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PolarBear

PolarBear

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PolarBear
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  • Should probably make a tldr.

    In my opinion, BHVR should take a look and balance the base length of a match and rework most slowdown perks instead of making mediocre slowdown perks that take the fun out of the game for both sides (killers can't change builds as some perks are near must if you want to have a chance as some of the lower tier killers and survivors will be bored holding m1).

  • @MegsAreEvil said:

    https://forum.deadbydaylight.com/en/discussion/comment/718906#Comment_718906

    Then tell me how you want to heal a downed survivor with a HoT before he gets hooked?

    That's one of the main problems of insta heals though. The killer knocks down a survivor and another one just comes and gets them back up instantly. No skill involved, just an add-on.

  • It's impossible to tell in one post but the best tip I can tell you is to learn the layout of the most common map tiles. Adding to that, learn the best ways to loop them and try to think the chase from the killers eyes, what do they expect you to do?

    Something I've also learnt is that it can sometimes throw the killer off if you instead of running tiles the most efficient way, take a different, unexpected path. Not something you want to do at every loop though as then the killer will catch on.

  • The most you can do at loops where LOS is blocked is to windup the hatchet right at the pallet if you're expecting the survivor to drop the pallet or run straight through if you think they're going to keep running and not drop it.

    It's basically a 50/50.

  • I'm not sure about stacking but the chili add-ons are not worth using at all. They barely make a difference and something like Beast's Marks or Knife Scratches does the job much better.

  • @DarkPit said:

    but when you compare keys and ebony moris/instaheals, theres one BIG difference:

    moris and instaheals can be used without having to do anything skillful before. for a KEY, you first have to do a big amount of gens and STILL find it, and if you Play solo you have to tell the remaining survivors where it is.

    in my opinion,a key isnt someting as unbalanced as a mori or an instaheal(im not even gonna TALK About noed….), but just a small nerf like the hatch can only be opened once OR it takes a few seconds to open it, it wouldnt be this much of a problem

    Yes but having a situations where you're chasing a survivor and they just happen to stumble on the hatch with a key in hand there is literally nothing you can do. Having to channel before opening the hatch, at least for 5 seconds or so would stop this from happening.

  • @Clockso said:

    https://forum.deadbydaylight.com/en/discussion/comment/717462#Comment_717462

    i agree, i think the undetectable status effect is stupid, the only issue was OoO and instead of reworking the perk they made a new status effect that hurts alert and dark sense for no real reason, even hag and trapper can be crippled by object of obsession, and now freddy's on the table

    The sad thing is that after they finally add the undetectable to all stealth killers, it will take at least 6 months for anything to happen (if anything happens at all) to OoO.

  • Just one of the downsides of keeping the game consistent. I'm not happy about it but, eh, what can you do?

    I did initially want OoO to just get reworked but now that they've added these effects I fear that option is off the table (at least for a while).

  • @not_Queef said:

    Go to:

    C:\Users\<your username>\AppData\Local\DeadByDaylight\Saved\Config\WindowsNoEditor

    Open 'Engine.ini'

    Add this at the bottom:

    [/Script/Engine.RendererOverrideSettings]
    r.DefaultFeature.AntiAliasing=0
    

    Enjoy.

    Thanks for this.

    I do still sincerely hope they consider not forcing this on players. I am truly sorry for all console players.

  • @UncleBughy said:

    https://forum.deadbydaylight.com/en/discussion/comment/717114#Comment_717114

    Thanks dude, i will try to do gens and that will solve the camping problem, great advice <3, And after those 120 seconds on the hook expire what will happen to the next survivor who gets hooked? We still do gens while the benevolent emblem is on 0? In the current state of the game if you only do gens all the time and you get even 4 gens and after escape the game without getting boldness or benevolent points you will derank (last 5 games when I did that I depipped) Lovely

    I know. Still. It's the only thing you can do and should. Removing oblivious from Freddy won't change that against him or other killers.

  • The counter for camping has always been to do gens. This doesn't affect that the slightest bit. It might in fact even make it better as now you won't be affected by perks like Unnerving Presence (in case the hook is near the generator).

