Rokku_Rorru
Rokku_Rorru
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@Ghostofsnow said:
In 2 years playing I honestly don't think I can recall a batch of gens closer together than that double main house spawn with another in the corner
I feel its happening on multiple maps this patch, like their is wonky placements outside the midwich science class room, RPD has one at leons desk too sometimes now. Just when you think map design couldn't get worse.
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An overbite so strong she just has no chin either, She costs more than a chapter and she is a beloved Resident Evil character that deserves a lot more.
I agree entirely with OP, fix her please.
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@Clockwork_Enigma said:
The Problems
- Patch 6.1.0 had brought several key issues to the forefront for many players in regards to certain Perks.
- Patch 6.1.2 made this situation somehow even worse.
- Patches previously also made changes that weren't necessary.
The Solutions
Perks
- Scourge Hook: Pain Resonance no longer causes Survivors to be interrupted on Generators.
- Dead Man's Switch duration is increased back to its pre-6.1.2 numbers.
- Mettle of Man's effects are now reverted back to its pre-6.1.2 effects.
- Thanatophobia is now reverted to its pre-6.1.0 version until a proper rework is created that benefits more Killers but with less effectiveness to the Perk in general.
- Botany Knowledge is now reverted to its pre-6.1.0 version, but will no longer retain the Med-Kit buff.
- Decisive Strike now causes Killers to be stunned for 4 seconds (was 3 seconds).
- Calm Spirit no longer debuffs Totem or Chest-related action speeds (originally did).
- Merciless Storm no longer causes continuous skill checks after a Survivor repairs the equivalent of 10% generator progress.
- Overcharge starting regression is increased to 100% (was 75%).
Add-Ons
- The Legion's Never-Sleep Pills now require 7 hits in order to put a Survivor into the Dying State (was 5).
- The Legion's BFFs will now activate once the requirements are met at any point in the Trial, but will now require 20 points to activate (was 15).
- The Legion's Fuming Mix Tape now increases Generator regression speed by +100%, but no longer causes all Generators currently not being repaired to regress when Feral Frenzy is active.
- This change is to make it work alongside Frank's Mix Tape, which this perk deliberately counters.
- The Nurse's Heavy Panting and Kavanagh's Last Breath no longer increase the speed at which The Nurse travels during a Blink.
- The Shape's Tombstone Piece now has a new effect. Whenever you reach Evil Within III:
- The Shape gains a 50% reduction to stun duration.
- The Shape gains a 25% reduction in attack cooldown.
- The Shape gains a 20% increase to action speeds in damaging, breaking and vaulting.
- The Shape's Tombstone Piece no longer has the associated penalty to stalking.
Chase Music
- The pre-6.1.2 version of The Ghost Face's chase theme is restored.
- The volume of The Legion's chase theme is restored to its original incarnation.
Content
- The slowdown penalty caused to repairing a Generator is no longer stackable.
- Instead, whenever the slowdown penalty is applied to the repair action, the Perk with the current highest value will take precedence over all other perks and overwrite the value.
These changes would basically be the best-case scenario that you developers can do to the game right now before the next chapter launches. These are so easy to implement since they are little more than numbers changes and reversions, for the most part. These would also make your community happy since some of these are even heavily requested changes that have been asked for for a while (i.e. removing Omega Blink and Tombstone's ability to outright kill you).
So please, if you want to not have the community at large laugh at or ridicule you, just make these changes and everything will mostly be fine.
Also do something about the hacker situation.
I dont agree about the botany reversion, I prefer how it is now, otherwise combining it with slef care makes it even more worthless.
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This is happening even worse in 6.1.3, like much worse, hits wiffing from far away and hurting survivors bad.
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For me its the hit validation/lag gets worse and worse every patch, it's miserable how awful it is on both sides. From people hitting as if they are ranged, to Dead Hard making survivors look like you put them into dying state when it didn't and they rubber band off.
