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Nobsyde

Nobsyde

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Nobsyde
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  • *competitive

    I think you didn’t get the point of why rng alone prevents DbD to be more than a casual (but not stupid!) game.

    As I said, though, remove the rng = remove the fun.

  • @iamscumqueen101 said:

    https://forum.deadbydaylight.com/en/discussion/comment/947833#Comment_947833

    I'm not giving someone free chase points you got me ######### up

    if you don't want to give them chase points, just approach them facing the opposite direction, turn last second and hit them. You can do that at the door as well.

  • @Primalux135 said:

    https://forum.deadbydaylight.com/en/discussion/comment/947824#Comment_947824

    Maybe they aren't dodging maybe they want better ping I do it sometimes 😉

    on ps4 there's no dedicated servers, they have always 0 ping by definition - and we always are green/yellow ping anyway...

  • @Tr0g said:

    https://forum.deadbydaylight.com/en/discussion/comment/947780#Comment_947780

    That's not true. It also happens that I get a lobby with only 1, 2 or 3 survivors. But usually it's 4 at once and they're a coordinated SWF group with perks that complement each other.

    SWF with voice comms are also pretty easy to spot when you see the way they play.

    no tr0g, @twistedmonkey is right, the correct behaviour is for all survivors to join at the same time, or very close one to the other. Lobby dodging is meaningless at this point - in fact I always play solo and I see a lot of killers dodging the lobby, maybe that was you ;)?

    This being said, it's absolutely true that the vast majority of games I play (PS4, rank 1) is against swf teams (usually 2-3 players though, 4 players are somehow rarer).

  • @shadowman0105 said:

    The challenge is hard but in my experience the most ‘toxic’ role when doing the challenge are the survivors due to them knowing what they are doing and trying everything they can to not ‘allow’ the killer chance to complete the challenge.

    ex dc,and running to the other side of the map.

    *

    funny thing is that I already did this challenge, but every time I manage to hook someone in the basement, I won't be able to hook anyone else there, otherwise they will DC while I'm climbing down the stairs.

    Magic Survivors!

  • I'm generally against farming challenges: where's the accomplishment in that? Why the urgency, as well? Tomes will stay forever.

    That's the same for the achievements - last time a noob Leatherface messaged me and my team mates asking us if he could chainsaw us 100 times. They let him do it, but I really don't understand the rationale in that, why can't you simply play the game? Eventually you will get it.

    That's basically cheating in a single-player game; I can understand that if you are really young (I mean, < 16 y.o.) some challenges / levels / games can result too difficult, and some little form of cheating can help you overcome that part of the game, but is this the case?

  • I still don't understand why struggle is a thing. Just change it to:

    • first state: you can try to unhook yourself in exchange of a time penalty
    • second state: you can't try to unhook yourself (but you don't need to press anything)
    • third state: ripperoni in claudettyoni

    You won't be able to suicide on hook anymore, so yeah, no more I give you the hatch, but no more I suicide in front of my team mate that came to save me as well.

  • @MedicSpirit7 said:

    I actually can’t believe how annoying the “kill all survivors in the basement” challenge is like what developer tested this and thought it was ok it’s horrible for both sides

    long story short: devs don't DC when they playtest stuff ;)

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/946816#Comment_946816

    I'm fairly certain they have already addressed the issue to be a bug that they are currently fixing.

    They said there is a bug in matchmaking, but they didn't say how much it actually affects the queue times.

    If the bug adds 1 or even 2 minutes in queues that last 10 minutes anyway, is the bug really the problem?

  • Do you know how Super Smash Bros works? There's casual/party and ranked games - in casual items are allowed to spawn and all stages, no matter how messy, are in rotation, while in ranked there are no items and only omega stages are in (meaning, they are basically all the same plain field).

    In tournaments then there are certain rules in place, but still: no silly stages and no items.

