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rooCraah

rooCraah

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rooCraah
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  • Whispers being a win-more perk is why I run it (when I do). It's obviously not strong when 4 survivors are alive, being just a way worse Lethal Pursuer because it kind of helps finding the first survivor and then is perpetually on until survivors start to die.

    In fact, Whispers used to be run a lot more before Discordance and later Lethal Pursuer released because it was the best perk for finding the first survivor. Now its main utility is being a good endgame perk.

    I'm surprised you made this thread about Whispers and not about No Way Out.

  • @emodeshort said:

    Without the bonus BP, its just an niche aura reading for ultra mobile killers like nurse or dregde. Slower killers will find more value of using Floods of Rage

    Not related, but i just realized that david king probably has a British accent and now I can't stop laughing thinking about it

    Good.

    I agree 100% with the devs' sentiment that you should pick perks based on the effects you want, not because they come prepackaged with faster progression. The progression should just be made easier baseline.

  • @KnotEnthusiast said:

    So BHVR has announced their new reworked perk and BP system, claiming that at long last they have cut down on the grind. How wonderful! But I do have one question: who has it cut down the grind for? Cuz from what I can tell, most players will actually suffer from this new system, as long as you're striving to have complete builds. An example:

    Lets say I'm John Q Newplayer, and I just installed DBD. I really like anime, want to flex that I know what the word "kanabo" means, and would like the katana I bought at my local strip mall to feel like it was worth the purchase, so I want to pick up Oni! But I want to have the option to play any way I want, so I want all of the perks on him. How hard will it be for me to do that?

    Well under the old perk system, it was a heck of a feat. I had to get every killer, level up to level 40 on each one. Then take my boi Oni, and just keep leveling him until I had all perks. With the current system, that means I have to buy every perk 3 times to get the max level. Since there are 97 perks including the generics, I need to buy 291 perks. But! After level 40, I can get two perks per bloodweb, doubling my progress. So after 39 levels I have 42 perks (you get your 3 t1 perks for free), which means I have 249 to go, which I can do in 125 bloodwebs. So my final level count to unlock all of this is:

    40 levels on each of the 28 killers, which is 1120. Add the 39 and 125, and you get 1284 levels. Dang, that's a grind! Now lets see how much the new system reduces it!

    Now, teachables are gone, and everything is dictated by prestige. Heck yeah! So if I want all perks on my boi Oni, all I have to do is get P3 on every killer, then get the 15 levels to unlock Oni's 4 perk slots, and I'm in business. Math is pretty easy on this one, just get every single killer to P3 level 1, which is essentially level 150. So 28*150+15 equals...

    4215. Thats....a lot. Way way more than 1284.

    "But KnotEnthusiast!", I hear you cry, "When you get all perks on one killer, you get them on everyone!" And that is true! But all you have to do to get all perks on every killer is the 126 bloodwebs (because you got them all to level 40 for the teachable, but buying the 2 teachables cost you two perks). So if you keep doing that, then you can get all perks on 23 killers before you even get close to the same number of levels as getting all perks in the new system:

    1284+126*23 = 4182 levels.

    But hey, at least that's something, right? While it might be worse at first, after 24 killers you're making profit! And there's also an argument to be made that the bloodwebs from levels 1-30 are significantly less expensive than those at 50 up, reducing the effect a good bit. But there's one issue:

    BBQ AND CHILI'S BONUS IS GONE.

    Because of the "reduced" grind, the BP bonus from BBQ is gone. So if you were someone who ran the perk frequently (IE, literally everyone), then congrats, your BP gain has effectively halved. So all of the levels required in the new system are essentially doubled, making the total even more ridiculous. Not to mention that addons, items and offerings now essentially double in price for the same reason.

    Another example: a vet player with all perks unlocked, when a new killer comes out. If you want their teachables on another killer, then you need to level them up 150 times. Whereas beforehand, it was 40 times, then whatever killer you wanted their teachables on either 5 or 6 times depending on entity RNG. So again, worse case scenario you can get the new perks on 18 killers (40+6*18 = 108) before you start reducing the grind at all, not factoring in the BBQ bonus loss.

