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Raven014

Raven014

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  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/853925#Comment_853925

    People don't complain about that because Clown still needs to M1 to get the instant down, while Huntresses instant down is a range, also, bottles hits are harder to hit than hatchets hits.

    True...

  • @AkimboJEsus said:

    https://forum.deadbydaylight.com/en/discussion/comment/853307#Comment_853307

    Survivors have gotten some huge nerfs to perks and pallet vacuums. I would say it's a lot easier to be a killer right now.

    Look at 2015 and tell me that's alright. Look at Red rank play now and tell me that's alright.

    I don't think you played at either of those times. Killer is not easier than survivor. I play both sides, with killer at red and survivor at purple (getting higher though).

  • Um... did she force you from the boxes at any point? Or did they have tampered timer/crate of gears?

    Honestly, if more games were like that as a pig, I think a lot of people would find that great.

    There's a lack of info here in general...

    The RBTs are designed where you can get to and finish all boxes within the 2 1/2 min. you get (that's if you only hit good skill checks). The key system is random, so it's random if the box you're going to has the key.

  • @ColgateAdvancedWhite said:

    Be the first to get hooked.

    Look out for the person who unhooked you.

    If you survive after being unhooked, stake out that person from a safe location.

    Camp him out until he gets hooked.

    Go unhook him. Even if this means taking hits or getting downed and hooked.

    As long as he survives long enough for the safe unhook points, you can literally die happy.

    It doesn't have to be a safe unhook even. It doesn't specify.

  • Some of them were alright, like the totem ones, or the killer ones so far (especially focusing on Trapper is a nice touch since it's his tome) are alright. I think some of the survivor ones make no sense, like wasting medkits...

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/854553#Comment_854553

    If you are actually mindlessly looping then you’d get easily mind-gamed, using your mind>mindlessly doing something.

    Of course. Just pointing out that looping is boring and takes very little skill but wastes time.

    You changed your picture from Bubba to Object. You now are a survivor main. : P

  • @thrawn3054 said:

    Maybe if killers were better they would feel like the power role. See I can say whining things with no substance too.

    Well, unlike survivors, killer should be the power role. It's 4 of them vs. 1 of you. Of course the 1 player should be stronger in a 1v1.

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/853851#Comment_853851

    People love to say the majority of rank 1's are these gods who never make mistakes and are the greatest in the game. Meanwhile, in reality, the majority of rank 1 players are complete dumbasses.

    Yeah, but looping is mindless, so you haven't really strengthened your argument.

  • @Auron471 said:

    https://forum.deadbydaylight.com/en/discussion/comment/854491#Comment_854491

    thats because the hatch will instantly open giving the killer no chance to close the hatch

    That's what I was referring to. They shouldn't kill themselves without penalty.

  • I think that they're trying to make a killer that's one note. If they had the ability to set traps that actually make it feel like a Legion is in the game with them, then that might be a better way of fixing them.

  • @MedicSpirit7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/854378#Comment_854378

    Right menu poses are rly dynamic now like with the ONI Myers and legion and stuff should get a lil update

    Legion's is fine I think, each member has a different pose and it's showing them as waiting patiently to stab people. : P

  • @ProfessorDunwich said:

    Devs are quite silent on SWF. It is obviously a problem. The solution would be buffing solo survivors and giving them communication options, then you could buff the killers around survivors communicating. I don't think it will happen though. We are more likely to get more intrusive microtransactions than even an acknowledgement of a big problem.

    I think an easy way to fix that would be in game voices similar to what CowsIAm did in this vid: https://www.youtube.com/watch?v=Becb2P2Fl90

  • Um... do you play the same game as us?

    Spirit can be easily destroyed by good teams, even if you phasewalk, there are ways to counter it. (I.E. spine chill)

    Nurse's old Base kit was fine. I think you had a problem with Omegablink, which that is gone for good. It just required play that wasn't looping.

    Killer, as the game is now, is not the power role. Playing at red ranks with anything other than billy or Spirit and you'll see why. I am masochistic enough to bring Legion up there, but they are going to be even worse now.

    Survivors often want to just loop mindlessly. Even when I play survivor, I try to play loops well, but it doesn't work because I'm a bad survivor. But most of the time you will escape if your team is competent enough to work through ruin... even then it gets destroyed really early a lot of the time.