    One can play SSB competitively (*it's not competative, I don't know why you write it like that every time) even in casual mode, because it's a competition all the same where someone wins and someone loses (duh!), but if you really want to understand which player is better, you have to go in ranked or, better, play tournaments with artificially made rules.

    In DbD there's not this separation. Items are allowed (keys, mori, add-on, BNP, commodius...), silly stages are allowed (and that's not simply the unbalanced maps, it's every map due to heavy rng in tiles, totem spawns, items in chests etc.), swf is allowed (where the game is currently not balanced against it).

    ...even artificially made rules like survivors can't use items, Claudette is banned, no add-ons wouldn't be enough to make the game a predominantly competitive one, since right now you can't choose a certain configuration of map, and RNG can change everything.

    But that's the good of DbD: ever changing, silly, unpredictable, casual :).

    You take that out, it would become evident how flawed the game is, competitively speaking: as a survivor rush generators, stay separated and learn the optimal path for every pallet / window and correctly connect the tiles for every map (which wouldn't be random, mind you) - as a killer master Nurse or Spirit, and that's it. I'm uninstalling now :).

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/946709#Comment_946709

    Because everytime there is a lack of games it has always been a matchmaking issue. Before this update, survivors had the better queue times but killers had terrible queues. Was it because of a lack of survivors? No. It's the terrible matchmaking.

    It's a back and fourth issue. One update its killers, the next its survivors and so forth. Killer is not as bad as solo queue.

    the past year on PS4 it has always been like this: instant queues for killers, 5 to 15 minutes as survivor (with a lot of lobby dodging by the killer, so add again 5-15 minutes every time..) - that's at red ranks both sides by the way. Right now I basically play only killer because of this.

    A year and a half ago instead I remember I had a lot of trouble finding matches as killer, and when I did I was almost invariably against Japanese people (I'm in South Europe) O_O.

    In any case, just let us see stats with the average number of survivors and killers at every rank divided by geographical area and we'll finally understand where the truth stands: if the ratio is close to 4:1, or even lower, then there's definitely a bug, but then again, what are they waiting for to fix it?

  • I'm a solo player but I also play killer, and that's why I know a totem counter would be a very bad idea, reason being that NOED is especially good in two situations:

    • gen rushers
    • low to mid rank survivors, who don't cleanse totems

    Gen rushers won't care anyway, while in the latter case just one survivor is needed to cleanse all the totems, if they want to, since they will know if there are any left.

    If this change go through, then to compensate killers should have the same counter as well (without needing Thrill of the Hunt) - plus, if they use TotH, I suggest that a sound bubble should be triggered also when dull totems are completely cleansed (not when a survivors starts cleansing the totem, though).

    1. rework keys: now the hatch can be opened by a key only if all generators are done / if you are the last survivor
    2. rework mori: you can mori only after you hooked every survivor at least once
    3. DC'd player character remain in-game for 1 minute and can be interacted with - after that time the character will be killed by the Entity like when EGC expires no matter what (this to prevent abuses like the killer keeping them on its shoulder with Agitation)
    4. this must be concomitant: rank reward at the end of the season + separate ranked / casual game modes. Swf can play only in casual or in ranked against killers which opted in a new option "accept swf games in ranked mode". Only ranked mode gives / takes pips.
    5. reduce Legion stun time :|
  • if you have to personally go and stand near a totem to light it up it would be a double nerf: once because you have to wait a while before activating the totem, twice because any survivor that can see you will realise where the totem is - he just needs to consider when ruin activates and the general location of the killer at the time.

    The only way to make it a buff and not a nerf would be to make the totem be activated by looking at the aura of the totems (like if you want to teleport to a generator as Freddy).

    ...in any case I think it would be too complicated gameplay speaking - you have to consider that you can have up to 4 totems to place, plus a 5th in case of haunted grounds, it would never pass a playtest :P.

