building in every map that's practically an infinite, DS, BT, Iron Will, Adrenaline, Dead hard, sprint burst, and balanced landing. Ruin usually spawns next to a gen, thus allowing the survivors to gen rush in about 8 minutes. Even with ALL of that, you still want to be able to walk right up to the scary monster and take his/her kill? How about no...

    It's not about the person getting the unhook, it's about the person stuck on the hook with a camping killer being unable to play the game. Most people aren't masochists and don't want to play a videogame where they sit on a hook until they die in two minutes.

  • @Mr_K said:

    Survivor's fun. 😐

    I thought that was implied.

    Solo survivor not that fun though is it? You will get tunneled/farmed/camped many games, and you don't have interesting powers like a killer has to spice things up.

  • I think they should just revert the change to let high rank survivors play at their friends level again. The high rank survivors could just de-rank intentionally anyway, there is no real way to stop them from "bullying" lower rank killers, just like high rank killers can de-rank intentionally to bully newer survivors. At least this way swf is more fun AND solo survivor is more fun if they are matched with less high-rank killers.

  • People on the forums always come with this complaint and even say things like "killers quitting playing killer is going to be bad for the game!" Wrong. Four people have to pick survivor for every one person who picks killer in order for matchmaking to go quickly. If anything BHVR should look at removing things that are frustrating for survivors, like being camped or tunneled. The survivors are the life blood of the game, not the killers.

    I don't know why people think survivors want to sit and hold m1 for even LONGER in order to finish a game. If anything gens should go faster since they are the most boring objective of all. The survivors should be rewarded more for interacting with the killer, since that's the most interesting part of the game for everyone.

  • That would probably make your queue time literally half an hour or more, which I wouldn't want to play with personally. Survivors want to play a killer bullying simulator, there isn't much other appeal in the game for them really, generally people play games to feel good about themselves and have a power fantasy. That's just the nature of things

  • @Peanits said:

    Now I'm not totally against it, but there's a bunch of things that need to be considered, such as:

    • Where do these toolboxes spawn? Set locations? Chests? Literally anywhere? Do I need to search every inch of grass in case they're in there? Do you see them?
    • What if I want to use a different item, like a medkit or a flashlight? Would I have to drop that and grab a toolbox instead?

    More importantly, in order for it to be worthwhile for survivors, you would need to find a toolbox and get back to a generator in under 20 seconds, otherwise you'd be better of powering through it. But that also raises a different question, would those extra 20 seconds really be a game changer against a really good team?

    Those are the sorts of things I'm curious about.

    I always thought it would be a nice idea if totems were linked to gen speed, like the more totems are done the faster the gens are able to go since the totems are kind of a fun easter egg hunt for survivors while they sneak around avoiding the killer. It seems it must have been suggested already though, but is there a reason that hasn't been tried?

  • @Almo said:

    I'm not convinced 2v8 would be fun. A lot of systems in DbD depend pretty heavily on the power balance as it shifts from 4v1 early game to 1v1 late game.

    It could be fun as sort of a "survival of the fittest" game mode where all the survivors do is try to live longer than the other survivors as everyone gets killed and with no other objectives on the map, then the last two survivors maybe just get an escape for free. Maybe there could be no hooks even, the killers just get to mori everyone they down, but maybe add something that makes it so the killers can't slug like survivors can always pick themselves up in this mode. And then maybe just make it so there are no perks in the game mode, and boom it works. Then the only useless thing would be Pig head traps I think but she could still put them on before Mori'ing just for points I suppose.

  • If they buff Legion next patch I'll be ecstatic

  • I think this change would add a lot of fun for both sides, as long as you like whichever killer's chase/terror radius music it happens to be that match.

  • @[Deleted User] said:

    Legion isn’t meant to down survivors with FF. It was always intended to be a stalling tool, and anti-teamwork tool.

    That's the reason Legion feels so weak to play now, the ideal killer has a map presence tool and a tool that helps them down survivors (Freddy essentially being the ideal killer for that, or Hillbilly) or Stealth (as in Ghostface.) Legion has neither of those things

  • I recommend specifying exactly which parts of the killer are overpowered and why, otherwise your criticism isn't constructive

  • I think you missed the reason that they made the change to Deep Wound. It still keeps the person off generators for a small amount of time. It had to be changed to prevent abuse with certain perks (Nemesis)

  • There are so many people who want a good Legion rework... I hope the developers do something with them soon. I think removing the "feral frenzy is a basic attack" took a lot of fun out of Legion builds, but the player base wants them to be a fun killer to play

  • @Huntar said:

    https://forum.deadbydaylight.com/en/discussion/comment/856382#Comment_856382

    I'll be honest. Trapper is only good against players who have just played their first few games. He usually has basically no luck as anything but a basic M1 killer past rank 18 or so. He needs the buff across the board, especially since survivors who can find his traps can just disable them without any downside.

    Doesn't Otzdarva beat Green/Purple ranks with Trapper a lot? I know he's a skilled player but still it seems you are exaggerating Trapper being bad.

