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NuclearBurrito

NuclearBurrito

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NuclearBurrito
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  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/857861#Comment_857861

    I think it's the opposite. Medkits are one of the weakest items. It is far better to run a toolbox or key than a medkit.

    The maximum timesave you can get from toolboxes is 43.2 seconds if you complete almost 3 generators by yourself.

    The maximum timesave you can get from medkits is 54.2 seconds if you heal yourself 3 times.

    Medkits also get additional unaccounted timesave from the fact that you don't have to find other Survivors to heal (which is the same benefit as Self Care).

    The advantage of toolboxes is of course that if you aren't getting hit very often you can just gen rush and ignore healing altogether, however that means not going for risky plays ever and means if you have to loop the Killer mistakes are extra punishing, and if you aren't being hit then you have all the time in the world anyways.

    Both of these ignore the existence of ultra rares.

    Keys are busted anyways so it would be an unfair comparison.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/857851#Comment_857851

    Yes. I just think Inner Strength delivers more value.

    And I think most self healing perks are a waste of a slot since medkits are just better.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/857818#Comment_857818

    The green medkit change is arguably a nerf depending on your needs. I liked the old one far better.

    That's called a sidegrade. It's not better, it's not worse, it's just different.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/857118#Comment_857118

    Where did you hear they were nerfing toolboxes?

    https://forum.deadbydaylight.com/en/discussion/comment/857757#Comment_857757

    Inner strength takes a bit more time. But it is more reliable in my opinion. You can almost always find a totem for one thing. You are getting an extra 1,000 to 1,500 points for healing yourself. And you can usually bank on at least two heals if you need them. Pharmacy may be a bit more time efficient. But Inner Strength gives more overall value.

    And thus you have different perks with different strengths and weaknesses.

    Regarding reliability Pharmacy can be reliably proc'd using the basement since there is always a chest. Inner strength has no equivalent.

    And not that anyone actually uses this, but Pharmacy also has additional Utility in that it can open the remaining chests faster as well for other items.

  • @liquidlight said:

    @Boss They don't count matches with DCs in the statistics. lol So, I'm sure that's inaccurate.

    @Nuclear The first perks you mention don't reveal your aura but they reveal where you are. Discordance reveals where more than one survivor is, increasing the chances of catching someone, so it in it's own right is amazing for killers.

    Whether the exposed perks are triggered by an action it doesn't change the fact that the survivor or survivors in some cases are still exposed.

    And me attempting to counter with Dead Hard, thanks for disproving it doesn't, I guess? So, then there's no way to counter.

    Hopping in a locker in time isn't always possible with BB&C. And with Nurses Calling you sometimes can't hear the terror radius or the killer doesn't have one so... saying not to heal is bad advice. Any survivor with brains wouldn't heal if they knew the killer was right there.

    Working on gens together gets them done faster. Why wouldn't you do that unless you knew the killer was able to tell you were?

    Sometimes crows are hard to see and sometimes the game glitches and they fly even if you are crouched. It would be insanely easy to catch in videos or see in streams.

    But! After thinking about it I think Distortion being broken up into individual perks that counter individual perks is WAY better than it countering ALL aura perks (that would suck for killers). It would also break up survivor meta-perk builds if they wanted to avoid a certain perk like BB&C. It would also provide survivors that feel like certain perks are getting them killed an out for a while or forever if they wanted to use it all the time. So a perk to counter each aura perk would be best, not add-ons though since those aren't something you see every single game.

    And I made some mistakes in my post. I am human. But I think it's easy to realize what I was getting at.

    Distortion is a perk that proc on an aura reveal, so perks that reveal your location but not your aura aren't related to it's effect and listing them doesn't really mean anything.

    Calm Spirit is the one that covers screams and crows.

    The point with Survivors being the trigger is that it means they can always avoid the trigger until a specific moment of your choice, such as cleansing all the totems before doing the last gen to counter NOED or a similar tactic for Devour Hope. Not cleansing a totem while no Hex is active prevents Haunted Grounds from activating ect ect ect.

