UlvenDagoth
UlvenDagoth
About
- Username
- UlvenDagoth
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
Hide behind the equally bad debris hit boxes.
-
@WTBacon said:
I had an idea, and I didn't like it.
Object of Obsession, except it activates anytime the killer presses/holds down m2, and goes through undetectable. Has a range of 20/28/36 meters, maybe obsession.
No. no. no. NO.
Normal OoO is bad enough.
@The_Werewolf said:
I'm just saying 3 unique perks (like each new survivor comes with) but they deal with specific killer powers (or other in-game elements that are only present/in effect against a certain killer) in minor ways (as minor as possible anyway). I wouldn't want them to neuter any killers, they just help that survivor in a game with that killer.
Behavior would never give us a survivor with 17 different perks, but, for example, one such perk could be "decrease the rate of infection from Vile Purge by x/y/z% and other survivors do not pass on their infection to you", but since survivors are expected to come with only 3 perks, something more general for a survivor so one perk mentions things about a handful of killers, another perk does another handful, and another.
Also, this wouldn't work. Cause then what if you don't see that Killer? Why would you want a perk that may or may not work. On top of that, why would you want perks that anyone can use after making them teachable, that messes up the Killer exactly. This doesn't make a bit of sense man. You are wanting a survivor to give all the other survivors, via teachable perks, bonuses against Killers. No. The Lower Tier Killers have enough things against them.
-
I don't use either on my Legion build.
But when I did, it was Sloppy, Thana, Dying light, and NC.
But out of the two, I'd say Thana cause you want them to feel the need to heal so that Nurse's will show you the aura. If you just have Dying, then they only have the negative if they get hooked.
-
@NullSp3c said:
https://forum.deadbydaylight.com/en/discussion/comment/774549#Comment_774549
You cant, because the timer will go down when you are not mending, and the distance to the killer doesnt matter.
Hmm, but if the mending pauses it, then wouldn't that still mean they can just wait till it's almost gone, then mend?
-
Hmm, well i'd say Thana. Just cause if you have NC you want them to feel the need to heal.
-
I want an "OwO" mask for Ghost Face.
I want an "UwU" mask for Legion.
-
*Legion stun noises*
-
@NullSp3c said:
https://forum.deadbydaylight.com/en/discussion/comment/774543#Comment_774543
This makes it a threat because the deep wound timer is a priority now that it starts to go down right when legion stops the chase on you going after someone else. This threatens that you WILL go down if you start to do something else besides mending. It doesn't completely remove the capability of doing a generator, but surely shortens it by a lot.
Right now, you can simply do a gen with deep wounds, for as long as legion is chasing someone within 32 meters from you. With these changes, this isnt possible either.
NOTE: This is a copypaste of what i've written for the guy that has the same question.
You can 99% a mend then go to a gen, then complete it when it gets low now. I've seen people do this as I play Legion almost exclusively. I think a good change for it would be that you have to mend before you do anything. I mean, I don't want to work on a gen while MY SIDE IS CUT OPEN AND PUMPING BLOOD.
-
Yes, this doesnt seem like it will make DW more threatening and it seems like it wont do anything. Sorry, But I can't see the point.
-
@KnifeaToMeetYaXD said:
In continuation to my previous post, I will also be listing off ways to changes Legion's addons. However do note that these addons are based of MY CHANGES. So an addon that might not make sense currently, WOULD make sense with my changes. Please give any feedback or questions as I will gladly answer them :D
Common Addons:
Smiley Face Pin: Gives Blindness for 120 seconds and is done on Intial FF hit.
Scratched Ruler: No change
Mischief List: Increases Duration by 1 second
Friendship Bracelet: Increase Killer Instinct by 4m, and increase FF movement speed by 3%
Uncommon Addons:
Never-Sleep Pills: Increase Killer Instinct by 8m, and Increase FF movement speed by 4%
Mural Sketch: Increase FF duration by 1.75 seconds
Julie's Mixtape: Increase vaulting speeds during FF by 10%
Etched Ruler: FF refills 4 seconds faster
Defaced Smiley Pin: Gives Mangled for 120 seconds and is done on intial FF hit
Rare Addons:
The Legion Pin: Gives Broken status effect for 120 seconds and is done on intial FF hit
Susie's Mixtape: Increases Killer Instinct by 16m and increases FF movement speed by 5%
Stolen Sketchbook: Increases FF Duration by 2.5 seconds
Nasty Blade: Considerably reduce Mending Skill Check Zones sizes, and increase failure penalty to 50% of Deep Wounds timer
Joey's Mixtape: Increases vaulting speed during FF by 20%
Very Rare Addons:
Stab Wounds Study: Hitting a Deep Wounded survivor with FF reduces the time to 2.5 seconds instantly
Frank's Mixtape: Pallets dropped on the Legion during FF are instantly broken. Stun time from FF and pallets dropped on the Legion during FF increased to 3.5 seconds
Filthy Blade: Tremendously reduce Mending Skill Check zones sizes, and failing a skill check will down the survivor regardless of how much is left on their timer
Cold Dirt: The cooldown time is reduced by .75 seconds instead of .5 seconds for the first 2 survivors inflicted with Deep Wounds
Ultra Rare Addons:
Iridescent Button: The terror radius and Killer Instinct cover the entire map, pallets vaulted are broken, and FF movement speed is increased by 10%. FF duration is reduced by 2 seconds
Fuming Mixtape: Windows vaulted during FF are blocked for its duration and 10 seconds after it. Scratch Mark's and blood are now visible, however Killer Instinct cannot be triggered. Hitting a survivor will injure them or down them if they are already injured. Missing an attack will end the power. Hitting a survivor will end the power. FF duration increased by 2 seconds, charge time is increased by 15 seconds.
