StibbityStabbity
StibbityStabbity
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I've noticed that cakes and streamers seem to scream "this game will go fast". My friends and I joke now that cake offerings are someones way of apologizing for the complete lack of a match everyone is about to get.
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If you have a legit reason, all good. Real life always comes first. If you're a big cry baby ABLOO ABLOO I WANTED AN EASY RIDE, then ya, eat that penalty. Nerd.
If your internet sucks, well, damn. I really do wish there was some way to remedy that. "Buy better internet" is a pretty crappy response too. I would know, I'm the guy that installs internet, and some areas simply don't have any access to a good connection. Country property and mountain property is a mess to run fiber to, so most companies simply don't. You end up with old copper connections or dish, and both are slow and spotty at best. It's not like the people that live there wouldn't get better internet if they could: They literally can't.
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No, but I'm often the victim of that.
I just got off of playing Survivor, and was a pink haired TOXIC AF Nea (she's the most OP killer in the game). A cross-platform Blendy kept running the Doctor into me. I don't think it was on purpose, but they basically caused that Doc to tunnel me out of the game early. I couldn't get heals, couldn't work gens, couldn't do ANYTHING. If I was off a hook, that Blendy was running the Doc right up to me, and he was more than happy to kill the injured pink haired lady. Ran him as well as I could, and the rest of the team were clearly trying to help and compensate for how bad that Claud was, but it was of no use. Her consistency in running the Doc into me was just too reliable. I wish my car was as reliable as that Clauds stupidity.
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Truth be told, I think Legion just needs tokens.
First off, Feral Frenzy still gives the same mobility bonuses it currently gives.
Every time they stab a Survivor that is marked with Killer Instinct (which means they need to hit someone else with Feral Frenzy first), they gain a token. Deep Wounds applies as normal during this function of Feral Frenzy. Each token removes a second from their fatigue if deactivated manually. When deactivated manually, Legions power is reset to zero.
If they do not manually deactivate their ability, Legion still takes a full fatigue, but keeps the tokens. The next time they use their Feral Frenzy, the tokens they have are converted to the amount of seconds they have to hit someone, which will be an insta-down. They then enter a full Fatigue and their power must recharge from zero.
Missing a stab or getting stunned during Feral Frenzy at any point causes full Fatigue and loses all tokens.
So Legions power would scale to the amount of Survivors still alive when manually deactivating and for the time they have to insta-down. Manually deactivating or allowing a full Fatigue would be a strategic decision by the player. Every use of Legions power would create a long cooldown period, and if used to its full extent, would reduce the amount of times Legion just runs around like a maniac stabbing everyone. Instead, they would have phases of "STAB STAB STAB" and "STAB REALLY HARD but ONLY this one time it's okay ssssshhhhhh just take it." This would give the rest of the Survivors some breathing room in between phases to do their thing and create less Deep Wounds and Mending.
The addons would need to be reworked. Actually, Legions addons already need to be reworked.
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Nea.
She's scarier than any of the Killers I have unlocked.
I have them all unlocked.
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This is rich.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1720743#Comment_1720743
I never thought something could beat DBD toxicity.
DbDs toxicity is a different kind. It's very petty. Compared to a lot of other online games, it's not even that bad as far as how people behave. It's the perceieved entitlement. DbD has more perceived entitlement than nearly any other game. Killers think the game owes them a 4k. Survivors think they should be able to stun lock the Killer for 10 minutes then immediately leave when they've had enough. It's petty, but nowhere near as bad as other communities.
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Make sure to cook them to enough to ensure they won't make you sick. Raw pig is dangerous. Goes great with mashed potatoes.
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Sometimes he can be fun to play against, but often times he can be irritating. Kinda like my neighbors. Sadly, duct-tape doesn't make him any less irritating, unlike my neighbors.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1720720#Comment_1720720
Are FNAF gamers really that toxic? And can you tell me why?
