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thefallenloser

thefallenloser

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  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2134691#Comment_2134691

    That doesn't work with SWF

    SWF: Killer is chasing me, do gens.

    How do you pressure gens with swf in chase? You don't

    By being a good killer.

    SWFs don't survive much more than solos on average. You just need to be actually good in a chase.

    aka git gud

    @Peanits said:

    Earlier this week, we asked you what statistics you would like to see. Since then, we have collected data on some of the most popular requests and designed some fancy graphics for them. There are a few things to note:

    • This data does not include the recent PTB.
    • Data involving rank was collected shortly before a rank reset (April 1st to April 7th).
    • These are very general statistics, so use caution before drawing any conclusions.

    https://us.v-cdn.net/6030815/uploads/719/CPIDC1XE8JBT.jpg

    Average Party Size

    This is the overall average, between all ranks and platforms, of how many other Survivors players are queuing up with. More than half of the total Survivors are playing solo, while only 3-6% are playing in a full Survive With Friends group. This is based on the group size out of the total number of matches.

    https://us.v-cdn.net/6030815/uploads/771/II0BH5BS6HP0.jpg

    Party Size Survival Rate

    This is the average chance of Survival per Survivor depending on the size of the Survive With Friends group they are playing in. This is an average between all ranks on all platforms.

    https://us.v-cdn.net/6030815/uploads/270/X1L1JQEBEOMA.jpg

    Survival Rate by Rank

    This graph shows the average rate of survival per Survivor at any given rank, per platform. Please note: The data collected is using your rank after the match, so players who depipped from rank 1 down to rank 2 would appear as rank 2 for our purposes. This is likely the reason why you'll notice a large gap between the survival rate of rank 1 and rank 2: Players who survived were more likely to pip and maintain their rank, while those who died were more likely to depip and lose their rank.

    This data was also collected between April 1st and April 7th, after the pipping thresholds were originally changed but before they were later tweaked to be more forgiving for Survivors. Because of that, the statistics at this rank are from a small sample size consisting solely of the best players that could maintain rank 1 with the strict pipping conditions.

    https://us.v-cdn.net/6030815/uploads/198/WJGATDU9GIYC.jpg

    Average Game Length

    This graph shows the average game length at any given rank for each platform. This is the time from the start of the match until the final Survivor either escapes or is sacrificed.

    https://us.v-cdn.net/6030815/uploads/103/8BOLFYNH0D9I.jpg

    Most Popular Killer by Rank

    This chart shows which Killer is the most popular depending on rank, per platform. For example, on PC from rank 1-4, nurse is the most popular Killer, while Hillbilly tends to be more popular from rank 5-12. The highest overall usage for any Killer at a given rank is the Nurse at rank 1, coming in at 22.39%.

    https://us.v-cdn.net/6030815/uploads/398/4A494UUNC0WZ.jpg

    Highest and Lowest Kill Rates

    This chart shows the deadliest (yellow) and least deadly (red) Killers per platform. These stats are an average for all ranks. Since there are four Survivors, a 50% kill rate equates to two Survivors escaping and two Survivors dying.

    https://us.v-cdn.net/6030815/uploads/928/2YVQMEWUS0KN.jpg

    Most Used Perks (Survivor)

    This chart shows the most popular Survivor perks based on rank ranges between all platforms. We decided not to display ranks 13-20 as they tend to be more random (newer, lower ranked players tend to use whichever perks they have rather than picking what they want specifically). The numbers displayed are the percentage that perk is used of all perks used at that rank.

    https://us.v-cdn.net/6030815/uploads/781/T8VE1J9V3G07.jpg

    Most Used Perks (Killer)

    This chart shows the most popular Killer perks based on rank ranges between all platforms. Like the Survivor perks above, we decided not to show ranks 13-20. The number displayed are a percentage of the total perks used at that rank range.

    Is there something that confuses you? Maybe you'd like to know a more precise number on one of these stats? I'll be doing a live Q&A in the official Dead by Daylight Discord server tomorrow at 2PM EST.

    If you are not in the Official Discord server, you can join here: https://discord.gg/549m9NT

    The Q&A will take place in the #game-discussion channel.


  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2134712#Comment_2134712

    I should have specified, this is more in regards to the Nurse being the console player. Consider this from the perspective of crossplay being toggled off.

    I’ve gone against a few pretty good console Nurses. For console Nurses, it’s either they’re trying to learn Nurse/do challenges (and failing, very badly), or they’re console Nurse mains who’ve tortured themselves for 100s of hours in order to inflict pain upon the world.

    There is no in between.

  • I mean... it's Nurse.

    I don't get what console players would experience differently considering this game has been crossplay for like a year.

  • @Beelzeboop said:

    https://forum.deadbydaylight.com/en/discussion/comment/2134691#Comment_2134691

    Yeah! Just look at the Clown!

    Hey, @TheClownIsKing, could you explain the whole deal with "if you don't have enough survivors up to do gens then that counts as pressure?"