Thanks for the read, and sorry for the mouthful X)
Good ideas! You know what? I will put this on the top!
-
@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/774434#Comment_774434
Alright ignoring all the fluff and stuff.
I usually only ever see NoeD used by low to medium skill players in every rank from rank 20 to rank 1. Problem I feel is why would you actually improve when you can fall back on NoeD? It's not a reward for reaching the EGC (lorewise it's great, but it predates EGC). You main Legion, but despite his nerfs you continue play him and from what I gather have good success with him. Just like I do with Pig despite them being "weaker". I'm aware you dont use NoeD based on our previous interactions.
I feel killers in general have a better chance at pipping and getting a 4k with a proactive approach to the game with perks that reward them for downing and hooking survivors. Perks that you fall back on like Bitter Murmur for example rewards you as a killer for losing an objective. These perks in general are considered bad because of the fact they help you afterwards not before.
NoeD imho is the Killer variation of a second chance perk sort of, but unlike survivor second chance perk is extremely unreliable. With the increase to Totem Blood Points, Increase in Small Game, and Inner Strength is becoming even weaker then usual.
In reality when you use NoeD you wont learn to ask yourself these questions "what did I do wrong? Did I chase to long? What did I mess up on? Not protect the gens enough? Did I tunnel? Did I camp? ETC" You've effectively just 4k the game and that's it.
So all in all when I say NoeD is a good perk used by bad killers I'm being quite honest. Normally the killers who use it never would of gotten even a 1k without it.
As for survivors second chance perk we can debate that, but that could take some serious time. So if you want I will reply to them if you want. I have read your Legion thread btw I just haven't got around to posting my thoughts.
Well, thank you first of all for being more level headed now.
You are correct. Most people that use NoED will not ask themselves those questions. The difference is some WILL. I always ask myself those questions with a bad game, and I do not even take the game as a competitive game. Yes, I main Legion and manage to do well with him, with a build that I put together and works with my playstyle. Alot of the lower tier Killers need alot of help.
I agree that you get more pips and such with a proactive game, but alot of the times... like if you don't have much gen slowdown for example... you CAN'T have a proactive game. Even as well as I do at times, some times 2-3 gens pop before I can down someone. Map was too big for a lower tier Killer to cover or some such. IN that moment, I could see the reason some people feel NOED might be needed. Some games you feel powerless as Killer, and that's not fun at all.
As you said, Survivors have very reliable second chance perks. While the only one Killers have is very unreliable, as you yourself said. Don't you think that is a problem?
Yes, take your time to make a thread about the survivor second chance perks and I'll give you feedback there. Also I am happy you read my thread. I hope to see some ideas from you there, just please keep the "Rush Down" playstyle if you come up with a rework or something.
-
I use Thrilling, Surge, and Corrupt.
-
I play without Ruin. I have to use Corrupt + Thrilling +Surge + STBFL to make up for it though, so there is still something very wrong.
-
I'd love to see it get a buff. I enjoy the perk but it doesn't do enough right now.
-
@Rex_Honeycut said:
https://forum.deadbydaylight.com/en/discussion/comment/774095#Comment_774095
Hahahaha nice one. I might have misrepresented myself when I said, "I play Freddy a lot and I still support his snares being nerfed."
I should have said, "I wreck s**t day and night as Freddy, even in the red ranks. I know I'm not *that* good at this game. Give these survivors a chance, nerf the snares."
And being in the red ranks doesn't qualify anything. If you play long and mediocre enough, you can get there.
All you did here was make me not interested in anything you say.
-
@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/774239#Comment_774239
Ya I know how the game works man you dont have to tell me lol. Funny how some people get so triggered when you actively say NoeD is used by Bad killers and suddenly it's up in arms by a few super defensive players. Then justify how you can't play the game because they can't.
All on saying is why use a perk that is actually commonly used by bad players because of there shortcomings. It rewards failure on the killers part to prevent the objective from being completed. Unlike some perks which are far more powerful which requires a killer to actually be good enough in the match to get downs and hooks.
Adrenaline is better then NoeD will ever be and honestly at least that rewards the team for successfully doing well or EGC starts and you get yet another free chance as a survivor. Your right that survivor may of done nothing, but the team probably did.
It is a fact nor biased rhetoric btw lmao. I dont use NoeD because I never needed it to hopefully secure a kill i didn't deserve to make me fill better. If I didnt play well as a killer or as a survivor I dont need a perk to make up for that.
Forgive me if I take what you say with a grain of salt. You seem to have some survivor bias there.
You try and trigger people, then laugh when it works. I've seen you do this a few times. How about we stick to facts and not try and annoy the people we are talking about to "win."