  • I've been going back to Dark Souls 3 and Dark Souls 2 a lot recently.

  • @Irisora said:

    https://forum.deadbydaylight.com/en/discussion/comment/849517#Comment_849517

    Wow goodbye STBFL, it wasn't even that strong you lose a lot of tokens when hiting the obsession and you don't really cut a very significant distance but anyway the devs do it again.. *omega facepalm*

    Is there a killer that can benefit from this mid tier perk anymore? because i think legion was the last one.

    Demogorgon, Pig, Trapper all greatly benefit from STBFL (since they can catch the obsession without losing tokens).

    But any killer can if you play them right. Legion used to take great advantage of it because of the extra tokens when stabbing in frenzy... but that's gone now.

  • No. Makes no sense in the lore, and is a dick move mechanically. There is a reason killer players hate when the second to last person DCs in a match.

  • You said exactly what I wanted to say in less words, that's all. : P

  • @PinkMochaV2 said:

    These two perks need nerfs. Seriously. They are too meta.

    And while there are some problems on the survivor side as well, DS/Adrenaline/Deadhard aren't anywhere near as prolific as Ruin/BBQ.

    Ruin and BBQ are more responses to Survivors' gen rush and the constant complaints about camping... and well, getting rid of the grind in the Bloodweb.

    Besides, if you didn't have Ruin, then you'd get Corrupt intervention or Pop, and I doubt you'd be happy with that.

    Just because a perk is used a lot, doesn't mean it needs a nerf. A lot of killer perks are weak, and need to be brought up in usefulness instead of nerfing killer perks. I'd rather all perks be useful than none at all.

  • I'm tired of Adrenaline, DS, Exhaustion perk, and keys. Doesn't mean I won't play against them, but survivors need to have their meta gone before ours is messed with.

    @NinoV1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/854371#Comment_854371

    Unfortunately killers haven’t been given a decent perk in a long time, lots of people complain whenever they seem to get something good.

    And this is exactly the reason why. Survivor only mains want to only bully killers and have easy escapes. So, they nerf every strong card they have (Killers like Nurse and Spirit, for instance, or perks like Dying Light being made worse).


    Besides, you're complaining about 2 of the easiest perks to counter. Bring Small game or Stake Out for ruin, and hide in a locker against BBQ, hide behind a gen, or bring disruption. There are many counters to BBQ and Ruin.

  • I also think failing a skill check should have a chance of locking a gen for 30 seconds, just so that it punishes them more.

  • Already made a concept for this:

    @Raven014 said:

    Chapter: The Arrival:

    Now, unlike some people, I do think a certain character can make their debut in DBD without issues.

    Chapter Theme: A mix of No Friends and DBD theme.

    The Killer: The Slenderman:

    Lore: Long rumored to be a folk tale under many names: The Tall man, the child taker, the spirit of the forest... the Slenderman... his name has echoed through history. Now he stalks the realm of the entity, and those he preys on have no hope of escape.

    Default Movement speed: 140%

    Killer Kit:

    Passive: Static Image

    This passive allows Slender to put up pages around the map (On gens and totems). This effects the game in a few ways. One, it gives bloodpoints to both the killer and survivors. Two, Survivors will pull the page off before starting the action (less effective on gens but effective for totems). Three, you gain a notification when a page is taken.

    Four, pages cause hallucinations that Slender can teleport to, as well as linger. At 0 pages, he is completely invisible. At 1, he can only have hallucinations at a fair distance, and they get closer at a slow rate. For each page, the spawning distance decreases substantially. Before 5 pages, he can strike rapidly, which disincentives survivors not gathering pages to avoid unnecessary hits (i.e. Jumpscares), while at 5, he can strike normally, but he will have a distortion effect even harder to read than the Spirit's. At 6, he will start to move like the Spirit, with distortions between them. At 8 he will look normal, with Hallucinations still appearing. This is when he's at his strongest and you will be exposed at this point.

    Pages also cause a debuff to all survivor actions for each survivor. A 90% debuff with no pages collected, and +10% increase to action speed for each page, with the downside that they are making the killer more powerful.

    However, survivors cannot escape without getting all pages. Not even through the Hatch. Each survivor must collect all 8 themselves. They only secure their own escape.