  • @TheCrookedMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/943987#Comment_943987

    You attempt to argue semantics with me and then say what you believe is the obvious truth. Everytime someone attempts to argue semantics with me I suggest they don't win many arguments in general.

    That’s exactly the reason why I’m not going to argue with you. You see a discussion as a competition (“...they don’t win many arguments...”), while for me it is an exchange of opinions and ideas.

    So, again, think what you want, you win ;)

  • @TheCrookedMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/943968#Comment_943968

    noun: esport

    a multiplayer video game played competitively for spectators, typically by professional gamers.

    https://forum.deadbydaylight.com/en/categories/tournaments

    every time someone tries to use the dictionary to explain himself I always see something is amiss.

    I honestly don’t have the patience to argue the obvious on Christmas, think whatever you want. DbD will still remain a casual game nevertheless :).

  • Fighting games with lower skill cap than DbD? Like which one?

  • DbD is competitive in the sense that competition is inherent in the game, but it is not in the accepted e.sport term.

    You can try to play it as if it were, but you’ll just make a fool out of yourself.

  • I don't know if achievements are impossible to change on PS4, but I know that there was an achievement for Legion which was almost impossible to get with the first iteration of Legion, and became really impossible with the new ones - now it has changed, so there's that..

    (the achievement was to down 25 survivors while in feral frenzy with killer instinct active, now it is simply to down 25 survivors which has DW active on them)

  • I expect a more of the same as far as base challenges - do x generators, heal x survivors, use this or that item..

    I hope there will be more challenges related to killer/survivors perks and maybe some using killer add-ons.

    The real problem is that there is nothing much to do in DbD speaking about objective: survivors must do generators, heal, save, maybe cleanse totem, killers need to hook survivors. A Tome based around Wraith, for example, won't have much to work on - Predator, Shadowborn, Bloodhound... what can you do with those, aside for "kill 4 survivors using x perk"?

  • @Slay___ said:

    Bumping this old thread to add follow-up question..

    What if the survivor stays there for a minute or two in order to waste killers time and allow survivors to repair all generators?

    It's not taking the game as a hostage since they can die on the hook and the killer can just leave to defend the generators.

    But the killer cannot hit anyone but the hooked survivor in that situation. There is no way of hitting the survivor crouched there.

    In my previous game I encountered a survivor who either checked if they can get hit or to tease the killer just by staying there for extra seconds before unhooking. And even after unhooking got away safely thanks to dead hard, so it's not a guaranteed that the killer gets to hit them and gives 100% safety to the survivor who unhooks.

    Here is a video of the situation with player names hidden;

    https://www.youtube.com/watch?v=EP5CTWAJ7W4

    To repeat, this is a question of a scenario which no one has done before as far as I know, not even in this video. This is not to name & shame anyone, I didn't have an issue with what happened and had a fun game.

    I share the same concern - I copy a reply that I made a few hours ago to @MandyTalk which was somehow comparing this tech with the Harvester one:

    those two techs are not really comparable. The Harvester tech is a mobility trick that allows the killer to reach a position more quickly, but the survivor can still manage to move around the Harvester - in other words, neither the killer nor the survivor are stuck in a situation where if one of the two parties don't make a move the game is (momentarily) stalled for them.

    The hook tech instead is a survivor making himself untouchable by the killer. This situation can, and will, be abused in several ways, the most dangerous being to troll the survivor on the hook: just use the tech and hope the killer will stay there to camp the survivor, while the two others go on doing generators. Eventually, the survivor using the tech will run away (maybe by using sprint burst, to avoid any hit whatsoever) and the team mate being trolled will die on hook. And no, that's not the same as "not unhooking a survivor anyway", since in this latter case the killer is free to go pressure the map and/or hit any other survivor.

    Even if you don't want to troll the survivor, it's still something somehow similar to a hatch standoff: the survivor has always the upper hand, either the killer accepts the loss of the survivor on the hook, or he has to accept that possibly 3 to 4 generators will be completed by the time the hooked survivor die (...admitting the swf team don't manage to save him last second anyway).

