TWiXT
TWiXT
About
- Username
- TWiXT
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
They gave legion 115% movement speed, and then removed the advantage they had in pursuing survivors by slowing the vault speed, frenzy speed, and increasing their cooldown by 1 second. Current Legion has none of these nerfs and can pursue a single target relentlessly. The devs probably wanted to make it so that Legion players would be more about spreading the deep wounds around to the whole team instead of being able to effectively pursue one survivor at a time, but the problem with that is it makes them ineffective at downing survivors at all, especially since Deep Wounds status is 0 threat to survivors now. So instead of playing the way the Devs intended, Legion players are adopting the chase and cancel method:
Bring cooldown add-on's, Start frenzy, Stab 1 survivor, continue frenzy until you head off the survivor, cancel frenzy, continue chase outside of frenzy to finish them off.
In other words, In order to be effective, the Legion is now a tunnel only killer which is the opposite of what the devs were going for. The devs must have thought that slowing their ability to pursue would dissuade Legion players from this tactic because they are easier to juke, but instead it only makes it more vital to their success because its so much harder to do, and their deep wound status is useless, so why even bother spreading it around?
Overall, these nerfs are too excessive and while they add more counter-play options to Legion, they also make Legion even MORE single target obsessive than before. Well done devs.
-
@Okuu46 said:
https://forum.deadbydaylight.com/en/discussion/comment/436763#Comment_436763
I agree; he will be less annoying to go against for survivors;
It's just i wish they thought this thoroughly before they implement it?
They could have reworked him a tad bit better with his exploits and power; rather then gutting him, useless.
At last though; if it does go through; then where looking at another m1 killer that's worse then Freddy; which is a first in a long while.
The way I see it, They purposely overcompensated on the nerf aspect so that when players try the PTB they will be able to give feedback on what works, and what doesn't as far as making the killer viable. That way they can make minor tweaks where needed to better balance Legion based on the feedback the PTB gives them. In other words they broke the jenga tower, and need advice on rebuilding it from the ground up so that it'll be more stable. I'm pretty sure this is a PTB where feedback will have great importance in regards to Legion's Future viability.
Also PTB's Live Now!
-
The problem with Stridor though is that its currently bugged against Iron Will and has been since patch 1.4.1. Iron Will used to function the way you are saying against stridor, in that while IW reduced pained grunting sound by 100% Stridor would bring that back up in volume to 50%, however since the bug was introduced, IW flat out defeats Stridor every time by completely reducing the volume 100% regardless of Stridors effect. When this first occurred everyone noticed and asked the devs if it was a bug, and they confirmed it was in a live stream, but it's never been fixed. Without IW, Stridor still increases the volume of pained grunting by another 50% on top of the normal level, so 150% is what the killer hears, but against IW it's completely useless currently. This is especially disconcerting when you consider its original role was meant to be the counter perk for IW when it came out. So if you are worried about killers being able to hear you when they have Stridor and you have IW, don't be, because until they fix it IW is the quintessential mute button for your whiny characters.
The fact that you are able to hear it is indicative that stridor is affecting you like it should, but i guarantee that the killer isn't hearing your cries of pain... Unless they actually did fix it and we never saw the patch note for the fix.
-
All survivors voice/breathing sounds should be at Ash's level. Currently he's the only survivor I can actually hear over the ambient noise and loud chase music. It's like they got his audio correct because it was custom built for the new engine changes, and the others are all wrong because they're still set at volume levels for previous iterations. Jane is also decently audible, but could use a slight turn up in volume.
As for footstep sounds... they are practically inaudible especially in chases, save for (weirdly enough) when a survivor is in a structure like a house and 1 floor above you. For some reason the sounds of the footsteps made in structures is at the correct level, but only when the survivors are on a different level of the structure than you are, but the moment you are both on the same level, the audio drops down in volume again. It's perplexing.
Chase music simply needs to be turned down as it currently overpowers everything except the sounds of generators. This makes chases very difficult since you have to rely on your eyes much more than your ears, and we should be able to rely on both equally.
-
Fingers X'd that even though it won't be balanced (it's impossible to balance an asymmetrical multiplayer game), It'll at least be more balanced and less buggy than it is currently.
