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NullSp3c

NullSp3c

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NullSp3c
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  • @EZ5k said:

    Just git gud -Developers

    On a serious note, a good portion of the community feels you, the devs have just surrounded themselves with Yes Men

    They said they were going to see if gens go too fast now that ruin got changed.

    But they forgot about what happens until then and it doesn't seem the smartest idea to change ruin at a time like this.

    Ruin needed a change-fact. But not now. This will happen and make more people switch roles.

  • You should put more options like:

    No, but because there is no change to gen times along with it.

  • ...

    in lol Comment by NullSp3c
  • @Taiga said:

    I really don’t see why we need 5 different maps for Coldwind Farm instead of just one with all the buildings like the cowshed and the Thompson house on it. The same also goes for the Autohaven Wreckers. This would reduce the chances of always getting the same map and also make the maps more interesting and less empty.

    I completely agree, the point of the maps being single maps is that they have a unique identity and you have the same chance to go to each realm, which is also refreshing and good.

    I think that including all the structures wouldn't be a good idea.

    Ex: In the coldwind farm maps i think that they should completely get rid of rotten fields, because it has nothing but wheat and free space. They also should mix the other structures together so there is only 2 structures on the map (excluding the killer shack).

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/980710#Comment_980710

    Perks change, metas change.

    You can't please everyone.

    NOED is the best adaptation atm.

    Or is it the most laziest thing to do atm?

    For real, a secondary objective makes everyone happy. Killers get more time to play the game and survivors don't have to be pressing m1 the entire game with some looping in the middle.

    Hex:Ruin was a bandaid fix to the gen rushing that can be done. Now without it or you sweat your balls at red/purple ranks, or the games end in between 4-6 minutes.

    I want to have fun, but because i simply can reach red/purple ranks without trying, i get stuck in this infinite loop between going to fun ranks and going to sweaty ranks. I choose to sweat because i can get bloodpoints from there, bein a add-on less and no ruin legion player i need to sweat even harder.

    I will uninstall until the game gets better and the devs start to listen to the right people (professional players that play this game for a living), or maybe ill play survivor once or twice every 2 weeks but not more than that.

    Killers will leave the game and will be more toxic towards survivors, now that's a guarantee. Queue times will be gigantic and matchmaking is bugged so i think that we are hitting dark ages 2 IMO.

  • @Peanits said:

    It could be interesting. If it does, surely that would encourage survivors to slow down and do totems to prevent that from happening.

    So you guys prefer to make a perk that most of the community doesn't like to become meta instead of making a secondary objective? This makes no sense for me.

    If there is areason, please tell us.

  • It would be too op imo. Imagine 3 devour hopes and 2 haunted grounds. Also, noed would be unplayable.

  • @Jukenobi said:

    https://forum.deadbydaylight.com/en/discussion/comment/979633#Comment_979633

    I understand when you mean, I find it very frustrating at stressful at times, on both sides for that matter. I 100% think they needed to rework Ruin, but this might be a bit extreme and is going to cause far more toxicity between killers and survivors. I have seen multiple forum posts stating that killers are going to camp/tunnel/mori any survivor just because they can no longer use ruin.

    Seems to me that everyone is going about these changes the wrong way, even Behavior. It is incredibly childish for the player base to ruin the fun for everyone by playing this way to spite the Devs.

    There are people counting the moris that they used.

    Someone said 176 more to go.

    I think this can show the devs how bad the situation is. As a survivor, you suffer for a patch. As a killer, you will suffer until a new objective is added. I actually don't mind it.

    I disagree with you that the devs are taking this the wrong way. They are making the good changes at the VERY WRONG time because, as i already said, they should only do this with a secondary objective implemented. ALso they should make it not a hex perk, but what does our word mean at the moment?

  • I think that it is a bug because the values that are positive to YOU are additive and negative ones are multiplicative.

    This is how it is calculated, and they are additive:

    100% (Normal grunts of pain sound) -100% (iron will) =0

    0+50% (from stridor) = 50%

    If they were multiplicative:

    100%x 0% x 0.5=0%

    As you can see they are different and they won't plan to change it because if everything turns multiplicative now a few combinations will break the game.

