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StibbityStabbity

StibbityStabbity

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  • Pretty sure the white cloud turned orange, and it wasn't two separate bottles that did those colors. If you want, I can copy/paste my previous speculation on it.

  • @Equus said:

    I don't know if I was in the same match but I've seen that too. I had empathy and even the aura had the long hair.😂

    These are the bugs I play this game for.

  • @MrGrizzly said:

    https://forum.deadbydaylight.com/en/discussion/215900/getting-perks-you-want-from-bloodweb-has-gotten-annoying

    Imo, people should just take purple perks, even if they don't want it, even though it wastes alot of BP... it'll give you an easier time to get other perks.

    Though if you got the option to get like unbreakable II instead, that's understandable. but if there are no better options, just take the purple.

    But yeah, the grind for new perks is just stupid, want your DS? Grind like 70 levels to get DS I, it's ridiculous.

    It's like we're playing a F2P sometimes...

    I got the F2P vibe from the skins, battle pass, and general monetization of the game.

  • @JimPickens666 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1840062#Comment_1840062

    Killer should be extremely difficult and time consuming. I play solo que and i only escape like half my matches, isnt that some bullshit?

    It's a good thing you aren't designing the game.

  • I just had the same issue twice in a match. The beam narrows, but doesn't open up again to let you know you got the blind off. I had to quickly look at the side of the screen. I also noticed that the Killer didn't play an animation to show they were blinded, they just paused briefly before moving on like normal. Same thing happened when I blinded the Killer picking someone up. They were already moving when I started to blind, got the notification, but no drop. They just paused for a moment then moved to the hook with the Survivor still on their shoulder.

  • I heard he's a rocket surgeon.

  • Ethan says Legion is fine.

  • It's been stated a million times, but it's because it's important:

    Drop pallets early. Play conservatively (ie don't be risky), and hope your team is doing gens while you get chased.

    Clown definitely has a few tricks up his sleeve, but his power is basic and easy to mentally work around. He has a set amount of bottles before he needs to reload, and if he chases without bottles, he's just an M1 Killer with nothing else going for him.

    PRO-TIP: You should always be looking behind you anyways, but with Clown, see where he is throwing his bottle. They will normally throw a bottle to either intercept your current path or block off a path they don't want you to use. If you catch this early enough, you can still try to find another path he may not be as comfortable chasing you through. If you see him aiming to block the entrance of a jungle gym, he may THINK you will run along the wall nearest to him because it's the closest available path. So you can redirect to the back of the gym early to keep your distance and still force him into that gym that he wanted to avoid. A good Clown can still make plays with a gym, but so can you.

  • It wouldn't fix tunneling/camping, but it would penalize the Killer for it.

    That said, I feel like it would mess with Devotion points, which caps at 12 hooks. At that point, it might not penalize the Killer at all, unless they don't receive points for hooking within the time frame.

    Also, going by your story, that was more your teammates fault than the Killer. You didn't accuse the Killer of jerkery, though, so I'm guessing you know that, to which I offer a hug amongst thugs.

  • To some people, I think it matters. To me, it only matters when I think it matters, which is like 50% of the time. I like to maintain a fairly high rank, and I don't like depipping because something stupid happened. The game is a ranked game, ranks technically have a say in what you will be doing and who you will be paired with/up against. Pipping in any direction affects that. So yes, it matters.

    I'm sure that someone with over 3k hours in the game would think otherwise, and that's fine. I don't blame people for feeling either way about it. That said, some people are looking for "wins" to validate their feeling of accomplishment. Maybe that's just to survive. Sometimes it's to bully the Killer. For some, it's to pip up or down. I personally see pips as the most reliable method of determining a win, loss, or draw, mostly because it's based MOSTLY on your own performance, not necessarily the performance of everyone else in the match. I don't like depips, but I'm fine with safety pips or pipping up.

  • Legion, Clown, Wraith.

    That said, and I said this in a previous thread about "underrated" Killers, "underrated" can be a very deceptive term. Are these Killers underrated? Yes. Does that mean they don't need buffs? Nah. They can do a bit more than other Killers given the right conditions and the player, but other Killers can accomplish the end goals much faster. There are things they do incredibly well, and may be the only Killer that can do it, but they all still severely falter in other areas which hinders them too much. That DOESN'T mean they can't show off some fancy dance moves, though. They CAN step up and do some wild things.

