SweetTerror
SweetTerror
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@GRT_Alkaline said:
i don't think it is live at the moment, if it is i haven't noticed it
I think i saw someone say something about september but that might have been about cross progression
Yeah I thought that was about cross progression too, but I could also be wrong. I know the new MMR is only live on Xbox, but I couldn't help but notice that there's been a lot of rainbow matchmaking going on so I couldn't help but wonder.
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I think that the new Franklin's is much better. At level three the item can be eaten by the entity within 90 seconds, and if the survivor gets hooked after a lengthy chase, it's highly unlikely that they're getting that item back.
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@clem1710 said:
https://forum.deadbydaylight.com/en/discussion/comment/1493830#Comment_1493830
Doing a gen just require you to press M1 during 80 seconds.
To mori a survivor, you have to down him twice, which is much harder, depending on the survivor's skill and on yours. This is just not comparable.
Moris encourage camping and tunneling, and doing that to a survivor after just one hook doesn't take a lot of skill. And given the state of the current matchmaking system, it's far too easy to take advantage of newer players because of that.
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@zillamonsterz said:
What do you mean 3 moris?
There's the uncommon (yellow), rare (green), and ebony (red). It always felt a little weird that there were three classes of Moris. Personally I think there should be one Mori selection, and it activates upon death hook.
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@clem1710 said:
Don't get hooked in the first place, and if you still fail, hide for the rest of the game. It IS possible to win against a mori, but you have to be good in chases
Nothing is being taken away, but Moris shouldn't activate after a single hook. The survivor equivalent of that is having the hatch appear after just one generator. Would you advise a killer to not let a generator get done?
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@Zeus said:
The Devs said they have moris and keys in their list of thing that needs to get reworked.
Yeah I saw that Peanits mentioned that they were both finally on their "to do" list. But why did it have to take YEARS?
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@anarchy753 said:
Pretty meh, you don't often need Sprint Burst more than once every 40 seconds, and you're bringing a whole extra perk just to reduce that to 32 seconds. It's still not going to recover in a chase so unless you're being incredibly reckless just for the sake of it, it really won't do much for you.
Well it actually never states that you have to be walking which is why I wondered how useful it could be in a chase.
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@Mozzie said:
There is clearly not an equal chance of each map when you remove offerings from the equation. I've noticed I get MacMillian roughly 1 out of 3 matches, more frequently as survivor. I need to start keeping stats on it, because it's not feeling very random.
Yeah it certainly stopped feeling random for me today.๐ It gives the impression that they're locking down maps. Whether that's for maintenance or time of day is anyone's guess.
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@53nation said:
https://forum.deadbydaylight.com/en/discussion/comment/1492449#Comment_1492449
Honestly, playing survivor on ps4, i think Badham might be the most common for me. I have not seen midwitch since PH's release when it was every other game. Both relieved and surprised by that.
I went a couple of weeks there without seeing Midwich at all, but lately it's starting to pop back up again. But God do I hate the generator placement on that map. And is it me, or is the perk small game just utterly useless on that map? It'll constantly ding at me letting me know a totem is nearby, but I'll find nothing. But if I go to another floor, there it'll be.๐คจ
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@APoipleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1492362#Comment_1492362
I didn't say it was a vote; the system I'd thought of was more like a Realm Veto primarily affected by the killer.
I'll link my original post on it in case anyone cares to read the full concept, but the general gist of it was that the killer would be presented with three realms which the upcoming Trial could be in after everyones' loadouts had been locked in. They would be allowed to block one of these realms. A map would be selected out of one of the remaining realms. Map Offerings would still be usable, albeit with new functionality (and working differently for survivors than they do for killer).
Basically, killers could avoid maps where they believed their powers would become nearly or completely useless (like Oni/LF on Lery's), while there would still always be a chance for any of the "survivor sided" maps to make an appearance.
https://forum.deadbydaylight.com/en/discussion/172742/not-map-voting-but-realm-veto#latest
Oh ok, sorry I read that wrong. I guess giving the killer a veto option that works like a map offering wouldn't be so bad so long as it's used fairly.
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@Booper_Of_Snoot said:
I've played around 30-50 matches on both killer and survivor.
