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gatsby
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For the People is only really good if you're trying to do a 1 for 1 to save someone on death hook. Most of the time, good Survivors go down in dead zones without resources so saving them means that both people are easy targets. Because For the People only matters if the Killer is still in the area. If they leave someone slugged then Unbreakable or vanilla healing them is best and For the People is overkill
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@illusion said:
Nah. The perk was designed with solo players in mind. There's no need for it to be buffed, and SWF groups don't usually even bother with aura reading perks, since they can just tell each other what's going on.
I'm not buffing the perk. I'm buffing the aura reading that Survivors have in the base kit
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If you want an honest answer, 9 months after the DLC launched. And then it's random from there, but part of the possible perk pool.
Aftercare was released in December 2018 and first hit the shrine in January 2020
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@LALYTHIA said:
Well, his stalk being broke AF makes him perhaps easy to play. *shrug*
In high ranks, people don't stalk at all because the Survivors are sentient. They use the power to sneak around for free hits and mindgames in chases, which is ironically the most effective way to play him
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Legion just needs one of the Sketches for Frenzy duration. The other add-on is personal choice
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Give him a 32m Terror Radius and a sound cue that tells Survivors he's about to fire in advance like Huntress... then we can talk about stuff like reducing his reload, reducing his hook break stun and making him 115% speed.
But his current off-brand stealth Killer vibe and near unreactable shot has to go.
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Ruin is still very strong (especially with Surveillance). It's awesome on Killers with map pressure like Oni, Billy, Nurse etc. who can get Survivors off generators and keep them off.
It's less optimal on Killers with less map pressure, but it's extremely low effort to use. You just select the perk and done. And Survivors will still usually waste time hunting it down so it has decent value.
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Sounds like a bad rework for Stake Out or This is Not Happening not Prove Thyself. Idk why anyone would run a perk like you're suggesting either way though
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@BigBrainMegMain said:
No, it wasn't a buff it was a nerf.
The problem wasn't the person that had Decisive Strike, you could have dribbled them to the hook.
The problem was the other 3 Decisive Strikes that you didn't see because they weren't the obsession. There was no telling who had it, and imagine getting to a hook and getting DS'ed and losing all your momentum after that.
THIS time around you at least have an idea on who has it IF there is an obsession, and THIS time around there is an actual time limit.
Back in the day, it was unlimited amount of time. Imagine 4 Decisive Strikes in End Game with no time limit.
That's why old DS was awful.
Decisive doesn't guarantee you to be the Obsession, unfortunately, the game likes me for some reason and I'm frequently the obsession without running an obsession perk. I have a decent computer and a fast connection so sometimes I feel like I get it just because I loaded the game first.
I've been the obsession without Decisive on a team where the other three are running it many, many times. I feel like Decisive is like a +3% chance to be the Obsession or something small
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@RaSavage42 said:
So would making SP an activatable do anything for QOL?
That would be so unbelievably broken you have no idea
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Don't slug or camp with a three man. There's really no way to deal with it and still complete gens
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Just bring Ace in the Hole if your add-ons are that important to you
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I have Steve as P3. And P1 Yui and Legion.
I rarely prestige unless I really like the character. It's mostly a waste of bloodpoints.
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1221253#Comment_1221253
There are some very survivor sided maps, but they made no mention of touching some of the very killer sided maps. The fact they are not touching Hawkins is a joke to me. Plenty of red rank killers already adapted to the current maps by using overpowered characters or builds. I can see them trying to balance the game around red rank SWF, but that leaves the other 90% of the survivor population out in the cold.
This is exactly how deathgarden died, by catering to a 5 man on comms instead of the solo Q players, who make up the majority of the game.
Maps like Hawkins, The Game and Haddonfield probably won't be touched much simply because they're from the licensed properties so the Devs would have to get approval of any changes they make, which is probably more time and money than its worth
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1221205#Comment_1221205
But the dev's have not touched some of the extremely overpowered killers. Why do Freddy and Spirit still exist in the state that they are? Hag is also sleeper overpowered, but nobody plays her so there are few complaints. Killers have a wealth of broken add-ons to call upon while survivors at this point basically have....keys? And keys are lategame. An ivory mori can end the game at 5 gens left.
They're not nerfing Survivors directly. They're just re-balancing maps that were too Survivor sided.
