NullSp3c
NullSp3c
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@phantasmal said:
I'm personally not sold on the idea of making DW block interactions, I think it'd make it too similar to Madness
Instead this is my take on a more threatening version:
- DW applied by FF is 40s.
- You cannot mend yourself
- Performing the Mending action on a teammate takes 8 seconds to perform
- Performing any of the following actions cause the DW timer to progress four times the normal speed: repairing generators, sabotaging, cleansing totems, searching chests
- Performing any of the following actions cause the DW timer to tick twice as fast: Using items (flashlights, keys, maps), running, vaulting
- The deep wound timer is paused while inside the TR, in active chase or while getting mended
- Exception to the TR rule: performing any action with a progress bar (so you can't just repair gens with DW inside the TR)
One issue I can see with this idea is that 2v1 scenario would be legit unwinnable, if Legion ever finds one of them then he will get a read on the other guy and the one he tagged is stuck with an incurable affliction, forced to eventually go down. Which doesn't sound fair or fun.
So to that end I have two solution, either would work:
- You can self mend with medkits, 12s action.
OR
- You can hold M1 for 10s to perform 'Change bandage' action, refreshing your DW timer.
I think a DW like this would solve a few of Legion's problems:
- People can't really ignore bleed out or cheese it by staying inside TR
- DW wastes survivor's time without forcing them to hold M1 for mind-numbingly long periods
- Survivors are encouraged to meet up or stay close, spreading out means you prob won't be able to get rid of DW.
Now that I saw the comment, what I have to say is
I don't think that it would be fun for the survivors, even tho it seems a really interesting idea. Because in the 2v1 or 1v1 scenario, it is too much for the survivor to care about. And those 12 seconds can turn into 24, and 36, etc. if you are unlucky and will really increase the gap between solos and SWF which I don't really like.
Deep wounds be terror radius based is really exploitable because. It's counterintuitive with the power, that you need to see people in the terror radius to go hit them (bigger terror radius, bigger window to mend).
Also, Legion can moonwalk in a really close distance with monitor and abuse or simply abusing perks like tinkerer, dark devotion and furtive chase.
A fixed distance would be much more controlled.
The idea is really creative btw.
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@FireHazard said:
They do actually, the developers can still read the posts without it coming off that they did. Most suggestions and or feedback however gets put into general discussions due to that part of the forums having the most people to discuss about the topic there.
That doesn't mean anything in the feedback and suggestions sub-forum is ignored, they do check into it from time to time. Its just that most people, like I said, post in the general discussion sub-forum because that's where the majority go to discuss topics.
Its also the best place to get something across to the developers if memory serves, due to how much traction a topic can get there if enough people talk about it. (Though sometimes, this isn't always the case actually.)
So to answer your question, yes they do get heard, but its more common to have stuff in the general discussions forum to get heard more due to how much traction a post can get over than compared to the designated sub-forum that's made for it...
Ok, so it seems that general discussions is badly used my most of the users just because you have bigger attention there.
Mods should move things from there more often to give more attention to other subforms (they still do a very good job btw). Also, devs should listen more to other subforms and give them more attention so they community does it too.
Just asked this because (like most of the other users that I talked before) I was using the forum the wrong way and put a idea about Legion and I wanted it to be seen in the general discussions and a mod moved it to the feedback subform.
Thx for the answer btw.
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@phantasmal said:
https://forum.deadbydaylight.com/en/discussion/comment/690343#Comment_690343
I edited my post one time too many so it needed to be checked by mods, so you might have missed it. Therefore I'm gonna bump it :>
Also, am curious, what do you mean by this exactly:
While Feral Frenzy is active, hitting a Survivor who is not currently afflicted with the Deep Wound Status Effect:
- Considerably increases the damage applied to the deep wound bar, if already injured. Effect lasts until fully mended.
Do you mean that an injured target would start off with a shorter DW timer? Or FF attacks would deal more damage to targets who were already injured when hit with DW? The second one sounds kind of convoluted.
Changed that with a suggestion from NuclearBurrito.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/690667#Comment_690667
If you do it right the first one is straight up better both in terms of being intuitive and in terms of being strong.
Just have it so DW on an exposed/injured Survivor = 20 seconds instead of 30 to start but still reduces by 10 seconds per hit.