    Secondary Passive: Anti-corn blindness:

    Since he's the tallest killer, he will never be affected by corn maps in the same way most killers are. More of a joke passive, tbh.

    Active abilities: 

    Proxy Trap:

    By pressing active ability button, you can manifest one of your past proxies to attack any survivor who approaches the locker they are near. The will jump out, perform an animation (Kate would do her scratching, Toby would attack with hatchets... etc...) and the survivor would receive one state of damage (healthy to injured, and injured to dying). Borrowed time will activate because of this. DS can be activated if the trap would put into the dying state to negate that attack.

    If a survivor Runs into a locker, there will be a sound of a proxy attacking the survivor, before the survivor is ejected out.

    Scattering Pages: 

    The killer can choose where to place pages. This would place a page on a highlighted area (can be a wall, object, or locker).

    Hallucination or Reality?: 

    He can teleport with the secondary button press. If he teleports, he has a small window to strike a survivor (Standard melee attack like a hag trap).

    Perks:

    Survivor's Obsession:

    Survivors who have seen you have your image burned to their head. Hallucinations will appear to move toward them for 10/8/5 seconds before disappearing after they see you for the first time. They will scream in response.

    Horror's Past:

    Those who linger too long will experience a horrifying moment of the location's past. Survivor's who stand still/stay in one place/are afk will see a scene of a killer mori'ing a survivor (the killer of the match). This is a hallucination, but they cannot move for the duration. They will scream in terror when it ends.

    Haunting Shadows:

    The light may be your ally now, but it is always night in the trials. Pits of shadow spawn sporadically, restricting movement through the map. If left unattended, Survivors will have entire swaths of the map impossible to traverse (24m, 28m, 32m). These can be burned away by a flashlight or by the light of finished generators. 

    Mori:

    He uses two of his tendrils to pick up the struggling survivor by the arms, and then uses more to stab from multiple directions up through the lower torso. The struggling ceases after a moment, in which the survivor dies, and he drops them to the ground. 

    Terror Radius/Chase Music:

    Flicker: Slender: The Arrival Soundtrack

    Survivor: Lauren:

    Lore: Lauren is one of a few to have lost family to the Slenderman and survive... until she went missing during a wildfire in the woods a decade later. Armed with the truth of the horror she saw, she brings a new item, the camera, to document and understand the killers of the fog better in order to escape better.

    Perks:

    Understanding:

    Understanding the killer is one of the best ways to counter them. After watching the killer for 120/100/80 seconds, their method of killing will become known to you.

    If this involves traps, you will be able to notice them better.

    If this has a charge bar, you can see the bar for it flash on screen when they use it near you.

    You will see the Duration of Myer's T3

    However, addons like Logwood Dye and Tar Bottle, Rusty Shackles will counter this perk. Addons that effect charge times for abilities will not show any change to you.

    This does not work with the Clown, Huntress, Micheal Myers T2 progress, Nurse's Blinks, Freddy's Teleport, Legion's Recharge, GF recharge, or Demogorgon's Charge.

    Record:

    Recording the killer can help you show others their weaknesses. Allows you to have a camera. After using half of a camera's charges, you can use the camera to reveal the aura of traps in the vicinity.

    A camera is a new item added to the game. Half the charges must be used filming the killer or their belongings for the effect to take place. This will show the auras of traps and totems in an 8/10/12 m radius of the survivor (for the perk, but the item by itself would be just 8m). Addons can change the rate/amount of charges/ and radius of the effect.

    Using it would be aimed like a flashlight.

    Pain of Loss:

    You know what it's like to lose those you consider dear to you. For every survivor death near you (20m or less), gain a token. For every token, you can shrug off one lethal hit (one that would put you in the dying state).

    When you lose a token, you will receive the deep wounds effect and cannot lose another token in that chase.

    What does everyone think?

    Edit: Added relevant music.

    I think going with Blue Isle Studio's version would be best... and it's not like they have to go to Sony since the character is usable with creative commons.

  • @Dreamnomad said:

    I'm going to break the rule a little bit and mention a few addon + perk combos that I like.

    Trapper: Honing Stone + Deerstalker = If players free themselves from your traps they are in dying state and you can easily find them to pick them up.

    Myers: Vanity Mirror + Dead Rabbit + Monitor & Abuse = Get to Evil Within 2 and have 16 meter wall hacks and no terror radius for the remainder of the game.

