xenotimebong
xenotimebong
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- xenotimebong
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@Peanits @MandyTalk Seems like people are having issues posting Q&A questions!
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Does Surge count for it? Could throw on that and an offering for The Game if so. Tons of pallets and easy gen regression.
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Pop is meh. Split gen pressure and it does very little. I say this as a 50/50 player, so I’ve played both with and against Pop - it’s overhyped. The only time it’s strong in my opinion is when a survivor goes down near an almost completed gen, or on Freddy.
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You don’t need to use a key to get this challenge, though it’s probably the simplest way. I just threw Left Behind on Bill and got the hatch when I was the last one left (everyone else had escaped or died already).
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I don’t think this is the kind of solo survivor buff we need. Also how would the devs stop people from telling non-solos who the killer is in the lobby chat? If I’m solo but the others are a 3 man, I could just say “hey it’s Spirit” and now they know too.
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@keygun said:
https://forum.deadbydaylight.com/en/discussion/comment/1771829#Comment_1771829
I feel the opposite way about mori (more on that later) but long story short, give me a quick cool death over a long boring one.
Franklin's is gross, imo, but it always reminds me of that scene in cabin in the woods where she drops the knife.
(Fun fact, this game was made alongside the movie)
https://forum.deadbydaylight.com/en/discussion/comment/1771831#Comment_1771831
A fun game to me is a challenge, what you described I'd jump in head first.
My first tactics would be to place traps in places they need to diffuse, like stairs, entrances, ect.
And I'd bring a mori, if they quit that's on them.
It goes to show the difference between survivors and killers definition of fun.
Easy kills/escapes doesn't equal fun imo, but others want to look for any edge they can find (swf,mori,playing dirty)
Moris are completely unbalanced IMO, and I don’t really want to wait 10 minutes to find and load into a match, just to be mori’d off hook two minutes in. I play mori matches out if I happen to load into one, but I’d lobby dodge them if I could. :)
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@keygun said:
https://forum.deadbydaylight.com/en/discussion/comment/1771816#Comment_1771816
I can understand that logic.
Casual player vs sweaty swat seal team 6 won't be fun regardless of end game toxicity.
I just don't understand the keys and blendettes dodging.
Personally when I play survivor, that's as casual as at gets. I'm never going into any game expecting to win, because it's DEAD by daylight. I just gotta try my best and be pleasantly surprised when I do escape.
I dodge keys because 90% of the time the killer brings a mori or Franklin’s, both of which are annoying.
I dodge Blendettes because I’ve never played with a Blendette teammate that wasn’t completely godawful.
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As killer I dodge if I can tell it’s a sweat squad, the type of group that will burn a Coldwind offering, have an Object and then ######### talk you in post-game chat. I just can’t be arsed to deal with these people by this point. I’ve played against this type enough to know that I won’t have fun and no matter how I play they’ll just be rude. I play this game for fun in my limited spare time, it’s not my job and I don’t need to win but I do need to actually enjoy myself. Playing Trapper on Rotten Fields against an Object is never gonna be fun for me.
As survivor I dodge keys and Blendettes. Again, I know I won’t have fun in those lobbies.
I don’t think there should be a dodging penalty. Dodging used to be a problem on P2P because you would get thrown back into the queue, but now you just wait for a replacement.
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I don’t see Spirits outside of weekends really. Spirit with a mori is a weekend staple. Freddy I see every now and then but not often enough to make me sick of him. I see more Deathslingers, Huntresses and Nurses than either of them.
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If anyone wants an example of what I mean by this post, I present to you the match I just finished:
I'm almost certain they weren't a four man SWF and they definitely weren't smurfs. :( Feels bad.
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@Kees_T said:
That's not a surprise. It's been like this for years.
The matchmaking of DBD is a total mess. When I'm playing solo, these situations always happens:
- My 3 other teammates are god survivors that know how to play the game and the Killer don't have game sense and end up being stomped.
- My 3 other teammates are potatoes and the Killer has a good game sense and end up stomping them while I'm also being draggued along with them because the Killer isn't dumb to spend time chasing the only decent survivor.
I prefer my queues to be longer to have balanced matches with my team knowing how to play and the KIller knowing what he's doing than being in these scenarios.
There's no gap to show skill in this game. You know that by reaching higher ranks in most games its a indication of skill, you will playing with people with the same game awarenes as you, but in DBD, the only thing who separates the good and bad survivor/Killer is the luck from the matchmaking.