    You explain it better than anyone else, due to your experience with the subject.

    I don't get how someone complaining about killers not being viable and needing a 5th perk slot can't even apply basic pressure to bad survivors as SPIRIT, of all killers, forget Clown. I despise playing Spirit so much that I just don't use perks at this point when I play her for some sort of challenge.

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2134616#Comment_2134616

    pressure gens with what? I haven't unlocked pop with spirit yet.

    why kick gens without gen regress perks when survivors can gen tap faster?

    Play another killer.

    Pressure gens by being good in chase.

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2134580#Comment_2134580

    I purposely deranked, why would I want to go against sweat with friends in red rank?

    Suuuuuure, though your camping Sprit with add-ons, complaining about needing Stridor, and clearly not pressuring gens, then blaming it on SWFs says otherwise.

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2134024#Comment_2134024

    yes killers need to be buffed in general even if it's solo q.

    only 2 killers are viable at red ranks (nurse and spirit) it's obvious killers need buffs

    You aren't even in red ranks (as of 8 days ago) so how are you going to make this argument?

  • @Sinatyxmas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2131489#Comment_2131489

    Um no its used by at least one survivor every game.

    If your seeing so many dead hard threads, then its safe to say dead hard might need some form of rework.

    Dont even get me started with swf.

    Have a great day!

    Show me the data to back it up and then we'll talk.

  • @wildtrapjake said:

    https://forum.deadbydaylight.com/en/discussion/comment/2131496#Comment_2131496

    It probably would only affect running survivors, easy counterplay to just walk through pallets if not in chase but still in the terror radius.

    Your comparison is extreme.

    So my idea would only effect killers who are in a chase. How's that "easy counterplay?"

  • If survivors get an Exhaustion perk that automatically makes killers check lockers when they walk past, sure.

    This idea is bad.

  • If the killer tunnels me the entire game, right off the hook, I don't get to use my perk! GUESS THEY PLAYED BETTER THAN ME.

    Dead Hard isn't used every game, stop.

    If Dead Hard was only used by bad survivors, no one would have a problem with the perk, as they'd know how to actually bait it.

    Dead Hard is used by good survivors to extend loops, which is fine, as other Exhaustion perks give more distance without the requirement of being injured.

    Can people stop making these boring Dead Hard threads, please?

  • @Beelzeboop said:

    I just want to mention, I was literally the only one upvoting QwQw.

    What is wrong with this forum?

    Why did the random comments from people barely involved in this whole thing get more upvotes than the person being interviewed?

    You came here for the interview, right?

    People don't care about upvoting.

    Not everyone is reading the entire thread since all the questions are separated. And not everyone is following either.

    weird upvoting flex but ok

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2127527#Comment_2127527

    I've tried to edit it with your input in mind.

    I misspoke when I said stacking. I meant that the effect will remain on those Survivors until they are fully healed, similar to Thana, not that it would continue to stack on every hit.

    Considering the 3 second stun, Survivors will not make NEARLY as much distance as before with our lovely Live 4 second stun. The Exhaustion isn't meant to be a real hinderance, though I may bump it up to 4 seconds if you truly think it's not impactful enough.

    Sounds good. :)

    I've been thinking of the idea of FF maybe not procing the post-hit speed boost, which would be more universal than Exhaustion, and also make Hemorrhage a bit more relevant. Thoughts?

  • Watched your Spirit and Deathslinger games, wow you are REALLY BAD LOL, definitely in no position to argue about game balance or these alleged death squads that you've never faced, rank 9.

    Why you lose you games:

    • Camping as Spirit with two purple add-ons, lol.
    • Not being able to aim.
    • Getting spun, constantly.
    • Basic ignorance of how to even loop.
    • Blaming everything on SWFs, even though the teammate is literally nowhere to be seen.
    • Tunneling the first survivor off the hook. Every. Single. Time.
    • Complaining about getting gen rushed without any game delay perks.

    "shUt Up SwF" gave me a big hearty laugh tho, lol

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2128815#Comment_2128815

    Your point?

    I didn't say every PC play is 10x that of the best console player you can find. There are potatos on all platforms.

    The point is that there is no discernible difference between highly skilled PC survivors and highly skilled console survivors due to having worse killers, as they are capable of the same thing.

    Your experiences with console survivors may be anecdotal, but it’s definitely not objective.

    Consoles are aimed towards a more casual audience anyways, so there would be more casual players, of course.

    But trying to argue that console survivors are objectively worse doesn’t make sense.

  • The changes don’t address the problem with the perk though.

    You should just be able to unblock the generator.

  • @Mr_K said:

    They are objectively worse because the console killers they were playing against have two broken legs and a lazy eye.

    Proof could be seen by watching PC tournaments compaired to Console tournaments. Now that console survivors can face killers with actual control they will improve to the level of PC survivors.

    Yeah, no. Try again. I just got out of a game in which PC players self care against sloppy Legion in a corner, insta open the gates and leave on first hook, while their (console) teammates die on first hook after running the potato PC killer (rank 4 BTW, epic) for half the game and getting hit with a fat NOED.

