notsonew
notsonew
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@Huff said:
I haven't picked up Legion yet. I have to get Plague, Legion, and Deathslinger. (Any recommendations would be cool BTW, I was slightly leaning toward Plague)
I just came to comment and ask, why Surge? If I'm going to be playing Legion I might as well know. I ask because from what I hear, he's slightly similar to Wraith in the way that he's good at getting a first hit, but struggles to finish the job. So wouldn't you be better off using something that doesn't involve downing a survivor with M1? Genuine questions, since I only know things from what I've heard in videos from Otz or whoever.
because he is a M1 killer and since his ability is meant ot injure survivors you'll mostly always give a regular hit to down them so it will trigger surge and so regress the gen(s)
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/140458/a-legion-build-that-makes-him-b-or-even-a-tier
Any build that forces specific addons or any at all is actually not a good build. I'll try it out though.
these are the add-ons i personally use, no need to use them if you want to use other add-ons
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@Exerlin said:
That definitely looks like a good build! Legion is my second most played killer (my main is Hag), and I can vouch that all of those perks are pretty good on him, especially Pop and Surge. However, I prefer something like Whispers in place of BBQ gameplay wise, but I'm too greedy to take off BBQ
try it out and let me know :)
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1183356#Comment_1183356
It's like BBQ with no counterplay. Even if you cancel Frenzy, you know where the people who are 40m away are. Which can be very useful for deciding which generators to hit with Pop. Also, I'm kinda scummy and will hit people I have no intention of chasing to track people I actually want to find. Like people on death hook or a person who's playing immersed and probably planned on camping Hatch, so I don't have to spend 4 minutes slugging for the 4k.
good point
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@BenZ0 said:
Nice one, had to laugh and I am still laughing, but not cuz its a joke...
glad i made your day better
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just remove the perk please.....
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1183341#Comment_1183341
I guess that makes sense since your playstyle seems to be focused on canceling Frenzy to get follow up hits instead of chaining it
i chain if i can, i always go for as many hits as possible, but i know if they are at 32 meters it's almost useless to go after them since they'll run away from me and even more so if you use monitor with a 40 meters, so if there's no one really close i'll cancel and hit back as soon as possible
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@gatsby said:
You need Monitor and Abuse plus Discordance in any strong Legion build. Their best perks by far.
The 24m terror radius means people have less reaction time to spread out for Frenzy when you ambush a generator so you can more easily chain hits AND once you hit the first person you have a much higher detection radius for tracking because your Terror Radius jumps to 40m so you have more information about where everyone is.
i understand the point on monitor but i refuse personally to use that perk on him, waste of a slot in my opinion, i usually only use monitor on 24M/110% killers
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@KayK99 said:
Chill buddy, just a joke. But The Legion is a group, so technically they always have to be called "them/they", but it's ok, no need to get hurt about it :)
sorry, those who use that term always piss me off instantly, and yea i know it's them.
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@KayK99 said:
Did you just assume The Legion's gender?
But right now I'm leveling up The Wraith to get his Bloodhound Perk and then I'll use BBQ, M&A, Bloodhound and Sloppy Butcher, then look down and casually follow the bloodtrails :P
Perhaps that's an idea
i always use Frank so yes i used HIM/HE and don't go with the "did you just assume the legion's gender" there's 2 guys and 2 girls, i use he since i use a guy, end of it
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@[Deleted User] said:
Pretty good build, although i would recommend finding a way to slot in Blood Echo if you can. Drives survivors crazy and helps in chases because everyone likes to stay injured against Legion.
i used this perk on him before with a different build, yea it'S deadly and i loved it, i COULD change bbq for it but i'd rather know where they are when they work on a gen on the other side of the map, but yea, blood echo is very good on him
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1183299#Comment_1183299
It's a weird one definitely but it works well.
glad it does
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@raulblideran said:
What I like running lately is:
Thana, Dying, Discordance and another perk that doesn't really matter
Add-ons: The Legion Pin and Stolen Sketch Book.