-
Since the PTB will be all about testing things out, and players want to witness the effect the endgame collapse will have; there's less chance of people DC'ing, so I'll definitely be playing it for a few hours. I may not earn any BP for my Live account (Maybe they Should give a bonus 30k BP to the live account for every hour of PTB play to better incentivize PTB testing?), but at least I'll actually have a few matches unmarred by petty DC'ing.
-
Its a 3 minute timer to tell you how long you have left to t-bag the killer at the gate... that's pretty much it, but hey, at least killers can close the hatch now.
-
*Thinks about how almost every match for the past 2 months have had at least 1 petty DC'er ruining the game for everyone*
*crosses fingers and whispers to self*
"Please be a Ban-wave, Please be a Ban-wave, Please be a Ban-wave..."
-
It's a 3 minute time limit for how long you can t-bag the killer at the gate.
-
Heart Monitor Trigger changes the power from a timer based mechanic to a team play enforcing one. You may have misread it, but basically it relies on the killer actually killing a survivor with an active RBT on in order to trigger all other active RBT's, which will change the focus of the survivors from doing gens to helping their teammates get the RBT's off and keeping them from getting killed. To compensate for this change in dynamic, and since the traps are no longer on timers, the jigsaw boxes needed to have longer search times and more difficult skillchecks.
Also since they don't activate until AFTER a survivor is unhooked, this lets other survivors with active RBT's choose to let a teammate who just got one put on and hooked hang around/die on the hook in order to reduce the amount of active RBT's in the trial that could kill them while they try to get theirs off. I see this add-on only really being a threat if 2 or more survivors have active RBT's on, which ties all of their fates together. Survivors still have the RNG advantage for getting the traps off of their heads with the jigsaw boxes, so in practice It probably won't get to work too often they way it's intended if this idea were implemented.
-
@Tzeentchling9 said:
"So yeah, to sum it up: it's not OP! It's just narrowing the killer types we encounter, promoting the increased usage of instant down perks/add-on's, Mori's, and camping... Nothing wrong with the perk changing the game for the better."
Are... You even hearing yourself? Those are exactly what Survivors are whining CONSTANTLY about! And the game is becoming better because Killers are being forced into those playstyles/tactics?
Woosh?
I see the sarcasm of my comment is lost on some. I will add a "/s" to it.
-
@ShyN3ko said:
https://forum.deadbydaylight.com/en/discussion/comment/432634#Comment_432634
Can I add your addon idea in this discusion?
https://forum.deadbydaylight.com/en/discussion/58341/my-pig-buff-idea-updated
I rly like the idea.
@ShyN3koAbsolutely, I came up with that idea pretty much right after pig was released and I saw how under-powered her UR's were. Any possibility of the concept reaching the ears of the devs via repetition throughout the community is a good thing in my book.
-
Rule Set No. 2 should be implemented as part of Pigs base kit and replaced with:
Heart Monitor Trigger - Ultra Rare
Reverse Bear Traps become active with no timer after a survivor with one attached is unhooked. Once a survivor with an Active RBT is killed or sacrificed, all other active RBT's Trigger.
-Tremendously increases the time it takes a survivor to search Jigsaw Boxes.
-Considerably increases skill check difficulty when a survivor searches a Jigsaw Box.
"His heart stops, you die!" - Amanda Young
Amanda's Letter should be changed to either reduce the time on the only RBT it gives her to 60 seconds, or not decrease the amount of jigsaw boxes in the trial grounds. It could also use a 24m aura reading as opposed to the 12m range it currently has, increase her ambush speed and distance, or just remove the roar until she is already moving.
The point of Ultra Rare add-on's is that they give the killer a massive advantage or change the way the killer uses their power. Currently her 2 UR add-on's are painfully under-powered and mostly useless.
Jigsaw boxes should only feature skill check windows without the Great skill check zones. The boxes already only take 12 seconds to search (17.2 with Crate of gears + bag of gears combo), and when a survivor nails all the great skillchecks they can reduce their search to only 7 seconds. This doesn't really put any pressure on survivors. Likewise her add-on's that increase skillcheck chances should also reduce the skillcheck success zones, because these add-on's are useless otherwise and often help survivors search faster by providing more great skillcheck chances.
