NullSp3c
NullSp3c
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@Milo said:
I feel like this wouldn't change much.
It just looks like +5 second to the mend timer. It doesn't become threating because you can just hold the button whenever out of chase. It's still just a time waster.
It is supposed to be a time waster. This makes it so that the survivor has mending as a priority. Now, legion hits you and then goes to another survivor and you keep doing a generator. With this change, the timer actually ticks down and you need to mend as quickly as possible.
Maybe you will get some downs from this. Who knows?
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@PGJSF said:
https://forum.deadbydaylight.com/en/discussion/comment/774101#Comment_774101
Yes I get it the exploit is impossible because you keep pressing a button so you are technically mending even if you are not getting any progress. What I am asking is how is this going to improve the game? Right now the DW bar doesn’t go down in TR, so what’s the change?
It improves the game that deep wounds is threatening, you can't exploit it within the terror radius. I think of this as more of a QoL change than a gameplay change.
Either way, with some changes to legion's power, this makes possible for the power to reduce the deep wound timer.
I've explained the objective of these changes in the start of the post.
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The thing is that feral frenzy NEEDS to be lethal, but needs to also have the current counterplay.
You can buff feral frenzy to oblivion, but in the end, legion becomes a m1 loopable killer if his power isnt lethal. That doesnt make him any good or fun to play.
My way to fix legion is to make him a 4.4 m/s 24 meter terror radius, power dependant killer. The power has some status/effects and, when applying deep wounds, gains some bonus that remains until the power ends to make it more easy to spread hits. Pretty much like how old iridescent button worked.
Ex: Feral frenzy has a duration of 6 seconds base and 5.28 m/s. When applying deep wounds to a survivor, refills the power gauge and is increased to 12 seconds and 5.4 m/s. The numbers are just examples, not to be taken like they are represented here.
EDIT: This basically separates chase from chaining hits, making it easier to balance legion.
Either way deep wounds should be changed too.
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@PGJSF said:
Your “out of chase” suggestion is what old OP exploiting Legion worked. He would just chase you while looking at the ground and waited for you to go down.
What you suggest by “pressing the button like recovery” could be fine but that would mean even more wasted time for Legion. I mean someone could never mend and prolong the chase just like now, I don’t see how this would be better... what am I missing?
Youre missing the fact that the deep wound bar doesnt go down while mending. Which is infinite, making the exploit impossible.
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@PolarBear said:
On the survivor side, Deja Vu sounds really strong. Lightweight reducing footstep sounds could be tuned down (maybe 50% at max).
With Slippery Meat, I wouldn't want this perk to fall into the same category as Calm Spirit where it completely counters a killer. Trappers already have a hard time. The self unhook aspect could also become annoying for the killer. The chance becomes pretty good if taken with Ante Up.
I think Slippery Meat should just do something else than affect self unhook chance or bear traps.
About slippery meat. When you unhook yourself the perk deactivates completely, meaning that the bear traps and reverse bear traps effect is also removed.
Also, if you bring up the ante that is 2 perk slots for a single effect: unhooking yourself. It only can happen once at max in a game.
Compare it to deliverance. If you want to be certain to unhook yourself, then you need to safely unhook someone and then get broken for 60 seconds. With slippery meat you have a chance, it's a coin flip perk which can be fun to use.
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@ad19970 said:
I think there are some nice ideas here. Some might be a bit too much, but still.
The one perk rework I disagree with is Deja Vu. Having pallets repair themselves is too strong in my opinion, especially at the current state of the game with many maps having so many safe pallets. If every survivor is running that perk, that's like up to 8 pallets that repair themselves.
I also wouldn't want a perk like Monstrous Shrine, which makes the already really strong basement even stronger. It needs a rework in my opinion. And survivors footsteps are already really hard to hear so I don't know how I personally feel about the buff to Lightweight.
The other ideas are all fine though as far as I can tell in my opinion. Especially the idea for Premonition.