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@RinsDoormat said:
From the unskippable level up animation, to the 'unboxing' animation for the hidden objects, to the need to hold down to collect them, the bloodweb itself continues to be remarkably poorly designed from a quality of life perspective. They actually removed a great bug that sometimes got rid of that level up animation, and it had felt so good I always HOPED I would have it. Just how fast do you think the bloodweb should be made?
I love the carpal tunnel web. Absolute terrible design.
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@akanadi said:
like they dont read them and also what the hell does giving props do
gives you a false sense of security and validation so they don't need to pay staff to help you
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@Reinami said:
Survivors are catching on and the 1st gen is often getting done before i can physically cross the map. After i get there, they all split up, i chase 1, but the next gen gets done in 30 seconds or so with the other 3 survivors on it.
I feel it allows survivors to focus down key generators too quickly allowing for easier pressure in the late game with further apart gens, it's mainly problematic when paired with toolboxes/BNP I feel similliar to when slowdown is stacked on a killer.
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@Reshy said:
Feels like a knee jerk reaction to me to people bitching and moaning about thana.
But they said they don't do Knee Jerk reactions, remember? /s
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@PaintedDeath said:
So just spitballing, take a protection hit, heal, take another protection hit, now you have endurance and can tank a second protection hit. I dont know.
Using it with Object of Obsession for perma vision on killer, using distortion for free 10 seconds of scratch marks/aura hidden every 30 seconds in their radius/sole survivor or w/e
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They need fix their networking Idc about this patch's changes atm.
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I'd love HUNK honestly, Mr. Reaper would be a fun addition.
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@Gamna said:
I'm would like to have her, but RE 5 and 6 are not really RE style game more like action so for people they are bad games. And like others said above, when you talk about RE (or others films,series,games) she isnt the first person who you will think about. So, I don't think so, BUT prehaps they will add RE Chapter Part 3 in this case, maybe, maybe.
Wesker is RE5 Wesker though from what's been posted online, literally from the game she was a main character in.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/3101904#Comment_3101904
Supposing that Circle of Healing was already nerfed (otherwise it's clearly the superior choice), the fact that you can equip a strong toolbox with loads of charges/BNP and still have a perk that lets you heal so consistently compared to Inner Healing or Pharmacy is strong. Better a "nerfed" medkit with still a very strong toolbox/aura reading wallhack key than a medkit but nothing else, in my opinion.
So long as circle of healing is in the game, the self care nerf will never make sense to tbh.
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I feel it's more gen speed perks that need nerfed right now. Anything that effects gen speed being stackable feels like awful design, Prove Thyself, Pentimento when stacked with gift of pain, dying light and thana etc. makes games so inconsistent if the other side doesn't have any speed affecting perks
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@SekiSeki said:
She needs buffs in chase, these don't help her in chase, they just help you kill someone.
You need to focus on her manifest and demanifest. Someone mentioned giving her the ability to walk through pallets and windows while demanifested, that isn't too bad an idea. She also needs a buff on her phasing when coming in and out of manifest. I think that is the direction Sadako should go as it would be more rewarding using her demanifest effectively.
I agree with this, I was hoping the manifest causing screams (I think it's photo or telephone) would make her into a doctor lite, I'd love addons like this to be buffed to allow her to use manifest in chase to prevent pallet throws etc. it'd be so fun.
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I would love her, I'd love HUNK and for Claire to be reworked also to bring her up to the caliber of Jill etc. Especially for how much she costs.
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@ProfSinful said:
https://forum.deadbydaylight.com/en/discussion/comment/3103252#Comment_3103252
Her mobility punishes her more for her using her own power more than a survivor turning off a TV does
I mean I havn't felt punished using her power, I get that the CDs are long. If condemned applied 2 I feel it would force them to interact with the tvs more.
But buffing her power would make her a huge problem in layered maps, like midwich and the game. Her power's strengths and weaknesses are mainly up to bad map design I feel. Now that spine chill has been nerfed, she has a lot more value I feel.