    There are potato players on all platforms. Stop making a fool of yourself.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2128171#Comment_2128171

    Sloppy and Thrilling are meta.

    Thanata, DD, and Rancor are not. Of which all 3 of these are garbage.

    LOL yes of course they’re all garbage. Killer meta is the same as survivor meta. If they aren’t as good as the best, they suck, apparently.

    They’re fairly decent perks, and pretty good on some killers.

    If it were up to me, I’d make all perks significantly less important to general gameplay than they currently are. However, the decs clearly don’t want to do such a thing, so make all the other perks good.

  • @Sluzzy said:

    I do agree wholeheartedly. Wraith was overbuffed, I've played against enough of them. Thanks to the dev that continues to balancing around noob killers. Good Wraiths was already super strong and more than adequate. He has too much movement speed after an uncloak to gain too much distance. He can transverse the map too quickly and I've played against enough to know that you can literally dead hard and his movement boost after an uncloak is so high than even a dead hard will not avoid a hit. That is dumb and needs a nerf and I am not joking. He's almost as bad as Huntress as far as I'm not going to try against them.

    It doesn't help that every Wraith uses crutch perks for ez wins on top of it.

    I agree too, Sluzzy.

    Personally I think Clown moves too fast as well with his bottles, but IDK. Would you want Clown to get nerfed too?

  • Woah, you got 4Ks against bad survivors.

    Clearly Wraith is overpowered.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2127620#Comment_2127620

    Both sides need lots of perk buffs/reworks that we can agree.

    However the power level of each sides meta perks are not on the same level at all.

    Also, when you wipe away each sides meta perks what's the power level of the perks remaining? On survivor side there's actually quite a few decent perks still available. Not on the power level of second chances of course, but decent.

    Now look at the killer side after you wipe away the meta perks, what's left? It's not decent perks, most are trash/meme perks.

    There are a few exceptions, but generally speaking.

    Not really... just going down the list, there are quite a few decent killer perks that aren't meta. The problem is that many killers want to conflate any remotely useful perk into being meta.

    Perks like Thanatophobia, Sloppy, Thrilling Tremors, Dark Devotion, Rancor, etc. are all decent perks.

    Both sides have fairly decent perks that aren't meta.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2127425#Comment_2127425

    The two sides have meta perks for different reasons though.

    The survivor perks are meta because they're just insanely too good and blow all other options out from being considered.

    The killer meta perks are chosen not because they blow all the other perks out but because most the perks are trash and it's just the best that's available.

    There are a lot of survivor perks that are garbage or situational though. Let's not act like this is a killer exclusive problem. Most of the meta perks for survivors are fine, the weaker perks need to be buffed. More stuff like Soul Guard, For The People, Fast Track, and Smash Hit are what survivors need for the meta to be shaken up.

    Aggressive balance changes are needed on both sides, though.

  • @IOIOO said:

    https://forum.deadbydaylight.com/en/discussion/comment/2128022#Comment_2128022

    At least when playing spirit you need to be able to listen carefully and follow scratch marks, but nurse? just press m2 and kill survivors.

    What mind games do you need to do at a pallet loop and nurse? none

    What knowledge you need for controlling gens as nurse? None. Because you can honestly blink towards the gens with a higher speed than billy.

    Im pretty sure you have never actually been in a high red rank match.

    "be able to listen carefully and follow scratch marks"

    ah yes, you must have the ability to see and hear the extremely loud feng moaning

    also epic dodging video proof

    i am extremely doubtful that in less than a month you got into the top 1%

  • The only argument I could agree with Blight being S-tier is with his dumb flick. Otherwise A-tier.

    I like Demo, but stronger than Doctor... Plague... Huntress... and Buffed Wraith... lol.

    Deathslinger above Oni... interesting...

    Pig and Clown over Ghostie, lol.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126792#Comment_2126792

    The Exhaustion being so short is by design. Survivors need to choose between gaining more distance or removing their Exhaustion, I do not want to lock them into one option, so it's up to them to decide which is more important. Thana no longer slows healing speed, and quite honestly, I could remove the healing speed penalty entirely and still get my point across.

    His slowdown shouldn't be too oppressive, Plague is in a similar situation.

    What I wanted to do was preserve the Legion's chase pressure, but have them leave a lasting effect that encourages Survivors to heal. Currently, when Legion hits you, you waste 12 seconds, which is nothing and it's usually a one-time thing.

    Yeah, I get the point of giving the survivors a choice between recovering from Exhaustion or making distance, but just a moderately safe loop, pallet, or window is enough to make up for the time lost I think, and usually in this situation, the survivor will have already used their Sprint Burst, Head On, or Lithe, so 2 additional seconds of Exhaustion becomes a non issue, and will only effect the primarily mid-chase Exhaustion perks such as Dead Hard, Smash Hit, and Balanced Landing. Also if the survivor just isn't running an Exhaustion perk, it becomes a non issue and they'll always make distance, which is why I'm always concerned with the proposition or addition of Exhaustion as a primary mechanic to a killer's power.

