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SweetTerror

SweetTerror

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SweetTerror
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  • There's a certain magic about the game when as a survivor you're able to outsmart the killer, and as the killer you can completely decimate the team. However the biggest detriment to any multiplayer game is the community, and the community of DBD can be a toxic bunch.

    People will tell you that you're a horrible person that should end their life simply because you're playing your game the way that you want to. I'll be honest, in some matches as killer I'll intentionally avoid a "sweaty build" solely for the reason that I don't want to get crapped on within the end game chat. But nevertheless it can still happen.

    More than ever this is why I'm glad we now have the bots. When the day comes that we can equip them with perks and play against killer bots, unless I need shards or blood points, I'll probably never hop into a live match ever again.

  • If one or more players disconnect, then that makes the game a practically guaranteed win for the killer. I will say however that it's nice when the killer throws the remaining survivors a bone under these circumstances. Being tasked with fixing 5 generators when the team is down one or more players is just ridiculous. Not saying that killers should go easy, but BHVR needs to do something to help out survivors in this scenario.

    Personally I think that for each player that disconnects, one less generator should be required to be fixed. If not that, then have a bot hop in. At least it's better than nothing.

  • @Dwight_Fairfield said:

    If the rumour is true its probably because of the new Texas Chainsaw Massacre game.

    This. The new Texas chainsaw massacre game obviously owns the rights to the character, and as such it may not allow anyone else to renew any previous licenses they had for the character, in this case BHVR.

  • For the last couple of weeks I've noticed it's been 100% on killer in the evenings (CST). Prior to the event it was 100% on survivor in the evenings, but lately I think this is showing just how few people are playing killer right now.

    Not saying there's a reason for it, but If the incentives truly highlight the role that's needed most, then clearly no one's preferring to play killer much right now.

  • @Brimp said:

    I always hate how some people start out a discussion like "i get on just to try and have fun" in the context of a multiplayer game. One at that that has a more competitive side to it as in people like to win.

    Like sure you bought the multiplayer game and are entitled to play it but are not entitled to a fun time. If the gamers are sweaty then try a different time preferably not on the weekends. Like I don't know its like buying a dark souls game knowing its a souls game but complaining that "its too hard".

    Yup, minus the poor game design/balancing, DBD is just like Dark Souls.

  • @gnehehe said:

    With your basekit Corrupt idea, in current state, what about the appealing 6 slowdowns killers:

    • Pinhead (or any killer with built-in slowdown)
    • Built-in Corrupt
    • 4 slowdown perks

    Lots of feature could be more or less basekit, esp in weaker version.

    However, BHVR does need first to add perk constraints (type, points, ...) for both sides.

    Between prove thyself, hyperfocus, and tool boxes, survivors can breeze through a generator in under 40 seconds. What's worse, is that to this day survivors still spawn in next to generators and totems. If BHVR were to redesign spawn points so that survivors don't spawn next to their objective, then that could definitely go a long way in helping to solve this issue.

    Sadly, BHVR has relied on perks and breakable walls (i.e. crutches) to solve the biggest problems with their game design, and since there's clearly not going to be a redesign of spawn points anytime soon, a base kit corrupt is probably the best we could hope for.

  • @Sycamore said:

    Last match I had a Nurse that ended the game in like 5-6 minutes, and started the lobby chat off with "Funny how the table turns when the Killer stops caring about other players fun" šŸ˜•

    We weren't even running meta. Well I was running Diversion the most broken perk in the game~

    It's funny you say that because I decided to give it one more go. I decided to play one more survivor match, and we were versing Pinhead. The first guy that got hooked clearly didn't want to be the first, so this entitled cry baby killed himself on hook. Pinhead then proceeded to kill me before we even had a single generator done. He then took pity on the last two remaining survivors since not a single generator had been done and farmed with them.

    Needless to say I'm done. I'll keep doing what I've been doing, and that's stick with the bots, because live matches are an absolute mess.