How about now? It looks better with that "Tremendously" xD
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/690657#Comment_690657
Reducing the bar to 0 is no faster than it was before, which was too slow, in fact now it's slower because you increased the fatigue when hitting them like that and also increased the bar requirement AND made pulling this entire thing off harder
Specifically it's 17 seconds of just being in stun animations at the very least.
And M1ing wasn't buffed at all either. In fact you nerfed that one too because now canceling drains the bar thus removing any snowball potential he could otherwise have.
I get that you want him to have counterplay but straight up restricting when he can use his power isn't going to work unless you also increase the reward, and the drain thing isn't enough, that's why I removed the drain and massively decreased the fatigue during Killer Instinct (I know that term doesn't work anymore but whatever it was an older post)
Unless I'm missing something I don't see how this buffs his ability to down at all baring specific perk combos (which IS something I like btw, keep that).
I can change those 2 topics that you mentioned, these are things that were supposed to be tested, but sure, why not? It also looks good on paper.
The fatigue is the same as it was before, I was just making it so the survivor can actually run away from Legion after being hit, but now that I think of it, they can actually run with the speed boost if I simply let the power have a 2 second cooldown.
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@phantasmal said:
https://forum.deadbydaylight.com/en/discussion/comment/690343#Comment_690343
I edited my post one time too many so it needed to be checked by mods, so you might have missed it. Therefore I'm gonna bump it :>
Also, am curious, what do you mean by this exactly:
While Feral Frenzy is active, hitting a Survivor who is not currently afflicted with the Deep Wound Status Effect:
- Considerably increases the damage applied to the deep wound bar, if already injured. Effect lasts until fully mended.
Do you mean that an injured target would start off with a shorter DW timer? Or FF attacks would deal more damage to targets who were already injured when hit with DW? The second one sounds kind of convoluted.
The second one, I think the first one just lets people with 5 seconds to mend and that is enough time to evade the 20 meters and then come back and hit the survivor that is mending at 1 second.
The second one let's people with 30 seconds but reduces 15 seconds for each stab, so it isn't exploitable. Basically old frank's mixtape.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/690583#Comment_690583
1st one is a nonstarter. You already have a good reason not to M1 him like that specifically because in the time it would take to do that you could have just him them 3 times with Frenzy anyways.
All this does is punish someone who doesn't want to deal with the DW shenanigans.
2nd one was already shown to be bad in practice and again, M1ing was only a problem because it didn't work thus forcing him to use DW. You should be making it better not worse.
And either way here is an important question: How does any of this improve his lethality?
All of these limitations mean he is going to take forever to down someone. You haven't really changed anything from the Legions perspective other than making things way harder for him when it comes to actually downing people.
That's the number 1 thing these reworks are missing, a way for the Legion to get a down that doesn't take forever.
By having a new sinergy when someone is injured, survivors will be forced to heal, and that takes time. It might not seem like it, but with the nerfs at healing it takes the time survivors should be on gens. No exploiting deep wounds so we are a good start as I see it.
It doesn't take forever to down someone, you even have 2 ways to down someone: by reducing the bar to 0 or by m1ing them with the low fatigue. Improved stall potential that can also be lethal.
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@NuclearBurrito said:
Why is M1 attack still draining Frenzy? That mechanic is and always has been very silly.
And why is canceling it draining the rest of the bar? That was removed for a reason.
1st question: Because due to the injured new interaction with feral frenzy, you can m1 and then power to get a huge advantage in the DW bar with the increased damage. With this, you get a small window to wait for your power to hit them again and you can't avoid fatigue that easily.
2nd question: So that you need to know when to chase them with your power or by m1ing them. It's another point that can increase the skillcap of the Legion. This is a matter of testing, because it sounds good on paper to me.
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@Talmeer said:
https://forum.deadbydaylight.com/en/discussion/comment/690488#Comment_690488
You have write:
When activating Feral Frenzy, The Legion enters a deadly rage. While the power is active:
- Missing an attack has a reduced cooldown and takes half of the total power gauge.
And what the rest matters: Sorry I have read it again, and I have read it wrong. So forget what I have write there. You have catch me off guard. I making me ready to sleep behind the screen, so... sorry :)
Still, the missing attack point... I think it should have no downsite. In exchange, I would trade that named totem destroy abilitie to survivors.