I don’t expect it to be great. The flaws in DBD’s matchmaking aren’t really a mystery at this point. But it seems worse than usual the last few days. I normally expect to be matched with rank 4 Megheads that are allergic to gens, but not actual rank 13s.
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@MasonOliver123 said:
Why is bloodlust getting removed for a "test" but thinks like decisive strike are not.
I don't think bloodlust is complained about no where near as much as DS and I'm pretty sure bloodlust has less of an impact than DS.
So why bloodlust and not a potential change to DS
Why would they need to test removing DS? They can already see what effect DS has on matches because it’s a perk, so they can see how often it’s run, how often it’s used, what effect it has on matches when it’s run/used, and what effect it has on matches when there’s no DS and no Obsession.
Since bloodlust is enabled in every match they can’t really see any stats about what the game is like without it. That was the purpose of this test. They didn’t run it just to annoy killers, they ran it to collect data.
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/1770799#Comment_1770799
Something that I noticed also was that queues for survivors were much longer than killers. Possibly the system allocated readily available killers for survivors that were longer in queue? I am not sure if time in queue is a variable used by Behaviour tho.
Yeah I’m pretty sure they’ve said before that it is. The algorithm uses certain criteria but if you’re in queue for a long time, it will relax its standards and just try to put you in a game.
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@Yamaoka said:
What about Corrupt/BBQ/Pop?
Pop is kind of rubbish against good teams in my experience. If they split pressure and don’t keep greeding certain gens then Pop feels like it wastes more of your time than it saves. I’ve hated Pop for a while though so I’m definitely a bit biased. :D
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@lagosta said:
No mmr in place, I think they reverted back to rank. Did the average of the survivors' rank match the killer's?
Rank-wise I didn't notice anything drastic, but the quality of my teams/killers have been polarizing to say the least. Sometimes potatoes, sometimes amazing on both sides.
No, the average rank is pretty off. Earlier I had a match with me at rank 1, a rank 8, a rank 9 and a rank 12. The killer was rank 1. No idea why the game thought that would be a balanced match - it really wasn’t, lol.
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They’re almost certainly not smurfs judging by how they play.
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@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/1770372#Comment_1770372
You need to add on time for finding another Survivor vs time it takes to find a safe location.
There’s also the fact that finding a safe location to self-heal is significantly safer than wandering the map, injured, trying to find another Survivor.
Self-heal is good for Solo Survivors and Team-mates who play for fun.
You don’t need to spend time looking for another survivor to heal you though. I agree that running around the map injured searching for help is inefficient, but you can just wait until you’re unhooked and get healed then, or work on a gen until someone finds you.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1770393#Comment_1770393
so? you watch and you evaluate where you use the perk. but i guess you can't have a mind if you run the perk so i'm a mindless player that can avoid the killer and rescue people... so since you don't think i have a mind and eyes to watch for the killer and what they could do i can't argue any more as your argument is not even holding water. let people play their way... if you don't like it don't like it but keep your opinion to yourself.
Keep my opinion to myself? This is a discussion forum and the OP specifically asked for opinions on Self Care. Maybe if you can’t read opinions about your beloved perk without becoming upset, you should be the one avoiding them.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1770372#Comment_1770372
what you have to also consider is you don't just plop down in the middle of an open space to self care! there are many things that can happen but you may think it's not a good perk but the people i've rescued after using it can attest to the fact that it helped! so if you're talking about someone just in the middle of no where with nothing to obscure them or even allow them to protect themselves from the killer while doing that, then it's a bad use of the perk.
I’m not talking about plopping down in the middle of an open space. Killers have eyes, ears and aura reading perks with which to find healing survivors.
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@PanicSquid said:
Self-care isn't bad. Especially if you run desperate measures, botany knowledge or a medkit.
Self care takes 30 seconds. This is 30 seconds used by one survivor, so I shall call this 30 survivor seconds.
A default heal from a teammate takes 15 seconds, but requires another survivors time. 2 survivors*15 seconds healing = 30 survivor seconds being used on this heal.
If the injured survivor has to locate a teammate, they have spent more time attempting to heal than if they just ran selfcare.
You also have to consider killer seconds. 16 killer seconds vs 32 killer seconds. Which one is more likely to be interrupted by the killer and therefore have been a complete waste of time? Which one is more likely to be interrupted by more pressing concerns, like a teammate who needs unhooking?
The issues with SC aren’t just about raw time taken but also opportunity cost and risk.
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1767958#Comment_1767958
Cuz we all know the TC understands this game.