Alot of perks are used by "bad players" alot of people on survivor side use DS, DH, or Adren to make up for there own mistakes. Kinda like "Opps, I mess up that loop, DH!" or "Oh I got downed again, I hope he picks me up so I can DS him." or "I'll hop in this locker cause I have DS and it will waste his time, or he has to leave and let me work on the gen here." things like that. You can not just say that "Oh you use this perk so you are bad." That is not how a perk system works. To tell someone not to use a perk cause of your own judgement is wrong. You also can't say "At least the team did something" in response to a Killer perk, like your argument for Adren, because the Killer is ALONE. He doesn't have a team to carry him, he just has to do it on his own.
Before you say anything, I don't use NoED. But your arguments are biased, even if you say they are not. Why? Cause no human can ever really be non-biased. NoED in my opinion isn't to "Secure a kill" to "Feel better" it's to be stronger in the EGC and be a threat during that time. It makes sense lorewise.
-
@Karltastisk said:
https://forum.deadbydaylight.com/en/discussion/comment/773006#Comment_773006
Couldn't find your thread but here's one of my legion thread.
https://forum.deadbydaylight.com/en/discussion/80399/the-legion-needs-some-work#latest
Come on by and take a look! If you have an idea that keeps the "Rush Down" playstyle (Or blitz attack... you know what I mean. The Legion feel) i'd love to see it there!
-
@Mochan said:
Terrible idea.
Remember when killers were complaining about healing, so they nerfed healing across the board.
Then survivors started genrushing. And killers are 1000% unhappier now than when survivors were just healing.
Be careful what you wish for.
I mean, don't be offended if i take everything you say with a grain of salt. You seem very heavily survivor biased.
Survivors were genrushing even before the healing "nerf" and healing with med kits just got buffed. This whole thread is a suggestion based on what he sees. Is it going in the game? Prolly not if we are gonna be real, but there's not reason to just come in here and say it's a terrible idea with no real reasons. Please, if you disagree, give more reasons. Maybe then I would even agree with you.
-
Yes it should be changed.
Yes, we just want to have fun.
-
Keep the good ideas coming! I love seeing everyone so passionate about this like i am!
-
got ya!
-
I've had people DC cause I hit them with FF... Just one tap of a knife and they leave. It's just.... so stupid man.
-
alright cool! If you are happy with it i'll put it in my thread too! Thank you and i'll be sure to credit you!
-
@Aven_Fallen said:
There are several things I dont understand. Not, because I am dumb, but because I simply dont get why people think they are a problem.
First of all, the old DS should NEVER come back. It was simply a Broken Perk, even more broken than MoM. That is because of two things:
First: When someone was the Obsession, you had to either dribble him or leave him on the Floor, if you were not in the situation where you can afford to eat the DS-Stun. Leaving him on the Floor could result in one Survivor never hooked during that game, which is a full-game immunity (and not only 60 seconds, or 120 seconds, when we go for two Hooks). Because it might be the case that there is no point in this game were you can afford to take the Stun.
Second: Non-Obsession DS, which was way more Bullshit than Standard-DS. You go for a chase, it is longer, but at least this person might not have DS. You get the down, you might even get a Basement Hook here-->Boom, this person had DS and you lost all of it, without having an indicator at all.
Because of those two aspects, old DS should NEVER return.
Regarding new DS:
I feel it is necessary. In fact, I never play characters without DS anymore, because I have seen, when nobody has DS or when you yourself do not have DS, the Killer will tunnel. Had it one evening, where I got tunneled 6 times in a row, while I wanted to use BP Offerings on some characters before prestiging them. Killer noticed that I do not have DS the first time, so they had no problem with tunneling me after the second Unhook. So, in my opinion, you need DS as a Survivor, because while there can be the possibility that you are at some structures to use them (this is why it should never pause in a chase as well), it might also be that you are somewhere where is nothing left to work with.
Now some things:
"It is 60 seconds immunity"-->Yes. But this does not mean that all 4 Survivors have 60 seconds immunity. And it is not even immunity at all - they cannot be hooked for 60 seconds. They can be slugged. A slugged Survivor is the same as a hooked Survivor, when it comes to Map Pressure: They cannot work on Gens and someone needs to get them up, which means that at least two people are not working on Gens. You should just not go for the unhooked, person, there are 3 other Survivors, which do not have DS at this point. Its not like the Killer is stunned for 60 seconds.
"But when I hook someone else it should disable!"-->No. If you slug the Survivor who just got unhooked, you still tunneled. Tunneling does not mean hooking the same guy two times in a row, tunneling means that you go after the person who just got unhooked. And thats what happened. And besides that - with all the Stories here, where Killers downed two other Survivors and still got hit by DS... If you are downing people that fast, you should be fine in that match anyway.
"DS Timer should be reverted to 3 seconds"-->No. Back in the day when it was 3 seconds, it was too short, even without Enduring. The animation to escape the Killers Grasp is like 1,3 seconds. Lets say it is 1 second to make it easier. So a Survivor covered 8 meters - which is nothing. So even without Enduring, DS was pretty much useless with 3 seconds Stun. People started to use it frequently with 5 seconds Stun.