    Negative things like the increased penalty when bumping into objects as hillbilly from add-ons is multiplicative.

  • @edogast said:

    No one wants to do generators, especially lower ranks and new players. We are too afraid to touch generators because killers know exactly where the generators are and the generators are so loud it practically gives our position away (THANKS TECHNICIAN YOU SOLVED NOTHING). We hate being sitting ducks and with Hex:Ruin our motivation to do generators went from 20% to 0% and we end up hating the game, not wanting to play dead by daylight anymore. Hex:Ruin is Toxic to us newbies who can't even hit regular skills check, and with the fluctuation of ranks, we're bound to get a killer who has Hex:Ruin on anyways. Did you know? there are a lot of grey rank killers who have all the perks unlocked, so rank doesn't even matter anyways.

    "BUT WHAT ABOUT THE GEN RUSHERS, YOU CLEARLY NEVER PLAYED KILLER BEFORE"

    well you see, when a survivor is hooked, all the other newbie survivors will stop doing generators and try to save the hooked person just to end up getting hooked as well, it's a cycle of trying to save but getting hooked instead. If you're getting Gen rushed then it's completely normal, you are not supposed to get 4k every game. You think a killer getting 4 kills in a game is a normal occurrence? you should think again. BVHR actually want new players to play the game and enjoy it, Hex:Ruin just sucks the soul right out of survivors, of course veteran players will argue "why don't you just run the perk small game?" "what are you talking about? hex:ruin gets destroyed by the first minute of the game", yeah but you are forgetting those OTHER GAMES, where newbies are just mad, frustrated, running around the map just to never find a ruin, they don't know the exact spots where ruins would spawn yet.

    And aren't you bored of having Hex:ruin on EVERY build when you play as a killer? A newbie is not going to have the HAG unlocked, when you have Hex:ruin on you're always paranoid who's cleansing your Hex:ruin, and when you get your Hex:ruin cleansed within the first 1 minute into the game you get this sense of despair. Is that """FUN""" I rather run around freely getting Gen rush then getting salty the moment my Hex:ruin gets cleansed and tunneling that one survivor who cleansed it

    I think BHVR did a right thing for creating a more friendly environment for new players and noobs. It's a lot more fun now that Hex:Ruin will be gone. New players can live freely without the PTSD of Hex:Ruin

    To be clear, i didn't like old ruin BUT i dislike even more changing it at a time like this. They should do it when a secondary objective is added. And the way the devs changed it, but that's another topic.

    But, to the main point. Everything that you are describing is what is called "getting better at the game". Truste me, soon enough you will know what to do in the different situations (such as your teammates will know too) and this is called game sense and you only get that by experience.

    What you described is not a matter of balance, but a matter of taking time to learn the game. If you don't want to learn the game, i'm afraid that this isn't the game for you.

    I hope i was explicit.

  • Wow, this is a strange thread. But thanks i guess.

    Btw some killers are really toxic in here. 😂

  • @Jukenobi said:

    https://forum.deadbydaylight.com/en/discussion/comment/979532#Comment_979532

    I play without ruin as well, long or short game if you are not enjoying yourself, just move on to a different game I guess. I feel like this will boil over after a week or so of it being implemented and people can adapt. I play both sides 50/50, and I hate Ruin as it is personally.

    I don't like ruin like it is in the live servers, BUT i feel that they should change it only when a secondary objective is implemented and the match takes longer.

    The time that the match takes is key for a person's fun. I want to enter in a game, chase people and then kill them (the last one only if i play better than the survivors in question) but the problem is that if you dont sweat, not even the 2nd step out of the 3 is completable.

    Realistically, survivors can have 40% (2 gens) of their objective done by the time that you cross some maps from 1 side to another. I play survivor too, now its like 60% killer and 40% survivor and i think that a secondary objective would be healthy and productive for both sides.

    Killers have more time to kill, survivors have better things to interact with other than pressing m1 for X time.

  • He's not in charge of what lead to that (what i said, basically). Also the changes aren't healthy so i don't penalize him for that.

    It's basically and eye for an eye mentality that he has. Even though it isn't a healthy mentality, i don't blame the guy for doing that as i would do the same if i wasn't waiting for the patch to be released to know if i will uninstall or not.