  • @thesuicidefox said:

    @Marcus @PolarBear Huntress also has a normal TR on top of the lullaby. Freddy's lullaby flat out replaces his TR. TR perks still work on Huntress. Same cannot be said about Freddy when asleep.

    And remember this hurts Freddy too. He loses the option to use TR perks (which was a problem with old Freddy that was fixed with the rework). While the current options aren't amazing, it means any TR perk in the future will be worthless on him.

    What @Marcus said.

    A lullaby is a lullaby. No matter the way you put it. It is not a TR.

    If it hurts Freddy, how can you consider it a buff in that case?

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/716493#Comment_716493

    Except that

    1) This "tweak" for this killer is absolutely unnecessary, unlike the BT changes. BT was changed because it was either that or you could literally never play against Legion without Self Care (and then later changed again because of Legion and their strong link to BT effects). It was necessary to make the character work. Adding Oblivious to DW isn't that. It's not needed, especially because Freddy is a very strong killer now.

    2) There's nothing inconsistent about lullaby. You are asleep, lullaby replaces TR. It's pretty simple. If there was absolutely nothing then you would have a point, but the fact there is SOMETHING that can be construed as a TR means it's not a very consistent change.

    This just simply is a bad decision. PERIOD. End of story. Freddy doesn't need a free anti-BT mechanic. He is plenty powerful as he is right now. This coming from someone that plays Freddy (old and new). They literally just threw this on him because they could, not because it was needed.

    Huntress has a lullaby as well that doesn't trigger effects that require the player to be within TR, why should Freddy's be different? Of course, you've played DbD before so you would know that The Huntress' lullaby isn't a TR but Freddy's is, but new players won't. If they play against Freddy and see that his lullaby activates TR perks then they might think that so does Huntress'. That's why consistency is important.

    Having mechanics that work one way in a match but then don't in another is not fun for newer players. Having to learn all the killers powers and perks is already a big burden for them and adding subtle things that don't really make sense doesn't help the matter.

    The BT tweak was unnecessary in the same way. They could've just made deep wound a new status effect strictly for Legion and kept BT how it was but they decided to change BT (aka buff it) to now instead use the deep wounds effect.

    You can't call one of these changed a buff and the other one a tweak. Both served the same purposed. They didn't intentionally buff Freddy nor BT. They just did it for simplicity and consistency.

  • DS is just one of those perks where you don't want to take it off once you start using it, like adrenaline or BT. So many situations happen where you're thinking "If only I had DS equipped." whenever you don't have it.

  • @Peanits said:

    Will it ever come? That, I can't answer. It's totally possible, but I can't say for sure whether or not it'll happen.

    In the short team, we do not have any plans to do so. But plans can always change.

    Is there a reason it isn't on the to do-list? Would it require a lot of time to accomplish?

  • Hex perks, especially ruin, are unreliable. Main reason I don't use them. Sure the effects are powerful but you can't guarantee them every game. Overall, something like pgtw will probably win you more time if you can kick even a few generators during the match.

    I haven't gotten surge on my other killers yet so I'm still on the fence on that.

  • Double bp events aren't worth it. You don't earn that much more bloodpoints because of longer queue times (as killer, if you just want to play killer you'll have to wait loooong), players either tryharding or trying to farm.

    I honestly just want to play the game.

  • Farming is a sort of grey area. If everyone in the match agrees to it, so what? It's not like they're affecting other people but themselves.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/702005#Comment_702005

    No it wasn't buffed. It was tweaked because of new Legion.

    This isn't a tweak. It's a direct buff, a very strong one. They just give Freddy Oblivious when you are asleep. He doesn't need a counter to BT he is a plenty strong killer. Again I play him regularly.

    And it's not the same as other killers...

    -Wraith has to decloak first. You can also force him out of cloak with a flashlight.

    -Pig has to either stand up or ambush which is not a very effective attack on someone that was just saved.

    -GF can be broken out of his stealth.

    -Myers has to be in tier 1 for proper stealth options which means he is slow.

