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phantasmal

phantasmal

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phantasmal
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  • Is there a Splinter offering for the Demogorgon? Or has the splinter idea been completely abandoned/forgotten?


  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/694334#Comment_694334

    Exactly.

    The percentages are modest because the devs have had the foresight that players might run both perks.

    A killer could run DL, Thana, Lullaby, & Ruin, and if the Hexes are difficult to find, it’ll make gen repair hopeless. This is why DL only has 3% per token. In the even a killer intentionally tries to stack complimenting perks.

    You are giving up chase and tracking perks for that tho. What does it matter if you can slow the game down just a little bit if you can't find/catch the survivors to get your stacks in the first place.

  • By the time you get to that point there most likely only going to be one or two gens left to do.

    There are like two possible scenarios I can see:

    • you have one gen left to do with 4 survivor still alive. If you don't have a 3-gen cluster and a sufficently cleaned up map (aka pallets destroyed) then you won't be able to fend all of them off. If they stack on the gen then it will only take like ~50s (?) to finish the last one
    • there are more than 2 gens left but there are only 2 survivors left. You already dominated and the remaining players won't even bother to think about finishing the gens anymore and just look for the hatch, so what does it matter that gens take longer.

    You are giving up aura reading or chase perks to run Dying Light weakening your ability to get those hook stacks in the first place.

  • @NullSp3c said:

    https://forum.deadbydaylight.com/en/discussion/comment/690343#Comment_690343

    Now that I saw the comment, what I have to say is

    I don't think that it would be fun for the survivors, even tho it seems a really interesting idea. Because in the 2v1 or 1v1 scenario, it is too much for the survivor to care about. And those 12 seconds can turn into 24, and 36, etc. if you are unlucky and will really increase the gap between solos and SWF which I don't really like.

    Deep wounds be terror radius based is really exploitable because. It's counterintuitive with the power, that you need to see people in the terror radius to go hit them (bigger terror radius, bigger window to mend).

    Also, Legion can moonwalk in a really close distance with monitor and abuse or simply abusing perks like tinkerer, dark devotion and furtive chase.

    A fixed distance would be much more controlled.

    The idea is really creative btw.

    Fixed distance is also kind of exploitable. Like if the killer ever tried to be sneaky and use TR removing perks or got DW on a naturally sneaky killer (from BT vs like T1 Myers) then you could use DW to tell if they are close, kinda like a survivor version of Whispers.

    So like which is the more severely exploitable version?

    2v1 vs Legion is already kinda like that, 15s turns into 30, 45, etc. Legion can keep going back and forth, alternating between tagging the remaining survivors.

    An interesting thing to point out: being afflicted with DW is not 100% negative as it hides you from Killer Instinct.

    Swf would def have leagues easier time grouping up, that's for sure. But that's a problem that needs to be tackled with base game tweaks


    Hard to tell what would be fun without being able to test it. Only thing we an do is keep spitballing ideas, it's up to BHVR to make tweaks and allow us to test stuff, if they feel so inclined.

  • Getting a 4k at all doesn't necessary equate to being a good killer. You could have just gone up against potatoes or the team was suicidally altruistic and you just stumbled into a 4k.

    So was it you who succeeded or was it the survivors who failed? Granted, the current Emblem system also doesn't really answers that question either.

  • @Snapshot said:

    What? No! Why artificially increase the BP price of perks even further?? You want to grind even longer to level characters?

    I mean if they would bring back Common tier perks as well at the same time then it would pretty much even itself out

  • I agree with Milo on that one. It's a sweet idea, tying cooldown reduction to chain hits, but reducing it to 0 might be too much. 0.5 second would feel more balanced. But maybe with a base fatigue reduction to 3.

    That Frank's Mixtape with Oblivious is a yikes for me. It's just the moonwalk exploit but now in actual add-on form. 😬 An Oblivious add-on would have some cool ambush aspects but the whole tunneling with FF thing shouldn't be encouraged. 30s for a guaranteed down is not long, a single optimally played loop can last that long.

    And I personally still think DW flat out blocking interactions is an uninspired solution. (https://forum.deadbydaylight.com/en/discussion/comment/690343#Comment_690343)

    TR prob won't be lowered under 32 while Legion has 4.6 movement speed, that seems to be one of the BHVR golden rules

  • @Aztreonam78 said:

    OMG, IT LOOKS SO COOL. (But only on mobile version)

    https://us.v-cdn.net/6030815/uploads/015/8SXVNKVN52B6.jpg

    https://us.v-cdn.net/6030815/uploads/929/0A3LTLHCKV0M.jpg

    One Question: Devs, when will you add this to the PC and PS versions?!

    In that second daily, how does that Clean Rag works? Do you get to choose the specific survivor you want to claim it for?