"But when they have DS active they can do stupid things like Unhooking People"-->Thats true. But you can lunge at them to down them. And even if they manage to unhook, go after the unhooked person, it should not take that much time to get them, and now you have one guy on the Hook again (the one who already used DS) and one guy slugged nearby. Congratulations, they just screwed their whole team with that. Yes, people can unhook then, but it is just a Trade, you will at least have one guy on the Hook afterwards (who does not have DS anymore).
"But they can go into a locker"-->So? Dont follow the unhooked guy in the first place, when you were nearby the Hook anyway, the Unhooker should also be injured. And if they think it is clever to spend 60 seconds in a locker... Sure, they are not doing Gens and will still be injured afterwards. And even if they have Inner Strength, you can pull them out to get rid of their "free heal". And once again - maybe you are good enough in that game to take the DS or wait the 60 seconds in front of a Locker.
However, there are two problems I have with DS:
First: End Game--> It is a free escape. Maybe really make the Cypress Mori Baseline so that you can Mori that guy that might have DS.
Second: It does not have a meaningful effect on strong Killers. Now it is 5 seconds stun, minus the 1,3 seconds animation, it is 3,7 seconds or lets make it 4 seconds, to have it easier. This is 16 meters for a Survivor - what is that for Spirit? Or Nurse? Nothing. The two best Killers (which will still be Nurse and Spirit, even after the Patch) can take a DS without any problems. So a strong Survivor Perk does exactly nothing vs those two. And this is not the problem of DS...
tl;dr: DS is strong and probably the strongest Survivor Perk. But it is not the case that it is broken and it can be played around (with the exception of End Game).
I see you say all of this, and I just get flash backs to getting hit with DS when I haven't tunneled anyone. Just cause they had like 4 seconds left of a 60 second timer. Sorry, I don't think I can ever agree with you on this, but it's okay. People can disagree. The main thing is all of your points are from the survivor side. Do you know the Killer's side well enough to give a good, nonbiased view from there too?
As I said to another guy, the locker normally gets used on me more when I am patrolling gens and happen to find the person again. They hop right in that locker, but I know it hasnt been 60 seconds. What do I do? Let them be so they can get out and work on the gen? Eat the DS and start a whole chase then?
What do you mean there can be only one DS? I hope you mean active cause otherwise, i have to point out every survivor can and will bring DS.
Do you play on PC? If so I hope we meet in the Fog so I can let you have a game where you don't get tunneled, camped, or even barely Slugged. If not, i'm sorry console is like that.
Also, you said in your 60 seconds argument "Yes. But this does not mean that all 4 Survivors have 60 seconds immunity. And it is not even immunity at all - they cannot be hooked for 60 seconds. They can be slugged. A slugged Survivor is the same as a hooked Survivor, when it comes to Map Pressure"
then say in your Hook disable "No. If you slug the Survivor who just got unhooked, you still tunneled." You also say "But when they have DS active they can do stupid things like Unhooking People-->Thats true. But you can lunge at them to down them. And even if they manage to unhook, go after the unhooked person, it should not take that much time to get them, and now you have one guy on the Hook again (the one who already used DS) and one guy slugged nearby."
So which is it?
I do at least agree with you on the EGC part. Other than if it's Cypress Mori base, then the others will wait or do there best to NOT let the slugged DS person be last in the game. IT would help, but I think they would have to change something about Moris first. Maybe make them effective in EGC to everyone? I mean, at that point you should just be running for the gates anyway, and that might stop some of the gate taunting. But I have NO idea if that would be balanced or not, as I am not a game designer.
Also eating a DS is bad for any Killer, but I'll let you alone on that one. I don't play any of the Top tier Killers often (Or Nurse at all cause her blinks make me wanna hurl) so I can not really comment on it.
-
@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/773545#Comment_773545
Thanks, man. It's nice to know it's appreciated.
"I also agree with DS not working in EGC, though I'm sure many... people would disagree."
Eh, let them disagree. DS's purpose should be to prevent a survivor from being taken out of the match early. If the EGC is active, then it's too late for the survivor to be taken out early.
When I started equipping DS for a while, it was just because I was tired of getting tunneled out of the game before the first gen had even popped. That's all I wanted DS to help with, and I think that's a perfectly reasonable utility for a perk. It doesn't need to be more powerful than preventing being tunneled out of a match early; it shouldn't be more powerful than that. Sixty seconds of immunity late in the game just 'cause the survivor screwed up and got hooked... well, that's kinda crazy.
"That would be as bad as Moris being base kit or something."
Cypress Mori being base kit would be kinda nice. The mori animations are more fun than the hook-death animations, players should get more chances to see them.
You have a good point there. That one mori wouldn't be too bad to be base, case if you get there well you've not alot of chances so you might as well get to watch something cool for it.
Also I 100000% agree with you on how you worded DS and it's uses there. It should help you in the early game, not guarantee you an escape cause you got hooked in EGC.
-
@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/773624#Comment_773624
You gave me the impression that this is what you do lol
No! not even close! I can give you hours of footage of me not camping, tunneling, or even slugging much! Hell even the VOD of my stream tonight proves it. Woooo, smacking someone down then stare at them for 60 seconds would get you so doomed on gens
-
@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/773507#Comment_773507
Yeah I know, that's what is needed. We all know that bloodlust is a band-aid from 2016. I just don't get how people see the unsafe pallets as totally balanced whole bloodlust exists at the same time. The unsafe pallets are only becoming balanced once all maps are fixed and bloodlust can be trashed away from the game.