I mean if ur so good at killer that u never break a sweat and every moment u hit a survivor is a thrill, than yea, the TC is either psychotic, have a rare personality disorder where u can't feel anything including stress, or just dam good for such a long time that u forgot how it feels to be normal.
The 'fun' comes from how the killer plays. If killer does nothing, than survivors get to sit there and press a button.
The point is, the entire game is on the killer. Which makes it stressful.
I've played survivor where I just ran around collecting totems and chest. After the team died, I just escaped thru the hatch. No stress. But for killer it's stressful. We all know that. I'm pretty sure the TC knows this. And probably made a this thread for the lulz....
Killer really isn’t that stressful most of the time. I’d say 90% of my killer games are really fun and hilarious, and I’m just an average boring person, not a psychopath. Maybe you should try to take the game a little less seriously.
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Man, you could farm a lot of salt very quickly. :D
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1767888#Comment_1767888
yeah I can see that being the case, it doesn't help that bad and good and great players are all paired together both in games and in ranks. Red and purple ranks are full of players of every skill level. The ranking system really needs addressing.
I had a red rank teammate recently that was running both Sprint Burst and Balanced Landing. Explain to me how that person ended up in red ranks, lmao.
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I don’t know why people are making fun, I enjoyed this post. It makes a nice change to see someone actually having fun in this game and getting into the role, rather than bitching about petty grievances.
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Yeah, I know what you’re talking about. Teammates that go “aha! I have BT, now I will chase the killer and force them to hit me so my BT state isn’t wasted!” when really all they’re doing is making it extremely easy for the killer to tunnel them. Like teammates that jump into a locker in front of a killer that clearly had no interest in chasing them, wasting their DS.
Taking a hit is a smart move if it’s end game, or if the unhooker is injured and you can stop them going down. Chasing the killer to take a hit is usually not a good move though.
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@Chekita said:
https://forum.deadbydaylight.com/en/discussion/comment/1767888#Comment_1767888
Sure is interesting how most people that comment on forums have a perfect score on both ends, survivor and killer, but most of the population in the game is not like that. Not saying you are lying, but surely a lot of people seem to be lying on forums if you follow that logic.
I wished people were a tad more honest a little more humble in with their own self image, but that seems to be asking too much on forums, since people just want to win an argument not to present things to discuss.
If you are that kind of person you would have to agree that most players won't be like that and not necessarily the game is ballanced around that as well. Also, that many people probably are faking their so called skill when talking about this subject.
I mean, don’t take my word for it. People lie on the internet all the time so it’s smart to be skeptical. The survivor matches I played were in a 3 or 4 man (no comms but we all know how to play and have plenty of hours) and a few of my killer matches were against rainbow lobbies. I did get a 2k as Hag and a 0k as Pig, and had at least some matches where I died so I’m not saying I had a perfect score, just really good. But then I have probably 3000 hours in this game.
There’s no way for me to prove it outside of streaming, which I’m not gonna do, so you’re free to disbelieve me.
But my point wasn’t anything to do with balance. Actually my point was that anecdotal evidence is a bad basis for balance discussions because so many things skew it. That’s why the devs are testing this out, so they can get something more reliable than just anecdotes.
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I escaped almost all of my survivor matches and 4Kd almost all of my killer matches today, and the ones I didn’t 4K were either me really messing up or me being merciful.
I think most people are just not very good at this game tbh. If you’re a survivor that can loop even half way decently and do a gen you’re better than like 90% of the survivor player base, and if you’re a killer that doesn’t just hold W across the map like a dog on its lead you’re better than 90% of killers.
I’m not really sure what to think of this experiment to be honest. Some games feel different and others feel about the same.
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Complaining about Blood Warden? I’ve seen everything.
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Personally I don’t care about pips so this wouldn’t make either keys or moris any more enjoyable for me.
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@voorheesgt said:
https://forum.deadbydaylight.com/en/discussion/comment/1764858#Comment_1764858
I've played as every 110 killer and yeah it's a joke. Even not so safe loops can be exploited for 2 gens against hag and deathslinger now. ######### are these devs doing? Hire I decent team that can evaluate balance... Fire whoever decides the direction of the fixes and balance... And maybe real problems would be addressed. For ######### sake their lead developer didn't understand why OoO was an issue because of survive+pick rates.
Hey BHVR try playing your game more than just casually. Maybe it'll be more productive than these "tests" where you'll pool data without understanding it.
Why are you looping as Hag? Use your power. If you can’t use your ability properly and need bloodlust as Hag then you’re severely misplaying her and need more practice.