It was brought up aggressively in other communities during the heyday of the series. If you are at all familiar with how Dark Souls fans or Undertale fans are, you might understand it. Online communities were flooded with posts from the fans wanting everyone to talk about FNAF, often to the detriment of other topics and discussions. Also, it's worth pointing out that a lot of people like FNAF and aren't particularly obnoxious, but the few that were basically ruined that franchise for the normie passerby. Again, the same issue Dark Souls and Undertale have. An overzealous fanbase that drowns everything they touch with their fandom of choice.
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Legion already has one of the best tracking abilities in the game (Killer Instinct). The ONLY real counterplay it has is pathing to the target and bringing them to an area where they don't know how you intend to stop their angry stabbity. Scratch marks would give Legion a visible identifier to let them know how you entered a tile, which would let them know the most likely way you intend to deal with them. Legion WILL find you, KI is insanely good at finding Survivors, but you at least get a "homefield advantage" by being able to get a pallet ready or trick them into obstructions that will waste their time and power.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1720709#Comment_1720709
Okay but do you think there are more people in DBD who would or wouldn't like FNAF in the game?
I think a lot of players would like to see more Killers from slasher/horror movies first. Jason, Candyman, Chucky, Pinhead, Pumpkinhead, 4head, and other such classic movie slashers (with head in their name).
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It offends me to my very core that you would dare suggest I try to understand something before complaining about it. This is an outrage. I am contacting my congressman. Prepare yourself for consequences, for they shall never be the same.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1720687#Comment_1720687
I think the annoyance is outweighed by the potential for new players. Stranger things brought in a lot of new players new players equals new money which can go into improving the games quality. And if I'm correct Fnaf fan base is pretty large and new players is a good priority. And they can learn to love the game beyond Springtrap what if someone comes for Springtrap then ends up falling for Trapper, Oni or another license.
While that might be true for the popularity of the game, individual players are going to make judgments based on their individual feelings. If they don't like FNAF because they got tired of it back in the day, they are going to be against it now. Doesn't mean it's a bad thing for DbD to have, just that a vocal lot are going to dislike it based on their personal experiences.
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@Mew said:
split up and dont heal, if you do that legion is an m1 killer with no power
That's the point of the thread. The author wants something done to make Legion more interesting to play as and against.
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A streamer camped and gave a BS reason for it.
Yup, sounds about right.
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If anyone is anything like me, it's because the FNAF fanbase are pretty obnoxious. Like, "this is my Sonic OC do not steal" obnoxious. Also, some of us slightly older players remember the days of FNAF getting shoved in our faces on Steam and youtube, which did not warm us to it at all.
It's kinda like hearing a pop song all day on the radio or at work, then getting home and listening to a DJ that keeps getting requests for that same song you heard all day. You're already very, very, VERY over it.
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Clown. He wouldn't even kill people, just be overbearing and awkward to be around. He'll make you WANT to die, but you can't.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1720265#Comment_1720265
I don't know how you can call this a massive nerf without any of the numbers being finalized. This would clearly be a massive buff if the power had no cooldown, for example, because you'd be a killer that couldn't be slowed down by pallets or windows and that would only get more deadly after landing the first (basically unavoidable) hit. You would end pretty much every single chase within 20-30 seconds and there would be just about nothing survivors could do about it. So, depending on where those numbers are set, the balance could really turn out any number of ways. The real questions are: 1) Is it possible for this concept to be balanced? (I would say yes) 2) Would this be fun for killers and survivors? (I'm not sure, but I think it would be better than current Legion)
I don't see current Legion's power as being particularly strong for mobility. If you're using Frenzy for mobility frequently, Legion basically becomes a much weaker version of the Wraith. Like, take Wraith, give him a relatively short timer on his invisibility with a 20s cooldown, make him go on a 4s stun after using invisibility, and give him a 32m TR while invisible. He does get to traverse the map faster using his power, yes, but he can still be looped and his power isn't doing much to slow down the game or help in the chase. There are times where this is helpful as Legion, but the point of Legion's power is clearly to spread damage and slow survivors down. This new concept still allows them to do that, while hopefully making it a bit less boring and frustrating.