-
MoM is incredibly strong against the majority of killers, but it's not OP because it can be countered. The only problem I see is that Nurse, Billy, LF, Huntress, Myers, Legion, Plague, and even Trapper have seen a huge increase in play, and all other killers have diminished. Also more killers are camping 1st and 2nd hooks than before, equipping more "instant Down" perks/add-on's, or actually using Mori's on every Ash they see because they (rightly) assume that the Ash players have MoM equipped and are falling upon these tactics and killer choices to counter it.
So yeah, to sum it up: it's not OP! It's just narrowing the killer types we encounter, promoting the increased usage of instant down perks/add-on's, Mori's, and camping... Nothing wrong with the perk changing the game for the better. /s
-
I want to quit playing the game all together until the DC epidemic is put under control with strict penalties.
I miss the days where I could get into a match and just play/have fun without worrying about ass-hats DC'ing for petty reasons. Now I get them every day, in almost every match, no matter what role I'm playing, and because of them I'm rarely having fun anymore. It's my unpopular opinion that DC'ing for petty, Unsportsmanlike reasons is killing the game as a whole, and I want the players who do it to be punished with a softban until they learn that this crap is unacceptable behavior. This is a Multiplayer game and that doesn't entitle anyone to win every match. You bought this game knowing that but you still act like over entitled toxic brats and quit the moment something doesn't go your way. If you're not going to play the damn game, then you don't deserve to. [BAD WORD] off already, and let me have my fun again.
-
@Boss said:
It's little, but i wish Blindness would also remove the Red Stain.
Yeah, personally I see the stain as an extension of the Entity's aura emanating from the killers eyes. If Blindness kills aura vision, it should take out their ability to see the entity's aura/red stain as well, and would make for a decent if minor buff to the status effect, but doing so would mean that Beast of Prey would need to get a full rework... not that its very useful right now anyways.
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/431536#Comment_431536
This is a good effect, and the higher tiers could make blindness cover more of the screen or/and reduce your perception of the killer's terror radius.
Thinking back on the PTB for the Plague, there was a bug where the green sickness effect on the edges of a survivors screen became opaque and black. When that occurred it narrowed a survivors 3rd person FoV to a smaller area around their character and made it more difficult to know where the killer was coming from. If blindness had that effect intentionally however, or simply darkened the survivors screen kind of like how Deep Wounds or Borrowed time does, as well as taking out their aura reading, then that would make blindness a far more useful status effect that would justify a 30-60 second duration. Obviously I could see the darker effect being at max once first struck by blindness and slowly come back to normal as the duration ticks down, but it would also make Hex: The Third Seal worthy of its Hex (read OP) status, and make the Pigs Blindness add-on's fantastic. As an added bonus, this buff would actually make blindness useful against all survivor teams, SWF or not.
Perhaps this buff suggestion should be for another PTB, but for now I'm making a simple adjustment suggestion of increasing the overall duration of the current add-on's since its such a small change that could improve the add-on's usefulness, if only in a minor way.
-
Can the killer Open a gate at any time during the match regardless of how many gens have been repaired?
Reason I ask is because giving the killer the option to open a gate basically means that they are conceding the trial. On top of that "All gens are blocked by the entity during the endgame collapse." insinuates that there is a possibility for unfinished generators in the endgame aside from the sole survivor hatch-game scenario.
-
Billy is balanced, Legion isn't. Don't make me bring up how Billy used to be able to flick his chainsaw at the beginning AND the end of his chainsaw sprint. They already took that away from him for better balance, and he doesn't need a permanent Speed Limiter as part of his base kit.
-
Honestly there are a plethora of Gen Rush build options out there, the difficult question is "Any good gen rush counter builds?"
Currently the only one I've come up with is what i call the "Generator Hater" build:
Ruin/Huntress Lullaby, Overcharge, Pop Goes the Weasel, Dying Light.
This build is very situational, but once/if you get DL to activate, it oppresses the heck out of gen progress from survivors. Enough to counter a full gen rush team? Hardly, but at least it's a jab in the right direction.
-
@BigBubs said:
Add lag to 7.