    In this version of Legion, survivors will always, always, always have to heal-- what I mean with the potential double Thanatophobia effect. If all survivors are effected, that could be -32%, with the ever-present threat that Legion could down you in Frenzy.

  • I get that The Game is an abysmally designed map, but don't be disingenuous and pretend survivors haven't been nerfed.

    Also BT did have the timer reduced, and you will not be able to tell the difference if you don't tunnel the survivor off the hook.

  • Hmm...

    This is, by design, the most interesting direction I've seen for a Legion rework idea, of course because Deep Wound is out and Frenzied Slash is in. I'm honestly not sure how I can give too much detailed though on it, because it's a completely unique concept, but here I go.

    I think there's a bit of design clash with wanting FS to be strongest in chase but also even more useful in game delay than it previously was. Yeah, Hemorrhage and Exhaustion is something new and exciting, but it seems pretty unlikely that tracking would even become an issue when the stun time when FF ends is reduced and the blurring is removed. Additionally, during this stun time, survivors could also take advantage and stop running in order to relieve some Exhaustion. 2 seconds is pretty short (5 seconds would likely be more useful), and this would probably be pretty niche if the survivor has Sprint Burst, Lithe, Head On, or is not using an Exhaustion perk at all.

    I also do have concern with FS' delay effect. It's definitely way stronger than current FF. Deep Wound is nothing compared to an injury and healing and repair speed penalties, especially because survivors actually need to heal in order to avoid being instadowned. This would make Forever Legion an issue again, as he could potentially have a double Thanatophobia effect along with Ruin, Pop, Corrupt, Surge, etc.

    Definitely think that it's a smart move to remove the weird penalty with missing attacks and hitting survivors (AKA doing your job).

    I'm not exactly sure how I can contribute to you idea and attempt to make it more balanced while maintaining the spirit of the design, because it's a weird, unique concept. However, I really like this odd approach at changing Legion, and I could see it working well if done right, this just needs a bit more work.

    :)

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126722#Comment_2126722

    I also made a Legion rework thread, back in 2019, I can link you it if you wish.

    Link it, I like seeing your input!

    Here's mine as well:

    @thefallenloser said:

    Hello and welcome to what seems to be like the 7 millionth Legion thread.

    In this thread, I'll be constructing a very radical Legion rework from various ideas to make what I would consider the IDEAL Legion. If you aren't too keen on bigger changes for Legion, then this thread may not be for you, however, the changes I propose are what I personally think could be a very fun Legion who uses the idea of having a four man killing squad combined with the current Feral Frenzy quite well. I'll also be updating the existing add-ons to not only be better overall, but fit more in line with the desired model and be a lot more fun to use.

    Without further ado, let's jump in!

    ________________________________________________________________________________

    New Power: The Lethal Legion

    A relentless gang of teens formed a special and sadistic bond through killing, aiding each other in their wicked deeds at any time.

    Start the trial with the 3 other members of your group, who will passively follow The Legion around until directed elsewhere. For each member by The Legion's side, their Terror Radius is reduced by 4 meters.

    SPECIAL ABILITY: FERAL FRENZY

    Holding the Power command will activate Feral Frenzy.

    While Feral Frenzy is active:

    • The Legion runs at an increased movement speed (5.2 m/s)
    • The Legion can vault pallets, but not break them (window/pallet vault speed increased to 0.5 seconds)
    • scratch marks cannot be seen, but blood trails can
    • missing an attack reduces the total Frenzy Gauge by 75%

    The Legion's attacks will apply the Deep Wound status effect.

    • refills the Frenzy Gauge
    • triggers Killer Instinct on all survivors within the Terror Radius
    • hitting a survivor already afflicted by Deep Wound while in Frenzy completely depletes the Frenzy Gauge and puts the Survivor into the Imminent Death state
    • survivors in the Deep Wound state will bleed more frequently and will have slightly louder groans of pain
    • survivors in the Imminent Death state will bleed much more frequently and will have moderately louder groans of pain
    • survivors in the Imminent Death state will suffer a penalty to healing, sabotage, repairs, and cleansing

    Hitting a survivor with a basic attack while Frenzy is not active will deplete the remaining Gauge by 25%.

    The Legion can activate Feral Frenzy with at least 50% of the Gauge.

    When Feral Frenzy ends, The Legion is winded for 4 seconds. For each member of The Legion by their side, the winded duration is reduced by 0.5 seconds

    Survivors hit by Feral Frenzy will be in the Deep Wound state for 20 seconds. Healing out of the Deep Wound state solo takes 10 seconds, and 5 seconds with a teammate. The Deep Wound timer will not deplete if in a chase or while running.

    If The Legion puts a survivor into the Imminent Death state, The Legion will be completely stunned and immobile for 4 seconds. Survivors in the Imminent Death state cannot heal from it on their own and will suffer a tremendous penalty to all actions.