  • @Jukenobi said:

    https://forum.deadbydaylight.com/en/discussion/comment/979308#Comment_979308

    There is no enjoyment at Red ranks as of now, it's not going to change that much. Everyone in Red ranks play like it's an E-Sport. Killers sweating 4k's like they are going to die in Real life if they don't get it. People just need to take a seat and enjoy themselves, have some fun and don't take the game so seriously.

    It's impossible to have fun if you don't have time to actually have it. This isn't hard to understand. I don't sweat some games because i want, it is because that i want to actually have a match to last longer than 5 minutes at best. I play without ruin btw.

  • But they were the source of that "very healthy mentality" that you criticised. So, neither is the guy in charge of that.

  • @DBDfan12 said:

    the game isn't all about you red ranks. the ruin change is good for the game over all. at the end of the day red ranks, they already have your money and your the most expendable group. FACTS

    Have you heard about "Trickle-Down Balance"?

    If not, see this video, it will help you a lot understand how to properly balance a game. Unfortunately, devs aren't doing it :/

    https://www.youtube.com/watch?v=X1p42KtZOCw


  • @Souless said:

    You realize all of u just getting constantly ignored ?

    Yup, since may... waaaaaaaay back in the legion's patch.

  • @RIP_Legion said:

    https://forum.deadbydaylight.com/en/discussion/comment/979408#Comment_979408

    Do you honestly think they're going to do that, after everything you've seen in the recent. Because I don't, I've lost faith in them to do the right thing, and if they are going to add a second objective then nerf ruin when you get to that point, not sooner for absolutely nothing aside from rank 15 survivor convenience

    Im not saying that they will. They are devs and ignore the peoples feedback most of the time, or if they listen, they go too ambitious and do things unnecessary like messing with the nurse's base kit... when people just asked for them to change the add-ons.

    The solution is the secondary objective, even tho that they don't listen to people playing in red ranks (but what does rank mean nowadays?). I'm a add-on less legion main so i know very well that they don't listen to people or make bad decisions with that. Instead of simply listening to people that play this game for a living.

    I think i'm uninstalling until the dark ages pass away. IMO, we're at dark ages 2.

    Even if they don't listen to what the people with the right mindset say, the solution is NOT a early game slowdown perk, its a change in the core gameplay. I didn't see you talk about a secondary objective, just wanted to mention that.

  • @RIP_Legion said:

    https://forum.deadbydaylight.com/en/discussion/comment/968797#Comment_968797

    Here's what people don't seem to understand, we don't need another generic slowdown perk, we need one that helps early game right from the start. The only killers that benefit from using new ruin are killers that were already easy enough to apply pressure with, you lumped killers like Legion and Clown together with Billy and Freddy meanwhile the latter don't even need ruin. How do you expect a killer without a mobility tool to gen patrol on a 12km^2 map while having nothing to slow progress down before they get to the gen, the easy answer is you don't and knew this going into the PTB that the core issue of Old ruin and why it's used has absolutely nothing to do with New ruin, they're completely different perks that accomplish a different goal. What use do you expect Clown, Legion, or Bubba to every possibly get from this perk.

    We don't need a perk to slow down the early game. What we need is a good fix that is called secondary objective that cant be rushed that much, also adding time to the trial.

  • My character is yasuo from League of Legends.

  • @Hex_KillerMainBTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/973849#Comment_973849

    I've reached red ranks previously with Plague. But honestly I think red ranks are just complete and utter trash. All that red ranks are is bragging rights. There's no higher skill difference (some of them can be a lot better players, yes) but for the most part they're the same kind of people I was going against in purple or green ranks. The problem I'm mainly having with the new ruin change is you're going to want to be playing more M1 killers because you won't get any brutality points off of breaking gens. The devs are basically saying "we don't even want you to play with the new ruin."

    I also agree with what youre saying about red ranks. I even posted here asking if afking in matches to derank is bannable or not.

    Either way, the devs seem not to understand that and i will rejoin the game if it is still up in the future and i think it is good and MAINLY HEALTHY to play ad both sides. Mainly the killer side.