We can see what kind of connection we have in the lobby, so the way I see it, If you intentionally get into a match where the connection is bad, then you should tough it out anyways. You could've easily left the lobby and queued up again in hopes for a better connection, and you have little excuse for not doing so. "Reap what you sew" is basically what I'm getting at when it comes to lag.
The only exception to this is in the event where you have a strong connection, and it becomes obvious (due to sudden lag spikes at key moments that put you at a disadvantage) that the host is lag switching, in which case it falls under #2 of the acceptable reasons to DC.
-
@dnj510 said:
These rules I can stand behind but you're not going to change anyone. Some people just live for toxicity and to be total dicks. Respect lost for the many people I've seen complain and demand a refund about this game. Just go to your local game trader and sell it to them or to someone else to get some money back.
Honestly its just a list of Common Sense spelled out for everyone to see. The inherent problem of "unwritten rules" is that they're more of guidelines that nobody is obligated to follow. I know it won't change anyone, but I felt if I expressed the rules I follow when playing this game for everyone to see, maybe others might a the least have them in mind when playing, whether they use them or not.
-
I do... Technically I wrote them, but these aren't officially written as rules for the game, despite how much I want them to be.
-
Some perks that are absolutely useless with plague:
Nurses Calling, Coulrophobia, Sloppy Butcher, etc... Survivors get free insta heals with her, so these perks never come into play.
-
@grandpavotedhitler said:
Yeah some dumb double BP event where survivors get 7 extra objectives and all killers have to do is hook us again, killers will still camp you despite the extra objectives btw.
All those things do is give toxic killers a huge ebony mori stash, I dont need more bloodpoints.
HEY, I like my ebony mori stash! I refuse to DC to de-rank, and my ebony mori's are the best alternative solution. It's the funnest way to de-rank after getting above rank 5 so I can get better queue times.
-
I agree, DD needs a buff. I suggest either an increase in the time its active for(30 seconds instead of 20), or have it activate when the obsession is damaged by killers via power or basic attack. A whole lot of fun can be had with it, but its restrictions (obsession only, 20 seconds of use, basic attack only) are just too minimal to make it stand out or be very fun.
Also I remember them saying that some of the TR perks don't work with it like they should, so even though i'll try your build, I'm not expecting it to be super effective.
-
Been playing a lot of plague, My current build is BBQ&C, Brutal Strength, Corrupt Intervention, Thanatophobia. My favorite add-on's are the ones that decrease cooldown time, or increase effectiveness of vile purge. The reason I'm using Thanatophobia is because Many survivors have adopted the tactic of staying sick all match until the gates are powered in order to prevent Plague from getting her Corrupt Purge power boost. Thanatophobia makes it so that if they use this tactic they add 12 seconds to gen repair time giving me more time to find and down them. It usually encourages them to give me my Super Puke, which incidentally screws them over even more. CI is fun for the start of the trial as it lets me puke on the 4 closest gens to me on a patrol and infects anyone who touches them in the first 2 minutes, as well as leading to some early knock downs. The other perks have their obvious advantages. but my favorite add-on combo is double Cooldown, or best cooldown + purge effectiveness.
Double cooldown = machine gun puking with minimal slowdown which makes for very quick chases, whereas Cooldown + effectiveness again gives me faster movement and purge recovery speed but also means I can puke less on a survivor to break them faster and also end the chase quickly, just (strangely) not as quick as double cooldowns does.
So far this build has been a decent one, but i'm still unlocking perks for her and have yet to experiment with much else, but for an all around decent basic build for her, it's been great.
-
@not_Queef said:
They will probably make it so that the endgame timer is paused while Blood Warden is active.
Otherwise there would be scenarios in which survivors would have no choice but to die, which would be terrible game design.
IMO, if survivors screwed around for 2 of the 3 minutes (5 of 6 if someone was downed or hooked the entire time) of the endgame with an open gate and didn't escape... they deserve a blood warden initiated death sentence. Can't really complain when they had all that time to simply leave.
-
Sigh, for some reason I'm expecting them to nerf BW into the dirt due to the endgame collapse mechanic... can't have the killers gain an advantage with the potential for victory at the endgame now, can we?