    Every situation where the game can be stalled with no counter play other than "ok, you won, I'll do something else" should be promptly addressed, otherwise let's just put back the first iteration of Legion online, it's the same thing: trade a lot of time for a hook.

  • @Mandy said:

    Intentional or not, is not really the point.

    The point is whether it's going to stay or not, and afaik there are no plans to change it currently.

    As I said, the same thing happened with the Harvester Tech, it was in the game for a long while before it was recognised as an actual "tech", then officially recognised after it got added back into the game. This "tech" may or may not go the same way.

    those two techs are not really comparable. The Harvester tech is a mobility trick that allows the killer to reach a position more quickly, but the survivor can still manage to move around the Harvester - in other words, neither the killer nor the survivor are stuck in a situation where if one of the two parties don't make a move the game is (momentarily) stalled for them.

    The hook tech instead is a survivor making himself untouchable by the killer. This situation can, and will, be abused in several ways, the most dangerous being to troll the survivor on the hook: just use the tech and hope the killer will stay there to camp the survivor, while the two others go on doing generators. Eventually, the survivor using the tech will run away (maybe by using sprint burst, to avoid any hit whatsoever) and the team mate being trolled will die on hook. And no, that's not the same as "not unhooking a survivor anyway", since in this latter case the killer is free to go pressure the map and/or hit any other survivor.

    Even if you don't want to troll the survivor, it's still something somehow similar to a hatch standoff: the survivor has always the upper hand, either the killer accepts the loss of the survivor on the hook, or he has to accept that possibly 3 to 4 generators will be completed by the time the hooked survivor die (...admitting the swf team don't manage to save him last second anyway).

    Every situation where the game can be stalled with no counter play other than "ok, you won, I'll do something else" should be promptly addressed, otherwise let's just put back the first iteration of Legion online, it's the same thing: trade a lot of time for a hook.

  • @PigNRun said:

    https://forum.deadbydaylight.com/en/discussion/comment/937840#Comment_937840

    Small correction, only Undetectable prevents aura reading. Oblivious only hides the TR.

    uh! thanks for the correction, I honestly didn't know that!

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/937640#Comment_937640

    May I ask since I haven't actually used the perk in a long time but does this also counter alert? Don't know why this question came to mind.

    Anyway my personal belief is that spine chill should counter stealth killers. I never use any detection perks and haven't for a long time but I like having perks that can counter killer abilities.

    yes, it counters Kindered as well.

    Every perk or item that should let you see the aura of the killer is trumped by Undetectable.

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/937655#Comment_937655

    I mean, it has a definition. "Not able to be detected". It literally means exactly what i think it does. Great job on your failed attempt at being pseudo witty, though. /s

    Try again. I'll give you another crack at it. :)

    yeah, and a Nurse can't levitate or blink around a hospital, but still... ;).

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/937642#Comment_937642

    They have eyes. As well, the word "undetectable" is pretty black and white.

    Undetectable in DbD doesn't mean what you think it means, deal with it 😎

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/937633#Comment_937633

    It wouldn't really be a spine chill nerf. More of an undetectable buff; as it should be. Undetectable, as I said, means undetectable.

    Undetectable means that killer aura is undetectable, the killer has no terror radius, and the killer has no red stain.

    That's what Undetectable means in Dead by Daylight, nothing more, nothing less.

    Don't imagine other meanings beyond that though, otherwise the next step is "Undetectable killers should be invisible - they are undetectable!!" :)

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/937071#Comment_937071

    Until spine chill is nerfed when killer is in undetectable status; which will come eventually. As it absolutely should, IMO. Undetectable means undetectable. Not "kind of detectable". Spine Chill should not effect killers like EW1 Myers, Ghostface in his ability, Wraith cloaked, or anyone with insidious..

