Avatar

UlvenDagoth

UlvenDagoth

About

Username
UlvenDagoth
Joined
Visits
0
Last Active
—

Comments

  • @TAG said:

    I think one way to push things in the right direction is to make it so only one Survivor can escape with a Key at a time. After someone opens the Hatch with a Key, they escape and the Hatch closes. Even if there are only two people left and one escapes with the Key, Hatch still closes and that last Survivor is SOL unless they also have a Key.

    Now this is a bit better. Though some achievements would have to be reworked.

  • @Sylorknag said:

    It's bad enough that survivors get a last chance mechanic in the form of the hatch, no need for this stupid pandering thing called Keys.

    Was doing a decent job at locking down a three gen perimeter with Bubba just to get a big

    "fk YoU, DeVs gaVe Us KeYs".

    Side Note: No need to be so rude. It's a game. Take some time to chill.

  • @Slaymore said:

    Want to get rid of keys? Stop hatch closings, period. The bias is already killer sided.

    I find it really interesting how you say in most of your posts that "The Bias (or Devs) are Killer sided." When alot of people disagree with you. Oh and that your replies never "Quote" the person to let them know you are insulting them (most of the time)

    Let's take a moment for common sense.

    Do the Devs want to favor one side so the other side quits and there game dies, thus losing them ALL the money they get from the game?

  • @Slaymore said:

    I play killer - heat that, PLAY killer. You are not entitled to a 4K. Slugging is pathetic as well as camping and they did nothing about that either.

    Oh hey, just noticed this.

    So, slugging is pathetic? Its a tactic and needed for "Pipping" that alot of people like. I think it's really rude of you to call anyone that does Slug "pathetic" when all i've seen you do is get on here and whine about things. Slugging is used cause A Killer can not be in 4 places at once, Like survivors can.

    I'm not entitled to crap. I just want a good back and forth match. But buddy, if you are the one of the last two, imma put ya down if I feel like it. (Which I normally don't. I'd rather have the fun "Can I find the hatch before you do." chase)

    Camping is punished by doing gens. Does it suck for the guy on the hook? Duh. Can the rest of you get away cause of it? Yes.

    Guess two things I don't do, and can give you hours of footage to prove it?

    I recommend that you take some time and chill.

  • They are working on fixes at all times. Don't assume that you can just pop out a fix. Let me give you a joke used in programming circles.

    "99 bugs in the code, 99 bugs in the code. Take one down, patch it around, 157 Bugs in the code!"

    Unless you are a licensed programmer, there is no need to bash BVHR when they are working to make the game better using there data. Things take time. Be patient. I'd rather them take the time to MAKE SURE the fix works then just toss things at the wall and hope it sticks.

  • @Dreamnomad said:

    I don't think Legion's cooldown is a big issue. Rather it is the duration that is the problem. The entire theory behind Legion is that they are supposed to hit one survivor and then switch targets. Then when all the survivors are mending/healing there is less gen pressure and then Legion can start hanging people. That is how it is supposed to work at least. The problem is games just don't work that way. There are a number of reasons why.

    Switching targets is very often a bad strategy. You waste all the time you spent chasing the first target w/o hooking or slugging only to start a new chase? How does that realistically help? You still have survivors working on gens the whole time and the first survivor isn't out of commission for very long. But there are several ways to make the theory behind Legion work.

    Extend the frenzy duration. I'm not talking by a little either. Increase the base duration by 25%. Then when Legion successfully hits a survivor the meter doesn't just fill back up, it overfills by 33%. The reason for this is so Legion can actually have time to both find and hit a second survivor. Then each time Legion successfully hits a survivor the duration overcharges by another 33%. But what is to stop Legion from just finding and hitting all the survivors? Their ability already has survivor counter play built in. If one survivor successfully dodges a single attack or stuns Legion with a pallet, the frenzy is over. So this really wouldn't be overpowered.

