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Sonzaishinai

Sonzaishinai

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Sonzaishinai
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  • @Gaffy said:

    How about rework him entirely, power is boring to use and go against. He's literally a glorified M1/Plague killer that can just get injures easily and only punishes casuals for healing when you should really just gen rush this garbage excuse of a killer.

    How about letting the people who enjoy a killer let them enjoy it and let the ones who don't play one of the other 20+ killers.

    How about we don't repeat the Freddy fiasco and delete a killer for no real reason

  • @Sluzzy said:

    What's wrong with keys?

    Statistically it's been said they have a very small success rate. Tiny.

    A lot of effort to make them work. Must live, do enough objectives and actually find hatch.

    I hardly used keys because it's rare for the hatch to spawn in a typical match and you spend so much time looking for it you can do a gen. Keys are not as common as killer mains make it out to be.

    It's not that they are strong. It's that they are boring game enders.

    You are having an exciting game, last gen remaining but one survivor is down, you know that if you don't make mistakes and keep the pressure up you can win this and then boom game is done. 2 survivors escaped with a key.

    And visa versa same situation, last gen survivor down. You are getting chased and outplayed the killer a couple of times. You just need to hold on a little longer so your teammates can finish the last ... nvm they are both gone. Might as wel just let the killer kill me at this point.

    Keys make for boring anti climatic games. On both sides. It's the equivalant of playing monopoly and somebody giving all their assets and money to the wining player cause they don't want to play anymore.

    How strong this is or how often it happens is irrelevant. It's so boringly unfun and straight up ruins games.

    Even someone as survivor sided as you must admit that suddenly being left by your teammates halfway through the game and have all your efforts to that point be meaningless sucks.

  • Make the hatch only spawn when all gens are done or when only 1 survivor is left.

    Easiest fix untill they are done with whatever mori/key rework they are planning.

    They could even make this change in a hotfix as just like mori's it's just a simple number change

  • @Gwinty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2268114#Comment_2268114

    I do not think so. I got good use of this perk on my Wraith by combinding Thana, Surge and Sloppy.

    As a stealth Killer people need to heal or risk getting caught out of position. If they try to heal they get Sloppy, if they do not I get Thana and if I catch them I get Surge to top it off, making the most of my Thana value. It is not optimal but it is a nice way to get slowdown while playing to Wraiths power and not using Ruin or Pop.

    Also you should consider that Surge saves you the time it would take to kick the generator and can regress more than one generator. Kicking costs the Killer 2 seconds and Surge takes that time away making it rewarding beyond the immediate regression of the Generator.

    @Sonzaishinai: Thanks for the work, I like number crunching and you basicly gave me some sweets.

    No problem, was actually quite fun to see what the actual numbers of the perks were

  • With how survivors tend to spawn together one random solo not taking it will ruin your plans

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269360#Comment_2269360

    Something else to keep in mind is if you've used PGTW on a generator recently, or ruin has activated on it, chances are it'll regress some too.

    It's impossible to calculate that, of course, but it's just something to keep in mind when discussing Thana.

    I posted how thana interracts with regression as well

    Always found Thana really underrated. all those small numbers really stack up

  • As @GoodBoyKaru mentioned. One of the strong points of Thanataphobia is how it stacks favorably with other slowdowns so I compared how other slowdowns interract with Thana. @TheClownIsKing also pointed out how it's a good totem defence perk so i crunched the numbers on that as well, on it's own and combined with TotH

    Totem cleansing speed TotH and Thana.png

    PGTW does 25% damage to a generator which means 80*0.25= 20 charges lost

    Thana synergy PGTW.png

    Surge does 8% to a generator which means 80*0.08=6.4 charges lost

    Thana synergy Surge.png

    Hope this one isn't to confusing. bassicly how many seconds survivors have to spend for every second regressing. so for base regression survivors normally have to spend 1 second repairing for every 4 seconds regressing and with full thana it bumbs it to about 1 second for every 3 seconds

    Thana synergy Ruin.png

    Going to add these to the original post as well

  • The only way to make good use out of this perk is to bring a game map offering.

    As survivors might run up/downstairs into blocked pallets.

    And we all know how much killers who have to deal with pallets want to go to the game.

