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NullSp3c

NullSp3c

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  • @GrootDude said:

    Legion needed a nerf, the nerf was just too much. Nurse is getting her base slightly nerfed and her add ons reworked. Some add ons will be better and some will be worse.

    #NURSEISN’TDEAD

    Why don't people understand that legion needed a fix and not a nerf?

  • @thesuicidefox said:

    Legion got nerfed because he had no counter play and he took no skill to be super effective with him. You just hit a survivor with FF, then look at the floor and follow blood. They go down in like 20 seconds and all you did was land a basically unavoidable hit. The whole "Nurse has no counter play" thing is debatable, and even if she does not, at the very least it takes skill to use her and if you successfully dodge a hit she has to use that skill to try again. Legion though... if he missed it was like so what? He just swings again immediately. No cool down and no penalty at all on missing. He was faster than normal killers. Completely disregards pallets/windows. And he had the ability to just cheese chase mechanics. THAT is why he got nerfed. It was just stupid to play against him.

    Pig, on the other hand, got a nerf to RBT because of EGC. I think they could have handled it better. I was an end game Pig myself, when I used her. But it makes sense considering how OP RBT would be in EGC if it wasn't changed. That said, I hope the devs decide to revisit this and find a better solution because the one the came up with is just dumb. IMO, it should just work like it did before, but if there is an active trap the EGC timer is paused, and if she places a trap on someone during EGC is resets the timer. That would let her play much like she did before and be fair for EGC.

    As for the stuff in the recent patch, I don't know yet if it was really a nerf. Someone showed a video of them with like 3 STBFL tokens landing ambush on the obsession and they didn't lose tokens. So in that way it's a buff. And AFAIK, the "basic attack" clause only applied to Dark Devotion, Infectious Fright, and MOM, where the first 2 were changed anyway to remove the clause leaving just MOM. So that's a buff as ambush won't proc MOM (even though MOM is crap now).

    So to say that she's unfairly being nerfed is just not true really.

    I don't know about the pig, I just don't search about her.

    Legion needed a fix, not a nerf. His power didn't work as intended, it was supposed to be a power that let's you hit multiple survivors and not a power that was godlike at tunneling. Did he need nerfs?No.Why?Because the ability was really bad at chaining hits and it still is now tbh. The "you lose your power when you miss a hit" was a "fix" NOT because if he failed a hit he could hit right again, but because that if you were constantly swinging while in FF you would reach a bigger distance. I called it a "fix" and not a fix because it was something that the devs did to him because they didn't have any ideas at the moment, so it was a nerf called "fix". This was simply too harsh.

    Moonwalk exploit: Souldn't be terror radius based but, instead, a range based mechanic. Again, quick changes with no purpose.

    Reduced vault speed because he would be unloopable while in feral frenzy. This is wrong in all the ways possible. Because his vaults had counterplay, because the deep wounds bar reduced by attacks in feral frenzy was simply gutted and removed, and because it is sluggish and very bad to use.

    Add-ons-> Nerfed so badly for no reason at all.

    Why does Legion need a full Feral Frenzy bar to activate it?

    4 seconds cooldown? Even worse than Nurse that can simply ignore pallets and vaults too. Oh! And freaking WALLS.

    There's even a lot more to talk about that was unnecessary and the devs didn't explain why they did it. That's why we want answers.

  • @Peanits said:

    Orion pretty much nailed it. The more places you exclude, the fewer places you need to check and the easier it is to find them as a result. The game already checks for line of sight within a certain range of where you spawn to make sure you don't spawn immediately next to a totem. If you exclude generators as well, that's a good chunk of the map that's guaranteed not to have a totem in it, leaving only a few places left to check.

    "The game already checks for line of sight within a certain range of where you spawn to make sure you don't spawn immediately next to a totem."

    Today I played a game with spirit in the Mother's Dwelling map that the totem spawned right next to the survivor spawn.

    I started running to it even with my power right when I spawned.

    I literally said to my friends in discord(that weren't playing the match btw) this:

    I won't be able to reach the totem before it breaks, even using my power and everything. Guess what? When I was +/- 24 meters from the survivor that was cleansing the totem, I saw it break in the distance.


    I got sad :/

  • People use a lot the argument that the fun in the game for players with experience is the chase and that Nurse can counter all the ways survivors have to run from a killer.

