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ReikoMori

ReikoMori

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ReikoMori
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  • Feral Frenzy no longer expires if the Legion has never been in a chase or if the Legion hasn't been in a chase for the past X seconds (something short, like 10 or 15, tops).

    It's not an exploit to track blood. Everyone can do it and I can not understand why people keep calling it an exploit. The game is designed to account line of sight and distance to keep a chase active. The best way to beat moonwalking is to turn around and run back towards them so you them to always be in a chasing state. Any killer can slap on bloodhound and sloppy butcher, moonwalk you after getting that first hit and be just as effective at the gimmick. At some point we gotta just start calling out chase design instead of constantly calling out legion. Besides, it has already been confirmed that Legion is getting a rework to be less tunnel oriented anyway.

  • SWF is a contentious issue. People want to play with their friends, but at the same time the game really isn't meant to be a game played with friends. Also their is no concrete way to know when you are with or against a SWF and you have to divine whether or not you are and how many. Honestly, I think that the game being the way it is shouldn't have the kind of secrecy it does with survivor with friends. Players should know what they are up against in that regard on both sides. Survivors should be able to see that whose partied together so they can decide if they want to take the risk of being around SWF groups.

    Killers, should also know when they are going against a swf group or at the very least just give SWF their own queue that people can opt into player as killer or survivor. That way you know, you're dealing with primarily SWF groups and can act accordingly.

  • @Karl_Childers said:

    It’s very simple what they need to do to make it an actual tunneling counter. Make the timer around 30 seconds but it stops during chase or when downed, and Enduring doesn’t work against it. The shorter timer ensures that tunnelers are on the receiving end, but the tunneled survivor also isn’t cheated out of the perk. No brainer changes to a currently useless rework.

    This needs stop. As long as DS is a basic stun, it is getting affected by Enduring and if you want it to be immune to a stun reduction, which it shouldn't be, then you need to give up something in return. The time absolutely should no stop or any of the other ridiculous nonsense.

    Learn to not go down and learn to accept that you're not always going to get away when you do. People kept saying that over reliance on DS was going to harm a lot of players once the devs finally turned it into something the majority of players on both sides could live with and that is what is happening. DS honestly should have never been made and never have continued to be what it was for so long.

    Also, survivors tend to want lots of counterplay to killers, but when it comes to DS people who crutched themselves on it suddenly don't want to see counterplay used against them. Learn to play safer games and when you have a chance to get out just leave. That is all you gotta do and you don't need DS to do it.

  • People are going to justify a dc for any reason. Also the amount of dcing is insane. You expect at least 1-2 a game if you're a killer main and if you're a suvivor main it is just about the same rate of teammate dcs plus a killer dc every few games. There are a lot of things that could change to promote people just sticking out the game. Yet, first thing that should happen is look at all the players who have dc rates in the 25% or higher range of their gameplay and simply hardware and ip ban them. If they can't be bothered to play the game properly then it is time for them to move on.

    When people start saying, "get rid of unfun elements", I get spooked a bit. There has to be a quantifiable way to show what is 'unfun' and since 'unfun' is extremely subjective from player to player and from killers to survivors I don't feel that is the language we should be using. People find tunneling and camping unfun, but others also find them fun and both are strategies with legitimate uses. Killers find gen rush unfun, but their are plenty of survivors who just enjoy being efficient gen jockeys and don't like being chased. Some survivors find other survivors being stealthy unfun. Etc etc.

    Even if you split the game into casual and ranked if the overall gameplay is the same people are dcing. If the same players who use disconnects as their "justice" aren't weeded out it won't matter what incentives are put in place. Other games that are competitive in nature make it vary clear that heavy disconnect rates are getting met with player segregation or outright soft and hard bans. Other competitive games also take stronger stances against toxic behavior both in game and out of game when it comes to stream related issues such as witch hunting or sniping. Start bringing the hammer down purge style and you get the playerbase's attention. Players can shape up or they can get punished.