Edit: I would also support a ground-up, identity-changing rework. This is just the only way I can think of that would preserve some semblance of the current concept while also improving some things.
The point of Legion is to keep Survivors Injured for easy one shots outside of Frenzy. The Deep Wounds is just there to force them off gens after they get hit instead of doing gens in their face. Sure, one could argue it's there to add some lethality, but a 30 second timer to press M1 for a few seconds rarely kills anyone.
Nerfing Legions mobility from their power WOULD be a heavy nerf. Not because "I use it for mobility" but because "I use it for the mobility needed to chain my stabs". Legion NEEDS that mobility during their power to chain stabs. Otherwise, they will get one hit, everyone else will scatter, and the timer will be gone (unless it's outrageously long) before they get up to the next Survivor. Even now (I just got through a match juking a Legion), Legions current speed can still be too slow to deal with a Survivor that has any sense of loops and pallet use. Dropping that speed boost and requiring it to be built up would basically just be handing Survivors wins. They would never let a second (much less third) hit happen.
On top of that, the loss of Killer Instinct would further make hitting a second target tough as hell, and for most people, not worth the effort. You hit the first, and several are already hiding. All of this lends to what I originally said: The Legion will hit the first person, then focus them. The fatigue, however, won't make a slow Killer with no tracking worth the use of their power. M1 would simply be the better option. On rare occasion, the reworked Feral Frenzy might come in useful, but it would be rare. Scratch marks and blood pools won't make hunting them down any faster without KI to do the heavy lifting. If the duration was insanely long, sure, but if not, the power would be neutered.
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There are four categories of play that are scored during a match. You need a substantial amount of points in all of them. Saccs give points for Devotion. Chases, hits, destruction, all feed into the other categories.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1720276#Comment_1720276
69K Players not considering that these players can be playing in different regions and be in different ranks. If you start blocking people who play at the time you play, in your region, and around your rank. Your queue time will increase.
That's also just on Steam. That number does not count cross platform players. Still, the point is that it would take a LOT of blocking to make a substantial dent in the amount of people you'd face. I'm not even claiming it isn't possible, it'd just be a lot of work.
Also, like I said, I understand why they don't have the option in the game, and in fact agree with it not being there. Having it, however, wouldn't break the game.
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Post feet
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The Horror of the Heavyweight Champonship.
The KING OF THE RING.
The Murdering
Maddening
MACHO MAN RANDY SAVAGE OOOOOOOH YAAAAAAAAAAAA
He's the cream of the crop. His mindgames are the only games you'll ever play. Oooooooh, you think you can get away from the Macho Man?
The Macho Man (Randy Savage)
-115% speed
-The Macho Man is NOT a stealthy killer in the slightest. During the fade in at the beginning of a match, The Macho Man announces himself by yelling "I'M THE CREAM OF THE CROP" loud enough for everyone to hear. And fear.
Powers
-KING OF THE RING: The Macho Man will charge forward, crashing into anyone he hits. This will hit them for a single health state and stagger them for half a second. After the half second, they will regain full control as usual. The speed boost normally associated getting hit will activate upon regaining control of the character. The Macho Man, after hitting someone with King of the Ring, will take a moment to flex.
-FLYING ELBOW DROP: When the Macho Man approaches a hook, he may climb on top of it as though it were a turnbuckle. From there, he has one second to aim where he wants to go, and will promptly jump into the air like a majestic eagle, landing where he chose with an Flying Elbow Drop. Landing on a survivor with this puts them instantly into the Dying state. Upon landing this attack, the Macho Man will cry out "OH YAAAAAA" loud enough to be heard across the entire map.
-SUBMISSION: The Macho Man, when encountering a Dying survivor, may choose to put them into a submission lock rather than pick them up, effectively turning The Macho Man into a hook. During the time he has the survivor in the lock, he will constantly belittle them, taunt them, offer them words of inspiration, and advise them to snap into a Slim Jim. The Survivor may be rescued as normal. Upon removing the Survivor from Submission, The Macho Man appears on top of a random hook, prepared to launch a Flying Elbow Drop.