    I strongly disagree, and I seriously doubt Spine Chill will ever get nerfed.

  • Oh, so you do follow the meta :P

  • @chase131119 said:

    4man basement is hoping that a survivor doesn't DC to rob you of your challenge. Has happened 4 times to me already.

    Devs need to do something about that bullshit.

    @Peanits When is BHVR going to do something like making DCs count towards challenges or something?

    * this.

    I got very, very lucky and done it first try as trapper, but only because the last survivor, which was very smart and was running to the opposite side of the map the whole time, eventually gave up and went afk.

    I don’t know if he did it on purpose or what, but he was very kind to not DC while I was carrying him to the basement.

    In all the other games I had, at least one of the survivors DCd once he was going into the basement (but I actually didn’t have the challenge on, lucky me)

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/937071#Comment_937071

    I run both because keeping track of any "meta" is a fool's errand. Killers will play who they want to play and it's the survivor's job to adapt as the trial progresses.

    Ok..?

    I suppose you run Iron Will as well?

  • once survivors will swap BT with Spine Chills I think stealth killers meta will come to a brisk halt.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/935906#Comment_935906

    Isn't it impossible for the last survivor to avoid a basement hook? Or am I underestimating wiggle off stun?

    it depends on the map I suppose, plus even if you are able to close the distance to the basement of a few meters every down - struggle - stun cycle, you just need one mistake and you have to do it all again.

    Yeah yeah, baby killer's fault and whatever.. that's really beyond the point I was making with challenges 100% counterable by the opposite party.

  • @Waffleyumboy said:

    Running away from the basement is a smart play as survivor in case you didn't know. I agree console needs DC penalties to accompany new tomes.

    I think you don't get it - people will just run to the corner to the map, not even trying to juke the killer, just to not get hooked in the basement - they don't care if they get hooked elsewhere.

    Even if they are the last survivor.

    Of course trying to avoid a basement hook is smart during normal gameplay, but once the game is basically over that's done just to deny your challenge. There was also a thread a couple of days ago, where one survivor continued to do this thing because the killer wanted the basement hook but couldn't get it, and eventually the survivor DCd because he was taken hostage. Go figure.

  • @starkiller1286 said:

    https://forum.deadbydaylight.com/en/discussion/comment/935791#Comment_935791

    Next to no one runs it if it isn't for a challenge and it requires someone to be caught with thd gates open. It is only a death sentence once the timer is around halfway drained before BW activates and if that is the case you deserve to die for stalling so long.

    Do you know why next to no one runs it?

    Because everyone 99% the Exit Gate :).

    Bloodwarden is not dangerous because of EGC, it's dangerous because survivors get out positioned and killed when they least expect it, especially by insta down killers (or noed).

  • Pick Bond, Open Handed and Sprint Burst (...and Dark Sense, of course) + if you want throw in a map that can see killer belongings.


    First, search for your team mates using Bond (Open Handed will increase your aura reading by 8 meters - you'll see them in a 40 meters radius), and do generators only if at least one other survivor is on it (the more there are, the better).

    If you hear the killer coming don't leave the generator unless the other survivor left as well. In any case, use Sprint Burst to fly away but try to let the killer see the survivor that was with you - this will help you not getting chased, even if you will sandbag a bit :P.

    Obviously go immediately where were the other survivors working on a generator. If the one you were working on is close to be finished, though, stick around and see what the killer does.


    If there is ruin, you can use the map to look for totems and try to cleanse it quickly (but be VERY careful, killers could be patrolling), but if you can't find it in the first 20-30 seconds go where generators are being worked on.


    NEVER WORK ON A GENERATOR ALONE.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/934701#Comment_934701

    Stop misleading people. Your obsession with insisting Legion is good is just defying logic at this point. The stats say they are 10/16. That is in the bottom 50%. That isn't good.

    I also think this is inflated from the rank reset.