-
Sadly the infinite loading screen is a decidedly rare occurrence for me and not as much of a deterrent from using good offerings... unlike the RAMPANT DC'ER PROBLEM! Nothing pisses me off more than putting up a good offering or using good add-on's, and the moment a survivors is downed, or even gets spotted by the killer, they DC, and just screw it up for me and everyone else. because of this they typically trigger a domino effect of DC's that completely wastes all my good stuff. Until this crap gets under control, I'm not even using offerings, items or add-on's because the chances of them being wasted due to a toxic dc'ing turd in my games is way too high. I miss the old days of enjoying this game as it was intended... *sigh*
-
Devs: "Surprise!" *pushes BIG RED button*
ROBOT VOICE: "PETTY DC'ER BAN-WAVE INITIATED."
*thousands of toxic players scream out at once, and are suddenly silenced.*
Devs: "Now let that be a lesson to you! You're Welcome community."
*Sigh* If only...
-
TBH in practice, even currently, when a survivor notices Thanatophobia working against them they immediately seek out help or work to heal themselves to get rid of the de-buff. in a Game with Thanatophobia active its rare to have all 4 survivors injured simultaneously and applying the maximum de-buff. In 90% of the game's I use it, at most I get a max of 2 people injured at any given time. Current Legion can apply swift damage to the entire team quickly, but only if they are idiots and hang around when Legion attacks, and even now with the Legion + Thana + Sloppy Butcher combo, the survivors tend to heal up quickly enough that thana only gets half of its de-buff going for the majority of the game. After Legion gets changed they will be more difficult to loop but still have this problem of applying damage to every survivor simultaneously in order to benefit from the maximum Thana de-buff to survivors. On top of that The max de-buff can't apply anymore once a survivor dies which results in making it easier to perform healing and repair actions for the remaining survivors. Lastly, healing perks like Autodidact completely counters any healing de-buff from Thana or Sloppy butcher as it is, and if Thana was back at the previous PTB values, we'd likely see an increase in their usage, if only a slight one.
The devs simply panicked when they saw too many posts from angry players speculating that it was going to be too OP, when the actual feedback on the PTB was very positive because of the nature of Thanatophobia being countered, or acted against as soon as it's noticed.
TL;DR
Thanatophobia Rarely sees a game where all 4 survivors are injured, much less injured and haven't even started healing due to the de-buff icon telling them they need to heal in order to get rid of it. This results in Thana being at only half power at most for the majority of games, even with killers that spread damage easily. The previous PTB values were fine, whether it affects healing or not, and were a buff Thanatophobia has needed for years, but the devs chickened out at the last minute based on speculation instead of the actual PTB feedback which was emphatically positive. The Devs dropped the ball on it and whether it affects healing or not, they should bring its buff back regardless.
-
I honestly believe 3 minutes is too much time, especially when it can be slowed down via hooking a survivor. Most games I have wherein a gate is open and a survivor's hooked don't last longer than a minute because either the survivor gets rescued and everyone body blocks to the exit gate, or everyone just leaves and lets the hooked survivor die. I mean sure this stops the endgame hostage scenarios where toxic survivors t-bag and don't leave, but they technically can still do that for up to 2 minutes and 59 seconds. If the endgame collapse was 1 min 30 seconds that would make it feel more intense, put more pressure on everyone, and offer less room for toxicity or mistakes. I don't know, I guess we'll have to see it in action and test it out first before deciding whether or not 3 minutes is overkill or not.
-
I like to use Franklins on trapper or hag because then i can set traps on the items survivors drop. Bloody coil and Tar bottle help the trapper ones, Shackles helps the hags. Its funny how often they get triggered just because someone wants their item back. If they didn't care about the items then that gimmick wouldn't work at all.
-
Changing the Deep wounds from a threat to a mere time waster would be fine IF they also made it so that Mending takes significantly longer, or is affected by Killers healing de-buff perks like NC, SB, or Coulrophobia. As it currently is, 10 seconds is hardly a threat, especially when the timer no longer ticks down while mending, or being in the killers TR.
I hope the devs at least also re-buff Thanatophobia to the previous PTB version which was fine and needed, but they chickened out on it at last moment (probably due to How legion currently is).