    It's not that you can 100% counter everything, and that's fine because if you could there would be almost no point to the perks in the first place, but you aren't as helpless as you are implying in the OP.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/857713#Comment_857713

    maybe i've been bugged then..? huh nvm

    https://forum.deadbydaylight.com/en/discussion/comment/857708#Comment_857708

    Scott jund, oh tofu, others beyond that but i digress. never even brought them up or said i agree with them. these are my personal thoughts from both sides. hell i don't even think he should be directly nerfed, he's in the perfect play space (besides the complete 180 flicks you can pull with that forgiving hitbox they seem just a bit too easy...) i just believe his counterplay should be made stronger

    There's a visual bug where after a stun he will still have his club raised. I've only seen this on the Killers end so I can't confirm if this is visible for the Survivor, but if it is that might be what you are experiencing.

    Regardless tho even when that happens you still have to go through with the attack from the start.

  • @PinkMochaV2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/857002#Comment_857002

    You do realize that the Styptic doesn't heal at all? You guys nerfed that.

    Tried healing someone with it and left him since I thought he was going to get healed after 8 seconds. He didn't. He probably cursed me for a fool.

    I'm a little concerned that a dev doesn't know how the game works.

    Styptic gives Endurrence

    Syringe is the one that heals.

  • @akbays35 said:

    https://forum.deadbydaylight.com/en/discussion/comment/857757#Comment_857757

    I actually wondered if they nerfed it due to Inner Strength, I had commented that to a dev that they essentially made Pharmacy, but less versatile(you can heal teammates faster) for totems instead of chests.

    Well you can stop wondering that, because they didn't nerf it.

  • Knock out, Discordance, Spies from the shadows and Infectious Fright don't reveal your aura.

    Infectious makes you scream

    Spies reveals Birds

    Both Spies and Infectious are already countered by Calm Spirit as well.

    Discordance highlights the generator (not the Survivors working on it)

    Knock out has absolutely nothing to do with this post

    As for exposed:

    I'm all ears doesn't inflict exposed, it belongs on the aura reading list.

    All exposed perks are triggered by a Survivor action and you can only be made exposed mid chase in 1 of 4 situations:

    1 - Survivor cleanses haunted grounds

    2 - The final generator is completed

    3 - A Survivor is unhooked (triggering Devour Hope)

    4 - Killer power/addon effect triggers

    Other than 4 all of those are Survivor controlled, meaning the Killer can't plan for it either.

    Also if you are trying to counter exposed with Dead Hard.... why? If you are using Dead Hard you are already injured, exposed changes nothing.

    As for aura reading perk counters:

    BBQ - Has a telegraph so you can hop in a locker

    Nurses - Don't heal in the TR

    Territorial - Don't pointlessly enter the basement. Or better yet, sometimes randomly enter the basement and then immediately leave to distract the Killer.

    Discordance - Don't work on generators together

    Spies - Crouch near Crows

    That just leaves I'm all ears, Bitter Murmer and Infectious fright since you can't avoid doing gens forever, Infectious could be countered by requires information you often won't have (but if you have bond, empathy or SWF you can just avoid Survivors who are currently in a chase), I'm all ears is simple to counter outside of a chase but Killers run it for when you are in a chase anyways so no one cares.

    I'm not saying we can't buff Distortion (which has absolutely nothing to do with exposed btw), but this post has a lot of claims that are factually inaccurate.

  • @Usui said:

    https://forum.deadbydaylight.com/en/discussion/comment/857757#Comment_857757

    Nurses calling doesn't show inner strength, Smiley Face.

    And Pharmacy doesn't proc Iron Maiden.

  • Yet the much slower inner strength is apparently amazing for some reason.

    Ultimately you should always just bring a medkit and ignore self healing perks, but if you are taking a self healing perk then Pharmacy is the fastest one and if you hit a great skill check you can farm medkits with it so you can eventually just use the medkits directly.

    The change to the medkit is a sidegrade that gives it something it's the best at beyond farming.

  • Give you a medkit which can fully heal you really quickly.

    To be specific it's a 16.1666667 second heal if you can find a chest.

    That's counting the time it takes to actually open the chest. The healing portion is 10.6666667 seconds.

