Sonzaishinai
Sonzaishinai
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Just another proof that wisdom comes with age
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Hex: Pentimento is amazing but it needs a build build around it. It's by definition a build around me perk.
Thrill is needed to stop the boon problem but it completly shuts it down. You can't spend close to a minute blessing a hex with thrill up without throwing the game against a competent killer.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2716815#Comment_2716815
He may not have zero mobility but he keeps the pressure in chase by sticking on a survivors ass
Think about it, killers like Pyramid Head, Huntress or Trickster may be able to damage over pallets but after they need to wait a bit for their recovery and then break the pallet, Survivors gain A LOT of distance because of this, but with Nemesis they only gain the normal amount of distance from a normal M1, slap on STBFL and he becomes even more scary in chase.
I'm sorry i think i'm missing something here
All m1 are the same so stbfl nemesis is not stronger then a stbfl pyramid head.
Nemesis has 2.5 second cooldown pyramid hit has a 2.25 seconds cooldown
Now i don't play nemesis often so i don't know if this changed but i seem to remember you can't get a hit and break the pallet at the same time. So if you hit you still have to wait for the cooldown to then break the pallet
Nemi can chew threw pallets if survivors throw them willy nilly and he angles it to attack only the pallet but that doesn't save that much time compared to other killers.
It helps ofcourse but i wouldn't call nemi one of the best killers to stick to survivors cause of it
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2716769#Comment_2716769
Not keen on leaving a loaded gun in either party's hands when discussing disarming the other party.
Gens go this fast because camping's a thing. Slowing it down would just make camping stronger.
It needs to be kneecapped. No other way is going to solve the problem.
And how are you going to kneecap it without crippling the killer when the situation calls for camping?
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@Shroompy said:
Nemesis is a killer that shouldnt have a problem to catch up to Survivors. In fact he's probably one of the best killers to stick on a Survivors ass.
If youre in Tier 2 or 3, when ever youre faced with a situation where you can whip a Survivor or a pallet, unless theyre already injured and infected ALWAYS break the pallet. This way Survivors dont gain nearly as much distance
Nemesis has zero mobility options
He does quite a few things well, sticking on a survivors tush is not one of them
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2716722#Comment_2716722
You already gave the reasons: there's no BP, and it's incredibly boring.
'but it's boring for the killer too!'
That just makes it worse, since it's the killer that instigates it. Camping is the killer's choice, the killer's fault, and if it needs to be discouraged via punishment, it'll be the killer that has to be punished.
I think a better way would be to encourage leaving the hook rather then discouraging it by punishing.
A lot of killers camp because it just is the best and easiest way to get the job done. If spreading your hooks out would be more viable then killers would be camping a lot less
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In theory and top level play camping is a losing strategy.
In practise people have 4k'd with burger king myers who holding w against is an infinite. People just don't play brutally efficiently all the time.
Especially when that effeciency is just boring. I bet most players would rather be sacrificed trying to save then just sit on the sideline and leaving
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Legion is underrated and not as bad as people say they are.
They aren't good, but nowhere near worst.
Bonus: nurse's difficulty is slightly overrated
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2715995#Comment_2715995
Yes, this too. I can't bring myself to get all perks on all characters, though Claudette being the best wouldn't change if I did. Who do you play as?
Feng min
Really liked the idea of alert and ahe stuck with me.
I also absolutly adore the mime cosmetic
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Only one
I like to switch builds often and i'm not going to the grind again to get another character have all perks.
I have to much grind left on my killers
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2715817#Comment_2715817
It's also not 2/5th of their objective, since they also have to open the gates.
Also true
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2715817#Comment_2715817
It's also not 2/5th of their objective, since they also have to open the gates.
Also true
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I struggling to pick between nurses bonesaw and Amanda's wristmounted blade
A bonesaw used by swinging doesn't seem like a very effective weapon. In a fight you can't really make the sawing motion effectively against a target that fight's back. on the other hand the other "bonesaw" which is more of a machete would be more effective. Despite the bad handle
Wristblades are just known to be cool but for show. You can't really put your weight into them while stabbing. atleast not without twisting your wrist in the process.
