ReikoMori
ReikoMori
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Because if you've ever studied anatomy then you'd know that isn't something adrenaline is capable of. Getting a sudden surge of adrenaline will force you to wake up from conditions like your heart stopping or drug overdose. It won't do much for you if you're infected with a viral plague. In fact it would make it worse as your body would be circulating blood so much that it would spread throughout your body at a severe rate.
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They stack with distressing but probably additive not multiplicative. You can get a TR of almost 40 with the right stack while in chase.
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@AntiJelly said:
https://forum.deadbydaylight.com/en/discussion/comment/490313#Comment_490313
Right. Sort of. They really just adjusted his add-ons though. Nothing like Wraith's pass.
Now Legion's addons need another pass because two of them are useless, two of them may actually be making the tracking part of the power malfunction, 3 of them aren't worth using due to how his power functions now, and one ultra rare is kinda meh and not very thematic.
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The trophies were created when the scoring system was a lot different and in my opinion better functioning. Now, getting a merciless rating is more difficult than it should be when you've clearly 4k'd. The best solution is to do adepts at low rank as the scoring is a tiny bit relaxed. Though it will still come down to luck more often than skill. If you keep getting survivors who are too easy for you to kill then you won't get it. If you're matched with opponents who fly through the gens early on and then you kill them, you risk not getting it.
You'll need to do these things to ensure your score is close to merciless.
9+ hooks, about 20 or hits, maintain at least 4 gens unfinished for the first 9 mins, and you want some decent length chases in there as well. Also stay away from the hook once someone is on it. The penalty on camping can tank your score if you're not careful. The range where it still counts as camping should be shortened by 2-3m so you can actual patrol around the hook without accidentally getting dinged.
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@applepie_1998 said:
For each survivor dead it should grant a bonus to repair speed? Becoming more effective as survivors are killed off.
That moment when a perk just needs to be Sole Survivor instead of the actual Sole Survivor.
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@Almo said:
Hi!
Just a note about Legion's performance: I've checked some data on it, and their performance hasn't changed much since the update.
This doesn't mean we're 100% done with Legion, but at the moment nothing is sticking out, either.
Legion doesn't have any glaring flaws now, but he also isn't fun to play either. There is so little we as players can do with him if we were already playing Legion in this way in the first place. Everyone who played Legion without use of abusive tech has been overly hindered. His gameplay feels limiting and uncomfortable. Legion was already a low performing killer so your data is going to be maintained in a similar manner.
We've got no variety of ways to play Legion. If you don't run Etched Ruler and Stolen Sketchbook you have a much worse feeling gameplay wise. I would love to use my other addons cause I have almost 100 so some of them, but they literally are big hindrances. Every Legion thread is people saying he's unfun and doesn't feel good and the response has not been great. Getting told it will be better when animations are turned to the slower vault is kinda patronizing. 25% is noticeable and not just to the Legion player, but the survivor. We're back to dealing with people vaulting pass us on palette loops. That was considered an issue in Legion's chapter ptb and it was resolved. It felt bad then and it feels bad now.
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Dead Hard used to be broken as hell. As it came without being an exhaustion perk on release.
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@[Deleted User] said:
Make Left Behind just give a flat 50% bonus to all Action Speed when you're the last survivor. Such that it allows you to open the Exit Gates 50% faster.
Just use wake up at that point.
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Gotta disagree with the need to do anything to Dead Hard. It works just fine doesn't throw off the game balance and people most of the time can't even use it right.
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I've personally spent so much time trying to maximize the play experience of Legion. Going through addons isn't fun anymore. Most of his addons don't really work all that well. Once you run out of etched rulers, stolen sketchbooks, and iri buttons it feels like you don't have much left to play with.
Fuming Mixtape is interesting, but overall pretty meh. It's a tracking addon that would be better served on someone like Pig. Frank's and SWS are worthless as a combo and used separately. The blades aren't really useful due to the changes to deep wounds. Pin addons could be the best, but they are on second hit so they instantly aren't worth the time sink. Cooldown addons got nerfed heavily so that they aren't useful anymore. The killer instinct detection addons are just wasteful. That make little sense and I am under the impression that the way his tracking functions is malfunctioning due to needing to justify these addons.
