sailormars
sailormars
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- sailormars
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The reason it's still active is because you haven't gone down yet. Once you take the hit, the next time you heal back to healthy your aura will be shown to the killer further than 16 meters. This will be true until you go down, then MoM will deactivate.
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I like how asking for a nerf this early is a huge no no but asking for buffs is OK and totally fair. Just look at how Spirit, who was already insanely strong in the PTB, got buffed to oblivion because people cried she wasn't strong enough as they didn't know how to use her. Make up your minds killer mains, either neither is ok or both are lol
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That's not a double pallet. Pallets can spawn 8 meters from each other and those seem to be about 8 meters. A double pallet would be if they were part of the same looping structure/obstacles. Those are 2 completely unconnected loops.
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Didn't know there was a Simpsons DLC.
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Same and it's annoying. There's a lot more lag/frame drops too that are so bad I crash into walls or start running toward the killer. Vaulting windows is buggy as hell and so are the servers in general. It started in the last few patches (the frame drops) but the jerking at windows and while running around is new.
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Happened to me as both killer and survivor. As killer it was with Bubba. I got hit with DS and was almost immediately able to hit them after. As survivor it was against a pig.
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I just saw this one not too long ago. I hated it because that door that's open for you in the saw room was closed for me, so the only way out of that room was through one side or the drop down. It made it unsafe until you completed the generator and opened the gate.
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Least Favorite- Spirit (especially with Stridor)
Favorite- Either Hillbilly or Huntress
Those are the only 2 killers that make me go "yes!" when I see them.
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i agree so much. I have a video of me staring at him straight on and for a bit, nothing happens. Then it starts to reveal him, he moves slightly to the left (no, not behind cover, literally just slightly to the left) and the reveal resets. And I go down, of course.
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@Fibijean said:
Probably. Usually when they release a new map, they significantly increase the chances of getting that map. This is for several reasons - partly so that players get the chance to experience and grow accustomed to playing on the new map, and partly to make it easier for the devs to gather feedback and statistics about how the map is performing in terms of things like kill/escape rates, hook/pallet distribution, etc.
It's not unlikely that they would have done the same thing with the new Lery's for the same reasons. I believe the way it works is that the chance of getting the new map drops with every passing day, so after a couple of weeks the map rotation should be back to normal.
It's also worth noting that the Badham Preschool maps are currently disabled, shrinking the map pool and thus making it even more likely for maps like Lery's to get selected.
I didn't now this, thanks! Also, how do you know that Badham is disabled atm? And why is it disabled?
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@apathytheclown said:
They’re fine now.
Thanks
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/931422#Comment_931422
- He’s been able to do this for over a year.
- It’s supposed to be his anti-loop tool. As in, if you get stunned you aren’t getting to drop that pallet or vault the window.
I know he's been able to shock and interrupt options for a long time, I mean why would they still allow him to do it withoutknow that he won't have a cool down? What counter play will there be? Literally he just needs to follow you to a pallet/window, shock you before you can reach it, and bam he gets a free hit. That's not skill, that's just pressing a button for a hit.
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Woah Woah Woah, his shock therapy is still going to make survivors unable to interact after this change? That's ridiculous. What exactly can you do then at loops? He just needs to shock you without having to switch stance and get a free hit every time. At least when he had to switch stance, it gave survivors a bit of distance to still reach a pallet or window.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/909438#Comment_909438
Have you tried going around those rocks..?
I have and so does the killer. That's why they're so unsafe lol.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/909438#Comment_909438
Have you tried going around those rocks..?
Yes, they should lol. If there are no safe pallets then every single pallet is a death sentence and removes the point of even having them. One example, as I mentioned, are the pallets connected to the temple. There is no point in having those there when all they have is a tiny little cylinder next to them. A killer can easily go around that and smack you while barely done with the throwing animation. They're so bad that they're pretty much just pallet cosmetics for the map.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/111631/dead-zones-on-new-sanctum-map
I'm sorry what..? Most of the pallets are moderately safe if not downright safe..the only unsafe tile is the temple and even then..the map is a nightmare for killer..its literally the corn maps all over again..everyone can sit in a Bush and be invisible
They really aren't. Every loop consists of small rocks on either side. The ones literally right next to the temple are ridiculously unsafe. Unless the killer runs in a straight line through it like an idiot and you get the stun, you're going down. Like they're so unsafe that if the pallet wasn't there, it wouldn't make a difference. Go around the map and you'll see there are no long Rock loops like in regular Yamaoka Estate. Everything is short. Then you have dead zones all around the middle with no pallets whatsoever. It makes no sense.