  • @Hetameme said:

    I getcha man, it's why I find it hard to enjoy this game at all sometimes. When everyone gets offended over something little in game, they go off and play the nastiest way possible because they felt a little hurt by someone crouching up an down or a killer is near a hook a second longer than they wanted. Eh oh well, just hope everyone can learn to be a bit less angry with each other.

    Yeah I'm certainly not expecting people to go easy on me, as I'm sure they wouldn't expect me to take it easy on them, but it's hard to enjoy this game when so many matches play out this way. It sucks too because this game can be a lot of fun sometimes, but when you experience a toxic sweaty match, it can really make it hard to keep playing.

    Needless to say after those first two matches on both sides I was reluctant to keep going, so I loaded the bots back up. Yeah I can't experience the event there, but I had more fun there than I did out of any of the four live matches I played tonight.

  • @Stabby_Widdershins said:

    Eh, Corrupt Intervention being basekit indirectly nerfs Hexes, which are already massive jokes due to how weak all but 2 are, and how Boons are 10,000X better.

    If every match started with blocked gens; Survivors would just totem hunt the second the match loads. As it stands, they at least need to find a gen and see if it's blocked, which wastes a little time.

    The way I see it, it would be a fair trade-off because for starters survivors would no longer be spawning right next to generators that they can immediately hop on, and if they do want to go search for hexes, then Killers can always run undying to show their location, or haunted ground. It can still be a risk/reward system like it always was, but If I had to choose between totems or generators, I would much rather prefer that they search for totems instead of being able to immediately hop on a generator.

  • @Dwight_Fairfield said:

    I think it should be base kit but for at least 30 seconds. Most killers can't do much in 10-20 seconds in the beginning. Especially the set up killers like Trapper.

    30 seconds would be fair.

    I'm trying to keep it fair though, because for killers that run lethal pursuer, having generators blocked for too long could lead to a snowball advantage right at the start of a match. This is why I think 10 to 20 seconds might be more ideal. But again, unless they test it in the PTB, who's to say? 30 seconds might be more ideal. Hopefully it's something that they're willing to test.

  • I'm certainly not one who likes to sweat while playing killer, but if killer players were allowed to dodge lobbies of SWF players, like many others have stated it would increase the queue times exponentially.

    Having said that, I feel that SWF having constant communication on where the killer is at and what they're doing at all times is too strong. It can make playing stealth killers downright frustrating, especially since there is no killer sided equivalent to having access to so much information at all times.

    Survivors have also seen borrowed time added to their base kit, and BHVR have already teased unbreakable possibly getting the same treatment. Because of this I don't think adding Corrupt Intervention to the killer base kit is asking too much. Just give it the same treatment as borrowed time. Have it last for only a short while unless you run the perk itself.

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306436#Comment_3306436

    Yeah I agree

    I am no fan of this guy but I think he is right on here regardless of what I think of the person

    https://youtu.be/J8PMP-UWUcE

    Not being able to get everyone sick as Plague in order to be able to complete the adept challenge is completely bonkers. How has BHVR not reworked this yet? I get that adept challenges is probably low on the list of things to do, but it's been like this for 6 years. I think we've waited long enough.

  • Getting killer adept challenges is ridiculously difficult. Since everything relies on the emblem system, you can either be rewarded or punished for using a certain killer's power. For example, using bubba's chainsaw is obviously a one-hit kill, but if you use his chainsaw you'll get a horrible chaser emblem, which will prevent you from being able to get the adept challenge.

    Not to mention if a player disconnects, there goes the required hook states that are required to get an iridescent emblem for objectives.

    Simply put, the adept challenges need to be reworked to just require a 3/4 K game, because right now it's too much of a headache.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304700#Comment_3304700

    This game is also almost designed to be annoying, with how snowbally it can be and how stupidly easy it is to depip or wind up having complete 'waste of time' games as survivor, when you get downed first and facecamped by a Ghostface running LP. I can either suicide and basically kill my entire team, or stick it out and waste my time with almost no BP and then depip.

    A few matches like that, and I can feel myself getting irritable. And I'm usually very mellow.

    Killer is the same.

    Do well or play hard? People will suicide or DC just to deny you BP and emblems.

