Avatar

redsopine01

redsopine01

About

Username
redsopine01
Joined
Visits
663
Last Active

Comments

  • PiiFree said:

    Not every Survivor has to be viable, it's all about fun.

    I take it that's a pun on what they said about Legion.

    Yeah I just assumed Jeff's noise levels were an oversight, guess not. He's a pretty big guy too.

    Guess Jeff is for those people who like to challenge themselves, like those with the bright gold Ace cosmetics.

    The tryhards will still stick with you-know-who though.
    Or the no mother runners
  • I'm waiting until certain people start complaining that this is a huge buff for survivors since you won't get the latency advantage on pallet hits as much anymore.
    Nah I'm waiting for the can't work without cheats and hacking players to complain
  • We're were were link link link reeeeeee * ish very excited 
  • @redsopine01 said:

    Maby but when you combine noed with the power of bloodwarden on a last hook the game changes from no kills to woop dat add on all 4

    I understand what you're saying, but at this point, not cleansing all totems when playing against a freddy or a wraith is just an irresponsibility :p

    I main huntress lol got destroyed that match but got a last hook noed and boom chassed them all down hooked and 4k
  • Any perk in the game is, well, game. Including the lamest ones like DS and NOED. Same goes for items, add-ons and offerings.

    Maby but when you combine noed with the power of bloodwarden on a last hook the game changes from no kills to woop dat add on all 4
  • That part of euorpe time British of more inland Europe 
  • Or downing if all wounded 
  • Peanits said:
    Arsoul said:

    @Khalednazari said:
    Arsoul said:

    @Khalednazari said:

    Looks like this : 

    This screenshot has 2 completed gens, so its possible a hatch escape by using a key

    For the hatch to spawn with 4 alive survivors, 5 generators needs to be completed. 

    Theres a Trophy/Achievement for all 4 survivors to escape through the hatch.
    THINK ABOUT THAT FOR A MINUTE

    THE Hatch will spawn when 2 gens have been completed. But it is closed, a key will open it for one minute.
    A quick google search would have told you this

    No. If the number of players alive + 1 generators have been completed, the hatch spawns. For all four to use the hatch, they would need to fix all the generators.

    Could be hatch, could be a bug, could be a hack. It's hard to say for sure.
    Thanks and hopefully this clears up the argument also if it's a bug then hope it gets fixed soon and I could give you the link for it 
  • It's good to see your making changes but the only thing to add to it is if all 4 are ingured in game with no healthy frenzy can down
  • Fun fact : Hatch also spawns when with one gen done, but everybody needs to die first. I saw it happen once when only one gen was done, and I was sacrificed.

    The formula for the hatch to spawn is :  

    Number of Generators Completed = Number of Players alive + 1
    That's old game footage 
  • Remove the hatch
    Dude this ain't a hatch thread it's a question on weather they hacked a easy escape or was bugged from the game and got 5k escape for it
    Dude hatch is a legit hack
    It's a part of the games lore not a hack and it use do be slot worse then now I've looked at original games and it spawned even with 4 gens left if it's last man but now it's set to 1 more then survivors I'm on about it looks like they might have either lagged out and got a escape bonus from the bug or hacked it so they got 5k without trying
  • Remove the hatch
    Dude this ain't a hatch thread it's a question on weather they hacked a easy escape or was bugged from the game and got 5k escape for it
  • @MandyTalk @Peanits could either of you clear this up before a argument spams this thread please and got he ones saying it happens it don't and if they lagged out why did they have the 5k escape bonus
  • If he's a delayed killer double the mend time from 7 to 14 or allow sloppy butcher to affect it
  • Ment ooo ooo autocorrect strikes again
  • Poo poo that makes sense sneaking survivors with urban making small noises would be a good move 
  • Wait would that mean every killer had it or just shows up on screen
  • @Peanits is this a very reasonable thing to ask as a so I change to the game
  • @Janick said:

    @Wolf74 said:
    4 hits.^^
    So he is the opposite of an insta down killer.
    He doesn't half the amount of hits to down someone, but double. XD

    Actually, we see him more as a delayed insta down killer.

    Survivors being able to stop the timer, and the timer not decreasing while in a chase kind of counters the idea of a "delated inst down Killer" so no one with any skill is going to be downed by DW.