Overall, Idk about these changes and whether or not they will be good in any way since I'm mostly seeing them as bad, but we'll see how it turns out in the PTB... which is "hopefully" coming this week.
-
They could've at least also significantly increased the mending time or made it so that mending is affected by Healing related killer perks like Nurses calling, Coulrophobia, or sloppy butcher to compensate for the fact that it pauses when mending, pauses when in Legions TR, Doesn't lose any time from being frenzy struck again (still immediately ends frenzy and stuns the killer I assume), and legion can't see the timer anymore. Seriously, this seems like overkill... they've reduced deep wound to a minor inconvenience rather than a threat. I mean they didn't have to drop Legions vision of the mend timer either; how is a legion player going to tell the difference between a pause due to mending vs a pause due to proximity?
-
Okay... You want to extend the endgame in a sole survivor scenario that badly? Then we might as well have the hatch and gates shut as soon as the final survivor is hooked to compensate. That way, If the survivor uses Deliverance, DS, MoM, and insta-heals while being the only survivor left in the trial grounds, then they have to earn that final escape by finishing a gen, using a key or opening the doors themselves.
The whole point behind the final survivor being instantly sacrificed is to save time on the last person standing endgame scenario, and allow everyone to move onto the next match sooner. The Last survivor already has the option to end the game immediately just by finding the hatch or running out a gate if they are opened, whereas the killer only has one option for victory at that point: hunt down and hook the final survivor. From a first hooking it takes 2 minutes for a survivor to be fully sacrificed. Your suggestion adds 2+ minutes of potential endgame stalling, and no one wants the game to continue going on that long after what should be an obvious victory for the killer. You wouldn't want it to take 2+ minutes to open the doors or jump down the hatch anymore than the killer would want to be forced to face-camp the final survivor just to make sure that if they do get off the hook they're going to be put right back on it.
So if you want the final survivor to have the right to use their plethora of 2nd chances in this endgame scenario, then it's only fair that the killer gets multiple chances to re-hook said survivor with no easy escapes. Truth be told though, this would make for an insanely frustrating and time consuming endgame for everyone, and I'm calling you out on your pitiful excuse for wanting yet another "2nd chance" at an easy escape in the endgame when you clearly already lost. This "suggestion" just reeks of poor sportsmanship, and I feel dirty for even replying to such drivel.
-
Killer Offerings:
Bottled Tears (VR)
50% of skill checks survivors trigger no longer feature a Great chance Zone.
"They weep sweet drops of pain while begging for leniency, and I whisper my reply... 'No'."
Mud Clod (UC)
Survivors footsteps are Moderately increased in volume this trial.
"The desperate run with all they have, but the muck splashes loud and seals their fate."
Survivor Offerings:
Padded Slipper (R)
Slightly reduces all survivors footstep volume for the trial.
"We must be swift and silent as shadows."
Shiny Watch (VR)
Slightly reduces the rate the dial circles triggered skill check windows.
"Time is on our side for once, best not waste it!"
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/415512#Comment_415512
Really good ideas here but I do have feedback, if you don't mind try make the killer's offerings in strength of 2 or possibly 3 survivors using the counter offering!
Survivors should get a counter offering that's 33% the strength of the killer's version of the offering.
I just reread your comment and I seen that you already implemented my idea. You just read my mind!
Hadn't come up with counter offerings for any of the killer ones except the Windows one. I'll add 2 counter offerings for the corn cobs, and the Fog one.
Edit: On 2nd thought, I'm removing the survivor counter offering for fog transparency. I figure the fog thickening reagents are already detrimental enough to the killer, and proposing that all Fog thickening reagents become survivor side offerings and all Fog reducing ones become killer sided.
-
@not_Queen said:
Pinned for visibility :)
Oh wow! Looks like somebody likes what we're doing, so Lets keep this rolling guys!
-
Killer:
Dead Human Heart (VR)
The Terror Radius Heartbeat no longer increases in rate the closer you are to survivors.
Secret
"Be still my beating heart..."
A Crows Feather (UC)/A Murders Feathers (R)
Calls upon the entity to Moderately/Considerably increase the amount of Crows on the trial grounds.