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There are a few things I’d recommend you work on:
- Cutting loops tighter so you don’t have to run each loop as many times
- Keeping track of the survivor and where they go, using scratch marks, blood and sounds - takes practice but will help a lot
- Not swinging so late - when you swing that late at window/pallet vaults you’re basically never gonna hit them and you give yourself the missed attack cooldown which gives the survivor a ton of distance. Either commit slightly earlier or don’t swing.
- Not respecting pallets. Removal of BL makes respecting pallets at the wrong time quite punishing. You give the survivor extra loops and have no BL to help you catch up. Run Enduring if you don’t like eating pallets but you really shouldn’t respect all the time.
- Also, you really shouldn’t try to mindgame a low wall loop like that against a survivor that is clearly paying attention. I see killers do this all the time and it’s only gonna work if the survivor is not paying attention or if there’s something to block line of sight. All it did here was give the Steve an extra loop.
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I’d use broken keys more but every time I try the killer just runs a mori and moris me off first hook. I get why but it’s just not very fun so I’l stick with a medkit.
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1762537#Comment_1762537
Killers don't really engage in the end game chat. I wish they did. But they generally don't.
I have to say ur picking and choosing what u want to remember.
Killers engage in end game chat in most matches I play. Usually it’s a gg or they complain about the map or whatever, nothing toxic. But I have plenty of screenshots of extremely toxic messages from killers, as well as Steam profile comments as I said.
I think the person who’s picking and choosing is you.
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@noctis129 said:
Everyone who knows what's going on, knows survivors are more toxic.
It's a fact.
when Ppl turn off communication from other ppl, they're actually turning it off becuz they don't want to hear it from survivors.
Killers don't message u and say nasty things whether they win or lose.
Survivors has ALOT to say. Whether they win or lose.
Even if the survivor does something stupid, killers are to blame.
Than they come to dbd forums to guilt trip the killer to play in a certain way.
I read the same complaint about the same exact thing, another survivor posted about few post down.
Not all survivors, but generally speaking, survivors tend to be entitled raging gamers. At least more so than killers.
I mean, I get killers calling people homophobic or racist slurs in end game chat because they escaped, I’ve had killer players leave salty messages on my steam profile. One guy keeps leaving messages every time he sees me in a lobby because he had a bad match against me a few months ago. Sure there are tons of toxic survivors, but if you think toxic, entitled, or raging killers are rare you’re mistaken.
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Do you really think a large enough number of survivor players are going to let themselves die every match all weekend, enough to actually have a meaningful impact on the stats they get? You realise they’re testing it across all matches across all platforms so the number of matches played will be huge, much much larger than the number of people who will care enough to repeatedly die on purpose?
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1762422#Comment_1762422
The way I see it people who bloodlust and camp will feel more stressed out than before. As a result they will either try and actually work on their chases or they will drop the game completely after a few hard-camp matches.
We will just have to wait and see. Personally I'm fairly sure I don't need bloodlust these days. Most crazy loops are gone and many killer powers are strong enough to get quick downs.
On top of that the removal of bloodlust allows the devs to potentially buff weaker killers because a Spirit will not suffer from the removal of bloodlust as opposed to Wraith for example.
This is my hope, too. That the strong killers will be unaffected but M1 killers might see a dip in performance; the devs will notice that bloodlust affects certain killers more than others and conclude that those killers need something extra, rather than an across the board mechanic for all killers, even the ones that don’t need it.
Wishful thinking maybe but who knows :)
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@NotACompPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1762249#Comment_1762249
You always have a fair chance at escaping/sacrificing though. If you just play killer well enough you will get sacrifices obviously, and if you are playing survivor with bad teammates you usually have a very good chance to find hatch.
So if a casual player just gits gud, they have an equal chance of winning against a team of Balanced Landing users on Haddonfield as they do of winning against the exact same team on Shelter Woods?
When I say “a fair chance” I mean that their chances are not disproportionately affected by stuff they can’t control. Obviously there’s always gonna be a lot of RNG in this game and you can’t control your teammates or your opponent and their load out, but the point of casual players asking for balance is that they want the number of outliers reduced. You don’t have as fair a chance to escape against an ebony mori as you do against no mori, because moris are disproportionately powerful. Ormond is particularly unbalanced in favour of survivors, even if the killer plays well. And casual players have every right to raise their grievances with this stuff.
