phantasmal
phantasmal
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PGTW has a limited number of uses (max of 12 but only like the first 5 matters), requires you to actively seek out a gen disregarding any potential chases along the way and can't be applied to regressing gens. Neither of these apply to Thrilling so they should not really be compared.
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Hell yeah, that's really what I'm hoping for from a potential Legion rework, giving an actual reason for the name other than a cheap marketing ploy.
Having 4 bodies on the map that Legion can freely switch between would be so cool. Acting as stationary traps with rudimentary reactions to survivor presence when not the active body. Can choose to hide them in a locker, giving the specific Legion body Undetectable, or just have them crouched around a corner.
Prob would need his base movement speed lowered to 110, or maybe even 105%.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/989181#Comment_989181
Are they guaranteed to be there?
I think so, I don't think I've ever seen them not spawn.
There's also the dropdown, there's usually like 1 or 2 hooks nearby to that.
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I can understand not devoting time and energy to coming up with new 'elaborate objectives' but why not recycle already tested and created stuff? Like the Lantern system worked pretty well, no? It wasn't very intrusive and added some extra flavour to the event.
You could just give it a different holiday themed look and call it a day. That would satisfy people's need for event specific objectives while also not requiring serious manpower as the lion share of the work was already done a year ago.
Like for the winter event find, protect and escape with a christmas present.
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@DeadbyDeathGarden said:
They've basically broken Styptic and made Hemor into a worse styptic. I understand they were annoying but so are moris and oh nothing's been done. Worse, moris are a lot more common than the insta heals. Moris can take out a player after 2 hits or 4 hits and a hook! THAT IS INSANE!
Moris were nerfed already years ago, they used to not have any hooking requirements.
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The Nurse can take extreme shortcuts that no other killer can, like blink up to the second floor of any building instantly, something that would take other killers tens of seconds.
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@Peanits said:
Making it injure survivors would completely negate a perk like Inner Strength and greatly reduce the value of others (i.e. Head On). Other survivors would just stop using them entirely once they know the killer's using it.
Exposed has a bit of a risk, but works better with other perks. It could backfire, but you can also outlast the effects. Maybe making the timer a little longer would help, but making it straight up injure you would discourage people from using lockers entirely (at which point, your perk isn't doing anything).
Imo that's a pretty lousy argument considering we already have things like Sloppy Butcher (greatly reducing the value of Self Care and making people not want to heal) or Distortion (nullifying killer aura reading perks).
And current version already discourages any non-troll use of lockers; once people know you have it they only go in lockers to spam the scream notification.
Also, neither side has 30+ perk slots so niche interactions like that are not game breaking.
We also had a situation like that in the past: Enduring and DS; Enduring lessening the stun didn't kill DS.
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Where's the both option?
Tracking certainly seems the main use but locking down a regressing or a 99% gen can be really powerful.
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@Dip said:
https://forum.deadbydaylight.com/en/discussion/comment/769518#Comment_769518
that was my B, i completely forgot about Yamaoka. but as for Coldwind farm, because they said they wanted to focus on realms with only one map, or licensed maps, i didn't include it.
Then why did you include Swamp and Shelter Woods? :P
Neither of those fit the constraint of 'licensed or single map realm'.
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Hmm, I can see that alleviate my issues with the whole 'DW remote removal is clunky'.
However, wouldn't that just make Legion and vs Legion gameplay more shallow? I mean the first version offered you a choice to set a trap or let the survivor waste their time mending which, after thinking a bit more about it, is actually a neat dilemma, even if it isn't a particularly balanced trade-off imo.
Also, without the DW effect I have a hard time justifying the fact that you can't down injured people with FF. I mean if it can put you from healthy to injured then why can't it put you from injured to down.
@MongByeolBuddies said:
https://forum.deadbydaylight.com/en/discussion/comment/754767#Comment_754767
Thanks a lot for the feedback!
Maybe I can change your mind about a few things.
1) Having Small Game work against Mob Mentality would be very beneficial for survivors. If The Legion player is smart, they'd use MM next to vaults and doorways so survivors won't see the traps before the survivors have crossed the threshold and taken the hit. Small Game alerts them that there is a Legion member there without having to see them.
As for the audio cue for detecting MM, this would only trigger after after a brief amount of time of the survivor holding the camera on the Legion member like it does for Ghostface so the survivor will actually have to spot them.
