jesterkind
jesterkind
About
- Username
- jesterkind
- Joined
- Visits
- 17,633
- Last Active
Comments
-
If all that's done is niche perks are buffed to be a little more useful, nobody would have any actual reason to swap off their meta loadouts; it shifts the responsibility of the "meta shakeup" onto the players to make the choice to stop running the current meta perks even though they're all still perfectly viable and realistically still probably the strongest options.
In order to shake up the meta, people need a reason to swap their builds, and that comes from making their current builds less effective just as much as it comes from making other tools more effective.
(Also, Mettle of Man wasn't nerfed, I'm not sure what you mean by that)
-
Killer should be, and killer is.
The killer cannot be removed from the match early, cannot be meaningfully taken out of the action during the match, and can only be run from + briefly stunned. I don't know if "power role" is a real term with a concrete definition, but from my view, it would be a gigantic missed opportunity for actually interesting game analysis to just have it mean "whichever side is stronger".
-
It's a very good direction for the game, I like it.
Helping killers with gen defence, especially early gen defence, and improving their ability to chase so it's less teeth-grindingly lengthy to actually down a survivor who knows how to utilise the current post-hit sprint is a great mark of things to come, and entirely changing the meta is exactly the kind of bold move that's needed to keep the game fresh and healthy.
A few things look questionable, but that's what the PTB is for- and worst case scenario, something different is going to be annoying instead of the same-old same-old from the past however many years.
-
People already complain about how bloated their charms pages are and how much they don't like charms in general, I think if they got given more without their consent they'd go completely thermonuclear
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3039541#Comment_3039541
You are delusional if you think solo q was improved in this patch. Like I said this convo isnt going anywhere, you have your mind set on thinking self care needed a nerf and that solo q was improved so we just can agree to disagree.
You don't get to call me delusional and then call to "agree to disagree" lol.
Basekit anti-tunnel that no longer requires hoping your teammate brought BT or isn't farming you is an improvement. Buffs to self-healing perks is an improvement. Buffs to certain information perks is an improvement. Buffs to personal anti-tunnel perks is an improvement.
Buffs to Knock Out is a detriment. That's... basically the only thing that negatively affects solo queue specifically in this patch, I'm pretty sure I'm not forgetting anything there.
I also don't think "self care needed a nerf" in general, I think (correctly) that if the goal is to stop people from using Self-Care (which it is), then the best tactic to achieve that goal is to nerf it.
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3039529#Comment_3039529
Your logic: some alternatives are good, so lets nerf the bad one. ???????????????
It was negatively affected in this patch, it is a fact.
@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3039529#Comment_3039529
...Why do you think Self-Care being a bad perk means it needed a nerf? The way those concepts work in my brain, you're supposed to buff a bad perk, not make it worse.
It is one of the top three most run survivor perks throughout this game's entire history. It is a bad perk that a lot of people run, so if you want to get people to stop running it, your only real avenues are to buff its alternatives or nerf it directly. Since its alternatives are already better, some of them to a pretty staggering degree, buffing them is a very dangerous game; making nerfing it directly the smarter choice.
If you buff Self-Care, more people will run it. That is the opposite of what is wanted here. You may disagree with that goal, but that is what this patch is for.
As for solo queue being negatively affected in this patch, it is not a fact. Solo queue overall was improved, not denigrated.
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3039516#Comment_3039516
Content creators, you mean like 3 of them, which were the cry babies get all their opinions from, watching videos instead of playing the game for themselves? True, maybe those content creators too.
It was a bad idea for solo q, but like you've said before, you think solo q is fine, so it's not like this convo is going anywhere anyway, since you also think self care is a good perk.
Where on earth did you get those two ideas from? I think Self-Care is a bad perk. Now. On live servers. That's kind of why it had to get nerfed, its alternatives were already better and thus couldn't be buffed that hard without risking making them broken. "Not useless" does not, in any way, translate to "good". It translates to "not useless".
As for solo queue, I don't think it's fine in general, I think it wasn't negatively affected by this patch unduly, because it wasn't. There's a gigantic difference between those two statements.
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3039501#Comment_3039501
Who is "people"? Cry babies on the forums? Yes, they were very loud indeed.
Cry babies, more sensible people, content creators, random comments...