    It honestly should be reversed. Blocking all pallets outside of a certain radius around you. Force them to waste the sprint burst from the hit and stay near the unblocked pallets

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2268103#Comment_2268103

    to be fair that's 20 seconds combined with any slowdown effects like ruin or pop, which makes that +20 significantly more, especially on nurse, spirit, legion, or plague.

    Hmm i should add how it interracts with other slowdown perks. And totems too. I forgot it worked on totem cleansing speed as well

  • Honestly after seeing how the other reworks/changes went I would rather have them leave Legion alone.

    If you are good at chases they are pretty good. And while they really need some QoL changes and some addon changes the chance of them turning into another billy is just to big.

    Weird to say but i hope they are ignored for another couple of years

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2267160#Comment_2267160

    I would, 100%. The number of times the gates haven't been opened because nobody bothered to approach them would make it worth it alone. And 0.1 seconds? That's a damn near-perfect counter to NOED that doesn't involve totems.

    Well yeah, you are also a veteran player that could play with no perks whatsoever and do fine.

    Any advantage is enough for you.

    For most players, even in this state it wouldn't be run a lot i feel.

    I am ofcourse taking it to an rediculous extreme so who knows if it was really like this

  • Wake up is one of those perks that you could change the numbers all you want and it still won't be good.

    Like hypothetically what if you boosted the numbers that you open the exit gates in 0.1 second.

    Would you run it? I wouldn't.

    Outside of being the last survivor and the killer get's the hatch first it still wouldn't be any good.

  • Weird cause i find bamboozle to be just plain bad. I never get good use out of it.

    Like it helps on T-L walls and Shack. You know the loops where you already get easy hits or early pallets by mindgames.

    It can even hurt you once people know you have it and just start chaining loops to deal with it.

    It not like terrible cause there are niche cases where it helps but overall i find it very meh.

    Maybe i'm using it wrong but in my experience normal mindgames gets downs faster then bamboozle plays most of the time. And that's coming from a Legion main who needs to get m1 hits

  • I mean haddonfield is without a doubt the most unbalanced map in the game right now.

    But it tends to get a bit over exaggerated.

    It's bad but it's not unplayable bad.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2264131#Comment_2264131

    I guess in my case I’m yet to have a survivor escape before I can get Charlotte there because I rarely ever keep them separated excessively far from each other.

    Even if you don't escape. Just delaying your down has value. If I'm injured and jump in a locker and 15 seconds later i go down that's about 10% of total generator repear i bought my team if they play optimally. And that's assuming i go down pretty much instantly after leaving the locker.

    Jumping in a locker is bassically the upside of No Mither without the downside. I'm forcing you to come and pick me up and not focus on my team. If you don't spend your time coming to get me I'm gone

  • Deathslinger would probably be the most interresting to talk to.

    I would listen to him talk for hours how he made his gun.

    Other then that Legion. If i can get on their good side i would have 4 friends for life

  • Flashlight saves are fine. They are a risk reward where the risk is that if they don't pull it off the would be saver wasted a lot of time not doing anything for their team.

    If anything things like flashlight saves are what the game should be more about. Using teamwork to deal with the bigger threat.

    The fact that the best playstyle right now is to stay as far away from your team is kinda weird

  • I'm a Quentin hiding in a corner

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2261969#Comment_2261969

    Never said they didn't consider it.

    I said they answered that it's not gonna work.

    Meaning that they have considered it but came to the conclusion it is not possible for reasons.

    Again you can believe or not, that is up to you.

    I just state what I have heard during a stream, I'm not here to attack anyone or their favourite franchise, as some do act like it.

    But than again these are just letters

    They also said they wouldn't add a clown killer because of coulrophobia and now we have one with a perk named after the phobia.

    Like I believe you when you say they once said it wouldn't work but what they said 2 years ago really doesn't apply anymore now

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2258697#Comment_2258697

    I think a good system for killers would dance tokens. Each token would be $5 and would allow them to copy a survivor’s dance move. They wouldn’t be able to copy very rare or ultra rare dances however.

    How about a friendship offering.

    Kinda like a mori, but instead of brutally murdering the killer gives the survivor a hug and piggy bag rides them for the rest of the game. To then give them a bloodpoint present when they leave through the exit gates

    They would be unable to down them after ofcourse cause you don't hit friends.

    Not going to lie that unironically sounds fun lol.

  • Hold up.

    They really kicked him out of the fog whisperer program just for that false narative?