"They come to feed upon the dead, and harass the dying."
Survivor:
Damaged Stethoscope (UR)
Personal
The Terror Radius heartbeat is now Directional for you this trial.
Secret
"It pounds like thunder, heralding the direction to the coming storm."
Crows Feet (UC)
Calls upon the Entity to slightly decrease the amount of crows in the trial grounds.
"It's an old spell ingredient, but a goody."
-
Shared:
Tarnished Trophy (VR)
Gain a 10% bonus in Blood Points for every rank you've achieved.
Bonus blood points awarded at the end of the trial.
"They're the best in their field. Simple as that! That's why they get to live the good life."
(Note: not sure if its clear enough the way i Wrote it, but basically at the end of the trial it calculates how many points you earned in the trial and then applies a 10% bonus x whatever Rank you are. So the maximum it can give you is 10%x 20 ranks = 200% if you have reached rank 1, 150% at rank 5, and 100% bonus at rank 10 etc. So its an offering that makes rank matter by potentially rewarding more BP than any other BP offering does, but only at ranks higher than 10, otherwise its about the same as the others.)
-
Common = (C), Uncommon = (UC), Rare = (R), Very Rare = (VR), Ultra Rare = (UR)
Killer Offerings:
Broken Crystal Ball(UC)/Cracked Crystal Ball(R)/Pristine Crystal Ball(VR)
Personal
Fog within 32m of you is Slightly/Moderately/Considerably more transparent during the trial.
"All that hides in the veil shall be revealed."
Moldy Corn Cob(UC)/Wormy Corn Cob(R)/Rancid Corn Cob(VR)
Calls upon the Entity to Moderately/Considerably/Tremendously (20/40/60%) reduce the height of all vegetation in the trial grounds.
"And behold I shall be a blight upon the land and everything I touch shall wither and die."
Rusty Nailed Plank (VR)
Calls upon the entity to close up to 3-6 windows in the trial grounds (Map dependent).
"In their efforts to stay fast the wolves without, they cut off all routs of escape from the wolves within."
Bloody Gold Tooth (VR)
Tremendously decreases survivors luck this trial.
"He said it gave him luck... that homeless mugger certainly felt lucky."
Iridescent Barbed Hook (UR)
Survivors hooked in the basement are sacrificed 25% faster this trial.
Secret
"Go On then! Struggle, Plead, Squeal or even Cry; It's all for naught... Death is swift, and pity's none."
Survivor Offerings:
Black Soil (R)
Calls upon the Entity to Slightly increase the height of all vegetation in the trial grounds.
"Good tilled earth produces the best harvest"
Broken Glass (R)
Calls upon the entity to open 1 window in the trial grounds.
"If there's no exit, make one!"
Used Bandages (UC)
Moderately increases the chances that chests will contain Med Kits
"As a med student, my most important lesson was to always make sure we were well stocked in supplies."
Broken Light Bulb (UC)
Moderately increases the chances that chests will contain Flashlights
"It's not much, but at least it'll keep the dark at bay."
Worn Down Pliers (UC)
Moderately increases the chances that chests will contain Toolboxes
"The right tool for the job is all you ever need."
Vintage Padlock (VR)
Moderately increases the chances that chests will contain Keys
"Locked up? Let me take a whack at it!"
Jar of Grease (R)
Personal
Moderately reduces your chances of triggering skill checks when repairing this trial.
"A Finely tuned and well lubricated machine purrs like a kitten."
Message in a Bottle (UR)
Personal
The killers Location is revealed to you for 6 seconds in the beginning of the trial.
Secret
"To whomever finds this..."
-
Efficient Legion:
Monitor and Abuse
BBQ & Chili or Sloppy Butcher
Stridor
Thanatophobia
Stolen Sketch Book + Stab Wounds Study/Cold Dirt/Joey's Mixtape
Pros:
Smaller terror radius = Everyone gets injured quickly, Gens progress slower due to Thana forcing them to take time healing, Potentially even slower healing when using Sloppy + Thana combo, or Good tracking with Stridor and BBQ + more BP. Stab wounds study = quick downs after briefly breaking chase and catching back up, otherwise higher duration and faster cooldowns works similarly. Lunge often during frenzy to maximize distance and speed. Overall Fast, efficient chases with decent tracking, good map pressure, and slower gen progress.