It's not like reducing Window vault speeds by 20% or bumping exhaustion perks up to 50 seconds. Nothing core is directly being nerfed on Survivors. And on the untouched maps there's literally nothing different
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Yui is an A-Tier waifu with Kate and Nancy. She's thiccer in other skins like the First Gear Leather Pants
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I play red rank killer and red rank survivor. I can tell you firsthand that the changes are balanced. survivor only players don't understand how favored some maps are for them.
the devs have nerfed the extremely survivor sided maps... or the relatively balanced maps with a couple exploitable window loops. trust me from someone who plays both sides they're making the right move.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1220885#Comment_1220885
You PC? Because on Xbox I'm having a fun time at Rank 1 with them.
Yup the Survivors on PC are cracked and sweaty SWFs in voice chat are normal
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1220862#Comment_1220862
This.
Most Legions will run perks that help them find multiple survivors that are grouped, to have Frenzy have any effect. Yes he can snowball, but only against a poor team, especially that he has limited chasing capabilities.
I'm the opposite. Legion doesn't need tons of help getting injures where they need help is getting downs with M1 at least in Red Ranks
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@Waffleyumboy Survivors spread out when they're not injured to avoid being Frenzy chained yes... but if they're already injured and you're chasing someone else they usually don't feel threatened enough to leave. Survivors really aren't afraid of Legion in general they just think mending is annoying. There's a reason they mend in your face and dare you to cancel your power.
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@Cephalon_Lebron said:
https://forum.deadbydaylight.com/en/discussion/comment/1220682#Comment_1220682
I agree that bond is better but not on a healing build
You can tell when Survivors are injured because they have different animations than healthy people. I've seriously never had an issue finding an injured teammate that's not in a chase
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@Cephalon_Lebron said:
https://forum.deadbydaylight.com/en/discussion/comment/1220649#Comment_1220649
But... Empathy has better range than bond and since you want to heal teammates, idk why you would want to see healthy lads. Also BK stacks with we'll make it, we'll make it is like prove thyself, only 1 can be active
I just can't ever see a reason to use Empathy. When you use Bond, it's pretty easy to tell where teammates are even if they're out of range if you mentally keep track of the direction they went the last time you saw them.
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@PigNRun said:
https://forum.deadbydaylight.com/en/discussion/comment/1220642#Comment_1220642
See Second Wind's description: "Second Wind does not activate if you are already afflicted by the Broken Status Effect."
Basically, if you escape with Deliverance, you would be wasting Second Wind as it wont heal you.
It actually does heal you. But you have to wait until the Deliverance broken effect ends. One of the Devs mentioned that here once
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@Cephalon_Lebron said:
Second wind, we'll make it, botany knowledge and empathy sounds like a fun build (i used this exact build but instead of second wind I used self care)
The issue with Botany Knowledge is that Survivors don't know you have it so sometimes you have to spend like 30 seconds convincing them to get off the generator to heal. Plus it doesn't stack with We'll Make It
And Empathy isn't the best for finding healing when you need it since Second Wind is your only self heal. Bond is awesome for finding people to heal, coordinating gens, finding heals for yourself and knowing how to avoid interrupting gens when being chased. Empathy just isn't that versatile.
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@Danky Empathy is just bad. Bond gives you way more information and you can tell by a Survivor's animation if they're injured. The only advantage to Empathy over Bond is the range.
But if you're using Bond, you generally know which way people went even when they leave range so its relatively easy to make educated guesses of where they are
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@nickofford said:
The perk you are thinking of is called "Dying light"
No. You get the buff for hooking anyone. Don't give the obsession free perks. And are discouraged from camping.
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1116573#Comment_1116573
This is up there on the comments that aged badly. 2 months later and kindred not countering insidious is a thing on the PTB.
Cute
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Basically he's super loud. So Survivors pretty much always know what you're doing. Makes it hard to mindgame and easy for them to know when you're in a chase so they can do gens for free
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@Clevite you can only potentially have 8 hook saves per match. and the survivors can counterplay the perk by getting off gens and coordinating quick saves with borrowed. getting the full five stacks will be hard once Survivors get used to counterplay and even if you do get the full 40% it'll be late-game and probably only effect the last 1-2 gens.