    Trapper: I should try that after I get trapper back to level 50.

    Myers: I should try that. It seems like a pseudo Scratched Mirror...

  • @toxic_clown said:

    pinky finger + gin bottle = toxic fun.

    That's almost as bad as Iri Hatchets, yet people don't complain about that...

  • @Marcus said:

    For my favorite killers :

    Mother Daughter Ring + Bloody Hair Brooch ( but because the charge time add-ons are getting nerfed, Dirty Uwabaki might be better now in this combo ).

    Black Incense + Apple and Vile Emetic + Incensed Ointment on Plague.

    Perhaps... but I don't think they're getting altered that much...

    Good to know someone else recognizes the power of the apples! XD

  • @Kaiju said:

    Welp I only play wraith soo

    I like using for the most part

    Windstorm(either purple or green)

    Swift Hunt(same ^^)

    You go ahead of the surv you block him , lunge + speed boost if no pallet or window nearby its almost a guaranteed hit :B

    That's cool, I'll have to try those.

  • @oxygen said:

    Oak Haft + Bandaged Haft as Huntress

    Basically Save The Best For Last for hatchets, absolutely brutal if you find several survivors and get to fire away. And that's without even mentioning the basement 😈

    That's cool. : )

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/849040#Comment_849040

    The top mend time with Legion's two addons was ridiculous. So we considered, "What happens if we reduce mend time across the board?" Borrowed Time gets a buff, Legion gets a bit of a nerf, and some other things showed up on the list. We decided it was worthwhile to hit it across the board.

    As always, we'll monitor the effect that has on the game, and act accordingly in the future.

    So you guys are buffing BT as well... because that perk was clearly too weak...

    Makes me wonder if you watch high rank play at all... because I certainly doubt you play at that rank.

    Nothing against you guys, but you really need to look at where these changes affect gameplay the most first.... because what you see as weak sometimes isn't.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/849270#Comment_849270

    I'm fairly awful at the game and he is still one of my most effective killers even against red ranks, so he can't be that bad. Even if he was too weak though, doesn't change all my thoughts from a moment ago about the new changes.

    I think that's your skill with the character more than the character itself. Or, more rather, despite the character itself.

    This is coming from a P3 R3 Legion main. Even I think he's laughably weak compared to other killers.

  • Um... the whole point of Iri button addon is to get the map wide KI readings. Legion is an information killer, and requires all info they have. Breaking pallets is a nonissue and I'm fine with not having them break when vaulted.

    Making Iri Button basekit but getting rid of the reason for having it is kinda pointless.

    I think being able to down people with Frenzy should be possible, but semi-difficult.

    I would keep the timer, but make the countdown visible to the killer, at least if they hit the survivor with frenzy.

    Here's how I would redesign frenzy:

    Make it so it takes 5 frenzy hits by default to down a survivor.

    Frenzy lasts 60 seconds by default. First hit on a survivor gives another 60 seconds. Second hit gives you 55 seconds, third gives 50 seconds... you get the idea. You get less time per hit, but a good legion can down a survivor while in frenzy and you get the notion of a frenzy in the game. It'll be hard to down someone in frenzy alone, but it's possible. Franks mixtape would make it so that it takes one less hit to down someone (at the cost of minus 10 seconds per stab level). Stab Wounds Study would do the same but make a smaller DW timer. Combining them would make it 3 stabs with Frenzy, but you'd have a really small window to make it count.

    Keep the KI so that if you want to pressure multiple survivors you can.

  • @PinkMochaV2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/851163#Comment_851163

    This isn't true.

    There's been a bevy of survivor nerfs -- and they affect all survivors and not just specific killers.

    Balanced Landing, MoM, DS, Self-Care, heck the whole healing nerf, the various pallet and vault/window nerfs, bloodlust, EGC, etc.

    You'd have to be blind or extremely-biased to think that the changes the devs make are survivor-sided.

    Um... have you ever seen the game at 2015? Those were necessary for game balance and player retention. A lot of changes have been for survivor benefit, and some changes didn't happen for ages that should've happened because of enough criticism (DS took 2 years, and Freddy only got their rework in a year).

    A lot of changes as of late (Nurse and Spirit changes) are definitely survivor sided (especially survivor only players who don't bother to learn counters and only want to mindlessly loop all the time). They only changed balanced landing so they wouldn't look as bad.