Till then, they can't do anything else. So, welp I have no more input
@Aven_Fallen said:
Thing is, Skill for a Survivor is not to use a ton of safe Loops to waste the Killers time. The difference in Skill for Survivors is, how many Pallets he has to use. If Survivor A uses 5 Pallets to waste 3 minutes of the Killers time (as an example), he is not as skilled as the guy who uses 3 Pallets to keep the Killer occupied for 3 minutes. Of course this does not include running Bullshit Windows like Ironworks, but whatever.
Regarding the new Maps (I count Hawkins and Badham): If all Maps will have this Pattern, there need to be some adjustments. For example, for Badham and Hawkins, Bloodlust needs to go. There is really no way to justify such a mechanic which only has an effect when someone presses "W" instead of trying to play some of the unsafe Pallets. And there are many of them, both Maps have a Shitload of Pallets, but I think only 2 are really safe on Hawkins, and 6 on Badham (Shack, the two-storage Buildung, the Buildung with the Basement, and the School). The rest is unsafe and if a Survivor tries to play them, they will get a Hit. But Bloodlust makes it way to easy to get this Hit, just wait until BL3 kicks in and you got it, instead of trying to adjust the movement as Killer to bait the Survivor into a Mistake (which would actually be somewhat smart, because general Looping results in the Survivor mirroring the Killers Movement, but this would actually be a Mindgame).
Also, if all Maps will look like that, Spirit Fury really needs to be looked at. Pallets which need the Survivor to get the Stun should not be broken instantly, resulting in no Stun at all. Currently, Spirit Fury/Enduring is not used that much, but if Maps get more Pallets, but only Unsafe Ones, it can be problematic.
Personally I would like to have a chance to get away during a Chase, but the way the Pallets are structured, this is quite difficult to lose LoS to the Killer. Hawkins is still quite open when it comes to LoS (at least you dont have that much time to go away, since the Loops are really Short, so if the Killer decides to walk around the Pallet, you will not have that much distance to actually hide), and Badham has waist high-Structures, which do not really help with hiding.
I am pretty sure once the maps are done, BL will be taken care of. SF I hadn't thought of though, so I hope they look there too.
-
@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/773496#Comment_773496
The idea is to LEAVE the slug and patrol gens. And not stay on top of the slug for 60 seconds while the others can pop gens. You apply automatically more pressure with slugging.
Who in there right mind would stand on one guy for 60 seconds? That's not even close to a good enough play to even be considered. Why are you even saying it?
-
@LordGlint said:
This is crazy salty behavior though. Wish everyone would just learn to take the good games with the bad.
Agreed
-
@Mochan said:
Unsafe pallets are fine. In my opinion most maps should have almost no safe pallets. There should only be two or three strong pallets and vault areas in a map.
BUT in return the devs should focus on making the game more stealth-friendly again for survivors.
This i can agree with.
-
@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/772704#Comment_772704
Those perks tell all survivors for one reason. Unbreakable is nowhere near the same power level as NOED or Haunted Grounds or Devour Hope. Those perks tell everyone because they are extremely powerful and if no one knew that the killer had it outside of the person who was hit with it, then they would simply play as normal and the killer could EASILY get a 4k. Like so easily it's nothing. Do you know how easy the game becomes once Devour Hope is triggered? The game is pretty much won. Yeah, it takes a while to get the ball rolling and doesn't happen very often, but when it does, you don't even have time to look for the totem(plus the killer knows where it is). With NOED it's the same thing. A 3 escape would turn into a 4k EASILY if no one actually knew the killer had NOED. This is the same as a survivor using Dead Hard. Once they use it the first time the only thing they can do is use it to close distance, and even the first time most killers expect it(as I said, you should always expect the unexpected, and if you did, then all of these thoughts of it possibly being overpowered would go away).
As for the one time use perks you mentioned, they all happen at a specific point in the game. Haunted Grounds happens when you cleanse the hex(and it's a hex perk, of course it's a one time perk). Blood Warden happens after the gates are opened, and I don't think I need to explain WHY Corrupt Intervention is a one time use perk. It's literally impossible for it to be made a multiple use perk. Unless they made it where they were blocked off when you hooked someone for significantly less time, but that'd basically be Thrilling Tremors. That said, if you want Blood Warden to happen multiple times in the end game, I'd be totally fine with that as long as Unbreakable was made multi use. I thought that was strange that it only happened once anyways but I can kinda see why it is the way it is, it's still miles more powerful than Unbreakable.
