Objectively_speaking
Objectively_speaking
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That's not the reason queues are bad, there's just a lack of killer's specifically red rank killers, and supposedly also a lack of rank 20-14 rank killers, making it averages again could lead to a lack of green killers. A good fix is to find out what's wrong in red ranks (and purple) and fix it.
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Neither is toxic
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I think they should have it be where dcs give 625-1,000 points in the sacrifice category to killers, and 1,000 points in survivors category.
No one except the person who leaves should be punished, not the killer and not the other team members who kept their stuff together. At least in my opinion.
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Yelled at for Using Shadowborn and Monitor and Abuse (on Legion).
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@[Deleted User] said:
I'm not complaining about the nerfs or changes or whatever, I haven't played him enough before to comment on that, all I know is that I have been trying to play him all day and I've just been getting walked all over.
Survivors are literally blasting out like most of the pallets on the map to avoid getting hit before even being injured, by all rights I should have NO problem killing them, but they all end up escaping anyways because I just keep wounding them and not getting any hooks. I just can't seem to get anyone in a chase with him because I can't use the power in the chase cause' it won't actually down them.
I think I need bamboozle or something to even have a chance but the bloodweb won't give me it and I leveled him to 50 and beyond.
Anyone got any actual helpful Legion advice?
Don't hook slug, keep switching from survivor to survivor.
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@Mr_K said:
When you do the same thing over and over again and expecting different results.
Raas is that you?
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Know this, I've purposefully let survivors who go back for their team (not farm) no matter the cost (edit) <escape>. Just saying it might result in a loss but I think it's better to never leave a man behind.
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Toolboxes and keys must be changed too (all these allow quicker objective progression.).
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Killer-Punisher
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Kills when it comes to toxic survivors (Clicky clicky and more) match results any other time.
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/895607#Comment_895607
You don't know what you wish for.
Servers sometimes make you play against killer with yellow/red ping and you get magical things like huntress hatchets exploding with blood on survivors back only to see them dead hard 1 second later and get away or complete lack of possibility of grabbing survivors.
Servers are *Supposedly* region locked so red ping could mean VPN but grabs are also already bad (trust me I know).
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I can down you in my power *grabs you out of locker*.
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Recommend turning up brightness on pc or tv because killer pov is a lot darker than survivors.
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Endgame build, not many perks, punish those who don't cleanse totems. However, I stopped using noed a long long time ago.
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I didn't know about the wiggling bug, I just thought they didn't wiggle as a way to say "Don't put me in basement".
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/888574#Comment_888574
any buff is heavily outweighted by the nerfs.
Trust me friend there is nothing worse than hitting one survivor and almost never catching other survivors (I'm sure you can relate) but this is better for legion. 130% movement speed, 0.9 second vault speed, pins on first hit. In exchange for 3 seconds of mending (survivors used to mend in same spot hit then do stuff negating hard work) and slight nerf to mend time add-on, removal of basic attack on frenzy hit (I'm not a fan of this change but I can see why.)
All in all, legion is in a slightly better place and can at least punish mistakes more often then before.
Tl;Dr These changes are good but like anything could be better, Ulven I know that if anyone can keep faith and suggest amazing ideas it's you, I simply ask for some patience and time to review these changes.
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I think this is an improvement because at least now you can hit survivors. Because you could have all the stalling add-ons in the world but they're useless unless you actually hit them. Also it helps to think of frenzy as no more than just an M1 attack.
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Just make it so survivors can't do any channeling objective (excluding unhooking). Untill they are mended.
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Shadowborn
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Where is a rework for toolboxes too? (All allow quicker objective completion.)
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@StrodeWins said:
https://forum.deadbydaylight.com/en/discussion/comment/859281#Comment_859281
i think it works as if you’re the obsession, only your aura will show when last gen is done. so the killer does know it’s you and will come to mori.
Doesn't work think of it like when a survivor screams from doctor shock notification.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/834300#Comment_834300
Can you build upon it than? Rather than writing off the ideas and just telling me the concept of changing the perk is terrible as a whole?
Like, the idea of a cooldown is nice... but if you down someone in the basement and just stand still... than the cooldown doesn't matter at all. Unless the perk just shuts off periodically, than it'll still be abused regardless.
Also, I don't hate the perk, you don't need to hate something to know the flaws it poses.
It's not just permanent no TR untill you move it's periodic. However, I was thinking like 15 seconds of undetectable for a 15-30 second cool down.