  • @Karl_Childers said:

    https://forum.deadbydaylight.com/en/discussion/comment/851175#Comment_851175

    Maybe I’m misinterpreting, but it sounds like you might be unaware Kindred just got buffed in the PTB to what my suggestion a few months ago was? This is an old thread. Granted I’m not saying they did it cause of my post, i have no idea if others suggested it before me, but it’s still fun to see an idea you wanted actually implemented. I just bumped it for fun.

    Ah, I see.

  • @HatCreature said:

    https://forum.deadbydaylight.com/en/discussion/comment/851237#Comment_851237

    What's even stranger than this change is that they gave the new Killer a perk that makes Legion OP. Nemesis turns Legion into their OG self and makes them invincible, I don't know if this was intentional or an oversight but yeet. If this was an accident then they really don't care at all to think that perk and the new Beast of Prey wouldn't be too powerful on Legion. If this was intentional, I'm abusing the ######### out it because that feels good.

    They don't really care for legion, so if they implement something that makes him stronger, I'll take advantage of it.

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/851122#Comment_851122

    Well, I still think that the buffs to mobility outweigh the nerf to mend times. When you can run and vault faster, it allows you to be much more efficient with your time. Small things add up quickly in a chase.

    Using my example with Fast Vaults: The killer is lunging toward you as you approach a window. If you fast vault, you get through the window safely. If you medium vault, you get hit and go down. So if you successfully perform a fast vault, you not only gain the extra time from the fast vault (0.4 seconds), you also gain additional time that the Killer has to spend getting past the window, and making up for the lost distance as they run after you. What would have been a 10 second chase is increased to a 20 or 30 second chase, or possibly even more if the survivor finds another good loop.

    So, this tiny fraction of a second extended the chase time from 10 seconds to 20+ seconds. I think the buffs to Feral Frenzy will have a similar effect. Because you can end loops significantly faster, you end up gaining 5-10 seconds due to the shortened vault animation and increased movement speed. You can now get a hit in situations where the survivor would have otherwise gotten another loop out of you, or forced you to go on cooldown.

    Which is why I think the buffs to Legion's mobility will buy more time overall than the 3 seconds of mending from Deep Wounds would. Being able to end loops faster makes it less necessary to have a long mending time.

    And again, considering that Plague, Ghostface and Myers can all hold their own in the red ranks, I don't think it's absolutely necessary for killers to have powers that can end loops faster. If their power gives them a quick, reliable way to get first hits, that seems to be enough for them to win against high-ranking survivors.

    Keep in mind that, according to BHVR's statistics, every killer in the game (Including Legion) gets more than 2 kills on average, even in the red ranks. Even the worst killers in the game can do well in high-ranking competitive play. So I'm always skeptical when people say that X Killer is "useless" or "overkill nerfed" just because they received a tiny change. And in this case, Legion was buffed in many ways, so I'm even more skeptical when people immediately jump to saying "RIP Legion".

    I'll probably have to test out the new Legion when it comes out, but if in practice they're worse, I'll still be complaining about it.

    Myers, Plague, and GF all essentially have instadowns as a side ability. They also have something that their power gives to help down people. Legion's is the only nonlethal ability in the game. It doesn't help them get downs. Even clown's gas helps him down people.

    Well, but how many of those 2 kills are DCs from people mad they got downed by Legion? Legion appears to do well on Xbox, but maybe they should be asking why are they only good on that platform (even then, throughout my time playing Legion, they are really weak compared to killers like Billy who is far more common on Xbox)?

    I just think it's kind of dumb they do this to Legion when Oni has essentially has a Blood Frenzy that can one shot people and break pallets quicky, and act as a billy chainsaw... and based on the PTB footage, it's not hard to get the Frenzy back up for him.

  • I've been offering ways to make Legion more fun, even less one note overall, yet this is the change they made. It's like they don't play their game or listen to people who DRAG LEGION UP TO RANK 3.

  • @Fibijean said:

    Of those options, I think Keyboard and Mouse functionality for consoles would be highly beneficial, especially if they're looking into crossplay between console and PC.

    I'd disagree, because that would give an advantage over those who don't have the option of getting those to hook up to their console.

    I also think cross platform gameplay isn't a good idea for this game. Cross platform game files, sure, but that's it.