  • This seems like all-around a buff to Trapper without any downsides, which may be justified if he's under-performing. I think any changes to a killer should keep survivors in mind however, you can't buff one without ending up making the other side worse-off. Making Tar Bottle a yellow add-on might make Trapper far too difficult to play against for newer players, would be my concern, since the traps would be nearly invisible in a lot of areas.

  • If you want those exclusives, couldn't you just become a streamer? Is there really a problem in rewarding players who go the extra mile of streaming the game? Or is it harder to become a Fog Whisperer than to just stream semi-frequently?

  • @supersonic853 said:

    Nemesis has counterplay though so the forums ive seen at least are pretty indiferent about it. Its more about bop because oh im just gonna follow you then smack you then follow you again till you bleed out. I hope they keep nemesis because its basically dark devotion legion. Legion lost a lot he cant use sloppy dark devotion and stbfl give him this at least.

    Yea I'm going to miss Dark Devotion too, Legion was basically the only killer that could get any use out of that perk and they remove it from him. :C

    I think Beast of Prey takes too long for it to be efficient. Nemesis is more efficient, as long as the survivor makes the "mistake" of pallet stunning Legion while their power is available.

  • Essentially because Legion could run this perk, it would mean that pallet-stunning the Legion player would be a very risky move. They could vault the pallet and stab with Deep Wounds, and then since you are Oblivious they could just follow you without even needing to hit/outplay you further for you to eventually go down.

  • They could make a killer who can fly and have 0 terror radius, forcing survivors to look into the sky in fear whenever the ability activates. Maybe a Dracula type who turn into a swarm of bats. That would be new. Or a killer who swaps their position with a survivor after stalking them, perhaps also switching character models with them for a time. I think there are still plenty of open paths in the game.

  • They may as well make it so protection points are given for taking a hit near a healthy survivor, I mean clearly you are protecting them whether intentionally or not. I think even then Mettle of Man wouldn't become broken since you would still have to get injured three times for it to activate, and three injures means doing a lot of healing in the mean time.

  • Making survivor a more entertaining role to play for multiple games by adding more objectives could be a good idea, yes. I think that one understated fun aspect of playing survivor is interacting with the killer, though. The killer isn't an objective sure, but playing as them/around them is definitely the highlight of the game, not interacting with objects on the map.

    What I would rather see is the buffing of/addition of more perks centered around playing with the killer, like the Pebble perk, or Head On, or Quick and Quiet and Dance with Me. The more that survivors get to interact with the killer and succeed in their endeavors the more fun the game is in my opinion, for them.

    Since Totems are already in the game however, I could see killing two birds with one stone using the Totems. People complain about Generators going too fast and about lack of side objectives, but totems are already in the game. Why not make generator skill check success zones smaller depending on how many Totems are on the map? That would make the generator go about as fast for a high ranking player, but even they would make some mistakes giving away their position to the killer if it's too early in the game and not enough Totems have been cleansed.

  • "knowing that Killer is less powerful than survivors"

    What makes you say that? It takes a very skillful survivor to never be downed by a killer all game, or just a very new killer. It seems like maybe you haven't played enough of the game to get the whole picture. SWF is strong but that doesn't mean killers don't beat SWF, and then how do you think the survivors feel when they are beaten? "Well the killer must have used some unfair advantage, like camping or tunneling to kill one person faster." The balancing of this game is very nuanced, and perfect balance is tough to achieve.

  • @Kabu said:

    I'm not sure if it's a good trend to keep making killers that negate pallets. Survivors would have to bait for a stun to get any use out of them. Otherwise, they will just take the feral frenzy hit and hope Legion run elsewhere because they can't get away.

    Legion needs a complete rework. Anything else would just be a bandaid fix and wouldn't cut it.

    I think a complete new power that has more to do with stabbing someone multiple times would make more sense for Legion's theme of a sadistic group of teenagers. It also seems to be really hard to implement a power like that. It hasn't had good results time and again.

    I think this would do more than band-aid fix to make Iridescent Button base. It fundamentally transforms Legion into a killer whose sadistic aura fills the whole map, but who is almost just like the survivors in that they can vault things quickly; however unlike the survivors, the Entity breaks things for them to speed up the Legions killing process because the Entity enjoys their sadism.

    In an ideal world I WOULD overhaul Legion's power to be more like the trailer. What I would do is make Legion a stalking killer who has a 24 terror radius. But instead of Exposing the person Legion is stalking, Legion secretly trades places with them when they are fully stalked; secret because the models don't change until Legion takes an action as the survivor, such as grabbing another survivor off of the generator. This would of course need limits, for example Legion could only make another survivor appear to be Legion for so long, maybe 12 seconds would be good and the stalking could be fairly quick something like 4 or 5 seconds. But the result of this would be a killer who can actually BECOME any of the survivors. Legion could even potentially outplay SWF players by trading places with them in a chase in order to put them in a spot where he can hit them. I'm not sure if it would be balanced, but as an overhaul it would be ideal to me. I'm sure by tweaking numbers it could turn out balanced, as well.