The point is that it discourages Survivors from holding M1 and gives the Killer no incentive to camp. It also encourages sabotages and breakout, which is a playstyle that's not currently used almost at all
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To be fair. Demo is from another dimension where Humans don't naturally exist so...
And the Devs have mentioned that they want Survivor perks to be realistic and not "magical"... so they wouldn't be able to create any perks for an animal or other creature that weren't something a human could do
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Ghost Face and Myers have the best perks.
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Killer Rule #1- SWF is unfair and gen rushing is toxic
Survivor Rule #1- You must hook everyone twice before you start killing people or you're a tunneler
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@Jholla31 yeah that's a big thing ive gotten from this. I'm planning on experimenting with Kindred and Bond :)
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@Jholla31 Inner Strength isn't like self care at all. Sometimes you get unlucky with totem spawns and have to chill out injured for a while before you can find one. I'll frequently work on gens injured and then find a totem later. Plus even if I have the perk ready, I'll usually wait until a teammate gets hooked to heal (because hiding in a locker to avoid BBQ is the most optimal time to heal with Inner Strength).
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@MadLordJack said:
Swap out spine chill for kindred or bond. They are must-have solo perks. Spine chill might save your life or tell you when to let go of a gen, but kindred and bond give way more useful info that can save an entire match. Kindred tells you when to save, what all of your teammates are doing, where their gens are, where the killer is going next, WHO the killer is... And bond is just hard to describe. It's really, really good and you get lots of info about your team, and you can see whether or not they are in a chase so it also sort of replaces spine chill.
Good idea honestly. I think I'll put Kindred in rotation for Spine Chill more often and see how I like it
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Legion is easy to be annoying with... but hard to actually 4k with. Because they're one of the only Killers that can't down with their power
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@CLAUDETTEINABUSH said:
They don't plan making anything meta, as a survivor there are incredibly situational perks that you have to make em useful yourself.
Take borrowed time for example, it's an anti-camping perk. Survivors that use it to it's full extent go for saves when the killer is around (like when they are done hooking) so that the perk can be activated and save their team a lot of time. Same with any means necessary, as a survivor if you keep dropping pallets and extent loops the killer will stop breaking them to catch up, and that's the time where the perk shines.
If a Survivor keeps dropping pallets at the drop of a hat, a good Killer will keep chasing and breaking them to clear out the level. It's like that Survivor is handing out free candy.
All their teammates will hate them by the middle of the round when literally every pallet is broken because a bad Survivor wasted everything
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@Dehitay said:
The killer equivalent of this would be to allow a killer to just reset a completed gen with a long cooldown or once per match. Does that sound like something you would want?
It's called Pop Goes the Weasel. If a Killer has a decent pace for hooks and really doesn't want a center generator to finish, there's nothing the Survivors can really do about that. Especially once all the pallets in the area get used up.
They can essentially pick a zone of the map where it's impossible to finish and objective. If the generators are close enough, they can create the famous three-gen strat and basically stall out the game so long that even if the Survivors finish at least 1-2 people will die and usually it turns into a 4k
Basically Survivors could make "safe-zones" with new pallets like Killers can make "dead zones" by breaking pallets and preventing objectives in the area from finishing.
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@Peanits said:
That would be pretty nutty. I've been running Any Means Necessary for a couple weeks on my survivors and it's pretty decent sometimes. I wouldn't mind a buff to it, but to rebuild broken pallets would be a little crazy. I can't imagine it would be much fun to have to deal with shack pallet (or another very safe pallet) multiple times in a match. As is, if you let it get reset, that's on you. You should have broken it. But if they can rebuild it after you broke it, there's nothing you can do to stop it.
That's the Catch 22 of Any Means Necessary currently. The best pallets to reset are the ones that good Killers will always break.
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Spirit, Deathslinger and Nurse the the most disgusting Killers to play against in Red Ranks. Most people would agree with that
Obviously this guy doesn't play high ranks.
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@1saltypug said:
https://forum.deadbydaylight.com/en/discussion/comment/1210245#Comment_1210245
I agree people like to make it out like all survivors want for a good game is to escape. That's never been the case for me I get more enjoyment out of big plays or being outplayed on a loop by a killer. People vomiting that diarrhea gets annoying after a while "Survivors just want killers to stand in corners and stare at the wall"
Yeah same. I want Killers to challenge me and make the game feel close.