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@Killing_Time said:
Dude, the only major nerf really was dead hard and 10s on gens. Git gud
Hit dash was reduced and m1 hits were also sped up, I feel like people keep forgetting this.
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@Seraphor said:
STBFL is 120 milliseconds faster at 8 stacks (0.12s).
For perspective, killer base speeds were buffed by 300 milliseconds.
While it can be oppressive if the killer is running all slowdown perks, I generally don't see this. Otherwise it just means you actually have to do gens. They were way too fast before.
"Chases are too short" is entirely a skill issue. You never needed DH to run a killer for ages. Git gud.
They are doing something to help with the item and add on grind, but the perk grind is much better now.
Chases were changed overall weren't they? The hit speed boost was nerfed, and as you said killer hit base speed was also changed.
I don't think it's nescessarily just a dead hard issue. I think new dead hard is great personally, though I'd love the endurance window to match the animation time.
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@Goth_Furry said:
I think a way to buff Sadako would be to make it so your condemnation gradually fills up, and after 70 seconds it is completely filled but when you insert a tape it removes all of your condemnation and makes the TV turn off for 30 seconds. Also when you are completely condemned you should have the exposed status effect.
honestly I feel even if teleporting gave 2 stacks she'd be fine, her mobility is highly under rated and the tvs debuffs are so nice too. She is one of my favourite killers to play.
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I feel that it's the hit dash nerf and reducing killer hit cooldown and pallet breaking speed all at once. I think at the very least giving the old dash duration would be nice especially for those who dont run exhaustion perks.
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I like using botany + self care still, with bite the bullet and dead hard it allows me to hide if the killer doesn't have nurses.
I also pair it with distortion so I can hide scratch marks at will, against nurses users if I'm lucky.
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I have made a thread about latency too and it's been sat for like 3 months unacknowledged , I can confirm I see this happening, it's as if we are pulling our characters by a tether of string which can vary in length.
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Honestly for me I don't mind the changes this patch, I just don't understand the reasoning behind making perks have 0.5s windows to use them when the game is so laggy.
I'd enjoy this game a lot more if the servers were a bit better honestly.
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MORE evidence:
Like how is this still a pending issue??? May 9th we are approaching 3 months now of no acknowledgement.
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@Grigerbest said:
Hey.
So recently I played like 6 matches as a killer (3 nurse, 2 hag and 1 sadako)... And from each of this match, I've had people DC, afk (giving up) after 3 gen pops. I suppouse soloq only. And I swear, it's getting so ridiculous.
In some of this matches, they were ragequitting and afking even when I was actually losing, and I'm not kidding.
It was a match with hag, the match for me was awful, maybe the worst possible scenario (who playing hag, knows...) the only thing why I won this match, it's coz 1 guy just DC'd after I (somehow) downed him.
What is happening with survivors? What is the point of even getting into the match, if you know you're going to dc or ######### on hook?
Are they hoping to get a "baby killer" to go against? Are they protesting the changes that way? If so, I don't think it's a smart way.
I also looked up some Youtube vids to see how some survivors playing soloq, and they're mad. Don't get me wrong, they're mad on their teammates, ruining the game, killing themselves on hooks and denying to play.
I looked up more, and I've seen more people just ragequitting in a 100% winnable match. The killer 100% will lose this match, and they still DC or K themselves on hooks...
Dear survivors, what is going on? What are you exactly want to achieve like this?
I only do it so I can move onto a funner next game, usually it's because of fellow survivors rather than the killer.
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I'm starting to encounter the same survivor perks as last patch bar decisive.
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I'd add a door of shadows mechanic allowing killers who lack mobility to take the door after hooking a survivor (could just use lockers), allowing them to traverse larger maps to defend objectives they otherwise wouldn't reach on time.
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@Canas said:
Holy ravioli, all of the screenshots got deleted. What is even going on? Since when is sharing these silly things considered an offense?
No idea, probably the same reason they won't comment on Latency related stuff.