    Putting a Survivor into the Imminent Death State will double the recharge timer of Feral Frenzy.

    The Legion cannot use their secondary ability while in Feral Frenzy.

    SPECIAL ABILITY: MOB MENTALITY

    Hold and release the Active Ability command to direct a member of a The Legion to a spot for hiding.

    The Legion can direct one of the group members to a hiding spot from up to 20 meters away.

    The members of The Legion who are hiding will attempt to grab a survivor when within 10 meters, running at a speed of 5.2 m/s.

    When a survivor is grabbed:

    • the survivor will be effected by the Oblivious status
    • The Legion member will slash at the grabbed survivor
      • survivors will need to hit a series of 3 successive skill checks to escape
        • survivors who miss one skill check will be pulled closer
        • survivors who miss two skill checks will be put into the injured state if healthy and into the Deep Wound State if injured
        • survivors who miss 3 skill checks will be put into the Deep Wound State if healthy and into the Imminent Death state if injured
        • survivors who hit all three skill checks will escape
        • survivors will not be grabbed if already in the Deep Wound or Imminent Death state, but will be yelled at
    • The Legion will see the auras of grabbed survivors. Survivors yelled at will have their auras revealed for 4 seconds.

    Survivors who avoid the grab will cause the member to run back to The Legion.

    Survivors can detect the hiding Legion member by staring at them for 1.5 seconds, causing them to run away.

    The Legion can regroup their members by going back to their location and pressing the Active Ability command.

    The Legion can redirect the first member to go into hiding by holding a releasing the Active Ability command in another spot, causing them to run off in that direction at a speed of 5.2 m/s while emitting a 16 meter Terror Radius.

    Members of The Legion can hide in lockers, around corners, and crouched on the ground.

    Survivors within 20 meters of The Legion can hear an auditory cue when a member of the group goes into hiding.

    Survivors can track members of The Legion with perks such as Small Game or maps.

    ______________________________________________________________________________

    These changes and additions will make The Legion a lot more fun and unpredictable for both sides! This will also allow all members of The Legion to shine, as they all will play an important role in gameplay!

    Now, for the add-ons...

    ______________________________________________________________________________

    Add-On CHanges:

    • Common Add-Ons
      • Smiley Face Pin - Slightly increases Mob Mentality grabbing range. (previously applied Blindness on Deep Wound)
      • Scratched Ruler - (no change)
      • Mischief List - (no change)
      • Friendship Bracelet - Slightly reduces the skill check success zones for survivors grabbed by a hiding Legion member. (previously increased detection range with Killer Instinct)
    • Uncommon Add-Ons
      • Defaced Smiley Pin - Moderately increases Mob Mentality grabbing range. (previously applied Mangled on Deep Wound)
      • Never-Sleep Pills - While in Frenzy, Killer Instinct is triggered for survivors within 16 meters of a hiding Legion member. (previously increased detection range w/ Killer Instinct)
      • Mural Sketch - (no change)
      • Etched Ruler - (no change)
      • Nasty Blade - Slightly increases mending time for survivors. (previously rare)
    • Rare Add-Ons
      • The Legion Pin - Considerably increases Mob Mentality grabbing range. Legion members can also hide under window vaults and pallets. (previously applied Broken on Deep Wound)
      • Stolen Sketch Book - (no change)
      • Filthy Blade - Moderately increases mending time for survivors. (previously very rare)
      • Cold Dirt - Increases the speed of Feral Frenzy by 0.10 m/s for each member of The Legion still following. (previously decreased Frenzy cooldown)
      • Stab Wounds Study - Moderately reduces the Deep Wound timer for each member of The Legion still following. (previously reduced Deep Wound timer considerably)
    • Very Rare Add-Ons
      • Frank's Mix Tape - Hitting a survivor in Frenzy will apply the Blindness and Mangled effects until they are healed. Slightly increases the action speed penalty of survivors in the Imminent Death state.
      • Julie's Mix Tape - While in Frenzy, any time two or more survivors are working on a generator, it is highlighted in yellow and gives periodic notifications. Killer Instinct is triggered on the Survivors when they let go of the generator and lasts for 4 seconds. (previously uncommon; decreased cooldown of Feral Frenzy)
      • Susie's Mix Tape - While in Frenzy, the auras of any survivors in lockers will be shown. Hitting a survivor who exited the locker within the last 10 seconds with a Feral Frenzy attack will immediately put them into the Imminent Death state. (previously rare; increased Killer Instinct detection range in Frenzy)
      • Joey's Mix Tape - Picking up a survivor while in Feral Frenzy increases the carrying movement speed of The Legion to 4.4 m/s. Hitting a survivor while carrying another will replenish 25% of the Feral Frenzy Gauge. (previously rare; decreased Feral Frenzy cooldown)
    • Ultra Rare Add-Ons
      • Fuming Mix Tape - Hitting survivors in Frenzy with rapid succession fuels The Legion with power. When the first survivor is hit, they are afflicted with a severely reduced Deep Wound timer. When the second survivor is hit, they are Broken for 60 seconds and put into the Deep Wound State. When the third survivor is hit, they are immediately put into the Imminent Death State. The fourth survivor hit will immediately be put into the dying state. The Feral Frenzy time is reduced to 7 seconds. The Legion's immobilization when putting a survivor into the Imminent Death State will be ignored an Feral Frenzy will; immediately end when the fourth survivor in the chain is hit. (previously showed repair progression of generators in Frenzy)
      • Iridescent Button - (no change)