    Do badly or play chill? Get ready to have people literally post on your Steam wall to tell you how much you suck and why you're too cowardly to stay around and get gloated at in postgame.

    Dead by Daylight is a toxicity generating machine.

    "Dead by Daylight is a toxicity generating machine"

    I couldn't have said it better myself. I think it's getting to the point to where BHVR's hand is going to be forced into creating other game modes. These days most people can barely play more than a few matches at a time before they've had their fill, and if those matches were nothing but a miserable affair (solo survivor, sweaty Killers, teammates disconnecting, etc) then naturally no one's going to want to stick around.

    6 years is a long time to devote to a single game mode, and these days putting in new killers and new survivors doesn't cut it anymore.

  • The DBD community is full of some of the most toxic people that you'll ever have the misfortune of playing against. They're not all like that of course, but it's far too common to experience toxicity than a pleasant gaming experience.

    That being said, it sounds like you're new to the game. If so, then I can't recommend the bots enough. SBMM isn't nearly as accurate as we're led to believe, which is why playing against the bots is the best overdue training tool that DBD has ever seen. Spend time polishing your skills there before playing against other people. Hell, I play against them all the time since I'm guaranteed to not experience any toxicity, and at some point we'll be able to equip them with perks too, and when that day comes I'll never play on live servers again unless I need blood points.

  • MMR still prioritizes queue times over ratings. If there are a group of players that have been waiting a long time for a match, then sadly someone is getting the short end of the stick, and unfortunately it was you in this case.

    Some people just want to have fun and some people play this game like their life depended on it, which is why I think there should be a ranked and an unranked mode. It's also one of the reasons why I enjoy playing against the bots, because at least there I don't have to sweat my ass off, and no one's guaranteed to be toxic to each other.

  • This is why I sorely wish there were new game modes in DBD. You have some people that are just looking to have fun and maybe run some meme builds, and then you have others that play this game like their life depended on it. After six long years, dead by daylight's one and only game mode has definitely grown stale.

  • I know hexes are high risk high reward, but it's ridiculous that survivors can still spawn next to totems. I remember one survivor match in particular where we spawned into the map Midwitch, and I spawned into the room that also contained the huntress' lullaby hex. I cleansed it, and it was gone within 10 seconds of the match starting. Naturally as a survivor it was cool to see, but I couldn't help but feel bad for the killer!

    The totem spawn points need to be addressed. Until that day comes I don't bother with hexes anymore unless I run pentamento as a backup.

  • For the longest time it was hard to be optimistic about this game as it took 6 long years to get some much needed quality of life improvements: bots, meta shake up, grind reduction, action indicators, etc. It's nice to see BHVR finally listening to its player base, but I hope this is just the start.

    I truly hope that we see new game modes in the future, because it's one and only game mode has grown very long in the tooth. Imagine playing only deathmatch in call of duty for 6 years. Needless to say it would get really boring! But there's always been something special about DBD that keeps players coming back, and BHVR needs to capitalize on that and offer more incentives to keep players around. After 6 years new Killers and new survivors doesn't cut it anymore.

  • @OrangeBear said:

    Um... maybe try playing better killers? That's what i did. Yes it's sad to not play favourite characters but if they are not fun anymore there is no point of playing them. Nowadays i play Dredge, Legion, and Mastermind. They are decently strong but they are also fairly traditional which i enjoy.

    That therein lies the problem with DBD. If a killer is incapable of being effective and holding their own, then it goes to show that something needs to change, and that the killer most likely needs a buff.

    You're absolutely right that it sucks not being able to play the Killers that you want to play, and sadly the only answer is to play better killers because killer design has gotten a lot better throughout the years, but in the current meta m1 killers are at a huge disadvantage, and something does need to change.

  • Every once in a while I still get value out of the sloppy butcher + bloodhound combo. Having a bright red trail leading you exactly where a survivor is can sometimes catch even the most experienced of players off guard. And what's great is that it completely counters hiding and reduced sounds of pain.