    The second thing I want to see for Legion is for their to be some effect when hitting a survivor with deep wounds while in frenzy. It makes absolutely no logical sense for there to be zero effect when a survivor is stabbed. What I propose is for there to be a new effect introduced in the game. For now let's call it "nerve damage". A survivor with nerve damage has 30% reduced speed for all actions (including mending) until fully healed or placed on a hook. This would give Legion a choice and a reason to ignore a survivor.

    interesting ideas! Might nab them to credit you in another place and keep all the ideas together. (mostly the second part cause the first one is kinda meh, just cause it doesn't help you in the fact you can be LOOPED WHILE IN FF along with other things)

  • @HellCatJane said:

    I had to stop reading a lot of these posts.... 

    The point is, SWF members LIE about being in a SWF team. Fact. Now, Why?

    People are in SWF teams, legit they are all friends with each other and you know they are. (profile, literal evidence) But they DO lie. They will lie straight to your face as if they get some thrill or kick out of it. It makes zero sense. 

    And then not all SWF are 4 mans. So when you have a solo survivor going hey I am solo, these others guys MUST be solo even tho we played exceptionally well and body blocked etc etc... That MAY not be the case... you know? It could be a swf and they are just completely lying about it but you believe them because hey,,, you ARE solo... so... ya... 

    I mean there is legit proof of it... but they will lie, and I don't just mean Oh I am assuming because of their playstyle. No. I am straight up talking proof/evidence. (unprivate profiles etc).  And it makes it exceptionally "coincidental" When you literally run into the same "NOT" SWF members .... 3x or more.... Wow matchmaking must really like the same people together.... Oook. Sure. Win or lose. They will lie... I don't know why. I think the entire thing is stupid and pointless. There is never a good reason to lie.

    Because of this, it is better to just assume. Sadly. I really hope they implement a better system to tell you afterwards. There is no downside not too.

    Basically this.

  • No need to ruin it and not get BPs at the same time

  • I mean.... just cause he's on the hook, doesn't mean he can't see you and "Shout" to the others you are there.

  • @survivormain1105 said:

    It's not just survivors. Killers DC all the time. For different reasons al well. It's just the community we r. If your losing badly they cant take the L.

    Only thing I DC for is OoO. Cause I will attempt to END THAT PERSON. I don't wanna make the game unfun for them, even if they are using a perk I Despise.

    Even if I get stomped I'll hang around and open the Exit gate for them.

  • @Watery said:

    You’d be surprised how heavy pallets can be. Seriously. The sheer amount of wood on that thing would make it H E A V Y. Maybe David could pick it up.

    I mean, you DO stun Trapper with it... who is one of the tallest Killers and normally has some kind of metal helmet or mask.

  • Meh. You don't NEED to kill everyone friend. I know it feels good, but it's silly to think you will kill everyone. This is a horrible idea for balance, and is really to hard on Survivors.

    @michaelrandom27 said:

    3 kills is still a victory. The reason survivors keep getting nerfed is because killer mains keep complaining about everything, even though they win.

    Also, no, it's cause back in the day Survivors had the world. I can show you proof if you like. Alot of there "nerfs" were removing broken parts of the game.

  • @XeroIdea said:

    Ever since all the updates and what not, I have been on both sides. I have been and still play as a survivor and Killer. Now with that said, in the more recent updates, the dev team clearly favor the killers more (meaning some of the more outrageous perks that make killers OP). The current meta is boring and heavily abused. With all of that said though, the doctor needs to be put down sort of speak.

    The fact that he makes survivors scream just because they're with in his radius is beyond dumb. He SHOULD have to shock you first for a survivor to scream at all. Of course, people who love the doctor are going to whine about this topic and to you people I say hush. You killers have your broken perks, so no more of your whining. To those who say I am whining, whatever man. This is simple and to the point for this topic. If you disagree, then you disagree. If you agree, then feel free to add to this or discuss. The Killer favoritism just needs to stop.

    There is so much Bias in this post, that nothing good will come from it.

    I'd love for you to give me a run down of the "OP" Killer Perks.

    I'd love to show you how DBD was like back in 2016-17.

    I'd love to show you HOW MANY people in DBD think Doctor is underpowered but annoying.