-PIN: The Macho Man, when encountering a Dying survivor that would die on hook, may choose to pin them. Putting them in a Pin is essentially a mini-Mori, and counts as a hook for the sake of scoring. Upon putting them in the Pin, there is a three count before the Survivor is dies. Upon completing the Pin, The Macho Man rolls away from his victim and shouts "I AM THE GREATEST WRESTLER THE WORLD HAS EVER SEEN" loud enough to be heard across the entire map.
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There are currently 69k players in DBD right now on Steam alone as of making this post. If you blocked one person a day, it would take 189 years to block everyone. If you blocked 3 a day, divide that number by 3 (63 years).
I don't think the ability to avoid players would be as damaging as people think. THAT SAID, I understand the reasoning behind not having it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1718857#Comment_1718857
I think Legion just needs a full rework. Frenzy would be too weak if it didn't basically give the killer a free first hit, but the free first hit followed by holding M1 all match is just boring and frustrating to play against. Frenzy also be too strong if it could down people, though, because the first hit with it is basically free, so in order for that to be balanced you'd have to make it way harder to land even first hits during Frenzy, and that would basically kill the whole hit-chaining "frenzy" aspect of the power.
One idea I have for Legion would be to give Frenzy an effect similar to Blight's rat/crow add-ons. Like imagine this: Frenzy starts off giving you no movement speed boost and killer instinct is removed throughout. However, you retain the ability to vault pallets and windows at the usual speed. You also retain the ability to see scratch marks and blood trails. If you land a hit, it does damage for exactly one health state (i.e. no deep wounds, but you can down people with your power). Any survivor hit during a given Frenzy will glow red when in your direct field of view while your power's up to make it clear they have already been hit. After each hit you land, your power bar will refill and your movement speed will increase. Being stunned by a pallet, missing an attack, or running out of time before landing an additional hit will still end Frenzy. Hitting someone you have already hit in a given Frenzy will also still end Frenzy, but this will apply deep wounds to that survivor to prevent consequence-free body blocking, and to give Legion more gadgets on their metaphorical utility belt. The default cooldown would have to be substantially increased over the current 20s in order for this to be balanced (or they could to add some sort of mechanic for charging up the power like the other power surge killers have), but still, this would be the basic idea.
This solves a bunch of problems with the current Legion:
- Without killer instinct survivors would be able to use stealth as a counter much like they can against other power surge killers.
- Legion's power would now actually be useful in the chase, and survivors would therefore have to respect them more for that reason. However, a Legion still wouldn't be able to down a healthy survivor during a given Frenzy, so both sides would have an opportunity to make plays in the chase.
- Without deep wounds, survivors wouldn't need to spend the match holding M1 or just holding W once the deep wounds indicator pops up.
- This version of Legion would encourage healing instead of discouraging healing, which somewhat counterintuitively could make Frenzy more effective at wasting time than it currently is. It'd be much like playing against a Spirit or Hag in that staying injured would make survivors very vulnerable to Frenzy, so healing would probably be a smart play. This also would make Legion less of a noob stomper, because new players usually try to heal whenever possible even against the current Legion.
But it does create another problem:
- This could really encourage Legion to camp hooks and/or tunnel people.
If this is the only issue with the idea they could get creative to address this, perhaps when also working out the power recharge / build-up system. Other power surge killers are really well suited to camping and tunneling too, but only while their powers are up, and their powers also take some effort to trigger. They either have to slow down for a second (Myers), or stop to drink from a pool (Plague), or stop to hulk out for a second (Oni), and that's after they've done the work to fill to power gauge to begin with (forced cleanses and walked to a pool, stalked people, sucked up blood orbs).