Just because you didn't want it doesn't make it a bad idea, nor the sole domain of idiots who should be discarded out of hand.
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3039452#Comment_3039452
Yes they did. Self care is indeed useless. A perk isnt good if it requires you to bring an item or another perk to even be useful, and even then, really not that useful, at all.
Healing during a chase with new self care will only work against new killers who dont know what theyre doing.
Yea, the point of the nerfs were so people wouldnt use them anymore, which I think it's really stupid, at best.
Well, you're certainly entitled to your opinion, but people were being very loud about wanting a meta shakeup. This is what that looks like, so there's a clear line of logic to why things got nerfed.
-
@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/3039344#Comment_3039344
Making a perk not only useless but an active hindrance to your team and a benefit to the killer (especially solo queue) is not a great method of balance.
But they didn't do that, did they?
Self-Care isn't useless, you can still stack it with Botany and a good medkit for some pretty solid heal speeds and you can still use it the way higher-skilled players do (EG, healing a little bit at a time, often during chase). It's just even less appealing to bring on its own to heal all at once. Which, y'know, it should be. The point is for people not to run it anymore.
-
Agreed.
I'm levelling Deathslinger right now as we speak to test a few things, and the fact that I can get tier 3 perks in a level 1 bloodweb post-prestige makes getting the perks I want soooo much easier, and way cheaper. It's going to be incredible once it hits live.
Not a fan of paying 50k to prestige, but that's a minor quibble.
-
It does nothing for you now, but when you buy a new killer in the future, that killer will also already have every perk unlocked if you have all other killers at Prestige 3.
If you're referring to the reward for already having characters at Prestige 3, it's a silly gold filter over the character's portrait. It doesn't look very good, imo.
-
@brokedownpalace said:
I watched a survivor Self Care against a Legion last night on live and was reminded how painful it is. It's going to get so much worse and simply because the devs are trying to change the meta even if their changes make absolutely no sense whatsoever
Well, how else do you stop people from using Self-Care?
I'd argue this is better than trying to buff other self-healing sources, because almost every other self-healing source is already better than Self-Care to varying degrees. You risk something being absurdly broken if you try and make it more appealing than SC by simply buffing it, after all.
The only way to change the meta and to get people to stop running perks like SC is to make them worse.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3038279#Comment_3038279
You can look at the front page and find multiple threads about DS and the shortened stun time. That’s just one example. It might not be concerning to a killer player because it’s easier to tunnel a survivor out than it ever has been. That’s just one example.
But to say that OTR and Overcharge are the only things being scrutinized is either willful ignorance or arguing in bad faith. I’ll let you decide which.
Oh that's right, I did forget about DS- I was thinking more along the lines of the base game changes, which seem to be going over pretty well for the most part. Though, you are just straight up wrong that it's easier to tunnel a survivor out, considering they now have basekit anti-tunnel protection and a ton of methods of evading you via Endurance. DS may be less effective, but it's not the only tool anymore.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3038267#Comment_3038267
While that’s true, I believe this ptb needs more than just some change. It’s better off not happening and instead re-examining the issues that dbd has and why the majority of these changes are unpopular.
I have to question that statement again- are the majority of these changes unpopular? It seems like the only thing people on either side really have a problem with is Off the Record bodyblocking/Endurance stacking. A few seem concerned about Overcharge being buffed too, so we'll toss that one in, but the rest seem either neutral or pretty positive overall.
If people say something negative, it seems to be that these changes don't go far enough, not that they're a bad direction.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3038257#Comment_3038257
It’s very rare for things to be changed from the ptb.
Is it, though? I feel like every major PTB has some change before it hits live.
-
I wonder if maybe by "licensed cosmetics" they more meant legendary ones, like the Crypt TV collection?
Either way, I'm heavily against it, but it makes a degree more sense if that's what they meant.
-
Good news!
-
@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/3032462#Comment_3032462
Sadly, I'm not familiar with any of those.
I can recommend all of them!
Hellblazer was on the last survey that asked for wanted licenses, so it's possible that one will actually make it. I sincerely hope so...