2) When Mob Mentality is used, survivors need some way to know. If not, MM will be way too OP as no survivor would ever be able to loop anything. For example, anytime a survivor started to loop, Legion would simply use MM, the unknowing survivor would continue the loop and either get hit by MM or turn around and get hit by The Legion.
3) I like The Legion using active DW status effects for charges of MM. Here's why: A. No survivor likes mending. Therefore, when Legion uses MM, the DW-affected survivors can start playing again. B. It keeps Legion from having two powers with cooldowns, which would be be annoying for the player. C. It provides a visual cue (disappearance of DW bar) that survivors will have to pay attention too, rather than an audio cue (such as The Legion whistling for a teammate to come). Looping a good killer is hard and having to pay attention to one more thing makes it even harder. D. Conceptually, it makes sense. "Hey, Joe. I've really injured this survivor. Come here and help me finish the job." E. It rewards The Legion for successfully hitting survivors with FF, giving The Legion MM, and rewards survivors for successfully evading Legion, denying The Legion MM.
4) Survivors knowing you've placed a trap is only a bad thing if The Legion uses MM poorly. If Legion pushes the survivor to an area with only 2 paths, he uses MM to block one of the paths and moves the other way to block the other path. And if the survivor gets to a strong loop, Legion can use MM to force the survivor away from it.
5) After hitting a survivor with FF, if you leave that survivor and chase after another survivor, The Legion has until that survivor completes the mend action to use MM, by default 15 seconds. That's more than enough time to get close to another survivor, use MM, circle around the other direction, hit that survivor with FF, and chase that survivor back in the direction of where you used MM and get the down.
Anyway thanks again. Whatever the Devs decide to do with Legion, doing something with all Legion members would be cool.
1) I mean I wasn't saying it's a bad idea, just that depending on how obvious the Legion traps would be it could be a superfluous benefit.
For example, anytime a survivor started to loop, Legion would simply use MM
I mean not really since FF has a 20s cd and a missed attack cancels it, that honestly already puts a massive limiter on the power. And since it can be prevented with mending you can't just stock up on traps.
Imagine if the Trapper could only pick up a trap once every 20s and also needed to hit someone before the prompt appears.
I'll, however, agree that it doesn't sound a fun thing to go up against, going down to an unpredictable and unannounced trap would be frustrating. If FF was made lot less punishing and far mory dynamic (like for example, usable partially charged and stuff) then I would have no qualms about notifiying the survivor about the trap placement.
A. No survivor likes mending. Therefore, when Legion uses MM, the DW-affected survivors can start playing again.
I mean they would still have to mend this way, it'd actually be more important than currently as you'd be able to prevent the placement of traps.
It provides a visual cue (disappearance of DW bar) that survivors will have to pay attention too
Well, the DW bar isn't the only visual cue: while inflicted with DW the survivor's screen gets a greytone shader and a 'random blood splatter' effect. Noticing DW is gone wouldn't require you to pay special attention as your entire sceen would change.
D. Conceptually, it makes sense. "Hey, Joe. I've really injured this survivor. Come here and help me finish the job." E. It rewards The Legion for successfully hitting survivors with FF, giving The Legion MM, and rewards survivors for successfully evading Legion, denying The Legion MM.
Fair points :>
4) Kind of a valid point. A power should require some skill and knowledge to utilize perfectly. However, you should also take it to account that the survivor could also be good and is able to thwart your efforts to force them into such situations.
The Legion has until that survivor completes the mend action to use MM, by default 15 seconds. That's more than enough time to get close to another survivor, use MM, circle around the other direction, hit that survivor with FF, and chase that survivor back in the direction of where you used MM and get the down.
Having played plenty of Legion I can safely say that 'not really'. 10s of FF is already not enough to catch up to a survivor that has at least 10m head start, that can easily proven with basic math. Any survivor worth their salt knows that they need to start making distance/ get to a safe loop the moment they hear the TR after seeing someone get inflicted with DW.
So you spend 10s to catch up to your second target (who is most likely on the other side of the map anyway casue splitting up is the numero uno thing you do against Legion) then you get hit by a 4s stun (during which you obv can't set traps) leaving you with potentally only 1s to hastily set a trap. Even if you manage to do so it's not very likely to be in a strategical position.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/756347#Comment_756347
I know! It's a really good take on it! I really hope the Devs see and comment on all this!