    As for drop in backfill matchmaking. This sort of game doesn't really need that especially if the person coming in is going to just take on everything that has happened to an entirely different player. You'd just have players who backfilled leave the game. More over you'd have to devise a way of making that happen when someone coming in has different perks and addons than the previous survivor. Not to mention killers get a bp bonus for people who quit, which honest should be higher, but a backfill could easily mess that up. Honestly, if matchmaking ever gets to the point where it is quick and consistent at all ranks then I'd like to work done to prevent 3 mans. One way to stop DC's is to just remove the damn leave match button.

  • Sabo isn't really worth the time investment unless you have a team of at least two dedicated to doing it. Hooks come back and if you get a rep for saboing you're gonna start seeing more moris and dcs. Not to mention it wastes time, toolboxes, and with the currentl scoring you won't get your emblem progress.

  • I'm not a fan of this addon, so I thought I will just publish my idea how I would change it and see if people agree, adjust or want to leave it as it is.

    It's an ultra rare addon that makes hatchets function as they actually would.

  • @GrootDude said:

    Tge game usually slows down after two gens are done as you have less to patrol. Use it to your advantage.

    Sometimes. Sometimes that happens. Most of the time you see two gens pop together and then the third about 20-40s later.

    As to the OP: Run ruin, thana, or lullaby and pray.

  • @Ember_Hunter said:

    Yep, they should make Decisive activate after one has been hooked, but there is no time limit. But to balance, the level of perk determines how hard the skill check is, and I think first two levels should have time limits, but not as short as 40 seconds. Levels should also increase how long killer is stunned by a few split seconds.

    Just an idea, like the nerf, but they nerfed DS too much.

    40seconds is roughly half a gen of time to lose. DS being timed the best outcome for both sides as killers don't have to worry about losing the first hook and survivors do have up to a minute, one gen worth of time, before they just HAVE to take the hook. At some point you have to learn to avoid getting down entirely and not relying so heavy on DS. This was not a sudden change and everyone has said for years that relying so hard on this perk that it dominated the survivor meta so hard was going to get people burned when the devs finally balanced it.

    DS was always meant to be a last ditch effort, but sadly they left it as a perk that works the entire game instead of end game where it should have been.

  • If you need a daily then you just have to play the game and hope that you can get the daily in proper play. There is no honor to be had in this game when it comes to promises. If you were on pc they would have just said "Sure I'll help you out!", but when the trial starts they instantly dc. Now you're not getting the daily done and you gonna either depip or only black pip.

    Don't trust anyone here. Ever.

  • Killers have different movement speeds based on their powers. Nurse used to move at average speed on top of blinking which was insane so now she's a terrible walker. Hag can teleport to traps which gives her a lot of mobility. Myers on the other hand trades speed early on for more pressure later.Spirit and Legion are slower killers because they can speed up whenever they feel like it. Wraith is fast when invisible and average when not. Pig is just average all the time which is good since she can cross the map with no terror radius and huge dashing lunge for ambush.

    In short, the movement speed is fine.

  • @Juya said:

    make healing not so crappy anymore.

    Isn't it the main reason gen rush was in increase?

    That is incorrect. They shortened the gen repair time cause it used to be 130s for a single gen. Overtime they shortened it because games were too long and people wouldn't play. The issue of genrush comes in due to repair speed buffs from perks and toolboxes combined with multiple players on single gens. There is a slight decrease in speed overall when you have multiple people on a gen past two, but that gets countered with toolboxes or Prove Thyself.

    Healing was "nerfed" due to a need to improve game health because killers were not getting people on the ground consistently due to self care setups. Honestly healing in general is doing fine. Med kits are probably the best they ever been when you consider addons. Genrush as a strategy should stay, but it should be evened out somewhat.

  • @TheBean said:

    One other idea is to reset everyones rank back to 20 when they make big emblem changes rather than think everything should level out normally with a reset.

    That way the skilled players will climb together rather than stirring everyone up in mucky water and wait for it to settle. Then they can get a better reading on how each sides skill compares to the other side and make any minor adjustments as needed.

