UlvenDagoth
UlvenDagoth
About
- Username
- UlvenDagoth
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/742594#Comment_742594
Lol. Legion really is in a painful spot right now. I hope they will see some improvements in the future. But since it seems like Doctor isn't getting his changes in this patch, I fear it could take quite a while. Hopefully not.
Well I did have an interesting Design idea for Doctor. Make his fake Doctors follow or Lunge at survivors and make them even more paranoid.
I also started a topic in Feedback (not being that guy but yes I want it to get attention cause I am a Legion main and it's my idea for a buff/rework) that might help Legion as well.
-
@NullSp3c said:
https://forum.deadbydaylight.com/en/discussion/comment/742377#Comment_742377
My point when i mentioned ruin was that it wasnt interactive for the killer. I know it is needed, but not fun to use. The only difference is that games last longer because gen times are short.
I dont like to use ruin because it doesnt contribute for my fun, just contributes if you consider increasing the game by a little a fun thing. Which i partially agree.
Either way people will complain about legion. They have the fame, no getting rid of it now :/
It does make me sad that Legion hate has just become a meme. I gettold alot of terrible things just cause I play Legion. I am hoping with some changes they can be more fun for both sides, even if i love the rushdown play style I was trying to keep with my changes.
I hate Ruin personally cause it never feels like it does anything. I get more outta TT or Surge, I feel. At least those perks can't be removed.
-
*cries in Legion main... even if I think that add-on is hilarious like Anxious Gasp is being turned into*
-
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/742513#Comment_742513
What do you mean? If you think the Legion rework is comparable to this one of Nurse, I would have to heavily disagree. Legion wasn't nearly as good as Nurse before his rework anyways, and this change just seems to bring her in line with other powerful killers that aren't op, like Freddy.
I think he was more saying that they utterly cratered Legion and left them there despite saying they would buff them back up a bit. They went OVERBOARD on Legion,
-
@Pulsar said:
Remember Legion...
*cries in... well you know me, you can guess. I put a topic up in Feedback I hope the Devs see*
-
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/742470#Comment_742470
Yes exactly. And I hope the devs have learned their lesson with Freddy, seems like they did with the exhaustion at least and hopefully with Nurse as well. Of course I might be wrong, but I don't see how giving survivors a few seconds to counterplay Nurse and lose line of sight is in any way a huge problem.
*cries in Legion main*
-
@Athaya said:
https://forum.deadbydaylight.com/en/discussion/comment/740268#Comment_740268
Speed up hook progression if the killer hits hooked person with M1 attack. Pretty much yummy.
.... that's evil and I love it.
-
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/741506#Comment_741506
Given that it is now very situational and easy to avoid, it doesn't seem to be necessary. Three seconds of stun time (of which you're locked into an animation for one second) is not enough of a deterrent to make the perk worthwhile.
My only issue with DS is it lasts 60 and keeps ticking no matter what. I don't want to have to leave that guy on the ground cause he maybe has DS. 60 seconds is a long time in DBD, and alot of survivors abuse it. Making it shorter or ending it when they do something like heal or fix a gen or something, would really help alot.
Before anyone says anything, I don't tunnel or camp, I rarely slug cause i like Thrilling Tremors. I still get hit with DS cause I found that one guy again before the 60 seconds is up.
-
@xEa said:
How to change DS:
- DS only lasts for 20-30 seconds. No more "I was not tunneling" excuses.
- Once the unhooked Survivor gets downed by the Killer within the 30 seconds, DS becomes active and stays active until the killer picks up the survivor. No more slugging and playing around DS.
- When picked up, the Survivor faces a difficult skillcheck
- DS becomes deactivated once the survivor is fully healed or hiding in a locker. No more abuse of DS.
Simple and effective changes, for both sides very fair.
I do like this idea though.
-
Depends on your rank. I honestly think tension and such are missing from the game now, which leads alot of survivors to think it's "Boring".
If we had more interesting Killers or ones that made you more paranoid (I.E: My Idea for Doc Illusions to lunge at you or follow you so you never know if that's really him or not. OR My Idea to have Legion have no TR or Stain in his FF) I think that the power role would shift more toward Killer for one simple reason.
