Neaxolotl
Neaxolotl
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- Neaxolotl
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Comments
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Too many of the indoor maps are outright unplayable for certain killers
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It's fine as long as they take DC penalty, ultimately dev can just crank it up
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@Xrono said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700511#Comment_3700511
There is no fun beeing downed 4 minutes, in a game after another game and one more and more time, and why are all killer so scared of the hatch? Giving the last survivor the oppurtinities to get out thats why the hatch is there. Its random generated. Its a 50/50 chance, May the killer get the hatch may the surv find it first. you can still get a 4k…. so? its not guaranteed that the surv will find first the hatch…
Why all survivors so scared of not getting hatch
It doesn't matter in the end, not even for MMR difference
And you know health state exists and it's more like 80/20 in favor of survivors
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We really don't even need to keep it viable
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@RaSavage42 said:
There's a Perk that helps find Survivors
Whispers- when within 32M (Tier 3) it activates and the Entity whispers "yea" or "no" if you are looking toward a Survivor
It counters hiding for the most part… I've found a lot of Survivors just by having this Perk
It's not an aura reading Perk so Distortion won't work Hiding in Lockers won't work either
Huh? I've never seen whisper having directional information
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Honestly even with all those changes he could still be meh with all the suffering from locker spawns
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Honestly higher billy kill rates seems to be more of a consequence for lower new player ratio with more returning players
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@Unusedkillername said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700327#Comment_3700327
Yes. There is a point to 3 genning with the current SM its what she still excels at.
They cannot disable your drones safely when you are holding a 3 gen and assuming you take chase from the right directions zoning players into already placed drones they will get tagged at least 2 times from there you can drop chase or down them if the tags push them into being claw trapped as they get hindered and won't gain enough distance to get away from the 3 gen then proc surge on your 3 gen, hook said player in your 3 gen then pop if its worth doing (normally you just hook the player in your 3 gen then proxy camp) Assuming you don't make a mistake you WILL win if the survivers are not an swf or denying a 3 gen at 5 gens.
It could not be played against she is one of the best 3 gen killers in the game still you just put all your drones between gens or just on the outside of where the gens are hears a MS Paint Illustration
Key Red squares are gens
Black Circles are a bad attempt to show drone radius
Black edge of map border attempt
https://us.v-cdn.net/6030815/uploads/KF5HOWH9O50I/capture-png.png
That's kinda how you roughly set yourself up. Do overcommit to chases southward in map for example try to hook it to your 3 gen if they start burning pallets in a good 3 gen location early commit to doing it early.
It's awful to play against but it's what SM is still good at.
So basically worse trapper I guess
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@goodfriday said:
I never understand this thing about W key/L1 , what are survivors suppose to wait till the killer is close up to them then run? Goodness I just do not understand these topics no more. It suppose to be the survivor job at moving away and protecting themselves lol.
Most of complaints are pretty much for maps rather than individuals
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Is there any point in 3 genning with SM?
It's not like they can place down drones near gen and it will work, on top of that it is extremely easy to just disable it too, no penalty
What's so "overtuned" about her? genuinely curious
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700284#Comment_3700284
So now its you want only TL titles?
Didn't I say so?
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700202#Comment_3700202
Wanna talk about Lery? This is one of the Gen position in Lery. Survivor starts to hear TR. They tends to stand still at the middle between 2 doors to check which one killer comes
https://us.v-cdn.net/6030815/uploads/72DQM4KFZVI9/image.png
https://us.v-cdn.net/6030815/uploads/S0FVBBO0DUAZ/image.png
When the chase starts, the distance is mostly below 10m, cut down the Lung, it is 7.7 meters.
Its your turn to create a scene where a survivor can run in straight line at the edge for 34sec before taking a hit. Go.
Considering there is plenty of obstacle that can extends chase time just by dropping, I don't think it matters as much
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@Onako said:
To be honest, I do the hide and seek too occasionally. But it depends on the situation.
If the killer played fair then I will play normally and it’s all fair game. But if he’s playing scummy and wastes my time, I don’t see why I am not allowed to waste the killer’s time too. Unlike me he will get more than enough blood points with his playstyle while literally doing the bare minimum. And with two survivors and 2-4 generators left there is no way to turn it around anymore anyways.
