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Vetrathene

Vetrathene

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Vetrathene
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  • @Mandy said:

    Keys are much more complicated to be changed, a change will come but not for some time in the future.

    Mori's were much easier as this is just a "tweak" really to the conditions of the mori.

    Then why couldn't the balance team just...wait? Why did it have to be done now and give survivors an advantage and show favoritism? Even if its easier they could...have just...waited.

  • Yep, as usual BHVR favors survivors. No nerf of OP keys but Moris literally do nothing for killers now. And I just got back into this game too, time to uninstall.

  • @Warcrafter4 said:

    I am sorry but if all of your save require your teammate to use DS to not get them rehooked then you aren't making good saves.

    This

  • My little piggy : Knockout, Sloppy Butcher, Pop Goes the Weasel and Nurse's calling.

    Legion: Thanataphobia, Ruin, Surveillance, M&A

    Freddy: Brutal Strength, BBQ&Chili, Hex: Devour Hope, Pop Goes the Weasal

  • I notice that I get games much faster when I do SWF. Which likely means queues are prioritized based on the number of people in SWF. Its a ######### system in my opinion though, but I'm not sure how much is intentional, overlooked, or just plan ######### up. Either way there is a killer population problem too, because barely anyone wants to play killer because its so stressful. They really need to shift some difficulty from killers over to survivors, so its a more balanced equilibrium.

  • Playing against her is the same as anything else win a killer camps. Do gens. And while Charlotte is around, shes only a basic M1 killer so she can be looped easily. If its Victor, once he is fixed, you can just hide in a locker.

  • @Avilgus said:

    Spoiler alert: Killer don't play to give you fun.

    It’s true, we are all horrible, bitter misers who want nothing but to inflict pain and suffering upon all around us. ;)

  • @Felnex said:

    https://forum.deadbydaylight.com/en/discussion/comment/1798883#Comment_1798883

    Yes, absolutely yes. I too think they need a rework so they actually function as a Legion. I'm not sure what exactly that would look like although I do like your idea. I hope when BHVR eventually does something, they actually deliver on the whole "Legion" playstyle, because right now it's just a solitary stabby-sprinty teen. Laaaame.

    Very lame.

  • @Xyvielia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1798101#Comment_1798101

    It’s not a bad idea at all, pretty good, and at least generating some attention toward a conversation on the issue.

    Probably a time consuming effort on the devs behalf to write a program for the DC timeframe detection, apart from their other daily DBD work duties tho.

    https://forum.deadbydaylight.com/en/discussion/comment/1798215#Comment_1798215

    The husks that the devs mentioned may be the best opportunity to aid in avoiding the “DC for the hatch” scenario.

    In the event of any player leaving the match prematurely, the husk would remain in place (instead of a dead survivor) that could be interacted with by the killer to pick up and sacrifice, thus providing time to counter the last remaining survivor’s escape.

    That’s actually a pretty good idea, here’s hoping they can implement it

  • @surviversneedabuff said:

    The killer would only lose about 800 points though, from hook and sacrifice. And you still get the quitter bonus. The survivor loses any points they had, plus the item the brought in, AND they get a penalty cooldown.

    Moreover, it's incredibly hard to get over 25k points with a decent killer, even with the 5k points for escaping, but the killer can get 28k+ EVEN WITH everyone escaping.

    It think it's pretty balanced, and you just have to learn to be less greedy with the points :)

    When I’m in a game this grindy (and yes, I was around when it was worse), being greedy feels like a necessity.

  • @RoboMojo said:

    If I'm not mistaken, most people would be totally happy with a 3K. Besides, does it matter if that last person gets out? NO, you still won by that point. Slugging for the 4K is understandable if you're going for the Adept but otherwise, it's just extremely sweaty and unnecessary.

    Or sometimes you need that 4th kill to pip because the survivors gen rusher and left you with no time to get chases or some other arbitrary metric the devs want you to get to be able to rank up and earn blood points.

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1798883#Comment_1798883

    There are flaws with that.

    1. they would have to completely redesign the customization for Legion due to constantly switching between them, which is just not feasible.
    2. Lockers are props. What does this mean? It would be like Huntress where you can potentially be screwed over because there aren't many lockers on the map you're on.
    3. That sounds like it would need to be a secondary power (similar to current Freddy). That wouldn't really solve Legion's main issue(s).

    I agree they could use another power on top of it; but I’m not sure what. I think feral frenzy is just not a good power in general, and wouldn’t compliment the teleport. As for male screwing over a killer, no one talks about hurting huntress because she got a bad map.

  • @MythMage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1799111#Comment_1799111

    Which is why I hated his rework. It was stupid, and should never have happened. Full reworks like the Freddy one is stupid.