Ok, now I get it. But the counterplay is all based in that missing hit, you can still miss once if you have more than 50%. There's still a room for error, it should be high risk, high reward. This gives counterplay and legion will be skill based, not like the one that we have now that is just bland and yeah. Also, if you want to m1 the survivor after frenzying, you have a reduced fatigue so it's fine.
Changing a totem for that is just a not worth trade, at all, for the survivor side and that will bring old legion's problems back: no counterplay.
If we want the fun and power we also need the counterplay, eliminating that would be a big mistake.
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Let's move it to here since this topic doesn't belong to the other discussion.
I didn't get what you mean by this
"In exchange, I would throw that missing hit penalty over board. Also that the power depletes if the Legion hits a injured survivor again, gives me a bit of a headache, if I think on how often I have encounter survivors that were just too far away from each other (so that tunneling was the only option, if you have not 2 or more see on the other site of the map doing gens or so"
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@Talmeer said:
https://forum.deadbydaylight.com/en/discussion/comment/690101#Comment_690101
That was a great inside joke for Legion's. Thanks for that :). I'm feeling with you^^.
Now, that we're at it, check this out and see Legion have a power.
https://forum.deadbydaylight.com/en/discussion/87659/changes-that-shouldve-been-done-to-legion
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@Alice_pbg said:
I would put on ptb to try it.
But I would change it so hitting someone multiple times in a row doesn't have any effect.
Otherwise, If you frenzy and hit someone, they get deep wounds, you hit them again and their deep wounds would go down to 20 seconds.
Now you chase them from a bit further away for 9 seconds.
They are now going down to deep wounds without being able to mend in time.
And if you hit them again, they will go down no matter what
Just changed it so the timer does not go down while mending, a friend of mine already talked to me about that. I realise that it can be slightly exploited and we dont want that here.
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@Alice_pbg said:
I would put on ptb to try it.
But I would change it so hitting someone multiple times in a row doesn't have any effect.
Otherwise, If you frenzy and hit someone, they get deep wounds, you hit them again and their deep wounds would go down to 20 seconds.
Now you chase them from a bit further away for 9 seconds.
They are now going down to deep wounds without being able to mend in time.
And if you hit them again, they will go down no matter what
I thought about mentioning things like these on the post. I wanted to say things like "All of these changes should be tested to polish some values." I'm gonna do that now. Thanks a LOT :)
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@Rin_is_my_waifu said:
I like your suggestions but they won't do it. Survivor mains will cry again
Why tho? They have counterplay now, and people that like a challenge can be more hyped.
And those who like to annoy the killer, making him miss, have their chance to fit in here too.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/690122#Comment_690122
But i am right. This is going back to previous Legion BUT he has to be a little more patient, correct?
Now that I read it again, yes. I stated that in the end of the post. I thought that you were saying that he would be badly designed like the old one. Bad reading, sorry.
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@Milo said:
Wait, so we are going back to previous version BUT he cannot just moonwalk to down you?
You can also have the alternative play that is to cancel feral frenzy and go for a normal hit, if close enough.
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@Milo said:
Wait, so we are going back to previous version BUT he cannot just moonwalk to down you?
No. If Legion has the entire power bar you can make him lose 2 hits or 1 if he is far away from you , then he fatigues.
If below 50%, he misses and he loses the power. This is skill based and Legion needs to time it well and make sure he doesn't miss. Little power gauge, little time to hit someone.
Old Legion could spam and miss almost every time that you would go down, not with this one.
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@Alice_pbg said:
Why make the mend bar go down while mending?
Wait... It sounds like mend bar and deep wound bar are the same, I'm gonna change it.
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@Alice_pbg said:
Why make the mend bar go down while mending?
Because the timer is already really big if you stay within 20 meters from the killer. It's only 12 to mend, so i think it isn't exploitable and makes it so that mending has a "brain side" into it, that is to choose the right spot to mend. It's also the subject that I'm most likely gonna change.
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@Talmeer said:
https://forum.deadbydaylight.com/en/discussion/comment/689971#Comment_689971
After my experience, you can call yourself lucky with that. I had in hundrets of matches 1 (in letters ->one<-) match where the survivors had really stick together in a 4 group.