While it isn’t a nice way to play, instead of suggesting things to make the game even more handheld for killers with revealing the auras of the remaining survivors, how about we think a bit over the edge of the plate and maybe give the remaining two survivors an incentive to keep on trying instead of hiding. Because with how the game works as it does right now they just don’t have any reason to.
Survivors have two seconds chances and even has keys, I don't think fixing those extremely survivor sided mechanics will be considered "handheld" in any way
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700186#Comment_3700186
34sec x 4m/s is 136 meters in straight line. Is this the map you're talking about?
Have you seen midwich, RPD, lerys and all that maps
basically, yes
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It really is strange how people don't even know about skull merchant but decide to complain 24/7, I suspect BHVR could do SM rework 100 times and people would immediately go hook suicide against that entire variations of SMs
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700010#Comment_3700010
If matches were consistent I'd say we don't need rubberbanding of any kind. But when you take into account meta perks, busted killer add-ons/survivor items and random matchmaking, it becomes at least worth considering whether some form rubberbanding would be beneficial to the game (as in it reduces the amount of one sided slaughters and encourages more people to play the game).
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700116#Comment_3700116
Whilst I'm not sure about the OP's suggestion, I still think rubberbanding mechanics can be good for a game health. It's doesn't have to be strong enough to give players whiplash, but small changes could make the experience better overall.
If the goal is "fun game" instead of pure competitive matches, rubberbanding is always welcome on both side
I don't see what they are trying to achieve though, be it a party game or competitive game
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700098#Comment_3700098
And completely friendly fire
I like this
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@Sarrif said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700100#Comment_3700100
And that's hardly true, having to worry about 3 gens instead of 7 will always be easier for the killer to deal with.
Killer never "have to" worry about it beside keygen, they just has to look at them to find survivors
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@Sarrif said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700094#Comment_3700094
… No it's literally always how the game works. Three genning is a worst case scenario but even a best case still has significantly limited the area that killers need to patrol. Have… have you played survivor before?
It's not like killer needs to stay near gen for more than 10 seconds to "patrol" it, as long as longest distance stays same it hardly changes
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@Eelanos said:
I wouldn't mind the awful escape rate if we were drowning in rewards for playing a game we're expected to lose, but considering I take from 3 to 5 times longer to complete survivor quest compared to a killer quest…
Killers get awesome powers, moris, easy challenges that are often things like "kick a gen", "hit a survivor", "hook survivors"… My Freddy dailies are "achieve dream chaser score" or whatever and I have no clue what I'm meant to do, I just queue as Freddy once and complete it. My survivor dailies? Escape the trial. Sabotage hooks. Be the one that opens the gates. Things that often require me to throw the match to complete the quest and/or only happen once every 15 matches.
What's my reward for playing survivor? Clicking on a generator or on a survivor for minutes on end. I don't have cool powers like throwing out decoys or teleporting between lockers. I'm stuck clicking generators for 20k bp while killers get at least 25k per match by putting minimum effort and being able to enshroud everyone in darkness or vomiting weird stuff from their belly like a grenade launcher.
Like, okay, I get it, you want survivors to lose so killers can live their power fantasy. But at least make it rewarding or fun? Give us more stuff like Diversion, Deception, Blast Mine… and less "Every full moon, if a killer opens a locker and you're looking straight at them but don't start chase, you get a 1% extra gen repair speed until you break line of sight with them".
Survivor BP in general is ridiculously bad, honestly limiting those doesn't makes sense when we have so much of infinite things to grind for
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The thing is, it'll hurt entire team, broken effect more or less only affects themselves (in a sense, not technically)
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699183#Comment_3699183
You obviously haven't faced against enough plagues the speed boost you get is nothing she has plenty range and duration to 2 tap you while your running away
Her projectile speed is abysmal to do that in common situations
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We could have a minute or two of reconnect period for those kind of things, but if you consistently DC due to network issues you really shouldn't play online pvp games
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@MaTtRoSiTy said:
I am not sure if it carries killers to higher MMR as such but it is definitely a crutch for bad killers.