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I've literally downed survivors using the new dead hard. They'll be in dying state then rubber band and run off.
I hate these servers with a burning passion lol
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Exactly, it's been a problem forever but they never do anything about other than make gens longer which in turn makes these perks/items more problematic as they have more impact.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3091104#Comment_3091104
Really, really excessively long stalemates could be a reason, but there’s also quite a lot of exaggeration flying around.
There is always exaggeration but some truth to the claims, I don't feel like doing changes like targeting deep wounds is the call here. There has to be a way to break the cycle of constant reapplying, especially with the changes to killer this patch, legion is in a much much better place. Of cours we could bring up SWFs but not a single killer is really exempt to dealing with them.
My suggestion is to target the strongest part of the power it's information without taking away the recent buffs (killer instinct), We also have changing it to Aura Reading as a suggestion from someone else. They are already incredibly easy to play and smother survivors with deep wounds, one simple change to lockers could help players encourage the Legion to resort to downing via m1 instead.
The likes of bond sometimes isn't helpful due to the blindness addon among other factors like third seal, so not even base kindred etc could help with said scenarios.
There has to be a way to deal with the overabundance of information Legion is supplied to make decisions off of.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3090945#Comment_3090945
Just FYI quoting a bunch of threads complaining about something doesn’t actually mean there’s a problem. I can’t count how many threads there are of people who think slugging is unsportsmanlike or whatever for instance even though it’s not.
Legion is getting a lot of traction currently because they just happen to be really popular at the moment. But honestly the Legion Thana combo didn’t change all that much from what it was before the patch hit, it’s just being used more often now that Ruin is gone and because popularity feeds on itself. It may be that this combo is overpowered, but if so it was probably overpowered before but nobody complained about it too much. And if it’s not overpowered, but people just think the matches are “too long”, that’s not really a reason to nerf it.
How is it not a reason to make a change if match stalling happens, many games change balance for this matter, it hurts game health for both sides, the power needs to see some changes as it's not fun to use or have it used against you.
@LeFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/3090786#Comment_3090786
The solution is to literally hold w key as soon as you hear terror radius after a hit as that gives away you're on killer instinct. A bad legion going for instadowns the whole game should be an easy win lol. Legion's effectiveness is 100% based on how survivors play so why give them even more ways to deny his only strength which is getting lots of people injured.
Thanks for repeating what has already been stated even by myself, it's not a way to deny his strength at all it's a way to discourage a poor playstyle which is making playing DBD casually a nightmare atm for both the person using the power and those against it.
Please if you have any suggestions for the problem like how SekiSeki mentioned making it aura reading instead, can you do that or just not reply at all because it's far from constructive, because the whole split up idea has been mentioned already over and over and people already know this but it doesn't solve the issue this thread is targetting as it's not always an option.. I'd rather hear solutions to the game length issue of legion atm, and how annoying the power is to deal with.
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3090824#Comment_3090824
Lockers are intended for a risk/reward system, their core design is to hide from the killer or waste the killer's time, however lockers by design arent an "end all be all" for hiding, the only hide Auras and slightly muffle grunts of pain. However Killer's Instinct BY DESIGN is suppose to counter it. Killer's Instinct provides rough information instead of a consistent amount, but is by design meant to counter things that would otherwise counter Aura Reading.
Legion isnt the only killer that gets Killer's Instinct from people in lockers (since Killer's Instinct at it's core is suppose to reveal people in lockers anyways, the only exception is that Twin's Killer Instinct is only hidden while crouched and is mechanically different to prevent camping); Victor (The Twins) gets it while being in an idle state, Artist gets for survivors within a locker that is within the flight path of Dire Crows, Nemesis Vaccine's still reveal people in lockers (even if incredibly niche), etc.
"Id find people in lockers as Legion and I felt bad for them", as unemphatic as this might seem, it's not your fault, they just need to learn how to play against Legion. If you are playing against people who hide in lockers against them, it's safe to say, they dont know how Legion mechanically works, and they need to take the time to learn (and trust me, with Thana Legion being meta, they are going to have plenty of time in a match to learn lol).