    Damn, I love this game and have supported it for years. But I'm not sure if i want to support people who approve of this cancel culture.

    Ngl that's messed up

  • Nemesis.

    He would use his tentacle to tickle Oni's armpit causing him to instantly lose

  • I once saw a bubba down 5 survivors in one go.

    They had they addon that replenishes his charges. Downed every survivor and then the first one used unbreakabill to get up and got downed again.

    I couldn't even be mad. One of the most funny experiences i had in this game. They were so proud of it too

  • You are thinking of zoophillia.

    Furries are people who like the design of anthropomorphic (humanlike) animals. Nothing more, nothing less

    They don't even always have a fursuit.

  • Blight is just going through the entire alfabet with his flicks

    Can't wait till the F-flick

  • Power role is a term that got ridiculously muddied over the years.

    What it actually means is that it's the role that is stronger then the other individuals aka killer. So that to overcome that the number role aka survivor needs to work together.

    Over the years the term has been wrongly used to tell who the stronger of the 2 roles is.

    Killer is the power role. As they are the singular role that faces of against multiple weaker ones.

    How overpowered or underpowered in terms of balance is complete irrelivent to what role they are

  • What? The devs have stated multiple times that camping and tunneling is fine and part of the game.

    They try to persuade people into different playstyle with perks sometimes but it's pretty clear they want it to be part of the game

    Perks like deerstalker, infectious fright and knockout also clearly show that slugging is intended.

    You can make up excuses for yourself and call those tactics scummy but they are clearly meant to be part of the game

  • I don't play swf but i get pretty upset at myself if that counts

  • @CountVampyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2249760#Comment_2249760

    If a player needs to visit a superfluous site to understand, then it’s a failure on the game maker’s part. The description shouldn’t be making it confusing by giving “percentage” a different definition than actual mathematicians use. Words have meanings. Use them wrong and it leads to problems.

    You don't need to visit another site to understand how these perks function together

    Reduce by 100%/ 50% louder or in other words increase by 50% very clearly indicates that it's stacking additively

    Even by a logical standpoint you could see it isn't working the way you thought it was cause if stridor really worked as a multiplier then it would multiply the sound by 0.5 wich means that it would actually lower the sound which clearly isn't the case seeing how it says 50% louder

    This isn't a case of the terminology being wrong this is you misunderstanding the terminology.

    Which happens, it's not a big deal. Everybody reads something wrong sometimes. There is no reason to make a fuzz about it

  • 2 survivors on a gen normally

    80/1.7 c/s ~=47 s

    With prove thyself

    80/1.96 c/s ~= 40.9 seconds.

    It's about a 6 seconds difference.

    Which can matter but won't be the deciding factor on wether or not you got genrushed. Sounds more like a lack of pressure or other factors that caused the gens to fly

  • I think you are reading to much into it.

    You can read the perk discription both ways. You're just choosing to read it wrong.

    While i agree it can lead to confusion it shouldn't be an issue anymore after the first post explained how it works

  • Biggest problem with Pig is that's she's inconsistent.

    If your first trap keeps the survivor busy long enough that you can get more traps rolling she's okay.

    If your first trap is removed on the first box you're in big trouble.

  • If it is to counter Noed you're probably better of leaving/remembering the obvious totems and only cleansing the difficult to find ones.

    If it is for bp then who cares what other survivors think. This isn't 100% a teamgame

    You pipping/escaping does not always require their survival too

  • Would be an instant buy for me.

    Probably the only licence that i would buy regardless of how good the chapter actually is

  • Nurse is not really a problem. Honestly a blessing. One of the few killer that demands you to change your playstyle

    If you want to beat a top level nurse you need to be a top level survivor.

    Problem lies more with matchmaking who puts lower level players against these top level nurses

  • Because the balance would be of the charts?

    How will you stop the killers to just walk together and double tap survivors to insta down them?

    2 killers camping a hook makes it impossible to save without atleast a trade.

    It's just not worth the hassle to implement. could be cool for a mod or a kyf alternate playmode but there are so many more pressing matters that need to happen before a gamemode that people will stop playing in a week cause of how completly busted it would be.

  • It's funny how you can predict forum post if you watch a lot of youtube content creators

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2245527#Comment_2245527

    I didn’t mean for it to come across that way. I’m just genuinely exasperated as to why someone would use Tinkerer on Legion. Not having any control over when Undetectable activates leaves the player open to it happening mid Frenzy, which I perceive as being bad.