Survivors would have more to focus on then "Hold m1 on this gen... oh no he's coming better loop...." They would have to focus and be alert to do things and not only would that make it more fun, it would give power back to the Killer by making more survivors Panic and make mistakes.
-
EDIT: added "Remove red stain" to the first idea and added a suggestion to make the vault speeds the same as they used to be.
-
@OMagic_ManO said:
Boost base speed in Feral Frenzy and make it so for each Survivor he hits in Frenzy makes him faster in my opinion?
He/She had to have a 32 terror radius cause of the 115% speed, sorry.
If they removed his terror radius, what would happen to killer instinct?
Can I also point out that Wraith doesn't have TR in his cloak but still moves 115%
Yes I know FF makes you faster but it can not DOWN you. That's the balancing point. The no TR would only be in FF. See what we were thinking?
-
Also, as per my custom with these posts....
*cries in Legion main*
-
*cries in Legion main*
-
@VexTheHex said:
I remember getting 4Ks with Hag in the red Rad Ranks back when she had a teleport stun and shorter distance to teleport and longer placement time. Exhaustion recovered while running. Sabotage was actually a strategy and not a complete waste of time. There were more pallets. BT, SC, and DS weren't nerfed. Looping was stronger. Flashlights were more used and stronger. Body blocking the hooks was common. Moon offerings! There was no End Game timer. The L4D shirt was mostly black and deemed cheating by many Killers. The hatch couldn't be closed.There's probably a whole list of other stuff, but this stuff i recall!
But I see so many Killers complaining about how Survivor sided this game is and how only 1-3 Killers even have a slight chance of getting a Kill! Oh my, I have no idea how I or anyone managed to get 4K's back in the day!!!
Seriously, Survivors have ate massive nerfs over the years and Killers have gotten massive buffs. A lot of it was needed. But the bias is real when you really think Killers are still in a bad spot and ignore that some Killers that were strong against pre-nerfed Survivors are still "fine" when they were viewed as 4K Killers before Survivors got hardcore nerfs. The average sacrifices is now 3K last I heard, do some of you really want the average to be 4K? Cause I can tell you it's already heading there based on my Solo play experiences. How much easier do you want it to be? You claim to hate 4 man toxic SWF groups which is the minority by far, and you want the Survivors to nerfs to stomp these groups. But you do realize solo play and casuals will be long gone at that point?
Read this
So i decided to write every nerf that survivor got since release i migh miss some so u can add: - Removed infinites - Added entity that blocks window if its been used 3times in a short time - Nerfed sabo meta (hooks respawns after 2mins) - Removed/Nerfend Jungle gyms - Nerfed sprint boost perks (adding exhaustion effect) cooldown sprint burst used to be on 20 or 30s cooldown dont remember atm.Then read this one that is updated.
Given that someone thought it was a good idea to make a list of all the survivor nerfs that have occured since release to try and "prove a point", despite critiquing this methodology I have compiled a list of all killer nerfs in this game since release to counter it, as we were challenged to do (which would again somehow "prove" that survivors have been receiving the short end of the stick and therefore survivors cannot be overpowered) Disclaimer: Since the original list includes the fixing of...Thank you for your time.
-
@DBDbuildsYT said:
Because the devs are survivor sided and they have a poor understanding of the game, see what they did to legion?
Now it's nurse turn to become garbage
*cries in Legion main* but also WAIT FOR THE PTB!
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/742175#Comment_742175
Rank 20 Nurse actually has the lowest kill rate of any killer. If we were basing it off of rank 20, she would be buffed.
It's okay if you don't like the changes, but at least give them a try first and at least tell us why you don't like them. Making up reasons isn't going to accomplish anything.
Thank you.
-
Honestly I don't play Nurse cause her blinks make me wanna puke. But all of you, wait for the PTB.
-
@OMagic_ManO said:
Boost base speed in Feral Frenzy and make it so for each Survivor he hits in Frenzy makes him faster in my opinion?
He/She had to have a 32 terror radius cause of the 115% speed, sorry.
If they removed his terror radius, what would happen to killer instinct?
Oh shoot, I didn't see the first part! Yes, I think that's a good idea too! Then you can start snowballing speed and loop around. Very interesting!
-
Oh... well wish I could have seen Angry's suggestion before he was banned. Anyone remember it?