    I personally think that playing vs a nurse is more frightening and even better than run from a normal killer. It's basically a chase but with a different game style. Not running to pallets or windows, but yes mindgaming her and force her to make mistakes. It's harder, but that's how killers should be, hard to counter.

  • @MonsterInMyMind said:

    Going off what @DrDeepwound said there are also a couple things to keep in mind first being the player base count the problem is the player base is to small you also like to quote deathgarden alot the game has barely anybody playing it i wouldn't be shocked if it folds again they can promise all they want but i HIGHLY doubt anything is gonna happen for that game as its just not that good honestly.

    https://steamcharts.com/app/555440

    Not Looking so good for them atm

    Secondly the devs dont want to split the community because its going to drastically hurt the game more then you'd expect what happens if you have survivors playing one game mode and the killers playing the other you have a HUGE Queue time problem on your hand at that point.

    That is the only drawback that i can think about this new gamemode idea. But they need to change the code to make it flexible. If the community rises in numbers, they will be able to do this kind of stuff.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/590657#Comment_590657

    Deathgarden is entire different team and game though. DBD is their cash cow and doubt the owners want anything changed or added that could change it unless it specifically means more money, such as cosmetic store. They sure coded that one quick, if the owners OK a dev idea I am sure they go with it. I cant imagine the ties even caring about a second game mode, if they did the devs would be more positive about it instead of what I said, "its too difficult its like a whole new game" which is ALWAYS the dev response in these cases.

    Small indie titles deal with this too, "make it local coop" etc,... its about money and resources but at the end of the day it is what the owners sign off on that gets developed.

    A coop mode would make them more money because people that main killer and have friends to play with(my case, for example) are forced to play survivor or alone. A coop killer mode would be really good to them, but they do what they want.

  • @DrDeepwound said:

    I doubt we ever get a second game mode, theres far more successful games that have ran into this type of issue and the dev response is always: "its like creating a new game within the game"

    Devs dont seem to have the resources to do the things they want to do, but also devs answer to the owners and only do what they tell them they can or invest in

    Deathgarden is also a game of theirs and it will have a new game mode 2vs6 or 2v10 i dont remember. They have dedicated servers and i think that that is the "solution".

  • In the Dev stream from all the way back to (2.7.0) the devs talked a lot about the current changes to legion and answered some questions about the changes.

    I think that idea would be impossible to make it to work unless you have the mend timer increasing add-ons. Why? Because I've succeeded to put all 4 survivors in the deep wound state at the same time(a lot of times btw) ,but when I almost reach the last one, the first one already mended. Just so you can have +/- an impression a complete feral frenzy without add-ons lasts 10 seconds and gives you 250bp. I remember that the highest time i've been chaining hits i got 1032bp (equals to 41,28 seconds in feral frenzy) because when i reached the last one, the first one already mended and then i hit him, and then the second,etc.

  • All of these ideas are really good with exception of the Bubba Buff that he should not be reworked, but buffed instead. Other than that they are all GUCCI.

  • @Exerlin said:

    I like this idea, but I'd have to play around with it to actually decide whether or not I'd like this in the game. It sounds fine to play against as survivor, but I do like playing as current legion.

    The legion version of this post is basically the one live atm but his power can be lethal and he actually is fast and not sluggish. He can spread hits even better than now. The only "downside" if you want to call it compared to now is the m/s being reduced to 4.4(the old value) but it doesn't matter that much when your power is lethal.

  • Why is MoM currently garbage tier? Because protective hits depend on a faulty game mechanic.

    Solution 2 would be good and keeping in mind that MoM is a obsession perk, then non-obsessions need to stun X+X times for it to proc.

  • @Onionthing said:

    If legions power was as fast our just slightly under billys chainsaw, it would be useful for map pressure.

    If legions bleed out required a gimmick item like (new) freddy, pig, or plague, it would help to slow down the game.

    If legion's power was faster at vaults then they could end loops like Spirit, Nurse and Huntress.

    If legion could just stabbity-stabby without breaking their power on a missed swing they could still apply pressure like LF where you don't want to be in proximity of him.

    I'm not saying it should be all of these things, but it is NONE of these things. The power is just horrible now.

    The ONE thing it has going for it is that you can track players within your terror radius, THAT is pretty nifty and it still can be countered. Is it enough to warrant all the drawbacks... Im not so sure about that, it just means I dont have to run (as many) detection perks.