    It's honestly not that bad. 9 times out of 10 you probably just want to go to the gen that just triggered tinkerer.

    It's awkward and can sometimes mess you up but it isn't a complete anti synergy.

    And as i previously mentioned there are addons that circumvent the biggest issue with tinkerer.

    I wouldn't really call it optimal and i would suggest other perks before tinkerer but it's far from a sloppy butcher on plague kinda bad

  • Ehm tinkerer is indeed awkward but the other undetectable perks are excellent on Legion

    Everyone being injured means getting a sneaky hit is an instant down.

    Dark Devotion means you have a slug that people don't want to get near too and if you get another sneaky down that's a lot of pressure that comes out of nowhere

    Trails of Torment means you can get close to survivors and either get a easy down or prevent survivors from scattering when they hear your approach allowing you to easier spread frenzy. ToT undetectable effect also goes away when you hit someone so you don't lose killer instinct.

    As long as you have control over it, Undetectable is insanly strong on Legion

    Edit: also the addons that increase your detection range work when you have no terror radius so you can use tinkerer if you use those addons

  • I never really pay attention to names but maybe i should.

    It would be nice knowing you played against a forum member

  • The only thing this perk needs is the toolbox modifier of skillchecks.

    The problem with the perk isn't it's strenght. Cause at 5 stacks it's insanelly powerfull.

    It's how inconcistant it is and how you can sometimes go through a heal without getting any stacks

  • Legion.

    Survivors in deep wounds also suffer from the oblivious status effect.

    Change addons

    Franks mixtape: removes any sound from cancelling frenzy

    Makes mending less boring as you actually have to pay attention and will let survivors think twice about mending instantly instead of running to a safe place first

  • @UnluckyDucky said:

    https://forum.deadbydaylight.com/en/discussion/comment/2240332#Comment_2240332

    Could you expand more on this? And I only ask as someone who wants to get better at Legion, it's not that I'm doubting you.

    After everyone's already had their first hit, how is FF useful? If I go into FF again and attack an injured survivor, okay now I see heartbeats---and everyone is across the ENTIRE map, way too far for me to be in FF. By the time I get out, their positions will 100% have changed, and even if I COULD get to them in time, I'm going to be punished with 4 seconds of blindness and fatigue once I come out of my ability, giving them a massive escape opportunity.

    I dont see how it stalls a game, if survivors are any decent they wont bother healing themselves--some even get perks to be injured while doing tasks--I could be making them stronger half the time for all I know. And knowing where a survivor is ONLY if I strike another one, isn't very helpful because there's plenty of perks that just do that automatically--so it being part of FF doesnt seem super helpful, at least not to me the way I try to utilize it.

    I dont want him to go back to OG Legion, I heard all about it and it honestly sounded awful, but I would like at least a LITTLE less of a hard time. He's ranked as an EASY killer, which is why I bought him--and so far he's the hardest killer I've played especially with people saying you HAVE to be good with M1 Killers specifically--which is almost impossible when you're still new to the game and that kinda stuff just comes with practice.

    Crash cource on Legion (Take 2 cause the forums ate my first post i was going to send)

    What does FF do?

    After you use your power you move slightly faster (130% movement speed instead of the normal 115%), you can vault pallets and window vaults are faster. And your attacks apply deep wound to survivors but you are unable to down them. It has a standert duration of 10 seconds Once you hit a survivor Killer Instinct activates. Your terror radius increases by 8m for a total of 40m and all survivors without deep wounds are revealed to you by the use of heartbeats. it also refreshes FF's duration. If canceled or the duration runs out you suffer a 4 seconds stun effect. If cancelled any duration left remains so you'll have it back sooner.

    Some things to note here.

    130% is not that fast. It's good for catching up to nearby survivors but as far as map traversel goes it's not much better then normally walking there. This means that if survivors are on the edge of your 40m terror radius. you will not catch them before the duration runs out. What you do in this situation is when you notice a survivor is to far away. You cancel your power and walk to them normally. If you cancel your power you don't lose any left over charges. which means you will have your power back by the time you reach the survivor. The more you play the better you will get at judging distances. As a rule of thumb You should NEVER let FF run out on it's own. Getting fatigued in front of a healthy survivor after running after them for 10 seconds is the equivelant of huntress missing all 5 of their hatchets on the first chase. You are at a huge disadvantage when this happens

    Stalling by mending.