  • Yeah it's pretty underwhelming. BHVR tends to go overboard with their charms, which is one of the reasons why I don't participate in the rifts anymore. Too many charms and not enough cosmetics and blood points.

  • As others have said he's a zoning killer, but his biggest detriment is that survivors can both see and hear precisely where he's putting down his power, which means survivors are running away while he's stuck in the animation. This ultimately leads to players of the Knight to instead drop one of the guards at a loop.

    He definitely needs a slight rework, because right now he's a weaker Artist and nothing more.

  • It's a problem on both fronts. So long as BHVR keeps investing in survivor perks that serve no other purpose but to finish gens as quickly as possible (especially when combined with a toolbox), then killers will continue to bring the most effective regression perks while camping a 3 gen.

  • @Bombaclatt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292170#Comment_3292170

    I've seen this where que times is more important, thats why I got confused when I had/have up to 10 minutes and always more than 4 minutes for my last 15 games. I've never experienced that much que time before

    Yeah they want to get you into a match as quickly as possible which is why SBMM doesn't really do much.

  • For starters they kill switched the matchmaking incentives so that's going to affect who plays what role quite substantially. Second, queue times will sadly always take priority over MMR.

  • Ever since the bots were implemented I play far more than I ever did. Solo survivor is a miserable experience, and playing Killer can be a sweatfest. Between the two I barely played more than 30min a week. Now I play all the time since the bots give me the toxic and stress free environment that I've been wanting.

    So unless I really need the blood points, I barely play live matches anymore.

  • Sadly this isn't the first time that the incentives weren't working properly. I haven't had a chance to check out the winter event, but is BHVR at least giving us double blood points to make up for the kill switch? Because I see no reason to play without something to make up for it.

  • Again? BHVR can you please just put the incentives back on the perks? The matchmaking incentives continue to work improperly, and having it attached to perks was never an issue.

  • I agree with this to a point. I love the chase, so I like to use chase perks when possible. But without slowdown perks the matches do go by insanely fast.

    It's odd how BHVR changed the meta, yet keep making perks to make repairing gens faster. So long as that keeps happening, killers will continue to rely on regression perks.

  • I absolutely love playing against the bots. Not only is it a great way to practice, but I don't have to worry about sweaty matches as killer. If I'm in the need for blood points or shards then I'll hop into a live match, but otherwise I'm perfectly content playing with the bots. No one is guaranteed to DC, and no one will be toxic in game or in end game chat. It really is the best thing that BHVR has added to the game in a long time.

  • They need to put the incentives back on BBQ and WGLF, but make the latter far easier to achieve. Because yeah, this is getting really old.

  • I just want to add too that you'll see some people tell you to just disregard losing and play for fun. However, sometimes that's easier said than done.


    When you find yourself consistently getting steamrolled over and over again, there's little fun that can be had from that. To some people it's not a big deal, but not everyone is like that. This is after all a game where you either win or you lose, and needless to say it feels good to win. Now obviously we shouldn't expect to win every game, but if you lose more than you win then yes it can be a skill issue, but bear in mind that it probably has more to do with SBMM than you. Naturally the more you practice the better you'll get, but your MMR rating will be thrown out the window if players have been waiting a long time for a match. The system will always prioritize queue times over ratings, and that's just something that everyone has to deal with.


    At the end of the day, try not to let the game frustrate you. If you find yourself getting consistently outmatched or worse (having to deal with toxicity), always remember that there are bots to play against now, which is a great way to enjoy dead by daylight in a chill setting.

  • Since the effect requires a particular build, I say let it stay because it's not a particularly OP build. Having said that, I've never quite understood why you have to choose between traps or pallets within the dream world. Why not let Freddy use both like what the clown does with his bottles?

    Also, why have a terror radius outside of the dream world? Personally I think he should have a stealth ability like ghostface, but once you see him (break him out of the cloak or being attacked) you can't unsee him, if that makes any sense.