@NullSp3c said:
https://forum.deadbydaylight.com/en/discussion/comment/741296#Comment_741296
I still think that legion needs something to get the second hit. I know he can be sneaky while people are mending, but you can know where he is because you know the terror radius ended.
This is partly why I was suggesting TR changes.
@StarMoral said:
https://forum.deadbydaylight.com/en/discussion/comment/741769#Comment_741769
While I would LOVE for Legion to have 0 TR, (my favorite playstyles are stealth and rushdown) they would have to do it in a way that wasnt a "Switch it on" ability like Ghost's. Maybe Legion could earn his 0 TR through Frenzy? With each survivor woth deep wound, he gets increased TR in Frenzy and decreased TR out of Frenzy?
Oh now that is an interesting idea! Really fun way to look at it. Other than normally the first person you hit will just Mend on the spot, so you likely will NEVER have everyone Deep Wounded at all times.
-
@OMagic_ManO said:
Boost base speed in Feral Frenzy and make it so for each Survivor he hits in Frenzy makes him faster in my opinion?
He/She had to have a 32 terror radius cause of the 115% speed, sorry.
If they removed his terror radius, what would happen to killer instinct?
It would be on a set radius. I said that in the post.
@ghostface_tryhard69 said:
In my opinion: boost move speed FF, Remove red stain in FF, and double terror radius after a successful FF hit
Some of these are really good! Just remember that a bigger TR in FF will just show you people you can't get too. Yes, you can use the information but its not too helpful.
-
@NullSp3c said:
The 1st idea is good, the 2nd would be overpowered. There is a reason that 4.6 m/s killers have a big terror radius.
Legion should be in a frenzy and rushdown a survivor, not sneak up on them. That's what his power was made for. He rushes down one or multiple survivors in quick succession. But, he must have a counterplay to that.
Also, this won't fix him because the main problem isn't that survivors know where he is all the time, but yes the lack of pressure that his power gives. I know that removing his terror radius would put pressure, but the key facts and the fun part remain untouched (and very bad).
More movement speed would be appreciated, no slugged vaults would be appreciated too, not ending the power on a miss would be really cool too.
What you're saying is good for Legion from a competitive perspective, yeah. But it's not enough and imo it brings more problems than it solves because survivors will say that he is unfun to play against.
This is exactly the same as hex:ruin. It just affects the survivors directly, you won't interact with it. That's why it is a very bad perk from a fun perspective and it just ruins the survivor's game and maybe yours because you can't combo it with anything that you can interact with.
Example of an interaction build: Vault speed Legion.
Example of a non-interactive build: Impossible skillchecks legion.
It only affects the survivors directly, Idk if you're understanding my point.
I'm not saying it's bad, I'm just saying that it doesn't change anything from Legion's perspective. Because the base stats of the power don't let you go that far on a short time.
Thank you for the feedback! Honestly, you have good points but remember! People will say Legion isnt fun to play against no matter what. Also, that point about Ruin made no sense to me. Ruin is almost needed at high ranks, but people are saying it's unfun? I don't use it merely cause it always goes down instantly.
-
@phantasmal said:
I def remember being able to swing over them but survivors nowadays are a lot more cautious so it's hard to test. It's possible that they somehow unintentionally changed it or just forgot to document it.
But as a related matter, I wish they didn't act as a vertical force field and you could fly over them. It's really jarring how they stop your forward momentum while falling when you jump off from a balcony.
Yeah it is. Tried to Shred over them with Demo, stunned in midair.
-
Hey! I decided to make this a area for smaller changes to the Legion that I agree with! Though I see these as more of a buff than a rework, they still keep to what I'd like to see in a Legion update. Would be good for "Bite Size" updates to try and help Legion!
now and idea from @TWiXT
Honestly Legion was, without any doubt, pretty broken at release, but what the devs have done to them has been less of a balance for them, and more of an overkill reaction to the communities complaints. Don't get me wrong, many of the complaints against Legion were well founded, and I wouldn't go so far as to give them back their previous abilities, but a nice middle ground that makes their power a threat again would be welcomed in my book.