Some of them most definitely seen it but they def won't comment for multiple reasons.
- If they comment on one thing then people would rightfully expect them to comment on everything, which is obviously an unrealistic expectation, noone has that much time.
- The opinion of one dev does not reflect everyone's feelings on the matter.
- They also prob don't want to influence our thought process too much
I certainly understand your feeling, uncertainty and apparent lack of care sucks but that's just how things are.
And I def share your excitement about the whole Mob Mentality thing, I have this mental image of being able to order a Legion member to take cover around the corner, like how Haytham is standing here: https://oyster.ignimgs.com/mediawiki/apis.ign.com/assassins-creed-3/a/a6/Assassins_Creed_3.Screenshot.29.jpg
And that'd be so cool.
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Damn, this is pretty creative. A good addition taking advantage on the whole 'we are legion' theme without making it a complete rework, love that aspect of it.
That being said, I don't think tying it to DW this hard is a good idea. Remotely removing DW from a survivor sounds clunky and unintuitive for one.
And this would mean that the trap placing would announce itself with bright red light. Which sounds fine in theory since counterplay and all the jazz but we can already kinda see how it would play out through the example of all the trap killers that are in the game.
The moment DW is gone survivors will ran far away from the area the Legion player is currently at, potentially taking a mental note to come back and 'disarm' the trap once they are safe. IF Legion just hits them and not chases them they will start mending immediately depriving Legion of the chance to ever place a trap in the first place.
So in the end they wouldn't do much beside having a very small area denial effect?
Traps are only really effective if the survivor doesn't see you place it. Like look at pallet Freddy, fake pallets are 100% useless when placed in a chase, they only work if you set them up beforehand and even then, good survivors will avoid, find and disarm them.
I dunno, personally I'd just let Legion place his buddies from the getgo and maybe make it so they can only hit injured or DW survivors? Kinda like how in the lore they ganged up on one victim, all taking turns after the leader (Frank) stabbed him.
And I'd tackle the mending problem separately.
Also, Mob Mentality is a trap so perks, such as Small Game, will work against it.
Tbh I don't see what's the point of that if survivors would get an audio clue when looking at a Legion trap anyway :B
But yeah, as I said, kudos for thinking outside the box.
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Artifact rarity is reserved for the most exclusive cosmetics I believe, you pretty much have to be given a code by the Devs.
I think so far it's only used for Streamer exclusives.
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Let me link this cause this has some pretty dope ideas.
@brokedownpalace said:
Inspired by the medkit rework. Toolboxes and their add ons no longer affect the speed of gen repair and will instead:
- alter the size of good and great skill checks
- prevent gen explosions when you miss a regular skill check (not one from Overcharge)
- increase the amount of progress awarded for great skill checks (~3%)
- make the skill check warning sound occur sooner
- reduce the sound of repairs for anyone working on the gen
- make the aura of any gen you are working on (with the toolbox) appear to all other survivors in yellow
- reduce the regression speed when the gen is kicked (similar to BNP you will need to install a part which is then consumed. For the rest of the trial this gen's regression will be slowed if kicked)
- a very rare add on that let's you keep the toolbox and other add on when being sacrificed
- an ultra rare add on similar to BNP that you install which makes it so the aura of this gen never changes color, countering perks such as Discordance and Surveillance
- an ultra rare add on that let's you boobytrap a gen (consuming the toolbox and add ons) that will stun the killer for 3 seconds (one time only)
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It staggers content so people who only play periodically have a reason to return more frequently, perhaps? So it mainly benefits the company.
Tho tbh I don't really see how this is a problem even if you have limited time. Tomes never close if I understand correctly so you can still kinda do them at your own pace.
And also, the archive challanges are neither necessary nor sufficent to completely level up your Rift, you need the extra fragments from meeting the xp goals. So the archives being staggered won't be the thing stopping you from leveling up your Rift.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/751014#Comment_751014
Actually some survivors do in fact do this to be spiteful. They’re trying to make the killer DC.
I came across this weekly on PS4 in Australia.
If you say so, I personally don't think I ever had players like that on EU PC.
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Nah. I was here when the first shrine released and only one perk cost 750 on that one. If that's a thing then it was change I wasn't aware of.