  • Honestly I refuse to use hex perks. So long as totems continue to spawn near generators, then they will continue to be cleansed within 2 minutes or less. I played in match the other day where we went against a Huntress on Midwitch, and I literally spawned in the same room as her hex devour hope. It was gone within 10 seconds of the match starting. Needless to say it felt good as a survivor, but I couldn't help but feel for the killer! LOL

    Having perks like that appear next to a survivor's objective or spawn point should never happen.

  • When you first start out playing killer, the MMR throws you a bone and makes your matches fairly easy. But as others have said, the more you win the tougher the matches will become.

    Playing killer is fun, but it's a sweatfest. This is why I'm thankful for the bots. Be thankful that you have that option now, because many of us had to learn in live matches, which is akin to jumping into the deep end of a pool without knowing how to swim.

  • @BrightWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/3285453#Comment_3285453

    Trying to get a chain hunt against bots was a nightmare when I was trying out Pinhead, just couldn't do it.

    I couldn't get a chain hunt to work either. The bots (at least in my match) were designed to start seeking out the box once the bar got halfway full, and even then they would only start working on the box once I had picked up a survivor to hook, which admittedly was pretty impressive. But the only way I able to get a chain hunt going was if I just so happened to knock it out of their hands.

  • @AbsolutGrndZer0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283755#Comment_3283755

    Yea, but as others have said, that's because humans make mistakes. Legion very much relies on players making mistakes. The bots do what they are programmed to do, so that means... they can be a problem for killers like Legion and Deathslinger.

    Precisely. Legion excels when survivors make mistakes. Bots will never do that, and as such highlights just how weak Legion truly is. I've said before that I don't think it's too much to ask for feral frenzy to be given either increase speed, or a longer duration. After all it takes five consecutive hits before they can get a single down with the power, so I don't think it's asking too much.

  • @Johnagon_Infinity said:

    I think the people who want a Legion "rework" don't really grasp what Legion is supposed to be. Legion is a training-wheels killer. You play Legion for about the first 600 hours of gameplay, then you switch to someone who takes a bit of skill to play. Simple as that.

    Legion teaches you how to be an M1 killer and his power has no mastery. That's what his role within DbD. He teaches you how to effectively be an M1 killer and how to mind game tiles as an M1 killer should. His power has virtually no mechanical mastery beyond hitting M2 as soon as you see a full-health survivor. His playstyle is uncomplicated, one dimensional, requires no muscle memory, timing, collision knowledge, etc. He is about as easy to play as Wraith. Legion can borderline play themselves at this point.

    Legion will pub-stomp until high MMR. Competent teams will pretty easily outplay you and make your power obsolete. The maps are also big enough that Legion can't really get a good frenzy going half the time. Legion is fairly easily outplayed by competent survivors who split up and pre-drop when they're injured.

    I'm fine with where Legion is because a killer that is that easy to play should lose handedly by half-competent teams. No killer should be both easy and able to 4k against excellent survivors on bad maps. That's how you wind up with an overplayed killer. I think of Legion and Bubba in pretty much the same category. Training-wheels killers who help you play killer with a basekit that is a bit too good against newer players, but then is very easily outclassed by survivors who have a good idea of how to play the game. Bubba will absolutely decimate lower MMR games till you run into a group of survivors who understand pre-dropping and splitting up on gens.

    Personally I think all killers (especially those that can be bought with real money) should never be considered a "training wheels" killer. I understand what you're saying, but any killer that is added to the roster should be able to hold their own, and not have to worry about getting completely decimated because they're not strong enough.

  • @BrightWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283145#Comment_3283145

    I noticed that the bots also have a bit of esp going on or at least can easily predict where the killer will come from. I was testing out Ghost Face and the bots pretty much scattered away from me before I could crouch, enter stealth to stalk or be exposed/revealed by survivors. They just instantly knew where I was, similar issue with testing out Sadako, they just knew where I was going to be before I even got there.

    it was kind of hilarious and depressing at the same time. XD

    I noticed that as well. When I played ghostface the bots knew where I was almost every time, and would break me out of the cloak. It was frustrating, yet impressive at the same time. It made me play smarter like I would have to against real players.

  • @HarlockTaliesin said:

    The bots can be painful at times, and in some ways play a lot better than actual players, so it's not an exact estimate for a real trial.