    An easy example of this is Legion. Otz had a match where he injured every Survivor in the game within 30 seconds, and had them on the ground within a minute. Legions ability to pass out stab wounds like candy is what made it possible, though the rest could easily be chalked up to the circumstances being favorable. Still, that is a hell of a scenario when it happens, and Legion is one of the only Killers that can do something like that. Any other game, however, and Legion won't bust out that kind of brutality because it requires all the planets to line up and the sun to be farting in a specific direction.

  • One time, I didn't dodge a lobby when I saw Scoops.

    I should have dodged the lobby.

  • The issue isn't that he is a strong killer at the top end. He's not. His skill ceiling is quite low.

    The issue is that his skill FLOOR is fairly high. He's brainlessly easy to play as and win if you know almost nothing about him. He has too many answers to issues Killers deal with, despite how mediocre they might be.

    I completely agree that he needs a rework, and I agree on how he needs to be reworked. He needs a higher skill ceiling while being way less brainless and forgiving when played badly. Right now, his numbers are high because he mindlessly eats players that play badly. That's not good. A bad Freddy vs bad Survivors should be a fairly equal match, but right now its weighted heavily in Freddys favor. That needs to change. On the other hand, a great Freddy should be able to thrive against great Survivors. It should feel equal.

    Freddy totally needs a rework, but not because he's OP.

  • So, totems are there as a secondary objective that uses Survivor time. While you may think it's a good idea to create a scenario where they can be done instantly, all that does is remove the point of a secondary objective: To give the Killer time to go after Survivors. As it stands, Undying + Ruin works so well because it forces Survivors to spend more time on secondaries. While that may seem annoying at times, that is the express function of totems in the first place. If you invalidate the time it takes to do them, or drastically shorten it, you are completely shutting off an entire segment of the game design which is, right now, sorely needed. Totems aren't even a required secondary, which causes a lot of games to go much faster than they are likely intended, and leads to rather toxic behavior on both sides of the playerbase.

    Also, remember that totems are, in fact, an objective. Same as generators. They may be secondary, but they ARE an objective. Asking for the ability to instantly remove one from the game is similar to asking to instantly remove a generator. Yes, you don't NEED to do totems to win, but if you feel that having a perk to wipe one out instantly is worth while, then apparently they ARE important enough to NOT become an after thought via a perk. If you look at similar perks that affect generators, you notice that they cut down the time it takes to do a generator without outright invalidating the repair of a generator. This is for a GOOD REASON. Mostly in that the ENTIRE game is built around the Survivors creating the timer that the Killer has to do their job. Cutting that timer drastically is an extreme penalty to the Killer.

    I would also like to point out that there is a lot of OTHERWORDLINESS going on in DbD. Entity, Fog, never dying, etc. As such, totems may not be kickable in the first place, and require that someone take them apart the same way they are put together, else they are magically stuck to the ground.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1806739#Comment_1806739

    What strategy is a good spirit, stridor, tunnel into mori? You are not winning that game as survivor I hate to tell you. It wasnt possible. Moris were an insta win any half decent killer could down and tunnel.

    I never said anything about Moris needing a strong strat. Just that I think people wanted them to have some kind of sway over the meta of the match, similar to increasing fog or hook distance. Many offerings, especially higher quality ones, can have subtle or very direct impacts on the match as a whole. I'm guessing a lot of people wanted to see Moris get that same treatment, while not outright being an "I win" offering.

  • I think the issue is that people wanted to see Moris have a use outside of "Look at my character put things in your character". They wanted Moris to have a place in a strategy. They wanted Moris to give an edge like some other offerings do (think fog density and what have you). Before, Moris were broken and gave the Killer the macth, along with SICK AND STYLISH animations. Now, they give the ladder, but no other real benefit. Sure, they could be useful, but the scenarios where a Mori would be more strategically sound compared to a hook is going to be very rare (mostly deadzones with no hooks).