But most importantly we don't need another (less effective) dying light. We don't need a better version of Monsterous Shrine (just buff current MS). Lastly, We don't need a "better" bloodlust mechanic.
Focus around the stealth aspects not the "I don't like it or think it's fun so let's get rid of it". (Imagine if this were decisive strikes for instance, and instead of anti tunneling, you instead apply a four debuff for the first minute of the game but then buff the killers everything by four percent.)
Tl;Dr You had good intentions but completely removing insidious purpose (to stay stealthy) isn't good.
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This is purely and opinion . You also stipulate that you don't like insidious. Also these are all terrible ideas. Idea one gain bloodlust speed (really). Idea two monstrous shrine with screams. Idea three, litteraly buffs survivors 90 seconds (less than two minutes) into the game. These aren't good suggestions, this is literally removing insidious purpose. (Hide you terror radius and become stealthy).
However, if you truly wanted it to become less "abusable" than just make it so by (standing still 2 seconds gain x seconds of undetectable, cool down is x seconds) this keeps it's main function and allows for greater play.
Tl;Dr these changes are terrible and don't keep insidious current function at all.
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Just stop messaging gg after the match?
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Already calling for nerfs... Glad I'm a (legion main). Also im curious, why should the mark decay? Isn't ghostface already countered by the third person camera survivors have?
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This seems to be a survivor sided post (references to mori). However, I would propose this problem (not being able to pick perks to counter other side) goes twofold. Both sides lack some information. Although, it would be in your best interest to always prepare for the worst (Killer: Meta spirt, Survivors: Meta SWF etc.). All in all, both sides do lack some information (survivors more than killers because it's 4v1), but this spices up the game.
Tl;Dr both sides lack Information, but this can spice up the game.
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The tactical and profound statements in this post concur with my immodest impressions of distinct romanization and Infatuation of killers. (You really like killers)
However, I am struggling to see your argument simply because this post focus is on nerfing one side over the other. And thusly, is not balanced.
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"Everyone laughed at me when I wanted to kill survivors... *gets buffed*... But no one is laughing now."
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I disagree with the changes you suggested mainly for one reason, the prioritize one side over the other. If, and only if you had suggested terms applicable with that of nerfing Mori AND toolboxes (Both allow quicker objective completion). Then, maybe this proposistion could be considered. Not only that, but these changes seem heavily biased (every post can be slightly but this post appears to stem from ONE match) therefore these would not be rational changes. All in all, these changes aren't balanced because they focus on heavily restricting one side (survivors) over the other (killers/other items).
Also in my opinion, I'm all for the removal of Mori's, Keys, and toolboxes (all allow for quicker objective completion). However, What you have suggested isn't the best way to accomplish this I believe.
Tl;Dr these changes shouldn't go through because they favor one side over the other.
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@Andreyu44 said:
Disagree on "fun shouldnt be taken into consideration when talking about balance".
This is not a competitive game and will never be. (I dont understand all those people getting upset when they lose)
This is a casual game,this doesnt mean we should ONLY balance around fun ,but it should be definetely taken into consideration.
Furthermore, you play a game for FUN,not for "winning" (and if you do,you chose the wrong game,buddy)
Fun is indeed subjective for the most part,but there are some things we can all agree on.
Getting moried 3 games in a row is not fun for ANYONE ,for example.
*Rank Exists*
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"But theres a carrot at the end of it!"
*gestures to carrot on a stick*
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(Legion main) If you plan on using low tier killers I would highly recommend anti looping builds. However, If you are pretty good at anti-looping (most structures) I would recommend bamboozle and brutal strength. For two main reasons: 1) you WILL have to break some pallets. 2) You WILL have to vault some windows.
Tl;Dr plan for the worst, and play your best and you might have fun, just remember Survivors can't escape if there aren't any *Selects Mori*.
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(Legion main) All these changes are (edit *was are not*) bad, specifically the Borrowed Time change. Having to wait near a minute to secure a safe unhook is implausible and unappealing. However, Decisve Strike is a lot worse (I get it no one likes DS, IMO I abhorently hate it too.) A perk should always (Benefit) help you not make it so that you might get help.
Tl;Dr all these changes appear to be heavily focused on nerfing one side (survivors), therefore these "changes" aren't good because they favor another side instead of equalling each other.