    He is very underwhelming now and the worst part is that he is SUPPOSED to be a fast and agile killer. Guess what? He vaults in his power almost as slow as when he is vaulting without his power, misses an attack 4 second fatigue(remember that it is a frenzy so he should stab stab stab stab until he hits, like before), just runs 0,4 m/s more in his power than he is just simply walking. Devs like to call it SPEEEEEED. Oh wait, there is more. If you want to stab someone that is bleeding out to death, stab him and he has arenaline and starts running and a very high speed for a short time.


    FUN

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/568961#Comment_568961

    Because changes are hard when you are using spaghetti code, this post only blew up recently and BHVR takes forever to make changes in general.

    Nuclear Burrito can you give me your steam profile so we can talk about legion? I got some ideas that would make these changes shorter and clearer and have the same effect and i would like to discuss it with you.

  • Hi guys, I play killer since 2 years and have more than 1600 hrs of play (it is just for crybabies who talk about playtime) The new Decisive Strike is really better than the first we got but since some weeks I see an abusive use of it you can't really counter especially if you play a mid tiers killer.

    I agree with you. A few hours ago I played a game where 3 premade had decisive, dead hard and flashlights. Flashlights did nothing, dead hard only worked for 1 guy once, but OH GOD decisive strike scares me. It is stupid that a perk that let's you have a second chance can be activated by 60 seconds. It happened exactly as you said they tanked the hit then stunned me for 5 seconds and there you go, a free escape.

    Slugging isn't even that effective in these situations because the decisive is active for 60 seconds so there is plenty of time to get slugged, get healed and get downed again and is still ready to use.

    The problem with this perk is that there is no downside of not being the obsession(unlike the old one that you needed 35% of the wiggle timer for it to activate) and it stuns even longer and it isn't affected by Enduring(unlike before again). I see this as a problem because it is very abuseable by swf. If you think about it, in these cases, you get 15 seconds of doing literally nothing but being stunned in place. 15 seconds is A LOT.

  • Would love to get your opinions :) http://www.strawpoll.me/18323189

    I think that the game should be darker and foggier on some maps, but make shadowborn as basekit so people don't abuse the killer's lack of view.

  • Today I wanted to work on getting my achievements, which includes the grab survivors on gens achievement.

    It happens to me a lot too and I THINK that it is a bug. It happens to me even on the unhooker sometimes. It is a very important mechanic and making it work would be very appreciated. Strangely, I don't have any problems grabbing survivors when they vault.

  • @Cardgrey said:

    just give everyone who doesn’t dc a 20k bp bonus per dc and a lot of your dc will stop.

    most people want to screw over someone and who cares about your bbq stack or hooks or even if u get all 5 gens done at that point. 20k per dc + w/e u get = happy people

    This would make really mean people be more toxic to make people dc. Ex: Everyone is slugged and there is no way to recover and the killer lets them bleed for the duration of the timer (i think it is 3 minutes) so they dc and he gets even more bloodpoints than hooking them all, BY FAR.

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/572043#Comment_572043

    I always found Overwhelming Presence to be better than Franklin's demise, because while FD only knocks off 10% of an items base charges per use (1 second for a 10 second flashlight) OP doubles the charge cost for using the item in your TR (2 seconds worth of loss per 1 second of use), so I don't feel OP needs any buff treatment.

    Stridor was broken in patch 1.4.1 long ago, acknowledged by the devs that it was broken, and never fixed. It used to be the only counter to Iron Will because it raised survivors volume up 50% when injured. They were still quieter than normal, but at least you could hear their grunts of pain. After that patch though, Iron Will ignores Stridors influence completely, so it would be nice if they at least fixed that part of Stridor.

    Completely agree on Left behind.

    Want to add Thanatophobia, and Fire Up to the mix here.

    Thana was briefly buffed during a PTB, and was actually very useful for once, but they chickened out because of how old legion operated. Now however, it'd be fine if it went back to that buffed level.

    Fire up needs a flat 5% per token gained at rank 3 because by the time it gets to 25% all gens are already done, there's hardly any pallets left at the endgame anyways, and that is when this perk should be at its most advantageous to the killer so they can try to get a hook/sacrifice in before the survivors escape. This would also make it better for the mid game chases as it would be on par with bamboozle for vaulting speed. Overall If FU was changed this way it'd give general killers like wraith, plague, clown, pig etc better map pressure as they'd be able to do better in chases. With the cost of this increased potential being survivors completing gens, I'd say this is a balanced trade off especially against the gen rush meta.

    https://forum.deadbydaylight.com/en/discussion/comment/572037#Comment_572037

    100% agree!