    You have said the smartest thing ever about this issue. I tip my hat to you. Seriously, that is a damn good idea cause this whole mess shredded everything across the board.

  • Okay so i think the totems as they are now are fine! Not good, but fine passable for now.

    People will cleanse a dull totem the same as a hex totem. I've always thought that totem cleansing is too easy to do considering how much of an effect it can have on the trial. The line of sight check for totems is not particularly great because you can still spawn next to a totem as long as the game checks to see that you can visually see it. They still spawn right next to generators which has been a complaint from day one. They should never spawn next to a survivor objective. Totems still spawn out in the open which on some maps like coolwind makes them far too easy to spot and far too difficult to protect. NOED totem is still garbage because rather than rebuilding a totem if none are present it still just gets shut down. On the other hand if you cleanse all but one totem in an easy to find location then you get to snipe NOED for free.

    The easiest way to protect the totem is by making totems take more work to cleanse. They should have skill check actions like snap out of it or jigsaw boxes. Losing totems can make or break entire trials and it isn't like killers have lots of trap totems. It would be fine it there we more things like Hex: Haunted Grounds. Totems that a traps that can discourage people from breaking totems. Also killers need to know which totem is which. We've had the mechanic for like two and half years? Why does the killer who uses the hexes not know which hex they are looking at mid trial?


  • @Akuma said:

    Ranking up is finally... ranking up man. The more you reach the red ranks the gamplay IMPROVES. holy #########. bad players FINALLY can't pip anymore into the high ranks thank god Im free from them.

    The more you are in the red ranks the more your team saves you, can hit great skill checks, they are doing something helpful! And do not urban evade in nowhere and run away with the most useless exhaustion perk sprint burst. I'm very glad the devs fixed that.

    The only problem I see is if the game becomes unplayable for both sides. for ex. you start the game with 3 survivors and 4 gens and 1 guy dc's. Or you start the game with 4 survivors and 5 gens and someone instandly dc's. Dbd need some mechanics to see how many emblems can gained in total, how many survivors are left and so on. So the game see "oh okay, you hadnt any chance to receive enough emblems to black pip" And when you come to the post game and you didnt black pip the game gives you enough emblems to do so.

    but yea matchmaking is broken but this isnt about ranking up.

    The current system isn't improving the gameplay. It is just making everyone be responsible for everyone else's play experience. This game isn't exactly a showcase of amazing skill and technique, but people always try to treat it like it is. You can hit the skill ceiling for the game on both sides pretty quick if you just play the game semi seriously.

    Also while you're happy to be away from "bad players", the game is experiencing a decline in both old and new players due to how the systems scoring a matchmaking are affecting the game. New players and casual players are getting hit with huge queue times and when they do get a game the disparity in ranks can be so extreme that it isn't enjoyable for either side. Players with thousands of hours in the game are even saying that the new scoring system isn't working. These are players with so much time on the game they have reached the end of possible skill refinement in the game. The new system is slaughtering efficient play in favor making players artificially just do more things to level up.

    Hopefully, dedicated servers with backend matchmaking adjustments will at least help with keeping the ranks separated more effectively. As for the emblem system and ranking up? I think they should go back to the drawing board and find a solution that gives everyone a equal chance to level. Right now you can't even reliable safety pip and so much of the game's scoring is dependent on things people have no control over. Not to mention the system currently acts as a punishment/harassment tool since it have given a ton of power to people who like to disconnect mid match when they can't have their way on both survivor and killer sides. You can easily get deranked and trapped at your lowest rank cause you can't tell who frequently disconnects and you're more likely to see people like that at lower ranks. There are just so many problems I could talk about in relation to just that aspect alone.