Tier 3 Bamboozle helps with the vault speed issue, but not enough to keep players from vaulting back pass you. Short loops are a pain now when that is the sort of loop that should be in the killer's favor regardless of killer. I used to feel confident that I knew what was the best situation to use my power, but now it feels like most situations are just not worth it. Loss of scratch marks and blood during ff is just so damn annoying. When spirit loses her ability to track she also gains something. Legion loses the ability to track and isn't any better off. Put the blood tracking back. That would at least make it potentially worth trying the pin addons.
I have no idea what the plan going forward is, but it just unfun and stressful to be so throttled back and have nothing to show for it other than being able to go on power walks with trapper.
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@xXNurseXx said:
https://forum.deadbydaylight.com/en/discussion/comment/488794#Comment_488794
Atleast one broken Killer is healthy for the game otherwise the Devs would nerf Nurse a long time ago so just accept you will die against a god nurse and hope for another killer next round.
dcing is not fair and unfun for the nurse player!
She has been nerfed. There is a reason why devs don't responds to calls to nerf her again. Nurse originally had near normal killer movement speed and 3 blinks at base and couldn't be hit with palettes during her blink or burned out of her blink with flashlights. She also had tracking assist for her attacks out of blink which meant if she lined her weapon up with your head she'd never miss even if you juked so hard you character snapped THEIR ankles.
They've pulled so much power out of the Nurse and she's still this good. That means taking anymore could probably just dumpster her.
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@List_of_concerns said:
https://forum.deadbydaylight.com/en/discussion/comment/487781#Comment_487781
@ReikoMori First of all, I don't think anyone knows if the removal of the hooked survivor timer would help prevent camping. It hasn't been tested, as far as I know. It is my hope that the removal of the timer, from either the killer's view, or the view of both sides, would discourage camping.
Also, I'm not suggesting that this change to the visibility of timers would stop camping from ever happening again. I think it'd be a step in the right direction towards changing one aspect of camping behavior. I never said changing timer visibility would be the final or ultimate change that would prevent camping from existing in Dead by Daylight.
"This won't help with camping." "None of this would change just because the time went away."
Not sure how you could possibly know, without a doubt, that removing the timer would have no impact on camping behavior.
"Also it goes without saying that while considered not the greatest thing to do camping isn't a punishable offense. Its not an offense at all in fact."
While camping is not a punishable offense, even you can agree it's not ideal. I don't mean to misinterpret what you said, but it sounds like what you meant to say is that camping is not fun or meaningful.
"The reason people camp can be that the game state has forced their hand into feeling they need to secure a kill at any cost. They could just be jerks who want to be "that person". Yet again, the camping could be the result of a perceived slight from survivor towards the killer. It could also be a calculated strategy in the case of killers like LF."
The scenarios you present here aren't related to the timer itself or the prevention of unhooking at or near phase transitions. Those scenarios are conscious decisions made by the killer regardless of how much time is remaining to unhook the survivor. I've failed to see the point you're trying to make in regards to the removal of hook timers.
I'm explaining to you common reasons for camping. Camping isn't based solely on because we can see the timer. The timer doesn't mean anything. We all know its a two minute timer that is broken into two phases. Removing the ability to see it doesn't fix a issue that existed before we had timers to see. I've play the game on and off for most of its lifespan. I've seen the changes, read the notes, and been in multiple ptbs. I've played during every instance where they tried to make a change to killers to prevent camping and every single one failed. You hyper focused on timers when they aren't the issue. Everyone else whose been on this game can understand that. I have no idea why you feel that would make a difference when people have been camping before before the game even came out of beta.
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Things like this is why we have egc. This is a huge time waster for both sides and while you are really in love with this very protracted end game strategy most people just want to get on to the next game. You could have finished the game faster by going directly to the trapper and having him hit you. He goes into recovery from attacking and loses collision. You jump in the hatch with nothing he could do.
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I'm not a fan, but swf is here to stay and everyone is on discord these days. The only thing I would want to see happen is that SWF can be chosen a queue type for killers to play against. I am ok with waiting longer for a full solo q game. When I play survivor I play exclusively solo and I honestly like it that. Though the issue of swf goes so much further beyond just voice communication. The worst person to person experiences I've ever had in this game have come from swf.
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To anyone having issues with the vault speed, which you should, run bamboozle. It brings the vault speed down to 10% from 25%. I've been running tier 3 bamboozle and it really makes a difference feel wise. Also the added bonus of shutting down window loops gives you more room to work.