    I've got a bit of experience with fighting games, a genre where you can find Tier List that can be subjective (mainly done by pro players) or more objective (see where each character positions in the major tournaments), and what every competent player will tell you is that Tier Lists matter only when you are optimising every little bit of play.

    This, plus the fact that DbD is not a strictly speaking competitive game (meaning that the casual/party component is very much present), should let you easily understand that if Legion ranks 10/16 in killrate what it means is simply that - it doesn't mean at all that Legion is good or bad.

    Also they can have a lower kill rate than 9 other killers, but statistically speaking they could easily be above average, depending on the standard deviation (I don't know if that is the case, I'm just saying that those numbers tell you close to nothing about how a killer is viable).

    ..if you still not believe what I'm saying is reasonable, you should consider that Leatherface has a higher killrate than Legion. In fact, it's higher than Huntress as well.


    @Almo thanks for the stats, but I think you know very well that those numbers are not that meaningful - this being said I agree that Legion has improved after this update - they just need three changes:

    • don't deplete the whole power gauge on missed hits - 50% is enough. Alternatively, make it replenish a bit faster (not 100% faster, obviously).
    • decrease the stun animation from 4 seconds to a value between 3.5 and 3.75 seconds
    • consider adding back scratch marks and blood after the power has ended (as in: as soon as I'm in my stun animation I can see all scratch marks/blood which was hidden while in FF). This will improve Legion mobility, but won't help them hit survivors.
  • I still can't do it since I still have to do the very first survivor challenge :P, but I wanted to try it anyway:

    Bond + Open Handed + Sprint Burst and obviously Dark Sense.

    Did it immediately, didn't think I would be able to do it so easily.

    ...this being said, I'm still a bit skeptical about this kind of challenges: yes, it made me try a very peculiar build and a different kind of play style, but I can imagine a lot of DC/suicides once the second generator pops for a lot of players.

  • @supersonic853 said:

    Hit survivors with your weapon 25 times i was just gonna spam legion.

    yes, I've done it in one go without even trying to.

  • @Brucecastro81 said:

    For me (that loves Waluidgion) I like thinking in another ways of playing Legion because he's a little strategic (in my opinion), so if you do the right decisions on when using your FF or not that is gonna the decisive thing in winning or loosing. For my understanding of this playstyle (maybe I understood nothing and I'm dumb) is: You use the FF in the beggining of the match if you think that you gonna find another survivors and if not you just farm STBFL stacks with the first survivor (only non obssesion), after that you only use for going for gens to use Pop, for hitting the obssesion or if you are going against a good looper (plz correct me if I'm wrong about the playstyle). I will try that out, realy looks promissing

    I think some clarifications are needed:

    everything of this play style revolves around you having STBFL tokens, and those tokens are what will make you able to down survivors, even if they heal.

    In fact, you want them to be healing, due to the time waste, but you don't want to continuously injure everyone with FF (or to be more precise, don't go out of your way to do so). If you do so, survivors will eventually be less likely to heal, plus by hitting them with FF you are not really achieving STBFL tokens or breaking pallets.

    This being said, you can infer when to use FF:

    • tracking other survivors nearby would be useful (e.g. early game, centre of the map, hooked survivor nearby...)?
    • is there a pallet next to you? If that is the case, it's best to try to bait it with a basic attack, even take the stun if needed, and then catch up with FF
    • is the target the obsession, uninjured?
    • is the target at a strong loop, uninjured?


    Remember that every rule on when to use FF comes after this very important one:

    never struggle for a first hit on a healthy survivor

    You don't want to waste any time on hitting an healthy survivor - if the other conditions to go into FF are not met and you can easily get a basic attack then go for it. But if you are (or think you will be) struggling then absolutely go into FF. You can always immediately end your FF to maintain you power almost at 100%. That's also the reason why I'm suggesting to use the best looper as a pivot to other players - once you see her you don't really need to think "am I going to get a first hit in a few seconds?", and this will save you time. However, this is only a suggestion if and when you find a very good survivor, that can really get you. If that is not the case, you should always decide based on the situation if to go in FF or not.