  • People have already covered the most popular stuff, but here are some other reasons why he's on the weaker side:

    1. He lacks map pressure- He can one shot, but he can't really move much faster than average killer speed so he needs to focus more on defensive play.
    2. His saw can be misleading- He gains momentum when he starts to swing his saw, but the speed up doesn't necessarily close the distance in a chase. Also since he's swinging back and forth you can actually find yourself not properly lined up with your target and instead the edge of terrain without noticing.
    3. Can't fake the saw charge- Bubba commits to the saw and slows down till you release the saw so you get little to know value from cancelling charges. It's better to just start sawing if you bother to charge it.
    4. Bubba specific addons aren't really game changing- They are just okay in a sea of extremely good addons on better killers. The addons he shares with Billy are better value most of the time and easier to get.

    All that said, he still added 3 amazing perks to the game. One of which became meta level tracking point. He could be improved a small bit, but what he lacks gets covered pretty well by being able to setup team wipes. Just right now the game isn't played in a way where that is particularly viable.

  • If you play as Laurie you're very likely to be an obsession target by default. Laurie was the first survivor I ever put a lot of time into and I started to notice that even with no obsession perks on either side she'd specifically would still get the obsession label. Probably because the mechanic came with her and Michael. Used to be that when playing Michael you'd end up with an obsession target even if no one ran obsession perks for a little while.

  • You need to get 9+ hooks and 4k on top of pushing your other emblems as hard as possible to get merciless.

  • @MrsMayhem_93 said:

    If I I feel like they should have left it only only one shotting at tier 3

    That means the perk is worthless and they already tried that before. People need to realize that NOED has been changed several times before now. The fact that it is such a lackluster hex totem that can be completely and thoroughly countered is the result of getting down to lowest possible level without just outright removing it. I almost want us to go back to when NOED was just a perk that activated during the end game and couldn't be stopped by anything just so players would understand that it used to be like.

  • @deathsia said:

    https://forum.deadbydaylight.com/en/discussion/comment/387183#Comment_387183

    Let me break down why each and everyone of those suggestions is USELESS.

    Wall:

    The odds of downing a survivor next to a wall and being able to pick them up at that angle is SO RARE that this suggestion is pointless. PLUS most survivors are going to make sure they aren't near a wall when downed to AVOID THIS.

    Lightborn:

    Ultra Rare Flashlight and Ultra Rare Addons TRUMP THIS every single time. No survivor is going to run a flashlight without these knowing that when the killer sees them holding in the lobby they'll run Lightborn if they have it.

    Infectious Fright:

    A complete waste of a perk slot just for making sure a Flashlight user isn't hanging around a corner and nothing else.

    Looking around for flashlight guy:

    Sure, lets waste EVEN MORE time hunting in circles for someone who could possibly but most likely isn't there. A good survivor will make sure you don't know they are there until you go to pick up the survivor so this suggestion is POINTLESS.

    Lightborn is actually a strong counter to UR addons. Gives you time to tilt you head up to keep them from getting a full blind that makes you the survivor. Also Odd Bulb is bugged and doesn't blind at the speed it should so right now that UR is actually useless.


  • @darktrix said:

    Still early - but I don't think it is too strict, yet. It is just too easy to de-pip from various factors out of your control.

    The system probably is too strict as you're now being held responsible for ensuring that a certain type of play pattern happens. You have to defend all your gens for at least the first 9 minutes. That is when they count the most towards your score. Then you need to make sure you having multiple short chases that you win. You also need to hit a ton during the trial. A lot more hits are needed to score malicious really well. Then you've got too hook a decent bit more than with the other system. It's 9+ hooks and a 4k to get iridescent devout. To safety pip confidently you still need about 6-8hooks and a 3k. Also camping penalty on chaser has been increased and the distant you need to minimum distance is more too. So strats that revolve around bait survivors are out if you want to keep chaser from going to hell.

    So you have to build in these artificial moments of "safety" or you can hinder your score by being too good at the game. You need to make sure you get good at defending during the early game and manipulating survivors to help each other during the mid game. If you're a survivor then you need to do gens, fight over hook saves, heal others, get chased for long periods of time, and still manage to escape. Now the issue is that not every player wants to fight each other for the hook save or has the ability to run the killer around long term. Stealth players get punished for being stealthy, gen jockeys get punished for prioritizing gens over chases and saves.