    _____________________________________________________________________________

    These are just some fun changes and additions to Legion that would really big their strength up! What do you think? What changes do you want to see for The Legion? Thanks for reading all!

    _____________________________________________________________________________

    "As if it was a mere cakewalk escaping a single monstrous beast, the Entity torments us by pitting us against four. Their agitated cries sometimes show through their great pleasure in killing, eluding to another life, where they were just kids. A wicked evil, the Entity is."


  • @QwQw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124899#Comment_2124899

    https://forum.deadbydaylight.com/en/discussion/comment/2124906#Comment_2124906

    No it wouldn't?

    RE7 is the highest grossing game in the series, and it single handedly saved the franchise from whatever path 5 and 6 was leading it down.

    Weather you like it or not, Jack fits the atmosphere of Dead By Daylight far more than Nemesis does. Adding an eight to nine foot tall behemoth with a rocket launcher and a flamethrower does not fit the game. Hell, they might not even be able to physically put him in the game because of his size alone, and shrinking him down for would just look awful.

    Nemesis is barely even a character. And what I mean by that is; he has nothing to his name. His entire purpose is to do whatever Umbrella tells him to do. He has no motive, no emotions, nothing. He might as well just be a moving wall that screams "Stars!".

    https://www.youtube.com/watch?v=uKhG_JS0_4M

    I highly suggest you watch this video, as it puts my point into words far better than I can.

    If you wan an "Iconic" character (As If Jack Isn't One), make it Birkin. He at least has somewhat of a personality, and in his earlier malformations he isn't eight to nine feet tall.

    Hmm... killers don't necessarily have to have a personality. Trapper, Hag, Wraith, and quite a few others have none. They just need to be terrifying. His lack of personality actually would make his servitude to The Entity believable. Nemesis and Mr. X were made to serve, now they are just serving something else.

    Rocket launcher and flamethrower could work, and would be something new and exciting, though it doesn't have to be added. I can see a few directions they could go with one of the Tyrants.

    Not really sure why people keep bringing up the size argument. Tall killers are already about 8 feet tall, and I believe all the doorways are still quite a bit taller than all of the tall killers.

  • Legion needs a rework. Knew I was forgetting something. Definitely plan to make a thread about all killers that need a rework. So far I've got Myers, Legion, Clown, Freddy, and an outdated Trapper and Ghostie thread. I spend a lot more time than I should here.

    I wanna go back and redo my Trapper and Ghostie threads. Just dropped the Myers one. My Legion thread was pretty popular, which I appreciate. Just needs additional threats to keep track of and introduce the group.

  • @Phasmamain said:

    Myers and pig

    Myers is just old design. Remove his stalk limit and letting him activate T3 on command is a good start

    Pig has an rng based power and an inconsistent stealth/chase power

    Boy do I have the thread for you (shameless plug).

    @thefallenloser said:

    Myers has quite a few issues.

    With a very antiquated power from the old days of DBD, he is not as powerful as he once was, and weak in comparison to many other killers. He has the worst early game of any killer due to starting out in a weakened state. His add-ons are also pretty odd, ranging from completely useless to the most powerful add-ons in the game.

    My goal in this rework idea is to make Michael Myers more fun to play as and against, while also improving on his strengths and toning down his weaknesses, and also normalizing the power of his add-ons, so that they aren't intensely oppressive.

    Let's jump in!

    -------

    Power: Evil Within

    The Shape can activate his Evil Within by tormenting and stalking his prey, allowing him to grow more powerful over the course of the trial, or take his prey by surprise.

    Evil Within I:

    In Evil Within I, The Shape stalks at a rate of 10% per second while at a distance of 16 meters or less from a survivor. The Shape can stalk survivors from a maximum distance of 40 meters, with the stalk rate being reduced by a maximum of 50%.

    While in Evil Within I,

    • The Shape has a Terror Radius of 16 meters.
    • The Shape moves at a speed of 4.6 m/s or 115%.
    • The Shape has a normal lunge range and vaulting speed.

    Landing an attack on a survivor will instantly grant 25% progression on Evil Within.

    Grabbing a survivor will instantly grant 65% progression on Evil Within.

    Once reaching 100% progress on Evil Within, The Shape can enter Evil Within II or Evil Within III without an activation time.