Freddy's claws also wouldn't be a really effective weapon. the smallest wrong angle and your breaking your own fingers instead of hurting who you were intending to hurt
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Well it's not nothing but i do agree that it isn't as big of a deal as a lot of people think it is.
DbD is a game of scales in essence
At the start of the game all weights are on the survivor side, every gen that gets done and reduces the patrol route of the killer, every pallet broken, every injure, every hook the scales start slowly tipping towards the killer and once they reach a certain point it's really hard for the survivors to pull it back. It's all about momentum. So while i don't think it's nothing if 2-3 gens pop on first chase. There is truth that the first gens are a lot easier to do and thus don't matter as much as the later ones.
Saying that if survivors did 2/5 of their objectives vs the killers 1/12 if they lost 2 gens by their first hook is a bit misleading as the killer objectives become easier the longer the games go on and vica versa for survivors.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2715684#Comment_2715684
While that is true, remember that the alternative is that a lot of the time they just spawn stupidly close to a hex and immediately start cleansing/blessing it. At least with this change, survivors would have to travel across the map and potentially put themselves at risk of being chased by the killer before they can start disabling hexes.
That's true.
There are drawbacks to every solution. But atleast with yours it atleast takes some map knowledge skills instead of luckilly spawning on a hex
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2715745#Comment_2715745
People aren't running it because Dead Hard exists. There's no reason to use any other Exhaustion Perk when Dead Hard exists other than having any preference. Dead Hard beats any other Exhaustion, no , 90% of Perk by a mile
Again i saw it 5 times in almost a month now. 3 of which cause they had to run it for adept
I have seen way more lithes balanced landings sprint burst and hell even headon i saw more then overcome.
dead hards excistance isn't what'a holding Overcome back. It's that it can be completly irrelivant in way to many situations for it to be worth it.
You say instant down isn't seen often. But is it seen irregulary enough to gamble your most important perk to be completly dead?
I personally don't think it is. I realise i am underselling it by quite a bit but the drawbacks are there and are really crippling
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2715736#Comment_2715736
I mean, if the Killer is still following you after using Overcome, gens should be pumping pretty quickly
The first couple of gens maybe. Then suddenly a person is without exhaustion perk and dies quickly and the last 2 gens have to be done by 3 survivors.
There also won't always be a CoH. It got snuffed before you finished your heal? Hope you don't get caught before you can rebless or find someone to heal you or you are again defenceless. Even if the killer didn't spend any extra time to try to chase through overcome.
Overcome is a typical perk that's busted in theory but once put into practise runs into so many problems it's just not worth it.
Since it's release i saw it 5 times. 3 of which were adepts. It'a not a complicated perk, if it really was busted people would run it
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If they outmindgame your mindgame you outmindgame their outmindgaming of your mindgame
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2715729#Comment_2715729
Well, yeah but there's still a big difference between Overcome and Sprint Burst. Sprint Burst denies chases all together, Overcome extends/ends them. Overcome combined with CoH means the Killer wasted their time looping and injuring the Survivor
Sprint burst and CoH does pretty much the same thing. And it doesn't get denied by instant down
CoH is the busted thing in that combo. If the killer follows you through overcome and hooks you to then tunnel you off hook you would wish you had sprint burst at that moment.
And you're not going to tell me getting tunneled of hook is a rare occurence
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@GoodBoyKaru said:
Stacks multiplicatively (is that a word?)
Action speed (seconds) = total charges for an action / charges inputted per second.
Mangled = 20% slowdown
16 charges / (1-0.2) = 16/0.8 = 20 seconds.
Pentimento 2nd stack = 30% slowdown
16 charges / (1-0.3) = 16/0.7 = 22.86 seconds.
Mangled + Pentimento = 0.7*0.8 = 0.56 = 56% slowdown
16 charges / (1-0.56) = 16/0.44 = 36.36 seconds.
DBD maths is fun
Small correction
Mangled + Pentimento = 1-(0.7*0.8) = 0.44 = 44% slowdown
16 charges / (1-0.44) = 16/0.56 = 28.57 seconds.
