White_Owl
White_Owl
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- White_Owl
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Are you people for real?
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I find the costume very similar, the main difference are the flaps on the sleeves. Considering it was leaked way before its release, it's possible it's not finished yet.
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@Condorloco_26 said:
LOL
Reworked collision in the basement stairs so killers can't block it to secure a kill.
But didn't touch collision in the rest of the game so killers can continue getting looped to oblivion, and blocked while carrying survivors.
How are the two things correlated?
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The Legion rework happened because of our feedback in the last months. They did listen.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/419034#Comment_419034
I can see that but why not cause exhaustion for like 10 seconds? The devs seem tied to the 60/50/40 second timer but I don't think this perk is nearly powerful to warrant that long.
Agree. 40 seconds is really too much for what it does(not, cause bugged as hell)
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I think the best way to get good with him is to learn the timing to stop vaults and pallet drops. Most will just chase in Treatment Mode and shock people, wasting a ton of time, but with the right timing of switching form and shocking you can "ignore" many loops and be very powerful in chases.
Addons are very varied, they're all good and it's basically just a matter of preference and playstyle. Personally I love the Calm series because it can mess with survivors' perceptions and lead them to make mistakes, and the Interview Tape to get the increased range without the time penalty (but it requires more precision).
As for perks, again, it's personal. Imo TR perks (except Monitor and Abuse, which synergises well with the Calm addon series) are overrated and become basically useless after rank 15, since they basically enhance a passive playstyle . A perk I would suggest though is Save The Best For Last: aside from being a great perk in general, the Doctor can use it well because he can make the obsession inoffensive just by shocking them and putting them in Madness 3, without wasting stacks. Plus, with a good amount of tokens you can stop unhooks from afar with a shock and then hit-and-grab the unhooker, which makes runshed unhooks very dangerous against him.
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It's not strange that the Hag is so deadly. Dedicated players are terrifying and consistenly get 4ks, while noobs/casuals mostly camp from a distance with traps under the hook, and that can easily ensure at least a 2k, boosting her deadlyness compared to, let's say, the Nurse, whose noobs/casuals often have very poor performances.
Basically the Hag is a high skill-ceiling but still noob friendly killer.
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I had situations as the one described by OP and I just found them funny and exciting, they added thrill to the match. I honestly don't get what's the problem with kobes.
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And? As if aura would mean anything
Being delusional 101. Aura reading can be very powerful, just the other day I sniped a MoM user from half map away with the Huntress. That's just an example, but saying aura reading is useless is stupid.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/444817#Comment_444817
Have y'all tested exit gate regression to prevent loop holes such as 99%'ing the gates to avoid the timer? It could regress down to the last milestone or something.
It's just something to prevent survivors from avoiding an entire mechanic. After all, if you keep this then your EGC mechanic is all in vain since it can be easily bypassed.
The killer can open the gates to trigger the EGC.
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Totally agree. I find the only useful addons are those that increase the number of boxes, increase the time to search boxes and reduce the timer. The others are very "meh" and I find no difference between using them or going addonless.
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This isn't the same Legion people payed money or shards for.
Actually it is. Legion was advertized as a killer whose focus was to injure as many survivor as possible in a smal time fram, with the added benefit of vaulting pallets. That didn't change.
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Lithe is already quite powerful after the chase requirement was removed. The only exhaustion perk with a bonus is Balanced Landing, which is heavily map-dependant and kinda situational.
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Maybe because the stream was about the PTB? Just saying...
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@tt_ivi_99 said:
https://forum.deadbydaylight.com/en/discussion/comment/442214#Comment_442214
Do you have anything to confirm that?
If you go to Coldwind Farm and go to the combine and make a survivor stay on the hay and get as close to the window as he can you'll see that you cant hit him with the chainsaw if you are beneath him but you'll be able to hit him with your M1 attack.
It's somewhere in the patchnotes, but I don't remember which update.
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For some reasons they increased his hitbox some time ago. As if chainsaw hits weren't easy enough.
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The timer pausing in Pig's terror radius, however, means that coordinated survivors can lead the killer towards teammates that have RBTs in order to give them more time. There's a decent chance, depending on the map and the box spawns, that this can even happen on accident.
This is my biggest concern. It basically reduces to almost zero the lethality of RBTs and as a consequence the pressure they put on survivors: they could even repair gens in the killer's TR without worrying about the trap on their head. It also doesn't punishes tunnelers, since they can just crouch to keep the timer going on just as now, with the difference that in crouch mode the chase can still start.