On killer I've gotten Midwhich, haddonfield, and red forest 72.3% of the time
As survivor I got badham for 6 matches in a row.
Interesting. What do you play on? I play on PS4. I wonder if it has something to do with platform or the servers?
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@APoipleTurtle said:
I noticed this a lot a few months back. Had a session where EVERY map I played on as either role (with one exception) was Pale Rose. This happened for like 6 matches in a row before I used a map offering to get a different map, and then occurred for another 4-5 matches afterwards before I took a break.
Haven't seen it quite THAT bad since then, but the matchmaker does seem fond of sticking to one map for a few games in a row (maybe it speeds up load times?). It's why a while back I'd tried to brainstorm a sort of base game realm selection/veto system that would take place right before loading everyone into a Trial; giving the players a little more input on map rotation beyond the map offerings.
Honestly though, if I got stuck only cycling through the MacMillan maps, I don't think I would be too bothered (since I think like 4/5ths of them are pretty fun for both sides).
Having the option to vote on a map sounds good in theory, except that not all maps are created equal. Some maps clearly favor survivors more than Killers, like Ormond and all its damn pallets. The one person playing as Killer would lose the map selection every time.
I don't know if it has something to do with the update, more tinkering around with the MMR, or some hot fixes, but I'm getting stuck on the same maps that I was yesterday and it's getting really old.
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@53nation said:
I've been seeing some matrix black cat type of ######### myself..
The last time i played as Legion. Hawkins.
The last time I've played against Legion. Hawkins.
My survivor game before that? You guessed it. Versus a legion on hawkins. I literally had back to back matches as survivor against two different legions on hawkins without map offerings.
I also happened to see tru3 play as Legion on hawkins around this time on YouTube. Bizarre.
Yeah last night me and a group of friends were playing survivor together and we got put into MacMillan estate four out of five matches. And then today I played three survivor matches and two of those matches were MacMillan estate. My two matches as Bubba took place before and after those set of survivor matches today, and they were both on Hawkins. And playing the new Bubba on an indoor map like Hawkins is a nightmare!
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@clem1710 said:
https://forum.deadbydaylight.com/en/discussion/comment/1491982#Comment_1491982
Oops I forgot it's bug by daylight
Yeah another one to add to the list.
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@clem1710 said:
Nice hack bro
Honestly it's not a hack. I'm playing on PS4 and I started off playing some Bubba, then I switched to David for a few matches, and now that I switched back to killer this is what I see. ๐
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BBQ gives you double bloodpoints which is always welcome, but thrilling is the better informational perk as it will always let you know which generators are being worked on. Because BBQ can be countered if survivors hide their auras behind the generator.
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@HeyAssButt said:
https://forum.deadbydaylight.com/en/discussion/comment/1490911#Comment_1490911
I was watching Monto last night and it actually really bothers me how much he neglects to do totems. Heโll literally be stood next to them and just run off lol. I definitely see your point about NOED as a whole, as Iโm currently using Detectiveโs Hunch + Inner Strength and itโs alarming how many matches Iโve had where Iโve done all 5 totems. And these are matches that DID have NOED, so youโre welcome team lol.
My main question was more towards why killers that have an insta-down ability run it, but I feel like the person who said itโs about the element of surprise hit the nail on the head. I never thought about it that way before.
Exactly. I see NOED as more of a punishment for not cleansing totems (which again is an objective) instead of a crutch perk as some people see it. I understand what you're saying, and I agree that it's odd to see killers that have insta-downs running NOED, but that hex is easily countered provided everyone cleanses totems.
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The truth is that very few players cleanse totems unless there's an active hex or they're running internal strength (watch videos of your favorite streamers and it'll show just how little they cleanse totems themselves). Every build I run usually always includes small game. Doing generators is an objective, but so too are cleansing totems, and I'm usually the one on my team that goes around and cleanses totems and unhooks survivors.
There's a reason why the developers always say "do bones".
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@FixThisGame69 said:
Bbq and chilli sucks now! Bring back the old auras!
I've played a handful of matches now since the update went live, and I can confirm that at least on PS4 I can't see anything with the new auras. I always run BBQ with my killers so that I can have the extra blood points, but everytime I hook survivor I have never been able to make out one single survivor unless they happen to be running. Hell, it's hard enough making out generators. Especially on Ormond (seriously F that map!).