Stacking multiplicative (i hate this word too) is to ensure you can't reach zero and will be less then stacking additively
Very fun indeed
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Loved the illustrations.
Not a big fun of the idea itself though. Doing this means that survivors can have a very good idea of where hexes are based on where the killer came from.
You generally spawn away from the killer so most likely wherever you are the totem is close to the other side of the map.
You are going to have players who if they see where the killer came from know exactly where their hex totem is going to be.
That's the downside of making hexes less rng. That also works into the survivors favor
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@ThatOneDemoPlayer said:
Well, it's not a wrong assumption, Sprint Burst will definitely be used more often if Dead Hard were to be nerfed, until people realize that Overcome is still better if used properly
I think most people already realised overcome is horrible.
Sprint Burst is better then Overcome by a mile. Being slightly better on a hit is irrelevant if you are chased of hook or never get the speed boost on hit against any kind of instant down. On very specific builds it's pretty good vs specific killers. That's about it
There are so many things that can go wrong with overcome that imho it's really on the bottom side of exhaustion perks
To the OP
I can see why people would find sprint burst more annoying/ stronger then dead hard.
I personally have no problems with it. It requires some management atleast. The part about dead hard that i dislike the most is how it's the only exhaustion perk you can activate at any time you need it with little to no prerequisites (having to be injured doesn't really count cause not being injured is in 95% of the cases a good thing, if you never are able to use dead hard cause you were never injured it usually means things are going well enough that you don't need it)
All other exhaustion perks need something or have heavy drawbacks in other ways. Lithe needs windows, Balanced needs drops, Head On needs lockers and usually teamwork and coordination, Overcome is useless when instantly chased of hook, Sprint burst HAS to be used at the start of the chase unless they spend the effort of 99ing their exhaustion but that requires them to not touch gens anymore.
Dead hard is just play as greedy as you can and get away with it when the killer tries to punish it. All other exhaustion perks are active, dead hard is reactive. That's the problem. Sure when a survivor sprint burst away it will take ages to catch up but atleast i haven't wasted any time yet on it and i can decide to go after others or judge that i have enough time to go after them anyway. It gives the killer choices. Dead Hard when used properly doesn't, I have to chase them untill they used it for it to be gone for a bit and it requires very little planning on their part
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Dnd perks are quickly becoming a sort of rorschach inkblot test.
So many people see other things in them
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2714384#Comment_2714384
Maybe I should stream on Twitch then so I can spread it to more people.
Yes, become the next big streamer.
Spread the word of Rin
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@Starr43 said:
https://forum.deadbydaylight.com/en/discussion/comment/2714622#Comment_2714622
Apples and Oranges.. your story is legitimate harassment.
It's not exactly the same but the essence is there.
You can't really force your fun on other people
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Tried to pick a random person of the street to sing christmas carols with me and when they didn't want to they walked away immediately.. you get upset so you try to run after them and then they treaten to call the cops for harrasment.
How dare they mind their own business and not play the game i'm forcing on them...
Scrooges
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Some kind of stage fatality for every map would be amazing.
Lots of work but amazing nonetheless
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There is also the point that you are making your case in a forum with ... what? 100 regular users? 200 maybe?
Forums in general are usually a very small part of any community and it's usually the most whiny side as well.
This isn't just a case of you not being listened to. It's also that what you are saying just isn't reaching that many people.
As for spirit herself there is also a case to be made about confirmation bias. Before the nerf you could see her 5 out of 15 for example. People hated going against her so every match they had was "ugh another spirit" and it latched into their brain that they see her constantly.
Now you see her 3 out of 15 matches and you are remembering the 12 it wasen't more vividly.
There certainly are less, i don't think it's that much less
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How easy it is to pip mostly depends on the killer you play rather then how many kills you can get.
You can make it to gold rank as Legion without killing a single survivor. And you can make it to rank 1 by killing a single survivor every game from that point on.
Not very realistic cause you do need perfect games to do it but possible
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It's too far away to be excited for it.