    Personally, I never use Moris unless its for a daily. I don't mind the nerf one bit. That said, I can see why some people would be upset with Moris no longer giving ANY kind of real strategic advantage. Sure, the previous one was OP as balls, but the current version has no real strategic value at all. Maybe if the animation revealed auras for 5 seconds, or caused global skill checks on gens or something. Anything to give it some kind of value other than an animation.

    Also, we don't know what will happen to Keys. If they lose their strategic value entirely as well, then it won't be so bad. Maybe both will be flourishes more than strategic offerings. Who knows?

  • Ya, if you're in a deadzone with no hooks or that DAVID sabos the hook, you can just drop your catch and be like "FINE, I CAN SKIN IT ON THE GROUND TOO". Then watch Davids horrified face as Nea pushes you off your victim to show you how you REALLY butcher someone.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1806653#Comment_1806653

    Fair enough, it can work I guess. I need to play them more before I consider them viable or not for me personally.

    I forced myself to play them for a bit to know if I hated them as bad as I thought I would.

    I honestly don't, and found some kinda neat things they can do. Mostly, though, they can go through a segment of the map with a fine-tooth comb, and pick off anyone trying to straggle through their moving territory.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1806633#Comment_1806633

    That does work but I just don't know if you are applying enough map pressure that way when going against a good survivor team. Gens go fast, so you need to be able to pressure survivors off of gens, and splitting them up helps you cover a bigger area.

    It's a build up. Obviously, you are going to start with low pressure. However, if you are leap-frogging around, which allows Victor to act as a sentry, you will catch people trying to sneak by for a rescue. Either they will have to waste time going around the long way, or will be caught trying to go directly past you, which can start a snowball.

  • @ad19970 said:

    i disagree on the Twins being so weak. It's actually not that hard to get hits with Victor, it just takes a bit of practice. I had a hard time at first too but it's getting easier and easier for me. Victor is ridiculously strong in chases actually, because of his movement speed and lunge.

    You can also split the map pressure with them by having them on different sides of the map. But that doesn't always work so well.

    If anything, I think they aren't fully viable just because their ability is time consuming to make usage of. Switching between Victor and Charlotte wastes a bit of time, and if you down survivor with Victor further away, you have to spend time just walking to the downed survivor with Charlotte. Add to that the fact that Victor can lose map pressure to survivors that hop into lockers, forcing Charlotte to go to the locker which in return denies them their split map pressure, and I am not yet convinced that the Twins are viable killers, but I don't think they are that weak either.

    Personally, I have found that the Twins work best when use Victor as sort of a scout, then bring in Charlotte shortly after as the big gun. Victor is recon and picking off weak targets. Charlotte is for healthy targets. I also DON'T like having Victor too far away when playing Charlotte. His KI can be valuable intel if someone is trying to sneak past you. Therefor, I sort of leap-frog the two around, keeping each other within a brisk walking distance, in order to utilize both of them in a scenario.

  • @Clueless said:

    https://forum.deadbydaylight.com/en/discussion/comment/1801421#Comment_1801421

    The list is based off my experiences and the killrates. Nurse and Blight are objectively two of the worse Killers in the game based on killrates. I am on PC.

    Yes, and even the devs said they understand that in the case of Nurse and Blight, those kill rates are VERY deceptive.

    Those are two of the highest skill ceiling Killers in the game. At their top potential, both are devastating. They're just hard to learn/master.

  • I'm more gameplay oriented, and wouldn't care one way or another what the gender/sexual background of a character is.

    That said, I would prefer LG before BT. LG has been fighting for rights and representation for ages, and still barely gets any. They have been the public face of that struggle, and skipping them feels like snubbing them despite their very open and hard fought victories for equal rights and representation. I'm NOT saying the BT crowd doesn't fight, or doesn't deserve something. I am saying that it would feel more correct to first give service to those that came out first in numbers that couldn't be ignored in order to stand for their rights. LG put up with the American government hoping AIDS would wipe them out. They powered through that, made everyone become painfully aware they were humans that were suffering, and gave everyone else the room to express themselves that they have today. It's not perfect yet, but it's a start, and the LG crowd created that start with bodies and bravery. If ANYONE deserves some time in the spotlight in a niche video game, I'd give it to them first.