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So long as survivors have the tools and perks to bully Killers, then the toxicity will only continue. I find myself hesitant to start a killer match because I'm afraid of hopping into a lobby of toxic SWF. It goes to show just how weak Killers really are in DBD.
Others have suggested that instead of people being allowed to free text whatever they want, there should be a preset selection of responses to choose from. It would be a great way to eliminate toxicity in the end game. It doesn't stop the survivors from being toxic to the killer during the game, but at least it's one thing that could help.
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Why totems spawn next to generators I'll never understand. Totems are supposed to be hidden, so why put it next to the very thing that survivors are going to seek out? It completely defeats the purpose of bringing in hexes.
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Personally I don't care how they look they just need to be a whole lot brighter. Considering just how imperative color is in this game, colorblind options should've been implemented from the very beginning.
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As others have stated, it would be appreciated if there was some kind of indicator that survivors were teamed up together in the same lobby. I would also appreciate a system in place that prevents dead SWF teammates from being able to communicate to teammates that are still alive. For example, being able to inform a teammate of where the hatch is because a dead teammate happened to notice it on the camera feed of another player is a feature that shouldn't exist.
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While that is definitely a perfect example of just why SWF are too OP in DBD (and what keeps new players from sticking around to play Killer), he put too much emphasis on trying to slug when he should have been more focused on hooking.
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I tried to play the game yesterday, but every time I went into the killer menu it would say "disconnected from host", so I just shut everything off. Does the no sound glitch with the generators still exist? I remember playing a match on Haddonfield with Freddy last week, and I would pass by a generator and not hear anything, so naturally I thought it wasn't being worked on, only to be surprised to hear it finished moments later.
It's sad that the mobile game runs more smoothly than the main game. Plus it's ridiculous that the mobile game got highly requested features (training mode, etc) within a few months time that DBD proper hasn't been able to get in the last four years.
Sometimes I wonder if the devs just don't care and will continue to do what they want to do. How else am I supposed to interpret a constant focus on new skins, but not bug fixes or highly requested features?
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Yeah the biggest thing that I'm loving about his rework is the fact that I no longer have to worry about canceling out the chainsaw should I let go of the button at 99%. I can't begin to count how many times that happened in the middle of a chase. It was so damn annoying!
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I think it should have an aura detecting ability like BBQ has for survivors, but with survivors it would be just the opposite. Upon unhooking a survivor, a killer's aura would appear if they're within a certain radius from the hook. Maybe 10/15/20? Just a thought.
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"Generators generally donโt make any sounds, which is BEYOND ridiculous when the objective is generators."
I encountered this in a Freddy match on Haddonfield on PS4 a few days prior to the patch going live. I would pass by the vicinity of generators and not hear them making any sound, only to be dumbfounded to hear them pop moments later. I'm glad to hear that it wasn't just me.
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@LordRegal said:
I'm colorblind and thought these changes were just screwing me over harder. I'm honestly glad to see others are having issues since BHVR haven't been willing to give ANY colorblind options in 4 years (I don't give a ######### about blood, let me change the auras that are normally red since they're supposed to be visible, and scratchmarks, holy #########)...if others hate it too then there's a chance in hell we'll get it fixed.
Sadly implementing features and new modes is something that the developers don't seem to care much about. People have been asking for a training mode or a solo option for the last four years, and yet the mobile version gets just that within a few months of going live. ๐๐คจ
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@Xbob42 said:
Mobile honestly feels like a more advanced version of the game, outside of the obvious fact that playing on mobile sucks. If you can come up with all these cool and useful features for one platform, bring them to all platforms!
Of course, it kind of seems like they built mobile completely separately, so I imagine it was easier to include these options, at least to some extent.
The mobile version is being handled by completely different team but BHVR still calls the shots. What I don't understand is how BHVR is perfectly fine with implenting all of these features that gamers have been asking to be added into the main game, but instead putting it into the mobile version only. It's like they're testing it to see if it's successful.
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@anarchy753 said:
One of the biggest issues seems to be the devs still going by this principle from when the game first came out that they want you to feel alone and scared. Not knowing where survivors are, not knowing each others perks, etc. The issue is that the game has come a long way since then, there's no atmosphere of fear, and SWF already communicates everything to each other. Not putting in features like this only serves as a point of frustration for solo players or groups less than 4.