Repaired pallets are chosen at random and you need to drop 3 pallets to make 1 regenerate. If all people use deja vu, then it will be a pallet eater party for enduring/spirit fury killers and a pallet dropping party for survivors which means that there will be a few pallets on the map to use. I would just propose that it only triggers once per match and reduce the numbers from 5/4/3 to 4/3/2.
How would you change monstrous shrine?
I think that footsteps are really easy to hear, especially when you are on a different layer from the survivor running. Also they still make 25% noise at rank 3 which can be heard from a little bit far away.
Thanks for the feedback!
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/756849#Comment_756849
Right, yes, I was aware of that. Technically, the Tome is on the PTB, that's what the area where you get challenges and such is called. Only thing that isn't accessible at the moment is lore fragments. But they've come up with so many new names for things all at once that I don't blame you for getting them mixed up, lol!
Yeah, that's what I meant.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/756815#Comment_756815
What's on the PTB? The archives? I was aware of that, that's what I'm basing my information off. But I too hope they make some changes when it comes to release on live servers, and honestly I'd be very surprised if they didn't. Otherwise, what's the point of testing it on the PTB and gathering everyone's feedback?
Archives and rifts are on the PTB. Tomes are also there, but you can't access them.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/756770#Comment_756770
That is true, but it's still more than what the devs estimated it would take, and I think that's what's bothering people. But I think if just a few key changes were made to the archives, it would meet that 70-80 hour completion mark, and no one would feel like it was unfair or unattainable the way a lot of people seem to be feeling now.
It's on the ptb, even the expiration date is simply for reference. They might change it when it comes to live servers I HOPE.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/756699#Comment_756699
I thought that too, but as it turns out, even if you complete every single challenge, you only get about half the Rift Fragments you need. So the rest have to be earned just through grinding XP in normal games, which will apparently take over 100 hours alone.
Yeah, but it isn't as much as calculated because, while you are completing the challenges, you are also gaining xp by playng. Either way it is too much imo.
Thx for the info.
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Isn't it supposed for the archives' challenges fill the rift? If you complete them all you get to level 70, Ideally.
I thought it was the general idea from the beginning.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/754011#Comment_754011
STBFL! It's so good on Legion!
You want sneaky? STBFL+ Blood Warden (BAMBOOZLE REQUIEM!)+ Remember Me (I mean, you will hit the obsession, might as well get time.)+ Whatever.
I've gotten so many people that Tbag after opening the gates... only to realize that... they can't leave... and there's Legion coming barreling down on them with 8 stacks of STBFL...
My personal fav is Thrilling+ Surge+ Corrupt+ and STBFL though!
I know all those builds on legion, I main them. Either way, STFBL is a horrible perk in terms of fun IMO. I hate the fact that I can't hit/hook someone to get a benefit and that's why I don't use dying light too.
There are many +/- fun builds for legion (in reality this killer has no fun potential in it's current state).
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/753995#Comment_753995
I'd rather do that to the poor fools that think its a good idea to try and sneak up and unhook with me there!
I just hate when its endgame and 2 or 3 people come to the hook trying to unhook the survivor and legion's power can do absolutely nothing about it.
I just spammed hits to get the old vibe of a spamming killer, i dont bm. I dont think it is fun to annoy other people 1st.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/751522#Comment_751522
So? Either way you are an ######### for doing it.
The hook thing is actually a good change, dont get me wrong. It makes unrelenting meta now. Jk it will never in its current state.
I will just miss spamming hits with legion while in frenzy.
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/751522#Comment_751522
Let's just remove flashlights and the ability to crouch 4head
That's exactly what I said...
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@UlvenDagoth said:
Why would you want to smack them on hook? That's just BM man.
Teabagging and spamming the flashlightis also bm and bhvr did nothing about it.
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@Peanits will there be any skin available to buy with iridescent shards? Lately every skin is auric cells only. Will that happen with the skins from the rift? And with the event ones?
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/743918#Comment_743918
I got a ton of use outta Surge and Trilling Tremors myself!
Anyway, I have alot of fun with Legion's power. The running survivors down and slashing them, taking off after another after that... That's what I am trying to keep alive in any "Rework" that happens!