    Or necessary because the killers power as it can’t be improved enough to actually make them a threat.

  • @MythMage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1798883#Comment_1798883

    1.) No. Just no. The Legion would be the perfect killer if they revert some (not all) of the nerfs from the rework, the main one being not losing all of your power on miss and 3 second fatigue.

    2.) So, just a more complicated Twins? The Twins are already bad as is. Adding another 2 would only cause more problems

    3.) What in the figity ######### is this rework idea? Just make a new killer at this point. Legion doesn't need a full rework

    Yes, because Freddy is completely like his old self and Dosent play for portly differently and isn’t practically an all new killer.

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1798715#Comment_1798715

    Not exactly what this thread is about. That said, i don't suppose you have any ideas?

    I personally think they need something that makes them feel like a Legion. My main ide (which is not origninally my own but I really like it), is allow them to teleport through lockers and leave another member of the Legion hiding in the locker. Have it be able to leap out and attack survivors that pass in front of it, as well giving survivor detection within a certain radius. Allow them to have up to 3 members total, but can’t teleport if all of them are out. Give a cool down on the teleport of course, otherwise it would be too powerful.

  • @keygun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1798808#Comment_1798808

    Both survivors are having to wait the penalty, and the killer is penalized for being greedy.

    ...For being greedy? For trying to get more emblems and blood points? Wow. Just...Wow.

  • The DC is penalized. But the person who was allowed to get away scott free was not, and the killer is penalized for trying to get BP and Emblems. So its really not fair, and its really not properly penalized.

  • @keygun said:

    The dc itself will get a penalty.

    Just because you couldn't slug to 4k doesn't mean new rules should be enforced guaranteeing the 4k.

    Just move on to the next game knowing both of them have to wait the penalty if they want to continue playing together.

    If they repeat this dc hatch tactic, the penalty increases.

    Is hatch really worth a dc penalty?

    Is a 3k really considered a loss?

    It sounds like both parties are at fault for being greedy, and both parties got penalized.

    You missed out on 1 kill, they get to sit and wait even longer for next match.

    No new rules required.

    While it is about what I missed out on, its also bringing up an exploit/cheating in this game that should be taken care of. Its not something to just turn a blind eye to, at least I don't think so.

  • @JayByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792742#Comment_1792742

    Freedy is such an annoying killer but when i go against him they always camp me on the hook or just baby sits near me so its me always dying

    That sounds like a problem of having bad luck with players, not with killers.

  • Everything is tunneling/camping to some survivors.

  • If you don't want to run DS then git gud. I run it maybe once in 50 games? And I would say I pip and/or escape more then half the time without it. Its not necessary, its only a crutch for people who need to practice.

  • They need to rework him.

  • If the devs where to remove bloodlust they would need to revert survivor hitboxes to thier previous size (I.E. the same size as killers), so looping would no longer be a thing.

  • @Awkward_Fiend said:

    My idea is to make Frenzy worse when it starts out, but for each time he hits a non-Deep Wound target he gains lethality. This could very easily end up being a really bad idea, but it's definitely more interesting than what he currently has going for him.

    Stabs - Effect

    0 - 120% Movement

    1. 125% Movement, sets to injured + Deep Wound
    2. 135% movement, Injured + Deep Wound, Deep Wound from 0 is forced to tick down (running doesn't help)
    3. 140% movement, Killer Instinct, Injured + Deep Wound, All Deep Wounds start ticking down
    4. 150% movement, Aura Reading on survs with Deep Wound within 32m, Can Down survs without Deep Wounds, hitting surv with Deep Wounds halves their timer, resets your Frenzy duration, but sets you to level 3. All Deep Wounds start ticking down
    5. 155% movement, Aura Reading on all Survs within 48m, can down survivors he hits, refreshing his duration, setting him to 4

    Its an interesting idea that could make Legion snowball, but it could easily get out of control. It also doesn't sound much different then current legion to me.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1798092#Comment_1798092

    How about a DC functions the same as a sacrifice, that way the Killer has some time to get to the hatch.

    I like this idea. It would also be nice if it gave you full hook states and all the points you should get for those hooks as well.

  • Yeah, never feel bad for playing "Scummy" as a killer, its all just the majority trying to bully anyone who plays a killer by claiming your using "scummy" tactics. Considering what SWF and even just solo survivors get up to sometimes, they can be just as bad.

  • @Xyvielia said:

    It wouldn’t be functionally possible, being that if a player DC’s as soon as the match starts, all other survivors would be robbed of the hatch escape.

    I'm not saying its perfect, but its the best idea I can think of. If it could detect a DC when only the last player DCed that would be preferable, but I doubt they can do that. Whereas they can detect when a DC is done at any point in the game and just prevent the hatch. Its already an unfair mechanic anyways, as the survivor can literally get away without doing ANYTHING.