    For reference Inner Strength is a total of 22 seconds, making this the fastest self healing perk in the game.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/856471#Comment_856471

    Oh i totally realise that for the most part. but this is the ptb, and a lot of killer mains are actually talking about how he needs to be nerfed. if anything i just feel his counterplay needs to be stronger, and that he doesn't need a nerf at all :)

    https://forum.deadbydaylight.com/en/discussion/comment/856452#Comment_856452

    oh i never said it should take him out of blood fury, i just meant it would knock him out of like his attack stance ie he's charging his attack, he gets stunned and it would stun him for slightly longer because he was either charging or prepared to smack through a pallet. he'd still have his omega pallet break, just if he's actually stunned by the pallet it would effect him more you know? if it made him lose his power completely that would be completely screwed up.

    It already does. If you are stunned then you go through the full stun animation and then have to charge your attack to break the pallet.

  • @Peanits said:

    I just play the game.

    Agreed. I probably wouldn't even notice until after the fact if the stream is uploaded.

  • @PinkMochaV2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/857099#Comment_857099

    So you are saying it's okay if the elements are not generated passively?

    Would teha biltiyt to create windows be okay with you? Takes a minute to do.

    While it would require too many changes to be practical, the ability to create a window taking a long time to do so could potentially be balanced.

    If the Killer knows where the possible window creation spots are (either through aura effects or just having good map knowledge) he could simply patrol these places to prevent it and Survivors that do go for it aren't doing generators thus this entire thing qualifies as a secondary objective everyone wants so much.

    People often forget that a lot of weird mechanics can work just fine so long as the ramifications are taken into account and balance is done with the assumption that the mechanics will be used to their fullest extent.

  • @[Deleted User] said:

    Removing collision with ENVIRONMENT sounds extremely broken... So like... if Spirit and Nurse had a baby? A wierd distorted baby...

    Honestly... I think I've had enough of spirits and phantom killers getting released recently. I mean, you can see everyone loves Spirit... and everyone is gonna love Oni... Not to mention they're the same family / bloodline

    Nothing like Spirit. It's more of a combo between Nurse and Wraith but without the speed boost of either Killer.

  • @Sign_Spinner said:

    If devs get rid of god loops then instadowns should be their next target.

    Ignoring addons for a second (there are problematic addons but I'm not arguing for their existence) the following Killers have access to an instant down:

    Oni

    Myers

    Ghostface

    Leatherface

    Billy

    Additionally Plague and Legion can get easy injuries effectively giving them an instant down.

    The thing all of these Killers have in common is that they are fully susceptible to looping.

    Oni and Myers have the least susceptibility but require a lot of build up beforehand.

    Ghostface can sometimes use stealth to avoid a loop.

    However none of them actually have a counter to running loops the standard way in most situations.

    Contrast Killers like Spirit, Hag or even Clown and Doctor who's powers don't instant down but instead prevent loops.

    The only Killers who neither have a direct answer to loops nor an instant down are Pig and Wraith, both some of the weakest Killers in the game as a result.

    The point being made here is that all of these Killers are balanced around the existence of their instant downs. If you put an instant down on a Killer that isn't specifically designed for it then there is a problem, this is why iridescent head and pinky finger are problems, because they are on powers that aren't designed to work with the effect.

    Now as for perks. The perks that use the exposed effect are:

    NOED

    MYC

    Haunted Grounds

    Iron Maiden

    Rancor

    Devour Hope

    Of these all of them are triggered by a Survivor action.

    NOED and Rancor are triggered by the final generator.

    MYC and Devour are triggered by Survivor unhooks.

    Iron Maiden is triggered by exiting a locker

    And Haunted Grounds is triggered by cleansing a totem.

    All of these are either Hex totems or only effect one Survivor at a time.

    The significance here is that no Exposed perk is under the control of the Killer, the closest to that is Devour Hope which takes a lot of effort to activate.

    However, God loops don't have this kind of concession. You don't work to set up a God loop, you just get to it and run it. Maps with God loops aren't also given some other Killer sided mechanic to balance them out and there isn't anything on Maps without God loops which are missing on maps which do that the God loops are balancing out.