    I agree with everything you said, except for OP and FD. Even tho FD only drops 10 percent, the survivor needs to waste time to come back and pick up the item or if he wants it back so hard that he picks it up right after it falls, he has a really high chance to get killed.

    Either way, FD isn't terror radius dependant which makes OP almost useless. Survivors get noticed when you have OP so they stop using the item when they are near you (AKA insisde your terror radius).

    To sum up, it is too niche to do it's purpose (that is, in fact, not that good) and alerts survivors about it. I'm not even mentioning the fact that all survivors don't bring items so both of them are really situational. But franklin's has an immediate effect and it can be really powerful when it is used, unlike OP that has a very restricted overtime effect.

  • Happy Birthday!!

  • Maybe stridor, or overwhelming presence or left behind.

    Stridor becomes almost useless when you have good ears and/or headphones.

    Overwhelming presence is just franklin's demise but a lot worse.

    Left behind is just pointless. Or you find the hatch or the killer finds the hatch.

    Maybe left behind is the worse.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/570862#Comment_570862

    The low quality texture issue (as in, it's only loading the distant low detail textures, never loading the higher detail textures when you get closer) issue is a bug. It is being looked into. As for low quality textures (generators, lockers, etc.), we are going to be reviewing them over time and updating them. We mentioned this briefly in the 3rd Anniversary stream. We want to make sure that the thing you're going to be interacting with often- the things on every map- have higher quality textures and models.

    It also happens when you have the medium quality. The game becomes darker, more detailed of course and very blurried when you are with a fair distance from objects.

  • @dbd_noob said:

    https://forum.deadbydaylight.com/en/discussion/comment/571569#Comment_571569

    as mentioned in the title, I think freddy needs to be buffed. At least dreampallets basekit and maybe dreamsnares not only onetime use.

    I think that he is mentioning other survivors

  • What would happen if you keep the miss penalty for Lunge attacks in feral frenzy, but not the quick m1 attacks?

    Why not simply give it a 70% cooldown reduction instead of a 100% for both? If you try to lunge with it repeatedly, the cooldown denies the distance gained with it.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/568961#Comment_568961

    Because changes are hard when you are using spaghetti code, this post only blew up recently and BHVR takes forever to make changes in general.

    That "spaghetti code" expression always gets me ahahahaha. But seriously, that is a very harsh problem to make the game good. Spaghetti code, no new ideas. I think that they are always trying to improve the game's code.

  • @[Deleted User] said:

    :D cant WAIT for the PTB man imagine they actually removed the miss penalty and buffed his speed!

    If they do change legion, it will only be in the next patch, not this one, unfortunately.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/568932#Comment_568932

    "I just don't think that legion, no matter the changes, is not designed to be a 115% killer." That means he is designed to be a 115% killer, but i get you. :)

    AHahaha even i struggled to understand it now. I mean, i didn't sleep enough and english isn't my native language so this is what happens when those two factor mix up xD.

  • @NuclearBurrito said:

    I created a 115% version of this fix concept for people who like the new legion better.

    https://forum.deadbydaylight.com/en/discussion/74338/115-legion-mega-fix/p1?new=1

    Personally I still prefer the 110% version but I can make it work either way.

    It's mostly just number changes compared to this one. However remember that the new legion has a bigger miss penalty and can't see blood. I didn't remove that here.

    The 110% one is better imo because it also gives legion the spreading mechanic and also makes his power lethal instead of making him a loopable 4.6 ms killer, it's more flexible and has better mechanics. I just think that legion, no matter the changes, is not designed to be a 115% killer.

  • This awesome forum deleted when i first wrote it, then it was back out of nowhere, i will delete the 2nd one.

  • @[Deleted User] said:

    I do obviously. Why would i not. But it's very unlikely devs will take this one in. They like to do whatevers in their mind.

    Yeah, that is the sad part about the devs of this game. It seems like they are too proud to pick up the community's ideas. Seems like the forum is just to report bugs and nothing more. They must have in their minds that by asking the help of the community is a very bad thing and will degree their image. iT'S THE OPPOSITE, it would feel great that they would listen to the community and evolve with them. What if an idea that has the chance to be good that they picked up from the community didn't work as pretended? Just undo it and start searching again. It is that simple. They are getting better at it, but not quite enough.