  • @phantasmal said:

    I'm personally not sold on the idea of making DW block interactions, I think it'd make it too similar to Madness

    Instead this is my take on a more threatening version:

    • DW applied by FF is 40s.
    • You cannot mend yourself
    • Performing the Mending action on a teammate takes 8 seconds to perform
    • Performing any of the following actions cause the DW timer to progress four times the normal speed: repairing generators, sabotaging, cleansing totems, searching chests
    • Performing any of the following actions cause the DW timer to tick twice as fast: Using items (flashlights, keys, maps), running, vaulting
    • The deep wound timer is paused while inside the TR, in active chase or while getting mended
    • Exception to the TR rule: performing any action with a progress bar (so you can't just repair gens with DW inside the TR)

    One issue I can see with this idea is that 2v1 scenario would be legit unwinnable, if Legion ever finds one of them then he will get a read on the other guy and the one he tagged is stuck with an incurable affliction, forced to eventually go down. Which doesn't sound fair or fun.

    So to that end I have two solution, either would work:

    • You can self mend with medkits, 12s action.

    OR

    • You can hold M1 for 10s to perform 'Change bandage' action, refreshing your DW timer.

    I think a DW like this would solve a few of Legion's problems:

    • People can't really ignore bleed out or cheese it by staying inside TR
    • DW wastes survivor's time without forcing them to hold M1 for mind-numbingly long periods
    • Survivors are encouraged to meet up or stay close, spreading out means you prob won't be able to get rid of DW.

    I edited my post one time too many so it needed to be checked by mods, so you might have missed it. Therefore I'm gonna bump it :>

    Also, am curious, what do you mean by this exactly:

    While Feral Frenzy is active, hitting a Survivor who is not currently afflicted with the Deep Wound Status Effect:
    • Considerably increases the damage applied to the deep wound bar, if already injured. Effect lasts until fully mended.

    Do you mean that an injured target would start off with a shorter DW timer? Or FF attacks would deal more damage to targets who were already injured when hit with DW? The second one sounds kind of convoluted.

  • I'm personally not sold on the idea of making DW block interactions, I think it'd make it too similar to Madness

    Instead this is my take on a more threatening version:

    • DW applied by FF is 40s.
    • You cannot mend yourself
    • Performing the Mending action on a teammate takes 8 seconds to perform
    • Performing any of the following actions cause the DW timer to progress four times the normal speed: repairing generators, sabotaging, cleansing totems, searching chests
    • Performing any of the following actions cause the DW timer to tick twice as fast: Using items (flashlights, keys, maps), running, vaulting
    • The deep wound timer is paused while inside the TR, in active chase or while getting mended
    • Exception to the TR rule: performing any action with a progress bar (so you can't just repair gens with DW inside the TR)

    One issue I can see with this idea is that 2v1 scenario would be legit unwinnable, if Legion ever finds one of them then he will get a read on the other guy and the one he tagged is stuck with an incurable affliction, forced to eventually go down. Which doesn't sound fair or fun.

    So to that end I have two solution, either would work:

    • You can self mend with medkits, 12s action. (Also, any perk that can heal one health state would also work, aka Self Care, Inner Strength, Adrenaline, etc)

    OR

    • You can hold M1 for 10s to perform 'Change bandage' action, refreshing your DW timer.

    I think a DW like this would solve a few of Legion's problems:

    • People can't really ignore bleed out or cheese it by staying inside TR
    • DW wastes survivor's time without forcing them to hold M1 for mind-numbingly long periods
    • Survivors are encouraged to meet up or stay close, spreading out means you prob won't be able to get rid of DW.
  • Wait, so you get three new dailies everyday, right? Otherwise these rewards would be way worse than what we have right now, even if the variety is better.

  • Blindess could obscure the UI (maybe with like stylistic white fog), hiding stuff like survivor status icons, status effects, perks and progress bars. With the one exception being skillchecks as hiding those would prob be just a tad too unfair and stupid.

    Hiding stuff like progress bar would offer cool synergy opportunities, like being able to hide Thana, Mindbreaker, TotH or other negative effects from people as they couldn't tell if the progress bar is red or if they had a specific status effect.

  • @TKTK said:

    https://forum.deadbydaylight.com/en/discussion/comment/689717#Comment_689717

    yeah dude lets just make her have no way of knowing where survivors are with her power sounds good....

    Way to completely miss my point.

  • Collision coupled with environmental and auditory clues completely nullifies the downside of not seeing the actual character model of survivors tbh.

  • What I find bonkers is the design philosophy behind this add-on. Instead of giving her something new to play around it just removes one counter survivors have.

    Same goes for the Father's Glasses (tho I think people don't really use that one that much). The blood trails being visible makes walk-jukes, direction changes or retracing your steps completely impossible, which I think is more important counterplay than the emission.

    Since tbh the sound emission can already be masked with TR and also non-directional so hearing it doesn't really help with juking.

    @Ghostingmyteammates said:

    Use this unknown perk called...

    SPINE CHILL

    but nooo its not a perk thats like ######### DS, SB or any other like that.

    I think the thing that bothers me about this argument is that no other killer has the power to actually shape the meta like this which might just show how weak most killers are. But not even the Nurse, however broken she might be, forces you to run very specific perks.

    Whether that's a good or bad thing, I can't really say.

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/689341#Comment_689341

    https://forum.deadbydaylight.com/en/discussion/comment/689356#Comment_689356

    As I stated before, Legion is meant to use his power to spread his damage and stall survivors, not down them, and his power, when chained, lasts longer, so I disagree with the sentiment that it can't be used for travel, as any time you hit a survivor with it, you ARE using it to travel. As for losing sight of scratch marks, last I checked, 4 seconds is not long enough for scratch marks disappear, last I checked, they last for 10 seconds(around 7 with lightweight). Oh and Legion when using his power every chance he gets is not slower than old Legion, as I stated(with math). This means overall Legion is faster.