  • Nemisis doesn't hide your red stain.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/855777#Comment_855777

    Yeah, but I meant without the insta down would be neat and not OP.

    What I'd do to him is:

    1° More basic speed... I feel him slow AH

    2° The dash attack doesn't insta down

    3° You can collect orbs to mantain your rage power activated WHYLE on rage mode

    He's 115%

  • @POTUS45 said:

    snowballs should be a winter event special item where if you equip it, you get five snowballs to throw in a game that do nothing but are for fun. i'd love to throw a snowball at a killer

    Replace the pebble with a snowball for the duration of an event.

  • Specifically you can instantly cancel a Demon Dash with a Demon Strike.

  • @Carlosylu said:

    He needs a little bit more basic speed, he just feels slow AH to play as when he's not using the dash ability, maybe make him be able to hit (no insta down) whyle dashing?

    He can already hit while dashing and it's the instant down.

  • He seems ok in terms of raw power, but they need to change him so he isn't forced to slug.

  • Why would I run any other Exhaustion perk then? That'd be OP AF.

  • @Apple2o said:

    Why do people think legion is not viable as he is? He stacks STBFL faster than any other killer in the game. Once you hit 6+ stacks it's quicker to just M1 people down than even using frenzy anymore.

    After the changes I am sure he will still be super annoying with his completely free and unavoidable attacks.

    Not anymore he can't.

  • He gets 40% of his power, not 50%

  • A change like this or something like this is more necessary now more than ever. This is because Legions current mechanics are causing problems with new content and thus is limiting future design space just by existing, and that's on top of him just being not very fun.

  • This is why my Legion proposal focused on utility and lethality and not on stall.

    His ability to stall and how he's not balanced to be lethal (and thus ends up having no counter when he manages to be lethal) are his most annoying traits. If you instead balance around the assumption that Frenzy is meant to down then you can embrace otherwise annoying traits with Deep Wounds by giving them active counterplay instead of making them impossible to utilize.

  • @Vetrathene said:

    You all realize that blood echo gives hemorrhage and not mangled right? Or is there something I am missing?

    You are missing the exhaust effect.

  • @HatCreature said:

    So either it's a bug or it's another case of Surge where the description is worded incorrectly.

    Assuming it is NOT a bug

    Dying Light will work wonders with this perk because you can switch the Obsession a whole bunch of different times and possibly get more hooks. Same goes for Remember Me but for different reasons. STBFL and PWYF will come back into play if you kill your Obsession and PWYF is probably the best perk to combo with this.

    This perk goes nicely with Judith's Journal on Mikey

    Rancor will become scarier than NOED, just avoid being stunned the entire match and it will become a deadly surprise with 0 counter, either get hit or stun the Killer and become a 1-shot.

    Assuming it IS a bug

    Furtive, Nemesis, and MYC will be sick and I seriously hope it is a bug even though you're using 3 perks for 1 specific thing lol

    Going down the list of Killers there aren't a whole lot of Killers that have a full Synergy with that perk combo. All of them have some aspect to their Kit that make it either somewhat redundant or otherwise have anti-synergy.

    So from the top in no particular order:

    Trapper - Traps do not benefit from exposed and do not care about oblivious

    Leatherface - Noise from chainsaw makes stealth a bit less effective. Instant down is redundant.

    Billy - Same as Leatherface but the anti-Synergy with stealth comes into play more given how his mobility works.

    Nurse - Blinking noise is anti-synergy with stealth

    Huntress - Her Hatchets can't take advantage of exposed, her lullaby negates the stealth.

    Freddy - Gets no benefit from oblivious due to already inflicting it and having a lullaby.

    Doctor - Has anti-synergy with Oblivious

    Pig - Oblivious is redundant

    Shape - Either Oblivious or Exposed is redundant (but not both at once).

    Ghostface - Both Oblivious and exposed are redundant

    Wraith - Oblivious is redundant

    Demogorgon - Extremely loud makes stealth less useful. Oblivious is technically somewhat redundant with the portal undetectable (not that anyone cares when it lasts 2 seconds). Shred doesn't work with exposed.