The idea is that you hit everybody with FF so that they are broken and in the 1 minute mark you hook as much as possible and when the unhooking happens you carry on FF-ing everybody. In theory they shouldn't get much gen done with this idea.
i used this build before as well once Behavior changed legion's add-ons, but it wasn'T working well enough for me, however, blood echo is also pretty good on legion
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@Cheers said:
One of my current favourite builds on Legion at rank 1 is enduring, ruin, discordance, and suprisingly Make your choice.
i have a hard time figuring out your build o_0
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/140458/a-legion-build-that-makes-him-b-or-even-a-tier
Nice, i will try it out now. Thanks for making such posts.
By the way, would you recommand other addons or are these your "always2go" addons?
well i use these because i want to be able to hit them as soon as possible, but if you want durations or more mend time, go for it if you wish
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1178380#Comment_1178380
Again, the total concurrent player count is not the only number that matters here. Yes, there's more people playing overall, but that doesn't mean that there's an even distribution of people between the two roles. You need four survivors for each killer (4:1). If there's more killers playing than expected (4:3, for example), then suddenly there's not enough survivors to fill everyone's lobbies. In that case you'll have to wait for other people's matches to finish and for their survivors to requeue before your lobby can fill up.
Also keep in mind that the concurrent player count is worldwide. There may be a lot of people playing somewhere, but there may not be a lot in your region.
okay then, thanks
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@Peanits said:
The number of people playing the game does not determine queue times alone. Regions, time of day, rank, and role all play a part in that too. In this case, you might be having long queue times as a red ranked killer because there are a lot of other red ranked killers playing in your area at the time. Or there might just not be a lot of red ranked survivors playing in your area at the time if you're playing in off-peak hours for your region.
at 22K players i have instant/less than 2 minutes queue times, still makes no sense to me, if there's even more people playing i should get games even quicker, if at 22K i have intsant lobbies, makes no sense i wait 10 minutes with 50K
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@Murdle said:
https://forum.deadbydaylight.com/en/discussion/comment/1178138#Comment_1178138
Hag does tunnel and camp NATURALLY though.
When a survivor gets unhooked 1 of 2 things happen..
1. Hags traps are triggered and she teleports back and tunnels whoever was unhooked.
2. Survivor gets unhooked without triggering traps but hag still runs back over and tunnels whoever was unhooked.
This is the same for red rank hags too
she has the ability ot get someone instantly again if you trigger her trap, personally i only place 1 trap around the one i've hooked MAYBE 2 if there's a pallet near by, if they don't trigger it i am not going back, yes people who really don't know how to play hag wiill camp like crazy like this, those who knos how to play perfectly know they don't have to, only at the end game i might place 3 traps around the one i'Ve hooked but then i go elsewhere to place more traps in loops or near gates so i could manage to get someone else, everyone who really doesn't know how to playa killer will camp like a madman, it's normal, they want their kill, and it's NORMAL we camp more in the end game, to secure as much as possible our kill, tbh i am tired of people crying in tunnel at the end game, what else could we ######### do?
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@ApeOfMazor said:
She sucks. Only good for punishing altruistic survivors.
i honnestly have to disagree, if you have good traps she's actually good at spreading damage and it's easy for you to decide when you chase someone if you should teleport to someone who triggered another trap instead of chasing someone who's in safe loops without traps, once she have the pressure and everyone wants to heal, not only is it the time for you to place more traps, but it's also the time to get new defenses everywhere in the map, so she can honnestly have constant pressure.
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@batax90 said:
The dedicated server hurt her and the ruin nerf remove her early game and that was the final nail in her coffin at least for me i never main her but i used to enjoy her
i personally never used ruin on her, I always used monitor, BBQ, STBFL and nurse's, never used ruin, never had to, i just think people doesn't know where to place traps properly, you have to place them mid loops, so you are sure 100% to get them maybe even if they sue dead hard in panic, place one between the 2 windows of LT walls for exemple, ALWAYS give me a hit, people place traps 20 cm from the pallet, she's not trapper, that's now how she works
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@TWiXT said:
After some thorough playtime with him, I believe I've sussed out why I, and likely many others, have found him a frustrating killer to play... Slowdowns.