    Then what were you trying to say? If the splitting up against the Legion is counterplay to his power, then that's his counterplay. Other characters have counterplay as well. Counterplay is not something Legion specific, and you have ways of forcing survivors to need to be closer together, through gen manipulation

    That he doesn't need a counter to every aspect of his power.

    As for losing sight of scratch marks, last I checked, 4 seconds is not long enough for scratch marks disappear, last I checked, they last for 10 seconds(around 7 with lightweight).

    The scratch mark hiding is done in a very quirky way, this is something you'll prob notice if you play Legion a bunch but the new perk, Fixated, blows the lid wide open; scratch marks are flat out set to not spawn until after the FF fatigue worn off.

    Likely done this way cause it has very similar effect and up until tomorrow only the killer could ever see them. But it's actually makes a huge difference since if you loose sight of your target you won't really have a trail to pick up. Like they vault a window just as your fatigue kicks in.

    (For the record, Dance with Me hides your scratch marks for 3 seconds. So basically every fatigue is like a free, even more powerful DwM+Lithe combo for all survivors.)

    I think blood works normally as both sides can already see it? Never actually verified tho.

    Oh and Legion when using his power every chance he gets is not slower than old Legion, as I stated(with math). 

    I mean you said you did math but you never actually showed the numbers afaik. I also did some quick basic calculations tho.

    (6*5,28 + 15*4,4 + 3*2,7)/(6+15+3) = 4,4075

    (10*5 + 20*4,6 + 4*2,7)/(10+20+4) = 4,494

    So yeah, the average speed might just be slightly bit better (.086m/s, or. ~2% improvement)

    There are a few things to consider that are hard to quantify. Like old Legion could use a partially charged FF but also lost more charges per M1 hit, making old FF a lot more dynamic. And this wasn't the only change Legion got, one slight buff vs 10+ nerfs and fixes on a mediocre killer, is that really an equivalent exchange.

    I dunno, high high and low low sounds better than always mediocre when it comes to their speed.

    -You looking through the advertisment videos of the killers and then you see this fast running and stabbing guy in one video...

    Watching the spotlight video today is really awkward, it specifically points out that Legion has no cooldown on missed attacks :P

    Tho there are a few others spotlights that are also outdated and inaccurate due to balance changes. Like the Last Breath spotlight. Or the Halloween chapter as well, almost all the perks were changed over the course of years.

  • Don't worry, you are allowed to have incorrect opinion :B

  • Joey is best Legion


  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/687857#Comment_687857

    Spirit is exactly why they didn't keep his speed the same. She's a 110% killer. Hillbilly can only move in a straight line with his chainsaw, and Nurse has a fatigue every time she blinks, which is in reality many more fatigues than Legion will ever know. Legion has much more control of movement than any of the characters you mentioned, and with 115% speed plus fatigue speed being as fast as previously, he'd just traverse the map entirely too fast, and he can still cancel his power once catching up to someone. If they did want to give him this option, perhaps they could make it where he couldn't cancel his power, including misses once using it, forcing him to either wait it out, or keep hitting them/find other survivors. This would force him to use his higher mobility to find other survivors instead of hitting them with DW, and then cancelling/continuing to chase one survivor.

    As for his counterplay, would you rather he had no counterplay? Every character has some form of counterplay. Splitting up is pretty much Legion's only counterplay to his actual power, which is essentially a mini Plague vomit(he can injure every survivor on the map if they don't split up in a very quick time frame. To be fair, Plague's vomit is better, as they are forced to stay injured unless they cleanse, but the fact remains that if survivors didn't split up to counter Legion's power, then they would simply just keep getting picked off). I don't think that Legion is SUPPOSED to chain hit all four every time he uses his power, which is a misconception I think that other people believe he should. I think 2 survivors is good, 4 survivors is supposed to be a lucky/rare case.

    Hillbilly can only move in a straight line with his chainsaw

    Well, I mean he isn't locked into a forward movement, he is able to steer slightly to the left and right, which can be increased tremendously with add-ons.

    Nurse has a fatigue every time she blinks, which is in reality many more fatigues than Legion will ever know.

    Only cause Legion can't use his power for mobility? Otherwise they have double the fatigue timer.

    with 115% speed plus fatigue speed being as fast as previously

    Legion got an extra 1 second of fatigue when they got reworked, that alone counterbalances the +5% base movement speed when it comes to catching up.

    Legion has much more control of movement than any of the characters you mentioned

    I mean how often does that make a difference when it comes to traversing the map? Maybe on something like Lery's but otherwise you don't have to do extreme parkour to get from point A to point B.

    Also, additionally, none of those three killers suffer a power penalty for basic actions such as: getting stunned or for just hitting a survivor with a basic attack. Imagine if like Billy couldn't charge his chainsaw for +10 seconds after M1ing a survivor.

    As for his counterplay, would you rather he had no counterplay?

    That's not what I was trying to say, even if I worded it awkwardly.

