ShadowNurseZFX
ShadowNurseZFX
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@RaSavage42 said:
Survivor Build:
BT/ Botany Knowledge/ Kindred/ Spine Chill
Killer Build:
No Way Out/ Corrupt/ BBQ (or something else)/ Whispers
survivor build seems like a support build, very cool and refreshing stuff thats not dead hard ds unbreakable iron will and more (ik u have bt but the world would be a better palce if everyone used it)
Killer build is decent. also refreshing from ruin undying thrilling etc. corrupt is just needed.
whispers i dont get tbh, BBQ is good, n oway out is nice and that random perk i dont know so cant say
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2582948#Comment_2582948
You're welcome! I play a decent amount of hag from time to time because I find she's a refreshing change of pace compared to most other killers
facts, i found nurse quite easy to learn. i have 17 total days played and am already being called a god nurse so i wanted a change of pace, aka hag. i got a few 4ks as her and she seems easy but also hard and theres more than meets the eye
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@dugman said:
I highly, HIGHLY recommend Michi's channel, he's one of the top Hags in the game. And he also has a really interesting Hag Trap guide that goes into both basic and advanced strategy regarding traps.
i actually watch him and his hag guides. they are SO Good but i want to see the community's tips aswell.
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@KSzerker said:
I love when I run to a door and another survivor stops at 99% and I just open in the second they step away lol. 99ing is a boring strat for boring people. Stop being a sweatlord and spice things up!
agreed. its boring and doesnt apply pressure. i want it to be remove so its spiced up. so yeah/ exactly my point!
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@legacycolt said:
https://forum.deadbydaylight.com/en/discussion/comment/2582895#Comment_2582895
Theres just gonna be someone standing at the switch to keep it 99%. also the end game collapse shouldn’t start when someone is getting chased since it’s unfair for that survivor.
and that is 1 less person to deal with as killer, may not be a guaranteed 4k but it wont be a guaranteed 0-2k
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@Mr_K said:
Basement hook + 20 traps.
uhhhhh. just place 1? lol. why place 20. plus the limit is 10.
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@Super_J said:
Bring Corrupt Intervention
will do!
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@Brokenbones said:
- Don't make the mistake of wandering around without peppering traps along the way
- Remember that you can use your power offensively as well as defensively, you can use it to trap loops mid-chase and limit a survivors options
- If a trap gets triggered, you teleport to it but can't get a hit - reset that trap then continue chasing. This will stop traps going to waste and will make sure you always have some available.
- Try to think ahead of survivors, place traps in common escape routes then approach from the opposite angle to push them towards the traps. Also place traps below drop down points, these are almost always guaranteed hits even against survivors with balanced landing.
- Invest in Franklins if you see survivors with items as many items can severely counter Hag - mainly medkits and flashlights.
damn, this is fairly details, thanks alot. this makes a lot of sense aswell
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@haloll2 said:
Use corrupt.
Don't use trap in front of the window, use it BESIDE the vault point,
because when survivors trigger trap they will be forced to look at your clone,
making them turn their camera sideway will force them to lose momentum if not careful.
so a camswing trap and a grab trap? thats a good idea i never though of
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@Wirius said:
You win or die by your traps as hag. Do not do long or lengthy chases. If you don't get them soon after a trap has triggered, redo your web and go back to guarding your area.
why dont you take chases? im guessing its cuz ur 4.4m/s and that setting up web and keeping it set is priority
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@Exult said:
I'm not a master of Hag but I believe the general theory is to set up a web of traps. You want to put them at choke points, objectives, and common loops. The idea is that once a survivor is inside your web it's hard to escape. I'm sure a true Hag player will correct me though.
sounds like trapper's way of playing aswell.
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@FancyMrB said:
I think it is fine how it is. Deciding to open or 99% the gate is a gamble for survivors. It can work in their favor or blow up in their faces. I personally always open the gate. Too many times a 99 gates has lost lives.
What I really want to see is the exit gate zone become more dangerous and not a free 'nah nah nah you can't get us zone'.
not at all. 99ing u can open it instantly pretty much, .01% chance of being grabbed and ensures your team victory unless you mess up horribly. and 99ing exit gates dont lose lives if you play it right.