Despite adding some lethality to Legion, that rework would be a MASSIVE nerf to Legion. The loss of mobility paired with Survivors that already spread out a lot would make that power a pretty looking button nobody ever pressed. It might see use at the beginning of a match and during a 3 gen defense. It'd basically be useless mid-game.
If Legion can't detect anyone that is hiding because they lost Killer Instinct, the Legion would give up after several seconds. The first hit they got would become their focus. If they don't gain enough speed to make searching an option, the first hit they got would become their focus. If they don't gain speed or detection after the first hit, they should have just used M1 instead of their power. So their power literally becomes useless. It's an M1 attack that MIGHT make them faster on use and gives them a 4 second fatigue. To make this version remotely useful to Legion, Killer Instinct would still need to be a thing, and the duration of FF would need to be increased substantially, otherwise it's actually just an underpowered M1 attack that offers no strategic or gameplay advantage.
This rebuild would be fantastic for Survivors, because Legion would become a free win.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1720095#Comment_1720095
Yea, and he said that Clown is good and OoO is fine.
Yes, yes he did.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1720074#Comment_1720074
Yeah it does seem all over the place. I think their intended balance is more of a party game around rank 10 or below. Which can be very frustrating for more hardcore players that play with a competitive mind set such as myself.
Yup.
I'd like to play the game casually, but with some competitive meta to allow for flex and improvement (think Rainbow Six Siege). This game, however, isn't remotely designed or balanced for that.
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Ethan said Legion is fine.
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Don't have it. Don't care. I don't like lotteries of any kind.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1720027#Comment_1720027
I guess I don't hold much light to an intended goal that hasn't been met after 4+ years. I feel like it's what they say but don't actually do.
"It would still equal out to Killer perks feeling less potent than Survivor perks, though they should also be useful throughout the entire match to compensate while Survivor perks are situationally strong but won't allow them to go head-to-head with the Killer. Obviously, that's been an issue of late with the amount of second chance perks, much less other perks that allow Survivors take trade hits and bog down the Killer."
I'd make the argument that most the "meta" survivor perks aren't situational at all and their effect is net much more gained than the consistent value of the killer perk all game. The only time the second chance perks don't activate is when the killer plays in a way that loses him the game anyway against good survivors. IE a lose/lose scenario. So even if your second chance perks never activated they still gave you insane value as you forced the killer to play stupid/inefficient. I'd also argue that survivors currently are indeed able to go toe-to-toe with the killer which doesn't make any sense with an "intended" 1v4 balance, as that shouldn't be possible.
Again, I completely agree with you.
I've almost given up entirely on trying to follow the balance of this game. I can't figure out for the life of me the goals. High level play, casual play, competition vs party game, the design choices of this game seem to borrow and ignore from all of these categories equally.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1719996#Comment_1719996
"I think it makes sense insofar as the objectives of the game. The Killer has a set amount of gens to down the Survivors. With 4 gens and 5 Survivors, mathematically, that means the Killer needs to down about 0.75 Survivors per gen."
.75 boils down to less than 2 kills so that isn't quite accurate. That is also assuming every single hook is on the same 2 survivors which is highly unlikely not to mention kinda playing like a dick to those guys.
"With that in mind, the same math can be used to technically compare their perks to Survivor perks. As a result, the math actually kinda indicates that Killer perks should actually be LESS potent than Survivor perks. However, they need to be fairly useful throughout the entire match. Survivor perks, on the other hand, more or less need to be strong enough to make a single gen possible to power through before the Survivor gets boned."
This rational is ignoring a multitude of other factors that are extremely significant in the time to time ratio between the sides. Generally speaking every 1 second of time the killer uses is 3 seconds the survivors gain, assuming at least 1 is in chase/downed/getting hooked etc.
"TL:DR Killers are, in general, not balanced for 1v1. They are balanced for 4v1 with the expectation of a 2k after 5 gens and an exit gate. This means they are technically supposed to be kind of weak with a consistent baseline and spikes in potency."