https://forum.deadbydaylight.com/en/discussion/comment/772902#Comment_772902
I said that, because if a survivor has Unbreakable and DS, and you don't want either of them to work against you(as in you don't want to be hit with DS or Unbreakable despite them bringing it), then you're saying they should only have 2 working perks, and that's even discounting Adrenaline if they brought it, which is essentially not a perk until endgame. THAT is how I got that from your post. You're saying you don't want to be hit by Unbreakable or DS, and claim they'd be OP if they were multi use. If you don't tunnel or slug, then you will never be hit by either. Also trust me, one minute is NOT a long time. Most games last probably around 15 minutes. If you hooked 4 people 3 times and ended chases by one minute per survivor that'd be 12 minutes for all four survivors(and we know that doesn't usually happen, someone usually dies on second hook or even worse first). If you're hit with DS, you may not have intended to go after them, but they didn't have enough time off the hook for you to hook them again. If you think of it like that, then it's easier to understand. And if you slugged someone right after they were unhooked, it's still tunneling. This is why unbreakable would not be OP if it was multi use. I'm not saying you DO do this, obviously, but if you were hit with DS, you tried to hook them ENTIRELY too early(You couldn't have even given them a full minute off the hook if you were hit with DS). As for the "locker thing", if you're not chasing them, then they wouldn't have had to run into a locker to get you to be hit with DS to begin with, which again, would imply tunneling. They only get into a locker because people leave them on the ground AFTER tunneling them so they aren't punished for doing it. It's not some bully tactic, it's actually a defense AGAINST a killer related bullying tactic.
I understand you think it might be too strong when combined, but I honestly think it wouldn't. Unbreakable rarely even gets to be used the one time, which is why I don't bring it. At least with DS I have ways to make sure it gets use if someone is trying to tunnel me while also avoiding it. As for No Mither having downsides, I'm sorry, but No Mither's downsides FAR outweigh it's plus sides. Like so much that people call it the "Hard Mode" perk. If that doesn't tell you just HOW BAD No Mither is, then I don't know what to tell you. So if the ability to pick yourself back up unlimited times is so strong, why is No Mither considered a "Hard Mode" perk? If it's so strong, it would be meta, despite it's downsides. The ability to pick yourself back up is minor. So much so that even Unbreakables rarely actually happen the one time. But sometimes you might rarely run into that one killer who slugs everyone all game, and when that happens, you need to unbreakable more than once, and without No Mither, which again, is a perk that literally gimps you so far that it's not worth taking if you actually want something to BENEFIT you, that just isn't possible. It doesn't help that No Mither basically tells the killer "Don't leave me on the ground or you'll regret it!". Those types of games are 10 times more miserable than any game you could possibly have as killer, and there is no way to counter them without taking a perk that halves your chances of survival.
My friend, I think you read what I was saying wrong. I do want to point out I never Slug, Tunnel, or Camp if I can help it and have many hours of footage to show you if you do not believe me AND I STILL GET HIT WITH DS. I don't mind DS and Unbreakable being used at the same time. It would be silly to be upset with that. It's two perks that work together. But having them work more than once would be very very bad balance wise. You could just get up forever or DS every time you got picked up. That would be very very unfun for the Killer and very very OP.
The "locker thing" is used on me when i patrol gens and the person that got unhooked hops into a locker. What am I to do? Leave them so they can work on the gen? Eat the Ds? How am I bullying them when I am patrolling Gens? You seem to not understand that people abuse in game mechanics on both sides. Like using BT to body block for someone else, or DS to do the same. Not even counting the Locker thing and then Headon after the DS for giggles.
I am glad YOUR games last 15 minutes. I've never had one get that long, Myself.
60 seconds is a very long time if you consider that a gen, being worked on alone with no perks, toolboxes, or great skill checks can be done in 80 seconds.
Unbreakable being multiuse would be OP. It has no drawbacks and the Killer would have NO idea you had it.
You can miscount by 2 seconds of 60 and get hit with DS.
No mither has such a downside BECAUSE you can get up infinitely.
Also, have you felt the misery of being a Killer that gets bullied or has 2-3 gens pop after catching and downing one guy cause you arn't one of the Meta-killers and Loops are insane? I don't think picking a perk willingly is more miserable then that.
I think you are looking at this one one side way too heavily, and I'll admit I might be doing the same, But I can not honestly understand WHY you think it's okay for them to be multiuse. How you can't see how that would be abused. I would like to see your feed back on my reasons.
-
@KnifeaToMeetYaXD said:
I've been following this thread for a while, and I'm glad to see a big Legion thread has been created. Hopefully the devs pay these ideas a thought.
My ideas:
Frenzy: Increase vaulting speed back to original speed. Increase speed to 135% but lower length by 2 seconds. Reduce cooldown to 3 seconds. Every successful hit on a non-deep wounded survivors reduces cooldown by .5 seconds. Missed attacks reduce 50% of the meter. Landing a successful hit no longer reduces the power gauge. The power gauge now refills in 15 seconds instead of 20. Terror Radius is reduced to 24 meters during Frenzy. The red-outline on survivors marked by Killer Instinct will be displayed once again.
Deep Wounds: While inflicted, the survivor can not preform actions such as repairing, healing others, or breaking totems. Mending now has skill checks. Failing a Mending skill check will interrupt the action and reduce 30% of the meter, or down the survivor if there is less than 30% remaining. Deep Wounds Time reduced to 10 seconds. Feral Frenzy attacks reduce Deep Wounds by 2.5 seconds, however the meter cannot be reduced under 2.5 seconds this way. Deep Wounds reduces while mending, however, the survivor will not be downed if they are mending when the time reaches 0, but while be downed if they cancel mending. Mending time is also increased by 5 seconds.