Other than the numbers shifting like you said earlier, what would you suggest that would keep that feeling?
Look at the feedback and suggestions subform and see my apost about legion's concept.
This is how i hope the devs fix legion. I ve got everything explained there.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/742547#Comment_742547
It does make me sad that Legion hate has just become a meme. I gettold alot of terrible things just cause I play Legion. I am hoping with some changes they can be more fun for both sides, even if i love the rushdown play style I was trying to keep with my changes.
I hate Ruin personally cause it never feels like it does anything. I get more outta TT or Surge, I feel. At least those perks can't be removed.
Yeah, im sad because of that too. But now the hate is being pushed to spiri( my 2nd main) because i just dont play legion that much now, im tired of how his power is lackluster and no fun to use.
An example of an interactive perk with similar power to ruin is pop goes the weasel. You need to down the survivor, go and hook him and then you can choose the generator to break. This perks is also more consistent than ruin.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/740895#Comment_740895
Thank you for the feedback! Honestly, you have good points but remember! People will say Legion isnt fun to play against no matter what. Also, that point about Ruin made no sense to me. Ruin is almost needed at high ranks, but people are saying it's unfun? I don't use it merely cause it always goes down instantly.
My point when i mentioned ruin was that it wasnt interactive for the killer. I know it is needed, but not fun to use. The only difference is that games last longer because gen times are short.
I dont like to use ruin because it doesnt contribute for my fun, just contributes if you consider increasing the game by a little a fun thing. Which i partially agree.
Either way people will complain about legion. They have the fame, no getting rid of it now :/
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@AngryFlower said:
https://forum.deadbydaylight.com/en/discussion/comment/741285#Comment_741285
You still can`t be downed no matter what while killer is in frenzy.
There a killers who are have "free hit" by default, legion shouldn`t be exception.
I still think that legion needs something to get the second hit. I know he can be sneaky while people are mending, but you can know where he is because you know the terror radius ended.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/741246#Comment_741246
I could agree if the player base was much larger than it currently is.
We got a lot of people with stranger things, and that just means that this is a long-term solution, which is what it should be.
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@AngryFlower said:
https://forum.deadbydaylight.com/en/discussion/comment/741254#Comment_741254
4.4 while mask off,
old, but infinite feral frenzy while mask on.
Idk if the infinite feral frenzy should be a thing. Because you won't run away from something that you know you can't run away from.
The 4.4 m/s is fine.
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@AngryFlower said:
https://forum.deadbydaylight.com/en/discussion/comment/741238#Comment_741238
I said it's just a general concept of what his power could`ve been, not exact numbers..
I know, I know. That's why I asked for you to explain more the general concept like.
Is Feral Frenzy infinite with the mask on?
Would Mask Off stance have a m/s penalty, making legion a 4.4 m/s?
Things like these, I don't need the numbers.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/741231#Comment_741231
Same could be said for now but look at queue times.
Don't forget that with increasing the rank wide, increases the number of people distributed by every rank. There will be less people at the low rank( if you saw my idea - ranks 50-41) and then there will be a lot more people on the ranks bellow.
Now you have a lot of people at purple/green/red ranks and as it is now, purple and green ranks are very close to each other and everyone is mixed up.
With a lot more ranks, people at red ranks will be MUCH MORE far away from people at green ranks, for example.
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@AngryFlower said:
https://forum.deadbydaylight.com/en/discussion/comment/740985#Comment_740985
Mask off - 0 Tr, no red stain, can hit survivors with short lunge attack.
Mask on - full Tr, has red stain and basically has all benefits of Feral Frenzy but it is infinite. Each his attack with mask on inflicts deep wound.
Just a concept.
I actually really like that, but you need to change deep wounds to not go down within a 24 fixed distance.
Either way, explain better your idea. It is really good imo.
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@Mr_K said:
Extending the ranks will extend the queue times. Having players more spread out will only thin the rank you are trying to play in. Besides, just playing the game normally will get you to top ranks given you play enough.
It will not extend the queue times if you match people by the rank color or dozen. There will be a lot of people on the same color or dozen. Idk which is better to make the matchmaking.