    Evil Within II:

    The Shape can drain his Evil Within in order to enter Evil Within II to sneak up on survivor, at the cost of some of his available time in Evil Within III. Hold the Active Ability button to begin draining Evil Within at a rate of 10% per second, up to a maximum of 50%. The Shape can be in the Evil Within II state for 20 seconds.

    While in Evil Within II,

    • The Shape is Undetectable.
    • The Shape cannot attack survivors.
    • The Shape moves at a speed of 5.0 m/s or 125%.
    • The Shape has an increased vaulting speed of 1.48 secs.

    Grabbing a survivor while in Evil Within II refunds 50% of the power gauge cost for entering Evil Within II.

    Remember this sound?

    https://deadbydaylight.fandom.com/wiki/File%3AShape_EvilWithin_Tierup_Warning.ogg

    This warning will play for all survivors within 32 meters once The Shape begins entering Evil Within III.

    The Shape can enter Evil Within III at any time during Evil Within II, moving at a reduced speed of 3.8 m/s or 95% for 3 seconds, and will automatically enter Evil Within III once the duration of Evil Within II ends.

    Evil Within III:

    In Evil Within III, The Shape has greatly increased attributes, able to fell his prey with swift ease.

    Evil Within III lasts 60 seconds if Evil Within was not drained for Tier II.

    • The Shape has an increased Terror Radius of 40 meters.
    • The Shape moves at a speed of 4.6 m/s or 115%.
    • The Shape has an increased lunge range.
    • The Shape has an increased vaulting speed of 1.275 seconds.
    • The Shape picks up survivors 20% faster.

    Once the duration of Evil Within III expires, The Shape returns to Evil Within I.

    -------

    This changes allow Michael to tier up much more consistently, and rely less on staring at survivors to gain while they get away. This also will make Myers' Undetectable capabilities much more offensive in nature, allowing him to sneak up on survivors quickly in order to get grabs and instadowns.

    Let's move on to the add-ons.

    --------

    Add-Ons

    While stalking movement speed add-ons should be removed and aura reading add-ons should be buffed, I'll address the add-ons that need more attention.

    1. Judith's Journal - (becomes very rare) Become obsessed with one survivor. Tremendously increases the amount of Evil gained when stalking the Obsession. Moderately decreases the amount of Evil gained from all other survivors when the Obsession is not fully stalked or dead.
    2. Vanity Mirror - Upon entering Evil Within II, see the auras of all survivors previously stalked for 5 seconds.
    3. Scratched Mirror - Upon entering Evil Within II, allows The Shape to remain in Evil Within II until a survivor is hooked. Allows The Shape to attack survivors with a reduced lunge distance.
    4. Tombstone Piece - (remove)
    5. Fragrant Tuft of Hair - Upon fully stalking all survivors, The Shape will be able to remain in Evil Within III indefinitely. Slightly decreases the Evil gained from all survivors.
    6. Judith's Tombstone - Once per trial, The Shape is allowed to instantly kill a survivor that has been fully drained of Evil. (cannot be avoided with lockers)

    -------

    So, what do you think? Would this make Myers more fun to play as and against? Would this dynamic playstyle make him stronger? What exactly would you change about his add-ons? Lemme know below. :)


  • Spirit, rework-nerf.

    Myers, rework-buff.

    Pig, QOL-buffs.

    Ghostie, QOL-buffs.

    Hillbilly, base kit reversion.

    Trapper, buffs.

    Clown, rework-buff.

    Twins, rework, completely.

    Trickster, buffs.

  • Some Thoughts

    I would really like a way to implement one or two of his teachable perks into his add-ons, as they do with some of the other add-on reworks, however Myers simply doesn't have the space, as his add-ons in the higher tiers are pretty unique and stand on their own.

    Ideas I had:

    Tapestry Needle -

    An antiquated tapestry needle used to pierce his neck by his younger sister, allowing her to survive one more night.

    • After stalking a survivor for at least 1 second, gain a 5% speed increase for 5 seconds.

    Hospital Gown -

    She ran from him in a hospital gown into Haddonfield Memorial. He gave chase and was gunned down. She wouldn't get away again.

    • Recover from hitting survivors that are fully drained of Evil 25% faster.

    Would also like to incorporate some sort of scream add-ons, though that may encourage slugging too much. Though an idea is to have all survivors within 32 meters of a grabbed survivor scream.

  • I'm 100% sure that you were not able to tell who was in a SWF in the majority of your games.

    This low quality thread is personally, entertaining. Not as good as Sluzzy though, at least they're self aware.

  • No, this map is actually just the best survivor map if they know what they're doing.

    Every. Single. Pallet. Is. Safe.

    The existing vaults are also relatively safe.

    50% of the tiles connect to each other.

    There are too many pallets that are safe to even get rid of them all before all of the gens are done. The Game is impossible to lose on against 90% of the killer roster if the survivors know what they're doing because the map is just incredibly safe.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2122575#Comment_2122575

    Thanks for enlightening me.