Also "They'd need Quick N Quiet for such a tactic to be effective" is a poor argument when most maps have enough space and time for you to hop in a locker and completely negate their power or deny the 4/5th hit by hiding, it's would be horrible design.
Also if you get grabbed from a locker you still deny everyone else getting injured and still give the Legion the "free down that was 100% totally unavoidable with no counterplay at all"... so why does it even matter anyways? Less pressure for the Legion, at least for Mural Sketch and Never Sleep Pill users.
"They are in a locker, therefore they arent doing the objective", if you are mending, you arent doing the objective either, and if you are, you are probably at risk of going down to Deep Wound. Dont make it seem like this is some positive revelation for the killer, it literally is just the exact same thing as playing normally, it just makes the gameplay more annoying for both sides.
When you play, you need to look at what risk is worth taking for the reward, and how much people can or will capitalize off of it, you do it without realizing it half the time, but sometimes you really need to look at the risk/reward of the situation to determine what to do. And that's the thing with Legion, Legion is full of risk/reward situations, and rather than creating a new mechanic to counter a mechanic for a killer's power that doesnt need to be tweaked, I would instead encourage the developers to better explain killers and maybe introduce a way of explaining and practicing killers to learn their powers. It removes a lot of the risk. It reduces the options of counterplay, and limits it to your entire team hiding in lockers for 10 seconds over and over. It is poor design.
Again, the issue isnt Legion at all, it's the lack of information on how to play against them.
Just because something is by design, doesn't mean it can't be flawed or refined, Legion being able to have this information is causing the current m1 simulator we are in atm, it's by far the strongest part of the perk. Which I've repeated a few times now.
I don't think it would effect the other killers a great deal as I've said, in most cases killer instinct interacts they don't have time to get into a locker lol or make a noise notification, we already have idle crows for lockers and can hear survivors in them. I don't think it would be an issue to remove it.
It is unempathetic, a well designed killer should be easy to acknowledge how to play against them, not cryptic and I do feel some mechanics should be global an encouraged, as it stands Legion comes with a locker perk and doesn't even encourage survivors to go in them LMAO
It's not a poor arguement, it's a solid one, you'd see the killer instinct before it suddenly stopped if you could have capitalised off of it "By design" as you'd say... and how would it be horrible design if they aren't doing gens, its applying indirect pressure? it doesnt deny their power if you find them in the locker you got a reward from it.
But you can't mend if you need to wait out the duration of feral frenzy at risk of being hit a second time, and it's not the same as playing normally, because you can't currently play normally against current feral frenzy. Everyone running around waiting for the power to end, there needs to be more ways to end the power early.
I've already mentioned about the risk reward to legion, especially when it comes to information and what you do with it. So you are repeating that already, but the issue is people aren't calculating any risk atm, they are repeating the feral frenzy over and over until they finally get their 4 down and extending games to irritating amounts of time.
I am getting exhausted of repeating myself atm, seeing people come in as Legion Apologists instead of refining the killer is bugging me, there is an issue with legion, you just need to look at the general forums.
https://forum.deadbydaylight.com/en/discussion/337028/anyone-else-tired-of-legion
https://forum.deadbydaylight.com/en/discussion/321714/legion-needs-to-be-changed-from-a-legion-main
https://forum.deadbydaylight.com/en/discussion/322943/oof-legion
https://forum.deadbydaylight.com/en/discussion/335502/legion
https://forum.deadbydaylight.com/en/discussion/324449/legion
I'm tired of people like you pretending there isn't an issue, and coming up with zero solutions. lmao
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@GuyFawx said:
Its honestly making the game unplayable and its happening more and more. I keep seeing Chinese players who are most likely using a vpn to tunnel to the us and anytime you are near these players your framerate and lag just increase. It is happening so much I wish there was a way to just end the match when a players ping is just too high to compensate and let everyone go back into the que at the top. Something needs to be implemented tho as i am seeing it at least 3 times a night.