    All of these killers have counter play options to trigger a BT proc, and if they can deny a BT proc there is at least some catch. Giving Freddy Oblivious in DW is neither of these. He can just hit you, put you to sleep and now BT just won't work. You can go wake up but the fact he puts you to sleep when he hits you makes this pointless. He doesn't have to decloak or do some sort of easy-to-dodge attack out of stealth, he can just do whatever he wants when he wants.

    This is not a good change, at least not for Freddy. If anything, make Pill Bottle inflict Oblivious in DW instead of what it currently does, but as base kit no this shouldn't be a thing. Freddy doesn't need this kind of buff.

    If BT was "tweaked" when Legion came out then oblivious in dreamworld is a tweak as well. You already did not hear the terror radius while in the dreamworld so it would only make sense to apply oblivious to the survivor.

    Both changes were made to simplify the game. Rather than add a whole new health state exclusively they instead combined BT's effect with Deep Wound. Rather than make it so oblivious is inconsistent and not have it for survivors while asleep, they added it to keep consistency.

    BHVR has recently been trying to make the game more consistent overall. For example, the recent change to Pig's dash that made it not apply the effects of sloppy butcher as it is not considered a basic attack.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/715046#Comment_715046

    No the problem is that BT doesn't even proc. If you unhook someone they are awake. They have to get hit or be chased for 60 seconds to fall asleep. What you guys are talking about is irrelevant to the discussion.

    How is it a problem? It's not like you can proc BT against Ghostface or Pig either.

  • Borrowed time also got an unjustified buff when Legion came out and now that is works like it used to against one killer it's a problem?

  • Maybe after moris become balanced. Until then it's going to be a no from me.

  • @Peanits said:

    That's not possible at the moment. Right now, that outfit is only available on the Switch.

    Thanks for the quick response (and sorry for my late reply).

    Hopefully we'll be able to use it on other platforms someday in the future.

  • image.png

    BT is the 4th most used perk in red and purple ranks. It does not need a buff.

    Soure: https://forum.deadbydaylight.com/en/discussion/61114/community-community-data-requests

  • She isn't op but she could use some slight tweaks that would make it possible for survivor counterplay. Currently, as a survivor, you can not know at all where she is during phasing and it's just a blind guess where she'll be so the chase is entirely within her hands.

    In addition to this without iron will it is near impossible to hide your location to her when you're injured.

  • @antgnstea said:

    https://forum.deadbydaylight.com/en/discussion/comment/704265#Comment_704265

    But still there are tons of bugs with the official release. Most of them are reported during PTB, but there are new bugs added to them.

    I've already read the patch notes, seen the fixes. You think they could able to fix them because of PTB? I think they could've fix them without it.

    Think about how many more bugs would be on release without the ptb then. They can only do so much without delaying the whole release of the dlc.

  • A lot of ultra-rare add-ons are just gimmicks. Both of Hag's or Pig's ultra-rare add-ons don't make them op.

    I just see ultra-rare add-ons as add-ons that do more than just change a few numbers here and there like most other add-ons.

  • @antgnstea said:

    Yeah my bad. I couldn't express myself well.

    I wasn't actually asking the textbook definition of PTB. I remember the notes, why it was implemented in the first place.

    What I wonder though is it working as intended. Like couldn't they figure out that bugs in two weeks internally. A PTB roughly goes on two weeks. Wouldn't it be better if they just test and fix instead of waiting for bug reports.

    And feedback about gameplay can be given after live version and mostly ignored, like how it is now.

    @twistedmonkey also I believe PTB kind of kills the hype instead of giving community a relief in the long run. I wonder if PTB affects the release date of live version.

    They probably have a lot less people testing the game internally than the people who test the ptb. More eyes always means more chances to catch any bugs before official release.

  • Pretty bad time to have this considering the free weekend and all...

    Hope you guys get it fixed for the hotfix.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/702438#Comment_702438

    You can see monto doing it in the video posted over and over again, in a row. Huge majority of the time he didn't get hit.

    So yeah, it's a counter.