I'm ok with the endgame change since you just need to use the last traps when 1 gen remains
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It's a nice idea, I'd love it.
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*grabs popcorn
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@Peanits said:
This is part of the End Game changes. With the Survivors on a short timer, they can't afford to go around taking a trap off before leaving. Putting a trap on a Survivor after the End Game has already started would be a death sentence particularly when paired with Blood Warden. Traps applied before the last generator was powered will still be active, so you'll still be able to
These changes are just on the PTB for now, though. We'll keep an eye out for feedback and make changes if needed.
Wouldn't it make more sense to make RTBs slow down the EGC timer as if the survivor was downed or hooked?
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If people didn't behave as total idiots probably more people would play the PTB.
I, for one, am not gonna waste time again. I tried just one match hoping it would be better than the other times and then renounced. I'll leave it to people who can play in kyf and properly test stuff.
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@Sythalin said:
It's a nice idea to use it to signal that the killer is near, but it should come at a small cost. In order to provide the choice to lengthen the time or shorting it by providing a certain message!
There's already a perk that shows if the killer is near (Kindred). Arm flailing is basically just a free version of said perk. Of course people like PinkEricka refuse to see it this way to acknowledge this point, just like denying that VoIP gives 10+ other free perks (in addition to Kindred).
First, arm flailing is a very inaccurate way of communication. It is in no way comparable to Kindred.
Second, doing changes that would only penalyze solo survivors is stupid, since if anything it should be the opposite. And no, not everyone uses voip.
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Stealth is fun and perfectly viable, even against the Doctor. Which btw is a very strong anti looping killer but has a high skill floor.
Hex: Ruin is a waste of a slot unless in certain specific builds.
The Nurse and the Hillbilly, once you have the mechanical knowledge, are very easy and straightforward killers and don't require so much skill as people believe, especially the Nurse.
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110% movement speed is reserved for killer who can use their power to directly combat pallet looping. The Hillbilly can't, so giving him lower base speed would probably kill him.
If anything, I think his chainsaw hitbox should be made narrower, to bring it more in line with the animation and to add more counterplay to close-range chainsaws beside praying.
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The 3 gen strategy is surprisingly effective with the Trapper, doesn't matter the build. Having so many traps concentrated in the area survivors want to stay in makes them very dangerous, especially if you keep moving them after they've been used/disarmed
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/429025#Comment_429025
Killers are "mean", as you call it, to survivors because the overwhelming majority of them are also "mean" to killers. It's not one or some, it's the majority.
Killers get ######### on for showing mercy and for not showing mercy. They get ######### on for killing everyone and not killing anyone. They get ######### on for going easy on survivors after a DC and for not going easy after a DC. They get ######### on for "tryharding" and not "tryharding". No matter what killers do, survivors are never happy.
Inversely, killers give hatch escapes and are polite in the post-game chat at a rate that far exceeds anything nice survivors do for killers.
I've heard tales of one out of a thousand survivors who give themselves up when the killer is about to end with a 0k, yet killers often give hatch escapes.
Survivors hold the game hostage at the exit to teabag and whatnot, but killers rarely just let you bleed out on the floor and will often lose a hatch stand-off on purpose just to end the trial.
So yes, toxicity does distinguish between the two roles, and one side has always been overwhelmingly more toxic than the other. And no, it has nothing to do with the fact that there are 4 survivors; the ratio of toxic players is disproportionate even if you take that into account.
I highly doubt it's the majority. My experience alone tells me most players are neutral, not kind nor toxic.
The problem is that we tend to remember negative experiences better than neutral/positive ones, so for every toxic survivor you meet you don't notice the others that played normally and just moved on to the next match (maybe after leaving a gg).
I've heard tales of one out of a thousand survivors who give themselves up when the killer is about to end with a 0k, yet killers often give hatch escapes.
Probably because escaping gives 5-7k bp to the survivor, but a kill gives merely 700 bp, so no one consider them comparable.
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Sounds super fake.
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Align you camera with corn rows and move diagonally with WASD, this way you minimize the impact of corn on your fov.
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I think if the killer slugs and doesn't hook anyone in 2 minutes it's safe to assume it's better to get the ######### out. Sometimes you have to leave the others to their doom.
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I think she is fine. The hit the detection sometimes is a bit iffy, though.
The only thing I'd like to see is how it would work if cleansing at fountains removed the sickness and the broken status but didn't heal the survivors.
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First, it's always been that way, toxicity exists since the beginning of time and doesn't distinguish between roles. Second, being mean to all survivors just because someone was mean to you is a ######### up logic.
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Do you realize your anectode is the perfect example that says gen rush is possible if the killer allows it?