  • DBDKillerRanks001.png

    Not only are they ranked categorically, but also MOSTLY in order. Left is high, right is low. So Legion, for example, I feel could be debatably a low C instead of high D. Based their placements on personal experience AND some general consensus. Ghostface, though, I have almost no clue about. I have had a terrible time playing him, and I basically bully him when I play Survivor, but I have seen people (on videos) do alright with him. I wouldn't argue ANY suggestion to move him anywhere below A tier. A and up, nah.

    Also, the Twins are C for the moment because the meta for them is predictable and stale thus far. That is obviously subject to change if "Camp, tunnel, slug" ever gets replaced with something better and less mind-numbing.

  • @TheClownIsKing said:

    Why did it get the range increase instead of fixing the issue with it functioning correctly to reduce the rarity of items?!

    Why would they change it like that?!

    Or could they not fix it properly, so it gets a range increase instead?

    If they couldn’t find a way to fix it, then how come they’ve been able to get Plunderer’s Instinct to work as intended for all these years?

    I was thinking about that earlier. My guess is that it interacts with another mechanic in a way that was not intended, so they axed the rarity reduction on account of not being able to mitigate the hidden interaction.

  • Apparently, at one point, they actually DID have an anti-camping mechanic in the game. The hook timer stopped if the Killer remained too close to the hooked Survivor. Survivors abused this mechanic mercilessly by forcing chases around the hook. As such, the mechanic was removed.

    The point being that the game is, well, a game. It's run by a computer that can't look at a scenario and go "Well, that's clearly the intent here". If they could do that, maybe Windows wouldn't want to update at the worst possible times. Mechanics have set rules, and humans can analyze those rules to abuse or exploit them.

    I am all for adding a mechanics that would punish camping and tunneling, so long as they aren't easily abused. If a new mechanic is implemented, it needs to more or less initially assume innocence, not guilt. If innocent Killers get penalized, it's not a good mechanic.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795643#Comment_1795643

    Im assuming you are using victor at key locations to track survivors right? This is because of his killer instinct. I have heard of that, its effectiveness not really until now.

    People like to bring up wraith when it comes to loops and how you cant do anything. Honestly a simple head fake(faking a direction and going the other way) works at filler pallets against most survivors in my experienced. But at every tile like jungle gyms, shacks you can outplay using your own skills.

    Freddy is a whole different story he needs a change.

    BingBong is a good boi. I actually find him a lot of fun to play, and he has a surprising wealth of build variety, but I totally get why people want him to get a buff. He's like the frame of a car that you can add anything to in order to make it do different things, but by himself, he's just the frame of a car.

    And ya, Victor serves two purposes. Three, really. Initially you can use him to sort of track movement while you go in to put some hurt on Survivors. Score some hits, don't get too bogged down with trying to get a hook from a healthy Survivor. Just pass out Injuries. Use Victor again to run down a Survivor or two. When you get to the first one you want to hook, set Victor up as an alarm while you hook and do your business as Charlotte. The point of Victor becomes to be extra eyes and ears for anyone sneaking around, looking to make a play. Once you have your hooks secured, move Charlotte either to mid-field or around the center of the gens you still have. Use Victor to scout again. Rinse and repeat.

  • Despite how many are currently playing her, Twins DO in fact have several options as far as strategy. I recently found a way to use them that isn't slugging and camping, and it actually worked WAY BETTER than slugging and camping. So YAY, progress! I need to play with it more, but my only hint is that Charlotte does NOT need Whispers. She has it built in.

    As for Killers not being M1, well, ya. Nearly any Killer player could have told you that. All Killers in the game have a playstyle that revolves around mindfully using their power to tip the scales in their favor. They all require nuance. Or Nancy. I require Nancy. Come to me, Nancy.

    Well, all of them except Freddy. Half of his abilities are passive, so M1 away. Forgetting to set snares or teleport won't even hurt you that much. Just M1 until it is done.