-
Absolute pipe dream tier: Homestuck. Vriska Serket as a survivor, Bec Noir as a killer-- or maybe Rose/John as the survivors, each having a legendary skin for Jade/Dave respectively. I'd prefer Vriska, though. OR, a Kanaya Maryam skin for Hillbilly, which would instantly convert me to a Hillbilly main.
More realistically, my utmost desired chapter is a survivor-only paragraph for Hellblazer. The original Vertigo run of Hellblazer would be perfect; John Constantine is survivor material for sure. Less so the New 52 DC version, but that would kiiiinda work too.
For DC itself, I'd be kinda into seeing Scarecrow as a killer. As a survivor, I'd want Harper Row. Is she the best fit throughout all of comics? No. Do I love her? Yes.
-
I'm all for this change. 100% silence is a nutty thing to have, but the tradeoff of being Broken the whole match would absolutely balance it.
I'd love to see more people running No Mither in general, so this'd be a nice incentive.
-
I got that for Fortnite myself, which felt amusing as well.
I guess they're just tossing those out for literally any game you play?
-
Isn't this how most games work? If you consistently win, you get tougher opponents until you don't consistently win anymore?
-
On the stream yesterday, they did say you still have time to unhook if you're going for a "get hit then trade" type of tactic. I think mayyybe the killer might have time to get back on you if you aren't already at the hook when you're hit, but by that point the killer's almost certainly not camping and instead just chasing you back towards the hook, so that'd probably be fine- if that's even a thing, it might not be.
Wait and see, there'll be a testing period on the PTB for stuff like this.
-
No official reason that I know of, but I would argue that testing for a live-fire environment like the live servers would be better achieved by throwing a bunch of players who have differing amounts of stuff together. Not everyone is gonna have the new/changed perks at tier 3, and what if tiers 1 and 2 are bugged in some way?
It's more reflective of the environment they're testing for, as mildly annoying as it can be.
-
I've talked about this before, but I believe the best way to fix hexes insofar as making them a tiny bit more consistent but a lot less frustrating is to have them only light up a totem once they've actually affected something.
For most hexes, this would be pretty obvious- Ruin lights up when it first starts regressing a generator, Devour and Lullaby both light up when gaining a stack, Crowd Control lights up when it blocks a window, and so on. There are a few that'd need some tweaks, though, like the 'trap' hexes and Undying.
First, Undying: I think that it should simply light up a second dull totem if one is on the trial, and its aura reading should be removed + (maybe?) put on Shattered Hope. In addition, all hexes should be able to snuff a boon to spawn in if they need to, since survivors can just go bless again, that's not a huge deal.
For 'trap' hexes like Haunted Grounds, I'd have them either activate at the same time as any other hexes in your loadout, or if you don't have any other hexes, give them a small trigger that's really likely to happen fairly quickly, like a basic attack or a pallet break, something like that.
These changes wouldn't fundamentally change hexes in a major way, but they'd offer them a little more reliability - and if you're a really industrious survivor you can still cleanse some dulls to prevent a hex from spawning in, which would functionally be the same as them being cleansed very early on anyway.
-
I wouldn't say so- there are a lot of things in the game that remove scratch marks, there are even killers whose powers include it by default. While it probably does still pose a challenge to those with worse hearing (even myself, with only one bad ear, can struggle with audio tracking), it's wayyyy more inherent to the game than a specific perk people bring to cover for a lack of accessibility.
There are a lot of tracking tools that don't require scratch marks, too. I think it's fine.
-
@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/3030329#Comment_3030329
Hexes aren't much of a threat. They can be deactivated before they actually accomplish anything and then they are gone, they're threat level is minimal plus they require alot of conditions. Devour needs hooks, the time it takes to get enough hooks is plenty of time to just find it and break it before it ever becomes useful. Third Seal requires hitting all survivors for maximum effect but the effect is weak itself so it's not a Hex you'll run frequently or ever in manny players cases.
The topic at hand is why infinite boons and obviously we have to bring hexes into the discussion cause they are part of the totem mechanic. Boons are much stronger even if they area of effect is limited. There's potential for 4 people to use boons vs 1 guy using Hexes, Boons have infinite uses vs a Hex's single use (without Undying but Undying itself is a Hex so you're using 2 Hexes which have the same weakness...). You can choose where to place your Boon but Hexes are RNG.