    But sadly, I honestly don't see your narrow view changing from me saying anything. in other words...

    And next you will say:

    "YOU ARE JUST A KILLER MAIN AND DON'T WANT YOUR OP STUFF NERFED BUT WANT ALL THE SURVIVORS NERFED! YOU JUST WANT EASY 4ks!"

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/767333#Comment_767333

    Maybe, but even if it's possible for the devs from a technical perspective, I think experienced survivors would eventually learn to tell the difference. I'd like to see a buff that makes the Doctor stronger overall at the higher skill levels. If the devs can come up with an interesting change that also accomplishes this goal without breaking the Doctor's playstyle, then that'd be nice, but I'd also be happy with something like the change I proposed in my OP.

    You sound like me and Legion reworks! Good! I'm happy to see you raising a flag for your favorite!

  • @siyke26 said:

    https://forum.deadbydaylight.com/en/discussion/comment/765183#Comment_765183

    To be fair every exchange we have had you do come off a bit biased towards killers

    Umm, even with me going around saying Survivors need more Blood points, that tunneling and camping are stupid, Spirit needs her Add-ons looked at, and Ebony moris need a rework.

    Look at my post history first please. Only thing that annoys me is when people ON BOTH SIDES refuse to change there narrow view. Have fun in the Fog.

  • @Usui said:

    https://forum.deadbydaylight.com/en/discussion/comment/767062#Comment_767062

    Not interested, especially since one of the videos includes tru3talent

    Cool, refuse to see anything but your own narrow view. Shows how you are more than anything else.

    Have fun in the Fog, cause it's useless talking to you.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/96095/when-a-camping-killer-wins-its-only-the-fault-of-the-survivors

    Good sir, this is wrong in so many ways...

    If you do gens (3 survivors doing gens vs 1 hooked) and leave the hooked one to die (which is BS and a deuche move to do) you have 2 full minutes till he dies to do gens, which means that to get the 5 gens with teamwork you need 33.33 seconds per gen (all 3 other survivors doing a gen together) + run time to get to the next one (10 seconds aproximately) doing a total of 44.33 seconds per gen, which takes 221 seconds. THIS CANNOT REALLY HAPPEN, after 120 seconds the camped survivor will be dead, which means the team could've done only 3 gens, supposing the killer camps a 2nd survivor, it takes now 44.44 seconds per gen to be done + 10 seconds to go to the 5th gen THAT IS GOING TO BE A "3 GENNED" last gen.

    Based on this NUMBERS, a camper will ALWAYS get at least 2k if the team focuses on only doing gens and leaves camped survivors to die (and they don't stop spamming the button to struggle) and to do them as fast as they can they will have to get 3 gened every time.

    AND GUESS WHAT! This is all subjective and therefore a lie because this numbers are calculated for 3 persons doing a gen at the same time and all of them next to each other! There are actually 2 men gens and 1 man gens!

    YES CAMPING is BS!

    Care for numbers? There you go:

    https://us.v-cdn.net/6030815/uploads/646/S09VUZXWSFBI.png

    Let me also add: The numbers here are without toolboxes, add-ons, Great Skill checks, or perks.

    Also means it's without any Killer influence too, but Duh.

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/767309#Comment_767309

    Well, I think the hallucinations would probably move in inhuman ways, and appear abruptly in front of the survivor instead of gradually hearing the terror radius closing in.

    I've played a lot of games with abilities that allow you to create illusions. If the player can't control the illusions directly, it's almost impossible for an AI-controlled illusion to accurately mimic the player's movements.

    Yeah but sudden lunge from around a corner with TR would be nice.


  • @InfinyMage said:

    https://forum.deadbydaylight.com/en/discussion/comment/767154#Comment_767154

    And i would also like to point out how long did it take for freddy to be reworked and or buffed? You indeed have a valid point but if it takes years for a freddy level buff to happen. Sit back for a long wait.

    Once again:

    Legion.

    I'm passionate bout Legion cause they are the SOLE reason I came back to DBD after 2016-17. Then they got cratered.... then forgotten about. I still main them and am VERY active in trying to get them a buff/rework. It's been a long time for The Legion too. But gotta keep that faith alive.