    I hope I'm missing something, because honestly this new system with the loss of the BBQ/WGLF bonus feels worse than the prior system. Plus you can no longer level one killer/survivor completely then use them to grind, you have to do everyone at once.

    TL;DR: The "grind" has barely improved if at all based on the perk rework, and if you factor in the loss of BBQ or WGLF, then it has actually gotten worse.

    Yeah, correction required. If your goal is to have all perks on a specific killer (let's go with Oni), previously you would have to level every other killer to 40, then buy 288 perk tiers on Oni. Now, the fastest way is to level every other killer to 50 (takes longer), prestige them once, then only buy 194 perk tiers on Oni. However, I will admit, with BBQ nerfed, the grind is higher than before.

    However, that's for maxing the killer. If you only want four specific perks (even in the worst case scenario that they're all teachable perks, and they all come from different killers that aren't Oni): you level four killers to 50, then buy at most 96 perk tiers (3 times 16 global perks, plus 2 times the 12 perks belonging to 4 killers) assuming the specific perks you want get offered dead last. You'll be done before you even reach prestige 2.

    I don't think it's the first case is a problem though. The grind you're suggesting, if done correctly (the way I'm suggesting) is still very small compared to the theoretical grind of wanting all perks all killers. And the problem with all perks all killers has always been that it increases at an exponential rate with each chapter update. Used to be you need 90 perks on 26 killers, then 93 perks on 27 killers, then 97 perks on 28 killers. That's how it got to the point where devs claim you'd need to play 4 hours every day just to keep up with new releases, and that's assuming you were already done before the chapter release.

    And anyway, I don't personally mind that "we reduced the grind" doesn't mean "you can max a fresh account in two months"

    Edit: and don't forget matchmaking incentives. Killer queues are most of the time longer than survivor ones, so chances are you're not entirely losing the BP from BBQ

  • @TAG said:

    How does it interact with Rancor? ;P

    Good question, I have no idea. Obviously the detection you get for all survivors is unaffected because it isn't an aura.

    However, it would be an annoying, if humorous, interaction if Lethal Pursuer ends up extending how long the obsession can see your aura.

    Leaving this question up to playtesters.

  • @Danielgdp3 said:

    Thought I'd make a quick tierlist of how i felt regarding each perk change when i read them. It will most likely be inaccurate but let me know what you thought reading the changes.

    https://us.v-cdn.net/6030815/uploads/SDJA3VC21YTD/my-image-282-29.png

    Incorrect.

    Calm Spirit belongs in the Major Nerf category.

  • iron will and self care are the worst changes in the update IMO. making Iron Will not work while exhausted is an interesting buff, as it'd still be good after getting unhooked because being hooked resets exhaustion, but having it not be 100% makes it almost pointless.

    The worst change is Self-Care, as now your teammates will spend an extra 13 seconds doing nothing in the corner.

    Agreed that vault speed from SC was fine, but also agreed that nerfing it to not counter stealth killers is justified.

    Ideally, it would have a conditional proc: as long as you're in the terror radius, or the killer has LOS, it's active. Lets it stay useful, without countering stealth killers, and at that point you could even remove the max range.

  • @MikaelaWantsYourBoon said:

    This perk was useless on all killers, except Plague and Legion. So maybe they wanna make other killers use it too.

    Unless they rework the perk completely, as long as they only change the numbers, it will always be in one of two states:

    • Useless on most killers, viable on Plague and Legion
    • Somewhat viable on most killers, absolutely broken on Plague and Legion

    some killers are better at using certain perks than others. I'm All Ears is a decent chase perk, not as good as the likes of Bamboozle or Spirit Fury on most killers, but you cannot buff it, otherwise it will be even more broken on Nurse.

  • @Aneurysm said:

    Is it known if they stack though?

    That would be the funniest part if they didn't. It's only 3 additional seconds of haste, flat out worse than BT, to really drive in that the devs don't care about survivor perks from Stranger Things.

    I hope it does stack, since assuming No One Left Behind gives a permanent 7% haste, that should also stack with the unhook speed buff.