    The scoring systems wants a survivor to build in artificial moments of "risk" to avoid hindering your score. So we have this situation that places the responsibility of tailoring that game experience to be more even on the players rather than make any sweeping gameplay or mechanical changes to address issues. That means that ranks are useless because highly skilled players can't necessarily rank out of lower ranks consistently to where they only face each other and medium skill players can't really track progression with rank increase. New players and low skill players have to face people they have no business playing against which is going to make them less likely to play. The deranking problem got solved in reverse as now the game is just going to derank you as a matter of habit. Just play the game without the play patterns in mind and you'll be in lower ranks without having to dc.

  • Get rid of this scoring system entirely. You've got at least 4 separate point systems combined to make this messy Emblem system when it would just be better if the scores were a bit more basic in execution. The game hampered by these restrictive scoring rules.

  • @KillermainBTWm8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/385194#Comment_385194

    Billy still takes less amount of skill because even if you suck at the chainsaw with him you don't even have to use his power for insta downs to make him a killing machine ik billy mains that don't go for insta downs just use chainsaw for map control and get 4ks pretty easily

    That means the Billy player is doing even more work.

  • For those saying Legion, I understand you logic, but I disagree with you. Legion can hit you tons, but lacks killing potential on power based hits alone. You have to learn to either moonwalk the blood or how to to chase with power turn it off and keep up with their movements and then go for the basic lunge to down them. The only way to get the most out of Legion is Frank's Mixtape and Stab Wound Study combo as his iridescent addons are gimmicks. Button is bugged and doesn't always snap vaulted pallets. Fuming Mixtape is just surveillance perk while frenzied.

    Legion is a lot of gimmicks, but not a lot of actual power.

  • Micheal Myers (The Shape) in my opinion his annoying tier 3 one shots and cheap add-ons

    There is much more skill there than you realize. Also those cheap addons have cost Shape players more games than they've helped them win. Both tombstone, piece, and tuft require a huge amount of time spent stalking and that means the Shape loses movement speed, loses collision meaning you can run right through him, and can get stuck with being nearly useless.

    The killer who needs the least skill is the Trapper. He's just not got much he needs to outside of learning maps which just happens over time.

  • I don't even see a reason to prestige and actively regret having done prestige on my leatherface. As far as grinding out bloodweb for perks I think it is a mess that should be looked into. THe game has a bad habit of trying to force perks on you that you don't want repeatedly and getting upgraded versions of perks is far too random. I've got level one perks that I haven't seen the level two variant of and gone through lot of bloodwebs to try and get them. I have a majority of teachables, but they rarely show up. Not to mention that you can struggle to level a killers own perks if the bloodwebs just keep generating junk webs. The most common thing I see in my webs is Insidous, which I don't use, don't care for, and can't seem to get rid of. I'd rather just buy my perks outright after all the time I've spent playing the game. Then again I am probably about to take some time away from it cause I don't feel I can play the way I want to play and get any fun or reward right now.

  • I think it takes a million BP to get to max level which is 50. So around 600k? If the math is right which it probably isn't.

  • @Incirion said:

    https://forum.deadbydaylight.com/en/discussion/comment/379184#Comment_379184

    I've seen killers completely ignore other survivors, even injured survivors, to actively tunnel the person who just got unhooked. It's not on my teammates to stop the killer from being a douche.

    You want a target to blame? Blame scoring changes as you're getting tunneled no matter what. We gotta get at least 9 hooks to pip once on top of playing strong in every other area. Unless DS is going to start killing killers nothing is keeping you from getting tunneled.

  • @Slayer said:

    Dear legion mains quit playing the game

    No. You quit first.

  • It is right to correct when the killer is STOP under the hook, the energy MUST NOT GO DOWN !!!!