On the other hand, i agree with the bottom part. this applies to gens and exit gates. but mostly exit gates
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@Impose said:
https://forum.deadbydaylight.com/en/discussion/comment/2582825#Comment_2582825
the numbers could be tweaked for sure but the main point is that regression should be a thing
agreed.
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@GeneralV said:
The EGC shouldn't exist. That would solve 99ing gates.
the n the game just drags out, and completely removes pressure for survivors and a reward for stalling the gates as a killer. which 99ing yet again counters
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@oxygen said:
EGC is purely a failsafe that forces a game to end, the fancy visuals and sound effects are just simple bonuses. Once a gate is open, the match has an absolute hard cap on how much longer it can last (assuming no cheaters of course), and if the survivors refuse to open them the killer has the option to do so.
Viewing it as anything else is just straight up expecting something from the mechanic that it was never designed to provide in the first place.
survivors should be i think its a mechanic that punishes survivors for stalling too long. which 99ing fully prevents, and if its the game coming to a close, guess what? 99ing stops that too.
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@Mushwin said:
@ShadowNurseZFX i am sorry you just sound a little too salty -adds pepper- to this whole thing, sorry but 99 percent of a gen puts YOU in the favour more then the survs
what? lmao i am not salty it just voids a gameplay mechanic does that really sound fair? and tbh you sound like a bit of an entitled survivor main from what you have said so i gues we both have our opinions on eachother. and im not talking bout gens. im talking about exit gates
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@Inspire said:
https://forum.deadbydaylight.com/en/discussion/comment/2582726#Comment_2582726
Camping voids the ability to save a teammate, which is part of the game.
I agree. maybe the entity teleports the survivor to another hook to solve this? I'm open to fixing these things as well but 99ing needs to go
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2582678#Comment_2582678
It’s not that it’s hard to get value out of Blood Warden, it’s literally impossible. I can never get that stupid perk to give me value.
yeah.
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@Exult said:
https://forum.deadbydaylight.com/en/discussion/comment/2582733#Comment_2582733
Well with healing that was more or less a joke idk why you'd ever want to 99 your healing, and I could explain why 99'ing a gen can be good, but that's off topic. My point was just that 99'ing isn't unique to just exit gates, and that it's a completely fair strategy. It's a matter of investing time and preparing an escape. It's simple foresight and a use of the time you have at the moment to save yourself time later. The end game collapse is there so that survivors are pressured to leave once the gates open.
As for it being an "easy escape" I'm not sure that's fair to say. The survivors had time to leave anyways if they 99'd the gate, but why apply pressure to your teammates with the collapse and give them a sudden time limit to get to the gates? If they are healthy or so far ahead of you that they can hit the switch, squeeze through the doors, and run out, then something happened to put them in that advantageous position in the first place.
And like other people have said, there is No Way Out and Remember Me to help stall the end game even further. A 99'd gate is certainly not a free escape. If you pop that exit gate your whole team (including the killer) now has however long to get out or kill everyone.
Consider as well that the collapse activates when you close the hatch on the last survivor, and if the doors aren't 99'd at least then they're probably dead, so it helps in that scenario too. It's just a benign, completely fair strategy. Survivors invested their time well, and should totally be rewarded for it.
That said, I do not oppose a small regression to 90% if that were to be implemented.
they should have to make a decision though. to either help their teammate on a time limit or 90 the gate. and its also about killers. do killers have fun when the gates 99d they go to kill survivor they take hits etc and then open the gate once survivors are up ad then they escape? its not fair for killers at all, and counters a mechanic that was put in the game for the same reason 99ing gates should be removed, as much time as u wanted
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@legacycolt said:
Just open the gate when playing killer. Survivors shouldn’t be forced to screw their teammates.
so your gonna give up all your pressure and let them heal probably. just to open an exit gate. then they can take hits and escape? no lol. and they're not screwing their teammates over just because they didn't start the collapse to stop the gate regressing to 90 or 80. thats just how it should be, survivors have to make a decision not just 99 and be done with it
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2582688#Comment_2582688
My suggestion is to use lights as check points so regression can't get less than 25/50/75% depending on number of lights
theres 3 lights so there would need to be 4. my idea is:
44, 66, 88.
or 40, 60, 80.