  • Grab Game is fine from a killer main POV. From a survivor POV, if it was changed so a successful grab still results in an unhook (so an instant hook trade, while letting you hit the unhooked survivor to apply deep wounds) would be better.

    A buff for killers in camping hooks, though, is shorter hit cooldown. At 2.7 seconds, survivors no longer have time to tank a hit, unhook, and use Dead Hard after the animation (which previously was annoying when the unhooker would DH through the unhooked survivor and force the killer to hit the BT), which makes it almost impossible to secure a 4 man escape against a camping killer.

    It's easier than ever to save the hooked survivor with build-in BT, but if the killer's smart, it's extremely difficult to also guarantee that the unhooking survivor doesn't get hooked themselves. And I think that's fine, if survivors want to hook trade in the endgame, let them.

  • @rororoxor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015412#Comment_3015412

    The red timer on the perk will still activate once you're nearby. Even if they don't know exactly where you are, they can go to a nearby pallet and wait.

    Yes, I'm aware. This still a massively positive update for stealth killers, since triggering once to let the survivor know that the killer is within 24 meters is way weaker than Spine Chill, and Spine Chill is getting destroyed.

    Survivors that really wanted to counter stealth killers now need Premonition, but Dark Sense is way better than Premonition against the 22 or so non-undetectable-stealth killers so it's fine.

  • WDYM Stealth killers are the ones that kill Dark Sense

    You get within 24 meters of the survivor, Dark Sense activates and is wasted, because you're Undetectable (L for killers that rely on Oblivious for stealth)

    The survivor gets alerted that you're within 24 meters, however this is way less powerful than old Spine Chill

    Technically it's even weaker than current Premonition. Dark Sense is once per generator, Premo is once per 30 seconds and lets you know which direction the stealth killer comes from.

    Oh right. L for tier 2 Myers. Still W for Ghostface, Wraith, Pig (for pig mains that use stealth), Sadako and Dredge

  • If its effect was extended to "When you're in line of sight of the killer, or when you're in the killer's terror radius" that would be fine. I'm happy it's getting removed as a counter to stealth killer but if it's used by hard of hearing peeps who can't hear the terror radius, think that should be considered by the devs.

    Have you tried Stake Out to see the terror radius visually?

  • Remembering when they made Kindred A-tier by making it also show you auras when other survivors are hooked, before which it was a perk you never saw the benefit of personally as it only triggered when you were hooked.

    There's a ton of perks nowadays that would be better with the Kindred treatment of also letting you get the benefit from them as if all other survivors had the perk when interacting with you.

    On top of all the perks mentioned by TeabaggingGhostface, Babysitter/Guardian, Buckle Up, Better Together (showing you the auras of gens other nearby survivors are working on), Bite the Bullet (when another survivor is healing you), Self-Preservation to let you take protection hits (instead of being only a perk that helps you when others take protection hits)

    Really, survivor perks that show auras of other survivors, or anti-tunnel perks that don't give extra health states such as Guardian, should receive buffs across the board.

    But Solidarity is the biggest one, so Solidarity users don't awkwardly have to refuse being healed so they can heal the other survivor (though this leads to situations of awkwardly letting the other survivor heal you to 66% and then healing them from 33% to 100% for full value)

  • @TAG said:

    I've always liked the idea of having Bloodwaren trigger as soon as the first gate is open if you managed to hook a Survivor before a gate is opened.

    Seconding this.

    If you hook a survivor after the gates are powered, but before they're opened, Blood Warden triggers as soon as they open.

    In fact, I feel this change would specifically, and permanently, end the 99% gates meta. Because the current strat almost always involves 99%ing the gates, and finishing them when the killer is relatively close, 99%ing a killer with Blood Warden, especially an instadown killer, would be disastrous as the killer can see all of you and you can't get out.

    The end result: survivors are forced to open gates instead of 99%ing them, in order to check for Blood Warden, so if the killer has the perk, they can hide or otherwise prepare for it and not be caught by surprise.

