OMagic_ManO
OMagic_ManO
About
- Username
- OMagic_ManO
- Joined
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Comments
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I would rate 10 if basement trapper but alas, Survivors know that basement means death, so I stick the trap in the doorway so it's 50% visible.
He's perk reliant so he's a eh Killer.
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@immortalls96 said:
What he needs is a power for chasing..instead of being forced to dine on pallets constantly
What would you think? maybe he would have a slow vault on a pallet like a window in his base ability? Holy you know what? That sounds cool, slow vaulting a pallet like a regular Killer would vault a window, only for Legion.
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@MakeUsWhole said:
I really wish they would make it so Legion could hit the same person without power dropping. I like the idea of being able to do a thrilling chase with multiple hits on a survivor to down them with frenzy. Maybe like 4 hits on same survivor during frenzy could down them? Not sure what would be fair for it. Just sounds more fun to me that way. I mean 2 of the purple add one are kinda useless now and would fit that kind of play style.
That used to be the problem with old Legion pre rework, it was too much stabbing, it got annoying for a Legion to pursue you and always got for DW downs.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1336379#Comment_1336379
if its a 3 man slaughter fest why should the last survivor get a chance to get out for free? Hatch should spawn closed and start EGC as soon as the second to last survivor dies. That way keys have a purpose that is not game shattering, if not they can still leave via gates, and the game cannot be held hostage.
As for moris, as much as I enjoy the animations, they could probably use a rework of some kind, probably just letting you kill everyone on death hook rather than second hook and changing the yellow tier mori to something not so hit or miss.
200% agree, if you do have them on their last hook state, that means you are mori'ing them, you lose out on some hook emblem and BP for hooking, PGTW wouldn't trigger and you are near hooks all the time anyways, that would be much healthier, I look forward to Mori animations.
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I used to never play Ruin, now it's genuinely worth playing 115% m1 killers like Michael Myers in red ranks, allows me viability, I don't have to spend my time losing out on a chase to kick a gen, I used to never use Ruin, now I love the perk, now I don't have to depend on Hillbilly or Spirit to have a chance early game.
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It's a scummy thing to do but to be fair, either your teammates are good at the game and will suicide on hook or just go potato mode and die anyways, you can counter Spirit but it doesn't do much if your team can't capitalize off it.
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@[Deleted User] said:
I agree with the basic attack penalty, although I see it more as an awkward mechanic than a real penalty for Feral Frenzy. I also agree that the power should begin to refill during the fatigue state. Personally, I think that 10 seconds in Feral Frenzy is ample time to pin point Survivors and chain hits. You cover 52 meters while using your ability, and a longer duration by default would probably mean the power would need some sort of additional downside.
Oh right I don't disagree, but he suffers the most from a penalty due to a exhaustion perk, those kill his Frenzy and even with such stats, you can still out run Legion or even just duck behind a pallet and vault back over as soon as he vaults, base wise, you're cutting it if they have exhaustion perks or even a long extended loop.
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I began a Michael Myers main after a year or two, here I am now, nothing changed.
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@Onyx_Blue said:
@ShrekIsHot man, how are you not getting this? What OniWantsYourMacceroni said is exactly the same as what I said.
I'll keep this simple, they get to the point and you don't, I get it, you just seem worked up.
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Hope that issue could be addressed this Anniversary update but it might be a deep rooted issue because it's been here for a while, I'm sure it's been made aware of.
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Quite excited to see myself what we have to come but unfortunately, you just have to be patient.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1336379#Comment_1336379
Hatch should only spawn if all gens are done or only one survivor is left
Right, you should not be able to just find hatch because of two gens left.
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Getting up closer to red ranks is a sweat fest, if you are devoted to Trapper, Corrupt Intervention and Ruin are essential at those ranks, red ranks is a complete 'if I don't find Survivors 30 seconds in the game, I lose 3 gens'.
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@Onyx_Blue said:
@ShrekIsHot all gens need to be done in my redesign of the Hatch. You cannot complain against that as killer, plus, at end game, if you aren't chasing anyone and they all get hatch, what the actual hell were you playing at? Closing it still exists. So, no, just having the key isn't a given win to the survivors. So what are you on about?
So you're saying hatch should not spawn for last Survivor until all the gens are done? So if it's a complete 3 man slaughter fest, 4 gens left, the last Survivor has to do 4 gens on his own?
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@BattleCast said:
Never really saw the m1 penalty as an issue. Just go for a frenzy stab first and if there are more people around then go and hit them too. If there isn't anyone around, then cancel frenzy and continue the chase.
Increased FF duration and his recharge starting at the beginning of fatigue instead of after are changes that I would like to see happen.
Right, I feel like there's already a lot of ways to cancel Legion's ability and drain his Feral Frenzy, I had times personally where I wanted to use the power but my full bar was in recharge mode, and of course it's not viable to Feral Frenzy chase them and cut off loop, most times it's just worth m1'ing.
