Sonzaishinai
Sonzaishinai
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- Sonzaishinai
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Comments
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What would you rework them into then? Another anti loop killer that's genrush or lose in 5 minutes?
You have every right to dislike going against Legion but that's not a reason to delete a killer a lot of people are enjoying.
Some people like the macro playing the long game orriented playstyle
If everyone is decent Legion matches also ensure everybody has a lot of bloodpoints and time to actually play the game.
I don't understand why people are so inclined to have matches that are shorter then their queue time
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Don't know about that but i know i would hate having my queues be longer just because i play a killer some people don't like
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Only if there is a animation of the old charlotte wittling away and a new one is born around victor
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It's for the better tbh.
It was a bit too easy to get a ton of heals out of a single medkit.
It should be more encouraged to seek other survivors for healing. It's a bit weird the team part of this numbers vs power game is so self reliant.
I would have prefered if all medkits had current selfcare speed and selfcare made it the normal 16 seconds
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@tofurkey_jerky said:
Remove the BP limits so I can play a BP farming build with the BP farming meme addons and the meme bp farming perks and just have fun grinding fast. Is that so much to ask?
Honestly i would love to see this
Even just increasing the cap to 40 000 would help so much
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3042700#Comment_3042700
Legions power does not provide slowdown bro. Sure info is great. But as slowdowns go, legions’ is only the few secs survs need to mend. And even still, good survs 99 their mend and hop back on the gen.
im sorry but legion us just a faster, inferior version of plague.
Isn't the biggest reason survivors have a problem with Legion because they slow the game down to a crawl and turn it into a mend simulator?
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3042883#Comment_3042883
As a player you should,unless you like being treated bad.
I don't concider it being treated bad at all.
Especially seeing how it's the same for both sides
It's not a bad thing we are going to see the strongest thing on each side less.
Maybe you'll see the niche addons from time to time now
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Even though it's a assymetrical game you can more often then not see if something is doable by reversing it to the other side.
Killers have perks that can skip hookstates, rancor and devour hope come to mind. They are fine cause they have a requirement that might not come into play every game
So in theory as long as the requirement for it is hard enough it could be fine in theory
For example get a token everytime you finish a gen, safely resque a survivor or spend 30 seconds in a chase without getting hit and at 5 or so tokens you get your 4th hookstate
Something that you have to work for and won't be doable every game. I think then in theory it could be a perk that could work without being busted.
Giving it for free and penalizing the survivor after it is not the way to do it though
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I'm honestly not that sad that the rarer addons are actually going to be rarer
A big reason because a lot of iri's have been gutted was because they were so common
With Huntress in the past who only had iri hatchets it was very doable to have one almost every match
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3042509#Comment_3042509
Loool I mean dont get me wrong, I LOVE the concept of Legion. The new theme music is awesome and they are a fun Killer.
what bothers me is like, after u get everyone injured his power is basically useless. It doesn’t help in chases nor in map pressure, everyone seems to split and just genrush injured. I really think a retooling would help u know
Information and slowdown is what their power gives after everyone has been injured.
Not using your power after everyone has been injured is one of the biggest mistakes a Legion can make
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Buffing the niche perks would have only shaked up the meta if they turned out stronger and/or more busted then what the meta was.
I don't think people would like that
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I do think people are overreacting a bit
You are still bassically completely silent if you crouch or in a locker.
Like it's not as strong as before but saying it's dead is a bit of a stretch
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@D2night said:
you could’ve chased after one of them but instead you chose to camp.. probably ran after one for 5 feet and then went right back to the hook. They were right, you were camping.. what do you want them to do? Purposefully go across the map and hide in a corner so you can feel better about leaving the hook meanwhile the person on hook goes to 2nd stage/dies? You camped
Why? If survivors aren't doing gens the killer has zero pressure to worry about.
If you are winning by just sitting put why would you risk it by moving.
I dislike camping as much as anyone but the survivors were like a boxer holding his hands to his waist and complaining he gets punched in the face all the time.
Making dumb pitty plays just because the opposition isn't playing smart isn't very fun either you know
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Aaaaww
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A visual heartbeat would be a way better sollution.