    Oh wow! Monto did it in a video so surely it must work every time! It's not like there are killers who actually have half a brain cell and know how to turn around after they vault...

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/702299#Comment_702299

    Did you skip the videos people posted telling what the counterplay was?

    Everyone just keeps saying how there was no counterplay, but no one addresses the videos showing the counterplay. Weird how that goes right?

    https://forum.deadbydaylight.com/en/discussion/comment/702288#Comment_702288

    Vaulting back when the legion vaulted is literally part of the counterplay, did you not watch the videos aswell?

    https://forum.deadbydaylight.com/en/discussion/comment/702280#Comment_702280

    "old legion is a plague that NEEDS to stay away from this game."

    Why? Because you said so? Because other people said so? You hold this position very strongly for someone that doesn't wanna research it.

    "legion is in a MUCH better spot now than ever and you will not change my mind about that."

    Then why are you even pretending to be having a discussion?

    When Legion can just do a 180 and hit you before you even vault back it isn't counterplay xd. It is the most predictable thing ever and since Legion didn't even get punished for missing an attack they can go for it even if the survivor doesn't vault it and keeps running.

  • @NullSp3c said:

    https://forum.deadbydaylight.com/en/discussion/comment/702221#Comment_702221

    The counterplay didn't rely solely on especific items as I showed before, I don't even know why you said that.

    Knowing the tricks is a reward of playing a killer frequently and not all players use the same. Second of all, it happens with all killers. If the killer knows the trick, they will play around it.

    "And that was every game. FF->hit->wait for cooldown->repeat (interactive gameplay amirite?)."

    With every other killer: Wait for bloodlust ->hit -> Wait for bloodlust-> repeat.

    This cycle you mentioned can take the entire match if you don't ignore the counterplay.

    Safe pallets force the killer to break the pallet and reset bloodlust and in addition to that most killers don't even play for bloodlust unlike most legion players who waited for FF to get a hit.

    Against legion safe pallets didn't mean anything as they can just vault it and hit you.

    It isn't even tricks. (This sentence is not a brag just making a point:) If someone experienced like me plays killers who knows most tricks like window tech, cj tech etc., we won't fall for those. If I were playing Legion and someone tried to window tech me it just wouldn't fly, it's very predictable and can be countered very easily.


  • @NullSp3c said:

    https://forum.deadbydaylight.com/en/discussion/comment/701929#Comment_701929

    While reading these following statements, ignore Frank's mixtape and exploits, which must've been what devs needed to change and deal with.

    Legion was the second killer from the bottom in the kill rate statistic, that means something. It means that if he wanted to down you, he would but took a lot of time, which means big chase, which also means that the survivor could do something against it.

    I said " if he wanted to down you he would, but took a lot of time" and you can say "Thats what made him unfun". My counter argument to that is: that happens with every single killer, having bloodlust, entity blockers and 1 chase perk you can pretty much down someone if you like, but again, you lose a lot of time.

    The thing is that people didn't know how to counter Legion, he had a different way to be dealt with, pretty much like the nurse, he had a completely different chase style.

    I'll give you some counters to OLD Legion:

    • Use a flashlight if you want (optional)
    • NEVER EVER camp at pallets waiting for Legion to break it, remember that he is recovering and waiting to vault and hit you. If that bad boy doesn't break the pallet and is waiting for the power to come back, run to another and try to hit him.
    • If you don't hit Legion with a pallet or you vault a window and see him vaulting too, vault back, Legions usually miss that hit because when they vault they get pushed forward. Same for windows.

    Remember that Legion doesn't see scratch marks so you can play with your blood to make him track in the wrong direction. Ex: Killer shack. Situation: God pallet dropped, Legion is waiting for the power to recover in the inside and you are outside.

    If you know how to counterplay them, you would get away from the pallet. You see him vaulting away and you have that distance that you gained from running away a lil bit. Run to the back of the shack and hide in the right corner (on the left there are lockers and the window). Legion can't see scratch marks so you can run away on that brief second that he is searching where you went to get away and his power is almost running out in that moment.

    There are many more ways.