    They have a point because if you look at a few live early ptb a wounded person heals while somone chased easily after running away from the killer which makes it really easy to just keep getting hit by the power from a slow speed killer
  • Same here unless going for the adept trophy
  • Ah but them how do you activate tier5
    Oops, you found a tiny innaccuracy in my original notation. What is written as the first hit in tier 1 should not be there, because i describe the first hit that brings you to tier 2 in tier 2, of this was the misunderstanding you had.

    Otherwise: 
    You don't necissarily activate tier 5.
    You either "get" tier 5 (by hitting 4 survivors only once during this single activation of frenzy).
    Or you apply the effects of tier 5 (by being in toer 5 and hitting a survivor for the second time).

    Unlike any other tier, tier 5 doesn't stun you afterwards, meaning that you can keep applying tier 5 (the insta down) to every survivor you have reach to.

    In case of a Meg, Dwight, Kate, Jake;
    Hit all of them once during frenzy = tier 5
    Try hitting them all a second time to insta down them. (They are all hurt from your quick cuts proc anyways). In tier 5, every hit (inuclding your second, resets the frenzy bar until all of them are down or you run out because you failed to reach them in time.
    Upon exiting frenzy, you become tier 1 again.
    Ok but then why say number5 can cause a mori
  • JanTheMan said:
    The survival category is so underwhelming...
    Our you get more points to altruism when using sc then you do survival so y not let winning a chase get you points and if somone is hit blocking for you you both get points for it as there increasing your survival and the pallets because well how is using a pallet when chased bold when it's doing all you can to survive 
  • ;a href="/en/profile/katoptris">katoptris said:
    I got in trouble for running class photo on Freddy and risk getting reporting 💀
    Lol not as bad as my first game no add-ons just testing him out with warden guy gets double hook rushed because dom Freddy be does then goes good camping please delete the game
  • ad19970 said:

    @alivebydeadight said:

    @Vietfox said:
    Running ruin is a risk because it's a hex, not because survivors can hit the great skillcheck, so it's fine.

    running ruin is a risk because its like using devour hope, gets destroyed in seconds of it being discovered

    Although Ruin at least let's you gain some momentum at the beginning. Devour Hope is just a totally wasted perk slot if it gets destroyed early enough.

    That's u you don't run it with ruin maby run it with haunted grounds

  • @redsopine01 said:

    Because I don't hit I chase them and then turn when I see them go to hit hot other gate and suddenly I get noise and see there still there refusing to leave 

    If you are going after another then it makes sense to not chase them out if you know you can down someone, but you also have to think in that case why do you expect the other survivors to leave? or be forced out? if you do down someone and hook them they have a chance to save them, the game is not over for either of you in that scenario as if someone does come for the save you have the chance to down and hook more, you have to see it from all sides.

    Because the second you hook somone they run right out because all they want is to have you chase them
  • If both exit gates are open and one is left in the game I agree as they are holding it hostage or looking for the hatch so I would say 5 mins is more than enough time maybe even less.

    Otherwise it wont work as there are too many factors, is one person being chased? is one person on the hook? if one gate is opened is the killer near it? is NOED in play? do they have Rancor? each scenario means you are staying to help someone if they go down or you have a chance to still get someone. There are many more to take into account.

    @redsopine01 said:
    Because the people like that make you go right to the gates and hit them before leaving and if you don't they run back out and noise spam you

    Then hit them, if you goto the gate and you dont well that is on you, the reasons they stay are either to waste time for the others, waiting to make sure they all get out, being toxic of course and tbagging or giving then a free hit for extra points as it was a fun game.

    Because I don't hit I chase them and then turn when I see them go to hit hot other gate and suddenly I get noise and see there still there refusing to leave 
  • Oh it's fine was on my mind for a while lol glad to know d's not a bug thanks 
  • Seiously, there's so little!!! Add a few more to the maps because right now there's no way to escape the killer!!! Also nerf camping, I hate it when my friends get camped by some killer that doesn't know how to play the game! Borrowed time doesn't even help! Nerf the nurse too! She ignores every single defense survivors have and you call that balanced?!?! Legion is balanced because of Deep Wounds if he didn't have that he would be so OP!!! Exhaustion nerf and healing nerf was too much too, are we not allowed to use our perks anymore, yet killers have stuff like noed and Nurse's calling I mean come on?! This game became waaaay to killer sided and Flashlights are extremely useless, I can't even use D-Strike because the baby killer can't take a stun and has to dribble me to a hook!!!