Also, we do def get new DLC perks. The very first shrine itself had one from the latest DLC, Halloween. Ruin appeared in the Shrine just ~2 weeks after it was released.
If you don't see any new DLC perks in the shrine nowadays that's because there are over 100 possible candidates and only four slots.
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Hiding is not toxic or bannable. Not saying it's not aggravating but get a grip on reality, people don't do that ######### to spite you personally.
Most likely they were just waiting for the other guy to die so either of them can take the hatch.
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Uhmm, you misunderstand why some perks cost 2700. It's not because they show up the first time but rather because they are from the latest DLC.
Currently that means the perks introduced in the Stranger Things DLC. For the prior 3 months it'd have been Ghostface's perks. And before that it was Ash's stuff.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/745817#Comment_745817
I completely agree but it hasn't been confirmed whether or not the cosmetics within the rift will be unobtainable after the rift closes. They may be added to the in-game store seeing as buying them from there would be much more cost inefficient on our end, meaning the devs will get more money in the end.
Most rewards will be exclusively available via The Archives for a period of time and released into the Store at least 6 months after their Rift has ended. More information will be provided at a later date.
From https://deadbydaylight.com/en/news/welcome-to-the-archives
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@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/745160#Comment_745160
"Add-on reliant" means the killer needs add-ons to be viable at the highest levels of play. Which is EXACTLY where Nurse is gonna land. And it's all bc of the damned base kit change.
Revert the base kit change and the feedback to this would have been overwhelmingly positive.
Imagine thinking that you shouldn't have to use strong modifiers to counteract the strong modifiers of your opponent.
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The recharge happens concurrently with the fatigue, even without add-ons you'll have at least one ready by the time the fatigue wears off.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/744138#Comment_744138
It's also the time that Killer had it the worst.
You mean in general? For sure, but that mostly boiled down to map and chase design.
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@GodNap said:
I still think that legion needs a power to down survivor like, if hit 3 surv you have an insta down
I personally don't think that really does anything. You shouldn't tie the power of a killer to unoptimal survivor plays, in this case not splitting up and running away from the TR.
And if you tie a power to survivor actions in general it better be a damn good tradeoff. Like in the case of Plague, you can deny her Corrupt Purge but in return you are one-shot for the rest of the game and your stealth is severly hindered.
So how's the tradeoff looking for this idea? Survivors can prevent your one-shot but in return they have to... split up? So exactly what optimal survivors do anyway? You could say that's pretty much the worst trade deal in the history of trade deals.
Maybe if there was something to force survivors to group up, like removing the option to self-mend. But just on its own this idea doesn't really give Legion much.
Also, my persoanl take on giving FF lethality would be allowing it to down injured survivors who are currently NOT suffering from DW. That would A. give him lethality, B. would improve his stall game as survivors would actually have a huge reason to fully heal up, C. would give him additional options for playing chase, D. should pretty much avoid the whole tunneling issue.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/739687#Comment_739687
And that is exactly why we are talking about things to add or change. Like the Illusions jump scaring you with a lunge outta no where to fool you into thinking it might be the Real Doc. Or the seeing other survivors thing as well.
Try comboing Restraint with Insidous for some silly, cheeky jumpscares.
Honestly, imo Doc has one the better overall add-on systems, it truly allows you to make builds.
- Calm - Stealth Doc
- Interview Tape - Sniper Doc
- Restraint - as I said, combo with Insidous
- Order - fake pallets is just a generally okay power, combo with pallet-perks
- Discipline - I mean not having a red stain can help make plays at jungle gyms but it's not that amazing and can even be detrimental if you know how to moonwalk
Aside from tinkering with the rarities to meet the so-called standard (4,5,5,4,2), fixing Scrapped Tape and perhaps reducing redudancy ( like we really don't need a common version of Calm and stuff) I don't think they need much change. He needs some base kit tinkering instead.
Scrapped Tape: imo should be a full circle and be cast at the location you are looking with the imaginary crosshair being the center point.
In retrospect, late 2016- early 2017 was truly the golden age of add-ons, back before BHVR went down the rabbit hole of status effects and just plain boring number buffs; that was when we got Myers (Tombstone, Scratched Mirror), Hag (Rusty Shackles, Scarred Hand, Waterlogged Shoe, Mint Rag [tho her add-ons started out a bit weak but they did eventually get buffed down the line]) and Doctor (affliction system).