These aren't hard things to add and would generally improve the quality of the game.
It's possible that the mobile game is the developers way of testing out what could work for the main game. If it's true that bots are indeed coming to DBD proper, then there's no reason for them not to do everything with those bots that the mobile team isn't doing already.
With each passing year the request for a training mode or a single player mode have only gotten louder. Now that DBD mobile has such a feature, those demands are now at an all-time high.
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@Toybasher said:
https://i.redd.it/6qkq1nnznp441.jpg
Don't forget a pre-match lobby that shows survivors eachothers perks, so you KNOW that Bill is running Borrowed Time and Unbreakable or that Nancy has Small Game and Inner Strength.
https://mobile.deadbydaylight.com/wp-content/uploads/2020/04/Starter-Rituals-1024x473.png
The daily challenges also award auric cells, items, and shards.
I understand the game rewarding auric cells given the nature of mobile games in general, but having a pre-game lobby where you can see each other's perks is a nice touch.
I never thought I would see the day where I wish a console game would be more like a mobile game.๐
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@stargazer9 said:
It's really frustrating. PC and console players have been asking for a training/ casual mode for years. It's been one of the most requested features, 4 years and we still have not seen a new mode. Mobile port was released only a few months ago and it already got a training mode. The mobile port puts the original to shame tbh.
How the game gets updated is a bit head-scratching. BHVR keeps adding more killers and more survivors, which admittedly this game needs, but haven't once in the last four years added any new modes or features.
If it's true that bots are indeed coming to DBD proper as a way to step in for those players that disconnect, then I sure hope they create a training mode around those bots.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1479657#Comment_1479657
shards were dropped because they were never used much and mainly avoided in the blood webs. they were never replaced either.
Gotcha. I thought he was talking about iridescent shards, at least that's what I was talking about. ๐
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I tend to give the last survivor the hatch or the gate if they had a crappy teammate/s that disconnected. With there being no bots to step in for people that disconnect, it puts the remaining survivors at a massive disadvantage, and when that happens there's no sense in playing the game seriously.
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@[Deleted User] said:
We did have a system similar to those tickets before (splinter offerings). They got rid of them, either because of the fact you can get non-licensed characters with shards or because certain license holders wouldn't allow it and only excluding those ones would paint the excluders in a bad light. No other reason makes more sense, really.
Interesting. I know that they did change it to where you cannot use shards to purchase licensed characters anymore, but having a system in place where you could test out a killer, if even for one or two matches, would I think, incentivize gamers to spend more money. Because if they like what they see, then they'll be willing to make a beeline for the shop and buy that character.
I mean, there are characters in the main game that I haven't purchased yet, but that's only because I haven't been able to test them out. I don't have the means to get an online custom match going (not a big friends list), so my only saving grace is a potential training mode, otherwise I'll have to round up random people that would be willing to try custom matches with me. And the thought of having to do that because the game doesn't give me anything in the way of being able to try anything out by myself is rather mind-boggling.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1479454#Comment_1479454
Yeah it definitely doesn't look good that what should be a knock off version has some BETTER features than PC/console.
I know the mobile version is being handled by a different team, but unless I'm mistaken, BHVR still controls everything. And if BHVR still calls the shots, then why are they dragging their feet on incorporating new modes and features into DBD?๐คจ
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@brokedownpalace said:
Bots are kind of a necessity on mobile. People playing on their phone are much more likely to DC due to various reasons, not all intentional. So I think it was something they were working on from the beginning.
I think/hope it will come to console and PC, they just won't announce till it's much closer to ready.
That's a good point. People disconnecting on phones is definitely highly more probable than on PC or console. That being said, being able to test out the mechanics for both killer and survivor in a low-risk training mode where you don't have to worry about competing is something that DBD proper sorely needs.
It just blows my mind that features like a training mode, survivor tickets, and killer tickets are popping up left and right in the mobile version, whereas the main game has been out for 4 years and additional modes/features haven't even seen the light of day.
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On one hand I'm glad that BHVR keeps the DLC prices reasonable, but on the other hand the fact that cosmetics can cost almost twice the amount of what an official DLC chapter will cost is ridiculous.