I still don't like the complete loss of power on a missed attack. The power should just turn off while maintaining the remaining amount so you have a better recharge feel. The stun being blinding and long feels like overkill.
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@darktrix said:
I wonder what the survival rate is now. Maybe it evens out since survivors are more likely to leave others behind, but then that also denies killers a chance at a comeback if survivors just leave with one on the hook now. While it becomes more likely to kill the lone 4th survivor since the game does it for them after two minutes of closing the hatch. If it looks bad, I won't even bother to try to open a door. Just find a nice place to let the Entity take me.
I suppose it evens out.
According to the data set they released two weeks ago. 41% for solo and it increase the more swf players you have grouped up to 48% for 4man swf.
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He's better with it, but you don't necessarily need it all the time. Some myers builds actually work better without it, but that FoV upgrade is hard to pass up.
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@xxshinobazuxx said:
https://forum.deadbydaylight.com/en/discussion/comment/487414#Comment_487414
he moves faster, has probably already seen the hatch, and doesn't have to move the map in fear.. he doesnt lose power in the situation. if the survivor is found he is already dead, thats legit game over. these changes are to give him a win state barring hes able to avoid that game over
I told someone this in another thread proposing changes to the egc when they said this exact same thing.
You are expected to build a working knowledge of what is happening with the game map while playing in the game. You have to build spatial and map awareness just to survive in this game. You should know where the hatch is when you know it is going to become something you need to make use of. The killer can't use anything other than their eyes and ears to find the hatch. As a survivor you have items and addons that allow you to track the hatch from the moment it spawns, not opens, spawns. So you have many more tools to help you with map awareness. The issue is survivors suddenly don't want to use them. Same with keys. If the hatch is closed you need to open it with a key. They drop so much now people are complaining about the rate at which they find keys mid trial. At some point you can't keep laying bad outcomes at the feet of killers or the devs when you've had the tools and the same amount of time to find it.
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@darktrix said:
Why care if they DC on 3rd hook? Killer got his hooks and kill, survivors got their saves. Ranking up is more about how lucky you are than skill. You could run into a series of killers that do nothing but camp/tunnel, not only does that de-pip the victim, it denies emblems to other players. I just ran into a Freddy that did nothing all game, put no one in dreamworld - de-pips for everyone. Is that skill?
The killer needs to get full sacrifices or his emblem score in devout takes a sharp dip. Also in general it is bad form to throw your toys outta the pram just because you can't get the w.
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Picture this: two survivors are hooked in the basement. I saw a third one with No Mither trying to heal one of them while I was carrying them there.
The survivors expect you to walk away to give them a "fair chance" at being saved. The problem is that they made enough mistakes even with all the tools at their disposal to end up being caught in that situation. You did everything right as far as gameplay goes and they can't do anything about it. So what if they reported you, it is getting disregarded as the rules for reporting clearly state that your actions aren't against the rules or spirit of the game.
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I'd like to suggest a feature, or in this case, a removal of a feature that could help change player behavior.
This won't help with camping. Camping isn't happening because we can see the timer as if it were only related to that then why bother doing it anyway? The reason people camp can be that the game state has forced their hand into feeling they need to secure a kill at any cost. They could just be jerks who want to be "that person". Yet again, the camping could be the result of a perceived slight from survivor towards the killer. It could also be a calculated strategy in the case of killers like LF.
None of this would change just because the time went away. The only way camping stops is if the core gameplay loop is redesigned to not be focused on static things like hooking to get the kill. You only stop campers by placing them in a game that doesn't have any way to camp. Also it goes without saying that while considered not the greatest thing to do camping isn't a punishable offense. Its not an offense at all in fact.
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@Kind_Lemon said:
It's not so much that there are too many hooks, it's that
1) sabotaging and planning for sabotage takes too much time in a solo match compared to rushing generators.
2) There are not enough "bad" hook locations for survivors to force killers to use through sabotage
3) Killers' carrying speeds are too fast and the time to wiggle out is too short, resulting in slugging or pitiful returns in terms of wasted killer time compared to the time spent sabotaging.
4) All hooks respawn no matter their location or positioning as a band-aid fix to a broken mechanic. This is the real **** you to survivors.