or 50, 70, 90
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@Exult said:
https://forum.deadbydaylight.com/en/discussion/comment/2582737#Comment_2582737
Good killers can't counter 99'ing gates? I think it's a matter of what happened before that gate was 99'd, friend. A good killer will never have to worry about countering a gate switch lol
As for the former part of that, those perks are nice and all but if a killer wants to tunnel and camp you then those perks will not help. They delay an inevitable outcome at that point.
well, it doesn't matter about perks most the time, it matters about the survivor, good survivors can outplay a lot of things, good killers can counter play things very well but 99ing gates, you just cant counter it. and 99ing is just boring and stupid in general. plus the collapse is there as a killing tool for survivors who do not make it out in time.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2582698#Comment_2582698
This. I don't get why it's so hard to understand what EGC is actually for. Maybe EGC needs to be changed to just be no escape/no sacrifice and game just ends, that way it stops being seen as a tool for kills.
yeah it is, survivors can exploit this by 99ing and the game wont end. this is exactly my point ,and they don't have to be put under pressure if hey 99 gates, 99ing will save you so much. and "opening gates" as killer is just a bad move. and maybe i do see it as a tool for kills, kind of... they're stalling the game completely to save their teammates. On top of this they should be punished for staying too long after collapse, if they try to 99, it goes to 80, or 90 Im not fussed. but it just is too dull and too safe.
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@Exult said:
https://forum.deadbydaylight.com/en/discussion/comment/2582733#Comment_2582733
Well with healing that was more or less a joke idk why you'd ever want to 99 your healing, and I could explain why 99'ing a gen can be good, but that's off topic. My point was just that 99'ing isn't unique to just exit gates, and that it's a completely fair strategy. It's a matter of investing time and preparing an escape. It's simple foresight and a use of the time you have at the moment to save yourself time later. The end game collapse is there so that survivors are pressured to leave once the gates open.
As for it being an "easy escape" I'm not sure that's fair to say. The survivors had time to leave anyways if they 99'd the gate, but why apply pressure to your teammates with the collapse and give them a sudden time limit to get to the gates? If they are healthy or so far ahead of you that they can hit the switch, squeeze through the doors, and run out, then something happened to put them in that advantageous position in the first place.
And like other people have said, there is No Way Out and Remember Me to help stall the end game even further. A 99'd gate is certainly not a free escape. If you pop that exit gate your whole team (including the killer) now has however long to get out or kill everyone.
Consider as well that the collapse activates when you close the hatch on the last survivor, and if the doors aren't 99'd at least then they're probably dead, so it helps in that scenario too. It's just a benign, completely fair strategy. Survivors invested their time well, and should totally be rewarded for it.
That said, I do not oppose a small regression to 90% if that were to be implemented.
80% regression is something id agree on. now with this the problem is it counters an end game mechanic and survivors don't have to sweat too hard once its 99. if they made it regress to 80 it would make the survivors more thoughtful of what they would do. and if someone has to stay and would create a more interesting end game
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@Exult said:
In that case would anything that saved your progress have to be regressed automatically? 99'ing is a tactic and not an abuse of mechanics or some kind of exploit. If the gates worked like this...
https://forum.deadbydaylight.com/en/discussion/comment/2582688#Comment_2582688
...which I'm not entirely opposed to, wouldn't it only make sense to do that to chests and generators as well? That is, if 99'ing can't happen to exit gates why would it happen to generators and chests? Or healing (which, why would you do that anyways except to get resilience value and heal last minute?)
I've never heard anyone complain about 99'd exit gates.
because it counters an entire mechanic, and personally i 100% think 99ing is an exploit
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so i have to bring a perk to counter a strategy that counters a game mechanic? no it should just not be a thing flat out
@WaveyTrey said:
Or simply change NOED to:
“Whenever a survivor stops powering an exit gate the power begins to regress.”
It’ll be a slower regression than Ruin. Then make it not a totem. It simply activates the moment a survivor steps off the gen for any reason. It’s called NO ONE ESCAPES DEATH. ESCAPE. Implying it should be based around the exit gates in which players escape through. That’ll help against gen rush also imo if the killer manages to kill 1 or 2 survivors.
That way the killers can keep survivors in with enough pressure. Especially if there aren’t too many survivors left. If the killer is ranged, mobile, etc. As opposed to just using an exposed totem that could’ve been broken at the very start. The new objective for killer is to block the gates like a soccer match.