2 people together I have sometimes encounter (I don't have count them), but that one 4 group gives me still chuckles if I remember how they have slowly crouch all toegether through the map :). Whas a picture for the gods :).
Edit: But to say something to the topic, I see no reason why a Legion should use his special abilitie. Either you are faster without it, or feeled 3 millionen stuns hanging over your head and just waiting for being activated.
With that in mind, imo, its better to use a m1 perk build and just m1 everyone.
I'm very unlucky in terms of survivors, if you can understand what I mean.
M1 all the game, or play another killer. At least clown has a power xD
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/689341#Comment_689341
https://forum.deadbydaylight.com/en/discussion/comment/689356#Comment_689356
As I stated before, Legion is meant to use his power to spread his damage and stall survivors, not down them, and his power, when chained, lasts longer, so I disagree with the sentiment that it can't be used for travel, as any time you hit a survivor with it, you ARE using it to travel. As for losing sight of scratch marks, last I checked, 4 seconds is not long enough for scratch marks disappear, last I checked, they last for 10 seconds(around 7 with lightweight). Oh and Legion when using his power every chance he gets is not slower than old Legion, as I stated(with math). This means overall Legion is faster.
These afirmations only make me realise that you don't play Legion and you're saying this without a check.
Scratch marks last for 7 seconds (4 with lightweight), BUT Feral Frenzy completely removes blood pools and scratch makrs form the map and does not respawn them.
You only see scratch marks created a second after the fatigue ended. This is very easy to notice when playing Legion, even for the first time.
After that statement, what you said is only good on paper. You only hit 2-4 survivors with your power once in 20 games(no exageration tho) I play at red ranks but I'm currently at purple ones because of rank reset (just in case of the "rank 20" argument).
Assuming this, not even in map traversal his power is good, you reach further and faster by simply walking.
In the case you don't bealieve me:
4.6*14=64,4(simply walking)
5.0*10 + 2.7*4=60.8(Using frenzy)
Having a power that (almost) only gives information is not what you can call "decent" or "viable". What are you gonna do with all that stall and information if you can't step up the sacrificing process? Only this "benefit" in exchange for around 6 counterplay options.
It's more or less what @phantasmal said.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/686567#Comment_686567
Saying Legion isn't viable isn't technically incorrect, but some, including me, can make it work in red ranks. Dismissing that isn't really productive. You both are technically right, he's viable, but not because of his kit.
I don't think he needs a full rework except of the Deep Wound effect. They keep trying to balance it around that, when it should be balanced around the running and stabbing. That's why most people play Legion. If the Deep wound part was scrapped or changed completely, then the devs might have some more freedom with the balancing of him.
Other than that we agree.
You see if a killer is viable depending on his kit. Add-onless legion is horrible, with add-ons...meh because his power can't do anything to actually down survivors but some add-ons bring stall potential, yeah.
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@Micheal_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/686911#Comment_686911
That is so the results are definite not random. In some questions, I put an "Other" option to simulate if i missed out on anything. But we need accurate results that is why not all of the options can be selected.
I think it would be more accurate to see what people select the most out of all the options and see what is "under" them and what they select the less imo. But good survey overall :)
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@Micheal_Myers said:
Hello Everyone! I decided since it is almost October I wanted to see what other people think about the game at its current state!
https://forms.gle/MvurAN4TcWES86816
So I made a forum to see your dislikes and likes about the game!
and after I would say a Month or two I will post another discussion to post the Results!
Hope you enjoy!
The only problem I see is that you can't choose multiple things in certain topics.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/686609#Comment_686609
https://forum.deadbydaylight.com/en/discussion/comment/686614#Comment_686614
Please do not lower the quality of this discussion. If you have no proper arguments to make or address then kindly stay out of it.
It's not a matter of lowering the quality of this discussion. I even want the opposite. You brought nothing to this discussion by saying "he is". How am I supposed to discuss that? It's like you're saying "NO, because no", now don't blame me for that. Instead, justify why he is good and viable, defend your point of view. We're here for that.
Your affirmations just seemed like you don't play legion at high ranks, because playing legion at high ranks feels like flipping a coin.