They are currently significantly balanced around 1v1, not 1v4. It isn't even close if you simply look at the math. Compare the time spent finding, chasing, downing, picking up, and hooking + 3 times for a killer to the time for 5 gens. It isn't even a close call.
This is also ignoring all the myriad of second chance perks that extend this time tremendously.
It needs to be balanced around a 1v4. Not in chase, but in time for objectives. This leaves fun chases for survivors while still being able to balance the objective times appropriately.
Oh, I agree with you. I was more speaking of the intended balance. My math was slightly off, I was more pointing out the general idea. I'm not super math-crunchy at the moment. The INTENDED balance is 4v1 over the course of 5 gens and an exit gate to produce a 2k. That is TECHNICALLY their stated goal. I don't think balance is there atm, but that HAS been their stated goal. It would still equal out to Killer perks feeling less potent than Survivor perks, though they should also be useful throughout the entire match to compensate while Survivor perks are situationally strong but won't allow them to go head-to-head with the Killer. Obviously, that's been an issue of late with the amount of second chance perks, much less other perks that allow Survivors take trade hits and bog down the Killer.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1719945#Comment_1719945
There isn't really a good reason. If anything you'd think it would be the opposite since its a 1v4, IE 1 of the killers perks should be rough equal in strength to 4 of the survivors. However that just isn't the case across the board. Heck even just comparing 1 to 1 most killer perks are weaker than most survivor perks, which as I've said doesn't make any sense.
I think it makes sense insofar as the objectives of the game. The Killer has a set amount of gens to down the Survivors. With 5 gens and 4 Survivors, mathematically, that means the Killer needs to down about 0.75 Survivors per gen. With that in mind, the same math can be used to technically compare their perks to Survivor perks. As a result, the math actually kinda indicates that Killer perks should actually be LESS potent than Survivor perks. However, they need to be fairly useful throughout the entire match. Survivor perks, on the other hand, more or less need to be strong enough to make a single gen possible to power through before the Survivor gets boned.
Add on top of this the stated (although not explicit) balance as being a 2k, and you further push the math to weaken Killer perks even more in order to meet that stated balance goal.
TL:DR Killers are, in general, not balanced for 1v1. They are balanced for 4v1 with the expectation of a 2k after 5 gens and an exit gate. This means they are technically supposed to be kind of weak with a consistent baseline and spikes in potency.
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I think it mostly has to do with making Perks easier to balance in the long run for Killers. The issue previously was that special ability attacks, when stacking with perks, could be monstrous. In particular, it was old Legion that created the issue. The Devs likely did not take into account all of the hit perks that would mix with Legions ability to STIBBITY STABBITY everyone, and created a mess of Survivors that were completely riddled with debuffs. To fix this, the Devs universally made basic attacks and power attacks separate things, which means they no longer need to really worry about unforeseen interactions that would accidentally make a Killer busted.
Obviously, some Killers would only benefit a little from getting Perk bonuses to their power attacks, and it would seemingly make sense to let them have that. The issue for the Devs, however, is that if they create exceptions at this point, down the road they might create an accidental interaction that turbo-busts a Killer into the stratosphere. They'd likely rather avoid this problem altogether at the cost of fun interactions.
Survivors aren't vexed by this issue because their perks don't create overpowered scenarios that BUFF the Killer. Sure, they have abilities that essentially nerf the Killer, but this is seen as not an issue. Perks that over-buff a Killer are seen as far worse than perks that nerf a Killer.
Also, it IS worth pointing out that SOME Killers have the ability to completely invalidate some Survivor perks. Borrowed Time is completely useless against Killers with little to no Terror Radius, and the Killer can abuse this to ensure that such a common meta perk is always a waste of a slot against them.
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They are in the process of being reworked. Hopefully, they won't suck to go against. Keys are also getting a rework. Hopefully, they won't be "you did good, you lose" for the Killer.
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@Kolonite said:
But I like the skins doe
That's fine, but they should really do major "game health" overhaul to focus on optimizing the game and weeding out all the bugs so the future of the IP can grow safely.