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/740971#Comment_740971
This is a great idea, I think it would help a lot :)
Even if this doesn't solve it completely, at least gives a much bigger distance between when you play with tryharders or not.
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They should just increase the number of ranks to 50, so people who really tryhard can get to rank 1 and people who are good at the game, but just play for fun don't reach rank 15 or below. It's really painful how it is now.
This would also solve the problem of the people who purposely depip to destroy newcomers.
You start at rank 50 with 2 pips per rank. When you reach rank 40 you are UNABLE to come back, even with rank reset. People who ended at rank 40 would still be on rank 40. People who ended at rank above rank 15 would go to between 30- 40 depending on the the rank they were before.
I'll make a general idea of how I would put ranks:
- 50-41: 2 pips per rank, you can't get back to these ranks the moment you reach the next ranks.
- 40- 31:3 pips per rank.
- 30-16:4 pips per rank.
- 15- 4 :5 pips per rank.
- 3-1: 2 pips per rank, but each depip would result in resetting back to rank 3 with no pips.
This way, people who wanted to have fun, could have their fun without bothering with tryharders and toxic swf. People who want to be the best at the game, could get a challenge and try to reach rank 1.
No, it wouldn't make the game more competitive making a more complex ranking system, because it would make the player's skill/fun factor more precise and, having no rewards for ranking up, you wouldn't need to rush to rank 1 and make the game even more frustrating than it is.
The emblems should be reviewed to go on par with these changes. People at rank 50-41 would need, FOR EXAMPLE, only 2 silvers and 2 golds to double pip. This would be really good, and the matchmaking would have a better time finding people to matchmake. They should be on the same color.
EDIT: SWF should be matched with the highest rank of the 4. It brings no problem if someone at rank 15 or bellow plays with a rank 50 person because, if you are a competitive person, you shouldn't play with a friend of yours that doesn't know how to play knowing what's coming for them. And because you want the rank, not the fun. If you're above 15 you should be playing with people that like to have fun too, so it shouldn't be a problem too.
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The 1st idea is good, the 2nd would be overpowered. There is a reason that 4.6 m/s killers have a big terror radius.
Legion should be in a frenzy and rushdown a survivor, not sneak up on them. That's what his power was made for. He rushes down one or multiple survivors in quick succession. But, he must have a counterplay to that.
Also, this won't fix him because the main problem isn't that survivors know where he is all the time, but yes the lack of pressure that his power gives. I know that removing his terror radius would put pressure, but the key facts and the fun part remain untouched (and very bad).
More movement speed would be appreciated, no slugged vaults would be appreciated too, not ending the power on a miss would be really cool too.
What you're saying is good for Legion from a competitive perspective, yeah. But it's not enough and imo it brings more problems than it solves because survivors will say that he is unfun to play against.
This is exactly the same as hex:ruin. It just affects the survivors directly, you won't interact with it. That's why it is a very bad perk from a fun perspective and it just ruins the survivor's game and maybe yours because you can't combo it with anything that you can interact with.
Example of an interaction build: Vault speed Legion.
Example of a non-interactive build: Impossible skillchecks legion.
It only affects the survivors directly, Idk if you're understanding my point.
I'm not saying it's bad, I'm just saying that it doesn't change anything from Legion's perspective. Because the base stats of the power don't let you go that far on a short time.
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BUT ONLY if they rework insidious too.
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@UlvenDagoth said:
Can I just add that i'd love for the Doctor's Illusions to lunge at a Survivor or something. Like scare them so that it makes them panic more "OH ######### IS THAT HIM OR THE ILLUSION?!"
@Dr_Loomis said:
I would like to see an expansion of the Doctor's power.
Maybe have the survivors hallucinate and see fake survivors on gens, injured etc. Maybe fake chests and gens too.
These 2 ideas combined would make the survivor feel like his character is in real madness, as it's supposed to.
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Legion
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I would give it 50%/75%/100% groans of pain reduction, like iron will.
Iron will doesn't let you recover whenever you want and doesn't make the pools of blood disappear, I know. BUT it also doesn't make you a 1hit down.