  • @Hex_KillerMainBTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/971496#Comment_971496

    Unfortunately, even if you do sweat as a killer and get say a 4K within 5 minutes or less, you won't get a pip. You'll barely even gain any points, I got a 4K as ghost face within about 5 minutes and only got 12kish points and actually de-piped.

    I dont have that problem with legion, specifically, because he has really good chaser and malicious emblems. But if youre playing plague good luck reaching red ranks.

    Actually legion is the most rewarding killer in terms of emblems, if you do good, you can get a double pip with long games.

    So many things are broken with this game now and the devs refuse to do the right changes and to listen to the right people: AKA streamers/people that play dbd for a living anf just do thr changrs that they want (90% of them survivor sided).

    Many people say that the ds change was a nerf, which i disagree. Old ds could br juggled, no obsrssions couldnt proc it 80% of the time or more, enduring affected it and the duration was almost half of the new one. A nerf transformed into a buff really quickly, even tho it is active only 60 seconds at once, those 60 seconds were thr time that the old one procced on one guy if you juggled.

  • I think i will uninstall, not because of ruin or doctor's changes themselves, but because of the ideas behind it.

    Killers are supposed to sweat and even new survivors dont need to learn the game to leave the match.

    Also, devs have no idea of how fast the gens can go in red ranks and being a legion main i can assure you that my levels of stress go really high, even tho i perform well in most matches (again, sweating a lot to perform well)

    Survivors having a perk is to fix their mistakes and killers having a perk means that they only get a benefit if they do something for it.

    Gen times go too fast and rng has a huge place in the game that is too much for a big part of the playerbase.

    I play swf at red ranks with my friends and most of the games are fairly easy to win and if the killer doesnt have ruin i have that feeling "well, this game is practically won".

    I think that this is a matter of the enjoyment to play as killer, and not a matter of power. SOME killers already have power, but they lack the time and NO COOLDOWNS to do so.

    Legion is a good example of changes made only thinking about survivors because what makes a killer play differently from others is the power and legions power got gutted in almost every way possible and the worst one was the frequency that you can use it and the punishment/reward proportion that it got.

    Playing as killer should feel free and not afraid that a guy loops you while the others do gens and then leave after 5 minutes and you need to wait long pauses/cooldowns to use your power again.

    If the changes go through and ruin is indeed bad (it seems horrible right now brcause the perk is counterproductive to itself) i will most likely uninstall.

    The faith that most people had on the devs is gone for months (for me is since may that were the legion changes).

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/968870#Comment_968870

    That's probably because there's a second objective coming very soon!

    Last roadmap we got the EGC, so we might get a second objective! 😁

    Then shouldn't they nerf ruin in the same patch as that second objective comes?

    Like... killers should suffer before the time comes? It doesn't make any sense

    These are clues that there is no secondary objective, because the most logical thing to do is to nerf ruin when a secondary objective is implemented.

  • @scat said:

    Made an account just to laugh at this moron. Stop complaining because you are trash, spirit is such an easy killer to use it's almost laughable. Maybe if u spent less time whining like a little ######### and more time paying attention to your gameplay you wouldn't get ######### on every match. So basically the one solution to your many problems is that you need to NOT SUCK

    Person that created this thread, ignore this comment above and keep sharing your opinion as you wish (without offending people, like this guy did).

    I agree that some powers have too much restrictions, but when you start to learn them, you will find some fun killer to play.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/959940#Comment_959940

    The issue with that is it may help new players but not those in red ranks. Both need sorted tbh but the way to help newer ones may be to widen the search downwards more since the recent reset changes shouldn't allow red ranks to get near them anymore.

    If killers have seperate ranks then each new dlc means everyone that plays with the new killer will be lowered. This hurts the survivors in red ranks queue times. They could do a reset for all to be at the same level to compensate when a DLC drops but then what changes?

    The dlc release could coincide with the rank reset. I think this would solve that problem.

    EDIT: After a few games people will get higher rank with that killer so it isn't that much of a problem after that.

  • @twistedmonkey said:

    The one change I would like to killer pips is when the survivors don't save and they aren't camping each stage is looked at as a hook.

    I dislike a pip being conditional on what the other side chooses to do for both sides.

    If you kill all quickly you really should pip as in terms of a game it should be shown that you are the better player and need ranked away from those matched with.