  • @Nobu said:

    This is a lot better than what we got atm!

    WOULD TAKE IN A HEARTBEAT!

    #FixLeigon

    @not_Queen

    @Peanits

    I already posted this idea in the Killers subform and mentioned you cause i saw you a lot on other legion posts but it seemed like you never got it. I feel happy to see someone else understand this killer's identity and gamestyle, not like other legion players who prefer the new legion that gives absolutely nothing good to the game and is very sluggish.

  • @pabloddiablo316 said:

    I actually enjoy him more since the changes, not that I play him that much admittedly

    This Legion they "created" does what the new one does but better and his power is lethal and he doesn't feel slugish.

  • @invira_zero said:

    gonna say, that gauge damage shouldnt be a thing.

    FM should give different bufs, then. But 28 stab legion should be gone.

    Otherwise, im ok with your statement, by the most

    The power should be lethal imo, like every other.

    Also, it isn't that powerful given that he is a 4.4ms killer and can't vault pallets so it isn't not even close like before.

  • @Andreyu44 said:

    Legion doesnt need that big of a rework

    It isn't that much of a change to your game style as Legion if you think about it. It seems too long because everything is very well justified. We simply changed the add-ons so they aren't neither overpowered nor useless.

  • @OMagic_ManO said:

    This is pre Legion rework idea, you need new Legion.

    They can revert him and then apply these changes, and it seems the better way according to A LOT of legion players.

    Read the post and you'll see that these changes do what the devs wanted Legion to do, but better and with more fun.

    The Legion patch was just a desperate way to change Legion without thinking.

  • @NullSp3c said:

    https://forum.deadbydaylight.com/en/discussion/74275/this-great-legion-idea-solves-his-problems-and-also-gives-him-power-and-enjoyment-to-play-as-and-aga

    Just an explanation behind why I think these changes specifically are what is needed and solves his issues:

    STANDARD PLAY:

    • Legion now moves at 5.6 MPS during Frenzy (140% up from 132%)
    • Frenzy now drains at half speed during Killer Instinct
    • Killer Instinct's tracking is now aura and thus is hidden by lockers, generators and distortion.

    These changes mean he can reliably get to and injure a group of survivors, if they scatter then his increased speed and duration means he can still catch up to them. Making it aura means hiding is still possible if that is your playstyle, however it would require preparation before hand so it still isn't easy to do.

    STANDARD CHASE:

    • Killer instinct allows the Legion to cancel Frenzy with 33% less fatigue time (2 seconds instead of 3). This only triggers if Frenzy is canceled manually and not if you hit a survivor with Deep Wounds or let the timer run out.

    This change means that Frenzy can be used as a combo starter with the right preparation. You hit them once, get up close and then cancel, unlike right now the stun is much shorter allowing you to actually follow up with this strategy.

    COUNTER PLAY:

    • Frenzy now has a 0.75 second startup during which time the Legion stops moving and looks straight up while roaring. This can be easily heard by nearby survivors.
    • Vaulting a pallet is now only available during Killer Instinct (you can still fast vault windows whenever).

    This means you can dive for cover or use pallets to cover your escape in order to break LoS, once broken Frenzy doesn't seen scratchmarks so you will get lots of distance from this if done right

    COUNTER-COUNTER PLAY:

    • Legion can now preform break actions at 150% during Frenzy

    This means that while yes you still have to deal with pallets, you can at least get through them quicker . From there while you can't see the survivor you can absolutely predict them

    COUNTER-COUNTER-COUNTER PLAY:

    • Deep Wounds now bleeds out depending on distance to the Killer. The farther the faster. This is not effected by terror radius.
    • Frenzy must be at least 60% recharged in order to be activated (9 seconds of charge from 0%)
    • Stabbing a survivor already in Deep wounds drains 50% of the REMAINING duration rounding up with a minimum of 10 charges removed.

    Getting stabbed with Frenzy is not the end of the world. He can't spam it and you can always just keep running in order to get distance giving you more chances to try and juke (which is possible because of the startup and pallet interaction)

    COUNTER-COUNTER-COUNTER-COUNTER PLAY:

    • Mending now has frequent Skill Checks but takes 5 seconds less by default (10 down from 15)
    • Exposed or Injured survivors start with half the charges when put into Deep wounds from frenzy (30 charges instead of 60 normally) this does not stack.