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You might not have to worry as much, I don't think he'll do anything serious or harmful, that day might have been a bully day for him, green and purple rank killers get matched with ONLY red rank Survivors, thank you for the kind gestures.
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@Onyx_Blue said:
Ok, so listen to this, Keys are not overpowered or broken, the Hatch mechanic is the issue. If the Hatch didn't spawn in until these two alternate criteria are met: all gens are done and if 1 survivor was left alive, that would make keys completely fine.
Mori's on the other hand, Ebony and Ivory are completely abusable in their current state. Now, you could change them to make it so it only works on death hook or when everyone has been hooked once, but the latter still feels undeserved 4/12 hooks and now everyone dies...nah. Maybe removing them and only having Cypress is the way to go.
Yes, a key that guarantees a win just by holding it in your hand makes sense, a key where you can keep the hatch open for your buddies, it's no different than a mori, it can end the game very quickly and make a fair game spiral downhill quick.
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Dead Rabbit and any other add on.
M&A, Ruin, Surveillance and Sloppy Butcher.
You can stall with Sloppy and keep gen patrol by having a extremely low TR so your chances of landing a shot are extreme when it comes to trying to lay out map pressure by sneaking up on them.
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Been lacking on the work, I'm near tier 20, got to pick it up.
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I took a long few months break from these forums for such exact reason, I have put up with this for months, "Freddy needs a rework", he finally gets it and then people want old Freddy, Doctor gets a rework from his cringe 3 gen strat and how dirty he could be, he upped his viability and added a fear factor, made him opposing, people didn't like the change cause they could no longer bully the Doctor, Spirit got changes to her collision after a long request for changes, people got angry that she 'could no longer gen grab', this isn't like "Oh hi BHVR here, we made balance changes and made Killer worse", that's NOT AT ALL what that is, they make a fair adjustment and people on the forums complain instead of critique, it is how it is and people are gonna whine as they do every chapter.
You start taking the stuff as a joke when a Survivor DC's and says that the Doctor is the easiest character in the game.
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@ThisGuuy83 said:
Whoopi cushions! He places them on the ground (kinda like freddys snares) and if you step on one, it farts and hits you with the same gas from the bottle and slows you down. Give him maybe 5. Can pick them back up, and recycles back to inventory when used. Thoughts?
While we're at it, when you hook a Survivor, you can draw face paint on them, it gives them the Blindness status effect until they are next on hook, which you have to repaint the clown makeup.
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@Ghoste said:
Someone posted a comparison video of chase time pre-buff and post-buff. Clown saves about 5 seconds to catch up to the Survivor, so I feel like people are underestimating this change a bit.
But he is still Clown at the end of the day and pallets still counter his power.
5 seconds is a HUGE gap cause time is everything in this game, even 2 seconds or 1, you take what you can get.
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@Aldofer said:
i already did a thread about it, the response was it's good but he's not above b tier at best since he can get easely genrush and throwing pallet early and wait for the kick/run still work on him
EDIT: i personally think he is just after trapper but i need to show a tier list since for me wraith is not C tier but low B. i think clown is mid/high c tier before or after pig
Pig definitely takes higher tier priority in my mind but even if you did cover it, I can too but I am glad you did.
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@Decarcassor said:
Its just a QoL change that should have happened long ago, not a proper buff. He is still going to be a basic M1 killer with no innate map pressure.
I wish he had more than just bottles, there's not much point to the use of bottles if your only pressure is hoping for a decent 3 gen, the only pressure I know you can remotely get is slugging and finding chases early game with Ruin.
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@blue4zion said:
This slowdown negated bad bottle throws on survivors, like if they didn't run through the whole cloud staying slow for longer, but this alone isint enough.
I still like the suggestion of reloading one bottle to be able to quickly make one for a chase, as apposed to being forced to wait 5 seconds (at base) to reload and use bottles. That gives survivors plenty of time to make distance which is a great thing; don't stand and wait at pallets, kids.
Would this work like you would in Warzone? Where you hold down the armor and it does it's animation to be put on you and you would hold the button after the animation to put the rest of the armor on faster than normal since you did the animation?
Get what I mean?
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@Dabihwow said:
So hes no longer slowed down while throwing the bottles is what your saying?
Precisely, you do not walk slower than you normally would from throwing a bottle.
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@Dead_by_Gadfly said:
Yeah its a nice step forward but idk if its enough for map pressure. Though it might be, we'll see.
You should have an easier time chaining your bottles at Survivors working at gens together since his update so Discordance or Surveillance should add some map pressure to his power, excited to see what will work of it, his add ons also got a indirect buff since the patch.
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Always loved Michael, and I play him up these days and he's still as good as I remembered, nostalgia trip whenever I play him like I did a year ago.
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@Angelicus23 said:
Free auric cells is my only hype.
I’m pretty sure they give those out as a login reward.