Perfect example is the recent Silent Hill chapter. The chapter itself cost $7.99, but the exclusive nurse skin for Cheryl Mason costs $15.
Truth is it's your money and you have every right to spend it any way you see fit. But for me, I can't justify spending $10-$15 for a simple skin.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/175008/so-i-just-bought-legion-and-yeah
Advice: If you want Legion to be fun and rewarding, run enduring and thanatophobia on most builds. Skill with Legion mostly comes with practice.
Appreciate it. Thanks!
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@TerrorUnleashed said:
https://forum.deadbydaylight.com/en/discussion/comment/1478469#Comment_1478469
I see eye-to-eye with you on that, but on a personal level, I value individual experiment whereby we as the player body have to examine our own paths and attempts and learn from them, adapt our gameplay and develop individual strategies as to how to play a killer. But yeah, definitely an issue when I have to research how to play The Shape and Ghostie efficiently (even if they were for mobile haha).
I can respect that. Players should be expected to learn the intricacies of a game without hand-holding, but give me something that allows me to experiment, or show me what I need to do instead of expecting me to compete right off the bat!
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@TerrorUnleashed said:
From the moment I took a glance at this post, I knew instantaneously what it would be about. Legion is constantly being dropped in the cesspool of hatred, and often for good reason. But frankly, I enjoy playing them.
And a lot of people share those same thoughts. Many people agree that he's fun to play with, but he's not the strongest killer. Personally I would like for BHVR to be more clear about what a killer can do. I want to see videos in the game detailing in full a killer's power, or at least a practice mode that allows us to test out both killers and survivors, because the tutorial that is there is weak, and doesn't accurately reflect everything that has been added and changed over the last 4 years.
The last thing gamers should have to do is seek out how-to-play videos from other gamers, when the developers should be doing that for you already.
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@animalmak said:
https://forum.deadbydaylight.com/en/discussion/comment/1477841#Comment_1477841
If you're running Thana, people will need to heal to avoid gen slowdown, so after someone mends, it procs to show healing. And if people decide to heal against Legion with or without Thana, it procs for that too. I like it for when people haven't touched gens again yet because it helps me find them while patrolling, and then I can get a read on most everyone if I Frenzy again.
I do like the thought of running both of those perks with Legion. I just wish he was a stronger killer though. It's awesome that he can spread damage fast and that his blood point accrual is next to none. But if you put Legion up against a good looper, then the survivor will win every time.
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@Zeidoktor said:
For myself, Legion is my primary Bloodpoint farmer besides the Doctor. Legion is very good at it since his power is designed to be used in chases, which provides points for Hunting, simply running around in Feral Frenzy builds up Deviousness points, and Deep Cut hits with Feral Frenzy count towards both Deviousness and Brutality. From there, get your Barbecue & Chili stacks and you're basically golden but for Sacrifice points.
Hm. That's a good way of looking at it I suppose. It's awesome that he can be a great bloodpoint farmer. It's just too bad that he's a poor killer.
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@GoodBoyKaru said:
Honestly tho this kinda seems on you. It's up to the consumer to ensure that the reviews (in this case Videos) are as up to date as possible so I wouldn't call old videos "false advertising". That's like saying old dbd with a 20 second cooldown in sprint burst is false advertising because the perk was nerfed.
Honestly it's more on the developers. Dead by daylight is now four years old, and look at the turtorial that they still have implemented. It's the most basic of tutorials and doesn't even begin to scratch the surface of everything that a killer or a survivor can do. The game itself should be explaining in great detail what can and can't be done, but it doesn't do that. It makes players have to seek out tutorials from online streamers.
Making players of your game seek out "how to play" videos is a terrible design choice. Like I said, there should be a practice mode, or at least tutorial videos from the developers themselves embedded in the game.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1477824#Comment_1477824
It is forever paused if you keep running.
Yeah that's what it appeared in a more recent video that I was watching. If a survivor keeps running, then the deep wounds won't apply until they stop. That's just an incredibly bizarre design choice. I can understand if it's ticking down slowly, but it shouldn't stop altogether.
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@AshesofDreams said:
My Legion has Nurse's Calling, Discordance, BBQ & Chili, and Corrupt Intervention.