I am more than willing to hear feedback or justify any changes people may have inquiries about. Have a good one.
Honestly I rather like these changes. The mending ones for sure! I like that you get a reward of reducing your stun after FF if you hit people. It really makes it feel more rewarding. I think this would be a GOOD idea for smaller changes that would help Legion so it's going to the front page! Let me know if you edit it any!
-
@Mochan said:
You don't need to tell me how to counter BBQ. I have played thousands of matches against it. Also the "counter" you mentioned isn't something a solo can do. How would a solo know that no other aura other than his own is visible? And a smart killer will know that someone is camping the hook in that case.
I am saying the aura reading needs to go. It is a too powerful perk that does too many things for the killer. It needs to be nerfed.
I do not use BBQ, but I do not think it needs to be nerfed. It encourages the Killer to go chase someone else, and it only gives a bit of an aura that you can avoid, for 4 seconds. It is not in anyway OP and I do not understand how you can think it is. Even Billy would still have to CATCH the aura once he got there. I am sorry, but I do not follow your reasoning at all.
-
@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/773527#Comment_773527
I usually go out of my way to avoid tunneling. I'll slug, because I need to do something to slow the game down, but I don't tunnel and sometimes I'll let the survivors get free unhooks, depends on my mood and how the match is going. I don't get hit with DS too often, but it does happen which is how I know it's a problem, because if it can happen to someone who plays like me then it can definitely happen to much better killers who don't tunnel.
I witnessed a Mikey pull a Claudette out of a locker only to get hit by DS and then Head On'd. He sacrificed everyone but the Claudette normally, saving her for last and mori'ing her. He'd burned an Ebony, so he was definitely making a statement by singling her out. I'm actually kinda sad I didn't record that match, woulda been a fun one to post on YouTube in retrospect.
DS shouldn't even activate at all during EGC. You can't tunnel during the EGC, and no perk should basically provide a guaranteed escape just by equipping it. Especially not when BT already does that, becoming OP if an exit gate is open, but at least BT has to be equipped by someone else. DS doesn't require teamwork.
Can I just say it's nice to talk to someone so level headed as you? You can see from all sides and really put thought into your responses. It makes it rather enjoyable to talk to you.
I have had a few of my more... steam rolling moments get me a DS to the head. It's how I play the game that gets me with it. I play fast and pick up every down for a hook. I feel like it's how Legion would work if they could play themselves. I don't like how it can be used out of a locker to ensure a huge momentum lose to the Killer. I don't like how it is almost necessary to count for everyone cause you don't know if that David over there misplayed and got in front of you or he's been holding a rock and snickering for 53 seconds.
Also, that Mikey sounds like what I would do if that happened. I almost never burn moris (unless stream demands it or it's less than an Ebony) but whoever did that to me would be in for a very bad time. Not in a toxic way or anything, but I would be sure that they knew that it wasn't acceptable.
I also agree with DS not working in EGC, though I'm sure many... people would disagree. I don't like overly OP things on either side, and being able to be like "Nope, I'm getting away and there is nothing you can do about it." seems rather OP. That would be as bad as Moris being base kit or something. You can be assured I'd be saying no to that too.
-
I just want to say again here, that I think the main issue is most Killers have a difficult time "Applying Pressure" to handle people that only focus gens. The lower Tier Killers need help and the maps need work. Can you make a lower Tier Killer work with alot of practice? Maybe. Is that a good enough reason to not buff them? No.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/768452#Comment_768452
Actually I kind of do complain about that, but this only happens when the survivors are ultimate poatoes or when I'm very very lucky. I don't like to play against potatoes. If all players are bad at the chase game it bums me out, I tend to let them do the objectives, open the gates and maybe slug them and let them crawl out. That's the only thing to be said for SWF teams: they always have ONE good runner.
These games are the exception.
A lot of game are "normal" : survivors do gens while I'm chasing them and the game ends "balanced" from 1k to 4k with one or no gens left. These games are usually fun.
But in many games gens are popping by 3 or 4 and are over so fast all I can do is down one and wait for the rescue. These games are usually run by SWF on coms, which is easy to spot once you have downed one and see all of them incoming in a few seconds.
It seems that most of the DbD imbalance problems gravitates around the unfair advantage of SWF on coms.
I, for one, Like a good back and forth match and not a stomp either way. I'd like to see DBD get there.
-
@Rin_is_my_waifu said:
The future of the game is at risk if they keep nerfing viable killers.
And I don't know if you realised it but you encourage DCs with your post.
This I can also agree with.
@Auron471 said:
I think some of the pallets in Hawkins goes a bit too far when it comes to being unsafe, b/c a large amount of them are completely worthless. Im fine with unsafe pallets, but BHVR needs to change the bloodlust mechanic if this is going to be the design for future and reworked maps.
They said they will be getting rid of BloodLust when they get done reworking the maps as they don't like bloodlust, but it's needed till the maps are fixed.
-
@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/773503#Comment_773503
I agree with you, 60 seconds of immunity feels like too much as killer when gens only take 80 seconds. It also promotes really bad plays from some survivors because they know they can get away with it: survivors can do things that should get them punished and instead it punishes the killer. Or a killer can play well and not tunnel and still get DS'd because 60 seconds is a long time in this game.