Yeah I'm sick of the hit validation and how it rewards laggy Killer interactions lol, I'd love to be able to see the killers ping so I can dodge if its at an unbearable high.
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@thisisntmax said:
Has anyone actually ever liked Legion? That's the real question. They've always had a bad rep ever since blade stacking for infinite mending and moonwalking chases was a thing.
I like them as an infomation killer, the chaining was more a bonus for me if survivors were being greedy/stacking. The insta down has made me sad whilst its a buff, but now people are just trying to go for insta down over and over but not getting it, and making games last forever.
I feel the issue with the power being so oppressive and time wasting is in the information we recieve during the power, having ways to hide killer instinct like using lockers would go a long way. (Dredge is the only one who'd suffer from it but who is going to use a locker against dredge anyways lmao)
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I had a suggestion regarding him on the feedback forum, I get a bit catty at one point but it feels like nothing but legion apologists entered the thread lol, I play a lot of legion so I am sincere about the killer instinct change:
https://forum.deadbydaylight.com/en/discussion/comment/3090815#Comment_3090815
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@Iron_Cutlass said:
Im sorry, but if Legion didnt get Killer's Instinct for people in lockers, then the Legion would be a made a horrible killer(s). Anytime anyone gets injured, people would just hide in lockers instantly.
Like you can physically see whenever Legion uses their power very clearly when people just start going into Deep Wound, typically it's best to space out and stuff. My only issue is Mural Sketch and Never Sleep Pills, but I typically follow teammates or the Legion and bodyblock while Im in Deep Wound to deny their power or make their job way harder.
Overall I think Legion are fine the way they are, the main issue is how uninformed people are with Legion, they dont really understand how to play against them so it makes the experience overall worse in SoloQ.
They'd need quick and quiet for such a tactic to be effective, you'd be able to see the noise notification/killer instinct abruptly stopping. It's easy to tell when someone enters a locker in your radius as any killer. You should not be traversing long distances to stab ALL survivors period, it's not what should be encouraged.
Bodyblocking is hard to do as when you get hit the killer can phase through your body and they are faster than you so 9 times out 10 you can't if were close together.
Yes because not mending isn't really a intuitive way for survivors to interact is it? That's why making lockers more useful to survivors is a start especially after the recent nerfs to survivor, I can't count how many times back when I first started the game I'd find people in lockers as legion and I just felt bad for them, they had the right idea to hide from the killer but were punished for it.
After all if you guess right with lockers or catch on it's a free down anyways as you can open lockers mid feral frenzy, why make them more useless?
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@LeFennecFox said:
So basically nerf an aspect of legion's power which is already really weak so it's even less common to get value? You maybe get ~1-2 instadowns a game from it unless it's a huge map or survivors are severely misplaying.
It's not really the insta down which is the issue, more the fact people playing legion keep trying to go for insta downs and extending games to annoying lengths because of how easy it is to track survivors across the map currently. I don't want the instant down removed I just want survivors to have a way to react to the power and avoid the mend simulator which is currently happening from bad legions being encouraged with the carrot on the stick which is the chain hit down.
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@SuzuKR said:
You are supposed to be unable to hide. That is literally the point, and it is balanced as is.
It's literally too much in it's current form, and it's not healthy for the game, people coming in and not being constructive nor I feel play both against and as them. The power already voids windows and pallets, closes the gap between survivors. It's not a fun power to play against when certain addons are used. Everyone who has came in here are clearly Legion FoTMs.
The react part is currently not a thing, you can't react when using:
Smaller maps and objectives which are close together make this combo impossible to deal with, your only option in some cases is to take the hit and then not mend essentially wasting a ton of time for the duration of their power. sure they aren't fast enough to start with but they are already 115 so by 2nd hit you are at 5.2m/s.