Looking at the Nurse changes tho it seems they are trying to get more creative with them again.
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Do you think being a no-ability basic loopable M1 killer is good? Because that's pretty much what this add-on makes her; a worse Legion, a trapless Trapper.
It might catch people off-guard the first time but after people catch on they just gonna loop her into eternity.
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I def remember being able to swing over them but survivors nowadays are a lot more cautious so it's hard to test. It's possible that they somehow unintentionally changed it or just forgot to document it.
But as a related matter, I wish they didn't act as a vertical force field and you could fly over them. It's really jarring how they stop your forward momentum while falling when you jump off from a balcony.
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There used to be an UR 'survivor' offering, the New Moon Bouquet.
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@Mister_xD said:
the thing with all the legion changes is, that they were not implemented with the intention to nerf the killer, rather to get rid of the unfun aspects of his power.
that, in fact, is the case with every single "nerf" he received during that time.
other changes that do not tie directly back to preventing the old legions unfun aspects can also be found, though those ended up buffing the killer (-> mms increase from 110% to 115%)
here's a list of changes and the reasoning behind them:
- the reduciton of Legions FF movementspeed: it was too easy for leggion to catch up to survivors after entering FF. there was no way of escaping the chase, since he would just press M2, ignore all your defenses and have cought up to you within just a few seconds. there was no skill needed to use the power.
- the vault speed reduction: this actually ties back directly to the very first change, though it was not intentional. it seems like the legion could vault things as fast as he was moving, so a reduction of the movement speed lead to a reduction of the vaulting speed.
- the legions attacks during FF no longer reducing the deep wound timer: because everyone hated that. he pressed M2, hit you and repeated that until you went down. there was no way to avoid that at all.
- the legion losing his FF after missing an attack: thanks to the 0 cooldown legion had after missing an attack, he could just spam the button until he hit someone. it was not possible to outplay a legion, as they would recover immediately and attack a second time right away. you could just not avoid being put into the deep wound status effect, so now a legion gets punished for getting outplayed.
- the deep wound timer not ticking down while in the killers TR: to avoid the legions moonwalk "tactic", where they would just turn around and follow the blood and scratchmarks of a survivor until the timer ran out and the survivor fell / they cought up to the survivor and just M1ed them.
- the killer no longer being able to see the deep wound timer: to avoid someone abusing the change above to track survivors. it would be like a pocked whispers, where you could always tell if someone with a deep wound timer was inside your TR or not.
- the stun increase after leaving FF: since legion is no longer a lethal killer during FF and has to break out, it would be very strong for them to just press M2, hit you, break out immediately and M1 you. thats why the stun they receive has been increased, so the survivor has a chance to get away.
- the increased FF time: to make up for the loss in movementspeed, the devs increased the overall time you are in FF. fun fact: with that change you travel more distance than before, even though the movementspeed is slower.
- the general movementspeed change from 110% to 115%: since his power is now only a secondary power, they have to be decent at normal chases without their power.
i believe thats it...
if i forgot something, just @ me and i'll add it to the list.
(i wont include add on changes... that would be waaay too long of a list then xD)
since legion is no longer a lethal killer during FF and has to break out, it would be very strong for them to just press M2, hit you, break out immediately and M1 you. thats why the stun they receive has been increased, so the survivor has a chance to get away.
Nah, this has more to do with the increased base movement speed. The stun is set-up so the survivor can have ~9 seconds headstart after the stun wears off.
Old Legion: 3*1.3=3.9m, catching up at 0.4m/s = 9.75s
New Legion: 4*1.3=5.2m, catching up at 0.6m/s = 8.67s
to make up for the loss in movementspeed, the devs increased the overall time you are in FF. fun fact: with that change you travel more distance than before, even though the movementspeed is slower.
Fun fact: you cover more distance by NOT using new FF. Any FF lasting <19s is a net loss of average speed, which wasn't true to old FF.
i believe thats it...
if i forgot something, just @ me and i'll add it to the list.
Old FF could be used partially charged. A real pointless change since they removed the DW damage mechanism and increased stun. With those two changes it's just an overkill.