    I played PH against them, and the bots could predict 100% of the time when and where I was going to use his ranged power, even when out of LOS for a while. Every. Time. The only time I could hit them with it was when they were locked into an animation of a pallet throw or window vault. They knew how to crouchwalk over his trails like a boss, too. The few times I could get one to actually cross a trail was when at least two bots were in the same place, I'd laid trails all over, and the bots had to both split up and run away in different directions.

    Landing Lethal Blinks on some of the bots as a Nurse is torture. I also suck at Nurse, so there's that.

    Throwing knives as Trickster or hatchets as Huntress? Some of the bot profiles are master jukers.

    Regardless of stealth killer or otherwise, they always start to run when you get moderately close to a gen they're working on.

    When bots were added I thought they would be too easy, and granted some of the profiles for them are somewhat noobish, but overall they're surprisingly challenging.

    Yeah the bots are definitely far more efficient than I thought they would be, and when the day comes you can equip them with perks, they'll be even more impressive!

  • This is definitely one of the worst bugs that DBD has seen in recent memory. Garden of Joy is already a pain in the ass for killer, and I played on that map the other night. Unfortunately it spawned a massive bush that appeared on the side of the killer shack that a survivor could squeeze through but not the killer, so needless to say that was annoying. 🫤

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282870#Comment_3282870

    I dont know, I only had one game against Bots on the PTB. And they did Gens like crazy, but once they reached 2 Gens, they were so much slower. Really strange.

    (I was not really playing seriously, basically just trying to figure out The Knight. But I really noticed that they started super-strong on Gens but then slowed down a lot)

    I've noticed that too. Since custom matches is basically one big testing toy box, I think BHVR altered the bots slightly to ensure that the matches didn't end too quickly. Because yeah, they are REALLY efficient on generators!

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282868#Comment_3282868

    To make matters worse : Legion, Michael and Wesker all just got nerfed by the stealth patch change in 6.4 that makes any killer with a "vault power speed adjustment" unable to benefit from the vault speed granted by Bamboozle, Fire UP or Superior Anatomy.

    https://forum.deadbydaylight.com/en/discussion/comment/3283680#Comment_3283680

    Trapper can step in his traps and Nemesis zombies get in your way all the time (they could have just been made no clip for him). I'm sure there are more if I stopped and thought about it.

    The difference with Trapper though is that you're immune to the trap once you set it down, the moment you step away however, everyone is fair game.

    And while yes the zombies can get in your way at times as Nemesis, it's not happening every time you use your power, which is the biggest detriment to Pinhead. Unless you purposely avoid the chains, you will always break them as you walk through them.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283145#Comment_3283145

    the bots dodging deathslinger's gun is exactly why I hate current deathslinger's balance because good player can do what bots are doing vs deathslinger's gun consistently. its just that so many survivor are so bad that it makes slinger look strong.

    Pinhead's anti-loop balance is also abysmal. When he is opening his gateway, he moves at 92% movement speed. So in essence, the survivor hold-W is gaining distance even though your chain power is suppose slow them down. In the words, you can hold-w for like 2-3 seconds and when you predict pinhead's gateway being spawned on top of you, you can backtrack into the gateway so if he instant shots after spawning gateway on top of you, he just misses firing forward. The adaption is to spawn gateway on side, but now you have to hit a survivor wiggling which is making you lose distance because your not moving and then even if you do hit them, your not making much distance in the hold-w metric. At loops, his power is a lot better but its prone to spawning chains in front of you which force you to break your own chains by walking through them and obstacles can instantly break the chains making your hits a null. In summary, high risk mechanic, low reward. At least he has decent generator defence with the box, but his add-on are heavily nerfed.

    Legion was always weak to split up. Its just that before his change, he could not punish survivors for grouping up even though he is designed to do that. Now he can punish survivors grouping up but it relies on the survivor poor play to do so. His power still lacks elements of 1vs1 capacity. He also has nothing to force survivors into healing. He would greatly benefit from having lower terror radius so playing injured is more risky.