  • @Monlyth said:

    Well, I think experienced survivors would quickly learn the difference between Hallucinations and the real Doctor. I just think if he needs a buff, Madness Level 2 would be a good place to buff him.

    Or they could possibly buff Shock Therapy. Either reduce the charge time, increase the baseline range, or increase the duration of the debuff that prevents pallet/window usage.

    I am curious how they could tell.

  • Cause they live small lives and think that insulting people inn a video game makes them "Bigger."

  • Interesting, but not sure how it would work out.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/767278#Comment_767278

    hmm, i really like this idea!

    the guy that came up with this must have been a genius! Kappa

    Yes, I wonder who it could have been XD

  • @coley_219 said:

    Would the developers consider adding the survivor action of being able to put a pallet back up that has been dropped but not broken? I think that would be awesome.

    Not a good idea, though interesting where your head was.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/767215#Comment_767215

    "Because we want players to have fun using our base m1 mechanics while their power that makes them unique and interesting is on cooldown. It's called synergy."

    -The dev team, probably

    *clears throat* SKKKREEEEE

  • Now an Idea from @Mister_xD

    what would be your thoughts on this Deep Wound change:

    when Deep Wound is applied to you, you will get the timer, just like now, being paused.

    the timer will stay paused until you start an action such as repair, heal, mend, sabotage, cleanse, etc. this only excludes actions needed for chases like dropping pallets, vaulting things, etc.

    once the timer starts, it will not stop. if the timer runs out, you go down. this includes while being in the mending action (you may have to take a look at legions knife add ons then)


    that way, survivors inflicted with deep wound would actually have to focus on mending in a safe area instead of just doing gens while the killer is around chasing someone else and it would allow Legion to actually be the game slowing killer they are supposed to be.

    you could also reenable the killers ability to see the timer then to know when someone gets rid of their deep wound, as the timer would remain paused when a survivor leaves the TR, so its no longer a free whispers effect.


    This one is down here, cause it's more of an idea for DW, but still related to Legion!

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/767267#Comment_767267

    sure ^^

    i wouldnt mind that. its generally good to have one threat with all ideas instead of thousands with one idea shattered around the forums. it makes it easier to see all of them.


    This is exactly why I want to snag them. I got me a "One Stop Shop" of ideas for Legion going !

    @Deadeye said:

    sure

    Thank ya!

  • I've said it before, and I'll say it again.

    I want Doctor Illusions that lunge at (With no damage) And follow survivors.

    This way they are much more scared and paranoid.

  • This is an odd thread, but other than "Why does it matter?" I don't have much input.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/764080#Comment_764080

    actually it stops when you are inside the TR or while mending. So the only information you can get is that someone is outside of your TR and still running.

    @TheRockstarKnight just an opinion to the "tunneling" point. Why is it so common to call it tunneling when talking about Legion? Tunneling is when you hook the same survivor multiple times to get him out of the game, instead of going for obvious other targets. I wouldn't even call it tunneling when you deny the safe unhook to a pretty unsafe unhooking action. When a survivor offers a hit to protect and you dont take it to go for the unhooked one, then it is tunneling. But DEFINITELY it is no tunneling if you try to down someone during a chase. Also not if you need more than 2 hits. The "problem" was, that Sloppy/Bloodhound was meta to Legion and that made it hard to escape the killer. But that is true for EVERY killer that spends half of his perks for this effect and therefore should be strong. That is not a Legion / Frenzy problem. And shouldn't be called tunneling.

    My opinion also is, that the only change needed was the moonwalking abuse. But making the Bleed Out TR related fixed that issue. Everything else was fine, just nobody wanted to learn the counter.