    I don't think that Legion is SUPPOSED to chain hit all four every time he uses his power, which is a misconception I think that other people believe he should. I think 2 survivors is good, 4 survivors is supposed to be a lucky/rare case.

    I suppose that's true.


  • @Atrushan88 said:

    The devs themselves said that Legion with his current base speed + his old FF speed would be insanely fast, fast enough to basically traverse a big chunk of the map in a very small time frame. They had to nerf FF's move speed to compensate. If you want his old base speed back with his old FF speed, they might consider doing that. But realistically you're moving faster with new Legion than you were with old.

    Not a very compelling argument while we have Spirit (7.04m/s while phasing), Hillbilly (9.2m/s while sprinting) and Nurse (13.33m/s while blinking) in the same game as Legion. All of them being able to further increase their speed with add-ons and have way less drawbacks to their power.

    FF currently is completely useless for traversing the map if you can't get at least 1 (more realistically 2) extention to it. The break-even point for durtion is 19s, any less than that and you'd have gained more distance by just walking.

    You are already giving up pretty much every form of tracking by activating FF (no scratch marks, blood, muffled sounds, slight screen blur), does it really have to be inefficent for getting around as well?

    Which leads to the obvious counterplay Legion's power always had (if we ignore the DW exploits): splitting up. Legion's power allows him to quickly injure everyone, if they are grouped up. He can never catch up to anyone with at least a 10m headstart (7.68 back in the old days), essentially nullifying his only power, stalling. Imagine thinking that a power like that needs an easy 1v1 counterplay at pallets. :V


  • @FishFry247 said:

    I just wander why they didn't ever have any, Ultra rares usually do something interesting but Leather face and billy never got any. Anyone know why?

    The current add-on practice didn't exist when the game was released, many of the add-ons the 3 original killer has was added months later. And then for some reason Billy never got UR. Either because Behaviour didn't have any ideas for him or because he was the most powerful and popular killer back then so they didn't deem it necessary.

    And then LF got the same add-ons as Billy prob to cut cost. He was most likely developed simultaneously with Freddy (considering that the two of them came out a month apart) so the devs might have wanted to save some time.

  • Well, it'd either break the game or be useless, depending on the numbers.

    Medium vaults were introduced for a reason. The only reason BL isn't straight up busted OP is that it's extremely situational, some maps barely have any drop spots or they are in awkward places. Otherwise it would just straight up create actual infinites instead of pseudo-infinite time wasters. On the other hand maps are littered with vault spots and with faster vaulting you'd quite likely be creating actual infinites and destroy any possibility that there is for mindgames.

  • Now, these achievements have not changed. The conditions are still the same, particularly for Killer - you must achieve a Merciless Victory. 

    Actually, they did change. The original version was unlocking all teachables of the specific character. It was either the Nurse or Halloween chapter that brought in the new requirements, I can't quite remember which. Granted, this change happened really early in the game's lifespan but I thought I would point it out regardless.

    Also, up until the 1st anniversary killer rank-up was point based, so back then Merciless Victory was >20k points. So yeah, these achivements def became a challenge compared to the early days and could use a bit of re-evaluating.


  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/684948#Comment_684948

    You're not explicitly mentioning it but I feel like it is implied enough to address, and it also gets brought up a lot: Dealing Deep Wound damage with the Feral Frenzy attack is too unfun and can never come back.

    The exploit that you could perform by looking away or walking backwards is not the only issue with the power. Simply run Bloodhound, now no survivor can ever escape from you and you will always down them shortly after your power has recharged twice. Twice because the first and second hit don't require you to recharge.

    Now you could say "Well just remove the bleeding when in Deep Wounds" but then everyone can just simply switch in Predator and accomplish the exact same thing, you can never escape from a Legion player as a survivor.

    You could remove both the scratch marks and the bleeding while Deep Wounds is active but then you can just run Stridor and if the survivor isn't running Iron Will then there is once again nothing they can do to escape. It's not enough to stop the bleeding and scratch marks while Feral Frenzy is active because once you can move again it's very easy to find the blood trail or the scratch marks and then follow the survivor with Bloodhound or Predator.

    To make the old power work the following changes need to implemented:

    • survivors don't bleed while Deep Wounds is active
    • survivors don't leave scratch marks while Deep Wounds is active
    • survivors don't make pain sounds while Deep Wounds is active

    And at that point you might as well just rework the power like has been done instead of trying to make a badly designed and unfun power work.

    The slow vault is required because enables counterplay where you can hide a bit out of sight of the killer and vault back.

    The slow vault is required because enables counterplay where you can hide a bit out of sight of the killer and vault back.

    The slower vaulting speed is not really what allows that but the fact that Legion flies forward like 16billion miles after vaulting

    And there's more to do at loops then just vault back. You can fake the vault back and hope the Legion player swings which they might do since they expect you to try that move. You can also keep going around the loop and after breaking LOS deviate slightly from the standard loop route. Since FF only lasts for 10s and has zero tolerance for mistakes the Legion player really can't afford the luxury to observe you carefully, they have to close the gap asap. If you break los the lack of scratch marks allow you to run away and bank on the Legion player assuming you are still looping that place.