  • I’m a weirdo who likes a Joey

  • @ILoveDemo said:

    A Ds Nerf would kill this game the Devs know that.

    If that’s the case then maybe it deserves to die. Survivors got out fine before DS existed, they will get out fine if it’s nerfed to the ground.

  • @BadMrFrosty said:

    Neither role is that fun. Like heroin, there are high periods and extreme low periods. That is this game in a nutshell, that's why people keep playing it in spite of its consistently terrible state. It's a simple formula:

    DBD gameplay loop (injection) --> evading a killer/4k'ing (the initial high) --> being camped/tunneled/excessively slugged/gen-rushed/rolling bad maps/no kills (sinking to low point) --> End of game with little points or sense of accomplishment (extreme low). Repeat to chase the initial high forever.

    I was just comparing this game to Heroin when my friend was asking why I was playing this game again. The comparison is far too apt.

  • Removing anything powerful he has because it’s “unfun” for survivors

  • There is no freedom. Death is not an escape.

  • @Kagari_Leha said:

    Clown and Bubba (+ Billy's add-ons but i mean, if they rework Bubba they will do that at the same time)

    Also stop voting for Legion

    Legion. Is. Fine.

    No

  • Leatherface has a bug where his terror radius is not centered on him but is in random places.

  • I think if you just added some secondary objectives for survivors, it would help. Needing to gather parts for gens to be able to be worked in the first place would be a good start. Having it so that survivors aren't just slamming gens would make it so the killer would feel more freedom to move around and not need to remove someone from the game as quickly as possible. It would also require them to look outside of normal gen routes to try and prevent survivors from bringing them back to generators. I would also make it so it would take a 3-5 second interaction with a generator to install a part, so it can't just be gen tapped. I would have it only take one part to get a generator in working order, otherwise it would be too much with 7 generators on the map.

  • At the least increase the hit box back to the original one so it can actually block off avenues of movement, which is kind of what he is about. But apparently that is no fun for survivors so it got nerfed.

  • @immortalls96 said:

    He needs a chasing mechanic..and it seems like he won't get it as he is

    A chasing Mechanism would be very nice to have.

  • @LobAutumny said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795569#Comment_1795569

    It literally did always contain looping. Infinites were a massive problem back in ye olden days, when the devs hadn't quite realized how powerful looping could be. DS came from the second major content update in the game and was much stronger back then than it is now. Unbreakable and Dead Hard came from the 4th and 6th major content updates, when most of the things I mentioned were still there. The survivor meta hasn't changed much since David came out, and even then, that was trading one meta exhaustion perk for another.

    https://forum.deadbydaylight.com/en/discussion/comment/1795577#Comment_1795577

    You say you love a challenge, but you also say that you don't want to capitalize on someone's mistakes to achieve victory. Capitalizing on your opponent's mistakes is how you win in literally any competitive game that's well-designed. If your opponent is playing flawlessly and you aren't, then of course you aren't going to win against them.

    As for SWF, yes, there is a discrepancy in power, but it's really nowhere near as bad as you're making it seem. As someone who spends about equal time playing both survivor and killer (and beyond that, someone who mostly plays weaker killers like Wraith and Legion), I've gone up against a lot of really good SWF lobbies and they're far from insurmountable. When I get bodied, it's usually because I didn't chase well and committed too hard to one survivor instead of doing the smart thing and breaking chase to pressure gens.

    A really good killer at the top of their game can obliterate 95% of SWF lobbies and abuse the fact that they almost always play super altruistic. Blaming survivors for your personal failures and going onto the forums to complain about how everything is oh so stacked against you isn't how you get better at the game. You get better by working on your fundamentals and developing better gamesense. Killer is hard, but if you actually work on improving, you'll get better and you'll start to realize that the big, scary SWF's aren't actually all that different from the rare match against 4 solo-queues who all know what they're doing.

    No, I'm talking about the change to survivor hit boxes that made them smaller and able to exploit corners to shave speed off the killer. It wasn't in the game originally.

  • Isn’t in fun when a game forces arbitrary difficult on you? That’s what aim-dressing feels like. I think they need to revert this change and remove aim dressing from the game.

  • @LobAutumny said:

    Killer has literally never been easier. You don't know pain if you haven't gone up against a coordinated 4-stack back when this game was new and there was stuff like infinites, vacuum pallets, old exhaustion, old BNP's, instaheals, instablind flashlights, permanent sabotage, and no bloodlust. Maps also used to contain more pallets and windows and less hooks.

    As killer, you have access to all sorts of crutches like NOED, bloodlust, Rancor, purple/pink addons, moris, the Ruin Undying combo, Franklin's Demise, or the Spirit Fury Enduring combo. There are also a number of killers who can just win chases 100% of the time once you learn their power, like Nurse, Spirit, or Deathslinger.