    Also, FF should be used to Pop only if you really need it - maybe the generator was close to being done, maybe you already know survivors are cocky and will try to finish it even when you're coming, or maybe the hooked survivor died after being hooked, meaning that you don't need to come back anyway. If this is not the case, I always find it best to just walk to the generator and watch for clues for survivors near it. If I want to close the distance quickly, but I'm not really in a hurry, what I might do is go into FF until I'm at a distance of around 20-16 meters, then stop my power. What happens is that even though the 4 seconds stun will basically nullify the speed at which I reached my new position, survivors that were working on the generator are now in a bad spot: do they continue working on the generator, allowing me to catch them in a few seconds once FF is replenished, or do they stop working, making them idle for 10+ seconds?

    Using FF for mobility reasons is definitely one of the most difficult thing to master with Legion though , especially against good survivors, so be really careful with it :).

  • @TheRoyalOwl said:

    https://forum.deadbydaylight.com/en/discussion/comment/931481#Comment_931481

    I don't agree with first part. Most survivors in high ranks don't actually react if they don't hear a constant TR. As they don't want to abandon what they are doing just to hide from legion.

    But to use killer instinct you need to hit someone first. You also can't really rely on information that you got from the survivor on hook ( if you used FF before downing them ) as that could have 20ish seconds ago.

    I disagree heavily with not being able to use BBQ and pop proficiency, as BBQ tells you where survivors are at, which can also tell you which gens are most likely worked on.

    as for M&A, I can just say: try it out yourself and see how it goes. In my experience this is the right way to use FF, maybe yours will differ, that's totally fine.

    as for Pop + BBQ - the point is that due to your high mobility you should already know what generators have some work on (remember the mental map of generators I wrote about?). If instead of relying on your mental map you use BBQ to decide which generator to pop, you risk two things

    1. the generator is far away, and by the time you reach it, it's already too late to pop, plus you are too far away from the hook to defend it, meaning that you wasted a lot of time, lost pressure on the map and didn't use pop (since now, at the very least you have to commit to a new chase with the survivor(s) that just finished the generator)
    2. you risk to defend a generator that is not in your best interest to defend anyway.

    But again, you can use Pop and BBQ, but there's no perk I'm willing to remove from my suggested build to give space to BBQ though. The only possible one is Ruin, but once you are in a game where you struggle to find the first survivor and two generators pops in no time you'll go back using it anyway :P.

  • @TheRoyalOwl said:

    https://forum.deadbydaylight.com/en/discussion/comment/931368#Comment_931368

    These are nice tips and strategies, but I'm confused on some certain aspects.

    Why would you give up on going after a survivor that's not in your lowered TR while FF?

    Why use STBFL over a tracking perk?

    I use BBQ instead of STBFL simply because it allows me to find survivors right after hooking someone. There is a lot of wasted time because there isn't a tracking perk in your recommended build you spend a lot time patrolling gens and coming back to hooks.

    Also survivors do commonly spawn together, or atleast that's my experience.

    Why would you give up on going after a survivor that's not in your lowered TR while FF?

    That's because of how M&A works: Legion has a 32m TR, and M&A decreases/increases it by 8 meters. This means that while in a chase you see survivors that can be 40 meters away from you, while when you are not in a chase they will be no farther than 24 meters. When their heartbeat disappears, you know that they are at least more than 24 meters away from you, and in high ranks that can be enough to let them escape your chain hit: if they react immediately after hearing your TR and seeing a person hit by DW, they'll run away from you.


    Why use STBFL over a tracking perk?

    You don't really need tracking perks with Legion, since once you have Killer Instinct active you can track every survivor nearby anyway. M&A helps a lot to get this first hit. This being said, STBFL is the crucial point of the play style I suggest - without it Legion is a very weaker killer. That's my opinion, of course.