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@arslaN said:
Unfortunately, that play other killers advice is the only good option until devs actually care enough to buff the weak killers.
If you keep using legion you are going to have a hard time. That's just how it is right now
I completely agree with you. But there's been 6 months that legion's update happened. No changes at all and he is clearly weak, almost everyone can agree with that.
With the exception of those players that don't understand the game by a single bit nad think he is "a gen defender" killer. He is supposed to rush down survivors, not to play dungeon defender.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/735335#Comment_735335
i thought i already mentioned above what happens if you miss an attack as wraith though?
a massive slow down and slowly turning visible would be the consequences, so you would basically be allowed to escape for free. btw, during this time you would also not be able to interact with anything, as its already the case when you get pallet stunned with enduring while invisible.
now, like i mentioned before, the idea is inspired by Identity V's Ripper, who, as i also mentionen above, is heavily inspired by wraith.
my main question is: why does he have that ability, though our bing bong boy doesnt?
and not only does he just have the invisible attack, no, Ripper can turn invisible passively, so only outlines of him are visible (similar to wraith, just that he doesnt need to ring a bell); he gets the speedboost wraith gets while invisible; he can lunge attack out of the invisibility without any penality (other than the usual hit or miss animation ofc); he can even launch a ranged attack that is able to travel through walls AND he can very easily track survivors who have been hit by said ranged attack or who entered the ground it traveled over within a certain time periode, as they will leave a huge track of fog behind them on the ground.
all of that is in his basekit! the only downside is, that he (like any other killer from that game) needs to charge the power by hitting players (which really doesnt take long. the ranged attack is always available, the ability to turn invisible is divided in 2 levels, lvl 1 is achieved after hitting a survivor twice btw, and only really changes how fast he passively turns invisivble).
now i ask you:
why does the wraith imitation have all this, though the original does not?
how comes the Ripper is actually a really solid killer, though the wraith is not?
and its not like my invisible attack suggestion would add any of that strong stuff, its just a nieche thing to add for him, honestly. you wouldnt really be able to use it during chases and it wouldnt provide you with any extras - heck we can count this as a special attack like chainsaws or hatchets, so perks like STBFL or sloppy dont affect it.
just a little something to be able to gain an early first hit, if you catch them by surprise.
PS: here a video of the Ripper gameplay:
It's a matter of testing to see if it's healthy or not to the game. ButI don't think so. That missing hit is really hard to accomplish.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/735278#Comment_735278
and how so?
you have no lunge, you get a massive slow down (even after a miss), you cant grab, you can be spotted while sneaking up to them, its not an insta down, etc.
heck, spirits main power is that in better!
I dont know if that is the right change. Spirit can't see the survivors, has an alert and when she uses her power she can't see them and has to channel (what makes a big difference).
Even tho Wraith can't lunge and can be seen, it has not that much of a counterplay. Missing a hit usually screws up legion because they have no tracking besides a very limited vision and earing + the extra speed that makes it worse to control the hit.
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@Mister_xD said:
i would stilll love to see an invisible attack though...
like, why not have it working like when carrying a survivor? and after the attack, no matter if it hit or missed, he gets the slowdown he'd get with a carry attack and slowly gets visible.
good for ambushes, though nothing OP.
What do you mean by invisible attack? Explain in more detail so i can understand better please
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Trapper should start with all traps in his hand and can carry an uncapped amount (the total amount is the amount of traps that were supposed to previously spawn on the floor. so there is no need for a cap).
The add-ons that increase traps and the maximum traps carried only increased traps because the max is uncapped.
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Because the game style that it pushes is a camping game style, is very niche and is not even worth for that.
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Optimization. We need more options in the settings to make them customized.
I would really love a 7.1 specially sound definitions (like in other games). More FPS cap, etc etc.
All those little options make the difference.
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My suggestion would be to use everything, but mainly no add-ons.
There are some exceptions like the plaid flannel for nurse that reveals the range of the blink. If it is the case that you want to play her, wait until the add-on rework to level up her.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/735013#Comment_735013
The emblem system came out in March of 2019: https://forum.deadbydaylight.com/en/discussion/52295/
If you started in January 2019, you started playing around the final days of the victory cube.