  • My friend who never plays legion: "WHY DOES THIS FREAKING HEARTBEAT KEEP PLAYING OUT OF NOWHERE?!"

    They didn't know about the Iri button. XD

  • @PolarBear said:

    If kindred worked the other way around where you'd get the information people would use it but because it only currently benefits other people and not you, it's barely used.

    Makes me wonder why a lot of high ranks used BT then... Not just because of SWFs.

  • Well, this perk is more designed for other teammates more than just you. Same thing with BT. It's a perk that gives you no benefit, but helps the team. I think it's fine, as most high level players will be able to take the information and use it to the best possible outcome... but you're right, it is overshadowed by SWF coordination.

    I think it's fine, but I may be among the minority here.

  • "devs do what ever the f they want, if they feel it's the right thing for their game. show me literally one proof that the devs just do everything the community asks." @Nhekii

    DS changes, MoM changes, Nurse Changes, Legion Rework, Upcoming Spirit changes, Upcoming changes to Haddonfield, Changes to Bedham... those were all about changes that the consumers (players) wanted.

    Sure, the entire community didn't agree on these changes (I still think DS is too strong, and that they went overboard with Nurse and Spirit), but they were made with them in mind.

  • I think they're taking way too much survivor-sided feedback, but not enough killer feedback. Especially high level play feedback. Spirit wasn't game breaking in the slightest. A bad Spirit and a Bad Nurse will lose most of the time. Punishing killers who play well with their limitations doesn't really help the situation of the game as a whole, and I wish survivor mains would see that.

  • I mean... sure, they do influence it by proxy when they make certain desicions... (Nurse and Spirit changes), but they don't force their community to act in a certain way.

    Each individual has the ability to make an impact on the whole. Quite a few can be quite toxic, and it impacts a lot of people. Saying it's the dev's fault though is not the solution. Blaming them is an easy and cheap way out that doesn't help fix the problems within the community.

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/850942#Comment_850942

    Well, again, I never used STBFL, and I know for a fact that there are other viable Legion builds, so I'm not going to comment on that anymore. I feel like there's nothing left to say on that point.

    As far as mending times go, I think ultimately, it's much better to hit 2 survivors with FF and apply a 12-second Deep Wounds to both of them, than to hit a single survivor with a 15-second Deep Wounds debuff. Buffing your mobility during FF makes it much easier to get the first hit and to chain multiple hits, and allows you to do it much more quickly than before.

    As you said, one of Legion's biggest problems in a chase was that even in FF, they could be looped rather easily. 0.2 seconds doesn't sound like much on paper, but in practice, I think it will often allow you to land hits that you otherwise couldn't. Combine that with the increased pallet vault speed (It takes 0.45 seconds less than it did before) and the increased running speed, and I think that landing hits and chaining hits together will be much more reliable than before.

    If you're playing Survivor and you do a Medium vault instead of a Fast vault at a window, that's a difference of only 0.4 seconds, but that's often all it takes for you to get hit. It's why high-rank survivors usually don't go for the window when they're looping around the outside of the Killer Shack; you can't do a fast vault from that angle, and a medium vault is too slow.

    If you're playing Hillbilly, there's a reason people bring add-ons like Spark Plug that reduce the time it takes for you to charge your chainsaw, even though it only reduces the charge time by a fraction of a second. A fraction of a second will very often make all the difference between landing a hit and missing a swing when you're in a chase.

    When you're not in a chase, every second counts. When you're in a chase, every fraction of a second counts.

    You are correct about that. There are other viable builds, and they'll probably get seen more than ever at this point. But it means it's the same as Pig's change, but unlike Pig, Legion needs to use their power to get a lot of hits and apply pressure. There are very few times where Pig's ambush is used to great effect in game.

    Again, that's why I run frenzy duration addons (If I'm really having trouble with them, but I don't usually, so I run the iri button for more awareness), and play legion as a quick decision killer. Legion relies on all information at their disposal, and having DW helps greatly stall for time. You would not believe how many people I catch up to that barely finished mending is ridiculous. It forces them to stay in one place and remain injured for 15 seconds, which in a Legion game, every second matters. Survivors know you're playing a weak killer, and will take advantage of that to get gens done quickly... and that's with ruin.