(but Stridor Spirit makes me want to vomit)
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Bunny Feng is meme. So the Killers like to mess with them
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The game becomes fun when you can mindgame killers at loops, make plays with exhaustion perks and reliably get spins where the Killer ends up hitting a wall and looking stupid.
I play a lot of both Killer and Survivor. The most fun thing on both roles is when you have a good chase where both people make big plays. You end the game both being like dang you were good GG
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@HuntressIsMyFavXD said:
I'm not sure how it would work out but maybe this
Start the trial with 2/3/3 tokens
Press the active ability button to spawn a pallet, this pallet works only for you. It's aura will be highlighted yellow
You cannot respawn the same pallet twice
Your teammates cannot respawn a pallet you already respawned (Spawn locations that are used by another player are highlighted red)
Takes 10 seconds to rebuild
Causes the Exhausted Status Effect for 120/100/80 seconds
Causes the Hemorrhage Status Effect for 80/80/80 seconds
Has a cooldown of 3/2 and 3 quarter/2 and a half minutes
Cannot be used whilst Exhausted
I'd do start the trial with 1/2/3 tokens.
Press the activate ability button to re-build a pallet that has been broken.
This pallet has its stun duration halved (basically a free enduring or barely anything if they have enduring)
Causes the exhausted status effect for 60/50/40 seconds.
A completed pallet causes a loud noise notification.
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Killers have to have Iridescent in every category to double pip.
Survivors have to have two iridescent and two gold to double pip.
So yeah... Survivors "win" more often at red ranks. You can actually double pip on Survivor without escaping even.
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@FlintBeastgood said:
Hmmm. When I hold down a frenzy hit it's a massive lunge.
Pretty sure I'm hitting rank 1 today if you're right. I'll play some games and see. Never occurred to me that Frenzy had a lunge idk why
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1207485#Comment_1207485
You have a lunge with Feral Frenzy, its even a longer lunge because you are way faster.
Yeah. No. You have way more reach on windows with an M1 Lunge. Frenzy hits can barely make anything through windows that's how I know
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I'm a Rank 2 Legion main. They're pretty much the only Killer that I play. The real key to Legion is Frenzy. You have to know when to spread the pain and when to cancel your power and commit to chases. Legion is generally a hit and run Killer. Your job is to chain hits with Frenzy (Discordance is super useful for finding people grouped up) and then you come back to them when they're hopefully still injured to finish the job.
You pretty much always need to get the first hit on a Survivor with your power because without the first hit, Leg is just a basic 115% movement speed Killer. Never under any circumstances commit to trying to down a person that isn't already injured it's a waste of your time.
I think the hardest thing for Legion is getting extremely comfortable with Frenzy's hitbox and mobility. Frenzy doesn't have a Lunge animation so you have to be right on top of Survivors to hit. Also, you really have to pay attention to your screen because you can't see scratches so it's easy to lose Survivors if you're not careful. Always wait to use Frenzy until you're close enough to Survivors that you won't lose them using the power too early can be a mistake.
Survivors will also do weird things while Legion is in Frenzy like 360s, window techs and immediately vaulting back, so you have to practice flicking and doing 180s to land hits... it's kind of like a sixth sense. Don't be surprised if Survivors knock you out of your power a lot before you've invested the time to get familiar with all the mindgames and BS. Legion is very unforgiving for missing Frenzy hits, so you have to get extremely good at reacting and predicting to their tactics.
Final tips. The Sketch add-ons that increase Frenzy's duration are the best. Use Frenzy to run to generators that are close to finishing even if you get knocked out of your power you'll usually scare them away and buy time. Use the Killer Instinct tracking to get an idea of where everyone is even if you don't immediately chase them... Legion can know a lot more than Survivors expect and they're much more subtle than a Killer like Doctor. You can really catch people off guard. Legion can kick generators and open lockers in Frenzy. Also, picking up a Survivor cancels Frenzy without the 4 second stun so slugging a Survivor and then hitting nearby people with Frenzy before you pick them up is a good use of time.
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Feels strong, but not OP. I don't hate it actually
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Matchmaking is all over the place with Killer. Sometimes you'll get easy games. Other times you'll get red rank SWFs that destroy you.
Most people want to consistently have quality games that feel close, so they don't play Killer