5) Hook max and min limits are terrible. Sometimes only one hook will spawn on an entire side of the map while the other side is chock-full.
Sabotaging should result in forcing a killer into playing on a less favorable part of the map and cause the killer to waste more time in the carry and hook phases. It should not be giving survivors more chances to free themselves and it should not incite slugging because the dying state is minimal in design.
In other words: AAAAAAAAAHHHHHHHHHHHH!!!!!!!!
Well the reason hooks repair themselves from sabo is because survivors brought the game to its knees when sabo was permanent. The slugging concept was invented as a response to the fact you couldn't do anything else with survivors at that point. We used to dread playing a trial and finding broken hooks back then. Honestly, it is a playstyle that hasn't aged well because it is an all or nothing strategy. Everyone has to commit to 99% hooks or the attempt is wasted.
Now it takes a whole team picking a corner with the most gens constantly cycling between hooks and gens. Even then if one or two of you get slugged then the strat is dead in the water.
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/487485#Comment_487485
The problem is that he actually isn't in a terrible state, it simply took Freddy mains a long time to figure this out. Freddy is a very viable Killer in capable hands, something many do not realise as they never invested enough time into him.
I and many other Freddy mains dread the rework as we are convinced that the devs will ######### him up for us.
Freddy is in a terrible state, but Freddy mains have put so much time into the killer that they no longer see his flaws and shortcoming for what they are. He's functioning in ways that go against what would be proper game design for every other killer. He's got a very strong gimmick that can cripple game progress for survivors, but he actually can't play the game without his power. That is something he shares with the nurse except in her case while she'll never be viable without her power; Nurse will still be able to at great expense still hit and potentially down you without her power. Freddy can not do the basic gameplay at all. He can't pull off gens, pull off hooks, do basic attacks or body blocks without having someone asleep beforehand. Putting people to sleep isn't instant so there is a period of time where freddy can't even be considered in a chase.
He can't interact with the game, but can be stunned and blinded by survivors who are awake. That's a huge downside freddy mains are playing through which is respectable as hell. Yet, he has no reason to function like that. That is poor killer design. A killer should be able to take all the universal actions freely. I understand putting time into something and thinking it is great when by the design of the game it isn't. I know it feels bad to have it change when you've gotten strong despite the adversity, I also know when something needs to change for the greater good too. Freddy gotta get fixed.
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115% Move speed 24 terror radius Ability: When no one is in the shade's terror radius, he is invisible.
Legion gets his tracking AFTER he hits someone while in feral frenzy. Not before and it only lasts while his frenzy lasts.
The rest of this is sorta similar to ghostface which is coming like next month or so. That means the devs have beaten you to the punch in a slightly altered fashion.
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@[Deleted User] said:
It’s worth it.
Getting him to P3 gives you a healthy abundance of Unicorn Blocks, Z Blocks, and Red Paint Brushes.
And stacking either of these completely mitigates cocky survivors staying on gens during the transition phase. They’ll try it once, but after that they get off gens immediately after you hit them with dream demon.
You’ll also get HEAPS of Class Photo and Pill Bottles which stack SUPERBLY together.
You get an 8.75% increase in Ultra Rares for going to p3. Anything below that isn't really affected by prestige rarity increase. You're just very blessed with decent bloodwebs.
To the OP. I'd tell you not to prestige as you're not sure if you will like freddy's rework and two you're going to lose all addons and perks for no real benefit.
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@prayer_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/486837#Comment_486837
No to make one perk work, to kill us. You can only hide behind a gen against these perks
The survivor aura is a different shade of red. You're actually brighter than the gen. The other perks give sound and location indicators which are different looking effects that have no chance of blending with gens. Infectious fright gives a full body silhouette for instance.
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@Tru3Lemon said:
calm spirit and quiet those can counter all of those
Calm spirit doesn't counter most of those. Monitor & Abuse is a fov and TR altering perk. BBQ is aura reading, Iron Maiden does make you scream, but it also gives a visual indicator. You're only really hard countering Infectious Fright.
Quick and Quiet legit does nothing for any of this.
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@Aven_Fallen said:
You probably stomped some Potatoes. And you think you deserve something for this?
Thats the problem with games nowadays - you need to put in little effort to achieve something and expect rewards for it.