This shows all his different movement speeds and slowdowns, (minus the wipe animation which takes 2 seconds by default):
Walking (Reeling w/ Collision) x0.35, 1.54 m/s, 38.5 %
Walking (Reeling + Firing) x0.5 ,2.2 m/s, 55 %
Reload x0.6, 2.64 m/s, 66 %
Walking Backwards (Reeling w/ Collision) x0.7, 3.08 m/s, 77 %
Aiming Down Sights x0.75, 3.3 m/s, 82.5 %
Walking Backwards (Reeling) x0.8, 3.52 m/s, 88 %
Carrying x0.8365, 3.68 m/s, 92 %
Walking x1, 4.4 m/s, 110 %
Lunge x1.568, 6.9 m/s, 172.5 %
Reel 2.6 m/s, 65 %
Reel Back (walking backwards) 25 m/s, 625 %
Launch 40 m/s, 1000 % (projectile speed)
He's already a slower than average killer in regards to movement speed (110%, 4.4ms as opposed the the average killer at 115%, 4.6ms), but when you compare his power, and ability to do damage with it to all other killers, he experiences more slowdowns than they do. Like all killers he has a wipe animation slowdown that is the standard, but on top of that he has 4 other things associated with his power that slow him down even further: Aiming down the sights, Missed Spear attack cooldown, Successful Spear attack reeling time, and Reloading. He starts his slowdowns taking aim, which lowers his movement speed even if it takes only .5 seconds to do so, then after firing and missing he's slowed down again during the cooldown for 1.6 seconds, but if successful he's slowed down while reeling in the survivor for 1-5 seconds, then strikes the survivor slowing him down majorly for the weapon wipe animation (or the chain breaks and he's stunned for 4 seconds), then he's slowed down a final time when he reloads. All total, he experiences a possible 5 slowdowns just for using his power effectively, whereas...
In comparison to another 110% speed killer like Hag; Her slowdowns are when she stops in place to plant traps, and only has a wipe animation for successful attacks. Another comparison to a 110% speed killer; Huntress stops in place when reloading, but her successful/unsuccessful attacks with hatchets only experience the charging, and cooldown of the throw for slowdowns, and she doesn't have to reload every time she takes a shot unless she's using the Iridescent head add-on without a belt add-on to aid it. Nurse? Who moves even slower than any of the 110% killers? Slowdowns occur when she blinks and either misses or succeeds an attack, and when she is wiping. At most, these other killers experience only 3 possible slowdowns/stuns, and yet Deathslinger, as part of his base kit, experiences 5 in order to down 1 survivor... How the HELL is he supposed to compete with the standard when he is definitely below it? I haven't even mentioned how much time this gives the rest of the survivor team to complete their objectives, but we'll say that it gives them an average of 12+ seconds as long as he's using his power, which is at least an estimated 8 seconds more than any other killer does.
With all of these "slowdowns" working against an already slower than average killer, and the precision aiming he needs in order to land his ranged attack, which is further limited by an 18m range restriction... It takes him, on average, much longer to down any survivors than any other killer in the game, and gives the survivors too many chances to gain distance from him which increases the overall time he takes to chase them down just to either injure or down them.
This is what I find so DAMN FRUSTRATING about Deathslinger, and is quintessentially what I believe makes him a weak killer (5 slowdowns just to secure a hit/down? Really?). The only real advantages his power gives him is that he can pull survivors away from advantageous positions before downing them, and his TR + music are subtle enough that he often catches survivors off guard, and thank god for that because otherwise he'd never get close enough to use his power, much less hit survivors with it!
Sigh, If the devs are ever going to buff him somehow... I'd suggest simply removing some of the slowdowns he currently experiences (examples: remove the weapon wipe slowdown after reeling in a survivor and successfully striking them, Speed up his reeling, shorten his stun time when the chain breaks, change some add-ons to add more bullets but increase reload time, flat out remove the reduced movement speed Downsides of his Marshals Badge and Cold Creek Whisky add-ons, etc.)!
As of right now... his power, and the slowdowns/penalties for using it are far too lenient to survivors when it comes to giving them distance on him, taking damage from him, and making a mockery of him. He needs to be a threat, and by removing at least 2 of his slowdowns, he can achieve it. Otherwise, he's actually worse than Clown!
Yeah, I said it, because at least when Clown uses his ability he can strike survivors immediately after, and has an AoE to help him which doesn't require precision aiming.