*When going to hit a survivor in feral frenzy* "Am I gonna hit, or is the autoaim going to make me miss and gg?"
*While in a chase* "Please do a mistake so i can catch you and benefit from it" (We all know that in red/high purple ranks this normally doesn't happen).
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/686609#Comment_686609
He certainly doesn't play legion, that's all theory.
@Madjura Show us a good amount of red ranks legion games where you use this strategy please
All that he is saying is what is good on paper and not on practice. He just doesn't know what he is saying at all, but ok.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/686567#Comment_686567
Yeah, until purple ranks. When you are about to hit the 3rd survivor, the 1st already mended because he saw you running to the other 2, no big brain needed.
And now you have three wounded survivors instead of three healthy survivors, in a short amount of time.
The original gamplay fantasy is a fast stabbing and agile killer that hits multiple people in a short duration. As you can see there is no fast stabbing or agile involved with the new legion.
That is all still there.
And he is not effective at hitting multiple survivors tho.
He is.
That just happens when survivors are extremely close to each other, don't know how legion works and are blind/deaf to not hear a terror radius and see him coming.
Bigger terror radius means it's easier to find people. The distance you can cover with the current version is the same or even bigger than with the old one. For you to be unable to hit multiple survivors with your power requires all survivors to run in different directions, and while they are doing this they are not on gens which is also good.
You scroll through the forum and you can see people that stopped playing legion or quitted the game because he is very unfun to play, it's not just his opinion. A character MUST be fun to play as primarily, then you see if he is fun to play against.
If the only way those people can have fun is by playing something that makes every other player miserable because of how uninteractive and monotone it is then the game is better off without them. Emphasis on "THE ONLY WAY". I am not talking about people who think old Legion was fun, I am talking about people who can LITERALLY only have fun in the game by playing old Legion and only those people. The old gameplay was not healthy for the game and had to go. Players who can only have fun at the expense of other players are not something any online game needs.
There were also a lot more people saying that Legion is not fun to play against than there are saying that the current version is not fun.
Yes, it's very viable feedback.
No, it's really not. Removing a perfectly fine power from the game and replacing it with something new is a colossal waste of development time. It makes much more sense to keep current Legion and give whatever new power people think they should have to a new killer.
Old Legion had to go because the power was unhealthy for the game. Old Freddy had to go for the same reason. New Legion does not have that problem and replacing the power makes no sense.
I'm not even arguing with this. It just seems to me that you don't play legion.
How am I supposed to discuss with a "He is" or "That is all still there".
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/686447#Comment_686447
Eh I agree with your loss of interest, unfortunately the old legion wronged survivors and survivors hold the power in dbd.
Old Legion had no counterplay and was incredibly unfun to play against.
See my post here for what changes would be necessary to make the power fair to play against: https://forum.deadbydaylight.com/en/discussion/comment/684976/#Comment_684976
https://forum.deadbydaylight.com/en/discussion/comment/686488#Comment_686488
I get that some Legion players legit enjoyed the old version and played it straight up without exploits.
Old Legion with Bloodhound and/or Predator and/or Stridor still had no counterplay even if you did not abuse the Deep Wound timer mechanic.
The survivor side is already tedious and consists of a lot of M1 holding. Legion, even now, makes that even worse. You hold M1 even more.
That's more a problem with the game design in general than with Legion. Generators have always been a boring objective.
Add to it the fact that they are most often played as a massive tunneling killer and Legion is an absolute snoozefest on survivor side.
That's a horrible inefficient playstyle. The problem here is not Legion, but the awful and meaningless rank system.
I think there should be talk of a total rework of Legion's power and make it something fun, unique, and viable. That is where this conversation should move.
- Current Legion is viable.
- The original gameplay fantasy is still there. If you like old Legion but don't like current Legion then you don't actually like the Legion gameplay fantasy, you like playing something that has no counterplay.
- Current Legion has a unique playstyle: The only killer that can quickly put pressure on multiple survivors at once..
- "Let's completely rework an entire killer because I don't find them fun" is not viable feedback.
Old Freddy was unhealthy for the game and had to go completely. Current Legion gameplay is perfectly fine and there is no reason to rework the character again. Whatever power you think would be appropiate for current Legion would be better suited as its own thing on a new killer instead of completely scrapping the current power.