If you stomped Potatoes, you will not pip. But you will, most likely, not depip either. And you can keep your Rank, while those Potatoes depip so that you will face better players and have more chances to actually outplay them, which rewards you with Pips.
So, lets just get you're statement out of the way. You are wrong right out of the gate.
If one side loses due to being low skilled that shouldn't negatively affect the winning wide. That doesn't make sense in any way, shape, or form. No other game functions like that. In fighting games if you're playing ranked matches and you win against someone of much lower rank you still make progress towards your next rank. In mobas you don't even see people weaker than you in terms of ranked gameplay. So, why is it that dbd is the only game where winning a game you should win actively punishes the winner along with the loser? Because the victory cube has become even more flawed than before.
Rather than simply quantify what constitutes a win or loss it has been designed in a way that alters playstyle and imposes the need to play suboptimally for the sake of the other. It has affected survivors as well as killers. If either side plays too aggressively or efficiently, neither side actually can win. Cause remember the win condition currently is to pip or double pip. Anything below that is a draw(black pip) or a loss.
Also you have no idea what amount of effort was put in by any other player than yourself.
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@blue4zion said:
Even with this increased chance, I've gotten maybe enough unbroken keys from chests to count on one hand since October 2017
There is an issue where running plunderer's causes keys to drop at lot more. I've watched Monto open 4-5 chests in a single game and pull skeleton key every time. I've also seen more keys than usual when I open chests.
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@otherbarry said:
I can't see how honestly . we don't usely watch anything on that TV is only used for games . there is no cable attached to it but it is a smart TV . but there are no porn apps on it and I've never watched porn on that TV . so I'm at a bit of a loss
Your issue can't come from the game. Especially considering you say your wife was playing through ps4. It is probably a hack on your smart tv directly.
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@No_Mither_No_Problem said:
https://forum.deadbydaylight.com/en/discussion/comment/486160#Comment_486160
No Mither with a bunch of injury Perks is not great; it's meh. This Is Not Happening is useless if you already know how to hit Great Skill Checks, Resilience is only useful for vaulting faster thanks to terrible hit connections, Dead Hard is pointless because if you have NM, a decent Killer will see it coming from miles away, and Iron Will... well, the point of the OP was that IW with NM shouldn't be near-mandatory, so yeah.
I've never heard of anyone doing no-hook challenges; it sounds like you're begging to lose that game.
Look them up, they get done all the time. It is just slugging for the entire game. You lose chunks of bleed out each time you recover. So they just keep downing everyone till they die on the ground.
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@Witas said:
A better question would be: Why does no mither exist in the form it does?
Because there are 3-4 perks that only work when you are injured and No Mither gives you injured status from game start. No Mither on its own isn't really that great, but when combined with other injury reliant perks it is great. It also has the added benefit of being able to pick yourself up off the ground as much as you want should someone be doing no hook challenges.
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@Kabu said:
@ReikoMori The post you are quoting is from last year. Long before Ghostface was leaked.
Not quoting a post you can check it out on Paulie Ester's channel. The devs made the mistake of pushing the dev build of the game to the live servers when they were trying to push the mid chapter patch. People have been air gapping their machines to take footage of Ghostface.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/485899#Comment_485899
How isn't it about censorship, this community has toxicity, it's going to stay. Peoples opinions aren't "Toxic" it doesn't make them toxic to say something is annoying or noob like, it's a game, people have opinions, and to ignore those opinions for "unbiased" ones is censorship.
Some people find the most mundane things toxic so to imply that toxicity is a good enough unit of measurment for deciding who is and isnt a fog whisperer is insane
We've seen what happens when people behave and express terrible opinions to their audiences. Not only in this community with Ochido, but across the who youtuber/influencer/streamer field. Being concerned that some Fog Whisperers aren't on the level is perfectly reasonable, but the issue is that doing something about it is in the hands of community management at BHVR.
If people are seeing problematic stuff, they need to be filing reports or notices to BHVR directly. One, you can name people in private communication which helps greatly. Two, have proof of actual problematic content, behavior, or speech. These types of threads aren't going to improve the Fog Whisperer situation.
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If I can't get the first hit within 15-20 seconds then if possible I switch targets. If I know that the someone is on death hook then I chase them till there down. If a survivor is in an area I want to get rid of palettes in then I chase for as long as 40 seconds. The time waste is paid off with a section of palettes removed. No longer than that though.