Additional stuff: removed seeing blood from FF (not sure why?), increased TR (because new base speed), and you loose less charges from normal M1 hits (prob cause longer recharge time)
Personally I think that missed attack canceling FF is a good and healthy change, prob the one good thing they changed about them. It moderately increases the skill required to use the power, zero-punishment attack spam (even though it was a core identity of Legion) is like a 5-blink Nurse, just too many second chances to land a hit. Everything else is pretty much garbage tho.
One cool idea I saw in a thread was allowing you to down injured survivors with Frenzy IF they currently don't have DW. I think that would add back lethality to FF while avoiding the former 'unavoidable death' and tunneling problem.
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@Redcum said:
They're being extremely greedy as well. Paid DLCs in a multiplayer game, paid cosmetics, paid battlepass, events that cannot be completed without spending money, borderline OP perks behind paywall, etc...
The only thing left to do is add lootboxes to the game and we've got ourselves a very big cash grab. The game is great but in my perspective, the devs don't care about it, they only care about the money without caring about the players. May I remind you that legacy still hasn't been given back to those who lost it because of a bug that the devs created? And they're not planning on doing it btw , because that's how little they care.
EDIT : can't wait to get jailed or banned, even tho I didn't insult the devs, I just gave my opinion.
I have no issues with them making money, but I believe that for a game that cost over 100$ for the full content, I should be able to play without that many game breaking bugs and not have to worry about my whole progress disappearing.
??
Except that every perk can be acquired for free and 2/3 of the killers are or can be acquired for free. Most of the strong meta perks are all base game perks.
They gave away two complete full feature DLCs and one extra survivor, both really strong killers with one of them being THE strongest killer.
Most of the licensed killers can be played for free if you get their respective splinter offerings, with the exception of GhostFace and Demogorgon (@Peanits , where are the Splinter offerings for those two :(, did you guys forget those are a thing?). Tho you could make the argument that Splinter offering doesn't let you use Perks, which is a really stupid restriction, not being able to use add-ons and offerings + limited playtime should already be a big enough downside.
The game regularly goes on sale, like every DLC was 50% off just a few weeks ago when Stranger Things was released (happens everytime a new DLC is released). Before that we had the Steam Summer Sale. Before that an Anniversary sale. That's 3 discounts over a period of 4 months.
The most competitive outfit (Prestige 3) is free.
You don't need strong meta perks at R20. Or flashy clothing to play. Also, what event required you to spend irl cash?
Legacy complaints are valid tho, dunno why they can't just check the player's profile to verify that they could have it.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/736262#Comment_736262
So we would have a purple add-on that does half of pink one?
That's pretty much how it used to be.
Honing Stone started out as a guaranteed down. People complained it was OP so BHVR created an ultra rare add-on for Trapper called Diamond Stone which became the guaranteed down while HS was nerfed to 50% chance.
Then Trapper eventually got an add-on rework where Diamond Stone got changed to the current version.
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@Mr_Goodman said:
https://forum.deadbydaylight.com/en/discussion/comment/735187#Comment_735187
You clearly are in rank 15 if you have this mindset, they camped the hook with the remaining 3 generators.
Hold on for a second. So the last 3 gens were all near the hook?
That's a /thread, you're basically whining about the killer not throwing the game.
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I'm personally quite fond of that one idea of IH making hatchets piercing. It'd be a lot more quirky. I like quirky add-ons :>
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These def sound more fun and creative than his current ones.
One idea I had for him was a very or ultra rare add-on that gives him a big buff (movement, possibly?) when he is revealed. And in return he can can no longer mark people.
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One of the most unhealthy perk ever to be added, true to its name it truly ruined the game. :v
The whole meme about Ruin being mandatory is a self-fulfilling prophecy:
- killer puts on Ruin to combat genspeed
- survivors are forced to adapt by learning hitting all greats and/or all the totem places.
- now you can't take off Ruin as survivors will get the +2% progression from all the greats they can now hit, resulting in even faster gen progression than before people started using Ruin. Also all other totems are dead in 20 seconds.
I mean people prob would have gotten better regardless but Ruin really expedited it.
Also, it's kind of a "sweaty" perk.