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For the sake of everyone else:
He's referring to the fact that streamers play for the spectacle of the game, and will often take perks and make plays that are more fun to watch while also being counter-intuitive to the general mindset and playstyle of the rest of the community. Entertainment over objectives. This often results in the streamers making a point to try and bully the Killer, chaining stuns and acting like a swarm of angry bees instead of the stealthy plumbers you would normally get.
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When I see a Scoops outfit in lobby. My pants are a cook out with the amount of chili suddenly produced.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1700128#Comment_1700128
So it needs a chonky nerf as soon as it's fixed.
Personally, I don't think so. Compared to other exhaustion perks, it's more reactive and requires a bit more skill to use. Yes, I know, pressing E doesn't sound like skill, but every game mechanic in every game could be boiled down in the same manner. Not saying you were going to be pedantic about it, but cutting off that route just in case.
In any case, making active use of the i-frames requires timing, which is something the player must have as a skill set of their own. If you have ever played a character action game like DMC or Bayonetta, it will be an extremely familiar concept. Perfect, last second timing to get the most use out of an action. I personally LOVE these kinds of mechanics. That's where I think DH is actually not only a good perk, but pretty awesome: It challenged the players SICK STYLISH SKILLS.
Using it to get a booty boost towards a window or pallet, however, is an entirely different thing. I agree that, in some regards, it can seem like an "oops I pooped myself" perk that gives the Survivor another chance to not poop themself. Mind you, I think other perks do that much more and in spades, and are more deserving of a nerf-bat (*COUGH GRUMBLE BRAP* Decisive Strike *RUMBLE FART BAZINGA*). On the other hand, blowing ones Exhaustion load to gain a meter or two in a chase can be a big risk, and I kind of like the idea of a perk doing just that. PERHAPS, MAYBE, if the two weren't the same perk, it would be less of an issue. Still, I simply don't see DH as being even remotely as busted a bajillion other perks. It requires good timing, game sense, planning, good reactions, and a Style Meter that tells you how sick you are because you dodged the bosses attack and got to use a taunt on them before... oh wait wrong game. You get what I mean, though.
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It might be a bit distracting, but it's good information for both sides. You KNOW the crows are there, which causes you to look. By doing so, you are now informed of multiple things:
- There are crows there. If you run through them, you will give up your position.
- There are crows there. Nobody has recently run through there.
- There are crows there. If someone else approaches from that direction, those crows will be a dead give away unless they are stealthing, in which case they are moving at a hindered speed.
- There are crows there.
The small amount of distraction is, in my poopy-butt opinion, a small price to pay for the direct intel they are feeding you. And now, they let you know they are there to give you that intel, which is a pretty nice thing for a dumb bird to do with their free time.
@APoipleTurtle said:
I keep wondering which of my teammates is AFK before realizing that it's just how the crows sound now.
So yeah, it's a bit distracting. I think having the crows caw as ambience is fine, but their audio should be differentiated from the Stillness Crows.
On THAT point, I agree. Making their perching sound different from when they are actively signaling an event would be a nice improvement.
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You know, I think typed chat would be fair. You have to pause to use it, can't use it while working on a gen or trying to survive on second stage of hook. It would be a tactical risk to use it, only for emergency type stuff.
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@ABannedCat said:
They are making Dead Hard consistent with Dedicated Servers?
Or in other words: Buff one of the strongest survivor perks in the game.
Am I reading this right?
It's not really buffing it. It's fixing it. Abilities should be judged and balanced around working correctly. DH, right now, does not, and is wildly inconsistent.
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If you listen to what they said, it's not about changing it to be functionally different. It's about adjusting the code for it to work better with the current network setup. I doubt they are going to change it, just make it more consistent.
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@konchok said:
I really like him to, but I have 3 grievences
- The point that you brought up
- His height being so low to the ground (During the QA they said that this will be addressed)
- His attack post rush being considered a non-basic attack. There is no difference between his post rush attack and spirit or nurses attacks after they use their power.