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Agreed. It's the worst exhaustion perk. Before, you could argue "Oh SB isn't the worst because so and so" "Head On isn't the worst because so and so", but now there's no argument you can make as to why BL isn't worse than Dead Hard, Lithe, or Sprint Burst. It's situational as hell unlike the other 2 and has no good incentive to balance that out. That's why the stagger passive was implemented, to give an incentive to running this perk over the others.
TLDR: Balanced Landing = SB and Lithe except one is situational and the others aren't.
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1. Adrenaline
2. Dead Hard
3. Lithe
4. Sprint Burst
5. Head On
...
...
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100. Balanced Landing (because it got absolutely gutted and has 0 purpose).
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God I hope it's the well deserved Spirit nerf.
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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?
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@Peanits said:
It's all equal.
Survivors have cakes, killers have puddings.
Survivors have WGLF, killers have BBQ.
Both have party streamers and gateaus.
Equal? BBQ without the BP gain actually does something. WGLF does nothing. Not very equal.
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I don't get how the devs think unsafe pallets everywhere are a good idea. There's no counter-play. Either you drop the pallet, and get hit through it or you drop the pallet and get hit no matter which way you vault. Let's not even mention bloodlust which just means free hits all around. You're right, you shouldn't need to run a specific exhaustion perk to make a map somewhat safe. Even with balanced, though, you're still #########.
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@n2njauwu said:
https://forum.deadbydaylight.com/en/discussion/comment/666476#Comment_666476
ye it shows u have 0 clue about playing vs gf , red ranks he is bullied and nothing he can do . cant eve stalk 100 % so please learn soome more survivor
This is basically your reply, "I have no way to prove you wrong and have 0 counter-arguments, so nah you're bad, he's bad, and that's why you're wrong!"
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/666481#Comment_666481
It is not like she can get free hits just doing nothing. Have you ever played as Spirit in high ranks? Experienced survivors don't fall for the act so easily. It is not like every killer has this ability o Spirit only has this ability. But she is a killer design this way and I don't think its BS. It makes her unique and skillful. The more you play against or as Spirit, the more you see the tricks she's got. So you can deal with them more easily.
Yes, I have. Either way you're screwed or she gets an advantage. Let's say she stands still and you walk toward her and she's not phasing. Ez free hit for her. Let's say you walk away and she's not phasing. She looks at the direction you're walking in, then starts phasing, and then bam another free hit. Now let's say she is phasing and you walk toward her, she'll bump into you and get a free hit. Let's say she doesn't bump into you, a good Spirit will phase around the spot they saw you last. She may not get a hit, but she would catch up to you with 0 cool down and still potentially get a free hit. No matter which way the spirit plays it, whether she stands still or actually phases, she's going to either get a free hit or a major advantage in the chase. This is a problem. And don't even get me started on if you're injured. There is no escaping that, you're just going down either way.
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@antgnstea said:
this mechanism is a huge part of her ability to mind game. So no, they shouldn't ruin it.
That's the problem. When a killer's best mind game is to stand still, then that's when change needs to happen. It's BS that she can get free hits by doing absolutely nothing lmao, what kind of gameplay is that?
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No, Ghostface is good as he is.
If you're having problems with a killer who doesn't need to mind game at loops and gets free 1-hit downs by lean stalking for like 3 seconds, then that's a you problem. Stalk, go behind a wall, come out and stalk again. His detection is so ######### that it's almost impossible to get spotted unless another survivor is looking at you from behind your cover.
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@Bloodlust_Gamer69 said:
https://forum.deadbydaylight.com/en/discussion/comment/650988#Comment_650988
Wow I can feel the survivor main vibes from here.
Legion is terribly underpowered and if you don't think that you never playd him at high ranks.
A decent killer should be able to at least get two kills at rank 1. Legion can't do That.
I've played Legion at high ranks and I've payed against him. Never seen any Legion struggle unless they keep making mistakes.
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@phantasmal said:
https://forum.deadbydaylight.com/en/discussion/comment/651108#Comment_651108
Getting the first hit in is not the halfway mark, you are completely overestimating the importance of the first hit. Experienced survivors often intentionally throw away the first health state just so they can use Dead Hard or get the on-hit speed boost to get to a better loop position. This is exactly why Plague is just a medium tier killer and why seasoned veterans pretty much never cleanse against her, they aren't scared of being injured.
https://forum.deadbydaylight.com/en/discussion/comment/651003#Comment_651003
Legion in FF will not catch up to a survivor who has at least 10m head start. If you see someone getting hit by Deep Wounds and then hear the TR all you have to do is just run. He will never be able to hit you with that instance of FF, completely negating what little pressure FF offers, aka ""easily"" keeping everyone injured. And even if he does hit you, by the time he does the first guy already finished mending and is back on a gen, not even bothering to heal. Why should he even heal? He has Adrenaline, DS, DH to bail him out if he ever makes a mistake and otherwise can just loop Legion into oblivion as Deep Wounds is extremely non-lethal.