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@BlueFang said:
https://forum.deadbydaylight.com/en/discussion/comment/726420#Comment_726420
But why? This would actually be a really nice change, and would be a cool reward for the Clown by granting additional points for hitting the survivors dead on
It should be left in
That's already what 'Bottle Toss' is. It's 300BP that you only get if you hit the survivor's hitbox with the bottle.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/725797#Comment_725797
It gives you more control. A neat little bit of tech you can do is stand above the basement stairs (with the stairs on your left) if you don't think you'll make it to the hook. If the survivor isn't running balanced landing, they'll fall and stagger, allowing you to mostly recover from the stun by the time they get back to the top. The survivor can counter that by not wiggling out. That forces the killer to either keep moving, or sit there forever as generators pop off. Making it automatic wouldn't allow you to stop wiggling until the killer moves.
It's a bit of a niche example, but there's a few places where it can come in handy.
Well, except that killer can just drop a survivor to force a wiggling out. Not wiggling is not really a counter to that scenario.
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Well, at first glance, this sounds more tedious while also being weaker and way less dynamic.
Stab Wounds Study shortens the 30 seconds to mend to 24 seconds.
Unless I misunderstand a shorter mending time would be beneficial for survivors?? Or do you mean DW timer?
·The survivor inflicted with Deep Wounds may mend for an amount of time equal to half the time they have been bleeding out in Deep Wounds. E.g. You have 10 seconds left before you are knocked down. In order to be at the 30 second mark once more, you must mend for 10 seconds becuase they have already wasted 20.
I don't really get what this supposed to mean. Do you mean that ignoring DW means you'll have to mend for even longer? 15s mending is already yikes, 30+ is 😬
·Upon hitting the fourth unmarked survivor, The Legion gains Killer Instinct of the remaining survivors. Hitting a survivor still in Deep Wounds will put them into the dying state. The survivor last put into Deep Wounds is immune to Killer Instinct and the down mechanic. Hitting a survivor not in Deep Wounds will still inflict them with Deep Wounds, yet not add any benefits to the Legion.
Well, that's something that would never happen, hitting all 4 survivors within 30s (aka before the first one had a chance to finish mending) without any sort of tracking (no scratchmark, no blood, no auras, no KI, slightly blurred vision). And all that for only a chance at an easier second hit.
This really doesn't give you an edge against seasoned, good veterans, just simply punishes unexperienced new players making Legion just another noob-slayer killer. There's a super easy counterplay: splitting up and keeping distance, which is already the optimal strategy for gen repairing. (And is already a pretty huge counter to Legion)
Also, since you worded it in a really specific way, what if there are only 3 survivors remaining? Can Legion no longer go berserk as they need to hit exactly 4 survivors? :V
·Cooldown of power extended by 7 seconds per survivor hit. Recharge add-ons left unchanged as they change the base time.
·Hitting a survivor with your basic attack lowers the cooldown time of your power by 15%
Yeah, sure, because getting punished for successfully using your power is a great game mechanic. That's why Hillbilly gets stunned for 30 minutes after chainsawing someone.
It encourages a higher skill level on both sides
See, I don't really think it does. The only extra skill being brought in is somehow being able to find survivors without any sort of tracking. Which really just puts you at the mercy of skill level of the survivors. They would decimate potatoes, probably, but would be helpless against anyone with half a brain.
But on the survivor side, I don't see any changes beside having to hold M1 for even longer. 😴
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There are def some sweet and creative suggestions here but I feel a few of them are overkill, like base movement speed buff AND incremental speed bonus together AND longer FF. Also, 13s is kind of an awkward duration.
That Legion pin tho. 20 seconds of hindered on a close quarters 4.6ms killer sounds absolutely bonkers, tho kinda depends on how big of a slowdown it'd be.
I find it interesting that you actually didn't keep the Broken status effect considering that in an overhaul like this it would actually be decent unlike currently where it is total garbage. Since a built in gen repair speed malus would mean there's a point to keeping them from healing. Or maybe that's exactly why you got rid of it.
For better readability I think you should put the +values for all add-ons instead of the new total. (aka, instead of saying "0.9 seconds for windows and pallets" say "-0.1 second")
Also, tag your OP with TheLegion, keep that tag rising :>
@Raven014 said:
My change to Fuming Mixtape:
- Frenzy has no countdown when in Frenzy (Infinite Duration)
- You can see Generator progress auras.
- Exiting Frenzy Cooldown increased to 5 seconds
- You can only hit one survivor per Frenzy.