    If we stay with the new version of Legion, I would also suggest a Power rework. If not, at least the following changes might help:

    • put bleed out survivors into the same state like Madness 3, so they need to mend before they can do anything else. Almost everyone knows that the first Frenzy hit will make Legion run away from you, so many survivors just run to the closest gen, knowing Legion chases someone else and being save as long as inside the TR. Which is kinda stoopid
    • When hitting bleeding survivors in Frenzy, there should be any effect applied by default. It is simply unfair that Legion is the only killer that gets punished for using his power. I have seen bleeding survivors body block healthy survivors to cancel the power, without taking any negative effect for that. That should not be the case.
    • There are a lot of easy loops that can be abused by running it 3 times to run out of Frenzy. Even the killer shack offers this possibility. If Frenzy does not even help to get easier first hits and just is about the "information", it is really the most useless power of all. increase the vaulting speed again.
    • I loved the slashing of old Legion but also understand the change to break the power after a miss. But I would suggest to just reduce the power gauge for each hit. Like 10% after a click and 25% after a lunge. Or something like that. Of course adjustable but don't forget that on average the "running" still will take like 60-80% of the power.
    • Fun Fact: talking about "running", a trapper with 3 stacks of Play With Your Food walks faster than Legion is running in Feral Frenzy.

    @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/764080#Comment_764080

    what would be your thoughts on this Deep Wound change:

    when Deep Wound is applied to you, you will get the timer, just like now, being paused.

    the timer will stay paused until you start an action such as repair, heal, mend, sabotage, cleanse, etc. this only excludes actions needed for chases like dropping pallets, vaulting things, etc.

    once the timer starts, it will not stop. if the timer runs out, you go down. this includes while being in the mending action (you may have to take a look at legions knife add ons then)

    that way, survivors inflicted with deep wound would actually have to focus on mending in a safe area instead of just doing gens while the killer is around chasing someone else and it would allow Legion to actually be the game slowing killer they are supposed to be.

    you could also reenable the killers ability to see the timer then to know when someone gets rid of their deep wound, as the timer would remain paused when a survivor leaves the TR, so its no longer a free whispers effect.

    Any way I can take yall's Ideas and put them over in my thread and credit yall?

  • There are alot of nerfs to Legion I don't get.

    Can't see blood in FF

    Mend is still 30 seconds but doesn't go down in TR AND pauses when Survivors start to mead.

    Vault speeds and Movement speed in FF reduced. I think this was cause they are 115% now but that makes NO sense when you stop to think about it. You can be looped in FF. That's makes it a joke.

    Losing 50% of your power when you hit someone with an m1 (did yall know once upon a time it was 100%?) You literally get punished for being a Killer

    Missing an attack in Frenzy cancels the power immediately.

    Increased the recharge time of Frenzy to 20 seconds 

    and last but not least, a stun that lasts as long as a DS every time your power ends... at least you can move.... slightly?


    This is why I have what you know i'm gonna mention. Old Legion wasn't good, but New Legion is crippled. We need something new or some kinda addition WITH some buffs (as long as it keeps the rushdown style) to get Legion back to not a joke to the whole community.

    Legion is why i came back to DBD after 2016-17. I love how they play and never used that stupid exploit... and I STILL main them. But it shouldn't feel like i'm "taking off the weighted clothes to fight at my peak" when I play another Killer.

  • Well, that's up to the people that OWN the characters.

  • I get Dc'ed against cause i'm playing Legion.

  • Then you get Haddonfield. BL is an odd perk, balance wise.

  • @StevePerryPsychOut said:

    https://forum.deadbydaylight.com/en/discussion/comment/767174#Comment_767174

    Yeah I know. I actually typed out a long response before I face palmed and realized, I'm just kidding too. ; p

    Ah okay

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/767179#Comment_767179

    Maybe your skin is to thin tho, but I'm not rude. It's actually rude of you to call me rude.

    My skin isnt too thin, as you are referring to others and not me. I don't like seeing someone mistreat others over a silly game. I also hate the "Killer Vs. Survivor" mentality in this forums. If only we could work together to make the game we enjoy good.

    And no it's not rude. It's telling you how it looks and what I think. That way you can, if you didnt mean to be rude, readjust how you said to to convey it better.

  • I, as a Killer and Legion main, am not against survivors getting more BPs.

    The grind is bad for everyone.