I have read your suggestions, and while I like them, I feel it's probably better to start smaller on things to try and make the Legion more viable. For this I'll offer my own 2 suggestions:
- Give Legion back their previous movement and vaulting speeds. In the current build the Legion only benefits from afflicting DW to survivors if they can effectively chain the affliction to multiple survivors on the team. This is impossible in most circumstances currently, due to their slower movement and vaulting speeds, which give survivors far too much wiggle room to evade the Legion until their power runs out. The original version of the Legion still had this problem, but a good player could manage to get all 4 on a mid sized map before their power ran out. This emphasized skill and incentive to try for the 4 hits because it was a possibility with the right add-on's. Current Legion however only does this when the map is very small, or if every survivor is focusing on the same gen, but even then, they typically only hit 2 at the most due to survivors scattering like cockroaches as soon as the first one is struck. Current Legion moves at 5 m/s while in frenzy, whereas old Legion moved at 5.25m/s. Old Legion also Vaulted at the same rate survivors did, but current Legion Vaults at .5 seconds slower than they do, or at the same rate Bamboozle grants to a killer. Comparatively, Old Legions main advantage was the ability to catch up and keep up with survivors, but they also had a 2 second cooldown to slow them down, with that currently increased to 4 seconds, I see no reason why they need to be any slower in Frenzy.
- Reduce the Deep Wounds timer from 30 seconds, to 10. When Legion was changed the Devs already did enough to reduce the Deep Wounds Status effect from a threat to being completely non-threatening, simply by making the timer pause whenever in the killers TR, and making it pause again while the survivor mends. The fact that it retained its 30 second timer is a grossly unjustified at this point. The TR pause alone already killed the possibility of a Legion player "Moonwalking" to allow the timer to bleed them out, but the pause on the mend timer... seriously? As if a survivor outside of the Legions TR and thus out of immediate danger isn't going to immediately start mending? If the timer were 10 seconds instead of 30, survivors would have to pay much more attention to the DW status, and be much more vigilant to mend as soon as they are out of the TR. The Franklin's Mix tape also could benefit in this effect if it reduced the timer by 5 second, which would make a 2 hit + 4 second stun much more worth while if the survivor left the killers TR, and thus make the add-on significant;y more useful than it currently is (by my calculations, to down a survivor with the current FMT add-on, Legion would need to relentlessly pursue and keep striking a survivor for 80+ seconds). IMO, This would make the DW status effect a threat again, and TBH, that is what the Legion really needs right now... to have a power that is either more beneficial to their map control, or a dire and looming threat to survivors affected by it at all times.
There's my 2 cents on the initial and minor buffs I believe the devs should test in an upcoming PTB in order to try and bring Legion more viability than they currently have. It's not much, but the way I see it, Legions game mechanics have always been on a knifes edge since day one. Sway only a little from 1 side to the other and you go from being pathetic to OP or vice versa. Finding a balance with that is really tricky, and doing it right means taking small steps... to that end I feel that either of these minor changes are a good place to start.
Now an idea from @Deadeye
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.
That last one makes me sad, btw.
Another interesting Idea from @Dreamnomad ! Numbers might need some work though.
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.
Also, maybe adding a reduction to repair speed (etc.) while a survivor needs to Mend. I'm sure this has been mentioned somewhere but I wanna put it here and can't find it.
and idea from @PGJSF !
BTW yes, as I already said on the other topic, Mending should apply the Oblivious status effect should be considered a healing action. I am convinced that these two changes alone would move Legion from “bottom” to “mid” tier. (I like the ideas! But I think they should also come with an increase to base FF MS and Vaulting speeds! Or something!!- {Ulven})
now a good idea from the wonderfully named @KnifeaToMeetYaXD
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.
and now an idea from @Auron471 !
Feral Frenzy CD meter will not get drained when M1ing a survivor.
You will not lose FF if you hit a survivor with deep wound. (The deep wound timer is still NOT affected by multiple FF hits). Hitting a different survivor each time will refresh the timer AND increase the max FF timer by 3s. Hitting the same survivor two times in a row will not grant t he 3s bonus. (You lose these bonuses when FF ends)
Activate FF and hit your first survivor: the max time for FF goes from 10 to 13. Then you switch targets and hit a 2nd survivor. Now you have 16s to find another survivor. And so on. This bonus has a max time of 20s.
FF has a built in bloodhound. (But significantly weaker)
FF has a CD of 15s instead of 20s.