    Oni - Is extremely loud. Exposed is redundant.

    Spirit - Oblivious is anti-Synergy due to how the phasing sound works

    Hag - Traps give away her position anyways when used and she's too slow to reach them without them.

    Clown - Full synergy and can reach them easier with the slow

    Plague - Exposed is redundant

    Legion - Frenzy does not proc exposed

    Note:

    Synergy = The benefit of running the perk combo AND having the Killers power is greater than the sum of the perk combo's benefits plus the Killer powers benefits

    Anti-Synergy = Same as synergy but it's less than the sum instead of more than the sum.

    In otherwords it isn't that these Killers don't benefit from the perk, but that one or more of the benefits either overlap with the Killers power or are mutually exclusive with it, meaning you can't get the full benefit out of both at once even if you are still benefiting.

    Clown is the only Killer with no anti-synergy or redundancy since his power benefits from both stealth and exposed without being stealthy or applying some kind of exposed (ignoring addons for a second)

    For most of these Killers this just means not using make your choice but even then only 4 Killers will have a synergy:

    Clown who I just talked about

    Myers because tier 3 isn't stealthy at all

    Plague because injury has synergy with oblivious

    And finally

    Legion because oblivious makes Deep Wounds completely busted.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/854028#Comment_854028

    I mean your not wrong, but I doubt it would work that way. Imagine the potential on Hag.

    It's inconsistent and is almost certainly a bug in one way or another.

    If a non-Obsession DS's you it will proc, which would only happen if Obsession switches outside of the perk itself will proc it since the perks own Obsession switches are explicitly only pallet stuns, head on stuns or blinds, DS is none of those.

    If Furtive chase changes the Obsession then it won't proc, which only makes sense if Nemisis only refers to it's own Obsession swaps.

    However since it procs of DS that can't be the case.

    Thus the perk is bugged.

  • On further examination the perk DOES work on DS.

    It's just Furtive that doesn't work.

    DS Legions at your own risk.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/853125#Comment_853125

    Yes, but we don't really know if they changed the timer or not since his nerf.

    It's not really easy to tell the exact time anymore... since all these conditions make getting downed by Feral Frenzy almost impossible.

    Yes we do. There is a list of the changes made to him.

  • Franks Mixtape added 5 seconds onto the timer reduction per attack and made downing them 2 hits.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/852846#Comment_852846

    Where does it say it's 30 seconds, I can't find that info on the DBD wiki or any video.

    Simple. Frenzy used to remove 10 seconds from the timer per hit and would take exactly 3 hits (for a total of 4 including the initial hit to apply it) to fully deplete the timer. That's 30 seconds total.

  • 30 seconds for Legion

    20 seconds for Borrowed Time

  • @Nobsyde said:

    https://forum.deadbydaylight.com/en/discussion/comment/852802#Comment_852802

    Actually I think that's for the best. A different interaction would make Legion just too strong to face, and promote proxy camping.

    Instead like this Nemesis doesn't need to change and can open very interesting plays, which can be countered as well.

    Forget about Legion for a second. That interaction would have been amazing on literally anyone! And it would further encourage not tunneling and camping!

  • @Nobsyde said:

    https://forum.deadbydaylight.com/en/discussion/comment/849829#Comment_849829

    FYI it has been tested out and it doesn't work.

    Nemesis only procs with stuns/blinds

    BS

    true but BS

  • You won't need Brutal Strength. While in Blood Frenzy you can break pallets almost instantly with M1, and even if you aren't AMN can't be used while you are breaking the pallet.

  • @PickCollins said:

    https://forum.deadbydaylight.com/en/discussion/comment/852381#Comment_852381

    Wait. wait.

    I get it now. Nemesis inflicts Oblivious and Deep wounds...yeah I get it now.

    But how does BoP help with that?

    Nemisis only applies Oblivious. Legion is the one that applies Deep Wounds.

    BoP grants undetectable.

  • @PickCollins said:

    What's the sudden hate brigade agianst BoP for?

    hate? This is love.

  • @DeathEscape said:

    https://forum.deadbydaylight.com/en/discussion/comment/851562#Comment_851562

    I think 1 second would work, it will be as fast as pig puts a complicated reverse trap on survivors head or a bit faster

    For which one? There are 3 different values here.