    All 3 killer are pretty mediocre though I would say legion is most fun to play out of 3 of them.

    I've never understood why Pinhead was designed to break his own chains, especially considering he literally phases through windows. 🤦 As far as I know, Pinhead is the only killer that can sandbag their own power.

  • @HugTheHag said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283156#Comment_3283156

    I do agree that they could either have a basekit longer Frenzy OR run a bit faster when in Frenzy.

    That would be a double edged sword, as most things are with Legion, since it would be easier to get juked and snap out of Frenzy, but it would be such nice QoL to be able to make more distance between survivors.

    Yeah and that's all I'm suggesting. Legion has to get five consecutive hits before they can get a single down with their power, so giving base kit feral frenzy a slight buff that would see Legion either running faster or an extended chase wouldn't be the worst thing in the world.

  • @HugTheHag said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283067#Comment_3283067

    I don't know, I main them (and Hag) and I have lots of fun. Legion is very map dependant, I'll give you that.

    But I like chaining hits, I like the Pills + Mural combo, I like that they have a lot of cools addons, and I like being able to leave a chase and go straight to another survivor through Killer Instinct if I'm getting looped a bit too well. I can check on everyone on the team, and apply pressure at the same time.

    You're running really fast and going from person to person, it might not be your idea of a fun mechanic, but I like it !

    So yeah, Legion is not insanely strong, but I find him really fun to play as. Different strokes for different folks =)

    I've always been of the mindset that you play your game the way you want to play it, and I'll play it the way that I want to play it. If you find Legion to be really fun, then go for it! But I definitely see how their power is both an advantage and a disadvantage. While it's cool being able to run quickly and hit a survivor, the whole point of their power is to run away, and if survivors aren't close enough to being hit, then it makes running away pointless.

    Personally I think Legion needs to be running faster. I know that there's that add-on that slows them down to extend the feral frenzy, but I think the base power needs an increase in speed so that they can actually make it to the other survivor. As it is now, they can barely make it halfway across the map before the power ends.

  • @HoodedWildKard said:

    Yh the bots act weird. They all split up unless one needs a heal. And they genrush like mad 🤣

    Legion is perfectly fine against human players. They make mistakes. And tbh getting a 5 hit combo on legion is pretty rare. You need to entire team pretty close to each other. And for them to be dumb enough to not haul ass away when they see the first deep wound pop up.

    I usually get 2/3 hits out of it and thats damn good value multiple injuries quickly. That they will struggle to heal safely and cost them lots o.f time

    Very true. The bots definitely genrush like crazy! Since they group together fairly often I wanted to see how realistic it was to get five consecutive hits with Legion's power, and I couldn't do that, not even with bots!

    I think they were programmed to counter killers as best they can. I've noticed that with killers like Pinhead and Deathslinger, they can juke your ranged attacks fairly well. But an m1 killer like Legion whose power can't even down a survivor goes to show just how weak they really are.

  • @Seraphor said:

    In the two bot games I've tried, they all just hold W the moment you come within 30m of them. The most annoying playstyle to go against as an M1 killer.

    Honestly I'm glad to see that. Holding W is the most powerful thing players can do, and to see the bots mimic that playstyle is a nice touch as it gives me a chance to test more things out for when I eventually play in a live setting.

    The bots are definitely better than I thought they would be, and considering that they're going to continue to be fine tuned over time makes me eager to see what comes next.

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276337#Comment_3276337

    bots are chill ye ^^ but ive been running 0 perks on some killers and not kicking gens, just to see how far they come and somehow their progress loweres at 2 gens left, idk why.

    And they defenitly can do some sick manouvers XD had a Feng bot running AT me to pallet stunn me mid chase XD like litteraly stopped looping, turned back around and threw the pallett XD

    I've noticed that too. LOL They're efficient as hell on gens, but once they get down to one or two left, it's like they go slower on purpose so as to give you more time to "practice".

    In another match as Wesker, I had a bot blind me within the cool down after using my rushes. They're not always on point like that, but in that moment I was very impressed. šŸ˜„

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