And there is nothing wrong with it
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700031#Comment_3700031
- Show Survivor perks in loading screen for each other.
- Remove the bubble after Survivor gets hooked to obscure the Killer position.
- Kindred base kit (only see Killer and Survivor within 16 meter range).
- Survivor can't try to suicide on hook in 1st stage of hook (still can use perks that let you self unhook)
Just to name a few key ones. With these I am 100% sure the % escape rate would increase a bit and overall soloQ experience would be very improved.
However this will never happend. Devs hate Kindred base kit for some very odd reason lmao.
I'd rather have infinite survivor aura than 16m killer range+survivor range, considering anti fc feature it's unlikely killers are in 16m range anyways
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@Chocolate_Cosmos said:
Only buff Survivors really need is to make SoloQ more playable.
That's impossible, you can't make individual players good no matter how you try
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@Sarrif said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700004#Comment_3700004
Okay fine, you want killers to get free hits, how about this then. Killers still get their free no skill hits but whenever a killer gets a free hit on a survivor due to their ping that survivor gets some kind of bonus for the rest of the game like extra 9% action speed.
At this point, just kick out killers with more than 40 ping
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@Agt_Scully said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696791#Comment_3696791
Not sure how camping hook and hitting Survivors during the saving animation is considered nice. And nobody is healing under hook when they are already downed for attempting a save. Its just plain toxic, BM tactics.
Because he is effectively giving survivors free escape as long as they do efficient trading
We can't really expect efficient trading from solo q though
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So with this change, we would have: first chance to win as a full team, seconds chance to win as a team of two, third chance to escape through the hatch, and fourth chance to escape through gates
"catch up" mechanics is nice and all, but it's kinda funny if we think about it
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@Sarrif said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700000#Comment_3700000
Server side hit validation only makes it impossible if you have terrible ping. You should not be getting free hits because you have bad ping. Would it be fair if survivors with 200+ ping instantly healed every time they got hit. 32 meters is big, that's the point. Blight, Billy, Wesker, etc can travel that in what? Like four seconds or less? We have no base anti tunneling unless you are counting the 7 seconds of bt off hook.
few dozen ping is enough to make it impossible for killers, that's how strictly made this game is
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@Sarrif said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699964#Comment_3699964
Make it so hits are validated on the server side instead of on killers side, would make the game 100% more fair and enjoyable for survivors who get a crap load of bullshit hits on them because the killer has bad ping.
Make the anti camp better, increase the range to something like 32 meters if it's a ranged or high mobility killer/bubba OR just make killers powers disabled near hooked survivors like with the artist. (For fairness the time to actually start the anti camp is delayed more)
Remove or rework survivor items and add-ons. Green maps are actually pointless due to the event map and rainbow map and because of that the majority of map add-ons are pointless as well. Green keys do nothing and if your really bringing a key then just bring a dull one and slap on some beads. Brown toolboxes are also bad due to the fact that… well just bring a yellow one, they are incredibly common so there's no point in bringing a brown one. Likewise the mechanics toolbox is trash since commodius is better for repairing gens anyway and if you care that much about speed you are going to bring an engineers. Flashlights have add-ons that actually do nothing and I'm pretty sure have been bugged for years, like who the heck is taking a rubber grip or a brightness add-on over a range or batter add-on? The med kits being different is pointless since the healing difference is less than a second if I remember the math correctly. They could be changed to have different effects like say the ranger med kit grants endurance to downed survivors like buckled up for a few seconds, or a heal with an emergency medkit gives a temporary haste like the blight add-on that already exists.
Have mechanics in the game to make tunneling less effective like say giving a bonus to action speed per survivor dead or give an alternate win condition when there's two survivors left and multiple unrepaired gens so it's not just wait to see who dies first simulator.
Add minor quality of life buffs to perks to bridge the gap between soloq and SWF like say Head On revealing the aura of the locker you are in so it can be used effectively without having to be in a SWF group.