    A killer camping with no one else around should also start to reward all survivors with altruism and bold points.

    I am not sure about the separate killer ranks. While its nice in theory and sounds like a great idea on paper it could affect queue times too much especially when a DLC hits.

    Maybe if it was based on the devs easy, intermediate and hard ranking system for killers breaking then into three brackets it could work. What we don't want is people just switching as its a way of legitimising deranking each time they hit a certain stage. Good killer players afterall have most of the knowledge required to do well with almost anyone instantly as chases out of power dont change much so its more a case of learning the most effective way to use the different powers.

    These changes give newer players better chances to play, because the ranks are pushed up so they have less queue times.

    They should also make it take out bloodpoints when camping without survivors nearby in the end of the game not emblems because i think everyone prefers bloodpoints rather than a emblem.

    WIth a new dlc releasing i don't see the problem. Please explain.

  • @premiumRICE said:

    Everybody will still be red rank no matter how hard you reset if you can do nothing and still pip. Also you can be carried by swf to red rank and being complete garbage. Fix this and even without a hard rank reset you will have way better distinction.

    I play solo and restarting to rank 10 every season playing with people with no clue about the game tickles my spider senses and I have to dedicate 2 days on getting back to rank 1 to have a decent game

    When you get resetted, peopla that were at your rank before will also get resetted to the same rank as you.

  • @Scorp721 said:

    I agree that each killer should have their own score requirements but one of the things I'd like to see changed is how you get punished for snowballing. As a killer if you 1 hook everyone and get a 4k with 5 gens up you don't get anything for it even though you flat out stomped. As survivor if one person runs the killer for 5 gens and everyone escapes again you get nothing.

    The current system isn't about kill/escape its just a checklist. Ok I did 2 gens now I need to get at least 2 hook saves and some healing in before I go look for the killer so I can get some evader points.

    The way it stands now if you want the double pip as killer sometimes the best move is to actually let the survivors get saves so you get more chases + 2nd/3rd hooks and that makes no sense. You have to kill these 4 survivors but don't do too good of a job or you won't get points.

    I forgot that about survivors. How about still having the same qualities (gold, iridescent, etc.) but even if you already maxed out an emblem it continues to give you points towards a pip.

    The qualities remain a check, but those stats under each emblem are the ones that help you know why you pipped.

    With this, you could pip up in red ranks with a "none" lightbringer. This awards all types of gamestyle.

  • @Xerge said:

    https://forum.deadbydaylight.com/en/discussion/comment/958063#Comment_958063

    I was thinking something similar. I don't see most of those perks becoming meta; I personally don't consider them as strong as the survivor perks. Noed+bloodwarden is strong, but I still wouldn't consider that combo as strong as the ds, dead hard, unbreakable, adrenaline combo, because the benefits of noed can be denied or deactivated by the survivors; the killer can't deny or deactivate the benefits of ds (unless he has a mori and you don't jump into a locker), unbreakable, dead hard and adrenaline.

    Another thing I'd question is the idea of getting stunned by a pallet being a mistake, because the mistake usually is respecting the pallet, specially at safe loops.

    Enduring is a strange case, but its purpose is to correct the mistake of being stunned.

    You can make the survivor drop the pallet on a safe loop without being atunned by it, but its really hard. Either way it corrects a fail that is to get stunned.

    Getting stunned is bad, so that is what you should base yourself when judging this perk in specific, i think... But i understand what youre saying.

  • @Fibijean said:

    You mean kinda like NOED, Blood Warden, Cruel Limits, Enduring, Fire Up, Lightborn, Mad Grit, Nemesis, Remember Me, Rancor, Tinkerer or Unrelenting? Since if you're going to argue that Decisive Strike, Unbreakable and Dead Hard "erase" survivor mistakes, you could just as easily argue the same thing about anything that activates based on generators being done, being stunned or blinded, or missing an attack as a killer.

    The point is, there is nothing wrong at all with second chance perks, or perks that are designed to lessen the penalty of player error. For either side. It's just another way of playing the game.

    Noed i can somehow understand, but the killer has been playing with 3 perks the entire game.

    Blood warden - the killer needs to open a gate and to hook someone, which isnt a mistake.