    (Mind you, this version of the perk would be absolutely broken, as if you run both BW and NWO you can guarantee a BW trigger, and by extension, over 2 minutes seconds of killing time after the last generator is powered, virtually every single match if you manage to get 3-4 NWO tokens)

  • Disagree on scourge hooks. It's easy to agree with it currently because the only scourge hook that gets played, Pain Res, is basically Pop that also sometimes reveals survivors like BBQ, with no gen kicking required. However, Pain Res is getting nerfed, and it should be the responsibility of the saboteurs to manually figure out which hooks are scourge hooks by letting the killer use them once. (Sabo is a playstyle mostly used by SWFs already, it shouldn't be too hard to do so)

    I'd like to play in a meta that has scourge hook perks be viable, for a purpose other than gen regression, for at least a while before survivors get given the counter. Expecially as you only need to sabotage one scourge hook to prevent the perks most of the time, there's almost never a second one in range other than on Coal Tower.

  • Nemesis crouches but still has loud stompy footsteps

    Clown has to hold himself up by putting his left hand on the ground to balance himself when he's not walking

    No idea what Dredge's crouch would look like

    Killers should be able to enter lockers like Dredge (for those that don't know, you can enter lockers as Dredge like survivors can, by going in front of them, without consuming a teleport token)

    Demo can open a portal on the back of the locker to mimic Dredge's portal teleports. Hag can draw signs in lockers that are always silent when triggered, trigger when a survivor walks nearby in front of the locker, and the phantasm jumpscares the survivor if the survivor checks the locker but doesn't down them, because the phantasm isn't the real hag

    Nemesis can enter the locker but cannot close the doors behind him due to his size. He can, however, stuff a zombie in a locker, in which case it will stay there for the rest of the game or until a survivor tries to enter, whereupon the zombie gets out and contaminates/injures the survivor

  • While I don't feel like zombies need basekit buffs (I don't think zombies should be a big part of your gameplan without addons) I do wish they buffed zombie addons, as well as rolled them into eachother. Similar to how Ghostface's recent rework took all shroud recovery rate addons and combined them into one, also combined all marking speed addons into one as well as others, and used the freed up space to make original addons; Nemesis should not have that many zombie addons with so little effects.

    I'd prefer it if there were 4 addons to buff zombies, one addon to buff mutation rate from killing zombies, and the other 15 addons affected his tentacle, mutation rate, or vaccines & vaccine boxes (like an addon that spawns one or two additional, empty vaccine boxes that reveal their auras as normal) As it is, there are too many weak zombie addons that could be completely reworked into addons with different effects, while mainting or buffing the stronger ones (and maybe reducing their rarity).

  • This thread and the other "SB WILL be meta" thread together are great examples of why DH needed to be nerfed

    Enough players agree that DH is the best exhaustion perk, that you see at least two, usually 3-4, in almost every game, making chases feel very repetitive because you have to wait out DH every time (and that's only the times when DH doesn't get them to the next pallet or window in time)

    But once the DH nerf hits, you'll start to see more variety. Some survivors run SB because they think it's the best, others run Lithe because they don't want to have to walk all the time. Some again will run Smash Hit and Overcome. I think both perks are worse than Lithe, but a lot of survivor mains will disagree, which is great because it increases exhaustion perk variety. I'd love nothing more than a lobby where each survivor ran a different exhaustion perk and I had to remember which survivor ran which.

  • I feel like recently survivors have realised flashlights aren't the most meaningful items in the game. Sure, they're very useful to have against Hag and Nemesis, and sometimes killers just let you get flashlight saves, but

    from what I've seen recently, most survivors that last minute swap do so into medkits.

  • I like how you felt like Agitation needed a whole overhaul like you've never tried just using the perk with Starstruck. Even without it, Agitation is an all-around B-tier perk for saving time, getting hits on survivors who don't expect it, and partially countering sabotage plays. but

    "Unnerving Presence is actually a decent perk"

    I'd like it if Unnerving Presence caused continuous skill checks like Merciless Storm or yellow glyphs, inflicting 3-5% instant regression and going on cooldown when any affected survivor failed an Unnerving skill check. Even without the extra regression, it'd be interesting due to how much attention survivors are forced to pay to it if they want to repair at all within terror radius. However, the unfortunate problem with any skill check perk is they're always going to be either too strong on Doc or too weak on every other killer to be used because only Doctor makes skill checks harder with just his base kit.