- The Killer is affected by Undetectable during Frenzy. (You can still hear Frenzy noises)
- Frenzy's Charge time reduced to 0.
I am a believer that Red addons change the gameplay style in fundamental ways. This would give it a very different playstyle to the default Frenzy: Giving map awareness instead of pure pressure. I always thought Fuming mixtape was a good addon (at least right now it is), but it isn't as good as it can be. He can't apply pressure to multiple survivors at once, but can focus on one survivor, and know the progress of gens, allowing them to act on the information they know.
I am a believer that Red addons change the gameplay style in fundamental ways.
Same. The best add-ons (purple and red) are the ones that really change up how the power works. Like the Hag's Scarred Hand. I long for more add-ons like that.
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It's actually 50% as it's 10% per token.
I guess it could be increased, especially since it's a hex perk, but tbh Hunter is the easiest category to fill.
There's also another perk that gives increased Hunter BP, Beast of Prey, if you want a more consistent BP boost.
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@xXNurseXx said:
https://us.v-cdn.net/6030815/uploads/605/JRNE8C2B3VQW.png
this is the only real killer tier list everyone who disagrees is a liar.
btw i put leatherface only tier c for my love @GrootDude hes also tier d (pls dont hurt me honey)
btw i can also explain and prove every catgegorization with a zubatlel yt video so this tier list is waterproof
btw i can also explain and prove every catgegorization with a zubatlel yt video so this tier list is waterproof
You put hatchet woman in D, your list is not zubproof. Get exposed atheist
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@NMCKE said:
Survivors have a combination of 12 hooks, and a Ebony Mori reduces that to 4 hooks.
If something can instantly remove more than 50% of your objective then it is definitely OP, especially when it doesn't take a lot of skill to hook someone once.
Ebony Mori definitely need to be looked at in my opinion, so I definitely support @Judgement's idea. :)
Survivors have a combination of 12 hooks, and a Ebony Mori reduces that to 4 hooks.
Nah, that's a false way of looking at it. The Mori animation is the equivalent of one hook state so it only removes 4 hook state, not lowers it to 4.
A better way to look at Moris is that optimally a survivor has to be chased 3 timed to be killed, a total of 12 times for the survivor team. Ebony removes 1 chase per person. So it's only a 33% reduction.
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Legion def could use some tweaks but imo DW requires a re-evaluation as well.
Rework DW so it's less of a boring M1 holding debuff but more debilitating and dangerous. Treat it like a regular injury, aka only way to mend is with the help of a teammate, with a medkit or with certain perks and decrease base mending time to like 6-8s.
In return increase the base timer to like 60s. And certain actions, like repairing gens or runing, tremendously increase the speed at which the timer progresses to deter survivors from ignoring their injuries and slowing them down.
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A perk that uses a slot but only is a buff for other perks is a waste
You could run it to trick people into thinking you have an actual dangerous totem so they waste time looking for it. Not optimal but there is a use for the naked ToTH
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Neon Joey. I'm not too fond of the saggy pants of the DMC Joey skin but the rest of it is pretty cool.
The Susie skin is also wonderful, it's just so different and weird. Also, Susie's part of the story is quite tragic.
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Welcome to the Ghost Face side of life.
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Aside from the contagious part I had the same idea the other day. 👍️
I don't think the transmittable part makes sense and sounds like a bit of an overkill.
@sailormars said:
This just seems like a way to try and nerf survivors even further. You want to tell me that the best way to bridge the gap between solo survivors and swfs is just to nerf survivors in general?
Survivors don't start a match blind. This is more about making blindness have equal impact on swf and solo. And also just have an effect in general.
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The only insta-heal there is Adrenaline, both SW and IS have non-gen related time investment requirement and an activation timer.
Healing by default is not bad for the killer, it's valuable time that the survivor doesn't spend on a gen. Which is why Adrenaline is so strong, it compliments and encourages gen slamming; no need to waste time self caring for 32 seconds, just do gens and presto.
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A hotel/apartment complex with a working elevator that can be powered up with a generator
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@Th3Nightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/694936#Comment_694936
@Peanits sorry, but you're wrong, dying light can get up to a maximum of 9 stacks, 3 survivors x 3 Hooks is a total of 9 stacks x 3% = 27%. You cannot get 11 stacks, because obsession doesn't count.
You can switch obsession with Furtive Chase or DS.