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TheDeprived

TheDeprived

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TheDeprived
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  • There are alot of outlaying issues with legion's current base kit, I agree with that, like seriously a healthy teen cannot run for more then 20 seconds without losing vision is on the small level of a lass that can blink through solid objects? Completely logical. Maybe I'm bias as a legion main, but for the overall health of the killer there should be some changes.

  • Both.(R1 on both) While I prefer killer, I tend to play both regularly. Understanding both sides and how each one thinks makes the game overall easier to get the hand of. Generally it also gives you an idea on what is an issue for the game rather it be health or balancing wise.

  • Well said mate. Hopefully they will listen.

  • @Almo said:

    Full article on Ruin:

    https://forum.deadbydaylight.com/en/discussion/117488/designer-notes-doctor-gatekeeper-hex-ruin

    Short version:

    We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified: 

    1. Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better. 
    2. The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer. 
    3. Its inconsistency due to the random nature of the appearance interval of skill checks. 

    There is alot of issues within the logic provided here and even in the question itself. Someone else highlighted the flaw in the question aspect and some outlined a little in the "key issues."

    1. If players are in red ranks and know they cannot themselves play against Ruin effectively they have the option to hunt down the totem and cleanse it. Its in the players' choice and knowledge of their own playstyle to play against a weakness. Also the Veteran play could look for the totem themselves, move to another gen (which is more effective then sitting on the same gen in most instances mind you.), or just man it out considering 5% isn't that much when two people are working on one given gen.
    2. There are perks currently in the game that work with this same logic in mind. Examples: Corrupt Intervention, Hex: Retribution, Hex: Haunted Grounds, etc. While the effort is minimal for using these perks they always have a risk to them. Hexes can be cleansed, Corrupt Intervention has a timer and once they are gone. They are gone for the rest the game meaning you now either have 3 or less perks remaining.
    3. There are other perks in the game that use the "inconsistency" of skill checks. Examples: Autodidact and Hex: Huntress Lullaby.
  • Looking closer at what was said in the patch notes, It says you gain a charge for Bubba every few seconds. How long is every few seconds? Also if you slow the video down to .25 speed and look after Bubba finishes Tantrum right as the video starts to transition over to his new chainsaw sprint, it shows he has zero stacks for his chainsaw. Does that mean Bubba loses his stacks if he goes into Tantrum?

  • Lets see what they do first with the add ons, but I'm personally hoping that one iridescent add on is something along the lines of Light-weight engine/chassis. Where Bubba does't lose movespeed when revving the chainsaw, but the chainsaw can only down one survivor before going into cool down.