    In addition to allowing for more perk combos this means that it is easier to let a survivor go for a bit, and then down them later while they are mending/healing. You let them go using the distance to speed up the drain and then rush over to them once it gets low. If they are injured then it would be very fast to hit them twice, let them go for 5 seconds and then chase after them again.

    RECURSION:

    • Frenzy now has a 0.75 second startup during which time the Legion stops moving and looks straight up while roaring. This can be easily heard by nearby survivors.
    • Vaulting a pallet is now only available during Killer Instinct (you can still fast vault windows whenever).

    Now of course this change means that doing so isn't reliable, the roar means the survivors will know when you are coming so you won't be getting a sneak attack in without M1. They can simply avoid you and since it doesn't go down when you are right next to them they can wait until you lose them in order to start mending again.

    Hey wait a second? This is already on the list, we have a loop! That means every aspect of him has counterplay INCLUDING THE COUNTERPLAY ITSELF!

    We can also drop some add-on ideas THAT FOLLOW UP WITH THE POST, shall we?

    "Scratched Ruler", "Wretched Ruler" and "Iridescent Button" should NOT be changed.

    Friendship Bracelet

    A wide grey and red braided rope bracelet. The inscription "F. J. S. J." can be seen, crudely written in bold black ink.

    • Slightly increases Killer Instinct detection range.
    Never-Sleep Pills

    Highly caffeinated tablets to make you extra sharp for exams or draining activities.

    • Moderately increases Killer Instinct detection range.
    Susie's Mixtape

    A fast and thrilling mix tape with energising songs with break-neck beats.

    • Considerably increases Killer Instinct detection range.

    Given the movement speed buff, these add-ons are really good when they got the patch and don't become overpowered. Just changed Susie's Mixtape value to Considerably from Tremendously so that it doesn't become delusional that you can reach them at some point.

    Nasty Blade

    This blade is stained with unsanitary spots of grime that make injuries particularly difficult to mend.

    • Slightly -> Moderately increases the amount of time required for Survivor to complete the Mend action. Does not stack.
    Filthy Blade

    This blade is stained with foul spots of blood and grime that make injuries particularly difficult to mend.

    • Moderatly ->Considerably increases the amount of time required for Survivors to complete the Mend action. Does not stack.

    Both of these add-ons were buffed because the mend timer was downed by a third of it's old amount. I'm not sure about he "does not stack part" because if you compare it with doctor's tier 3 madness that has add-ons to increase the timer, it is not that hard to get out BUT isn't that fun to stay like 20 seconds trying to hit TREMENDOUSLY difficult skill checks. So this change is only the devs decision to put it or not.

    Julie's Mixtape

    A dark and depressing mix tape made out from mainly power ballads and gloomy melodies.

    • Slightly decreases the cool-down duration of Feral Frenzy when hitting a survivor in the deep wound state.
    Joey's Mixtape

    A mix of bangin' tracks and slammin' beats for chillaxin' when life's a #########.

    • Moderately decreases the cool-down duration of Feral Frenzy when hitting a survivor in the deep wound state.
    Cold Dirt

    A handful of dirt collected from the janitor's final resting place. It is unnaturally cold.

    • Considerably decreases the cool-down duration of when hitting a survivor in the deep wound state.


    These add-ons were changed to only reduce the cooldown when hitting a survivor that already has deep wounds applied because of the change that cancelling the power manually reduces the cooldown from 3 to 2 seconds.


    Smiley Face Pin

    A friendly looking, bright yellow button used as a sarcastic statement.

    • Slightly reduces the minimum power gauge needed to activate Feral Frenzy.
    Defaced Smiley Pin

    A once friendly looking, bright yellow button of a defaced smiley. A signature icon of The Legion.

    • Moderately reduces the minimum power gauge needed to activate Feral Frenzy.
    The Legion Pin

    A handmade button with the face of The Legion. To use exclusively on intimidation dares.

    • Considerably reduces the maximum power gauge needed to activate Feral Frenzy.

    These changes were made to give the Pins a purpose and helping to chain survivors by being able to use the power quickly.


    Mischief List

    A list of mischievous missions to accomplish, memento of brighter days.

    • Slightly increases the Feral Frenzy duration.
    Mural Sketch

    A rough sketch of The Legion mural torn from a notebook.