Cons:
Iron Will Counters Stridor, DS hurts, Distortion and Lockers counter BBQ's tracking, and speed healing builds completely counter this build. Thanatophobia only adds 12 seconds to gen repair once ALL survivors are injured, otherwise it doesn't slow down gen rushers enough. Pallet stuns are problematic.
Knowledge = Power Legion:
Distressing
Discordance/Surveillance
Rancor
Infectious Fright
Iridescent Button + Frank's Mixtape or Cold Dirt
Pros:
Gives locations of survivors when a gen is repaired, a gen is completed, a survivor is inflicted with deep wounds or downed. Allows decent map pressure, Survivors have to keep moving, flashlight savers get screwed over, Mori option for endgame with potential for multi-mori if you get DS'd, Lockers and Distortion have no power against you, Survivors get paranoid from Iri Button's map-wide TR effect, can snowball a team quickly. Overall build is Highly anti-stealth.
Cons:
No gen slowdown means you have to end chases as fast as you can, highly susceptible to gen rush, Large maps are problematic, Iri Button's TR effect ends as soon as a survivor is downed with frenzy attack and doesn't trigger Infectious Fright Map-wide so only survivors within 32 meters are revealed, Distressing can confuse survivors but its early warning makes survivors behave more stealthy in the beginning of the trial, Uses Very rare and Ultra Rare add-on's, Many frequent pop up bubbles can be annoying.
-
Last time I used BPS I did so for 2 reasons:
- Was playing Legion and wanted to motivate people to see it through to the end for the sweet bonus BP's they'd get.
- Was playing for best point gain by running around stabbing everyone to max out Hunting, Brutality, and Devious, and planned on only killing 2 at most if the opportunity presented itself. Basically I was just after points, and figured everyone would catch on once they realized I was jumping from survivor to survivor instead of committing.
Results: Everyone DC'd after I inflicted Deep Wound on the first survivor.
Conclusion: I'm just gonna keep saving up the BPS in my inventory until there's a double or triple BP weekend... But I probably still won't use them for that either if the DC epidemic isn't under control. *Sigh* Such a waste.
-
@Darkskies Playing on PC, I'm used to the toxicity, usually get a kick out of it and if it gets too annoying I just close the chat and enjoy the game in peace. First game of legion with my normal build: BBQ&C/SB, M&A, Thana, Stridor + Stolen Sketchbook, and Joey's mix tape had no DC's. 2nd game had 2, 3rd game had none. I'm wondering if the results are a bit skewed however due to the free weekend and lots of new players trying it out though. I'm not used to there being this many games where no one DC's, and even though its welcome, its a bit odd. Either way, I'm gonna keep taking advantage of it while it lasts.
-
5 short games, no perks, add-on's, power was used for traversal only (except once to apply deep wounds at the exit gates for a daily). Results: 3 dc's in 1 game, no dc's in the others. Feedback was mostly positive, but one game was just toxic "gg ez", "learn to play [homophobic+racial slur]" etc. Gonna move on to using my normal build and see if anyone DC's this time.
-
@Darkskies Ok, I'm in on this experiment, will play a few games and update you on the results.
-
@TreemanXD That's not going to stop people from reporting the Legion players for exploiting the bug, nor will it stop them from informing those players via chat messages. For all the survivors know, the Legion player who abused this bug against them did it on purpose, and is feigning ignorance about it. Honestly, if you are playing Legion with these add-on's and notice that nobody is fully mending at about half the game, It's obvious something is broken and you shouldn't keep using it. So even if they haven't had the Fair warning from social media, they will have had direct experience with it, and players complaining/reporting them.
As it currently is, getting reported once for exploiting this bug won't earn them a ban, however if they get reported multiple times for multiple matches, they will likely get banned because at that point: they know what they're doing they know its wrong, and they have no excuse.
-
for your experiment, can we at least use legions frenzy to get around the map quickly? 110% speed killers have a hard time keeping map pressure and dealing with loops without using their power, so instead of using the power for chase and attack, using it as a tool to move around the map quickly and keep pressure should be fine right?