    Camping while not a fun experience for someone being camped is a viable and legitimate strategy. Also it is not cost free as it you suffering reduction in points, waste time pressuring and downing others, it actually already takes longer for people to die when they are getting camped unless they struggle, and due to the nature of the game time spent camping is usually a total game loss. What you are suggesting would become something that people would use to hold the game hostage with or worse people would just dc even more on both sides. Which this game doesn't need.

  • @michaelmyers87 said:

    I’m saying get rid of NOED

    and make it something that activates every match when the gens are completed if all the totems aren’t cleansed.

    That is exactly what it is now...

  • Plague Spreader is viable because your goal is to get everyone sick so they go to the fountains. There are only 7 fountains so when everyone cleanses once that only leaves 3 open fountains and the plague then has tons of corruptions to use.

    Super corrupt purge is viable when you focus of shorter vomits in chases to get people down when you have corrupted purge up.

    Plague without perks is viable and without addons she's still viable. You just have to do the work.

    Her ultra rare addons give her aura reading every time a survivor vomits and gives her corrupted purge everytime a generator is completed at the cost of movement speed when holding corrupted purge and duration. This actually makes her quite strong in short bursts and punishes survivors for finishing gens. Plus she still gets to pull from fountains.

    I have no idea how you came to the conclusion that she was lacking in viability. The only thing that isn't viable that you were correct on is object infection. As a main mode of play, it isn't viable. It's more of a strat you add in to other playstyles.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/381733#Comment_381733

    I see. Not gonna lie, it is kinda weird that the most common use of the Obsession mechanic as far as Survivor-side is to simply indicate who probably has Decisive Strike. Like, what is the purpose of a Survivor designating themself the Obsession if that mostly matters only if the Killer is running Obsession stuff too?

    @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/381733#Comment_381733

    I see. Not gonna lie, it is kinda weird that the most common use of the Obsession mechanic as far as Survivor-side is to simply indicate who probably has Decisive Strike. Like, what is the purpose of a Survivor designating themself the Obsession if that mostly matters only if the Killer is running Obsession stuff too?

    It was meant to be a way that a play could increase the difficulty of their gameplay experience by being a known target for the killer. The problem is we keep getting obsession perks that don't direct the killer at the obsession. We have OoB, Dying Light, and Rancor that make the killer really target the obsession.Two of those are killer perks and only one has a tangible benefit for the obsession target.

  • @Mister_xD said:

    he should.

    thats a hot topic on these forums for quite some time now. trapper is not where he could be...

    here's what i'd change asap if i could:

    • starts with all traps in hand
    • has 10 traps in total
    • the ability to carry all traps at once
    • can set / disarm traps on the ground with a very fast animation
    • trap escape RNG reduced OR made into a whole animation with no RNG involved

    i feel like he'd be a much better killer than now...

    Trapper only needs two things:

    1. Blood Coil effect becomes a passive that he always has
    2. He can carry two traps at a time by default.

    Anymore than that and he'd be far too strong.

  • @Fenrir said:

    https://forum.deadbydaylight.com/en/discussion/53101/new-ds-users

    The new ds shouldn't be affected by enduring and the stun should last a couple secs longer

    It's not a get outta jail free card. As long as it counts as a stun you're getting endured. The best cure is prevention. Avoid getting tagged to begin with.

  • Is camping the hatch reportable or in any shape or form punishable? The killer get a penalty if they camp a hook.

    There is no camping of the hatch. There is a point in the game where you enter hatch standoff. You're not supposed to see the hatch as a free escape. It's supposed to be a last resort and the game is played properly when the killer works to deny you any means of escape to the best of their ability. If a killer is standing on the hatch when you are trying to use all you can do is wait for them to get bored and move. As a killer main eventually we will have to move as right now an endless game is the worst case scenario. Or you could cause a distraction that forces them to move. Do a gen, drop and vault palettes. Hatch is supposed to be high risk escape and honestly shouldn't even be in the game anymore.