    As for BBQ - since we're going to use Pop, you already know where to go after hooking a survivor. Chances are that survivors will be near the same generator you are going to Pop anyway, but even if that's not the case you can't use Pop and BBQ proficiently at the same time in my opinion.

    If you are very, very confident you can try to switch Ruin for BBQ though.

  • @Icomplain said:

    https://forum.deadbydaylight.com/en/discussion/comment/931343#Comment_931343

    we both definetly play legion differently, i see him as someone who injure everyone quickly and use this to it's advantage to add pressure with the perks i use in this build, it works fine for me most of the time, if your build works fine for you msot of the time as well, it means both builds could be viable, tho in my opinion, running monitor and stbfl on legion since his frenzy doesn't give tokens isn't a good idea, i know you can use your power to keep your obsession injured and not lose tokens and quickly find other survivors to get more tokens, which obviously is a good strategy, but i'd rather have a slow down with exhausted effect.

    we both have ouw own play style, and both can work well, not because i use legion as a slow down it means i use him wrong, and not because you use him yo give lots of pressure means you do it wrong either, but thanks for your comment

    I wasn't implying that you are wrong in using Legion with a slow down build - I was just paraphrasing what I wrote in my post (which is obviously only my opinion, not a fact), that is I don't think Legion is a slow down killer per se. You can use them with a slow down build however, I just don't agree that's the best approach, but after all it all comes down to different play styles.

    I'm happy that you can have fun and get good results with your build!

  • @ruler33 said:

    nice post man very detailed and well mad but something i would like to add is that based on whether or not you have the length increasing add ons that you should talk about whether or not you should go for hits like if you have the add ons you should go for like half map stabs and stuff like that also you should talk about how to play if you do have the ultra rare add on

    Thanks for the feedback, I'll try to do that tomorrow - before this recent patch I played a lot of games with Iridescent Button on and there are a couple of things I can say about it.

    As for the increased FF duration add-ons there's really not that much to add: since I'm suggesting to commit to a chain hit only on survivors on your lower terror radius, you already are somehow near them. An increased FF duration will simply give you a bit more time to catch a survivor that's trying to juke you, but I wouldn't suggest to run around the whole map in normal conditions, and that's also the reason why I don't think those add-ons are mandatory with this play style.

    They become much more important with Iridescent Button, so I'll talk about it a bit more tomorrow :).

  • @GrootDude

    I’d prefer Bamboozle over M&A since spine chill easily counters M&A.

    I understand your point, but you have to consider a couple things:

    first of all, M&A is not only important to sneak on survivors (which, by the way, is really paramount especially early game :P), but also because of how I suggest you should use FF: if you lose a chase after having Killer Instinct active you can compare how many heartbeats you still see and understand the survivors general distance from you. Without M&A chaining hits may become more problematic, and if you find yourself using all your FF power without chaining a hit you'll be massively hindered.

    Secondly, Bamboozle is not very important while in FF, since you can vault back and forth in no time now that the vaulting is quicker, while you will hardly vault windows if you are not in FF anyway.

    Play style aside, I still suggest to at least give a try to M&A for the FF exploitation mechanic I suggest :).

  • @Icomplain interestingly enough I just published a very long post on Legion with a very, very different build and play style. In fact, one of the premises is that using Legion as a slow down killer is the wrong thing to do :P

    Give it a read: https://forum.deadbydaylight.com/en/discussion/114017/new-legion-how-to-play-them-right-long-post

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/929774#Comment_929774

    They are easy. Thats what the challenges are. Too easy sadly.

    I mean, one challenge is to grab 2 Survivors... A Tome 3 Challenge was to grab 6 Survivors at first... Not even need to be done in a single Trial.

    What about the last minute hero? Did they change it?

  • As always: face camping the thread to see what the challenges are :P

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