Straight up buff or rework perks, Weaving Spider is a killer perk and it's never worth it in a normal game, same for things like potential energy which HAS a lot of potential but has so many downsides it's just not worth it. Only loosing charges when downed and making it have a 1:1 conversion would make it worthwhile potentially. Diversion should not be based on terror radius when like a third of the killers don't have normal terror radius. All of the partial healing perks like resurgence need to have immunity to the hemorrhage effect.
Show other survivors perk load outs in lobbies to help bridge the gap again between soloq and swf. I don't want to trade hooks when the survivor has deliverance.
TLDR there's so many incredibly basic things they could do that would make the game better for survivors but they just choose not to because they want survivors to feel awful I guess.
Server side hit validation only makes it impossible to play for killers, 32meter range is ridiculously big to the point I doubt you know how big each meter is, item revisit is cool, we have ridiculous amount of anti tunneling already, perk change is nice, and team qol is good
Half of your idea is nice but another half is kinda ridiculous
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699944#Comment_3699944
I made it easier to understand now!
Thanks
The funny thing is, some maps are actually like that, depends on how tiles exists
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@Rulebreaker said:
Its fiiiiiiiiiiiiiine~
Help me
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@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699344#Comment_3699344
Hiding from the killer without trying to progress the match — which is a rather meaningful condition. Someone sitting on a gen but hiding at the faintest notion of TR is still very much trying to progress the match.
Which majority of last two survivors never do
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But like what's left to buff
maybe a removal of "self unhook attempt" I suppose
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afaik, 1 additional kills hardly carries anyone to higher MMR, and ultimately it just stops when survivors start to coordinate
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@Blueberry said:
Yeah and while we're at it, remove hook destruction on kill. It's so outdated and just causes dead zones where you're forced to slug.
It's literally making a match unfun for everyone, I don't get why it exists when they changes every killers to discourage slugging
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Flashlight is meh, bang is kinda broken rn
@krazy_ivan said:
I agree with part of what you are saying, mainly Background Player is too strong since it can (and often is) used for both flashlight save AND sabo, letting players save and sabo and still have speedy escapes away from the hook with almost no risk. Also the flashlight/flashbang window should be a tiny bit more strict and the flashlight save angle should be narrower, if for ex. you can't see a survivor in your field of view they should not be able to get a blind from extreme angles.
I don't agree that flashbangs are uncounterable since you can sometimes look up and/or away to avoid the blind, you should make it a habit to look up/away when going around corners in chases or when carrying survivors to a hook, same if a survivor is crouching waiting to take a hit, usually a dead giveaway they are about to drop a flashbang while youre in cooldown. Flashbangs need a louder drop sound and a similar fuse sound to firecrackers along with a flashing light or a spark on the flashbang or firecracker when its about to go off.
Correct flashlight saves don't have time to look up, if you can look up, that's failed bang save
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Ah, I wish every tiles were TL so at least I could try to hit them without dropping pallet or had to cycle around (which results in them going for another tile)
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@PogbertChamperson said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699841#Comment_3699841
It's not really a free escape to choose to play the exit gate. It's dependent on exit gate spawns. The game is essentially over at this point anyway with the killer having three other survivors dead. It's not really punishing them. It prevents the game from being prolonged unnecessarily.
If "prolonged unnecessarily" is the goal, we should outright sacrifice final survivor as that's the fastest
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@Livion said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699607#Comment_3699607
That's a fair point, I used to run knockout hag (I was nasty back then) and I heard some complaints about slugging. But yeah, I can see it as being an alternative play style.
The problem with slugging is that people that use it as a legitimate strategy usually go for 4k slugs with knockout etc.