    Of course all of this needs skill to perform.

    Watch this video for further understanding.

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

    Now, I just think that he needed buffs on spreading hits and the power gauge shouldn't stop when vaulting. It's another way to counterplay him. OR bhvr can bring him more counterplay through the miss hits mechanic.

    All counterplay against Legion relied solely on either specific items (flashlight, firecrackers) or the killer being bad. As long as the killer knew these tricks they wouldn't be a problem for them anymore.

    Yes, it took time to down someone using FF but it was unfun because you knew you had no choice in the matter. If The Legion was even a mediocre player, they could down you with FF. Your skill didn't matter, that's why it was unfun.

    And that was every game. FF->hit->wait for cooldown->repeat (interactive gameplay amirite?).

    Old Legion was like a bad version of Nurse. He ignored survivor defenses but he was really easy to play and really bad at killing, the complete opposite of Nurse.

  • @Talmeer said:

    https://forum.deadbydaylight.com/en/discussion/comment/701896#Comment_701896

    I have write it down here in the forums alone... a feelend dozend times. If not more.

    And I am honestly tired from it. If you really like to know how the counterplay was for a dead killer (thats how I call the Legion now), you can search on YouTube for tutorial videos.

    On one good tutorial video I can remember from a guy named "Montos, Monos" or something like that.

    He had show the counterplay on 3 Legions and 2 of them have also make some mistakes, but that is not bad for people that like to learn something.

    Imo, you can best learn from videos like the one I mentioned as from videos where every survivor and killer plays just perfect in time. Because then they are to fast, as that you could realize what they do.

    Edit: So just search there with something like "how to counterplay the Legion".

    Or instead, you could just tell me how I can counter Legion's power?

    Can't do that? That's because Legion had no counterplay.

    Like I said before counterplay does not equal to low kill %.

  • @Talmeer said:

    https://forum.deadbydaylight.com/en/discussion/comment/701882#Comment_701882

    Ok, let me take you serious for a moment...

    "Once The Legion activated their power you could not avoid them."

    Ok, ok... Why then could survivors avoid being caught and why they could leave the hook area uncaught?

    I mean that must have happen, otherwise they would die on a hook and some after a chase thx to the moris.

    Actual there was a counterplay. Every Legion who had play in high ranks could tell you that.

    In low ranks I have not so often see it and it was maybe too much for a rank20, but in higher ranks you have definitely see it (if not, you can call yourself lucky, even if I would have a hard time to believe it).

    Don't get me wrong. I don't blame you, that you haven't done it. You know... As example I was very bad with the Clown and Hillbilly.

    But here is the difference - I don't blame the Clown or Hillbilly for it. I know that I was bad with them, because I was too bad, to have success with them (killers like Legion, Meyers, Nurse, Trapper were more my successful killers).

    Edit: TL:DR We all have our weaknesses. Either because we are really to bad for something, or because we give already up, right at the start with sentences like "there is no counterplay".

    So what is the counterplay then? If a legion keeps using their power and hitting you until your deep wounds timer runs out, how do you consistently avoid it?

  • @Talmeer said:

    https://forum.deadbydaylight.com/en/discussion/comment/701812#Comment_701812

    The Legion had counterplay, but I am so tired of telling that over and over again survivors who have in writing nerf-threads a 10, while doing counterplay a -10.

    As you survivors like to say "git gud" and watch some tutorial videos on YouTube.

    And if you need additional evidence - the Legion had one of the worst kill-rates to pre patch times. That is not my opinion, that is fact, made on a official statistic posted by bhvr.

    A killer without counterplay would have not a bad killrate. That should everybody with common sense understand.

    What the topic matters. Yes I wish me also the old Legion back. Sort of.

    I would prefer a old Legion without exploits and without op addons, but I am already so desperate after all the months were bhvr just has shown inactivity towards their Legion community, that I would even take that Legion back.

    Somewhere they have for sure flying a backup around, at least I hope so.

    Then I can at least have fun again if I play the Legion without addons and that implies also that I would play dbd again.

