shenanigans
shenanigans
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- shenanigans
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@Gcarrara said:
https://forum.deadbydaylight.com/en/discussion/comment/657252#Comment_657252
Ehi, just to wanted to chime in to say that the transition sound has no unlimited radius anymore. So if you hear it, you can be sure that wraith is "kinda" in your area. ๐
Well, that's definitely good to hear, and hey thanks for the super quick mod response on that!
That being said I'm super surprised to hear it's not infinite, so, I gotta say I think it should be a little more not infinite than it currently is.
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To my mind the biggest sound-related issue with him is the unlimited radius element of his stealth transition. Survivors nearby but outside the terror radius (especially with M&A in play) need to hear when he goes stealth but it's excessive for every survivor on the map to hear it. As it is any good survivor always knows 100% of the time whether Wraith is in stealth or not, even if they've never seen him once all match.
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I made a thread about this a while ago so I'll bump yours now.
I also had this suggestion - Hex: Vainglory - while the totem is standing, blowing up a gen inside the terror radius costs an extra 5/6/7% regression and the gen becomes kicked.
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The correct way to play Legion is to use Bloodhound to follow from outside the chase distance and tunnel people out of the game like a complete #########.
How is it even possible that there are people making mistakes on this killer? There's nothing to learn! Find survivor, M2, stab, stab, M2, stab. If you SOMEHOW screw that up, dog them until their timer runs out. Remember to never ever look away from the person you're tunneling out of the game.
If somebody's getting too many gens done, M2 their friend and use your ridiculous ability to spot the gen jockey. It's like Doc's terror radius but Iron Will doesn't counter it. Or like a variation of aura vision but Distortion doesn't counter it. Sorta like how Legion is like an M1 killer but pallets and windows and basically the entire game doesn't counter it.
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I reckon it should work like this:
- Killer gains a Concede menu button on the Escape screen that is available at any point in the trial. Every survivor alive in the trial when Concede is pressed gets 1000 BP for each incomplete generator on the map (note that there are 2 extra gens on each map) The killer's pipping score is adjusted to show that every remaining survivor escaped. The "safety pip" threshold for survivors alive when the killer concedes is set to zero.
- If the exit doors are open when the Killer concedes, all living survivors are credited with an exit door escape. If ONLY the hatch is open, the survivor is credited with a hatch escape.
- After all gens are completed, the survivors have 90 seconds to open exit doors, after which the door switch "burns out" and the door is disabled.
- When an exit door is opened, it remains open for 90 seconds and then closes forever. If the killer is on the far side of the door, it remains open until they cross the threshold, then closes behind them.
- Hooking a survivor resets the timer on all open exit doors.
- Survivors on the far side of a closed exit door automatically escape, even if the killer has somehow gotten past the door again. Nurse, for example, can do this. This is because they can no longer be carried to a hook.
- If both exit doors are closed and disabled, the hatch opens regardless of how many survivors remain in the trial.
- The hatch closes after 60 seconds.
- Survivors still within the trial after every exit has been disabled die immediately.
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There are ways to work around his limitations and nail strong survivors with a bit of luck but the requirement for setup time makes him weak against gen rush. Run Ruin (and get a good totem spawn) or they'll have at least 2 gens up before you're even ready to go.
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@Wolf74 said:
The main issue is GEN TAPPING.
Run by clicks should not stop regression.
At least 2 seconds repair so that they can't do it mid chase would already help a lot.
3-4 seconds would be better. Maybe 5 would be already to much.
I definitely picked a number on the high side. My thinking is that gen kicking is a significant time investment for the killer, so gen un-kicking should also be a significant time investment for a survivor. 2-3 seconds therefor just feels like not enough. That's about equal to the duration of the killer's animation but survivors don't lose visibility while they repair.