    Cruel limits, fire up, lightborn, nemesis, rancor, tinkerer and unrelenting are never seen to be used and in the slight chance of being used they do almost nothing. Meanwhile, second chance perks are the survivors meta builds.

    Remember me isnt a second chance perk too. You need to work for it and it gives almost no value.

    Meanwhile dead hard you just need to get hit for it to activate, or decisive that you juat need to be hooked, or borrowed time that you just need for someone else to screw up.

    All the perks that you mentioned (with the exception of enduring, mad grit and noed+-) or are really bad, or you need to do something GOOD for them to proc.

    Now, survivora just need to FAIL at something for the perks to activate

  • @Ksoni said:

    I got to rank 1 playing Legion only with no add-ons. He's really underrated.

    I also got to rank 1 with legion only and without add-ons thrice.

    But guess what, i caught 2 rank 2 players in a match that didn't know what 3 genning themselves is so i don't think that that is a good matter of evaluating a killer imo.

  • @FrenziedLegion said:

    I am of the opinion that Legion is not the best killer but far from being the worst killer. While using legion I can consistently get kills with relative ease and at the same time get four iridescent emblems game in and game out. If I can do this consistently, can legion really be called a bad killer let alone the worst killer?

    The emblem system is a very bad way to take conclusions if a killer is good or bad.

    The emblem system evaluates the exact same for every killer and some killers have nothing to do with others - this is a flaw in the system.

    I don't know if you know this, but (hipotetically speaking) if you down all survivors in the first minute of the game and hook them and get a 4k right away after the match starts you depip because you didnt chase much, didnt hook much and didnt hit them much, not counting that you ANNIHILATED the survivors.

    Legion is a good bloodpoint farmer and a good chaser and malicious emblem farmer but not a good killer imo. What makes you distinguish killers and rank them is mainly their power and Legion's power is very restricted so it doesn't help much with huge penalties and downsides.

    If you have many kills as much as you say, it is because you're a good m1 killer or the survivors that you face are bad BUT not because of the legion itself. Because what makes you say "I'm a good legion player" is how well you manage to use their power and their power is very restrictive.

    This is coming from a person that has around 800 hours on that single character.

  • @LustForBP said:

    https://forum.deadbydaylight.com/en/discussion/comment/953709#Comment_953709

    Eh. That’s why I find Legion viable. I’ve played too many Red Legions that get the 4k against us or at least 2.

    Frenzy puts you into -2 health states since you have to mend then heal. Which gives a good Legion all the time to make his/her rounds or makes it a living hell for the last person hit.

    I don't think it is that good because good survivors won't heal vs legion. Also, it is very hard to chain more than 2 hits if survivors go for the better play which is to spread out and do gens alone.

    The power can't help in chases and in map travel unless you have duration add-ons (which makes the killer add-on reliant).

    I rarely get a 2 or less kills with legion but that is because i have around 800 hours with them and i sweat a lot playing (sometimes). Either way it feels very bad to use their power, the killer needs mostly QoL changes and buffs along the way, because the QoL changes are some buffs too.

  • @LustForBP said:

    https://forum.deadbydaylight.com/en/discussion/comment/953648#Comment_953648

    I’ll have to watch when time is free! I do think Legion is viable even though I suck with him/her.

    I think legion isn't viable and i do well with them.

    When you judge a killer, it's mainly their power that needs to be judged (the main part of their gameplay identity) and legion's power is really underwhelming, lackluster, too restricted and feels bad to use, compared to the OG legion's power.

    That's why i think legion isn't viable

  • @oxygen said:

    https://forum.deadbydaylight.com/en/discussion/comment/953424#Comment_953424

    Yeah don't take my word for it, pretty sure they did say it was a temporary thing after the first big change Legion got but what they did afterwards might've been the "not temporary" fix.

    I agree though, I don't really see any way current deep wounds can lead to that sort of scenario besides... I guess trapping someone in a corner so they can't run? In which case the killer could just hit the survivor anyway, and even that might not work as they could hold shift and spin around which might count as running 😄

    I'm just glad they gave Legion the fast vaulting back, that sort of smaller changes on their own help a lot. Could try stuff like shorter stun at the end of FF, mess with mend time and obviously their addons and whatnot. Guess we'll see what they do.