  • Nothing has happened to Freddy yet. He has been singled out for a balance pass, likely due to his performance statistics showing him over performing in comparison to nearly every other Killer in the game. As of right now, we have no idea what changes are in store for him. He might get slightly toned down, he might get bonked with a nerf bat, he might get dragged out back and put down with a nerf gun. We simply don't know yet.

  • Blight is a good boi.

    Seriously, great job with Blight. One of the most fun Killers in the game, and one of the most fun characters to play in a game. Bouncing and bashing could be its own genre of game and I'd probably love it. In the meantime, you gave us BouncyBoi.

  • @TheButcher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795573#Comment_1795573

    I am reading just fine, but if you think he's not easy to beat. Then you just gotta get better at the game. I literally have a harder time against most Clowns than I do Freddy. Some Clown got bottles coming from no where, while Freddy gotta spit blood for a good dance before he ever shows his face.

    The issue isn't whether or not he is easy to beat. The issue is that he his base kit is a complete buffet of Killer abilities that makes playing against him annoying. While his answers to most Killer problems are fairly basic or mediocre in their implementation, the point is that he has a built in answer for EVERYTHING. No other Killer in the game gets the sheer global capacity that Freddy gets. This also works to make Freddy feel like you aren't playing against a single strong playstyle, rather you're against a litany of weaker playstyles that add up to overwhelming nothing.

    Blight is a strong Killer. Blight also has a well defined playstyle with a high skill ceiling. He has one ability, and after using it once, he can attack on subsequent uses of it until he attacks or just stops. He doesn't need a GORILLION little special abilities to be an amazing Killer. On top of all that, most people regard him as being fun to play against.

    Freddy is none of those things. His playstyle is so poorly defined it barely exists (M1 Killer with lots of extra crap), he's not fun to play against, has a low skill ceiling, and thrives on his base kit just spamming mediocre answers to nearly every problem a Killer can encounter. It's simply not good design. To top that off, his kill rate is higher than almost the entire roster of Killers. Despite how easy he is to both play as and agaisnt, he scores lots of kills. More kills, in terms of percentage, than nearly the entire roster of Killers in the game. Mostly because his bloated base kit makes being bad at him hard. In another thread, I brought up this comparison:

    An exceptional Nurse will always dominate over an exceptional Freddy. A terrible Freddy will always dominate over a terrible Nurse. Freddys base kit carries him to, at his worst, be better than any other Killer playing equally badly. He literally rewards the Killer player simply for picking him.

  • @HellDescent said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795222#Comment_1795222

    How is Bubba " very strong"? You use a few windows against him and he's a regular m1 killer

    "Very strong in the things he does". You needed to finish reading the sentence. It also mentions he has well defined weaknesses, which is one of those things you brought up. Bubba has a very clear focus in what he is good at, and within those terms, he's extremely good at it. He also has well defined counterplay. That's good design. He's not the best Killer by far, but he is VERY good and very well defined.

  • If anything, Bubba is the clear winner for "rework done right". He is very strong in the things he does, has very well defined weaknesses, and when he wasn't performing up to snuff, he was given a significant but appropriate boost in his power.

    Freddy is over-tuned. His base kit is literally "just give him everything" with no focus on strengths and weaknesses. He has no feel, no identity. He just does "everything". Need to move fast? Teleport. Need stealth? It's almost always on. Need loop traps and intel? Covered. On top of that, he is mostly immune to many perks that make use of the Terror Radius. He needs some of his kit stripped away, and what remaining kit he has can be strengthened to give him a set playstyle that he excels at.

  • I would agree with a few people here that Legion is underrated, but lets not mince words either. Underrated doesn't mean "SECRETLY AMAZING", it just means treated as being lower value than they actually are. In that way, Legion is a good fit for "underrated". Legion is by no means the weakest Killer, and is often discounted too harshly. That said, they aren't super strong either. Their strength comes from how the player adapts to Legions shortcomings, not so much the Killer design itself.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792300#Comment_1792300

    Why is vaulting bad?

    It just needs to be fine tuned so that survivors can’t easily avoid Legion still by just sharply turning and vaulting again.