    But sometimes even just continuing going around is enough to outlast FF. The slow vaulting speed and the huge forward momentum after vaulting means that any distance he gains on you can easily be nullified with optimal wall hugging.

  • Some stuff I remember:

    - Triple window garage

    - School bus infinite

    - Ironwork of Misery upstairs

    - Sabojuking

    - I think there used to be much less atmospheric debris and junk on maps overall

    - holding traps open for your teammates or disarming after getting unhooked

    - no fall staggers

  • Give her some dumb-fun transformative add-on

    Cowboy's Last Breath

    - Removes The Nurse's ability to teleport

    - Slightly increases movement speed

    - Tremendously increased fatigue timer

    - The Nurse can now pull survivors she has LOS to herself

    - 'Howdy pardner'


    :P

  • @LCGaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/683144#Comment_683144

    Yeah, the skin looks cool

    But Jesus, he's a stealth killer not a lighthouse

    Tbh I wish he had some add-ons that capitalized on getting spotted, like giving buffs when broken out of stealth.

    I mean his lore would def support it, he is a bit off an attention ######### :B

  • That's partially cause many offerings got disabled over the course of years, like there used to be common-uncommon map offerings but those were deemed superflous and were retired. Or there were lighting ones but those were a major balancing nightmare so they no longer exist.

    Some new offering would be nice.

    • Like one that increases/decreases(?) the number of totems on a map seems like an obvious one.
    • Offerings to decrease/increase distance between gates? Not really applicable to certain maps tho, like the Game.
    • More/less crows and other animals?
    • Pallet offerings?
    • If any secondary objectives get added then offerings for those
    • Etc.
  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/681190#Comment_681190

    Typically if theyre unhooking THAT quickly, theyre asking for a quick grab. I cant tell you how many times Ive grabbed survivors who think theyre being sneaky by unhooking as soon as the hook animation finishes. By keeping awareness of your immediate surroundings, this wont happen.

    As far as what you said with the scratch marks...hit the guy leaving the scratch marks, lol. By all means, hit the freshly unhooked guy if its easy, you can waste his time by making him mend. Ultimately though, your sights should be set on the guy who was leaving the scratches though. BT or not, picking up ppl who were just off the hook is ASKING to eat a DS.

    Well, I didn't say I can't deal with BT or that I don't know what to do but hey, thanks for the comment anyway, even if it was kind of pointless :>

  • @Mediva said:

    Borrowed time only activates when someone is unhooked in terror radius. So if it activated on you, it was by your own decision to stay that close to the hook instead of pressuring gens. And that you come to the conclusion someone had it on them, is only because you decided to tunnel the person on the hook instead of the rescuer. I dont feel ever sorry for that. Borrowed time only activates on people who play back to the hook plays and complain about gen rushing. Everyone else, who tries to play normally, dont encounter BT so much. Bt is a result of your own play style. Just like Noed is the fault of the survivors not cleansing, Bt is the result of killers fault to hook camp and tunnel. Deal with it.

    So if it activated on you, it was by your own decision to stay that close to the hook instead of pressuring gens.

    Eeeeeh, that part is not really correct. Survivors can very much force BT to activate. Like save instantly before the killer had a chance to walk more than 2m. Or baiting the killer back to the hook by leaving a scratch mark trail for them to follow.

  • I'll also throw my hat in the buff Legion ring.

    I personally really like the high octane hit-'n-run chase concept and I would not want the power completely redesigned, but I have to say, the power has absolutely no connection to the theme making the name 'Legion' and the multiple killers idea a wasted concept.


    So my pain points/suggestions are as of follows

    • Reduce stun to 3s OR Increase FF movement speed to like 5.4 (The former would make him a better chaser while the latter would improve his map presence)
    • Allow them to use partially recharged Frenzy (30%?) or remove the penalty for M1-ing
    • Tighten vaults, currently you go flying away from the windows and pallets, loosing quite a bit of ground on certain loops and also allowing the survivors to easily run around you and vault back
    • Improve Deep Wounds. Currently it's just not threatening at all. The fact that it doesn't count down in TR fixed moonwalking but had another exploitable effect: survivors can safely work on objects in your TR. This completely obliterates Legion's stall potency as well as tracking potential (people with DW can't be seen with Killer Instinct).
    • Hiding bleedout timer from killer seems unnecessary
    • Tinker with the add-ons

    A huge problem with current FF imo is that it provides no benefit if you don't get to hit anyone, you actually loose ground if you just try to use FF for getting around while also being a subpar chasing tool, not doing anything for you past the first hit

    I mean let's see the numbers - afaik default movement speed: 4.6 m/s, FF speed: 5 mí6s, cooldown speed: 2.7m/s

    10*5m/s + 4*2.7m/s = 60.8 m travelled

    14*4.6m/s = 64.4 m distance

    So you actually cover 3.6m less distance in FF than by just walking around. To break just about even in distance covered you need to hit at least one or two additional people

    x*5 + 10.8 = x*4.6 + 18.4

    x*5 - x*4.6 = 7.6

    x(0.4) = 7.6

    x = 19

    Basically any FF lasting less than 19 seconds is a net loss in distance covered.