    I agree with what you said.

    Now the biggest issue with legion is that killers that are really good with a high number of survivors at the same time, are usually too good or too bad.

    Because if they can deal with 4, they can deal with 1 very easily. Now legion is very weak right now.

    When the devs did the update back in may, they had 2 choices: maintain the chase power, or the chaining hits power.

    They chose the 2nd option and that leads to the point that i've mentioned before.

    Legion's power was designed for both things and, for me, i think the power would be better to be a chase power that you run faster and stab the person and can vault windows faster (not pallets).

    https://www.youtube.com/watch?v=0ieKuT2cboQ&t=0s

    This video will show a idea to change the power to something good on chases and forget the chaining hits and killer instinct. I like this idea.

    EDIT: I just think that the fatigue should be 3 instead of 4.

  • @oxygen said:

    Pretty sure they said they wanted to rework Legion again at some point when they initially changed them, and nothing they have recieved seems like an actual rework to me. When? Who knows.

    They need a proper rework. At the moment the usefulness of their power is tied at the hip to the Deep Wounds mechanic in general, and it's obvious the devs will never let any "the survivor will go down in a predetermined amount of time" interactions ("moonwalking") exist in the game for any meaningful amount of time. First the initial change to stop the original look-at-the-ground cheese, then the more recent change after people figured out Nemesis could accomplish similar results at all.

    I never heard them say that and i have been following their ideas about the legion.

    Either way, they said in the last devstream that now that they have deep wounds fixed, they can start changing legion without the need to worry about if Deep wounds will get broken or not.

    They are in the right path now i think.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/953405#Comment_953405

    Yeah, I expect they will take that into account. At the very least, I know that they never make changes solely based off kill count or trying to make a killer as strong as possible. They definitely take fun into account as well.

    Some changes that behaviour made to killers make me doubt if that is still their idea.

    Because the legion patch in may was basically "let's make legion a m1 killer with no power, almost literally" because it has so very little potential to do anything that you might as well play without it sometimes.

    ANd the nurse patch. They should put the cooldown on the power, only when she succeeds a hit, so she isn't able to hit -> blink->hit.

    I'm hoping that they do the right things this time.

    EDIT: The recent changes with the ms buff and faster vaulting were in the right path tho.

  • @Fibijean said:

    The devs are planning to keep a close eye on Legion and see how he performs for the time being. There are no plans to buff Legion in the near future, but there are no plans not to buff them either. They're just going to observe and see how it goes and if they decide they need to make more changes, they will.

    I hope they make those changes thinking about the fluidness and fun of the people playing and not ONLY on the kill potential.

    Ex: Increasing feral frenzy's duration. The power becomes boring this way, they need a different approach like reducing the fatigue, increasing the movement speed, being able to see blood, basic attacks not reducing the power gauge, being able to miss more than 1 attacks while in FF, being able to use the power at X% filled gauge or more, etc etc.

    Those little things that make him look like a frenzying killer, and not ONLY from a competitive perspective of being a killer able to hit multiple survivors even more.

    I think you get the idea.

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/950804#Comment_950804

    Gives you atleast bronze in devout. Also more in malicious, because survivors automatically heal a health state upon being unhooked. Do at your own risk.

    Okay, thanks!

  • @ABannedCat said:

    Honestly, if you wanna depip, without getting banned, just don't hook anyone, unless you managed to slug all 4 at the same time (so you are not being a dick by letting them bleed out)

    That way you will get no devout emblem because no hooks, pretty much nothing in malicious emblem (because all injuries you deal get healed). So only chaser, and gatekeeper. If you above green ranks, you are physically unable to pip. If you are doing mediocre, you will depip most of the time, thanks to busted gatekeeper emblem.

    What if i hook everyone once? LIke bbq is life.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/949892#Comment_949892

    Myers is one of the killers that I managed to unlock every perk on, so I have quite afew addons. Heres my loadout for THAT.

    https://us.v-cdn.net/6030815/uploads/481/8TYDMD8XN889.jpg

    Nemesis not only lets you get PWYF stacks easily, but also pairs well with Judith's tomestone to let you tier up quickly off each person. Since your not hooking ppl, slowdown perks like Pop are completely pointless, which is why I have ruin here. You can also use Corrupt intervention if you want. Surveillance is pretty handy for keeping tabs of the field. Had a game last night where I was able to get a 4k with 4 gens remaining and surveillance keeping tabs of ALL the remaining gens. As soon as they touched a gen...that was my next victim. PWYF helps quite abit not only in chase, but also just simple mobility since you'll be keeping all your stacks all game (tomestone doesnt use a stack).