  • Used to be really popular when it was released and for a year after, has fallen off a lot recently in favor of game delay, but Enduring+Spirit Fury. Those two perks with Corrupt and BBQ still make up my main Oni build, and I'll often use the combo on Wraith, Hillbilly, Myers, Legion.... there's like 10 or so killers that really like erasing pallets.

    A more meta combo is Ruin+Undying, my non-meta addition being Retribution on Nurse and Executioner. Having 15 seconds of detection on all survivors, guaranteed to happen at least twice if survivors want to remove Ruin, as it turns out is very strong on killers that can down survivors through walls. When I'm not running hexes, I'm All Ears is also a strong perk on both killers.

  • @TheLastHook said:

    https://forum.deadbydaylight.com/en/discussion/comment/2994325#Comment_2994325

    I would like to see you doing that in 3s consistently. Do you have some footage so we can get impressed of your skills with such an "easy " Killer that is Nurse?

    No offense, but it does not really sound like you played Nurse much. Not in high MMR.

    I didn't say nurse is easy. I did say you can down anyone within 20 meters in 3 seconds, not knowing this was a controversial statement. In light of your comment I should elaborate:

    • No, I personally cannot do so consistently against a survivor who is juking me
    • No, I actually haven't played much nurse in high MMR. I haven't played much Nurse since MMR was added, only like 400 of my 2800 hours are in the past 2 years.
    • My point isn't how OP nurse is, my point is how strong aura reading is on her.
    • Every time I've played Nurse, when a survivor has triggered I'm All Ears via a window and ran out of LOS, I've hit them using the perk. Except for times when they used Dead Hard. Still think All Ears is the best Nurse perk, unless you're gonna argue that game delay perks are better in which case go ahead.

    To revise:

    When you can teleport to any survivor within 20 meters behind a wall, whose aura you can see but who doesn't see you, unless they have Dead Hard as a get out of jail free card, unless they're the omegabrain top 0.2% of survivors, and hit them in 3-5 seconds, the strongest perks in the game become detection/aura reading perks.

    None taken.

  • On killers where usiong your power results in either downing the survivor if successful or losing a lot of time if you miss (Pig's ambush at pallets, Twins' pounce, Huntress hatchet especially if it's your last one, Demogorgon's pounce(but mainly Pig's ambush)) Dead Hard is just a "get out of being outplayed free card"

    Worst part is I could have also listed Blight and Nurse, but those two killers are not only so strong that they don't mind DH, but they can blink/rush to the survivor without attacking if they expect DH and chain a second blink/rush once it's gone. If you're playing Pig and relying on ambush to down someone at a pallet, you don't have any choice other than let the survivor get away because of their perk.

  • Wraith is a stealth killer with probably the strongest pure stealth ability, can't otherwise expose survivors, doesn't have a chase power since lunge nerf, and a lot of the time wraith games make it to endgame. I can't think of another killer that would be a better user of NOED, especially with maybe No Way Out

    Real answer: Wraith is the easiest F2P killer and every other meta perk for Wraith besides Sloppy Butcher is a teachable, most being from paid DLC killers.

  • When you can basically teleport to any survivor whose location you know within 20 meters in like 3 seconds and down them, the strongest perks in the game become detection perks. First it was Infectious Fright, then I'm All Ears, now Floods.

    Still think I'm All Ears is the top Nurse perk in the game, but haven't gotten to try Floods yet

  • Since a few days ago we now have 3 rainbow charms, so it's been pretty easy to decide since then

  • Usually paying attention to when it seems like a survivor with a toolbox might try and sabo

    Against sabo squads where I'd only have one or two hooks available and both are behind saboers, nothing to do but slug, though slug matches against sabo squads are also some of my favorite games because they tend to have a lot of chasing with very little time spent having to look for survivors or kick gens

  • Difficult because Dredge is a really strong killer? yes.