Boons were a bad idea from the get go. It's the same thing with survivors everytime. Great rewards for minimal effort. Setting up a Boon might take some time innitially but unless the killer wastes time getting rid of it then the value the Boon provides is so much bigger that it makes the set up time irrelevant. The way CoH was implemented was a testament to this. EASY MAX REWARD for MINIMAL EFFORT. IT was not well thought out at all, as usual...As much as people want to deny it, Survivor is minimal effort for maximum results. E for safety without counterplay, old DS was obnixously op, og Mettle of Man was beyond bonkers, CoH is BONKERS, base BT will be bonkers.
Sure old Ruin was strong but it was only strong because majority of survivors would fail skillchecks and screw good survivors. Good survivors had no problems with old ruin itself, they had a problem with how Old Ruin was making bad survivors screw good survivors. And old Ruin still has the massive weakness of being a Hex so as much as Old Ruin was a "problem" it also wasn't because survivors could just as easily get rid of it. It was strong but with a massive weakness.
Same with any other Hex, strong, some not all, but all had the same massive weakness. Boons don't have a weakness, the potential rewards are worth the set up time and killers will need to deal with Boons as soon as possible.
As strong as Devour Hope can be it can also just not happen. Bad Map, bad RNG and poof 0 Devour value. The ability to choose where boons get placed is a such a gigantic benefit in of itself compared to Hexes, that using them multiple times is just beyond broken. and killers have no way to isolate that area of the map either so hitting a survivor and granting them their speed burst will allow them to reach that part of the Map.
Too much benefits for minimal effort.
A lot of this boils down to thinking that hexes are weak, which, while a statement I agree with, isn't actually relevant.
Even if it were, the solution has nothing to do with boons, the solution is to buff hexes.
-
@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/3030131#Comment_3030131
Hexes only become a threat if the match goes longer, except Haunted Grounds. Early Haunted Grounds can be devastating. As for myself, never in 3 years have i ever had a single down because of Haunted Grounds, unreal i know but its the cold truth, never got value from it. Old Ruin was great value because bad survivors hated skillchecks and they screwed good survivors because of it. That was the power of Old Ruin. Skillchecks didn't matter to good survivors but in a game where the chances of getting bad survivors is really high then Old Ruin was extremely valuable. I'd trade half of the current Slowdown Perks just to get old ruin back. Either i'd find bad survivors and slowdown good survivors or i'd get hits on people cleansing the totem. IN a sense Ruins Presence was the same as Old DS, no matter what you had to deal with it. Kinda of a bad thing but Old Ruin was still much easier to get rid of than DS.
I'm... not certain I follow your point, sorry?
-
The devs confirmed on the stream earlier- it still has the two minute timer, it just also deactivates when someone's downed.
-
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3030258#Comment_3030258
As we said in the tweet there was an issue with the basement, killers were just too tall to fit it seems!
So it was killswitched about an hour ago - the forum post in the KB was updated then.
Huh!
Well, I'm glad I didn't have the misfortune of finding that out before it was killswitched, lol. Hope it's fixed soon, I like this map!
-
Oh, damn. Do we know what prompted this?
That is a quick response if the problem was in this patch, so I'm impressed either way.
-
I wouldn't say it's dead, it has some uses left. Heck, depending on some things we'll need to test on the PTB, it might be just as good in the one area it has left.
It's just a tool you have to think to use now, instead of simply pressing E for free distance and a chase reset. That's a good thing, it shouldn't be far and away the best exhaustion perk with no competition.
-
It's because the mechanics are designed with different intents.
Hexes are a little inconsistent because they've been around longer and the devs have had more time to experiment with more non-standard hex concepts, but the core idea is pretty simple- the killer gets a flat, mapwide buff that sharply increases their power somewhere relevant to their objective, and survivors are incentivised to go hunt down the totem and cleanse it to remove that pressing threat.
Boons, on the other hand, provide more limited-area buffs that aren't as directly tied to their objective (EG, a stealth boon or a healing boon, not a repair boon or an exit gate opening boon), and are designed with the intended effect being continual slowdown. The more survivors are relighting their boons, the more they aren't repairing generators and the more you'll be able to predict their location, at least in theory. Similarly, the fact that all the boons except CoH heavily incentivise being chased inside the radius means that the killer's always going to be in a position to snuff the boon mid-chase, bringing both players value; the killer gets to remove the buff for all survivors until its relit, gaining slowdown, and the survivor gets to escape the chase which is plenty of value on its own.