    Oh really your one to talk let's see killers dribble obsessions to avoid the strikes as there nothing but a I suck at juking and now I'm gonna rage quit because I was instantly downed from it and killers will take it if they know there in a area they can catch you fast otherwise they dribble to get as close to a hook as they can to avoid it which leads to a obsession raging and quitting from it So many strike uses do that it's hilarious flashlights were nurfed because they was constantly used to bully a deb in a game to the point the dev was forced to quit a match because survivors was not even plahing the game just trolling nurses was from base game along with self care I.e nurse and claudettes unlockables nurses was a counter to it and most likely the nurse was made to help the idea of a horror game where the killers have the power and that means the nurse was made perfectly for the job pallets was nurfed because killers couldn't ever get into a chase without talking 5 pallets in a row that's then spammed with vaults in a row and camping is a deb promoted tactic against swf teams as they can't leave a friend to die and noed is noed the game says it all no one escapes death it's a on the nose perk that a easy to counter but gen rushers never do because they want a easy game but can't take a killer putting it in to counter them
  • Two maps are put on like one for game other for autohaven and the map you get could be either and then the offering is gone from your inventory right after
  • But why not just go in the exit gate and put pressure so they do leave? I get you shouldn't have to but the alternative is worse it seems. 
    Because the people like that make you go right to the gates and hit them before leaving and if you don't they run back out and noise spam you
  • Dailys speed ranking or just want a few fast games/recgonizing toxic players
  • Ok maby but most times they run for the first box they can
  • Can I point out how useless tiers are because they have nothing to do with skill or time invested into a killer somone who's put the time in on even the worst killer on somone list is gonna be top of there game with them I mean I have every killers adept trophy in the game and it took me a few hours to a few days to get them on some killers as I learnt them and please each killer is bitten teir  for new players but high teir for the ones that put time into them to learn there powers and skills so why make a list of who you be been bested or are good with when skill and time dedicated determine the killers viability and not teir
  • Since were on it heres my solo build calm spirit iron will self care so I don't have to deal with beeping 3mans farming me for points when I can heal alone and currently I run hope because the speed boost is worth it big time
  • Since were on it heres my solo build calm spirit iron will self care so I don't have to deal with beeping 3mans farming me for points when I can heal alone and currently I run hope because the speed boost is worth it big time
  • Ryuhi said:

    Alert is great if the killer breaks pallets/kicks gens. Its awful if they don't. Like most detection perks, its kinda hit or miss. Fair warning: it does literally nothing against freddy unless you're already asleep.

    Or mirror myres sorry thought my comment do want send before
  • Sorry in a cheeky mood so put down a sarcasm comment but her that's what party mode is you just need to resist it each time
  • "Cough cough swf cough cough"
  • Alert is amaze balls now.  Knowing where the killer is the best way to win the game.  If you know where he is, you can keep from getting hit or need all the other defensive perks.

    I run alert, premonition, spinechill.  4th perk is a toss it but usually the one that helps find totems.. .Brain farting the name. 
    Alert is amaze balls now.  Knowing where the killer is the best way to win the game.  If you know where he is, you can keep from getting hit or need all the other defensive perks.

    I run alert, premonition, spinechill.  4th perk is a toss it but usually the one that helps find totems.. .Brain farting the name. 
    Small game
  • Ryuhi said:

    Alert is great if the killer breaks pallets/kicks gens. Its awful if they don't. Like most detection perks, its kinda hit or miss. Fair warning: it does literally nothing against freddy unless you're already asleep.

    Or mirror myres
  • Judgement said:

    @Orion said:

    @Judgement said:
    Oh yeah lmao sorry I was awake for 5 minutes when I made that post.
    Survivors can easily heal Deep Wounds and the progress bar isn’t depleted when they’re struck again or when the action is cancelled. They should do what their original idea for Self-Care was do mending must be 100% in one go without stopping.
    The bleedout bar doesn’t deplete when in a chase or mending. It should go down at least half-speed during chases, right?
    That and The Legion move at 110%, which makes them susceptible to looping. According to others in the forums, 110% makes Killers have to take four times longer to catch Survivors, IIRC.
    That about right?