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/767097#Comment_767097

    It's not rude to tell someone to think about something.

    It is rude to tell someone to "Active there brain." Just saying man, tone is hard to convey in text and your gonna piss some one off.

    Side note: you are rude about every time I see you and really give Killers a bad name. Stop that.

  • @GennyFromTheBlock said:

    Remove scratch marks when a Survivor wins the chase until a Killer chases someone else.

    Clearly, the Killer doesn't know how to take "no" for an answer... make it even hard for him/her to keep tunneling.

    o/

    No.

  • @Jukantos said:

    So, since the Nurse recently got a rework of all of her addons we were able to take a glimpse into certain "Standards" that are apparently now applied to every killer's addons rarities. With that in mind and a fresh game of 2 people DCing vs Iridescent heads under my belt i thought i'd be fun to play designer for a minute: How could Iridescent Heads be changed to not cause such waves of disconnects?

    The way i see it Iridescent heads are VERY strong but definitely beatable unless you get unlucky with the map you play on (lots of narrow corridors or very tiny maps are gonna make dodging 3 hatchets quite the task)

    So i thought i'd just flatout ASK for peoples opinions on how they think Iridescent Heads could be altered to make players less likely to simply quit against them.

    Lets start with the most tame change in design, the one that actually leaves the instadown effect intact:

    1) Leave the Iridescent Heads addon exactly as it is, except it now MANDATES you can only carry a single hatchet. No more going up to three with the belt. You get one shot, you can use other addons like Deerskin Gloves to make reloads more forgiving, or charge up time to make a hit easier, but if you miss your shot, there's actual risk/reward to it because you are forced to reload

    Now, with that idea of a very minor change out of the way, let's throw in some other ideas on how they could be changed in a more drastic manner.

    2) Iridescent Heads no longer inflict a penalty on the amount of Hatchets you can carry. Instead of "Dying", they now apply the "Deep Wound" effect. Sure this would make Huntress a ranged legion, but i think that'd make less people ragequit than a ranged billy ;)

    3) Hitting a survivor with an Iridescent Head doesn't instadown that survivor anymore. Instead anyone in the range of your Huntress Song becomes Exposed for X (30?60?) seconds. This could lead to some interesting dynamics of attacking other survivors over your the one you just injured, rewarding a defensive style oriented towards Thanatophobia, Dying light etc.

    4) Iridescent Heads applies the Broken Status Effect for 120??? Seconds. This one is kinda harsh, her mangled effects last 120 seconds but i don't think she should dish out broken for that long. In particular in combination with the Vile Addon that applies Mangled and the 50% Repair penalty this could be a bit too disgusting. Maybe leave it at 60 seconds.

    5) Iridescent Heads stay wherever they impact and can be retrieved by the huntress by walking past them for the next X seconds. Basically an automated reload which would VERY much extend your arsenal during a chase. Not sure that's good enough to be a red addon, but a lot of utility addons are, so why not.

    6) And lastly, since we already have a (temporary) blindness effect, i think we could have a red huntress addon that applies the new Oblivious status effect. This could replace Iridescent Heads but it could also flatout be a brand new addon, since the nurse redesign workshop basically stated killers are supposed to have two red addons.

    What do you guys think? I know number 4 through 6 could pretty much just be a seperate new addon as well - and i personally think Iridescent heads are FINE as they are. I can pretty much consistently blackpip against them unless the huntress REALLY camps me down. Most of the time as soon as "oh its instahatchets" is revealed you hear 1-3 Gong noises for people disconnecting anyway, which i think is stupid but seems to simply be a reality of the community and the entitlement of my fellow random teammates thinking they dont NEED to see the match through.

    What's your favorite? Would you change Iridescent Heads at all? Which one of my versions would you like to see in the game, be it as an Iridescent replacement, or as a new red addon alltogether?

    Also, just wanna say I like the tone of this post. It's not rude at all and seems like it wants to help.

  • That second one would make it worthless.

    @Boss said:

    How about making it one of those gameplay-changing Add-ons?