Any of you saying the power is useless without the 4 hit down are unable to see the bigger picture. If a Legion chooses to cross the whole map to constantly reapply pressure a survivor should have the chance to respond in other ways than just holding W until there is no more room. It will be healthier for the game, and stop matches from taking a long time, and allow room for buffs elsewhere without making Legion annoying for everyone as an m1 simulator.
If a survivor is in a locker, they arent doing an objective, it makes the power something to respect, you have to stop what you are doing to avoid the down already, then the Legion will commit to the chase, it's better for their game flow.
Please do not contribute to this discussion if all you have to say is "it's balanced" you give no reason why and it's not helpful.
I play a lot of legion and Survivor, and I'm just trying to stop the current wave of Legions since the rework who are making games take 10 years to come to an end.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3081624#Comment_3081624
Thanks.
Yes indeed, some way to tell "I'm going" or by extension "I'm on a gen", would be useful too.
Ideally it should be automatic to avoid trolls. But I have no idea how to make the "I'm going" reliably so I guess manual is the way.
"I'm on a gen" could be automated though.
I had another suggestion to give some vague idea of the killer whereabouts relatively to a survivor (without the need of a chase). I don't know if you have seen it.
Perks like situational awareness I swear are the reason they don't want to do it, which at this point rework information perks to either do more like how deja vu does or rework entirely.
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@TragicSolitude said:
The skill check is just there to make sure Switch players have no chance at ever using DS.
lmao this made me giggle I love potato mode dbd
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Honestly no issue with DS being 5 seconds, if they want to go in a locker and force me to grab them jokes on them, I'm going for the one who unhooked if I'm nearby anyways when the unhook, if not I'm probably already on my way to another gen.
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@BubbleBuster said:
https://forum.deadbydaylight.com/en/discussion/comment/3089063#Comment_3089063
yea stating the argument of others in a sarcastic way is definitely a way to make a compelling argument
RNG sucks, yes but that goes both ways. Ever played legion on midwich? if 2 survivors are on the bottom floor and 2 on the top floor, you dont have a power. same with RPD but that map is just horrible. Ever played Legion on Eyrie of Crows? I have so far never had a single 5th hit there.
sure there are maps like Gideon Meat Plant or Shelter woods that are pretty small and really good for legion but for every rotten fields there is a arzarovs resting place or a suffocation bit, maps that are rectangles. You CANT TRAVERSE THEM UNLESS THERE IS A SURVIVOR IN THE MIDDLE. if there is nobody in the middle and even only one is on the other side it s impossible to get the 5th hit.
Sure this is again a lack of coordination as it is kinda impossible to ask everyone not to make a line for legion to just walk along. However this is just another reason to buff soloQ.
nerfing legion just because soloQ is miserable is not a good reason to nerf legion. Sure you nerfed Legion and he s no longer a problem in soloQ, what about the 50 billion other things that suck?
Sure you can nerf Legion and make him worthless against SWF and bad against soloQ people. Instead buffing SoloQ to be able to coordinate better would completely get rid of this issue. You could actually just split up and it would work + you d fix a lot of other issues with soloQ
this is a soloQ issue, not a legion issue imo
Because you are the 2nd person to come in stating the obvious counter, it becomes a tad insufferable. Furthermore everyone forgets camping is very much an issue, which you can get 2 free hits off of and if you hooked them in the centre well the rest is unavoidable for survivors who aren't near said hook no matter how far they run as there is no room.
Yes I have tried playing legion on Midwich, you still know which gens they are working on thanks to feral frenzy and you can continue the chase and hopefully get a jolt to proc on both gens, so you do have a power... it's just you should not be always going for the 4 hit, this is the very issue with legion, people forget it's an information tool, allowing you to make choices in advance with predictions. So it's not an issue with his power, but an m1 killer issue, plus it's not always the be all and end all when you can just vault /fall if they were stacked in a convenient place. Upstairs to downstairs isn't an issue, its downstairs to upstairs which is, which is why chasing on the top floor first is the better choice as a Legion player.