    Once The Legion activated their power you could not avoid them. Fact.

    The killer did not have counterplay.

    Even if Legion had a low kill % it doesn't mean he had counterplay. He was just a bad killer.

  • @TheMiracle said:

    https://forum.deadbydaylight.com/en/discussion/comment/701793#Comment_701793

    All killers are unfun to play aginest if they are pro players and why not nerf nurse or spirit .. Legion needs a buff

    Most other killers have counterplay that Legion didn't have. You knew, that no matter what you did, you would always get downed. That is why it was unfun.

  • How about we don't bring back a killer that made players literally want to quit the game because of how unfun he was.

  • There isn't a problem. The killer has managed to kill 3 survivors and the last survivor has already had 2 chances to escape. Might as well be down to rng where the doors spawn.

  • Does anyone have any specifics on surge for me. Does surge cause 8% regression on all generators instantly and does the explosion count as a missed skillcheck(+ extra regression)?

    Having surge mapwide doesn't really sound that fun tbh. It also doesn't help much since usually if there is a gen outside your tr it's probably being worked on so it wouldn't matter that much.

  • Increasing xp/bp gains for going swf instead of solo wouldn't make sense because you already get an advantage over the killer by being in a group.

    Increasing xp/bp gains for going solo instead of swf would make it so swf essentially get punished for playing with friends.

    What I'd advocate for is bonuses for whichever side needs more players. If there is a shortage of killers they could get a xp/bp bonus for playing that side.

  • @Peanits said:

    It's all equal.

    Survivors have cakes, killers have puddings.

    Survivors have WGLF, killers have BBQ.

    Both have party streamers and gateaus.

    It actually isn't equal.

    Survivors have the 25% for all survivors.

    Poor killer gets nothing ;_;

  • @BloodyNights said:

    Meh they should just extend the duration to 15 seconds of exhaustion instead of, what is it 3 seconds? This means that survivor has to get off the gen much sooner if they want to use an exhaustion perk in a chase before getting slapped. Right now survivors just see the killer coming and casually walk away for a few seconds and are ready to start sprinting before the killer even gets close to hitting them. With 15 seconds they would have far more time to get that first hit, which is what this seems to be designed for.

    It's designed for stealth killers to counter sprint burst. That's it.

  • (In addition to what mindbreaker does now)I would have it where, if you as a killer hit a survivor who is exhausted, their exhaustion timer is lengthened by 15 seconds (numbers don't have to be final).

    For example:

    You're playing wraith and come across a survivor working on a generator under 50%, you uncloak, they don't have enough time to run away or recover from their 3 seconds of exhaustion and you hit them. Now instead of only 3 seconds of exhaustion they now have 18 seconds of exhaustion.

    This would also work on survivors who have been exhausted by other means. It will be easier to just make mindbreaker lengthen the exhaustion time rather than add a unique effect just for the perk.

  • I'm curious... Since the Demogorgon can leap pretty far from ledges and land on surfaces unavailable for most killer, can you place portals there?

  • @Peanits said:

    It won't be today. We're testing the patch today, and then we'll have to send it out for certification.

    Do we have information on what the ultra-rare red moss add-on will do after the hotfix?

  • I hide them as well but then I forget about them because I don't know when someone is working on those gens and then they complete them and I have one useless portal behind a completed gen. I tried discordance but it only gets you that far. If they're not teaming up you're not getting those sneak attacks unless you're really checking those portals often.

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/700276#Comment_700276

    I don't even think that "blue blood" will give such a huge advantage than red blood. Or green scratch marks.

    Scratchmarks are broken anyway. At best, green scratch marks would fix ormond. I really don't see how a different colour would break the balance. It's not significant.

    Different colored blood would. Tracking survivors would be much easier with, say, blue blood as it's much more discernible than regular red blood. Everyone who wasn't playing with colorblind mode enabled would be playing at a severe disadvantage.

  • No. Sorry for your loss :(

  • The perk is good until more than 2 people are using it. You'll get max 1 totem maybe 2. I like the design because the perk is powerful when fewer people run it due to the limited amount of totems.

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