You shouldn't have to use a perk just to be able to play
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@RakimSockem said:
Yall keep talking about the length of the timer while ignoring the fact that the perk deactivates if you do anything. This isn't 80 seconds of invulnerability while you do gens, break totems, etc. This is 80 seconds of an extra health state IF a killer decides to tunnel you off hook to punish them for tunneling you instead of going after someone else.
If the killer chooses to not go after that person, the perk is wasted. If the person touches anything to progress the game, the perk is wasted. It's specifically anti-tunnel
Problem comes when the killer tries to go for the unhooker and the person with endurance bodyblocks.
It was already annoying with bt but atleast you could wait it out. It also punishes killers that don't tunnel.
Also really annoying at late game.
It's just a lot of lose/lose situations for the killer.
If endurance causes survivors to lose collision i would be 100% fine with it. Even with it's end game shenanigans
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They never were the weakest killer.
Frequently hovered around the bottom but never have they been the worst
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Hope you'll find something that will give you more enjoyment!
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Post like this make me really appreciate the dc penalties are a thing.
You should not play online games if you can't ensure a stable internet connection.
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@Armchair said:
https://forum.deadbydaylight.com/en/discussion/comment/3022139#Comment_3022139
As worded, it doesn't immobilize the survivor. I highly doubt that it immobilizes the survivor due to BHVR's track record.
The problem here is that DH was THE most oppressive and overused perk in the entire game. Nothing else even came close. People were expecting it to be nerfed in the same way that the killer perks were nerfed: OBJECTIVELY nerfed in a manner where there is no room for debate about whether or not testing in the PTB will determine if the change is a buff/sidegrade/nerf. We expected changes to dead hard where there would be zero room to interrupt the change as anything other than a blanket nerf with no upside, and the only debate is whether or not people will keep using it post-nerf or not.
edit:
and don't forget how much of a HUGE buff this is for the subtle hackers out there with the auto-deadhards.
"Dead Hard will now provide the Endurance effect for 1 second when activated. If you time it right, you’ll prevent the hit and gain a movement speed boost. "
There is nothing in the wording that i see that suggest how mobile you are while using it. Untill we see it could literally be anything.
We know there is an animation so it is safe to assume that they can't do anything during it. The only annoying thing i can see is that pallets become 50/50 if it works like i think it does
Personally i am glad it didn't get gutted. I want the annoying aspect of it gone but there are enough barely usefull perks in the game.
It is true that the auto dead hard thing is a bit concerning.
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/3024860#Comment_3024860
From what you write I guess you never prestiged anyone, did you?
Saying "it's not like you lose anything" is idiotic and stupid.
When you prestige you lose addons and offerings that you PAID with bloodpoints, and you need to spend MORE BLOODPOINTS to get back your perks. Sure, your reward is the bloody cosmetic, and that's why it was worth it, but guess what? Everyone gets that now for free.
So yes. I did lose something: a ######### heap of bloodpoints, items and offerings, including event themed ones.
And you knew that you would lose everything when you prestiged for the bloody cosmetic.
They told you and you said yes that's fine
If it was fine then, why isn't it fine now?
You got the bloody cosmetic earlier then all the other ones who get it now at P6
Complaining about the reward you are getting now even though there is zero reason they need to give one is entitlement
Nothing more and nothing less
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Condemned just needs to be stronger.
I understand they played it safe as a mori sounds powerfull but in the big scale of things it's really not that powerfull.
It isn't like pig traps where you instantly die. She still has to down you. If you are healthy you can just tank a hit and get to a tv before anything threatening happens.
If you have been hooked twice you can just safely ignore it completely.
I agree she shouldn't get a mori every single game but i do think that on avarage fully condemned should happen atleast once every match
Somebody had the idea that when survivors remove condemned they give one bar to all the other ones. Love that idea and it fits thematically too. You are spreading the curse to get rid of it
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Dh will probably be a lot healthier then before. There is a animation so it'a highly unlikely you can do anything during it.
So if the killer didn't swing when you activated it you're probably going down.