It's not actually that relevant to this topic that a lot of hexes are a bit weak, because it's about the overall mechanic, not specific perks- it's also not relevant that CoH is way too strong, for the same reason.
This concept does have a few holes, and there are some totem spots that weaken the intended effect for either side, but the core idea is pretty sound.
-
I said this on the other thread too, but I think the flaw in reasoning here is forgetting that new players don't have every character to even begin the grind for getting everything on any character.
A newer player is only going to be levelling the characters they actually play, and using whatever they get as teachables and what's in the generic pool. By the point that they actually feel any pressing need to get everything unlocked, even if only on one character, surely they'd no longer be a new player and have some progress made towards that to begin with?
-
Isn't this making the assumption that a new player is going to want to unlock everything straight away, instead of getting comfortable with the game using only what they have access to in the generic pool and their preferred character's teachables?
Unlocking everything even on one character is kind of the concern of more experienced players anyway; newer players will use what they have access to, and maybe branch out into unlocking the perks of specific characters on recommendation of friends or because their teachables look pretty neat.
Not to mention that newer players have access to dramatically fewer characters to grind on to begin with. Considering there isn't any retroactive grinding, where you have to go level an unknown amount on every previous character just to get tier 1 of the perk you unlocked, I still think this works out to be significantly better.
-
I'm not so concerned about vaulting- if they're popping the new Dead Hard to hit a vault, that means the killer's on them since they can't use it for distance anymore, so they'll be at risk of getting grabbed. What I'm more concerned about is pallet dropping, that's more likely to be the bigger problem.
We'll find out on the PTB either way.
-
Killers definitely shouldn't be able to light their own hexes, that doesn't fit the concept at all and would honestly not be that much better considering how much time they'd have to waste travelling to the right spot.
To better help hexes not be cleansed Literally Immediately, I'd instead propose that they only light up a totem once they've actually effected something; when Ruin first regresses a generator, when Devour Hope first gets a stack, when Crowd Control first blocks a window, and so on. Add a small secondary thing that spawns in the "trap" hexes, and I think that'd be a healthy change.
-
For the record, there are some perks you can use to cover for not hearing the terror radius- Stake Out, Diversion, and Distortion all start activating when you're in the terror radius, so they provide the same value as Spine Chill in this regard.
It's not great to have to rely on perks for accessibility, but you do have some options left after the Spine Chill nerf. That's not an excuse for BHVR not to add in proper accessibility options, mind!
-
He's not in that bad of a spot strength wise, so most of what he needs is QoL-- I'd say the biggest ones would be reverting his terror radius but replacing the difference with a lullaby of sound kind (probably one of the quieter ones, more like Sadako's than Huntress's), and upping how fast he can turn his camera while ADSed because my god does that feel awful right now.
I'm on board with faster reloading, too. That'd be a nice QoL.
-
@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3029408#Comment_3029408
Most of the people I play against are in the 2,000 to 5,000 hour range. I regularly play against DBD tournament team players.
"if your take is that high MMR should be kept in mind too, given exactly equal weight to all other players, I agree"
That is not the sentiment I took from your message.
I'm not sure how I could've been more clear- I responded to the statement that DBD should be balanced for its highest players with the statement that it should be balanced for all players. That includes the highest tiers, it just doesn't favour them over anyone else.
-
@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3029400#Comment_3029400
"Games should be balanced with all their players in mind"
That means games should be balanced with high/mid/low players - not just low/mid.
DBD only balances killer for low/mid tier experiences. So you either quit or change to Nurse/Blight.
DBD currently balances for all players, as far as I can see; it just hasn't done enough recently to tackle problems in the mid tier.
Which, ftr, is probably where you and the vast majority of other posters are. That's not an insult, we just know there are very few people at the MMR cap and it's not exactly hard to just say "oh yeah I'm at high MMR and it's miserable".
Anyway, if your take is that high MMR should be kept in mind too, given exactly equal weight to all other players, I agree. After all, that was the point I was making!