  • @Carpemortum said:

    You wait 10 mins for a lobby? All mine have been under 3 mins.

    Also I dont see survivors dc early as often as people are saying.

    Are you guys like, all on rank 16 with a VPN keeping you from connecting or something?

    You've just been very lucky. Some days are better than others, but it is a pretty big issue.

  • @ColgateAdvancedWhite said:

    The forums is killer dominated. Disagreeing with them here is similar to going to a religious place and disagreeing with the folks there.

    If this were a true statement, we'd not have the sort of environment we do now. It's actually pretty split. Also as for the game there are way more survivors than killer mains.

  • Cuz survivors can just suicide on hook and killer can go afk (and get some chasing points meanwhile if survivors farm).

    Players dc for just about any nonsensical reason. Play a killer I don't like, dc. Get a map I don't like, dc. Get downed first, dc. Get caught while doing something stupid, dc. Wanting to screw over the killer's score, dc. Etc etc.

    You shouldn't have to motivate people anymore than what they are getting for just playing the game. Does the game have issues? Oh heck yeah it does and they should be addressed! Still, saying not punishing people for quitting when it hurts their team and the killer is foolish thinking. You're not always going to play a great game. You're not always going to get the same couple of killers you like going against because you know how to outplay them. At some point the dc problem will need to be harshly sorted. Even with the new matchmaking people still dc like crazy and if you play survivor then you're fine you get to go through a short queue. Killer gets to go through long queue times, gimped score, and overall worse experiences just because someone couldn't be bothered to just play the damn game.

    People treat dcing like it is a joke. Openly changing their name to insert killer=dc and they actually will dc if you play that killer. What do you think that does to the player being the killer? Killers already get punished for having too much skill, not enough skill, not following "fair play" rules, and nowadays if you play a certain killer you may as well just not play at all. Lately, the game has turned into follow survivor rules or you're getting ######### game with tons of dc and toxicity. Add all that on top of still dealing with disconnections from game errors, being put into games with laggy players on both sides, and hacking issues creeping up now and again? Come on.

  • If what you're saying is correct and the way i am interpreting what you're saying is correct then you are describing a bug.

    The way the new DS should work is that if you have DS and no one else does then you start as the obsession and everything just works as stated in the tooltip. If you have DS and another player also has DS one of you is chosen as the obsession at the start then if the player who is not the obsession gets unhooked and then proceeds to get downed and use DS on the killer they would become the new obsession target.

    Now if what you're saying is that you ARE the obsession and other players are getting tunneled instead of you then it is because the killer is waiting out your DS timer which lasts at max a full minute.

  • @mj2303 said:

    Don’t see the issue with it. So I have to hit them one extra time to get the down? Meh, if I can hit them 3 times I can do it again. plus I get to see their aura for the rest of the match if they heal.... bonus. Plus it’s another perk to mix up the meta

    The current state of the game doesn't need anymore things that add wasted time to the killer. The game keeps getting these weird additions that increase the amount of time killers need to waste to get their job done, but little in the way to just in general slow the game down when everyone keeps saying the game is playing too fast and the endgame is in need of an overhaul. I don't really care if the perk actually goes live, but it would be nice to get other things first like endgame timer, secondary survivor objective, or alternate killer win condition.

  • Plague wasn't bad in PTB and isn't bad now. Also when did they ever promise a non instaheal fountain?

  • Stop throwing pallets down so often and work on movement skills. Both perks are dead in the face of getting juked.

  • @BillyIII said:

    https://forum.deadbydaylight.com/en/discussion/comment/369983#Comment_369983

    You could remove the aura effect and replace it with something less oppressive. For example: "After you look at the killer for 5/4/3 seconds, they are stunned for 3/4/5 seconds".

    Why the heck would looking in the killer's direction cause a stun? You're the obsession not freaking Ghost Rider.

  • Because aura perks are not made equal and some just give aura reading as an extra bonus to what it is really for that would make it quite difficult to manage. You'd have to create new perks to separate out the aura reading from the other parts. Perks are already messy and have a lot of worthless perks on both sides. Or you could remove aura reading extras, but then you may end up killing a lot of builds based on combo gimmicks.