I typically just stop chasing as soon as possible. Though I also play Legion so I have to chase a bit differently.
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This is a bad idea as the trade off would be either all survivors would become inherently faster or killers would be respec'd to be overall slower.
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I'm having trouble understanding what Ghostface's power would be in this game because there was never anything supernatural about him, and his main thing was just stalking and then chasing people into a corner like Michael, but much faster.
We've already seen his power in footage. He can crouch and lean while stalking a survivor. After being fully stalked that survivor becomes exposed for a short duration. He can also enter a stealth mode that allows him to sneak up on survivors. His mori is to attack you from behind stabbing repeatedly and finishing with a stab to the back. After which ghostface lifts the survivors head, which is bleeding from the mouth, and takes a selfie with a flip phone.
You can find all of this footage on youtube, posted by well known streamers.
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@T0xicTyler said:
https://forum.deadbydaylight.com/en/discussion/comment/485823#Comment_485823
I absolutely understand that. If they implement a battle pass the best way they could do it for the game's loyal players while still monetizing would be as Fortnite does it.
People who purchase the battle pass and play enough could earn enough Auric Cells from playing to purchase it next season without paying.
Of course this battle pass would still have a free track where you would earn less rewards if you don't want to pay for it.
Ideally I'd like to see rewards like:
- Bloodpoint boosters (aside from offerings)
- XP boosters
- Cosmetics (exclusive cosmetics on the premium track?)
- Auric Cells (for purchasing cosmetics or saving towards next season's battle pass)
The game's still in a very broken state and turn around on problem solving along with game balance is very slow. Adding in the headaches of a battlepass would be detrimental to the health of the game. We've still got problems from 2016 unresolved.
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The only thing I have real issue with at the moment is that Adrenaline bypasses exhaustion. As you move further up the ranks you see more adrenaline. There isn't much though behind it and in general I think it is just sort of existing because it has been that way for so long.
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Here is a history of NoED. Every time someone makes a noed thread and I see it they are getting this video. ffs
https://youtu.be/JfXsr4BL5B0 -
If you watch the stream vod they already addressed this line of thinking. They talk about how they have been reevaluating what the game considers a "stun". They also said that if changes to enduring were to come then Enduring would be focused on stuns from palette drops. Also that it would decrease the stun from palettes by half. so from two seconds to one second.
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@pemberley said:
https://forum.deadbydaylight.com/en/discussion/comment/484801#Comment_484801
It’s not lulzy at all. When I was a baby unburnt Freddy and seeing how FUN he was despite what people said, I went looking for everything on how to do him justice. And it was really cool because it was almost like a little club or society - you’re not kooky for thinking Freddy’s fun! we know he’s good, just different ;) - and I found a lot of helpful guides and videos, some with the help of this forum.
There’s none of that for Plague. Literally every single video I have seen with her that had commentary amounts to “she COULD be solid but...” and just general unenthusiasim. People seem to pick up new Legion fine, but trying to find Plague gameplay is like pulling teeth.
And there is literally no, zip, zero tips on how to use her other add ons (besides the emetics) and how to create different builds beyond “get sick quick!”
The reason you see no other builds is because the addons don't do much else. You have addons to have corrupted fountains at the start of the game, addons to make infections on interactables last longer, addons for making infection more effective, cooldown addons, 1 aura reading addon that is ultra rare, addons for corrupt purge.
Now the counterplay to the Plague's power is not to cleanse. This makes corrupt purge addons a moot point. No corruption, no corrupted purge builds works. Cooldown and charge time reduction aren't really necessary. Having corrupted fountains at the start is ok, but unless you snowball hard and down all 4 the its a waste of time. Infecting interactables sounded like a cool mechanic, but in reality it is just not good. Survivors can clearly see something is infected and just not use. They usually are just already sick and don't care if others get sick as well. Again, counterplay to sickness is actually not cleansing.
Getting people broken really fast is the most viable and consistent thing she can do. It makes looping less of a drain on her when she can one shot survivors. Outside of that she has plenty of perk builds worth doing and plenty of people produce footage for her. Just not on a constant basis as she hasn't had any significant changes to make that necessary.
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Pop is one of the few perks that actually need nothing added or removed. You aren't meant to always get the proc unless you make a conscious effort to remember and navigate towards unkicked gens. Also it gives a big benefit that makes it worthwhile at any tier.