Actually, on the third point, there is. Blights attack during Lethal Rush has a considerably larger cone, which extends almost to his sides. Essentially, he has a 180 degree swing during Lethal Rush. THAT SAID, I think making it count as a basic attack wouldn't really hurt anything, though some might say it would buff him too much.
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Legions Power penalty upon using M1 attacks is too high. In fact, the penalty probably doesn't need to exist, or at least be significantly reduced.
Legions fatigue makes their power frustrating to use. For all the Injuries they cause, their power is detrimental to securing a Dying state.
Personally, I would give Legions Power tokens. For every Survivor they stab that are revealed by Killer Instinct , they gain a token. This token reduces the Fatigue from MANUALLY turning their power off by 1 second. This would REWARD big stab chains, depreciate as Survivors are Sacrificed, and make Legion much more capable of using their power to secure Dying states.
The only other thing I would suggest SEPARATELY from the previous (read: don't combine the two) would be SOME method to allow Feral Frenzy to secure a Dying state. Then the Fatigue would feel like a punishment for failing to insert-knife-into-human-meat. Perhaps if all other Survivors have Deep Wounds, the final STABBITY would cause Dying on an Injured Survivor. I dunno, spit-balling here.
Legion needs SOMETHING, though. Anything to boost their lethality, whether it be to add it to their Power or to manage how their Power can very often be detrimental.
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@beached said:
I will say the a coordinated SWF is easily OP against most killers in the game unless they are very experienced. As somebody who plays 70% survivor I have VERY different outcomes when I play with friends vs. when I play solo queue. Without kindred in solo queue (which not many in higher ranks tend to run) you have everyone trying to save you at once, the hider who rarely does gens or anything else helpful, the key-bringer who is just waiting for hatch, etc. As a killer the other 30% of the time your best defense against a SWF is to get somebody out quickly as you can and rely on the altruism of their teammates to work in your favor.
@Slashstreetboy said:
Do you have something that isn´t common knowledge, friend?
JK, bad solo Survivors have it hard and the average Killer will do well against them. Good SWF are almost impossible to beat, like it´s always been.
Look at the date of the first post. Someone necro'd this thread. It ended over half a year ago.
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@NekoGamerX said:
what they change on Discordance? does it still make noise or gens turn yellow?
Each tier now extends the range of Disco, which starts at 32m. Also, instead of checking every 6/8/10 seconds, the generator will simply stay yellow until out of range or the Survivors get off. From there, it will stay yellow for 8 seconds before turning white again. Also, you will only hear a sound notification the first time a Generator that triggers Disco gets within range. After that, you no longer hear notifications for that generator until everyone gets off and back on it again.
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Adding range to it is unnecessary. Making the indicator cut off at 8 seconds instead of 6 (which you got with T1 Discordance) also sucks, because it means you spend more time going to a gen that may have nobody on it. If the 6 seconds was kept, that's two seconds you would gain where you know to disengage and look for a new target. Furthermore, the original Disco did a check every 6 seconds. That means if you got to the gen, chances were pretty high that it is somewhere inside of those 6 seconds and the Survivors haven't gotten very far. NOW, the Generators will be indicated longer regardless, so it's not like you really are getting that much of a notification as to who is actually on the gen. It is almost universally a nerf. The only way I can say it's NOT a nerf is if you had Disco 3, in which case this is just Disco 2 with a range stipulation and no other benefit.
Also, I know that some people didn't like the spamming audio notifications, but they were there to let you know to look. If you are chasing someone and you hear one of those, you might ignore it. Multiple times causes you to notice. I wouldn't be surprised if people ran Discordance now and basically forgot they were running it.
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Less corn.
Or
More corn.
Get rid of the meme or own the meme.
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Everyone in this game BMs, cheats, plays wrong, and probably has kidnapped children in their basements. I'm reporting the entire playerbase.
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I'm curious if this thread is referring to the bugged version, or the working version.