"Current Legion is viable."
Yeah, until purple ranks. When you are about to hit the 3rd survivor, the 1st already mended because he saw you running to the other 2, no big brain needed.
"The original gameplay fantasy is still there. If you like old Legion but don't like current Legion then you don't actually like the Legion gameplay fantasy, you like playing something that has no counterplay."
The original gamplay fantasy is a fast stabbing and agile killer that hits multiple people in a short duration. As you can see there is no fast stabbing or agile involved with the new legion. And he is not effective at hitting multiple survivors tho.
"Current Legion has a unique playstyle: The only killer that can quickly put pressure on multiple survivors at once.."
That just happens when survivors are extremely close to each other, don't know how legion works and are blind/deaf to not hear a terror radius and see him coming.
""Let's completely rework an entire killer because I don't find them fun" is not viable feedback."
You scroll through the forum and you can see people that stopped playing legion or quitted the game because he is very unfun to play, it's not just his opinion. A character MUST be fun to play as primarily, then you see if he is fun to play against. Yes, it's very viable feedback.
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@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/684990#Comment_684990
I wasn't aware about this information. I apologise. But, they did say there isn't an ETA.
Apologies accepted :)
They did say in a near future and that comes 1-2 or maybe 3 months later. After all, it was a guess.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/685036#Comment_685036
Billy being high was pretty much expected. I'm more surprised by the lack of freddy honestly...
https://forum.deadbydaylight.com/en/discussion/comment/685037#Comment_685037
Who doesn't love mr. Bing bong? XD
https://forum.deadbydaylight.com/en/discussion/comment/685043#Comment_685043
See? Everyone loves him.
https://forum.deadbydaylight.com/en/discussion/comment/685048#Comment_685048
Oh... I'm confused... isn't wraith considered the most fun killer in the game? I was under that impression.
https://forum.deadbydaylight.com/en/discussion/comment/685052#Comment_685052
Maybe I'm the only one who likes wraith... :/
https://forum.deadbydaylight.com/en/discussion/comment/685059#Comment_685059
It will be. I'm looking forward to checking the data at the end.
Please post yours too, we need to compare them
I like wraith a lot, he is very fun to play.
It is subjective so it can change from person to person so dw that if you are the only one liking him (which you aren't).
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I don't play on ps4 too so that is my guess.
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@FriendlyGuy said:
What's with that big Wraith piece? He's not good...
I think that is because he is fun to play.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/684996#Comment_684996
Buddy, I explicitly stated that Deep Wounds should be nerfed and left as it is now. I don't want it back, I never used it unless a survivor was being a [Bad Word]. It can rot for all I care.
From the post you made before the one I quote here:
My suggestion is top revert the Feral Frenzy changes
To me that reads like you want the ability to deal Deep Wound damage back.
Well they removed being able to track by blood in Feral Frenzy, however that doesn't actually do anything. A good killer will always find their prey, so in context that really doesn't mean anything.
It removes any possibility whatsoever to get away, from any killer of any skill level. That's bad.
Except you only start seeing blood and scratch marks after you go through the fatigue, not during. So your point is void here.
No, my point is that it's not enough to remove that only during the fatigue but after as well. With Bloodhound and Predator you can just follow the trail after the fatigue ends. There is no way to get away from the killer if they have one of those perks. Same with Stridor, though admittedly that one is much weaker for finding survivors after fatigue than the other two.
Hilariously, it already does that and it changes nothing.
It does not. When the fatigue ends you can see blood and scratch marks.
Bamboozle would like to say hi. Also now Legion gets punished for swinging and missing a hit in FF, so there already is counterplay now.
Bamboozle doesn't work on pallets. Dodging a Feral Frenzy hit is far too difficult to be considered consistent counterplay.
Dealing damage to the deep wound bar is fine, the problem is that there was no downside of being bad, and devs can make a downside like they did 5 or more.
The deep wound bar shouldn't go down within a 20 fixed meter range from the killer and while mending and survivors in DW shouldn't be able to use the same interactions as madness t3, that solves a lot of problems.
Like the other guy said, a good killer can track a survivor even without seeing blood or scratch marks or hearing them. You can choose to end frenzy in a position that you can see the survivor, even with the blurred vision.