    A lot of Survivor players don't like the idea that a Killer can vault windows and pallets as fast as they can. It removes some of their defensive options. Of course, they could just camp a pallet and make Legion play chicken with a bonk to the head, but that would be "wasting" a pallet.

    @notlonely said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793097#Comment_1793097

    this ^^^^^^^^ legion's just so good at slowing the pace of the match use that to your advantage with even more slowdown perks such as thana, ruin, pop or even forced penance (forced penance is good on legion pls try it)

    Thana is a fairly solid choice on Legion and is often viewed as one of the two Killers that benefits most from it, the other being Plague. This is because both Killers are built around the premise of keeping Survivors injured as much as possible. That said, it DID recently get nerfed so that is no longer slows healing speed. While yes, this works counter to the normal strategy of "don't heal against Legion", that strat is really just for solo queues that can't otherwise declare strategies to each other. Healing against Legion is, in fact, fine. While it technically gives Legion a reason to use their power, it's a power that CANNOT kill you, only injure. Making Legion use their power makes them show up more often, but is also safer than running around as a one shot Survivor. Healing against Legion actually forces them to DROP their lethality option in order to maintain pressure, which is something almost no other Killer has to deal with. It's also something you can abuse to kingdom come and make the match VERY hard on the Legion player. If they need to maintain Injured on everyone just to get value out of their power while not using said power, that means you essentially have control of which phase the Legion player is in unless they give up on their power entirely and only use it for cruisin' cross the USA. Even at that point, you're still up against an M1 Killer that very clearly informs you they are moving fast and getting closer. You can prepare for their visit by camping a pallet and seeing how willing they are to headbutt a wooden plank. On top of that, when they drop their power, Legion basically Decisive Strikes themself. You have 4 seconds to run towards a loop and treat them like the underwhelming M1 Killer they are.

    As for Ruin, it's Ruin. It benefits Legion the same as any other Killer and is not special on them. Forced Penance is okay, but only if everyone is grouped up, which is normally the OPPOSITE of what happens when Survivors know they are against Legion. Pop is alright because Legion can use their power to run across the map to make a special delivery of BOOT to a preferable generator, though this is also a huge waste of time for the Legion.

    Legion has a cool concept. Their ability, while underwhelming in practice, certainly has an allure to it. That said, Legion is almost outclassed categorically in everything they do by other Killers save for their ability to Injure every Survivor the first time they see even one of them. After that, the Survivors adjust, and Legion becomes a M1 Killer with occasional speed boosts. The odd hit chain here and there if the Survivor team bunches up. Maybe more towards the late match if the Legion is trying a 3 gen strat, though by that point, Legion is generally more hurt by their power than helped.

  • @largo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792742#Comment_1792742

    Freddy base power is strong but the addon dont add much in a game i never feel bad if i forget to equip some

    Some of his addons are actually pretty significant, but you're right in that most of them aren't particularly necessary. They all benefit an already beefy baseline, so depending on the match, you may not even notice them working for you.

  • @siren_sorceress said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792550#Comment_1792550

    What can you not comprehend? His first hits have no counterplay. There are players that know how to use him effectively. They will not buff him unless he is reworked. That is the consequence of having a killer that gets totally free hits.

    The killer is fine, most people just suck at using him because they cannot run tiles for their hit downs.

    I can comprehend plenty. I have been a Legion main for a long time. I know how to play Legion. I also know their strengths and weaknesses. The free hits bit is silly. Most people that KNOW a Legion is coming keep themselves spread out so that the chance of Legion using their power for a stab is minimized greatly. At most it gives the Legion a head start before they become an M1 slugger that is penalized for M1. Add on top of that the fatigue they will take if they choose to pursue someone at the edge of their Killer Instinct range.

    Legions primary power isn't "free hits". It's to apply pressure by keeping the Survivor team in an Injured state, which in theory means that every Survivor is one hit away from Dying. Their entire power is built around this premise. They run around, getting everyone Injured by any means possible within justification. Hence why they can vault pallets and windows. They are basically throwing out lethality in trade for being able to get to a target within a set time-frame. It is by no means free, and comes with a litany of punishments to the Legion player, regardless of whether they played well or poorly. The fact you even think this way makes me believe YOU don't properly comprehend the Killer. Furthermore, Legion is TECHNICALLY a mid-tier Killer, statistically speaking. This means that many people DO actually play Legion alright. The issue is the lack of lethality and a low skill ceiling due to the punishment mechanics that work against Legion.