Killer instinct lingers for 5s after FF has ended
FF will apply hemorrhage for 30s if the hit survivor was healthy. 60s if injured. (Hit survivors twice to apply 60s of hemorrhage.)
The Pin addons: Apply 30s of the status effect if the survivor was healthy. Apply 60s if they are injured. No need to double tap injured survivors.
Iridescent Button: In addition, it also hides the red stain for 60s after hitting a survivor with FF. regain the red stain after hitting another survivor.
You can track blood in FF. You cannot track scratch marks
Franks Mixtape: Considerably reduces the time required to mend. Tremendously increases running speed, and vaulting speed.
Add-ons!
These are by @PGJSF !
I also think, like everyone else, that most of his addons are in need of a rework. I don’t have many ideas, but here we go.
- Some addons should enhance Legion’s movement speed while in Feral Frenzy in some way.
- Apply the Broken status effect on a time limit could stay, but should be easier to accomplish. Hitting twice the same survivor just to process Broken is pointless since he’s going to be injured and in front of you anyway.
- Those addons that improve the duration of FF should simply be buffed.
- Frank’s Mixtape should make Legion Undetected while in FF.
- I feel we could use a purple addon to see scratchmarks.
- We could also use a green which applies Exhaustion on DW.
Also I fully agree on having a shorter cooldown for FF and removing the M1 penalty.
now for some by @KnifeaToMeetYaXD
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.
Tell me what yall think!
-
Legion and Ghost Face.... running insta-downs.
-
@grtf47 said:
@UlvenDagoth no dude not the same as keys instaheals completely different, moris are fine as it is
Uhh... what?
-
Not to bring a dead post back. But just tested it with my friend as Myers and me as Jeff. as close to the fence on both sides and aiming all over. You can not swing over them.
Not as far as we could work it anyway.
-
@slammizzle said:
@CrowFoxy @UlvenDagoth I've pipped both in games where I've got 0 kills and in games where I've got 1 kill so how are you trying to imply that if a killer gets a 2k it's automatically a de pip?? Maybe you just played badly in the matches you de pipped for you to not even get a safety pip.
I was playing Plague.
-
@CrowFoxy said:
https://forum.deadbydaylight.com/en/discussion/comment/739983#Comment_739983
Legion wasn't really super evil tbh. They were basically juvenile kids who stabbed 1 guy and the entity was like "yep u"
True true.
-
Whatever you think buddy.
-
I just play.
-
@Auron471 said:
https://forum.deadbydaylight.com/en/discussion/comment/740269#Comment_740269
Since when does that happen lol
Any time I use any Hex.
-
Orrr it does nothing cause they did totems.
-
I think it would be a perk to speed up hook progression if a Killer is still nearby.
-
@Frosty said:
https://forum.deadbydaylight.com/en/discussion/comment/740231#Comment_740231
I'll watch for it 👍
Just keep in mind i'll prolly put it in Feedback and Suggestions or something.
-
@Raven014 said:
Here's my take: I don't like camping from either perspective. It's boring and not worth it.
But... here's why some people do it:
- survivors are always altruistic, if they are not in a swf.
- it's worked for them before.
- they haven't had anyone tell them that there is a better way to play killer
- playing against really good survivors have made them salty enough not to give a darn and just ruin fun for survivors above all else.
I think ignoring all of the second chances survivors get isn't going to help the issue. What's the point of leaving if you're giving a survivor the chance to stun you for a long time, take a free hit for being unhooked badly, and then have to chase them all over again?
I swear, survivor mains who don't play killer ever are very entitled. They act like they deserve a free escape. Same with killer only players and 4ks. Sometimes you deserve an escape, sometimes you don't. Sometimes stuff happens and you get sacrificed due to someone else's mistakes. However, most killers have to take advantage of survivor mistakes to even catch a survivor. Due to this, all I can say is: Git Gud.
But that's the game for you.
I agree with you. Alot of the roster on Killer side need alot of help. The Top Killers are the ones that can make plays without waiting on someone to mess up... and everyone wants them nerfed...
-
The whole thing?