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Uh oh! You don’t have your infinite window loops, L and T wall set ups next to god pallets and the maps have been adjusted so you can’t do your broken loops where Killers can only hit you at Bloodlust 3?! Oh you poor thing.... I hope you recover from your trauma...
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@GoshJosh said:
Wait.. so using clutch perks and items, in an attempt to do our part - survive - is now inherently toxic?
Fair, so me using a clutch offering like an Ebony to kill all 4 of you, after first hook is not bad either, understood.
I’m just doing my objective? To kill all four Survivors.
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You are punished but not by a ban, let the Killer camp, and have your team finish all 5 gens by the time you are sacrificed.
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@[Deleted User] said:
If that's true, then that is irrevocably dumb that the system works that way.
Almost as bad and stupid as Youtube's copyright system.
Lets say I wanted my buddies and I to get you banned for no reason, we’ll make one up, we’ll have you banned, that’s how the system works.
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@DocFabron said:
https://forum.deadbydaylight.com/en/discussion/138948/i-hope-you-all-are-safe
#########. How the hell can they possibly report you so much you get banned? Did you curse them all out?
No, it’s witch hunting and the moderators don’t do anything about it, they don’t look into the case and merely just follow through, there is no point in an appeal as trying to do that on PS in next to impossible, my friend was perma banned for adding 50 people to a group chat and saying only “hi”, you can get people banned quite easily over things you should not be banned over.
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I love PGTW as a perk, it legitimately saves me when it comes to stopping generators, that’s 25% of a generator gone and then it’s normal regression rate goes by, but I do prefer Ruin, I like that more by a LARGE margin.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1142501#Comment_1142501
Working with the killer is a reportable offense and rarely does that ever happen because of said rule. Based on that I don't see any reason to balance a killer around someone breaking the games rules.
I would take stalk regenerating over nothing but I do think the other option would still be fine.
I’ve been reported for letting a survivor get hatch as Michael as this salty tbagger was hiding and stalling the game for hatch, since she wanted to waste my time, I wasted hers and waited, I killed her after finding her and she messaged me saying she just needed evidence I was working with a survivor, when all I did was let him go, those bans always need video evidence cause I wasn’t just gonna let her go so she could talk smack.
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The Plague, ruins most builds and is just quite literally a dirty character gameplay wise, stay injured all game or screw your team over, get your team sick and basically give them their power or make your teammates injured, plus if they ran my build (Thanatophobia, Dying Light, Thrilling Tremors/Surveillance and Ruin), the game would never get done.
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This sounds attention bearing and biased... Hm.
Wonder what that could make.
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I would swap Ghostface and Pig in tiers but otherwise, I agree, even as a Myers main.
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Oh boy, ask for a cosmetic, you get it in the beat way they could because there are 3 different sets, a head, body and legs, a suit cannot stretch into 3 different pieces as it is a one piece, take a thought into being a developer, not a consumer for a second.
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Why does Billy live through his disease? What happened? Who knows yet.
His cooldown currently is fine.
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you can never go wrong with the big man himself, soft heart, hard muscles.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1080721#Comment_1080721
It goes down if you let go? or it keeps progress?
If you let go at all, you have to restart.
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@Cornpopers_Evan said:
https://forum.deadbydaylight.com/en/discussion/comment/1080456#Comment_1080456
Because of how little you've been playing with us, I'm going to specifically bring my Demodoggo to your swamp AND Haddonfield after chilli night. >:)
Send me a invite later today around 4-5, I’ll be there. ;)
I better not be picking up doggie poop.
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Michael Myers is fun, you can make any play style you can with him, his power is rewarding but strategic cause it's slow, he's scary and I love his character.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1080562#Comment_1080562
Nah, not for me, but just to please the community, maybe make keys work after 10 seconds on top of hatch and Ebonys to work after you hooked all survivors at least once?
I don't know, maps and some killers need a rework
I do agree, with keys, you should have a 10 second mending, it fills like a bar.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1080562#Comment_1080562
The only perks I have a problem with is DS and BT.
DS should deactivate if the survivor fully healed, healed a teammate, searched a chest, interacted with a gen, or unhooks someone.
BT should be based on how long the killer has stood next to a hook. It shouldn’t work if I just hooked someone and they unhook right in front of me 2-3 seconds right after I hooked someone. Happens all the time when I manage to take someone into the basement. I can hear them following me ready to pull off the hook the second I turn around.
There should be a stall implemented to the mechanics of it. Like in order for it to activate the hooked person should have been hanging for 20 seconds or something. It would help with the bastards that use the “hook tech” that they love so much.
I agree, DS deactivates as soon as you start an interaction that's not a locker.
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PS4:
A minute at best for ques as Killer (pretty much almost any rank).
5-8 minute que for Survivor (purple ranks).
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If they don't make money, if we as consumers don't pay, then it's kinda hard to manage a game with no source of income, where you have to pay the workers and for the resources.
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NOED isn't an issue, okay, is there any perks that are an issue?