    This is so bad though D: I'm not judging anyone but holy hell, pc is just so much better at everything, I dunno...

    but also on playstation you an just see everyone who's playing with you (if their account isn't private) by going to the quick menu, so killer name should appear

  • @TragicSolitude said:

    The one thing I want for Myers is to have tier 1 Evil Within to stay pretty much as it is, except he should be immune to Spine Chill while in Evil Within 1. No terror radius, no red stain. My favorite thing about Dead by Daylight is just playing Mikey in tier 1. It's unique to him, being in full stealth still able to attack survivors and survivors can't break him out of it. If he went back to being immune to Spine Chill it'd be perfect.

    A lot of people don't like tier 1, however, so the best change to that would be that it only takes a couple seconds of stalking to get out of tier 1. Because it does take too much stalking to get out of tier 1, and if survivors are running Spine Chill it's even worse.

    While it was cool that he was the exception due to his unique mechanics with Evil Within, for the sake of game health, I think it's fine that he doesn't ignore Spine Chill.

    I think the other big issue with EWI is that when you need it, you can't use it. Not being able to go back to EWI for stealth before your big snowballing moments or right before chases to sneak up on survivors is quite a missed opportunity.

  • The complaint is that the killer could not get a single hit because the played so poorly, then get a speed boost and exposed and still get at least 1 kill.

    The speed boost paired with exposed for doing absolutely nothing but playing the game is pretty BS.

  • Personally, I'd prefer this type of effect on Huntress Lullaby. Already a skill check based Hex with a mediocre effect that needs to be built up by gaining tokens. This new version would probably make it overly oppressive on Doctor and just okay for other killers. However, it is a good idea.

  • With the exception of Hillbilly (against most players better judgement, including survivors, who found Billy balanced), all of those killers were only buffed, and Pig was indirectly nerfed.

    ######### are on about?

  • Why not?

  • .5 sec aim in time, 1 sec wind down time. Prevents easy aim spamming for zoning.

    Secondary rechargeable ability that allows him to see the aura of all survivors outside his Terror Radius for a short period before being able to shoot a harpoon through wall to deal a health state, potentially downing survivors.

  • Well yeah, I see you around quite often, even on some of my own posts I believe.

  • @Kebek said:

    I'm patiently waiting for Sluzzy or Orion interview.

    If those happen they'll both be quite legendary in my opinion. This is such a cool series, I really like to read through these.

    I don’t think many people understand that Sluzzy is actually a killer player which is really evident by their earlier posts. If they decide to actually take it seriously, peeps may stop falling for the EZ bait for once.

  • @Ruma said:

    No offense, but if you do a interview you should ask alot more stuff and more important thing.

    Like, first you say you want to do the interviews to hear their opinions about the game, but you only ask how they came up with their name and how they discovered it.

    Also no offense to @dspaceman20 and @Yords (i like both of them) but i think you should interview the REALLY big ones who got atleast 6k posts or 7k like @GoodBoyKaru.

    2k posts just isnt that much imo.

    Like i said, no offense, i like everyone you ,,reviewed" but i think theres space for alot more improvement.

    EDIT: i just read the comments and saw you asked more questions there.

    While this kinda invalids what i said before, you should instantly include this questions in the main post if possible.

    The amount of posts doesn’t really matter as much. Otherwise Orion or someone would be the first person to get an interview. Remember these are player to player interviews. They just recognize players who seem to have some recognition on the forums, and I recognize Qw, Yords, and spaceman.

    Anyone who has some community standing is up for the interview. Don’t like how they choose? Make an interview yourself, always an option.

  • 99% sure they showed the RE Infinite Darkness Leon outfit in the teaser (looks to be the same suit), so it's likely Leon and Claire, though I would prefer Leon and Jill.

  • @RenTheCat said:

    Nemesis was never iconic. RE3 is literally the least popular game of the franchise, even the remake did poorly.

    Doesn't actually matter whether the game itself was popular, Nemesis and Mr. X are definitely the most iconic and recognizable monsters. Even people I know who've never played RE themselves know who they are.

  • @Negi said:

    We've had one survivor, one killer chapters for the last 3 chapters and they were riddled with bugs without a new map, now people are talking about multiple survivors and multiple maps for Resident Evil? This is still the DBD devs we're talking about. Call me crazy but the last few chapters don't exactly instill confidence in their abilities.

    It is evident that many more resources go towards licensed chapters, as those bring the most money. Capcom is also a fellow game dev with asymmetrical experience (for what REsistance is worth). I'm pretty sure that the RE chapter will be good, at least.

    Also they plan these chapters far in advance. I wouldn't be surprised if they've been sitting on the RE chapter since before Village was even announced.

    1. Most people don't really give a damn about All-Kill and Trickster anymore since he's been bad for a month and a half.
    2. RE showcase.
    3. Steal back players from other games because All-Kill had mixed to negative reviews, long time players are tired of BHVR's shenanigans. It's a good way to bring back old players and a huge demographic of new ones.
  • literally only 3 chests lol

    just kill em before hatch spawns

    wait for key changes, they're coming soon

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