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/740162#Comment_740162
I 4k'd with Doctor, Clown, Trapper, Pig, Hag, Leatherface, and Plague tonight at ranks 1 and 2. Don't tell anyone they're viable (doesn't mean killers are balanced, just means they can win). Secret is still safe.
yes, but ALOT of Killers need ALOT of help. I'm a Legion main, for example, cause I love the Rushdown playstyle. But Legion is TERRIBLE at higher ranks... or really at all. I'll go back to my crater.
-
@BunnyTheHutt said:
Just my opinion, but I feel these changes could make the killers fun too play AND viable at red ranks. I am a rank 1 killer main with over 1.5k hours in the game. Note: Nurse, Spirit, Billy, Myers, Huntress, Hag, and Demogorgon don't really need changes, they are fine as is.
Trapper: Let him have all his traps at the start of the match and rework the trapper bags into another use. The fact he has too run around the map picking up traps really hurts him.
Wraith: Make his Uncloak faster, not by much, but sometimes when you're uncloaking the survivor can either outrun the speed boost, or can get too a pallet and be completely safe.
Doctor: Make his shock not have such a massive delay. It feels so weird too use because you'll use it at the right time, but the survivor still vaults/drops a pallet anyway.
Leatherface: Honestly he just needs a full rework, but the change I would do until the rework comes out is make it too where his chainsaw charges like Billies, so it doesn't stop charging at 99% and then drops it.
Freddy: Freddy doesn't need any changes base, but change Z block to apply an extra stack of Hindered too Dream Pallets and Snares, but you loose 2 tokens to each. This change would be strong, but it would balanced with the fact you have less snares and pallets too work with.
Pig: Give her more Bear traps. Only having 4-5 Bear Traps just isn't enough with how fast they can get popped off. I say give her 5 bear traps base, so that way if traps are removed quickly, she isn't completely handicapped.
Clown: Kinda out there idea, but what if his bottles had an effect on gens, so if the gas hits a gen, it applies a debuff too gen speed for 30 seconds. I find Clown lacks a lot of gen pressure, but with this change it could make him better at stopping the gen rush he faces a lot.
Legion: Let Frank's Mixtape be base, let the Deep Wounds Timer go down in the Terror Radius, let Killers see the Deep Wounds Timer go down, and reduce the cooldown once Feral Frenzy is over. None of these changes are incredibly strong, but it's enough where you have too be a little more smarter about where you mend. The amount of time I've seen survivors simply keep doing a gen once I stabbed them with Feral because I'm near by is just outlandish, so Deep Wounds needs too feel like an actual threat, instead of a minor hindrance.
Plague: Survivors who are broken from Plague's vomit suffer from Blindness until cleansed. This way survivors actually have a reason to cleanse, but it doesn't outright buff her beyond that of Spirit when mixed with Thana.
These may be way too strong in actual gameplay, but I want all killers too be strong in red ranks in some form and not just be "add a brown addon base" because that wouldn't work for some killers. What brown addon would make Legion any less useless then he is now? I want too hear from other people what they think and what they would do too buff the bad killers. Please be merciful on my soul, I'm just a Freddy main.
Legion main here! How are ya? Anyway, A few of the things you suggested ARE why Legion was hated in the Olden days and ended up in the crater they are now. I'll have to give it some thought, but I might post a whole new thing on how to rework Legion. I do think that survivors being able to "pause" Mend or wait till it's at 99% then Mend is really silly though and removing those would help. Uninterruptible Mend, and you can't wait till 99%
-
@Frosty said:
https://forum.deadbydaylight.com/en/discussion/comment/740215#Comment_740215
How would you rework them in a fair way?
I think this would need a different post and some thinking on my part honestly.
-
@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/740209#Comment_740209
Holy crap I did forget from what last I can remember as long as you manage to frenzy hit the survivor you would 1 talking to MoM instead of 2.
So I would just basically rank them as to an extent as in a similar vein to ghostface constantly waiting for your frenzy to come back if you are unable to get the hit off is extremely detrimental.
I'll add it to the post
Thank you! We are rare but we are still around!
-
@Frosty said:
https://forum.deadbydaylight.com/en/discussion/comment/740209#Comment_740209
Hahaha forgotten, but not gone.
We are rare... and really hoping for a rework that keeps the rushdown playstyle but is useful.