Knockout should get a rework maybe making it work like an anti unbreakable of some kind (my balance takes are awful), anyway yeah slugging for 4k :🤢, slugging as a strategy: 🦾
slugging for 4k is still a strategy tho
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It would only matter to survivors, there is no way you can utilize those system for opponents so killers would be outside of this system
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Any of the anti slugging mechanics wouldn't even do anything to him because all of request are just "basekit unbreakable" or "faster bleed out", in former you'll hit him again instantly and in latter it's just same results
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I'll generally just stand right next to them
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@CasualCosta said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699386#Comment_3699386
I'm assuming that by they you mean BHVR's team here. The system I'm proposing runs on not requiring a team member checking every match to deal with this kind of thing, which might be a lot of matches. Also, what are they going to do if a survivor suicides on hook? Ban them? Too harsh. Low prio punishes impatience and forces the stealth DC player to stick around as a corrective measure.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699397#Comment_3699397
There are definitely fair uses of hook suicide, like the aforementioned hatch giving when you know the match is hopeless. But I think you might be on to something here. Maybe disabling skill checks on hook until at least one survivor is dead might make players reconsider.
If we has to sacrifice a chance for hatch for something important like this, it's no brainer because hatch is meaningless anyways
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699473#Comment_3699473
Yeah it is absolutely hilarious how hard mediocre killers think it is to pick a survivor up. Even without these perks, simply chasing someone for 10 seconds to hit them is more than enough to ward off some background player plays. Those perks you mentioned would help indeed, but even without them, it takes the most miniscule amount of game sense to figure out how to play around background player.
Also the killer entitlement is beyond horrendous. "Well I worked so hard to get this down and hook, I should get it for free since it's my main objective!!!" Meanwhile running 4 of: Pain Res (22.5 seconds of a generator gone), surge (9 seconds of a generator gone), grim embrace (12 seconds of survivor main objective progression blocked), deadlock (30 seconds of the generator most likely to progress the game blocked), corrupt intervention (2 minutes of the map essentially forcing a 3 gen on the side opposite of the killer spawn).
That is why I can't take any killer mains seriously when they start to complain about pallet/flashlight saves, since it's the same thing. It wouldn't be an issue if I didn't have to repair 6-7 gens a game with the amount of free regression the killer gets by just doing what they're supposed to, and sometimes failing to do so (deadlock, corrupt).
This isn't pallet or flashlight save though
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699401#Comment_3699401
Not explicitly, but for the sake of the argument let's say you did.
Even then I disagree... The difference is the effective power usage, if Plague could activate her power at will instead of using it from a fountain, despite the same duration as Legions power hers would be stronger by a lot.
The mend does not do too much, you can still do gens during... So technically you could have 3 people slamming gens together, the could maybe finish doing the Gen to the most part before getting downed by deep wounds. The time it takes legion to get to the next survivors makes it so the last one is almost done mending again, you are severely overestimating Legions power.
Yes Legion is good against players who don't know what to do, so what? ^^ If you just spread out it takes him forever to get his down with his power and that makes it so effectively gens will get done.
Legions power is quite bad, especially compared to something as good as Plagues.
If they spread out, it'll inevitably lead to 3 gen and legion will win regardless, if duration is short down can be avoided, but with long duration down will be inevitable, making slowdowns to work no matter how well survivors do
Plague more or less depends on normal chase and survivor actions, doesn't have any tracking and survivors can still utilize windows or pallets as usual, which means survivors CAN prolong chase against plague unlike with legion
Legion power with longer duration is literally all in one package without nearly no counter at all (beside pallet/flashlight stun I guess), if survivors act in near mathematically optimal way it might be viable, otherwise I doubt any team can pull it off
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699423#Comment_3699423
So what? You tank the hit and stun him afterwards, he will never get a down with his power that way. He is not faster enough to get out of stun range in time.
He is with combined with human reaction time and extreme lunge speed
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This is honestly a weird change tbh
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@Halloulle said:
"to what otherwise would not be available" doesn't refer to a feature that doesn't exist (in this case: surrender/forfeit option), it refers to a feature that is part of the game but shouldn't be available to you. Say, if you know that after kicking a gen with nth and then immediately open a locker with darkness revealed would cause the aura read to bug out and be indefinite (ridiculous example, I know, but I'm bad at comping up with examples, so bear with me). Aura reading is available - but you use a bug to gain acess a fature that would otherwise not be available to you; the aura read would, without using that bug, not be available to you all match.
That's cool, but "leaving the match" option still exists and it's not something intended to be available without penalty
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How will perk stacking works tho