    • Moderately increases the Feral Frenzy duration.
    • Slightly reduces Feral Frenzy movement speed. Back to the old speed(5.28 ms).
    • The movement speed debuff does not stack.
    Stolen Sketch Book

    A sketch book with imaginative and evocative, if not slightly bizarre sketches.

    • Considerably increases the Feral Frenzy duration.
    • Slightly reduces Feral Frenzy movement speed. Back to the old speed(5.28 ms)
    • The movement speed debuff does not stack.

    All the values were not changed but they reduce the feral frenzy movement speed (except for mischief list, because it would make the add-on useless and not worth running) so that they can't run the entire map in feral frenzy given the ms buff and the killer instinct half-draining the power bar.

    Fuming Mixtape

    Dark beats, violent shreds and unfathomable vocals from another world fill the mind with a vibrating sixth sense.

    • While using Feral Frenzy, the Repair Progress of Generators can be determined by the intensity of their Auras.

    Rarity changed from Ultra Rare to Very Rare.

    Nothing special to see here. The add-on is simply not worth ad Ultra Rare spot. It will be filled later don't worry.

    Stab Wounds Study

    A printed medical article stolen from Ormond's public library, vulgarising a study on lesions and stab wounds.

    • Moderately increases the skill check chances while Mending.
    • Slightly increases the skill checks difficulty.
    • Moderately increases the rate at which the Deep Wound timer goes down when the survivor is more than 16 meters away.

    Values:

    0-16 meters: still 0.

    17-24: 2 charges per second.

    25-32: 3 charges per second.

    32+: 4 chrages per second.

    With this change, the add-on is strong as a Very Rare add-on should be and is related with it's name and purpose.

    Frank's Mixtape

    Never go on a kill mission without your tunes. A track list of massive distortions and loud percussion that stabs at your eardrums.

    • Vaulting while in Feral Frenzy no longer drains the power gauge.
    • Survivors mending within the killer's terror radius are revealed to you.

    Rarity changed from Very Rare to Ultra Rare.

    This add-on is powerful and given that it is a Ultra Rare add-on now, can complete its purpose.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/568119#Comment_568119

    Blades: Fine

    Cooldown: Fine

    Pins: Fine

    Duration: I'm not so sure about having it decrease the speed by that much. Stacking them would make it 4.96 M/S. Can it reduce the MS by 0.16 instead?

    SWS: Is skill check difficulty really that powerful? Hitting skillchecks aren't that hard even when made more difficult than usual. If it were up to me I would make it increase the passive DW drain when more than 16 meters away.

    Franks: Maybe. Might be OP.

    Should I put this thread in the "general discussions" page? The devs almost never see the killer forum.

  • Yo! Trying to learn doctor more and I`m struggling with his builds. What builds for RANK1 can you advice and how to play with them?

    I don't know if it is the better build, but the impossible skill checks is ver good, ovepowered in "The Game". It consists on Distressing, Overcharge, Huntress Lullaby and unnerving presence with the add-ons being the purple and green "calm" add-ons. Basically you want to protect your totem, get the survivors away from the generators as much as possible, kick the gens whenever you can and maintain the treatment mode so your terror radius is bigger to pop unnerving presence. The biggest and most common mistake made by doctors playing this build is getting easily baited by chase. NO, you want to protect gens, hit them whenever you can but don't waste too much time in chases.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/568119#Comment_568119

    Blades: Fine

    Cooldown: Fine

    Pins: Fine

    Duration: I'm not so sure about having it decrease the speed by that much. Stacking them would make it 4.96 M/S. Can it reduce the MS by 0.16 instead?

    SWS: Is skill check difficulty really that powerful? Hitting skillchecks aren't that hard even when made more difficult than usual. If it were up to me I would make it increase the passive DW drain when more than 16 meters away.

    Franks: Maybe. Might be OP.

    Duration: I forgot about the stacking part, I'll make it so that it can't stack the debuff.

    SWS: Actually increasing the passive DW drain in addition doesn't sound bad.

    Frank's Mixtape would be in a good position. Inside the terror radius, people know when you are coming and it works pretty much like nurses calling and doesn't let people cheese mending by staying very close to you. Given that it is a Ultra Rare add-on it is in a pretty good spot.

  • @NuclearBurrito said:

    8% is not slightly.

    Anyways I'd imagine we could have more unique addons than that.

    For example an addon that removes the drain on Frenzy vaults.