    The only killer i have all perks is legion. I don't have on more because i have over 10 million bps on them. But i have some of the other killers with a lot of them.

    But ill try that build when im finished lvling up myers.

  • @LordGlint said:

    Started trying the tomestone piece addon on Mikey lately. Those things really piled up and I never use em... Figured out even if you tomestone 3 ppl and kill the last on hook (theres not enough stalk to tomestone all 4), you end up depiping... Only way to avoid that is to NOT tomestone someone so quickly and maybe hook/chase ppl more, otherwise your looking at not getting any emblem points at all in 2 of the catagories, with a silver at best in chaser + whatever you get in gatekeeper. Did this afew times before rank reset and even if I got an Iri gatekeeper, its not enough to avoid a depip at red ranks. Landed on rank 5 before reset, which put me at rank 9 after reset...

    Depending on how well you do, you still might get some hate for it but... at least your actually PLAYING the game instead of just throwing matches.

    I don't have many add-ons on myers but ill try it sometime. I completely forgot about that.

    Im now playing clown so im deppiping without worries. Im rly bad at clown and got his map agains swf, i managed to put 2 on 2nd hook so i think it isnt that bad.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/949853#Comment_949853

    If you AFK once in a rare while you will be fine. The game is hilariously unfair and survivors can kill themselves on hook, but a killer can only D/C or AFK, but overall they are stuck for the whole match no matter what.

    If a survivor is suffering an unfair match they can die on hook and it's nonpunishable, but a killer has to just suffer through a stacked match.

    Now im playing clown for fun and it is actually fun if i dont try hard. But im a competitive person so it is hard.

  • @Boss said:

    It's written down as a reportable offense in the in-game reports.

    Thanks for the answer. Well, guess i will play normally but not with winning in mind :/

  • @supersonic853 said:

    I just started plague and this thought kinda came to my mind since survivors have to go to a station to cleanse and once they do it becomes corrupted could they actually run out of them? Or does it eventually purify on its own?

    If all fountains are red at the same time, they all return back to normal so you can cleanse again on them.

  • @thatcarbonfox said:

    https://forum.deadbydaylight.com/en/discussion/comment/948654#Comment_948654

    Theres literally a report button on the game for farming

    I haven't seen it. And mainly in the bloodhunts, half of the community would be banned.

  • @thatcarbonfox said:

    https://forum.deadbydaylight.com/en/discussion/comment/948641#Comment_948641

    Oh you ment farm with survivors, but that's frowned upon and reportable, says the devs who think camping and tunneling is rnt toxic

    Farming isn't bannable. Only if there are survivors that don't want to farm and you kill him because of that, but 99% of the times they see their teammates farming and they farm too.

    I've done it to complete some tome 4 missions, including the one that you are struggling with. If a survivor doesn't want to farm in your game, let him complete the generators as he wants and farm with the other 3.

    Only farm if the majority agrees with it and start farming too.

  • I like these changes with the exception of some:

    Base kit changes:

    You propose to reduce the fatigue from 4 to 3.4, i propose to reduce from 4 to 3.

    Being able to see blood pools is fine, but i dont think that being able to see scratch marks is a healthy change. Removes one of the biggest parts of counterplay to feral fenzy.

    I would add that the power can be used at half gauge.

    Ads ons:

    The ones that reduce fatogue should be changed from 3 to 2.7 and 2.5 seconds, respectively, according to their rarities.

    I dont like stab wounds study, it should be base kit and not a very rare add on.

    But i like the changes overall and they seem creative.

    For stab wounds study, i propose that survivors hit by feral frenzy become oblivious until finished mending. Feral frenzys speed is increased to 5.28.

    For cold dirt, its a QoL change - change it to undetectable and reduce the duration after frenzy from 15 to 8 seconds.

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