    Yeah, but how many survivors are going to give you that opportunity. Often times, survivors have a plan when chasing, one that often makes that incredibly difficult to catch their mistakes. And even if they make one mistake, they have perks to save them from their mistakes. DS lockers, Dead

    I don't like playing Billy... and didn't even mention him. That argument is moot right now. But to entertain it, I'll mention that Billy's saw is one of his modes for movement, whereas Frenzy definitely isn't.

    In a chase, you have to force the survivor to make a mistake. Legion doesn't have that many options to do this. Frenzy's good for getting a first hit, but after that, it's all mindgames.

  • @Boss said:

    "Windstorm" - Blood + "Windstorm" - White.

    *makes racecar noises*

    Lol. Add PWYF and then you've got a racecar. XD

  • @[Deleted User] said:

    Rat Liver and Deer Lung on demogorgon, brings your move speed up to like just barely over 100% when charging shred, and lets you move a lot faster between tunnels.

    Not bad addon choices. I prefer more information, but you do you. : )

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/850936#Comment_850936

    Tbh I hate plague so much, I won't even play her without double apple it's the only way I can get a kill at all with her.

    All I can say about your ability with Plague is: get gud.

    In all seriousness though, Plague's tricky. You have to know what you're doing, and how you're going to do it. Anything less and you'll lose badly.

  • @Almo said:

    Sloppy + Nurse's Calling

    Enduring + Spirit Fury

    Those are perk combos. I was discussing addons. : P

    But those are still great perk combos. : )

  • @JHarsch said:

    I prefer double apple for Plague, you can wreck a team pretty quick if the map's right.

    Iri King and High Stim Electrode for Doctor. The only thing that makes him remotely viable.

    That is true. But after you use both...? They'll have no incentive to cleanse then. I like to save corrupt for later in the match. But that's me.

    Completely agree with Iri king.

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/850714#Comment_850714

    And yet red-ranked Legion mains exist, and are quite capable of getting 4Ks. If everyone stays injured, then they leave themselves vulnerable to getting downed in a single hit.

    There are plenty of M1 killers whose powers don't allow them to end loops any faster, and yet they are quite capable of killing mid-high ranking survivors. Even if you remove Ghostface because he can sometimes hide his red stain, and remove Wraith because he has a tiny speed boost after uncloaking (Which doesn't help him get a down unless the survivor was already injured, by the way), you still have Plague and Myers, both of whom are also quite capable of winning chases and ending loops against even the best survivors.

    Plague's power isn't lethal unless the survivors choose to make it lethal. It doesn't even slow them down like Deep Wounds does. Myers' power doesn't help him at all against a survivor that's already injured, even during EW3. So why does Legion's power need to be lethal? I'm perfectly happy with these changes as they are, and I find it ridiculous that people only dwell on the negatives here.

    Yeah, but even then it's extremely difficult and you'd be better off with another killer if you can do it with Legion. Even I know this, and I'm a red rank Legion main. I only do because I've dedicated so much time to being a Julie main that I'm best with them.

    I liked using STBFL with legion, getting all the tokens quickly was why it was useful, but now... now not so much. Maybe if you want to conserve tokens, but if you were wanting hits with no cooldown, you'd just use your frenzy at that point.

    Do not underestimate mending time. A survivor will usually start mending as soon as you go for another target, and after that they're free to do gens. It's legion's only way of slowing them down or distracting them, which for Legion, every second matters.

    They may be faster, but Legion will always suck in a chase. They can get looped rather easily and .2 seconds really doesn't change much. I'd rather have a shorter cooldown for FF than extra time if they were going to do that.

    I don't think they were dwelling on the negatives, but were just pointing them out as not balanced... which I'm inclined to agree. Whether or not they're stronger... I'll have to test myself, but they sound unbalanced, which is what they're pointing out.

  • @Mister_xD said:

    Trapper with Stiched Bag and Tar Bottle.

    additional Traps AND hard to see Traps?

    thats heaven for me!

    That is very good. But I find half the time Tar Bottle sticks out more than you'd think, especially on maps like Ormond, Hawkins, or The Game. There are places there where Logwood is just better.

    But then I'm weird like that. : P

  • @humanbeing1704 said:

    oh for hillbilly spiked boots and primer bulb the turning is very good

    I see,so you use it to get a lot of turning ability with a faster startup. That's clever.

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