Devs: Either Drop 2 slowdowns from Deathslingers base kit, or increase his base movement speed while leaving his TR as is... Otherwise he will never be viable in mid-high ranks, much less viewed as a killer worth purchasing.
TL;DR:
Deathslinger experiences 5 slowdowns just to get 1 hit or down on survivors, whereas the most any other killer experiences is 3, and thus he can't injure or down survivors nearly as fast in comparison to any other killer in the game. The Devs need to remove 2 of the slowdowns he experiences (at minimum), or he will actually/continually be worse than Clown or Legion in the long run since he can't even compete with them in downing time.
I made a whole post about it as well, he is weak simply because he is always slowed down, always, also tiny harpoon hitbox but that's differen,t i totally agree
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@Peanits said:
These sound pretty reasonable, although I wouldn't want to see mending considered as a healing action. That sounds like a Nurse's Calling nightmare.
I'll send this over to the design team to make sure they see it.
please do everything to do these changes, it will make legion great again and great to play as
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predator: get bloodlust 20-30-40% faster but successful attack recovery is 40-30-20% longer and missing an attack take away the bloodlust
bloodhound: makes the blood more vibisible and stays longer on the ground, and gives deep wound status effect
tinkerer: once a gen reach 75% it is highlighted yellow as long it keeps being repaired, and at 85% you get the undetectable status for 15 seconds
unnerving presence: same as it is now but the effect last 15 seconds after being out of terror radius, like leader and the other ones
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@SlimyTaco said:
Never used it, ever. Looks like no mori's for me bois!
exactly :)
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@Xify said:
https://forum.deadbydaylight.com/en/discussion/comment/1162369#Comment_1162369
I'm rank 1 killer and survivor. Stop complaining and get good.
stop being a **** and go get moried
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@Xify said:
You 100% a rank 20 killer
you can sit back in your corner now, rank 20 survivor
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@BigBrainMegMain said:
wah wah, I want to tunnel and justify my tunneling wah wah
I got ds'ed and now I'm going to whine about it on the forums.
wah wah i got unhooked when the killer was 15 meters away and get into a locker so he eat my ds but he keeps chasing me and camp me what a tunneling camper wah wah, that's pretty much you right there
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@mouse0270 said:
I had a game today, in which someone was pulled off hook, I injured a second survivor, and downed a fully healthy survivor and hooked them.
When I re-found a the first survivor who was unhooked, I downed him quickly as he was just self-caring on the tractor. He gave me the D... I caught up to him and downed him. I hooked him, before I was even 24 meters away, he was unhooked, so I downed him and hooked him again.
He called me a tunneler in end game chat, which sure I did... But if you punish me for tunneling, when I was not tunneling, you bet I am going to tunnel the crap outta you.
this isn't tunneling and you shouldn't be punished for such plays
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@mouse0270 said:
I had a game today, in which someone was pulled off hook, I injured a second survivor, and downed a fully healthy survivor and hooked them.
When I re-found a the first survivor who was unhooked, I downed him quickly as he was just self-caring on the tractor. He gave me the D... I caught up to him and downed him. I hooked him, before I was even 24 meters away, he was unhooked, so I downed him and hooked him again.
He called me a tunneler in end game chat, which sure I did... But if you punish me for tunneling, when I was not tunneling, you bet I am going to tunnel the crap outta you.
couldn'T agree more omg
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@mouse0270 said:
I had a game today, in which someone was pulled off hook, I injured a second survivor, and downed a fully healthy survivor and hooked them.
When I re-found a the first survivor who was unhooked, I downed him quickly as he was just self-caring on the tractor. He gave me the D... I caught up to him and downed him. I hooked him, before I was even 24 meters away, he was unhooked, so I downed him and hooked him again.
He called me a tunneler in end game chat, which sure I did... But if you punish me for tunneling, when I was not tunneling, you bet I am going to tunnel the crap outta you.
this isn't tunneling and you shouldn't be punished for such plays
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@mouse0270 said:
I had a game today, in which someone was pulled off hook, I injured a second survivor, and downed a fully healthy survivor and hooked them.
When I re-found a the first survivor who was unhooked, I downed him quickly as he was just self-caring on the tractor. He gave me the D... I caught up to him and downed him. I hooked him, before I was even 24 meters away, he was unhooked, so I downed him and hooked him again.