Bamboozle makes the pallet vaulting faster too, just doesn't block it so it actually helps a lot too.
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@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/684974#Comment_684974
They also never said how they would proceed.
You're running on non-existent information right now.
Q:"Any Legion buffs in the near future?"
A:"We are planning on looking into their add-ons in the near future. In particular, we would like to change their status effect add-ons to be on hit rather than when hitting a survivor that already has deep wounds. We do not have an ETA at this time, but we will let you know as soon as we can." - July 25th
"We do have something in our roadmap for Legion. Right now, the live design team is concentrating on the Nurse addon rehaul (among other stuff).
We are too early in the development process on the Legion changes to communicate about an ETA or even the changes themselves but be sure that when we are ready, we will communicate about it." - Not_Queen - semptember 11th on "DEVS, ARE YOU GONNA IGNORE LEGION'S PROBLEMS FOR THE NEXT 6 MONTHS?"
"Non-existant information"
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@Awakey said:
No date has been given out yet. I would bet on mid-chapter, chapter 14 or chapter 15.
Don't get your hopes up.
That was just a guess, I know that there were no dates given.
I was just asking if it is how they will procceed.
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@Shad03 said:
https://forum.deadbydaylight.com/en/discussion/comment/684934#Comment_684934
I'm pretty sure all we really want is for Feral Frenzy to be fun again. Pretty sure everyone agrees that the Deep Wounds exploit was terrible, but that should've been nerfed and just left like that.
But you (the team working on the 'rework') touched Feral Frenzy so that it was no longer fun to use. Remove some of the hard limits (Slower Vaulting, Feels more like you're slightly jogging now instead of being pure speed, and the cooldown is atrocious) and people won't complain as much anymore. Probably. Well, actually no people will still complain, but not as much I would assume.
Please, consider telling this to the team.
That, for sure, will be a nice quality of life change that will make his power more fun to use.
But without his power being lethal, he will be basically a m1 killer with no power after the first hit because you can't down people with FF. That takes out all the fun because you know that, in the end, you will need to just walk and be looped to oblivion like every other m1 killer (which isn't fun).
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/682234#Comment_682234
This is not an excuse, the legion rework is a stain on the devs curriculum.
They had a concept for killer who could nullify one v one and they caved in to survivors disconnecting instead of punishing the disconnectors.
And with this surrender they created the most unfunny and trash killer.
The only idiot whose power PREVENTS him from downing survivors.
Legion needs urgent action to be made playable rather than a pile of steaming garbage
I agree with this guy. The disconnectors weren't punished and even got what they wanted.
Now legion is just a clown with no power, no fun and a very sluggish gameplay m1 killer with a lot of downsides to a useless power.
They should've fixed the exploits and see how he would perform. I bet not even close to good.
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@HatCreature said:
https://forum.deadbydaylight.com/en/discussion/comment/684018#Comment_684018
What other part? The Aura part? How is seeing Auras a nerf? If he can see Auras then he'll know exactly where they are and when they hear him coming they can go into a locker and block it. Blocking the Aura is why you would use Iron Maiden, so when they hop out you know where they are, you'll get more use out of that perk and more chances to get instadowns since they'll be using them all match. Or, insead of making Auras base we can have an Ultra that switches Killer Instinct to Auras and have an infinite range like his other add-on does.
All Killers are add-on dependent except Pig so that statement isn't criticism it is just a fact. But I understand what you mean by the stalling potential, DW should be base with the option to choose how to change it.
Idk, that feels like taking away his killer identity. Killer instinct is iconic on legion, they should just bring the orange silhouette back.
If they become just injured, people would care even less about healing and make his power even more useless.
Not all killers are add-on dependant. For example, nurse, hillbilly, huntress, spirit, etc. can be viable at red ranks without any add-ons. Good luck winning a game with Legion without add-ons. They are bonuses, not something that you should rely on, like legion and other killers do. Even then, they may or may not be viable.
TL;DR: Imo, deep wounds and killer instinct should be base kit and he shouldn't be add-on dependant.
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@HatCreature said:
What if, FF can only Injure but never down a Survivor? Add-ons will apply effects like DW or Broken, Blindness, and hell Oblivious. We increase his speed in FF and Duration back to normal because that change was never necessary. Killer Instinct can be changed to Auras so people will choose to hide in lockers and then they have synergy with their own perk Iron Maiden which should have been at the start.