    Before the nerf the ratio was

    6*5.28 + 3*2.7 = 39.78 m 

    9*4.4 = 39.6 m


    By increasing his FF move speed to 5.4 you'd just about have the same dynamic as pre-nerf where no-hit FF would still barely outclass walking around. Decreasing the stun on the other hand would mean walking is still superior option for getting around but his chase game would be improved tremendously.


    And before anyone would argue that speedier Legion would be too opressive: let me remind you that The Hillbilly can sprint around the map at 9.2 m/s and a Nurse blink is ~13.33 m/s. Both of them being incredibly lethal, their tracking isn't or barely gimped and have pretty much zero forced recharge time unlike Legion who can't down anyone during FF, can't see scratch marks and blood (and gen auras after getting one hit in) and has to wait at least 20 seconds between power uses.



    Add-ons:


    - Pins: infamously awful and it's not hard to see why. Sure, let me just take a 24s+ penalty and give up the chance to find others just so I can apply a useless status effect on someone I already quasi-disabled, great idea. If I take the frenzy cooldown then I will/have to keep chasing the last guy I see and that's most likely going to be the person I just hit to apply the debuff. Whatever debuff I apply on him will most likely expire before they get unhooked or maybe even before they get hooked, meaning the add-on essentially does nothing.

    As for the debuffs themselves: 

    Blindness - the only natural aura reading survivors have is seeing hooked and downed people, information a guy you actively chasing will have little use for. Other than that Blindness only 

    Mangled - the only one that's slightly useful, but again, you have to take a 24s penalty to be able to apply it and it only lasts for 60 seconds. There are way better options for applying Mangled, aka Sloppy Butcher.

    Broken - The only benefit broken in a chase could give you is stopping insta/taphealing but deep wounds already does that. Furthermore, even if you don't chase the double-tapped person, broken actually screws you over and goes against Legion's hit-and-run playstyle; you don't want to stop people from healing as that's your main form of stalling, making them waste time healing.

    - Fuming Mix Tape - absolute garbage. As I mentioned before, using FF without at least one guaranteed hit is a net loss in distance covered therefore time wasted, and you can't just tap FF to see where you should go as you will have to take a 4s stun for it everytime. Additionally, after you hit someone in FF you can no longer see gen auras so the add-on pretty much stops working when you'd could benefit the most from it, tho not like you'd need it as Killer Instict already gives you guidance. This add-on would not be worthy of even common rarity, let alone ultra rare.

    - Frank's Mix Tape: Reducing mending timer should really not be a thing, this was and is THE reason anyone is frustrated by Legion as it just promotes tunneling and guarantees you can down someone without them being able to do anything but maybe stall for a bit. 

    - Slightly ocd but I'm kind of bothered by the fact that the mix tapes don't all share an effect, with Susie and Frank breaking the mold.

    - Killer Instinct increasing add-ons: cute but subpar, knowing where someone you can't actually catch up to does more harm than good for you as it tricks you into dropping a chase only to not be able to reach the next guy in time, you are better off using duration add-ons.

  • Re: Legion Pin. The garbage activation requirement is not the only problem with this add-on. The Broken effect is contradictory with his main strength, aka making survivors waste time healing, you kinda don't want to dissuade them from doing that.

    So imo it also needs a different effect. Like lowered repair speed

  • Aside from making revealing less janky his add-ons could you another look imo, they are very lackluster and boring and not really giving him anything new and fun to play around with. Stuff like Myers' Scratched Mirror or the Hag's Scarred Hand. Freddy's pallets. Add-ons that introduce something in exchange of a base power.

    Something like this:

    • Can no longer mark people with Stalk
    • Getting revealed gives 5-10% Haste for 15s

    or

    • Survivors who reveal you are marked for 20s

    So turning his power upside down.

  • 34 more seconds of struggle points. weSmart.gif

  • Imo any indication to the phasing, either audible or visual, would not kill her mind game potential. Nothing forces you to actually move once you start phasing; you could still stand still, you would just not be able to freely observe the survivor, making it a riskier move than before.

  • Dying Light now perfectly synergizes with Mikey's other perks :) The 'Ignore the obsession' build is now in full swing.

    Def seems healthier than it was before.

  • @Mikeadatrix said:

    I'd take it for sure. Moris should only be allowed after the second hook, the current system is flawed.

    https://forum.deadbydaylight.com/en/discussion/comment/662862#Comment_662862

    Moris would literally be pointless then. All you would skip is the walk to a nearby hook which would take less time than the mori animation itself.

    Moris are perfectly balanced in a game where all survivors use optimal perk builds and all run red instaheals. The problems is that you can run either without the counterpart being present in the match, which leads to either the killer or the survivors getting ######### on.

    And yeah, red instaheal is def the counterpart to moris. A mori is essentially -1 hook state while a perfectly timed instaheal is essentially +1 hookstate

    Moris are def not going anywhere as there are several achivements related to them as well as dailies AND the game is called Dead by Daylight. Learn to accept that you can and supposed to die sometimes.

  • Indefinite temporary gen blocking is a decent hex effect but I think it should be a new perk not a Ruin rework.

    "Great skill checks no longer yield bonus progression."

    You kept this as a sort of leftover from Ruin but I don't think it's needed. Not just because I think it should be a new perk but because this is a mid-/late game hex, it should absolutely not announce itself before you even had a chance to press W.