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@greekfire774 said:
@xenotimebong I hate to tell you but, that's not how competitive balancing works. You have to balance at the top tier of play and then the lower tiers have a really high ceiling to improve on and reach over time. Every single competitive game balances around their most skilled players and by default it balances the game for the new players and anybody in between. It also helps seperate the different skill gaps better. As much as I hate being that guy, they should take no consideration of new player experience when balancing. If they do it right, the new player experience will be fine from any high tier balance changes they make.
I hate to tell you, but this isn’t a game that is designed to be competitive and the devs clearly have no intentions of balancing it around competitive players.
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@NotACompPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1762013#Comment_1762013
True, but you can stay alive for long enough to get a safe pip/+1 at least, even if you dont have a strong team.
Who the hell cares about pips? Your average casual player wants to enjoy the game and have a fair chance at escaping/sacrificing, so of course they’ll complain about stuff that feels unfun and unfair and lets someone who is not that good win much more easily. You don’t need to play on some comp squad to earn the right to complain about stuff that makes casual matches unbalanced.
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I really hope everything turns out okay. Take care of yourself, we all wish you all the best 💕
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I totally agree, and hope my fondest wish comes true: a weekend test with moris and keys disabled. Omg, just imagine.
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I love facing him, personally. Fun in chases and feels threatening but fair. Whenever I die to a Blight I’m never really mad about it.
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@Maperson said:
I'm just hoping they will take statistics from red ranks..
They should take statistics from all ranks. Any changes they make to the game also need to consider new and casual players, they’re just as much a part of the player base as anyone else.
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You can use the killer tutorial and practice walking around, attacking the bots, lunging, moonwalking, etc. until you find the sensitivity you like.
Other than that just play some matches and you’ll pick it up as you go. Once you understand how to play the game, there isn’t a lot to it mechanically to be honest. And prepare to enjoy how much easier it is to counter 360s and play killers with ranged powers :D
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I think this is a great idea. Instead of hypothesising about the effect Bloodlust has on the game, they can run a test, get thousands of matches’ worth of data, and see what effect removing it has in a live environment, which gives them more information to work with. It may turn out that it makes no difference, or kill rates may plummet, but who can know for sure without testing?
I’d love to see them do this with more stuff tbh. Plus this keeps the game interesting from a player perspective - even a temporary change is still a change to the way you have to play the game.
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@Spirez said:
Wow. Oh no. A hex perk has a chance to stay the whole game now. What will we ever do. It’s not like we can run maps, detectives hunch and small game. We can’t waste time doing dull totems either right. Why would we want to do totems when we could just do gens and complain about a hex perk.
Maps are not a commonly found item for survivors so they can’t be run every game. And Detective’s Hunch requires a gen to be completed which doesn’t happen easily if the killer has Ruin/Tinkerer. Small Game is somewhat viable but on a map like Lery’s, its use is pretty limited. I know there’s a totem somewhere in a 45 degree range in front of me, except it could be hidden in about a hundred places within that radius. On the maps where you don’t actually need Small Game it works fine, but on maps where you need help locating totems it’s really not that useful.
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I don’t see many people complain about him to be honest.
But I think the issue is that he’s a noob stomper. If you know what you’re doing he has counterplay, but survivors that don’t know how to play against him go down in seconds, which I guess feels bad for them (it sure feels bad for me as their teammate but I know better than to blame the killer). Plus his ability to facecamp is pretty unpopular, and the devs only buffed it with his rework.
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Maybe if Legion’s power required some mechanical skill to use, but let’s be honest - it’s extremely easy to hit and the only real “counter” to it is big maps.
I don’t think that such an easy to use power should have a short cooldown. You can injure the entire team with one use of your power if they all spawned together and there’s nothing they can really do about it, and that’s the strength of Legion’s power.
I think @landromat’s suggestion is better - give a shorter cooldown if you don’t injure anyone, so you can more effectively use your power for mobility.
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Unfortunately it isn’t, and griefers know they won’t get banned for it. So they’re free to do this as much as they want with no repercussions, despite how miserable it is to have to endure as survivor.
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I hate indoor maps as both survivor and killer. It’s hard to orient yourself properly, objectives are difficult to get to, the pallets are either super safe or complete garbage, totems are invisible, you can’t get any information about what’s going on in the distance (no crows, distant scratch marks, can’t see teammates running in the distance, etc.).
The only killers I enjoy indoor maps on are stealth killers and Hag. Everyone else is just... ugh. And the only indoor map I like as survivor is Lery’s because it has some truly amazing loops. But I wouldn’t be upset if they never made another indoor map, to be honest.