    Y'know, how Hag becomes a wall-builder with Scarred Hand, Shape becoming spoop-master with Scratched Mirror, etc. etc.

    Btw, in case you don't know me: Hi. I like making ideas without necessarily wanting them, so do note that, if you don't like this idea for whatever reason, it doesn't mean that i say this should absolutely be in the game, it's just for the fun of making ideas.

    Iridescent Head

    A glass-like Hatchet head moulded from The Fog itself. The blade is warm and reverberating with The Entity's power.

    • Thrown Hunting Hatchets warp back to her belt once they hit something.
    • Sets maximum carried Hunting Hatchets amount to 1.
    • Trumps all other Add-ons.

    This is really fun sounding.

  • As a Killer main, i'm not against yall getting more BPs

  • @Lucama said:

    Welp, guess Plague's gonna get nerfed soon with all this complaining about her. You can suggest buffs all you want, but devs rarely if ever actually look at player feedback beyond "we like this" "we don't like that", take Nurse for example. Most everyone agreed her base was fine, addons needed changing. Instead they neuter her addons and ######### with her base.

    I do wanna point out alot of the good buffs Devs have done cause of community feedback.

    Freddy, for example.

  • @LittleLiam said:

    Don't get me wrong, she's nowhere near as busted as moon-walking legions were or prayer bead Spirits are now. She's just not fun.

    Just by being in the game and being herself, she cancels out Every heal perk and most stealth perks in the game. Most of which are commonly taken in to trials. Which is frustrating on its own. But as a solo player, she's an entire other level of annoying.

    There's no communication between teammates. I know there's still a bunch of back and forth in strategy on cleanse vs don't cleanse but there's no consensus when it comes to playing solo without talking together. And alls what it takes is one person to go against it and it throws the whole strategy off. At least with SWF you can choose your strategy on how you handle things and if things don't work out it doesn't work out.

    If I were to fix it...Tbh It should work a lot like Freddys generator power. It should charge up incredibly slowly (or even not at all) at base but have a faster charge for every player infected. Infection now has a timer that runs out. If you weren't fully sick you will return healthy but if you were you will still be injured.

    Cleansing stops the plague from charging off you but puts half the time you had left into charge as you're putting your sickness into the fountain. That means it's in your best interest to cleanse as quick as possible to get your health back as well as stopping the killer from getting double charge off of you over time. And it's in the plagues best interest to keep everyone as sick as possible. The fountain remains pure even after use.

    Pallets, gens, and infected players, will still be contaminated but it will only raise your sickness while you are interacting with the object. Saves and pallets will give you a little more to make them fair as you only touch them for a moment and it would be kinda bad for the killer to give you Zero penalty for using it.

    When the bar is full, all fountains turn into corrupt ones during the duration of corrupt purge and she automatically gains the corrupt purge without going to a fountain, and the cycle repeats.

    Maybe it can be put on a button trigger to make it more skillful but it would have to have a small charge animation so you don't instantly down the survivor with a range attack and give them some sort of chance.

    As a Legion main:

    HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH


    As a DBD player: Man, just play the game. Stop coming here to whine about things that don't need changing.

    As someone interested in balance: Your "Change" would destroy Plague utterly and with no upside. You would "Legion" her, to use the term the community uses.

  • @Rex_Huin said:

    This is just the entity giving false hope.

    Based on 2 years and hundreds of hours play it is simply not true you have a 1 in 20 chance of self unhooking.

    Try it myself sometimes. Watched loads of people suicide as well. They never free themselves by accident.

    My estimate of true probability : 0.5%

    I've had the last person Kobe off a basement hook behind me. It happens.

  • @Devil_hit11 said:

    My top 2 changes would be revert terror radius change from 32->24 and revert fatique change from 4 ->3

    Nobody likes taking decisive strike stun for using their power. Lower TR allows Legion to use Nurse calling better and Injured survivors are more afraid low TR killers then normal TR.

    I tried to propose this in my thread and other Legion mains said it was OP. I'll stand by there statements.

  • WE need to buff weaker Killers. Not worry about Nurse all over again.

1 … 27 28 29 30 31 … 62