As for the azarovs and suffocation pit, you should maybe not go for 4 hits all the time lmfao, people are so tunnel visioned on that part of the power when its not what its used for, thats just a bonus. They aren't in killer instinct? You know they are on the other side doing gens.
Solo Q does need buffs, but it doesn't mean Legion can't do with some changes also for the health of the game.
Thinking this is a nerf is an overeaction, it only affects those who are only going for the 4 hits who are insufferable as it is right now since the rework, also you are in the wrong thread if you want to bring attention to other solo queue issues, don't derail.
This wouldn't make him "worthless", and it wouldn't make him bad against solo Q either, it's targetting those who are playing him in an unbareable manner drawing matches out for a long period of time because they don't know when to commit to a chase, making the match insufferable for themselves and the other side. So no, "JuSt SpLiT uP" is still a ignorant response as quite clearly:
You are one of the legions that just try to go for 4 hits that I'm talking about lmao
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@BubbleBuster said:
soloQ us a reason why people lose.
soloQ is not a reason why you cant split up...
you see a teammate, you leave. There is no coordination needed as only you have to do an action.
It is not teamwork that is required to disable legion's 5th hit, 1 denied hit is enough. Sure a teammate can mend in the killers face but thats something else entirely.
Lockers hide auras not killer instinct.
You say that when you need to make a save or gens are too close together because of bad map design. People are so ignorant to the many outliers DBD's RNG brings, the "StAy AwAY FroM EaCh OThEr" approach is a fingers in ear response honestly, it's not that easy especially when you're lacking the information.
Most of legions issues of being bad are due to bad map design, I'm talking from experience of both sides... you should not be going one side of the map to the next as legion to chain hits, that is absoloutly absurd.
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@SekiSeki said:
Running bond helps with knowing the direction. But yeah I guess you could do the blanket conceal in lockers. But, what is stopping everyone from jumping in a locker against legion? Oh he hit someone, let's all jump in a locker. Then Legion power is even more useless. As a killer, he is still low tier. You would need to buff him elsewhere if you made that change.
Legion power is far from useless lol, it's a powerful information tool which applies pressure and now can even instant down if survivors are too close. So if the survivor has time to react and hide in a locker they were probably far away enough to avoid the initial killer instinct radius anyways. He doesn't need buffs, if a killer instinct suddenly stopped you'd know to check a locker if you were aware of it and that's a free down as you can interact with lockers while in frenzy.
the fact there is no way to avoid giving the legion said info is the issue if you are aware of it.
Low tier doesnt mean he should stay badly designed, besides I'm certain he is middle of the pack these days, especially in the current update, everyone suffers against SWFs but they aren't the entire playerbase lol
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@Yords said:
Just split up
It's not always an option especially in solo queue.
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@SekiSeki said:
You can counter it with distance, knowing he is using his power. Though, there is a set of add ons that kind of eliminate that counter. Those add ons should probably get a nerf.
Although, you could always change killer instinct to aura reading haha. That would solve what you are targeting.
I don't think they can put 'killer instinct doesn't show whhen they are on lockers' only for legion. That creates a bizarre inconsistency.
Yes, but it shows a flaw with the power in general, especially with those who can't know where legion is as they are solo and can't communicate... which is the point of this thread. Letting them hide and take a safer route should be an option, plus as I said it allows for Iron maiden to be used if legions so dislike this approach.
It shouldn't only be for legion, it should be applied to killer instinct in general as it doesn't affect the other usage of Killer instinct, standing in torment can't happen in a locker. revealing ghostface can't happen in a locker, Victor would proc before the survivor entered a locker. Condemned only functions when within the radius of a tv, and no one is likely to be in a locker hiding from her unless they are avoiding bbq.
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I honestly feel it should do its effects plus allow you to rummage through a chest for a med kit, like Residual Manifest, it seems like a no brainer. How could you come out with a good design like residual, then rework pharmacy to how it is now, its tone deaf lmao