    So no, I really wouldn't say the game is survivor-sided or that BHVR favors survivors. Learn to apply pressure to generators. Learn to mindgame loops when possible. Don't bloodlust safe pallets. Sometimes a survivor gets a really strong setup with a ton of pallets, and the best thing you can do is break a couple of them and then drop chase to go keep pressuring gens. Even very coordinated 4-stacks can be consistently taken down by really good killers. You aren't going to 4K every match, especially if you're new to the game. A lot of the time (once again, especially if you're new), you'll get 0 kills. It's okay. Matchmaking sucks.

    It also didn’t contain looping, DS, unbreakable, dead hard and a slew of other things. While on most points I agree the game is in a better place, it’s still in a bad place Overall in my opinion. Balance is still nowhere near close. Bugs are rampant; honestly the entire game could desperately use a rebuild. And while the deve are communicative, it often feels like they don’t answer the questions that really need to be, or if they do it is wish-washy, vague, or an outright lie. There positives; but I wanted to point out we still need to strive to improve the game; for everyone involved, not just one side or the other; as well as holding the devs to task to make those changes.

  • @finitethrills said:

    Kill rates are the absolute worst metric to use for anything in this game, when you have 500 variables that contribute to it, not the least is Survivors throwing away easy 3es and serving up 4ks because they are bored and want to try and unhook the one dude who is actually in danger.

    It's even more hilarious that they bring up the difference in kill rates in relation to the bloodlust test, when bloodlust exists to shorten chase times... So why are they even talking about kill rates in thst case?

    Honestly, the dbd balance crew has a terrible understanding of balance, or fun.

    Can’t agree more

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/210749/devs-you-need-to-hold-back-the-killer-sledgehammer

    Nerfing freddy again is really dumb. This man was garbage for about 2 years because survivors complained about him before. So after more survivor complaining we're going to go through the same thing again.....really? Its like what happened with pyramid head, first he looses his ability to see his cages(which is his power so why cant he see them), then he gets slowed down after using his power because survivors dont like to guess when all killers do is have to guess.

    Survivors can’t be made to have to think too hard, that would make them not enjoy the game as much.

  • Seriously; take care of toxic survivor builds instead of constantly nerfing killers.

  • @Talmeer said:

    The problem with all the "Gang" ideas for the Legion are: Swf.

    Even the locker thing mentioned aboved could easy be told to other survivors via coms. Like also where one has seen some other Legion member staying and so on.

    While I admit that it is an interesting idea, I don't know how that could be balanced against swfs.

    Also the Legion had always 2 advertising videos. The second and longer video had shown the pre rewok Legion and even if this killer was far away from being op - how also the killrates stats of that time have prove - he was what some people miss.

    But this just illustrates what problem SWF is, not problems with killers.

  • @Felnex said:

    I saw somebody else say "Twins have what Legion's power should have been." and I think that's right.

    I think it was a huge disappointment and failure on BHVR's part to advertise a killer as a "gang" and then introduce them with the most generic power ever: Run fast and go stabby stabby. No gang, you work alone. It sucks! Legion deserves a rework for that alone. 100% failure.

    Yeah, and they are such a cool idea that could have been so much more, and they have an especially awesome metal remix of the main DBD theme...but are so disappointing otherwise.

  • @Jay_Whyask said:

    The reason why people get so upset when they lose is because they didn't have enough time to enjoy the trial.

    I'm sure you've felt it before, getting slugged at 4 gens, survivors spread out across the map avoiding pressure & completing 3 gens 80 seconds into the trial, a meta killer with an ebony mori one hook killing you 40 seconds into the trial.

    It's far to common, and far too easy to make a trial feel like an extended queue for your next match. That's the problem, that's what you should be complaining about. When the killer kills you with a mori getting killed isn't the problem, how fast you got killed is the problem. When the survivors escape them escaping isn't the problem, how fast they escaped is the problem. Survivors being invincible for 60 seconds wouldn't matter at all if the trial didn't end as soon as the killer whiffs a swing. Killers tunneling wouldn't be a problem if the sacrificial process didn't jump forwards every time you get hooked.

    That's the problem, we simply don't have enough time to enjoy Dead By Daylight.

    I can agree with this, I really wish games where longer and more paced out, it would lower my stress and frustration by a lot.

  • I would kill to see a rework for the Legion. Something to do with them actually feeling like a Legion in game? I would say give them a telport between lockers (since they are school kids basically) that leaves behind a member of the legion that can attack out like a head on survivor. Make it so there is some kind of tell on the locker so survivors have a chance to avoid it. I think that would be fun.

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