    "Being within 56/48/40 meters of a survivor after unhook loses a stack."

    This is just so unneccessary. First of all, it's something a salty toxic 'OMG, killer was still on the map after hooking me' player would come up with. And the way it's worded suggests that if you are near any survivor after unhook then you loose a stack which is like 'lmao, what are you smoking', but I assume you meant within 40m of the hook which is still just what even. Devour Hope has a distance requirement of 24m and even that is often impossible to clear before a save happens, survivors just love to save right away or hook dive with BT. More importantly tho, what if there's absolutely nothing outside of a 40m radius? Like all the gens are right near the hooked person and leaving area would be just throwing the game. Also, 40m is not camping distance, any distance greater than 20m leaves room for a save. And this is just a too powerful counterplay. Who needs to destroy the totem, "just hook dive with BT bro lol". And especially unneccessary as you already gave it two other counterplays (no stacks after 1 death and always two unblocked gens) in addition to it being a hex perk and therefore already having an innate counter. Speaking of which.

    "the furthest two unfinished generators (...) at no point will be blocked"

    I'm not sure if you have realized but this has the side effect that this perk would pinpoint it's location to the survivors. If at any point you are at an unblocked gen or see one getting unblocked then you'd know that the hex is pretty much on the opposite side of the map, greatly shrinking the area you need to search, giving you an even easier time to counter it. The last three gen would be like an arrow, pointing straight at the totem with the one blocked gen being the tip and the unblocked ones being the wings.

    "(T3 only) After 5 stacks are obtained, any generator not being actively worked on will regress. If ruin gets to 5 stacks, even once cleansed one generator will remain blocked for the duration of the match."

    Ehhhh, unless they change the base philosophy of hex perks then no hex should have a lingering perma effect. I'll rephrase that; either all should have or none of them. Also, I believe BHVR has been trying to move away from T3 exclusive effects as it makes perk upgrading too extreme and harder to balance, so yeah.

  • @βLAKE said:

    I was thinking that since Adrenaline is one of the most popular and overused survivor perks (and I don't blame it because its so good) I feel like a rework should be in store. Here is what I propose:

    When the exit gates are powered the survivor has a 150% running speed boost of 5 seconds (like normal)

    You remain exhausted afterwards for 60/50/40 seconds

    If you are injured when the perk is active you will momentarily gain one health state (dying to injured or injured to healthy) for a certain amount of time ( maybe 80 seconds? or more)

    The reason why I say it should be time based when it comes to the health state gain is because it makes no sense for a survivor to magically heal their wounds because of an adrenaline dump. I feel it makes more sense that after a sudden adrenaline boost starts to fade that you would start to feel the pain you originally before the boost.

    You don't have to come up with a janky solution like that, we already have a status effect that could simulate one timed health state: Endurance

    I'm not sure if changing one healing to one Endurance would be a buff or a nerf. Would no longer picks you up from dying state but 1 Endurance is a huge safety net.

    @Bludge23 said:

    I personally don't understand why people want adrenaline changed when it's a peek that only works after all the generator's are done? If you lost you lost. It rewards survivors for doing gens and punishes killers for not being able to kill.

    Eh. Having a survivor the killer downed pop up from dying state due to someone else's actions is not punishing the killer for ineptitude, it's bailing the survivor out of a mistake they made.

  • I love the metal theme they got.

  • @sailormars said:

    https://forum.deadbydaylight.com/en/discussion/comment/651042#Comment_651042

    Again, you're completely underestimating and ignoring the first hit. With Legion, you can cut a chase practically in half. Any chase that you can do with a killer in 40 seconds, you'll do with the Legion in 20-30. That's major, and the stun time should not be altered just so you can get an easy down in the matter of seconds.

    Getting the first hit in is not the halfway mark, you are completely overestimating the importance of the first hit. Experienced survivors often intentionally throw away the first health state just so they can use Dead Hard or get the on-hit speed boost to get to a better loop position. This is exactly why Plague is just a medium tier killer and why seasoned veterans pretty much never cleanse against her, they aren't scared of being injured.


    @sailormars said:

    https://forum.deadbydaylight.com/en/discussion/comment/649604#Comment_649604

    What lmao, was this supposed to prove your point? All it proved was that Legion gets slowed after getting his free hit, which is a GOOD thing. Why would you went them to be the same?

    Legion in FF will not catch up to a survivor who has at least 10m head start. If you see someone getting hit by Deep Wounds and then hear the TR all you have to do is just run. He will never be able to hit you with that instance of FF, completely negating what little pressure FF offers, aka ""easily"" keeping everyone injured. And even if he does hit you, by the time he does the first guy already finished mending and is back on a gen, not even bothering to heal. Why should he even heal? He has Adrenaline, DS, DH to bail him out if he ever makes a mistake and otherwise can just loop Legion into oblivion as Deep Wounds is extremely non-lethal.

    Meanwhile the Nurse closes that 10m in one second. Like seriously, before Legion can even vault a pallet the Nurse already secured a hit.

    But suuuure, these two killers are definitely on the same power level. Or even better, Legion is soo much powerful and def deserves to have 2x the fatigue (4s vs the Nurse's 2-2.5s) + 20s cooldown.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/82940/small-game-rework

    Finding dull totems will be more useful once Inner Strength is in the game.