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@TeambossFloze said:
Last time I played killer I found myself getting triggered by some survivor game play and ended up facecamping the culprit (and killing all his teammates as they ran like headless chickens towards him) - What kind of Survivor sided actions "trigger" that kind of "im gonna smash him for that" tunnelling/camping attitude?
For me I have two - one is repeated squatting of a survivor behind a pallet (which I think needs some kind of diminishing returns btw) and the other is playing a game where all four survivors have flashlights.
Just curious to know what things trigger you into what could potentially be viewed as negative gameplay?
Might want to switch out "I'm gonna smash him for that" for "I'm gonna kill him"
Also people who unhooked in my face or 360 me 3 times during frenzy (Console legion main).
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Where is the removal of keys and toolboxes (both allow quicker objective completion) also, where are more killer BP increase, no buff to killers but huge information buff to survivors.
All of this seems to heavily favorite survivors more then killers. Because of this, I doubt this any of these changes (including being rewarded for struggling on hook. <Imagine if a killer received 500bps for every generation completed>) are good simply because they favor one side over the other.
Tl;Dr these changes aren't good because they favor one side over the other.
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Needs a Tl;Dr
However, Mori's like keys and other things require an objective to be completed to use the Mori. Regardless if you believe they should require more or less hooks, they still require an objective to be completed.
Although in my honest opinion, I do feel Mori's and key/toolboxes are all looked at because all speed up objective completion.
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Franklin's doesn't work plunder
Mori don't work *hatch*
Facecamping Works
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Heavy nerf to her Phase (Terror Radius lowered means survivors will literally do what they're doing to nurse currently *run in a straight line*.) Also, although I don't like prayer beads, last time I checked chase music is near silent during phasing so even just reducing noise wouldn't do anything because everyone would know spirit is phasing. All in all, I do concede to the opinion that some of spirit should be changed, but the what you suggested seems heavily flawed.
Tl;Dr Big phase nerf, Not good prayer beads rework.
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@AngryFluffy said:
https://forum.deadbydaylight.com/en/discussion/comment/819910#Comment_819910
In my experience (I mostly play in green and purple ranks though), a lot of people still heal against Legion. I guess they just don't want to be a one hit or they want to counter thanatophobia, I'm really not sure. But in these ranks I already got a lot of use out of Nurse's, even against swf groups. It kinda surprised me, but it works for me to find people healing behind walls and downing them easily, or using frenzy on them to get information where the other survivors are and make them all mend again.
It could become useless in higher ranks though, when people tend not to heal anymore. If I ever make it to red ranks as killer, I'd probably use another perk instead.
(Rank 1 Legion Main) Red ranks survivors usually heal immediately after mending (stop in place, mend, heal.) So you might still get a lot of use out of nurses.
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(Legion main) I like this completely balanced and fair mechanic. *Sarcasm*
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Mixtape: Tinkerer, Furitive Chase, Dark Devotion, (Any other perk) add-ons- Frank's Mixtape, Recarge reduce.
Anti-loop (pretty fun): Brutal Strength, Bamboozle, (any other perks). Any add-ons.
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Killer spawns in -> finds survivors -> manages to hide/looks at survivors from an angle that they exposed themselves from (3rd person camera) -> survivors than know that the killer can one shot and instead of running attempt to do X -> fail at X -> and then get downed after being found, stalked, and losing at a chase/getting downed.
For these reasons and more stalking shouldn't be changed. Although, there are outliers (inconsistent stalking/breaking out of stealth), more often than not it was due to the survivors incompetence on multiple levels.
Tl;Dr Stalking is decent excluding outliers.
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Beast of prey
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This is a bug....
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*looks at post*
"Complains about complaining."
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(Legion main) 15 seconds to mend at base, 20 with both blade add-ons. (Sloppy idea *20%*) base is now 18 seconds with proposed changes, 24 seconds with both blade add-ons, and this is before you heal.... So I think they don't need to buff time required to mend.
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Currently the devs are only looking at his add-ons being reworked... I think.
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@Elk said:
Maybe after you unhook a survivor safely, you can see all auras of your teammates for 4 seconds. Would that be okay?
That actually a pretty good idea
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I think Mori's were added because of keys and toolboxes, keys were also added to counter Mori.
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I like your idea and would like to add one too.
Mending from deepwounds now has skill checks and lasts for 12 sec (instead of 15). However, all add-ons that increase time to mend get buffed (from 1.5->3.0 seconds and 3->5 seconds. Also deepwounded survivors can't repair, sabotage, or heal until mended.