-
@DBDVulture said:
The problem is that there is almost no balance measures at high MMR. Look at high level play and you see:
1) gens done in 3-5 minutes with almost no variation
2) pixel perfect looping. This is a problem for every killer that isn't nurse /blight
3) most of the hook states are completed after all the gens are completed. If survivors played like Marh's team in his experiments they could achieve a 75% escape rate nearly 100% of the time.
https://forum.deadbydaylight.com/en/discussion/comment/3029312#Comment_3029312
That's the cosmic joke. Survivor is both the more numerous player and the power player. Survivors became "entitled" when they became accustomed to easy wins during the infinite window loop era.
DBD needs to get to a point where someone says : Oh no it's Doctor, Clown, Trapper, Michael Myers - with the same gravity they would say Blight/Nurse.
https://forum.deadbydaylight.com/en/discussion/comment/3029307#Comment_3029307
DBD has a problem retaining killers. It happens likely as a result of the fact that killer becomes unplayable at a certain point unless you are playing the top killers. What happens if Superman dies? Batman has to take his place. Batman can do a lot but he isn't superman. Whenever a high rank killer quits it makes someone not ready for the role have to carry the weight of playing with high MMR survivors.
It's extremely not fun. In times past you could just load into a game press escape and quit. Do that enough times and you were back to "0 MMR". Or you could let everyone bleed out - and the game said you lost because during that time non hook kills did not "count".
Almost all of the killers in DBD are completely unplayable at high MMR (there are exceptions like when you are playing aimbot huntress because your name is CoconutRTS). That sucks. All of your killers are linked to your best killer's MMR. So what happens is that eventually you can only play 2-4 killers and everyone else may as well not exist.
https://forum.deadbydaylight.com/en/discussion/comment/3029321#Comment_3029321
"As long as the survivors are having fun, everything is fine, but when the killer is having fun, it's a different story, isn't it?"
DBD is a problematic game because when side A completes their goals it means side B gets fewer points and they just lost a goal. Survivors get mad that they generally only see two killers at high MMR. But they already had their fun getting to that point and are now not willing to "face the music."
Nurse and Blight are the fair killers. All of the cast needs to be upped to their level. Killer needs to be the power role in chases.
...Wait, what does any of that have to do with my statement?
-
Games should be balanced with all their players in mind, not just the top few percent. This goes for any game, not just DBD.
-
Blindness while on generators specifically is one of the more useful applications- it means that if you down someone, they won't know where, nor will they know where the hook is, until they leave the generator for a few seconds. It's not nothing, but admittedly, it's still Blindness; it's not that useful.
The real strength is in the Exhaustion. If you're approaching someone on a generator, you know that survivor doesn't have Dead Hard, Sprint Burst, Lithe, Balanced Landing, Overcome, or any other Exhaustion perk equipped; it's peace of mind towards chasing survivors if you're active about defending generators.
It's decent. I wouldn't call it one of the strongest perks in the game, but it's very nice and super underrated.
-
I'm legitimately curious how they'd adapt someone like the Winchesters wrt perks and such.
...It's also the only one on this list that I'm familiar with lmao
-
I certainly agree that the majority of these changes are good, but I have to ask- what possible reason would survivors have to stop running Iron Will if it's left entirely unchanged?
-
In my entire time playing DBD, I've faced precisely two hackers.
I don't know if they're maybe more common in other areas (I'm on Europe servers) but I really haven't seen that many. At least, not obvious ones, maybe I've faced the subtle ones, but following that line of thought just leads to paranoia.
-
Legion isn't the worst killer in the game and never has been, they're consistently moderately useful. Near-guaranteed injures and consistent (if small) built-in slowdown are legitimately good tools if you know how to use them. Even before, with the right perks to help in chase and such, they were solidly "decent".
Now, post-buffs, they're way better. They even have different, versatile builds you can use with addon combinations-- if you feel like you're struggling a lot in chase after that M2 hit, I would heartily recommend pairing Julie's Mixtape with the Iridescent Button and Spirit Fury + Enduring. Genuinely, Legion are quite good now if you can compensate for securing the down with an M1.
-
Echoing others- you need to grab them out of the trap, not hit them. It's annoyingly worded.