  • Specifically the way you've described it is such that when I press M2 it would be:

    • GF pulls out a camera (x seconds)
    • GF snaps a photo, exposed progress is added to visible Survivors (y seconds, possibly instant)
    • GF puts away the camera (z seconds)

    What are x, y, z and how fast does Ghostface move during this entire process?

  • @DeathEscape said:

    https://forum.deadbydaylight.com/en/discussion/comment/851510#Comment_851510

    The camera stalking is almost the same with the old stalking

    Btw changes added check it out..

    So to be clear does this mean taking a picture is instant? How does that work exactly? Like I'm looking at a Survivor and I push M2, what happens (say how long each part of it takes since that's important)

  • @Teabagging_Boi said:

    https://forum.deadbydaylight.com/en/discussion/comment/851510#Comment_851510

    From what I read it will be like this:

    You are working on a gen and hear/see a camera shot flash. If you are too confident or you have sprint burst, you keep sitting on the same generator until you get exposed. After that you immediately move to the nearest pallet/window and run from the Ghostface for the duration of the exposed effect (which is really not that long to be threat). You might get scared a bit after a first camera shot, but you will still have a plenty of time before being attacked.

    If you are just staring at the gen and ignoring everything around you, nothing will change. You suddenly get exposed and stabbed after that.

    I'd like to point out that he specifically states that the audio portion of the camera is tied to being exposed and thus will be silent if it isn't exposing you.

  • @DeathEscape said:

    https://forum.deadbydaylight.com/en/discussion/comment/851400#Comment_851400

    I want to add Scare(Spook) factor before he 1 hit stab the survivor, so playing against ghost face will have more thrill than before

    Dont get me wrong i am playing both killer and survivor and i dont want to nerf ghostface

    How does this help? In terms of jumpscare potential both existing methods already cover that. Just walking up and stabbing you is almost a literal jumpscare, while exposing you has the new and improved animation for extra spook... and also is immediately followed up with a knife for the same effect as no-stalking.

    So how does the camera work into this? From the Survivors PoV it's all the same until they've spotted Ghostface in which case the more time they have the less likely the spook is, and from the Killer PoV there never was any spook potential from the start.

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/851346#Comment_851346

    Well, if you list all of Plague's strengths and none of her downsides compared to Legion, then yeah, she seems pretty good.

    But Plague has no mobility whatsoever, no mechanics to directly stall objective completion, and a tracking ability that only works if the survivors choose to touch infected objects. She also needs to repeatedly land Vile Purges on survivors before they actually get sick; getting a survivor fully sick can easily take a lot more time than getting a hit with FF, especially in small enclosed maps.

    And honestly, if you look at the actual numbers, every killer is viable. Every killer gets more than 2 kills on average, even at red ranks.

    https://forum.deadbydaylight.com/en/discussion/comment/851340#Comment_851340

    Interesting. So why are people calling these changes a nerf again?

    Plague only needs to hit you once. The sickness will progress from there on it's own unless you cleanse and we all know how well that turns out.

    The tracking I'm refering to is that broken Survivors leave a trail whenever they touch anything, not that it shows the Plague when they get infected (which itself works as early game stall or tracking which I didn't even list). It's harder to compare their tracking aspects compared to their chase aspects since it isn't a 1 to 1 comparison but it's significantly easier to counter Legions tracking than Plagues tracking.

    As for Mobility, Frenzy doesn't reduce patrol times at all due to the fatigue, so it only matters in terms of a chase and even then only for the first hit. Plague can use the ranged effect from vile purge to get the same effect as mobility much like the Huntress, it's even a bit better in terms of that since the effective range for vile purge is 13 meters but the effective range for Frenzy is 12 meters. That range goes up if you have a height advantage.

    Plagues vile purge also has no cooldown and almost no fatigue AND can be chained with a basic attack for an early instant down much like a Huntress melee hatchet. Legions fatigue always prevents an immediate followup.

  • Try and be as specific as you can as to why THIS is what you want and not just why you want some change in general.

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