Even at pallets there is a short time between throwing the pallet and getting the stun so after a bit you'll get muscle memory to hit them between the dead hard and the stun.
I'm a big fan of the change. Dead hard will still be strong but the unfair aspect will be gone.
If it will work as i think it will ofcourse
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The reward for p3ing early was the bloody cosmetics.
You know that was the reward when you went for it.
They didn't have to give anything. It's not like you lose anything
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Honestly it's 100% an overal nerf
People just have a weird idea how it would interact with certain things.
The dead hard change is probably going to be my favorite change if it works like i think it works
Removed the annoying aspects of it but still made it strong if you can use it well.
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Because i enjoy it.
Now i admit that i have played a lot less lately because i picked up another hobby but the game is still enjoyable to me. I don't think i will ever trully leave it.
The concept of the cat and mouse game is just great and the issues it has is not enough to detter me from enjoying it.
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@TheArbiter said:
Im gonna post what someone else said in another post
Old Dead Hard: 0.5 second window
New Dead Hard: 1 second window
Old Dead Hard: 6m travel distance
New Dead Hard: 12m travel distance
Old Dead Hard: Straight-line movement that could run into walls or corners if not aimed correctly
New Dead Hard: Full control over your character's movements
Old Dead Hard: Able to make it to pallets but prevented you from vaulting
New Dead Hard: Able to make it to pallets AND vaults
Old Dead Hard: Movement only
New Dead Hard: Free range of motion under the invulnerable status, including uninterruptable unhooking
Should probably fact check before reposting a post.
That post is full of baseless assumtions
Untill we see it in the ptb nobody knows how it exactly works
We know it still has a animation so it's very likely that you can't do other actions while in that animation. Just like you can't with the current one
I don't think that vaulting or throwing a pallet while under endurance by dead hard is going to be a thing
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@TheArbiter said:
Old Dead Hard: 0.5 second window
New Dead Hard: 1 second window
Old Dead Hard: 6m travel distance
New Dead Hard: 12m travel distance
Old Dead Hard: Straight-line movement that could run into walls or corners if not aimed correctly
New Dead Hard: Full control over your character's movements
Old Dead Hard: Able to make it to pallets but prevented you from vaulting
New Dead Hard: Able to make it to pallets AND vaults
Old Dead Hard: Movement only
New Dead Hard: Free range of motion under the invulnerable status, including uninterruptable unhooking
Who says you have full control of your movements?
For all we know the animation that plays is the survivor stopping and bracing for impact. Not moving at all for a second
Untill we see it in action nobody knows how good it will be
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Stbfl is going to be amazing i think
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@Sluzzy said:
It is clear as mud that BHVR hates survivors.
When they said generators are powered a little too quickly I rolled my eyes and said to myself:. where and when?
They nerfed gen regression perks but buffed other gen regression perks and still increased gen repair times too?
Huh? Mud isn't clear though?
I have never heard that phrase, it doesn't make sense
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I hope you'll find something else you can enjoy and put your heart into!
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I think people are kinda underestimating the whole 5 seconds thing
It's not just 5 seconds of endurance. But a speed boost on top of it that makes normal killers roughly half as fast to catch up
But also more importantly you are faster then other survivors. It should be very easy for the unhooker to get in a position to bodyblock.
You should in most scenario's be able to reach a tile. At which point all is fair game in my book
Especially if you concidder some of the new perks
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Otz has been wrong before
I agree dead hard in theory will at the very least still be very strong but let's actually see how it plays out first.
There is still a animation during the dead hard and if it is like the current one then they can't throw pallets or vault while the animation is playing
That means it should be possible to hit them if you time it right
I would definitely not blindly trust Otz word above others. He knows just as little as the rest of us for now.
Great guy and all. But not omniscient
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This community has no hope
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If it wasen't mentioned it probably wasen't changed
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If they go to a window and stand still to press e i will laugh a second later as they slowvault the window and i get to skip the attack cooldown animation
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I haven't heard that joke in years.
The only place it's still alive to my knowledge is samination and that's more for continuity sake then the joke being still there
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Dangerous
That 5% increase in speed means 33% faster chasing.