Pretty standard "good perks", but they work well enough for me. I use the Feral Frenzy to just get the first hit, then cancel it and do a normal chase. It basically just makes Legion a basic killer that cuts chase time down by half because the first hit is very easy to get. I also find that people often underestimate Legion. They don't have a lot of special unique mechanics, but they are the most fun out of the "basic" killers to me.
To each their own, but doesn't that kind of defeat the purpose of feral frenzy if you're not inflicting deep wounds on a lot of survivors? Like I said if it works for you, awesome! It's just that Thanatophobia is a perk that I see a lot of Legion mains running since it can slow down generators and healing speeds quite a bit with the more survivors that are injured.
Those kind of perks that can multiply status effects the more survivors are injured seems to be the way to go.
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@animalmak said:
I love playing Legion because it's just a whole bunch of stabbing, and I like feeling zoomy in Frenzy (and being able to fast vault as a killer). But I can definitely see where your frustration comes from! I never got to play Legion when multiple stabs would down someone, but there's definitely a method to playing them.
The perks you mentioned don't apply to Frenzy hits because they're not considered basic attacks. It's the same as if you hit someone with Huntress' hatchet; things like Franklin's wouldn't proc. But there are a lot of other perks that do well! Pairing slowdown perks like Thana with Legion means that people /have/ to heal to not have the gen speed debuffs, and Frenzy is the most efficient power at getting every survivor injured in a short period of time. And the deep wound timer starts going down once you're out of chase with someone, so if you do stab everyone in Frenzy, everyone else you're no longer chasing will need to mend. It may not be the most time consuming (there are addons to make it longer), but it does keep people off gens for just a little bit, giving you that time to down the last person you frenzied. My favorite add-on combos for Legion are a frenzy end-stun reducer + one of the blades.
If you can, see if you can get people to play in a custom match with you. Just mention that you want to practice your Legion and the timing with hits while in Frenzy. It's the closest there is to a practice mode currently (which I definitely would love to actually be an option in the game!).
But overall, my favorite part of Legion is just constantly injuring people with Frenzy. Even without Thana, people will eventually stop healing because they just want to get gens and be out of the match, and that's when you'll start getting your downs/hooks. If you have Nurse's Calling, definitely run that. Nothing is more satisfying than frenzy-ing two people in the middle of a heal tbh.
Thank you! This is really helpful! Knowing that the deep wound status effect starts going down the moment you run away from a survivor is good to know. The videos I was watching made it seem like the status effect could stay forever paused so long as the survivors didn't stop running.
Thanatophobia and nurses calling make sense to run on Legion, but what else would you recommend? What are some good builds? I imagine corrupt intervention could work well.
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@LordRegal said:
Sound is extremely bugged right now - if there's a wall between you and the gen, you likely can't hear it. The "House of Pain" gens (the ones that spawn in the basements of houses) you need to walk down the stairs enough to get your head past the ceiling to hear the gens. It's ridiculous.
If you were having that happen on gens out in the open or otherwise without a wall between you and them, then that's not something I've personally experienced.
Yeah before when it came to generators inside houses I was always able to hear them if I patrolled outside, but that didn't happen this time. And as for the ones in the street, the same damn thing would happen. I would patrol within the vicinity and not hear anything so I assumed that they weren't being worked on, only for it to pop a moment later. It was all very frustrating and very weird.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1475078#Comment_1475078
Well, that is the thing, Legions playstyle is very different to most killers. Sure, they have the same tricks as 115 killers, but they also have times when they need to move on from their one chase to another. They simply do not have the lethality of other killers, and must pick and choose their targets. They have the best access to survivor positions with their constant KI readings. Making the most of it (using frenzy a lot) is a definite must.
If you don't want to continue the chase (or recognize a survivor is just looping you for too long), use your frenzy on the person you are chasing to look for others. Even if they are injured and you want to let them go, make them waste time mending. Frenzy hits give brutality and deviousness, so lots and lots of frenzy hits are a good thing.
It is sort of like picking up Bubba or Billy. Know when to use your power to get an early hit or information, and never draw your chases out too much. Maxing out Deviousness points shouldn't be too difficult if you know what you can get away with when in Frenzy.
Good info. Thanks!