That’ll also make it harder for survivors to leave overall. They’ll have to make more critical decisions. Whenever multiple survivors want to rescue their hooked friend they must open the gates first (Putting them at risk to Blood Warden), or have someone constantly powering the gate (Tapping) as it regresses. Meaning there’s one less person to come for a rescue. Meaning players will leave more, giving killers their sacrifices.
A lot of times you’ll have them hooked during EGC and they’ll BT everyone. Then run out the gates together. 😂
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@Mr_K said:
EGC is not an absolute. Killing all four survivors bypass EGC.
An actual tactic that takes some forethought. Must snuff that 💩 out like a boon totem.
i dont understand this.
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so ending your pressure and control to open the gate and perhaps giving them a free escape? No Lol.
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@scenekiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2582726#Comment_2582726
I never said they voided anything, I said constant regression voids a viable tactic for the last survivor. However, if you want to be technical, they void an entire player from playing?
I also made my post before seeing someone else's suggestion of 90%, which I'm not opposed to
good survs can counter tunnelling and camping, and slugging, how can a good killer counter 99ing gates if they're not patrolling them, even a nurse cant do much as well. 80% would suffice though, I just want it changed
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2582718#Comment_2582718
no way out is really good I'm surprised a lot of killers don't run it.
yes but that is not my point, it voids a game mechanic and blood warden and you don't get punished
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@Impose said:
Imo it should have regression checkpoints 25%, 50%, 75%, opened. If you 99 it, it moves the gate back down to 75%
fair enough, i still think just regressing to 80% will suffice
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@lauraa said:
Some kind of change would be very welcome.
agreed
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@Exult said:
https://forum.deadbydaylight.com/en/discussion/comment/2582726#Comment_2582726
Playing the game
fair. but u can run DS, BT, Guardian, Many perks, and good survivors can counter camping and tunnelling , good killers cant counter 99iing gates
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@scenekiller said:
What about situations where the last survivor starts the gate a little bit, waits for the killer to patrol and leave, and then finishes opening it? Regression would completely void this method of escape, which is already a last ditch effort for the final survivor to begin with.
This, and 99ing, are valid plays, much like camping and tunneling. Survivors/killers may not like each of them, but that doesn't mean they shouldn't be in the game.
If you're that worried, run No Way Out.
regression to 80% would suffice, like I said. and completely voiding a part of the game? no. what does camping and tunnelling void?
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@Micheal said:
Ash=survivor =Mettle of man, sole gard, divisive, Unbreakable.
Bubba =Killer=nock out, barbecue, Ruin, I'm all ears
I haven't changed these build for a year now still works for me.
sounds like your a good teammate. and that killer build would probably be better if you removed I'm all ears for undying
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@Knotty1985 said:
Given the gates can be blocked by the tricksters perk and nightmares perk, I disagree, being able to 99 a gate doesn't guarantee victory, it just helps to try and save everyone.
bro. Your missing the point of the argument. It completely counters a part of the game and it should just not work like that. and just because "No Way Out" And "Blood Warden" Does not mean it should be like that, this also pretty much bypasses the punishment from blood warden. it 100% has to go.
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@Super_J said:
Yeah I agree it should regress.
either this or it regresses to 80% to punish them
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@BenZ0 said:
I also think that having gates beeing 99 is just way to dull with barely anything the killer can really do about. The argument with "just open the gate yourself" doesnt make sense cuz you are not gonna give up your entire pressure and momentum and open the gate, the survivors will just escape like that.
However having a constent regression would also be way too much. Keep in mind that we have some maps with rather dangerous gates like Lerys or Coldwind, Mc Millain, Autoheaven etc, all these rather smaller maps or indoor maps with very narrow gate entrances are very unfair from the survivor perspective in most situations.
I hafve also thought about something simiular, in my version the gates would regress to 90%, that means if you want to have a "99" gate then someone has to stay behind and keep it to 99 and the rest has to deal with the rescues, also a 90% isnt that much of a problem for most situations to deal with cuz survivors can take hits for each other.
Also that would give survivors more reasons to actually open the gate if they dont want to deal with that.
i like this idea. maybe it should go to 80 though to punish them more for not keeping someone behind.