I am curious how they'll do it though
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2713245#Comment_2713245
Let me apply this logic by repeating what you said.
"Traps might be the weakest killer ability, but they have the biggest gameswinging effect.
Chainsaws cost a bit of time and allow you to get rid of pallets to maybe force a survivor into a deadzone in very specific circumstances.
Blinks allow you to efficiently take healthstates away that survivors healed.
Traps can completely remove an entire chase sequence from the survivor. A single good use of a flashlight can completely turn a game around that a chainsaw or a blink rarely do.
Traps are the weakest killer ability because they are not consistant, not because they aren't powerful
Spending a perkslot for Saboteur to remove that possibility is 100% fine."
So why was Sabotaging traps no longer a thing? Oh right, because it completely negated a core mechanic.
Because taking away an entire killer power is slightly worse then a single item.
A item is equivalent to an addon not to an entire fricking killer power
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@meatisadelicacy said:
I used to regularly see killers give hatch when I first started playing 3+ years ago. It's incredibly rare now, but I do see killers regularly take a survivor to the hatch, drop them too far to actually take it, and then close it. It happened to me two days ago, actually. Killer mains, are you okay?
Is anyone ever really okay?
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Flashlight might be the weakest item overal but they have the biggest gameswinging effect.
Toolboxes give you a bit of time and allow you to trade a healthstate to maybe release a survivor from a killers grasp in very specific circumstances.
Medkits allow you to efficiently gain back a single healthstate the killer did.
Flashlights can completly remove an entire chase sequence from the killer. a single good use of a flashlight can completly turn a game around in a way that a single toolbox and medkit rarely do.
They are the weakest survivor item cause they are not concistant, not because they aren't powerfull.
Spending a perkslot to remove that posibility is 100% fine.
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@lauraa said:
Idc what anybody says, Bubbas damn strong on RPD.
You cant dodge Bubba. Bubba can only screw up. Those hallways are way too tight, and to make matters worse, Bubbas primary counterplay is to start the chase at an optimal distance; on RPD it can be tough to pinpoint his exact position, so you can get into extremely favorable chases by accident.
I agree. Bubba is really scary on rpd.
Once faced one having a ton of perks that gave him undetectable. One of the scariest matches i ever had.
Every corner could be certain death
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@Pulsar said:
....there's Flip Flop drama?
There should be
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A tv.
She will smack you with a tv
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@C3Tooth said:
I want a Killer perk that M1 survivor will cause the bloody effect similar to Deep wound that dimmer your sight. There is no regression bar, its just stay there, requires another survivor to clean up the bloody effect for 4sec.
Would be a cool side effect of hemmorage. To make it do... just something
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2709782#Comment_2709782
I think you’d also need to significantly increase the Deep Wound timer to give the survivor more time to find someone to mend them. So it would probably have to be something like
- Other survivors see the aura of a survivor with Deep Wound
- Deep Wounds timer is 30 seconds and the timer is paused while another survivor is mending you or you are in chase or you are mending another survivor
That might work in solo queue? Hypothetically a lone survivor could get downed by Deep Wound if everybody else is downed or hooked, but a lone survivor is already easy to down anyway so it probably doesn’t change much there.
Another possible situation to consider is when Legion inflicts Deep Wound on multiple people, would having multiple people needing to mend each other simultaneously be too strong? I think this is a tougher one, if Legion Deep Wounds 3 survivors they all have to run to each other and clump up, it could be extremely tough to beat.
I think the current deep wound timer of pausing while running or being mended works well enough. It stops you from doing gens but doesn't hinder you much outside of that.
@IMhereRUN said:
It’d be a big issue. Way too strong. The only way I would support such an idea is by first changing what Deep Wounds does mechanically.
You can’t stand still, which includes repairing gens, the primary objective. This would cause way too many issues, whether solo or SWF.
Here’s an example of worse-case scenario: Legion game VS SWF. Two people are already dead. Legion Feral Frenzied the remaining 2 survivors.
See the issue? That’s GG. They can’t work on a gen, I doubt a killer is going to let them mend each other mid-chase. 😝 Just too many issues to re-work Deep Wounds at this stage in DBD’s life. There’s nothing wrong with it, leave it as is IMO.