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@QwrtyMan213 said:
https://forum.deadbydaylight.com/en/discussion/57836/possible-addition-to-the-legion-rework
This idea has been posted before and I'll say it again: this is a great idea.
My bad I didn't see it around until I wrote this
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I generally like the rework. The only thing that perplexes me is the usefulness of Deepwound; given the new downsides, I hardly see someone going down because of it (and that's ok imo), so I see Feral Frenzy as a quick way to injure multiple survivors, which personally is what I like more about Legion, and Deep Wound as a sort of Snapping Out Of It, but without all the effects of madness.
This might just be an impression since all we have now it's on paper.
Wouldn't be better at this point to give the Deep Wound a different effect? For example remove the mend action, and if the timer runs out the survivor gets broken, which makes him downable with Feral Frenzy. The timer could even be prolonged in that case, to allow survivors to heal (with a medkit, Self Care, or by a teammate). Once healed the timer disappear. I think it could work well as a time waster, as a way to make survivors group up and make FF more menacing.
tl;dr : Deep Wound seems less useful with the rework, would it be possible to change it to give a different effect?
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There's a difference: the Hillbilly can barely steer, and his hitbox is so huge sometimes you just need a pixel to bump into appearently nothing.
What I would be ok though would to slow him down a little bit while revving the chainsaw (and reduce a bit his hitbox) since currently close-range instadowns are really easy on him .
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That still wouldn't guarantee that that guy (sometimes it's me, I admit it) without chest perks will open all of them leaving brown toolboxes and broken keys behind.
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@not_Queen question: what's the point of using Feral Frenzy on a survivor who already got hit by it if it doesn't down them nor reduce the timer? Just curious, not trying to be rude
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I was a bit out of the loop, so it's not very clear to me: is the bug due to the Filthy/Nasty Blade or to the combo of the two addons? I wouldn't like to inadvertently make poeple suffer from this bug, since I tend to use blades addons on Legion.
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Or... you could adapt to the situation and adjust your gameplay in a way that allows you to keep your item. Mindblowing, eh?
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The Winter Solstice theme was my favourite, definetly. It felt extremely haunting and menacing.
I don't have a less favourite though, I like all of them.
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@ReikoMori said:
If the penalty is based on how close he is to you, then it is never going to be worth a great deal as if he's that close he's just going to shock you.
This rework is meant to make the perk useful for everyone.
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@Luigifan64 said:
https://forum.deadbydaylight.com/en/discussion/57425/overwhelming-presence-rework
It'd be too strong with other perks and it would be super annoying on Doc, I do think the perk needs to be changed, but not in this way.
The idea behind the penalty being tied to distance and with a cap was thought right to avoid having this perk be too powerful on Doc. Basically it wouldn't be much relevant with a big terror radius, but would be equally useful on everyone (with a heartbeat).
An other possible way to avoid broken situations would be to make it active when not in a chase. Even a Doc on The Game has to chase people afterall.
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@Divinitye9 said:
I have never understood why smacking someone on a hook is “toxic” or “offensive”. I don’t do it because it is a waste of time, but survivors get their panties in a wad over some of the most minor things.
We don’t have to give you a hatch, we don’t have to camp or tunnel you, we can do whatever we damn well please. Until an official memo passes from the devs themselves and says YOU MUST DO THE FOLLOWING, we are limited only by ourselves.
Plus if a survivor wants to be a prick, should you be surprised at all that we will be one in return?
That's basically the equivalent of tbagging behind a pallet.
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@Captain_Spaulding said:
https://forum.deadbydaylight.com/en/discussion/comment/418918#Comment_418918
Have you seen half of the killer perks? Most are useless beyond belief. AKA Monstrous shrine.
At least Monstrous Shrine doesn't have an equivalent that does the same but way better.
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How would that work with Diversion?
I like the idea, but I think it should apply only to perk-based notifications.
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@Triglav said:
The devs are probably just gonna add a new perk from a new killer that does this very thing given enough time.
That wouldn't solve the fact that the current Overwhelming Presence has basically no reason to exist
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It was changed because it looked bad with the new base setting speed.
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it would be so much better if there was an animation where the Hag's hand reaches out from the seal climbing up from the mud QUIETLY
That wouldn't work too well. By the time the phantasm emerges the survivor would be already gone.
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I like this idea +1
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Thorned Rose (secret)
Survivors can't hear the heartbeat, but don't leave scratchmarks when running.
"Gifts from the Entity always require a price"
I think it should be an ultra rare since it would drastically change how the game is played.