    There are minor, QoL improvements that can be made to Legion in order to "buff" them. Most Legion players would be happy with that. Also, Deep Wounds is garbage and needs a rework more than Legion does.

    As for having no counters, no. Not healing keeps everyone Injured (obviously), but has the bonus of invalidating Legions power use. At that point, it's a small mobility boost if you want to clear the map faster, but that's about it. Once you get to someone, you have to eat a DS-lite before you can attack them as normal, allowing them to make their way to a loop or obstacle. If you think an M1 Killer that can move fast every now and then and eats a DS after every jog can't be countered, you got problems. Legion isn't one of them.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792953#Comment_1792953

    Game has not been giving me corrupt so I've been kinda getting big mad tbh lol.

    Blights INSANE mobility makes Corrupt kinda meh. I mean, it won't hurt, but it's not really needed either. With the new perk Oppression and maybe Surveillance, you could seriously utilize Blights mobility and make him always show up when a Survivor wants to slip a gen the finger. Ruin would still work better than Oppression, but if you are set on not using Ruin, that's a possibility. The Basic Blight Build exists for a reason, though. It utilizes his skillset fairly well, and is globally beneficial to him. That said, if you have a build in mind, I'm not your dad.

    Or am I?

    Also, meant to point out a few things earlier:

    @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792395#Comment_1792395

    Yeah I didnt even know this was possible. Same guy apparently can do this around t and l walls and make winning them as surv hard.

    Not really possible on console but you dont need fancy 180 flicks to win.

    Blight can basically strafe Rush. He can strafe while engaging a Rush to dash sideways, allowing him to make funky attacks around corners. Blights ability is VERY open to creative methods of using it, and is one of his biggest strengths.

    @Hopesfall said:

    still is trash, especially on console

    controls like a semi truck

    Maybe on console. On PC, Blight is high tier. He gives you as much as you put into him. If you don't spend time learning to use him, he won't give you wins. If you do, he will shower you in gg ez. The only thing I REALLY can't stress enough is knowing when NOT to use his power. Sometimes, a cool Lethal Rush with a low chance of success is NOT the best play. Running around and smacking the Survivor, or running them out into an area where the Lethal Rush has a much higher chance of hit, is better.

  • 1) Using loops well is not toxic.

    2) Meta perk loadouts are not toxic. Annoying? yes. Overpowered? Debatable. Toxic? Nah. How they use them can seem toxic, but the point is to win.

    3) If the Survivors have time to BM you during the match, then you aren't pressuring them enough to make that a horrible use of their time.

    4) 99ing Exit Gates is not a bad thing. Yes, it messes with Blood Warden, but you could also just slug, open the nearest gate, sit on the Dying Survivor, and wait until there is only 1/4th of the EGC left to hook them. Anyone left will NOT be able to leave and WILL die. That said, without BW, 99ing is still not a bad thing. If Survivors 99, it means they intend to make a play. When Survivors make a play, that means the game is still on and you can still score a kill. If ANYTHING, 99ing can be good for the Killer because it's a chance for a late game comeback. Maybe not likely, but it's possible.

    I wouldn't mind if they changed it or not. I just don't mind it as it is, and see the value in it for both sides. Furthermore, opening the gate is tense enough when the Killer approaches. If getting shooed off the gates meant they never opened, the game would last several more minutes as the Killer now had to chase them all around an area that probably only has one or two hooks nearby. If the gates are powered and you are the Killer, it means you failed to outplay them. You shouldn't get a "You Tried" sticker on top of that. #DeleteNoED #DeleteHatch

  • I agree that she needs some love. The issue is that ON PAPER, her stats look good. In practice, she's a very rough ride. I don't have much experience with her, and wish I had the patience to git gud with her, but she frustrates me more than any other Killer. I played Clown up to level 50 without too much issue, but Plague? She drove me nuts after two games. Now I only play her for testing purposes, and even then, she feels inconsistent and easy to bully.