He called me a tunneler in end game chat, which sure I did... But if you punish me for tunneling, when I was not tunneling, you bet I am going to tunnel the crap outta you.
couldn'T agree more omg
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@toxicmegg said:
nice bait lol
you wish
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@oxygen said:
https://forum.deadbydaylight.com/en/discussion/comment/1160839#Comment_1160839
That's fair, and I honestly agree there. I just know some people would be way more angry about losing more kills at endgame to DS than now than they'd be happy about getting more hooks and points earlier in the game.
Guess it comes down to a player's goals. Pips/points vs raw kills.
to me a win is 4K, but still having lots of points matters too, but id' rather have lots of points and 2 kills than 4 escapes and no points because of 1-2 early DS
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@oxygen said:
With no other changes that doesn't really change a lot, because people could just exclusively use DS after their second hook/struggle phase. At that point the only thing they lose out on by being a mori target is any potential flashlight/pallet/head on/sabo saves that might've happened if the killer had to take them to a hook.
This would also result in more people just happening to have it at endgame where it's the most powerful, even the people that go out of their way to use it on the killer as soon as possible will keep it until endgame as a result of this.
you are right but i'D rather have 2 hooks so more points and waste less time during mid/early game
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couldn't be more true
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@FichteHiro said:
https://forum.deadbydaylight.com/en/discussion/137343/not-enough-crows-in-the-maps
There are a handful of crows on the Map, but most of them spawn at the edge of the Map, hence why Spies from the Shadows is better against stealth Survivors who go there often and doesn't do a lot against more aggressive players.
would be nice to have some crows in the middle of the map to at least be able to use it a little bit?
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/136900/deathslinger-is-weak-and-heres-why
Still fun as hell. Hella good synergy with Monitor and Abuse and STBFL
yes i know, but does't change the fact everything of his own kit slows him down
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@LetsPlayTogether said:
"How to make a good killer OP 101" by a killer main.
good killer? even when i land every single shot i have 3-4 gens done in 5 minutes
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@KnotEnthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/1155314#Comment_1155314
I have played him, quite a bit. Like I said, he's weak at applying pressure because he has no mobility, but in a 1v1 he's extremely strong. By buffing his map pressure by making him faster, you make him oppressive in a 1v1, where you basically have 0 chance to do anything.
you can always do something, he is far from op and does need a good tap in the back from the devs,
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@Eleghost said:
Are people actually having problems playing him? I've had next to no issues with him against most survivors. I'd say he's easily mid-tier maybe upper mid-tier. You're not supposed to aim for a long time and i really haven't seen much of an issue with the aim or speed really. He counter's loops extremely well as long as you can quick aim and shoot people they won't even be able to throw a pallet down.
he have his strength, but what i meant was that missing is extremely punishing and everything about his kit is slow, and i don't aim more than a sec, most of my shots are quick scopes
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@KnotEnthusiast said:
Only thing I really agree with is that reload speeds could be a little faster. You can't make anything else all that much faster without making him even more oppressive in a 1v1. The unfortunate fact is that a killer with 0 mobility (and especially 110 killers) will always be harder to win games with than those with movement abilities.
if you would have played him you would know that he has nothing to really apply pressure and his power is way too punishing if you miss, so making everything faster is the only possible option
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if you say, but i know the devs told me in my bug report it was by design
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@Desh said:
... It does?
no, if you shot someone and they are unhooking, they will finish the unhook before they look at you and you reel them
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@Cheers said:
I'm fine with all of these except the stun duration.
It's not like the legion where you have no power in the chase, with this killer you do.
Everything else seems positive.
glad you agree
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@JnnsMu said:
I agree. You need to have your normal sensitivity uncomfortably high in order to even be able to follow survivors with the mouse while aiming down sights. Just pressing M2 right before M1 is an option but that tiny amount of time in which the sensitivity is super low is still really frustrating. Also, not using the iron sights kind of defeats its purpose. I would honestly find it best if the mouse speed wouldn't change at all as a default.
Giving players an option isn't a bad idea but it doesn't seem in line with how BHVR have previously tackled things so I wouldn't bet on it ever happening.
totally agree