    Note that apart from the movement speed, every other problem boils down to the Deep Wound mechanic. 110% would be a perfectly acceptable movement speed if the Deep Wound mechanic were actually dangerous to Survivors. The Huntress also moves at 110%, but her hatchets are actually dangerous (when used properly). Deep Wound is just non-threatening to the Survivors, if not actively harmful to the Legion, and therein lies the problem.

    I haven't done the math on how much longer it'd take a 110% Killer to catch a Survivor relative to a 115% Killer, so I won't comment.

    Agreed on all your points about Deep Wounds. Nice use of the Huntress as an example.
    You're right, Deep Wounds really is non-threatening. The fact that Legion can whack every Survivor in a few seconds doesn't matter if the Survivors aren't endangered because of it - they aren't endangered by the status, nor are they endangered by a 110% Killer.
    Taking into consideration that Deep Wounds is the new status effect that applies to Borrowed Time, that just proves your point even further. A massive buff to Borrowed Time as it can be recovered from without Self-Care or someone else helping. That could be changed by preventing Survivors from being able to Mend themselves, like I said in my original post, to force Survivors to heal each other which would work in The Legion's favour.
    But if BHVR go that route, wherein they force Survivors to heal each other to recover from Deep Wounds, they would have to balance it out a bit by removing the reveal notification when a Survivor drops because of it.

    That's actually a sound fix to the issue and means no more just loop him for a few seconds and I'm healed that the ptb shows
  • Good but a bit op with the pig timers I asked before and it seems like it's a tunnle incitive especially if they use the loophole to chase without triggering the chase the survivor won't ever get it off so you one man tunnle them all or trap them all
  • @Nickenzie
    @Janick

    Although I like your attempt at solving the Legion's problem, it's hard for me to consider it a good idea, because, apart from anything you came up with, I believe it's build on fundamentally clunky mechanics.

    What is wrong with the Legion?

    In Dead By Daylight we like to keep things icon; easy to understand. Many of the ideas around DBD, such as Lockers for hiding, Pallets for throwing, etc. make so much sense to us as they are easy to understand.

    The developers decided to do something similar with the Health System: Healthy > Injured > Dying state. Easy, right?

    Although it works great conceptually, it's very limiting in the rate at which a killer should be able to attack someone because every killer kills in 2 hits (or at best 1).
    With a 0-100 Hit Point system where every killer would do 50 damage, the devs would have a lot more variety and room for variation; changing it so that you start bleeding at a certain HP range (say 80) and you start bleeding more frequently depending on how much damage you have exactly.

    But what IF we want to be able to have a killer that hits people more frequently, without being overpowered? Well, this is where we corner ourselves; because of our lack of having a more dynamic health system, we create a new health system (similar to what is mentioned above) and have that run at the same time as the traditional DBD health system!
    Then we'll artificially create some amount of interplay between the 2, even being it one-sided!

    Our desires for the dynamic HP system leads us here: Some suggest that when in the injured state, DW should start at 50%, effectively being exactly what I mentioned, but the DW playing as a more dynamic HP bar allowing for 75% and 25% Hp hits, etc. In short we really try to make it work... but hell does it feel unnatural having this intermediate health-system compensate.

    Even worse is the Current Health system, where the interplay between the 2 separate health-system stop working together once someone entered the Injured state.

    When we look at this killer we see weirdness. Why is there no difference between hitting a hurt or healthy survivor? Why can I not see scratchmarks when in Frenzy?
    Well, the answer is, we've gotten too technical by trying to build on a fundementally flawed killer.

    When searching for "Legion" in the searches, I see most debates stabilising and agreeing on building on top of these flawed mechanics.

    But I think I have an Alternative:

    We already have a great killer here!

    You read that right. Conceptually, this killer is great! When I found out that they made a mechanic that allows you to effectively deal with grouped survivors I got excited and was impressed by the Devs.