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@SlothGirly said:
I'm inclined to agree. it also makes it much harder to get value from Blood Warden.
yeah, that's not why I made this but it definitely does do that. I made this because it bypasses the element of the game which makes you rush to get them before you die. and 99ing it just isn't fair because what can the killer do? open it? kind of a free escape. Do nothing but try to kill them? theyll heal take hits get them off hook then open the gate.
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@BrokenSouI said:
The only rework I think she needs is the RBT starts immediately. No gens need to be popped. As long as you're upright it's active.
That way people arnt able to do gens and deal with the consequences after one pops
i like this but i want another aspect of her gameplay to make her more stressful to go against. and making them have to find something to maybe get the trap off their head might be a fun idea
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2576959#Comment_2576959
Legion already does that. If they do that, he can easily inflict all of them with injuries and deep wounds, causing a massive delay for them and potentially some very easy downs in the future. There's a reason why any halfway decent Survivors will split up as much as possible. It's to deny Legion from getting value out of Feral Frenzy.
i know this. but i kinda want him to punsh more. obviously my idea probably wont work from what your saying but legion needs a buff
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@FFirebrandd said:
That's not what I asked.
You said "i want legion to punish snowballing more than he does". What kind of survivor snowballing do you want him to punish? Afaik, Survivors can't really snowball anything.
What you've described is... I don't even know. A free down to counter the main way to counter Frenzy. Which is not a good direction to go with Legion.
i want him to punish the survivors 3 manning gens, just in general being together.
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@YOURFRIEND said:
Ah, I see you've given the survivors a gun. This will end well.
yeah. its optional
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2570750#Comment_2570750
Thanks!!! I have fun with it
np
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2568391#Comment_2568391
What do you mean by punish snowballing more?
legion can hit all survs for DW Then down one and come out of fatigue. if survivors spread out he downs 1 surv and has a cooldown for 1 minute.
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@[Deleted User] said:
Kindred/Dead Hard/Prove Thyself/Borrowed Time. Yellow medkit with 2 heals
Killer really depends-
Nurse/Hag/Twins: Corrupt/Pop/Agitation/BBQ
Plague: Corrupt/Pop/Bamboozle/BBQ
M1s: Corrupt/Pop/NOED/Bamboozle
Billy: Pop/Lethal/Bamboozle/BBQ
Spirit: Corrupt/Ruin/Haunted/BBQ
Blight: Corrupt/Pop/Lethal/BBQ
awesome builds here, would love to try these out!
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@lordfart said:
I like to change it up but I usually play best when it's:
Killer - Tinkerer + Bamboozle + Coup + Corrupt or Oppression
Survivor - Iron will + Sprint burst + Vigil + Windows or Breakdown
like this build too. can help you a ton
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@Clevite said:
My survivor build is the info build, I prefer, Kindred, Bond, Windows, and DS for a bit of self preservation.
My killer build, I have been learning trapper , I run Starstruck, Agitation, Haunted and MYC on Trapper.
Try to get someone in the basement and have fun!!!
good surv and killer build tbh
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2568346#Comment_2568346
You don't think 144 seconds stun is still broken?
DS used to be 16 seconds with limited condition to use.
You gave this way more than that and they can use it whenever they want.
Thing is, you wanted it instead of save with flashlight. With flashlight you need to time it really well. This? Just walk towards a killer na stun him any time you want and killer can't do a ######### about it
Even if it was 2 second stun with 1 use, it would be super hated.
hmm. I guess so. there really is no in-between. I mean the thing that makes me want them to remove it is that its unrealistic and some angles you can save at are utterly ridiculous
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@FFirebrandd said:
Alright... so here's the deal. Legion's power should never be reliably lethal. Why? Because it is uncounterable. The only reason Frenzy isn't broken is because it is non lethal. Frenzy doubles the speed difference between the Killer and Survivor so both holding W and looping both work less well. Frenzy allows Legion to vault windows and pallets so they cease to be useful unless you can pallet them out of their power. Also Legion maintains standard movement in Frenzy so juking them like a Blight/Billy/Oni isn't really gonna happen either. Against Legion, being healthy nearly doesn't matter because of just how much Frenzy is a free hit. But that's all it is so it's OK. If it becomes a free down, things break and break hard... even if it is a slow free down.
Legion does need a few buffs, but this ain't it.
fair enough, i guess you can say that, i want legion to punish snowballing more than he does and thats my goal when trying to think of a buff to him.