Oops, my bad then. Sorry.
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@Groxiverde said:
https://forum.deadbydaylight.com/en/discussion/comment/734995#Comment_734995
Yep, that's exactly what he is saying. Before you could just camp 4 guys and get a merciless victoy, now you must be lucky or try really hard to get one.
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/734995#Comment_734995
Right, that's exactly it.
The condition has always been and still is "get a merciless victory".
A merciless victory always meant a double pip. You used to double pip by killing all four, but that changed with the emblem system. That's the bit that's different.
Likewise, the survivors have always had to escape to get theirs. There's no varying degrees of escaping. Either you escape or you don't. There's no such thing as a merciless escape.
The thing is:
I got my adept freddy achievement when 1 survivor disconnected and killed everyone on 1st hook. The game took 2 minutes ( so no double pipping).
And I never played with the old system, only the emblem one. I bought dbd in the middle of january of 2019.
Sorry if I'm wrong about the implementation date of the emblem system, but I think that it wasn't implemented at least this year.
This is what brought me up to confusion.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/734972#Comment_734972
Because their adept achievement are (and always have been) based on escaping. Again, the conditions for unlocking the adept achievements have not changed. It has always been based on escaping and merciless victories. The only thing that has changed is the definition of what makes a merciless victory.
So, basically a merciless victory before was a 4k and now is a double pip? I'm confused. Is that what you're saying?
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@QuentinxJake said:
So I am making this post here because I don't know where to post it. So I wanted to ask because I am a Quentin main I have liked this design of Quentin. even tho people hate how he looks I was wondering if we would get this design of Quentin as a cosmetic after all some people like me would still wanna play as this Quentin not sure if this is gonna happen but just wanted to ask you people.
And people who hates this design of him then I will just hope that you respect my reason for still wanting this Quentin <3
Edit: don't know how to move my post so just made a new one xD
Now you can edit it properly.
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@PigNRun said:
Honestly, I found the missed hit change really stupid. If you miss a hit from BS reasons (especially with dedicated servers around the corner) it becomes extremely frustrating, way more than missing with a hatchet, a blink or post-phase hit. It also removes the whole "frenzy" aspect of Feral Frenzy.
And is spamming lunge to go faster bad anyway? Honestly, if you have the patience for that, then you should get rewarded. Even if it was possible anymore, it seems as a waste. They could have simply removed the ability lunge or decrease the lunge itself (like T1 Myers) while in FF and it would have "fixed" this "problem".
Actually your idea is really good, the one that reduces the lunge range like t1 myers.
I completely agree with the missing a hit change being really stupid.
I'll change that part of the post.
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@WickedMilk03 said:
https://forum.deadbydaylight.com/en/discussion/comment/734655#Comment_734655
Well I think he just cant be balanced like that. If he can down with frenzy then hes back to normal, a #########. I am just on my hands and knees they pull a freddy on him.
It seems to me that you have a biased opinion about Legion. I'm saying that he could down with more counterplay than he had( even tho it was low, he had counterplay).
According to what you're saying no killer can have a lethal power, because all of them have counterplay and what I propose is a killer whom's power can down survivors, HAS counterplay (which is decided by devs how it is done) and can spread hits quickly.
Simple as that.
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@WickedMilk03 said:
https://forum.deadbydaylight.com/en/discussion/comment/734387#Comment_734387
he isnt annoying now. It seems like you want him to be annoying, or atleast by your changes it feels that way.
@PolarBear said:
You can't have a lethal power and keep fast window and pallet vaulting. It's one or the other.
Don't you guys read my post? I didn't talk about fast vaults and that they should stay the way they are.
This is more of an general idea, the base to where the devs can make them balanced and fun, keeping their identity.
I said quote by quote "...with the corresponding counterplay". That means no fast vault and no pallet vault UNLESS devs have another way of counterplay that doesn't make pallet and window vaulting op.
I'm repeating myself. Read the post, guys!