The thing about those add-ons is that his stall potential is gone and he will become add-on dependant.
The other part seems a nerf to me and he is already really bad :/
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@FuelSauce said:
https://forum.deadbydaylight.com/en/discussion/comment/683987#Comment_683987
Tbh from the sound of that I blame your mates. Objectively he's just worst than most of the killers. It is of course not rare to see someone consistently 4k with an awful killer. That doesn't mean the killer is good in anyway.
The thing is...
Legion doesn't have much so that you can say "I'm a very good Legion player". The Legion skill is based on how well you calculate distance by time and don't miss hits/know how to not eat pallets.
But these aspects can be done with any killer and Legion NEEDS to be smart.
A Legion can only say "I'm a very good Legion player" when they know how to time their power right and get shortcuts to get survivors more easily. This is the only thing "unique" that his power has to offer atm.
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Well, then it wasn't you ^^
Nvm
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@GrootDude said:
I faced mostly legions yesterday, one legion player in particular that I encountered showed me that legion can be good in the right hands, although most legions lost hard.
Out of curiosity, do you know who he is? HIs steam name or something?
Because i think i faced you yesterday or 2 days ago and got a 4k.
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@ChrisFuFuu said:
https://forum.deadbydaylight.com/en/discussion/comment/683827#Comment_683827
The amount of shards you get per 1XP point is actually almost the same at each level. But yeah, as you said, if you really want a certain cosmetic and it is 21.6k Shards it feels like an eternity until you can finally buy it.
The XP part is right and that is what doesn't make sense.
I was mentioning only the characters and forgot about the cosmetics. Oh boy! Yes we need more iridescent shards!
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@H_Blocks said:
https://forum.deadbydaylight.com/en/discussion/comment/683809#Comment_683809
I don´t think that we need more iridescent shards. A little badge isn´t much work and it add´s a bit to the levelsystem. Like showing how much you played.
I'm devotion 2 at the moment and my past 2 experiences are "I don't want to reach lvl 1 again to win 70 iridescent shards".
The amount of shards that you need to unlock all characters and perks is so high that some people just HAVE to buy them with real money because they don't have that much time to play. You need 30 levels (starting in level 48 or something like that because it is when you receive 300 shards per level) to unlock a single character and you can see the amount of them that can be bought with shards.
And I also forgot what Peanits mentioned. After what he said, I take back what I said about "...but that could be an extra".
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@H_Blocks said:
In my opinion devotion level havn´t got any use and nobody can see which person has which level.
So my Idea is that a little badge or a title could be implementet next to the name or somewhere else to show which Devotion level the person is.
One Idea is that a little badge should be added next to the name and for every devotion level there will be a star more as example.
Why not give extra iridescent shards for each devotion level when you level up?
I think that the stars and the badge/title aren't what people are looking for, but that could be an extra ^^
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@Penny said:
Feral Frenzy changes:
- Movement increased by 5.00m/s to 5.14m/s
- Feral Frenzy is infinite
- Killer's instinct is no longer equiped in his power
- Fatigue stun time is decresed by 1 second
- He can also break pallets while being on Frenzy
Stats changes:
- 24 meters of terror radious
He would be a killer similar to billy, but he doesnt chainsaw you, he just apply pressure by inuring you and map controlling
In my honest opinion as a legion main since he came out, that seems broken and unfun to use. AND to play against.
Why are you going to try to run away when you know that he WILL hit you because his power is infinite.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/683412#Comment_683412
Fortunately, Spirit only moves at 4.4m/s.
EDIT: Oh wait, I'm dumb. Unless you mean you're also good at Spirit.
Ahahah that is what i meant. Oops, typo.
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I'm bad at all 4.4 m/s killers with the only exception being spirit, strangely.
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You shouldn't make add-ons to pursue things that his base kit should already have.
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@NuclearBurrito said:
In any case if you are instead saying that it should ramp faster (and thus require a limit due to reaching problematic levels too fast) then sure I can do something for that.
I think maybe increasing the time to 3 seconds always and cap the stacks at 4 would be an interesting choice imo