Although, it would nice to add Legion to comp-play. The gen regression from Frenzy would be better than anything that’s ever existed in DBD…ever. With the proposed change, every HIT from a Legion would have the same map pressure as a slug or hook. And let’s be honest, a Legion gets alot of hits.
These "you're screwed" situation Legion creates when a couple of survivors are down is the biggest reason this is a bad idea :p
Maybe by allowing you to mend yourself untill 99% and granting a short immunity to deep wounds after mending simular to freddy's clocks giving immunity to sleep but at that point you're changing so much you might as well redesign the entire game
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@Chocolate_Cosmos said:
That would be terrible change for SoloQ.
True, what if they added something to prevent that.
For example survivors in deep wound have their aura revealed to other survivors.
Are there other reasons you would dislike it? Any reasons you would like it?
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Huntress holding back spirit by her severed arm was not something i expected to be laughing about today
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Nope.
Apperently even long times of not playing doesn't lower it
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I mean if you were crazy atleast you'd be in the right place
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@BenihimeWrath said:
https://forum.deadbydaylight.com/en/discussion/comment/2707185#Comment_2707185
Just make it so that as long as survivors have BT they cannot body block.
Alternatively, you could play more Myers or Ghostface that lose collision while stalking.
Stalking makes you slower then survivors. Unless they are oblivious to this they can keep ahead of you.
And even if they don't, you slow down so much that the point of the bodyblock was achieved anyway
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Most likely next midchapter if they keep reviewing their dlc the second midchapter after release.
So januari or bust
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Not really.
Most of the time i can use footsteps to keep chase. Not that it's entirely useless I'm sure it hid scratchmarks in the distance that i would have seen otherwise but in chase i don't have much trouble.
If they are injured it's even less of an issue because of blood
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2705781#Comment_2705781
There's really not a lot to learn with Legion that you wouldn't already be applying with other Killers.
He's purely M1 with slightly better information gathering.
And yet there are so many Legion players who misjudge their distance causing them to fatigue in front of healthy survivors , who don't utilize their information gathering at all and just go to the nearest red blimp and who never use their power again once everybody is injured even when they are chasing in the strongest unmindgame-able structures of the map.
I agree that Legion is among the easier killers to learn
I disagree with the notion that there is nothing to learn.
A Legion who plays their first match is not going to play the same as a Legion's 1000th match who bothered to put the effort to learn them. Regardless of how many m1-killers they played before
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2705762#Comment_2705762
You'd have made a better case if you wouldn't have mentioned Trapper. You've got a point with Myers, but Trapper actually takes some knowledge.
I know trapper takes knowledge that was the point. That you can always oversimplify things but that it doesn't mean there isn't some nuance to it.
Even Myers needs to know where he can stalk and where he can't cause some places are a huge timewaste to stalk in
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/2705668#Comment_2705668
Legion literally takes 5 seconds to learn. Find person, frenzy, look around for shiny red things and go to them. I don't think you can even be bad at Legion, they're just bad themselves.
With that logic trapper takes 3 seconds to learn. Place trap, hope someone steps in it.
Myers wouldn't even take a single second. Look at people, stab them
It's always easy to oversimplify things.
Judging the amount of distance you can make, knowing when you should or shouldn't use FF on injured survivors and actually processing the information you get instead of " look for nearest red shiny and go to it" are all mistakes i see Legion players make and are things that make a difference once you start paying attention to them.
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Yeah Legion is quite underrated. Mostly cause people are godawefull at them.
Entering fatigue in front of healthy survivors, not using their power anymore once everyone is injured, 2 hooking everybody despite the fact they have a litteral sonar locator to find the survivors closest to death.
For a killer that's suppose to be so "braindead" a lot of people are playing them so wrong
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I think reducing the heal bonus to 33% instead of 100% would go a long way.
That would make healing others 12 seconds and healing self 24 seconds.
Maybe make it when you snuff a totem that it's blocked by the entity for a minute or so but that might be pushing it into irrelevancy again.