    To get rid of the deepwound effect survivors have to mend for 12 seconds by default. That means 12 seconds not on a gen. that's 15% gen progress you are denying. every time you FF someone you are essentially getting a mini pop goes the weasel. Especially near the end of the game if you have a solid 3 gen you can really make it hard to finish the last couple of gens. Just don't let people disrespect you by instantly mending in your face. when you see this instantly turn around unless you have a very urgent target somewhere else.

    Information.

    The biggest advantage that people often fail to see of FF. Knowing where survivors are in a 40m radius around you is really helpfull if you use it well. For example, you just hit a survivor and another survivor heartbeat pulses in a area where the gens are already done. This means that the 2 other survivors are most likely on a gen outside of the 40m radius around you. Don't mindlessly chase the bleeps but think what those positions mean. Even having nobody's heartbeats can tell you where they are.

    Also it helps you find specific survivors. If you come across an injured survivor who hasen't been hooked yet and there are survivors who are on deadhook hit them with FF and let them waste time mending while you chase the higher priority target. The ability to "tunnel" without tunneling is really good. Good Legions who want to win will typically have someone dead by hook 4-5. while still being able to bother the other survivors. Legion is a 4v1 killer, not a 1v1 like most others.

    M1ing

    That's all well and good but it is true that FF offers zero lethality. You have to down them by m1ing. That means you have to be able to use mindgames and run tiles efficiently. everybody being injured means that you only have to outplay them once for a down though. It also makes hook save's a lot more riskier. Legion outside of FF also makes practicly zero sounds and is really short (don't use the bunny costume outside of meme's) so they are probably the best at the m1 game.

    https://www.youtube.com/watch?v=TPExWQ5_UjY&t=485s

    This is a pretty good tutorial on how to run tiles. He also has a lot of Legion video's in the past so you can learn a lot from him. He also explains things better then i can. Scott Junds tutorial was also posted here and is very good.

    On top of that. Perks that give undetectable and/or oblivious can work pretty well to suddenly getting a down for free. Perks like Dark Devotion and Trail of Torment are really underrated on Legion. Carefull with tinkerer though as being undetectable does turn of the information part of FF so you want some control over it.

    The rating the game gives is practically useless. just pretend it doesn't exist tbh.

    Hope that wasen't too long. Keep in mind that in the end of the day Legion is still a high C low B tier killer. They do have issues and if you face good survivors any mistake you make will cost you dearly. but the above should help you to be able to beat most red rank survivors. and getting good with Legion means that you're getting better at every 115% killer so it's definitively worth it.

  • They are viable. Legion just requires that you are very good at the m1 game.

    That you do well with other killers doesn't mean Legion is bad. It means you are reliant on a power cause you're not experienced enough in the normal chase department. That 2/3 of the killers you mentioned you are doing good at are 110 with chase power also suggests this.

    Once you are good at mindgaming and running tiles effeciently. Legion is decent. Only requiring one mindgame or outplay to down can quickly snowball a match out of control.

    Also just because everyone is injured doesn't mean you have no power anymore. FF does more then injure people. It's stalls the game and gives information. Ofcourse your going to struggle if you just never use your power anymore once you get halfway.

    Legion is one of the few killers that can "tunnel" a survivor while still focussing on the rest of the team cause they can generally find the deadhook survivor with ease

    They could use some buffs and especially some QoL changes. But if you are struggling this hard with them no amount of buffs outside of ones that will just break them is going to help you.

  • That doesn't really seem like a healthy mindset for killer tbh.

    The first 2-3 generators will go fast against a decent team. There is just no stopping it. It's the last couple that you can defend and have your pressure ball rolling.

    You would have to give up every single match of killer against a half-decent team if you throw in the towel any time you didn't have 3 hooks by the time 3 gens pop.

  • I don't know about you. But i much rather have the skins be expensive rather then the actuall chapters. If they reduce the cost of the skins they have to increase the price of the dlc.

    It's good that it's the optional stuff that's expensive and the gameplay one isn't.

  • PTB pyramid head.

    There is no contest really.

    Maybe spirit but that's only cause you can look at it ingame

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