    I really just wish Small Game showed auras instead of noise notifications. I've never found it worth using as-is.

    Small Game used to be an aura perk, it was changed as it was too devastating to the Trapper.

  • Trapper needs his trap spawns improved, there are some really garbage spawn points, like on the swamp where they can appear in the furthest corner of the map, far from all points of interest (buildings, pallets, generators). Make the spawns more central, either closer to the middle of the map or the Trapper himself.

  • Yeah, gen repair time itself definitely shouldn't be touched and there should be no arbitrary punishment for efficency/reward for no pressure.


    The only thing that might be acceptable is adding 1 or 2 extra steps to gen repairs, like having to scavenge for a specific item beforehand.

    Or maybe something like this: once a generator has been repaired a randomly selected (preferably always in the furthest possible location) lever has to be flipped to redirect the power. And until it remains unflipped all generator receive a stackable repair malus or something, like skillchecks become tremendously harder cause the system is overloaded. The repaired gen could have a sparkling wire coming out of it that would guide you to the lever and then there could be perks/maps helping you find it and maybe the killer would see the aura. The lever flipping itself should only take a second or two as it's only meant to give a reason to travel across the map. And flipping the lever should give like a good chunk of points of course.

    Or something else completely unrelated to gens but following the same line of thought: give an incentive for survivors to run around the map for something important.

  • @Locker_Monster said:

    https://forum.deadbydaylight.com/en/discussion/comment/629087#Comment_629087

    The counterplay is to do generators.

    In the time it takes a Survivor to die on their first hook, a lone Survivor can do 2 generators with 20 seconds left to turn for a gate.

    3 Survivors means 6 out of 5 Gens can be done, plus 20 seconds to get to a gate. And that's without adding in the likely 30-45 seconds to chase & down and carry and hook the Survivor in the first place.

    I'd say that's pretty much counter play.

    People need to stop asking for nerfs, punishments, buffs, and mechanics just because they dislike camping.

    Camping is legit. It punishes itself. And Killers would do it less if people stopped flinging themselves at a hook they are near!

    "In the time it takes a Survivor to die on their first hook, a lone Survivor can do 2 generators with 20 seconds left to turn for a gate."

    This is just straight up false. A generator takes 80 seconds to complete, a single hook phase is 60 seconds (assuming no kobe attempts).

    So dying on the hook is 2 minutes while 2 solo gens are just shy of 3 minutes. But even that would only be true if the gens were right next to eachother, which is never the case. So add like 10 seconds for running from gen to gen.

    And of course, unless you are playing with friends OR the hooked guy is running Kindred, you will never know for sure if the killer is really camping or not initially. So add another 30-60 seconds that's taken up by confirming that the killer is by the hook.

  • But the Shining was Danny's power not Jack's, no? And it was just somekind of telepathy iirc, right.

    Also, re: Expeditious Recovery - what a complete meme perk. :> It does absolutely nothing as after a failed skillcheck you actually can't progress actions for 3 seconds and you likely won't find/reach a second interaction prompt within 3 seconds.


    I doubt Stephen King would be too interested in having his psychological horror novel characters featured in a slasher horror game tho tbh.

    Tho a killer who gets stronger the longer he is avoided is a somehat intriguing concept. Also, a Hotel Lobby map would be cool.

  • As always with any kind of balance suggestion: have you played both sides?

    I think he does need slight QoL tinkering but killing Night Shroud completely is not that.

    It's actually already almost too easy to break imo. Any attack, missed or successful, and any stuns (mainly pallet but also stuff like Head On or Decisive) will immediately cancel it, downed, hooked and healthy survivors can all stare at him and the range on the stare is substantial. The downed survivor part is especially sour as it makes successful gen grabs bitter sweet event as your reward for sneaking up on someone is immediately loosing your power. It kinda makes sense but that doesn't make it any less exasperating.

    He doesn't have an innate ability to deal with loops other than being able to threaten with Exposed and hide his red light (something that any killer can do actually, but it's only really useful at a select few spots where the killer can break line of sight). If he is forced in a chase he is already at a disadvantage. He can't blink at you like a Nurse, close of the loop with traps or mind game you with spirit walk. He doesn't even get the faster vault and longer lunge of T3 Myers.

    As for the Killer Instict notification he gets, they seem to bug out(?) sometimes and just not show up at all or just confuse the hell out of you as you frantically search who and from where stared/staring at you.

    Also, related: I feel that the Victim's Detailed Routine add on is bugged and actually increases the range you can get broken out; I swear I was broken out from a longer than normal distance when I tried it out but haven't really tested it.


    @FredKrueger said:

    https://forum.deadbydaylight.com/en/discussion/comment/591271#Comment_591271

    Ok. Do you think it's fair though that if the person playing GF is being stealthy, starts stalking you to build up the insta-down, but you get notified and all his hard work just became useless because obviously you know he's close now? That happens to me all the time. Survivors shouldn't know there being stalked. That's a major flaw. You don't know when Myers is stalking you...

    There actually was a notifications that warned you when Myers stalked you for a certain amount but I believe that was removed at some point, so yeah.

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