It's unfortunate, we know tunneling when we see it, but it's hard (or impossible) to create a definitive set of rules so that the game code can recognize tunneling when it occurs. Keeping it simple makes it either too powerful or too weak, but increasing the accuracy by making it complex means players will get confused by how the perk operates.
I suppose so. I never tunnel if I can help it, I never Slug if I can help it. I never camp at all, unless the survivors are running around the hook. I have hours of footage to show this. But I STILL get hit with DS. It's such a pain. I can't keep track of what could be 4 different timers of 60 seconds.
I will admit I don't know how to balance it. But I can tell you it is the most annoying thing to have a guy hop on a gen cause he knows I cant do anything, then jump in a locker cause he knows I can't do anything. I've not got Head-On'ed after that yet, but I can imagine the annoyance. I already get DS'ed by my own power (Legion main, of course) and that's annoying enough. It's also rough during end game collapse cause you just have to watch people crawl out just cause I can't do anything.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/773481#Comment_773481
do it and basement bubba will be god tier
Hmm, that is a point. I don't think about Bubba much cause no one plays him much.
-
@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/773003#Comment_773003
Bloodlust? Any 4head can down a skilled player. Just bloodlust them. That's not how a good game should be designed.
Devs have said they don't like Blood Lust but because of maps being badly designed they have to keep it in to band aid it till they can fix the maps. Which means making more maps into unsafe ones.
-
@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/773481#Comment_773481
There's a legitimate concern that killers could abuse that (survivor gets unhooked, killer slugs them, hooks someone else, and now boom, the slugged survivor's DS is deactivated).
The best would be: if there are 4 survivors left and 2 are hooked, DS deactivates; if there are 3 survivors left and 1 is hooked, DS deactivates; if there are 2 or fewer survivors left, tunneling is not a thing and DS doesn't activate at all. However, that's probably too complicated; I mean, some survivors have trouble understanding that BT activates based on TR and not proximity.
As stated, I merely think 60 seconds is overkill. This is all conjecture anyway as the Devs have no plans to change DS.
I will say I do like your Idea though. It is a good way that I had not even begun to think about.
-
@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/773481#Comment_773481
No, this could be easily "exploited" by having another one slugged and hook him first then go to the other who basically got tunneled and pick him up without fear cuz he can't have DS anymore. Stupid idea. Would just make camping even more rewarding and also would make playing solo more annoying with the potatoes doing unsafe unhooks.
I would ask you, how many times you have two people slugged at one that you can easily hook like that? I rarely get into those kinds of situations, though admittedly I almost never slug.
I would also ask that you don't just dismiss my idea as stupid.
How would you balance it then without just slugging the DS guy or leaving 60 seconds of "haha you can't pick me up." ?
Please keep in mind that a gen with no great skill checks, tool Boxes, or perks can be done alone in 80 seconds. This is why i base the 60 seconds as too high, because it is most of the base amount of one of the objectives.
-
@DeathEscape said:
https://forum.deadbydaylight.com/en/discussion/comment/773446#Comment_773446
For balance purposes
This will make frenzy a Risky power but i think its fair
Why is there a fatigue after the stun though? Pallet stuns already suck.
-
I merely think 60 seconds is too long. It should disable after someone else is hooked.
-
Hangman's Trick.... really should just add barbs to the hook too, like slow down unhooks?
Never understood how it was so easy to get them off the hook, and why there was no barbs, but that's just from the lore side. I get it gameplay wise.
I like alot of these changes, Thrilling and Surge combo is scary on some Killers...
-
@DeathEscape said:
https://forum.deadbydaylight.com/en/discussion/comment/773414#Comment_773414
is getting stunned by pallets ends feral frenzy a good idea? @UlvenDagoth
Well, being stunned ends alot of Killer Powers so yes, it makes sense.
-
I just wanna say that most maps with most Killers, a decent looper can get enough time wasted for 2 gens to pop.
But you say that unsafe pallets will kill DBD.
I'm not sure exactly what you are thinking of with that, but I will merely say you are very wrong.
-
@bubbascal said:
https://forum.deadbydaylight.com/en/discussion/comment/772750#Comment_772750
Either her or Ghostface. Spirit getting nerfed will lower the bar for what "OP" is considered.
You can make any Killer in this game sound OP if you word it right, no joke.
"Ghostface needs a nerf!!! He can't be looped because of his power and he can move freely without a terror radius and grab me off gens!!!"
"Plague needs a nerf!!!
P3 ClaudettesSurvivors can't hide from her when fully infected and her power takes no skill to injure someone with!!!"Like, people ignore a Killer's strengths and focus on their weaknesses until the bar is lowered. Then that Killer needs a nerf, is too OP because they can actually DO something and Survivors want to loop Killers for 5 gens without getting damaged at all, then teabag at the exit gate...
I have a suggestion: Name a Killer to me and I'll find a way to make them sound OP and "worthy of nerfs".
Legion
-
I am curious why you removed vaulting pallets and KI
-
@DeathEscape said:
https://forum.deadbydaylight.com/en/discussion/comment/740597#Comment_740597
Nice work its good
Make sure you tell @TWiXT That too!