It's a big deal
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2969484#Comment_2969484
You know what achieves even less than OPs suggestion?
Not doing anything and just accepting everything as it is "because I can't change it anyway".
And say what you want, but the fact that a bunch of really good announcements / changes were made recently is 100% due to a large amount of players (me included) leaving this game in favor of other, actual fun, games.
And what is there even to lose? In a worst case scenario OP and some others will stop doing something they didn't enjoy anyway, while in a best case scenario they actually manage to bring change to this game and push it in a more healthy direction that everyone will benefit from.
I never said don't do anything, everyone is allowed to give their critiques in a respectfull way.
And it would be 100% ok to leave the game if you don't like it. I would encourage that all the way. That's not what ends up happening with this community.
What happens is that those people stick around and keep trying to convince everyone just how terrible this game is and just souring the overall mood.
You just did it yourself with your "actual fun games" remark. DbD is actual fun. Might not be everyone's cup of tea but so many people wouldn't play it if it wasen't fun.
Also no good changes happen constantly in this game. Some people have just conditioned themself to only see the negative. The game hasen't had a single moment where it didn't thrive to improve itself.
Leaving a game for something else cause you aren't enjoying it is 100% valid and i endorse it completely. Leaving it to try and boycot them is just a unhealthy mindset
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@RenRen said:
https://forum.deadbydaylight.com/en/discussion/comment/2969484#Comment_2969484
that is just not true if every forum member stopped playing killer that would def make it a difference. Would it be a big enough difference? Idk.
In april the avarage number of players on steam was 38,331
How many active forum members are there? A 1000? I don't think more then that.
That's 2.6% of a single moment in time of a single platform and that is with the very generous number of a 1000 active forum members.
The forums are the very definition of loud minority
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People really have a bad grasp on just how many people play this game huh?
Even if every forum member here stopped playing killer it would not make a difference.
That they added bp bonusses for the struggling queues can be chalked up to the survivor killer ratio being off.
Thinking other changes are affected much by this is pretty silly
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I'm sure a ton of people are but this is not the place to find them.
I personally am
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Got to have some dlc bait
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I can see why they played it safe but the mori effect just isn't as strong in practise as it's on paper.
This isn't like pig traps where they delete you without the pig having to do anything. Sadakko still has to down you.
If you are healthy you can just tank the hit and run to the nearest tv and be fine before she can down you.
And if you are on deathhook you can completely ignore the mechanic as it does absolutelly nothing outside of saving a couple of secons of the killers time.
I think you could safely double the rate you get condemned and it would still be a weakish effect
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Big chains with Legion.
Swiftly hitting 6 knives as trickster and then perfectly predicting when the survivor runs around a corner to hit the 7th one.
Or if the 7th one is from long range.
So satisfying
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I think they added it more as a backup for when they release future boons that might be problomatic.
I do agree that right now it's pretty unnececary. I wouldn't worry about it too much though. Killers are pretty perk hungry and bringing a do nothing perk when the survivors don't bring a boon is going to turn people away really fast
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Childs play by far
I would even take the remake
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I think it will overall just be better for the game.
It's sad we don't get to carry people to the hatch anymore but a quick and efficient way to end the game by base will be so much better.
Quicker next games ease the queues. No more sense of "i deserved hatch" no more letting them bleed out.
Game is over let it end and with style.
Only concern i have is what happens when you are put in the dying state when the other survivors have left.
Like if all 4 people run to the exit gate and the last one is downed just before the escape zone while the others have left.
Will they get morried?
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Unpopular oppinion but i think thrill is better then before.
50% slowdown is double the time it takes to do boons or hexes. The slowdown you get from thrill + a lot of hexes is huge and is a serious hamper for anyone using boons.
In the old version people could just tap totems and instantly run away to make you waste a ton of time or force you to end up completly ignoring the notifications.
New thrill was The answer to CoH boons. Nobody would spend close to a minute blessing your hexes without throwing the game in the process
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/2955428#Comment_2955428
Not for most killers, especially all the M1 killers I play.
I mostly play Legion or Sattuko with occasionally Trickster.
Still enjoy pretty much every game i play