    Boring? nah, particularly early- and mid-game against a Nightmare, and trying to counterplay Dredge TPing to lockers in front of me, is among the most fun survivor gameplay I've had recently

  • "If you have the most hours in the lobby, you're in the wrong lobby" -Sun Tzu

  • As long as none of the 5 most common perks now (for each side) will be in the top 5 most common perks post-rework, I'm happy.

  • If you can accurately follow where the survivor is going by the sound of their footsteps, it's a net loss in distance for the survivor to blind you.

    A good killer can't really ever be blinded unless they're animation locked or they make a mistake. It's not a case of "blinding a killer while they're breaking a pallet takes no skill, good survivors can blind the killer without it" because there isn't a situation in the game othher than an animation lock when the killer can't just look up.

    I agree with CakeDuty in that it's really just like asking that Huntress/Executioner not be able to hit the survivor while they're stuck in an animation vaulting a pallet or window. A game balance request made because you're salty you got flashlighted at a pallet and lost a chase.

    As for double-blinding, I wouldn't mind if blind progress was reset on a successful blind so chaining them together would be harder, but they're not a big issue. Just look up 4HEad

  • 12 for 14 on infinite loading screens today. Shows both how badly DBD has been working today, and how stubborn I am about trying to play anyway. If only the game wouldn't have taken my offering on almost all of those 12 screens.

  • VHS releasing as a better game than DBD. Other than that, I'm probably stuck here forever.

  • Lethal on maybe myers, billy, blight, nurse, ghostface

    Corrupt on the rest

    But they work really well as a combo, given you can go after survivors that spawn closest to unblocked generators and guarantee a down before the others can complete a single gen, and often make a correct guess on which gens the team is working on after you get your first hook.

  • Have the same problem on Huntress, I own the mask and body but not the weapon, so the weapon costs 400 cells, more than it would cost if I didn't own any piece of the set to begin with. It makes sense to apply discounts to sets and not solo pieces, but it no longer makes sense when the rest of the set is owned and one piece costs more than the set would

  • Gotten up to 10 infinite loading screens out of 12 attempts to start a game as Nemesis in random queue. Crossplay on, using halloween offering/BPS/puddings and halloween addon. I've definitely had infiite loads on lobbies that don't have a Mikaela, since I saw her mentioned a few times.

    Also can y'all stop stealing my offerings when I close the game with task manager 3 minutes into a loading screen? or do you just expect me to wait for the loading screen to time out even after it's well past the point where a match has ever actually started? Trying to get nemmy from P2 to P3 but the infinite loading screens have me unable to use a pudding/streamer every game as I normally would on the 1-50 path before prestige 3

  • I find it funny that at this hour the player count of DBD is among the highest its been since the summer and you can't even get into a match without a over 50% chance of ending up in an infinite loading screen

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2563257#Comment_2563257

    and this is neither the playstyle you see every Bubba play,

    Now you're just making up #########.

    Bubba pls

    Come to think of it, you're right.


    Maybe Bubba also needs an overheat mechanic

  • @GoshJosh said:

    I doubt that. Bubba is still a thing, Huntress and Tricker can camp with ranged attacks, and Pyramid Head can get multi-hits even on someone freshly unhooked.

    Bubba is the undeniable king of facecamping, I agree. But that requires him to facecamp, or to see a survivor going for the save from a short distance, and this is neither the playstyle you see every Bubba play, nor is it the optimal one. Huntress is restricted by LOS to only being able to long-distance camp a few hooks on open maps, and the way Trickster takes so many knives to injure someone, and the inaccuracy of long-distance knife throwing, it's arguable whether or not Trickster is any stronger at camping than a regular 115 killer.

    If you don't trap hooks as Hag, with the exception of very few circumstances, you're playing Hag wrong. You'd get tired of it very quick if you saw Hag in more than 2% of games.

  • Because the time between Pyramidhead jamming his sword in the ground and the point where you get hit is big enough that the Pyramidhead has to deal with you being able to dodge. Deathslinger can keep the center of his screen on top of your survivor model, right click, left click, and hit.