-
@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/739350#Comment_739350
Old MoM is nothing like no one escapes death if you're talking about a perk with fundamentally no counters for half roster compared to a perk that could be taken out of the game before it even has a chance to activate
Here's a list of all the killers who had and no relative counters I will explain the to an extent later
1) Trapper
2) Wraith
3) Hag
4) Doctor
5) Myers ( to an extent)
6) Freddy
7) Pig (to an extent)
8) Clown
9) Ghostface (to an extent)
10) Demi Logorgon (to an extent)
Now all those who are listed under the to an extent level can in fact use their power to counter MoM however most of the time in situations it's not exactly reliable or the smartest thing to do to rely on the power to avoid the perk in fact focusing on the power too much can actively be more detrimental.
In the case of Piggy and Demi Logorgon it's not always the best idea to use their alternate attacks and in some cases forcing it out would just be more detrimental until your ability to down the survivor then it would be positive.
In the case of Myers and ghostface their ability to instadown can negate MoM however Michael can only tear up so much and ghostface if taken out of stealth is going to lose a lot of momentum if he just wait for his nightshroud come back so he can get the insta and hitting the survivor will automatically remove the progress he got.
Now this is a list of Killers who can on completely and reliably counter MoM
1) Billy
2) Bubba
3) Huntress
4) Plauge
Now the two last Killers Are outliers whilst they can't counter MoM they typically in chases so quickly even with the MoM dead hard + wombo combo you won't put much of a dent in the momentum
1) Nurse
2) Spirit
So out of the entire roster you have have 10 Killers who can either not counter it or the counter is very inconsistent
4 Killers who can reliably counter it
And 2 Killers who can't counter it but it's not really too much of an issue for them
No MoM is not equivalent to no one escapes death do not have to play specific survivor to Noed and you don't need specific perks
*cries in Legion Main*
-
@Attackfrog said:
https://forum.deadbydaylight.com/en/discussion/comment/739637#Comment_739637
losing to NOED (aka the easiest perk to counter/disable): git better. You don't even have to be "gud" to counter noed...just have a modicum of common sense and you evade it.
Also, He never replied to me showing him a list of all Killer nerfs.
-
Boy, it sure would be nice if we could buff the weaker Killers to be able to work at high ranks so that when people see them they don't think the Killer is simply ######### around.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/740101#Comment_740101
AHA, Territorial Imperative.
Also Insidious, Mindbreaker, and Predator.
You know, that one scratch mark perk that actively hurts you?
-
@CrowFoxy said:
https://forum.deadbydaylight.com/en/discussion/comment/739924#Comment_739924
You literally cannot balance. Game of a 2k average. You know what happens when a killer does a 2k? WE DEPIP.
Yep. I've depiped off 3ks...
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/739928#Comment_739928
Tbh we need to nerf monstrous shrine.
/s
Why not Spies from the Shadows while we are it? Oh and Beast of Prey...
-
With the right set up, two people can do a gen in about... 35 seconds. You can't "Git Gud" enough to counter that. You have to plan for the end game, cause you will get there.
-
@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/738209#Comment_738209
Have you ever played with Noed as killer at ranks higher than green? It's very inconsistent at best. The amount of times I've been able to have NOED activate are few and far between, and the few amount of times I've been able to have it work, it gets cleansed near immediately. It sounds like you are a survivor only player based on what you have said.
I too am a red rank, at least for killer (rank 2 is my highest). I don't bother with rank though, especially for survivors, because it means almost nothing past green ranks. Except for maybe how much they'll abuse certain things.
Totems give 1000 points for a dull, and if you're running inner strength, you have more of a reason to do them. Hex perks themselves are worth more points. You have no reason to ignore them.
They actively disable perks if you break them, no killer action can really stop a good survivor from using their perks, but survivors can stop all hex perks easily.
It's an extra thing for survivors to do. It can either waste time, slow them down, or give killers major benefits if played correctly... only if they stay intact. It's not like killers can search for things on the map to destroy survivor perks. They'd be up in arms about that, I guarantee it.
I agree with all of this.
-
@Trwth said:
https://forum.deadbydaylight.com/en/discussion/comment/739880#Comment_739880
I was thinking the same thing!
Dude! Isn't that such a cool thought though? They wont know if that Doc swinging is the Killer or an illusion XD