    Uncounciously we already know who the Legion really is:
    -He stabs frequently
    -He is good at moving over various obstacles
    -He's a shredder of groups

    Let's turn this killer in something great.
    My suggestion will feel weird as it's very non-conforming to the current direction of the Legion debate.
    My suggestion is only loyal to the concept of the killer and will do everything to avoid building on top of flawed mechanics and conceptually dull technicalities.

    An alternative.

    How he'll play:
    The (new) Legion is a killer that is good at shredding groups. He benefits from survivors who like to stick together. He jumps from target to target and the more he hits, the stronger he gets. When he finds a survivor alone, he generally will be able to catch them, but after inflicting damage, he'll most likely have lost them.

    Definitions:
    -Deep Wounds:

    Deep wounds is an effect applied to a survivor that triggers a timer. This timer can be stopped by mending for 16 seconds. (8 seconds with a teammate). The timer always ticks. whether in a chase or not, except when you're mending.

    -Quick Cuts:

    Quick cuts is a delayed hit of any nature. It works like a status effect applied to a survivor, like exhaustion. While this status effect is active on a survivor, a killer (through whatever ability) can then trigger Quick Cuts, removing it and applying the hit with whatever intensity. Note here that the effect of Quick Cuts is not always the same, in as far is it signals it will be able to trigger a delayed hit of any nature on you.

    -Frenzy-Stun

    The Frenzy stun is a stun the Legion can receive (Typically after depleting the frenzy bar or hitting a survivor for the 2nd time while in frenzy). During this stun, the Legion stares at the ground while looking at his hands, completely losing vision of the environment for X amount of seconds. During this duration and 5 seconds after, he's unable to see scratchmarks and blood. (The scratchmarks and blood are not deleted. Their alpha is reduces, similar to the spirit until they start to fade back in.)

    -First Hit

    The first hit refers to the first hit against a unique survivor during this instance of frenzy. Meaning that at best, you could get 4 first hits off if you hit every survivor once, until you are forced to go for a second hit. That it is called the first hit doesn't mean that it's the first hit in the game, or against that survivor ever. It's exclusively defined by this instance of activating Frenzy until it is depleted.

    -Second Hit

    See first hit. The second hit refers to the second time you hit the same survivor during the same instance of activating Frenzy. Theoretically you could get 4 second hits off if you already hit all 4 survivors once with your first hit.

    -Sudden Death

    Sudden Death is a status effect that allows a killer to mori that player.

    -Red Frenzy Glow

    This is the glow survivors will gain after they've been hit for the first time. It is important to do it this way around so that other survivors who might be hiding aren't unfairly exposed.

    -Red Frenzy Indicator

    This is the red symbol you see during frenzy, that show you the location of the survivors.

    His power:
    His power is revolving around the Frenzy bar. When frenzy is active, he can vault pallets and windows fast, see scratchmarks as ever before and he can hit a survivor, what is defined as "a first time' and "a second time".

    Whenever the Legion hits a target for the First Time, he refills his frenzy bar completely, Moves up 1 tier (up to 5) and applies "Quick Cuts".

    As the second hit is "the combo closer", the second hit will trigger the effect of quick cuts on all the survivors except the survivor receiving the second hit.
    Depending on what tier you were it, the effects of your second hit and Quick Cuts are increased.

    The Legion wants to hit as many survivors before going for his second hit. The higher his tier, the more people he will have Quick Cuts applied to and the stronger the effect of quick cut gets.

    Because your first and second hit gets stronger the higher your tier is, you want to hit as many survivors before ending your streak by attack a survivor twice.
    If you manage to hit all 4 survivors, you will be in tier 5, which will turn you into a machine-gun as later defined.

    The exact details:

    Tier 1:
    -The Frenzy-bar timer is relatively short
    First Hit: Apply quick cut to the target hit.
    **Second Hit: ** (impossible to get as you jump to tier 2 after your first hit)

    Tier 2:
    -The Frenzy-bar timer is significantly increased from tier 1.
    First Hit: Apply quick cut to the target hit.
    **Second Hit: **
    If Healthy: Injures a survivor.
    If Injured: Brings a survivor to the Dying State.
    -You receive the Legion-Stun for 7 seconds.