  • Plague's first addon is definitely a meme addon, but calling it a meme addon for higher deviousness points is missing the middle two lines, and by extension the whole point, of the perk. It changes how the plague plays entirely; you don't vomit on survivors because you can't. Instead, your ability to vomit on objects is way enhanced. Vomit stays on objects for 80 seconds, and survivors interacting with said objects build up infection twice as fast. Devs also said that infection speed is already getting increased, so we don't know how big this is, but I can't imagine it taking more than 5-10 seconds of repairs to fully infect them. And reminder, vomiting on a generator locks it down for 80 seconds unless survivors want to infect themselves.

    The extra BP are there just to make up for the lost BP from not being able to puke directly on survivors, and yes, it's definitely a meme addon and almost certainly worse than running no addons at all.

    As for the aura reading addon, you're definitely sleeping on it. It's not about knowing where the survivor is when they cleanse, it's about knowing which way they run afterwards. It's the same with Bitter Murmur; knowing which direction survivors are running gives you surprisingly good awareness of where survivors are across the map.

    Also it's a common addon. For every common addon you can name with an effect that can meaningfully (and positively) change how the game goes for the killer, I can name like 3 that are numerical changes too small to matter in most cases.

  • As I recall, it's a lot of work in the long run to ensure that all the bouquet offerings work in each new map.

    not sure but I think they were bugged on Lery's when it first came out and didn't do anything, or something along those lines

    I'm just glad I don't have to deal with the Yamaoka Estate with darkest moonlight

  • One issue with average chase time is that it favors survivors who get into chases in the early-game, because survivor skill doesn't change the fact that the map will get less safe over time as the amount of pallets goes down. This can be amplified if the killer finds a particularly unskilled survivor who nontheless runs the killer for a long time by instadropping every pallet he comes across, making the chase last longer if there are a lot of pallets but depriving his teammates of said pallets, which results in the noob having a relatively high average chase time compared to his teammates.

  • My main perks I plan on using on him are Infectious Fright and Monitor&Abuse. M&A lets him have a 24 meter terror radius out of chase, same as old Legion without it, while getting 40 meter wallhacks after hitting someone in Frenzy. And because of Legion's playstyle of using his power to injure multiple survivors before chasing one down to M1 them, Infectious Fright will be really strong; hit two survivors with Frenzy, chase after one, down them, see the other one while they're still mending/healing from when you attacked them earlier.

    That, and possibly Thanatophobia to waste the survivors' time and pressure them to heal, as Legion can put survivors into the injured state so fast that healing doesn't do too much.

  • I dunno, being able to get the first hit on a survivor with little effort, getting 32 meter wallhacks after doing so (remember, Legion's terror radius going from 24 to 32 is a buff, not a nerf), and the fact that when you find multiple survivors at once, you can generally put all of them into Deep Wounds at once, make him pretty good.

    They just changed the purpose of Feral Frenzy to no longer be about downing survivors, but be about finding and easily injuring survivors and make them have to mend, while he got a move speed buff so he doesn't need his power to down survivors.

    New Deep Wounds is very similar to Pig's reverse bear traps in that sense; their main purpose is not to down/kill the survivor, but instead to just force them to waste time.

  • @rch614 said:

    According to the wiki, Dark Devotion causes your victim to emit a 32 meter terror radius for 20 seconds, and reduces yours to 0. Monitor and Abuse effects YOUR terror radius so I don't think it'll translate to the survivor.

    Good question though. It's very interesting how all the terror radius perks would interact with Dark Devotion (and each other)

    The next question is, if your terror radius is set to 0 via Dark Devotion and then you chase someone else, do you still have a 0 meter terror radius or does M&A increase it to 8 meters?

  • With new Freddy, moving faster, being able to vault windows and pallets just makes it easy to get a free hit, and then play M1 killer to get the second hit. Which tbh does make him quite good considering he still gets wallhacks after hitting someone in frenzy (and the range of these wallhacks is getting increased from 24m to 32m), and his power is best used to place multiple survivors into the deeply wounded state at once.

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