    And she is VERY easy to bully. She's so damned easy to see coming, you can run her in a circle all day and never give her LoS. I do it on my elf Dwight all the time. I've made multiple Plagues DC because they never see a target to attack. Just scratch marks to chase until the Exit Gates open. It was funny at first, but it quickly became sad that she doesn't have the kinds of tools needed to be effective. If the Survivors don't make a TON of mistakes, she has little she can do.

  • So, I want to point out a few things from a game design PoV.

    When you see the orange cloud, it's not orange at first. It's white. That's a WARNING. A "HEY, LOOK OUT". A telegraph. That is letting whoever is in the white cloud know that it's not going to be very wholesome in there for very long. As such, my guess is that the orange is a burning gas. The Survivor has a short period of time to GET OUT AND STAY OUT or else that gas will burn them. My GUESS is that it will reduce a Survivor from Health to Injured. Doubt it will go any lower, as that might make it a bit strong. This will make Clown much more aggressive in a chase, as he will now be able to Injure a Survivor on the move. Big yikes. I doubt it will be able to make a Survivor go into the Dying state, however, because that would introduce the lovely and family friendly concept of "NUKE IT FROM ORBIT", where a Clown could just unload on an area to glass it.

    This is my theory based on the white-to-orange seen in the video. It's clearly showing a warning phase before activating fully, which leads me to believe damage is involved.

  • Honestly, I think they could simply stand to give Charlotte a buff instead of doing much else. Make her move a bit faster when she has a huge hole in her body, and instead of KI like Victor has, have her simply give an audio warning and change her aura color when people are around her. That way, as Victor, the player can know someone is near her body, but not with the same definition that Victor gets. Also, I feel like Victor should be trackable the moment he clings to someone from the get-go. I realize they don't want to make Victor the tunneling-tool, but it just feels weird to not be able to track him when he's playing "Angry Backpack Man".

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792610#Comment_1792610

    That's according to most of the community at launch. Also I dont believe the twins are even bad. See a good twins player. Victor can litterally hoom camp with no penalty, had a massive huntress attack hitbox, regenerates in 5 seconds after a crush. Twins are not bad.

    Blights power has a lot of area left wide open for players to explore, utilize, and apply skill.

    Right now, it seems like the Twins are closed off with a multitude of mechanics which don't really let the player work outside of an intended formula.

    That's my take on it thus far. Going to marathon the Twins until I find out what makes them good or get engulfed in unending depression.

  • Personally, I hate playing against Freddy. I don't think he's SUPER HIGH TIER, though. For me, his issue is how strong he is at a baseline. His baseline stats are pretty strong, but his skill ceiling is pretty low. I personally wouldn't mind seeing him LOSE some of his baseline power, but give the remaining abilities a small boost so that he becomes more focused. Excels at some things, stumbles on others. Right now, he's almost a jack of all trades, master of none. An amazing Freddy won't compete with an amazing Nurse, but a bad Freddy will dominate over a bad Nurse.

  • I think they are supposed to mix slugging with area control. It's honestly hard for me to figure out how to play them optimally and not just go full braindead "HIT FINGS WITH LITTLE GUY THEN HIT FINGS WITH BIG GIRL". I intend to play the hell out of them because I hate myself. Maybe I'll find a strategy before depression sets in.

  • A scarecrow would be cool. It would feel totally at home with all the corn maps.

  • @siren_sorceress said:

    My friend says he 4ks with legion at r1. Killer is poorly designed. Gets half his hits free and forces survivors to essentially play injured all game with little counter. Hell need a rework before he gets a buff.

    Is this a joke post?

  • He can't see the cages so he doesn't use knowledge of the location to try and catch people headed to them.

    Cages have the bonus is very quickly sending someone to the gulag without any of the normal BS involved with getting to a hook. It has its purposes and does them very well. None of those purposes involves needing to know where the cage is. If you are caging people when you don't know where anyone else is, just don't. Use a hook instead. Save the cage for when you want to "battle hook" someone and get them out of the way so you can immediately jump into another chase with someone you just saw.

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