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@ApeOfMazor is correct though. Overall there has been less people playing killer consistently through the day. Both on ps4 and pc. So depending on the times you're playing you may just be getting stuck with a shortage of killers.
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Most definitely goes against lore and killers aren't designed with the tools necessary to combat each other. A lot of them struggle just to hunt and kill survivors as they both in gameplay and lore are somewhat hindered by the entity to increase the amount of hope survivors have in their own escape.
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can this be moved to fan creations or wishlist @Gay Myers (Luzi) ?
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With the Plague you're main focus is finding survivors and infecting them to have them go to the broken status. Infecting environmental objects is more of a tracking method for her as the infection on terrain and gens isn't long term. Survivors will tend to counter you getting your Corrupt Purge by not using the fountains so be prepared to focus on Vile purge.
Legion currently is not in a great place. You're main playstyle is to use mending as a time waster, but the amount of time lost isn't very much. You'll need to supplement it with perks like Corrupt Intervention, Hex: Ruin, or Thanatophobia. Addons for legion are also pretty bad across the board now. His best combination is Stolen Sketchbook and yellow ruler. The pin addons will look interesting, but require you to hit someone in deep wounds with another frenzy attack to get the effect. It's not worth it. Cooldown addons have been heavily nerf and the has been increased from 3s-4s. With Cold Dirt and Joey's Mixtape you can only get down to 3.76s cooldown currently. Franks and Staby Wound study still combo together, but the time spent trying to down someone in that fashion is too much. Unless people actively stop playing the game Legion can't reliably win using Frank based playstyle.
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If I bring a mori, my intent is to use it as the game states it should be used. If I wasn't going to use it that way then I'd not even bother with using them. They cost too much and score too poorly to place self-imposed restrictions on them.
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Over time with practice you get used to keeping track of the surveiled gens. Though really strong survivors tend to just be more prepared to work through a gen faster than normal. So sometimes you're still not going to notice as much early game. Combos well with Pop Goes The Weasel.
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@Blueberry said:
I have to stop you at number 2. The devs are absolutely not going to fundamentally rework him and remove Deep Wounds even if it is pretty worthless at this point. I think we should focus on things the devs would reasonably consider and be willing to undertake. IE it needs to be quick and easy changes like your number 1 and 3.
"Pins should apply effects on first frenzy attack, not second."
Thankfully they already acknowledged this on the last stream and are looking into this exact change.
The issue with Legion in his current iteration is almost the exact same issue that Plague has. The problem for both of them is that survivors still don't heal. The devs see this as fine because they think it's a fair tradeoff for them being 1 shottable the rest of the game as that sounds very strong. The problem in this lies with how many pallets and windows there still are and how much time they can waste at each pallet or window.
There are so many pallets that they are almost always within a safe distance of one if not at least a window. This makes it so being 1 hit from going down in exchange for just pounding the gens down without wasting time on healing is always worth it for them. They can finish 5 gens long before you have finished eating through all the pallets.
This is where both of them fall apart. Pallets and windows being too numerous and strong makes both of their powers worthless. There isn't enough danger to make them waste time healing. The biggest and easiest thing I think they should do for Legion in this situation is to give him an extremely small terror radius, like at least 28 if not less. This would make staying injured a little more scary as you have a better chance of getting closer before they can reach the pallets or windows. Obviously map reworks are what we need the most but this is much easier and for Legion specifically.
I know your topic is mainly Legion and not Plague, but the reason they are both weak currently is the same reason. I recommended that Plague needs extra negatives attached to being infected and broken to more incentivize them to use the fountains.
The devs think staying injured all game is much more dangerous than it actually is and they don't realize how overly safe pallets and windows are.
This is obviously based on playing at rank 1 against actually competent survivors that know what they're doing. At low ranks they will heal and then these killers are totally viable. However being viable only against stupid survivors isn't where I think killers should be.
The devs have mentioned that they've considered more drastic ideas for Legion and they have one that they like, but think it may be too crazy for the game. If the current Legion build doesn't catch on and show results they've said they would consider sharing said extreme idea. So letting deep wounds be only a Borrowed Time thing is still in the realm of reasonable. Getting rid of deep wounds from Legion would give the killer so much more room to be worked with and later balanced.