    And can you please use numbers instead of words? How much is considerably exactly? It's not consistent in this game.

    So... I'll put it as resumed as possible.

    Both Blades: Reverted to the old values.

    Cool-down: The same as before, but just to when hitting a survivor that is already in deep wounds or if the power ends by itself(not manually tho).

    The pins: The common one reduces it from 60% to 54%, the uncommon one from 60 to 44% and the green one from 60 to 34%.

    The duration: Old values but reduces the movement speed from 5.6ms to 5.28ms.

    Stab Wounds Sudy: I don't know the doctor's values in the tier 3 madness but with "slightly increases the skill checks difficulty" i mean that it reduces the skill checks size by 15%( i know it isn't slightly but they are TREMENDOUSLY difficult skill checks so it they are very small. And increase the chances of getting a skill check pretty much like unnerving presence BUT i don't know the skill check chance at tier 3 madness so i want it to increase by a good amount.

    Frank's Mixtape: They suffer from a 15% speed penalty. (I'm not that satisfied with this add-on btw, even being Ultra Rare).

    or

    Frank's Mixtape:

    • Vaulting while in Feral Frenzy no longer drains the power bar.
    • Survivors mending within your terror radius are revealed.


  • @NuclearBurrito said:

    8% is not slightly.

    Anyways I'd imagine we could have more unique addons than that.

    For example an addon that removes the drain on Frenzy vaults.

    And can you please use numbers instead of words? How much is considerably exactly? It's not consistent in this game.

    I had those two ideas while writing the add-ons, give me around 10 minutes to give you exact numbers.

    I actually don't know the exact values cause it doesn't say how much moderately is on e.g. filthy blade.

  • @NuclearBurrito said:

    If anyone is wondering the in game description would look something like this:

    Feral Frenzy

    Legion has a Frenzy Power Gauge that builds up over time. The power, Feral Frenzy, can be activated by tapping the Power button. When activate, the power drains rapidly and the power ends when the gauge is empty, triggering an extended recovery fatigue.

    When activating Feral Frenzy, The Legion stops and screams while entering a deadly rage. While the power is active:

    • The Legion sprints faster than base movement speed.
    • The Legion can vault pallets at an increased speed but doing so drains the Killers power slightly
    • The Legion breaks pallets and generator tremendously faster.
    • Survivors scratch marks are hidden from the Killer's view.
    • Missed attacks have a reduced cooldown.

    While Feral Frenzy is active hitting a Survivor who does not have deep wounds will injure them if they are not already injured, apply deep wounds onto them, refills your entire power gauge and activates killer instinct. While Killer instinct is active:

    • The Legions power is drained half as fast
    • The aura of survivors within the Killers terror radius who do not have the deep wounds status are revealed
    • The Legions may also vault pallets, draining his power slightly, but may not break them
    • The recovery fatigue when canceling the Killers power manually is significantly reduced.

    When Feral Frenzy is active hitting a Survivor who is currently affected by the deep wounds status effect:

    • Reduces the Survivors bleed out timer by half or by a minimum amount.
    • Depletes the Killers power gauge and ends the power immediately

    You're the creator of this idea so i need your approvement on this.

    2 things i want to mention:

    About the post:

    1st: The number of charges cut down when hitting a sruvivor with deep wounds while in feral frenzy should be increased from 10 to 15 so that you need to stab the survivor only 3 additional times(with the hit applying deep wounds makes it 4 hits) instead of 4 (or 5 in total). This is balanced because, unless you have killer instinct on, you can't vault pallets.

    About the mentioned comment where you give the look of the power description in-game:

    2nd: You said "vault pallets" instead of "vaulting windows" on "while the power is active" and this makes people confused.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/567504#Comment_567504

    When I said that the Legion can totally maintain his old identity while having counterplay this is what specific changes I think would be needed to accomplish that goal.

    Yeah, unlike some Legion players/mains (even tho they are a minority) i wanted to have the old legion theme back, spamming the hit button and reducing the mend bar with high ms like in a real frenzy. BUT has counterplay,

  • @miaasma said:

    i stopped reading when i saw the "looks up at the sky and roars" suggestion because i could not stop laughing

    Yeah, it was funny when i first read it too, but believe me, continue reading and tell me if there is counterplay or not. I saw you commenting a lot on other legion posts and you said that there was no counterplay when a legion tunnels you, which i partially agree.

    Off topic* i think you were in the last Noob3 video.

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