    Tier 3:
    -The Frenzy-bar timer is slightly increased from tier 2.
    First Hit: Apply quick cut to the target hit.
    **Second Hit: **
    If Healthy: Injures a survivor and applies a Traditional Borrow Time effect for 25 seconds.
    If Injured: Brings a survivor to the Dying State.
    -You receive the Legion-Stun for 5 seconds.
    -Triggers Quick Cuts: The Survivor affected by quick cuts gain Deep Wounds.

    Tier 4:
    -The Frenzy-bar timer is slightly increased from tier 2.
    First Hit: Apply quick cut to the target hit.
    **Second Hit: **
    If Healthy: Instantly downs a survivor.
    If Injured: Downs a survivor.
    -You receive the Legion-Stun for 3 seconds.
    -Triggers Quick Cuts: The Survivor affected by quick cuts get Injured + receive Deep Wounds + Mangled and Haemorrhage. If they were already injured, they are brought down to the Dying State.

    Tier 5:
    -The Frenzy-bar timer is slightly increased from tier 2.
    First Hit: Applies "Sudden Death" to the target hit.
    **Second Hit: **
    If Healthy: Brings a survivor to the Dying State.
    If Injured: Brings a survivor to the Dying State and applies a per
    -You no longer receive the Legion-Stun after stabbing a survivor for the 2nd time during this instance of frenzy.
    -The lack of Legion-Stun allows you to apply the "Second Hit' to all remaining survivors if you have reach to them.
    -The Second hit refills your frenzy bar.

    Other details:
    -The Red Frenzy Indicator is an indicator shown every so now and then intervals. They are only shown when a survivor is moving.
    -Upon Depleting your Frenzy timer, you receive a Legion-Stun lasting 3 seconds.
    -The Legion can see scratchmarks during Frenzy.
    -When the Legion applies a second hit, he applies broken to that survivor for the same duration he is stunned. (This is to avoid heal abuse with the giant stun times.)
    -Quick cuts only lasts for the duration of that instance of Frenzy. After is is finished, Quick cuts is completely removed from each survivor. If the effects were already triggered, they will of course continue.

    Balance

    So what are his strengths and what are his weaknesses?
    His strength is obviously being able to get over obstacles fast and being able to quickly inflict wounds to a lot of people in a close area.
    His weakness, more then in the original version, is that he is terrible at "tunneling" or focussing down someone if he doesn't have reach to multiple people.

    His stun is deliberately awful, as to make it extremely consistent for survivors to disappear.
    This is what is so beautiful about this solution:
    He is a killer that is very good at hitting people, like the nurse, but can not tunnel these people as he loses them after applying a low-tier second hit.

    This means that, unlike the frustration caused by the nurses ability to ignore most of the game, the Legion will lower that frustration by not being able to tunnel these survivors like the nurse could.
    This forces him to cause havoc across the board against anyone who he can find, hoping he has enough map pressure and manages to stumble on a hit, hiding survivor, or hopes to find 2 or 3 survivors together, at which point he can slowly start machine gunning them down, not requiring him to find them again (by the fault of survivors themselves).

    Now we have a strong killer that unlike the nurse manages to lower frustration, as he spreads his/her strength across the map, instead of against 1 survivor.

    A killer that is fun AND strong.

    A killer that is easy to understand:
    A machine gun against groups; requiring you to sit still while he stabs at your team, in the hope you are hidden..
    and if he catches you alone; strong at hitting, but bad at tracking you from Healthy To Downed.

    I hope by that, you see a solution other then the building on previous clunky mechanics.
    We have the chance to turn his/her beautiful concept into a killer we all can enjoy.

    Along the variables like: Legion Stun Time, Frenzy timer across tears, the increased movementspeed, etc. we have all we need to turn him from UP to OP, being able to settle at a perfect balance with healthy mechanics that feel intuitive and make sense.

    No more staring at the ground to avoid triggering a chase while chasing a DWed survivor!
    Nope! Just intuitive mechanics, conceptually sound technicalities and a lot of stabbing.

    See thisnisna balanced power but your forgetting his add-ons and how would you reach teir5 would your base teir3 be 1 and at 5 it's like devour hope but once it's uses your set back to tier one so as to not abuse ot
  • Guys when they do I'm buying it for the ohm huntress 
1 … 14 15 16 17 18 … 22