  • @artist said:

    https://forum.deadbydaylight.com/en/discussion/comment/363049#Comment_363049

    i didn't forget. that doesnt mean moris are fair or balanced.

    Mori has nothing to do with balance. A mori is just there to give the killer an alternate fun way to kill.At some point survivors need to understand that the killer is just that a killer. The game already says that killers by default are not allowed to kill on their own whim, but instead have to make sacrifices to the entity and when they get to kill by their own hand it is a reward for working to serve the entity. That's the lore. Gameplay wise getting to use a mori is supposed to be something we can surprise you guys with. The only reason it feels unbalanced is because survivors are actually experiencing the proper feeling of helplessness against a relentless killer. And if the new scoring that is on the ptb goes live moris will actually RUIN the killer's score. That means it would be purely for the sake of getting to feel powerful at the expense of getting any worthwhile points.


  • @Jake_Parks_prince said:

    https://forum.deadbydaylight.com/en/discussion/comment/362062#Comment_362062

    Anyone who thought DS had no counters even though 75% of the killers cast base powers counter DS shouldnt be taken serious either.

    You can't really counter DS in its current form, you can just attempt to avoid it with dribbling or just taking it and going for another down which is not guaranteed at all. Everything with DS is situational and makes you alter how you interact with a survivor you suspect has it and multiple survivors in a trial can have it. You only get one shot at getting NOED to work and it is completely out of the killer's hands as to whether they even get to see it proc. It is literally a perk killers have no control over and can't ensure it is useful. People call it a crutch, but it is a longshot gamble everytime with low return considering the state of the game. There is no comparison to be made between a perk that even with the rework on ptb is still going to be a meta perk that has to be respected and a perk that isn't meta, can't be controlled by the user of said perk, and is more of a hindrance than a helpful endgame addition.

  • @Judgement said:

    They need to make Frenzy reveal auras, not locations, within a set distance, not Terror Radius. Then it’s way less broken, easily.

    Actually, you want it to continue working as it does now. Also it doesn't reveal location, it displays a heartbeat visual on survivors within his terror radius which only shows up on survivors who have not been struck by a frenzy attack. If it revealed location it would be worse for both sides as location visuals are pretty gimpy and you'd lose options of how to avoid him. Also, his tracking isn't what people consider broken it's the deep wounds and palette vaulting like a survivor. Though, constant claims that there is no counterplay to legion is getting tiresome. Legion doesn't have super consistent hard counters, but he does have counters.

    People also get upset with the moonwalk, but honestly I would say that you're better off getting somewhere and taking the risk to mend rather than just resigning to bleeding out. Though the best answer would be a rework that puts more emphasis into a killer that moves like a survivor than deep wounds. You could probably drop deep wounds entirely or move it to an addon and get a better player response as long as Legion was able to keep the basics of feral frenzy of being rewarded for hitting multiple targets in quick succession.

  • The prereq to NOED is that it only activates after all the gens are powered and only if there a dull totem left standing. Why do so many of these posts keep saying that NOED has not prereqs as if it is a free thing that just happens all the time? Even when it activates the spawn can be dictated by the survivors cleansing all but one totem. It doesn't just grow a new totem. If all the totems are gone, the perk is useless. The moment you down one person everyone is either out the door or they are on the totem half way done cleansing the thing. NOED isn't even remotely comparable to DS which is another thing that comes up in a majority of these threads.

  • @Animalheadskull said:

    I think the whole DC against legion is just a big mass hysteria now. It's just programmed legion= DC. A tip would be that I've noticed almost every legion respects pallets, if you just keep looping when they stop it messes them up really bad

    I don't respect nothing. I play like pallets aren't there 90% of the time when I am legion. The only time I respect a pallet as legion is when the survivor stands still in the pallet. I respect it long enough to lunge at or seem them drop it.

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