Meanwhile the Nurse closes that 10m in one second. Like seriously, before Legion can even vault a pallet the Nurse already secured a hit.
But suuuure, these two killers are definitely on the same power level. Or even better, Legion is soo much powerful and def deserves to have 2x the fatigue (4s vs the Nurse's 2-2.5s) + 20s cooldown.
It really is. That's why mettle was such a ######### perk, it gave you two health states that gave you another chance when you threw your first one away. 1 chase can make a major difference in whether you win as a killer or not. The fact that you don't know this is sad. If someone throws away a first chase, that's them being idiotic. Who in their right mind would let themselves get hit just so a killer can bait their dead hard? It would make more sense to loop as much as possible, then get hit, and then use DH. I've never seen anyone use your "strategy" lmao. Any killer will tell you that even 2 minute can screw a killer over. Getting rid of the first chase greatly helps.
The Plague is different as she has to waste time getting slowed by throwing up on survivors. This is why she's a low tier killer, she can't get the first hit in until she's thrown up on a survivor for a while. High walls and loops make this even harder for her to achieve.
And again, you're not eking into account that the survivor doesn't always know where Legion is coming from or if they're even coming toward them. They can easily run into the killer. This is also a matter of how good you are. If you choose to go after the guy halfway across the map, then that's on you and you're obviously not going to get a hit. Even then you still close a whole bunch of distance that you wouldn't have done without FF. Mending takes much longer than a sprinting Legion's power, he can easily secure another hit and provide more pressure. If you're good, you'll get a down and get EVRN MORE pressure. It snot my fault you're just bad.
And uh, I'm not saying Legion is nurse level lmao. I'm saying he's not that bad of a killer that he should be able to two tap like the Nurse. What the nurse needs is a much longer stun time or a complete rework of her power, you can't even compare them.
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@Talmeer said:
https://forum.deadbydaylight.com/en/discussion/comment/650463#Comment_650463
I also think that the old Legion could have use buffs and I was honestly surprised as I had first time read the patch notes.
Imo, what the Legion would need now, would move back to the old state, so that she would have a good foundation and from there on we could move forward with buffs.
Sadly, this neutral point of few is not given in dbd and we can only hope that the devs one day listen to the things how they really are.
Btw. @sailormars
Have you ever thought that the Legion should also make fun for the people that spent the most time with the Legion? Aka. the Legion mains?
If I read crap like "he deserves that", or "a free hit" I can only facepalm.
Edit: I have a bit cut this posting. I don't like to annoy someone and have just let the core message stay.
Yuo but he should also be fun for the ones playing against him. I mean you can keep denying that a killer who almost runs at sprint burst speed and can ignore pallets and windows doesn't get free hits, but that's more on you.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/651029#Comment_651029
You obviously dont quite get the issue here...and I meant basic attacks drain his bar btw...and if you need a d strike stun for a missed attack your quite a poor player
And if you need to have your hand held after getting a free hit then you're also a ######### player. What's your point here?
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@ShyN3ko said:
https://forum.deadbydaylight.com/en/discussion/comment/651037#Comment_651037
I agree, first hits are easy.
Buts thats it.
His power give him 0,4 ms more fore 10 seconds, but stun him for 4 seconds.
Thats rly bad gameplay design. Survivors can outrun him with sprintboost. And his power doesnt give him map pressure, because he can walk more m in less seconds without power.
Again, you're completely underestimating and ignoring the first hit. With Legion, you can cut a chase practically in half. Any chase that you can do with a killer in 40 seconds, you'll do with the Legion in 20-30. That's major, and the stun time should not be altered just so you can get an easy down in the matter of seconds.
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@ShyN3ko said:
https://forum.deadbydaylight.com/en/discussion/comment/651003#Comment_651003
His power hurts him.
He could walk faster around the map without power.
And its not a nice feeling to get stunned for 4 seconds. From the gameplay perspective.
You're missing the point. There's no denying he's faster with his frenzy, which is why it makes sense for him to get a quick hit that injures most survivors then just get regular hits where it takes longer to get the first hit and longer to get the second hit. With gf, you get the first hit almost instantly on ALL survivors which then allows you to start a regular chase with one health state out of the way and other survivors heeling. It provides a bunch of map pressure if you know how to you. Still not seeing how his power should be made even better to the point where you can negate the chase of a whole health state and then almost immediately down them after.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/650996#Comment_650996
Yes, because if he misses he loses power..hits a survivor, loses power, forced into a stun every power use..cant use power to down ever...you dont think these things through clearly
If he misses a shot when he can catch up to you quickly? Yeah, he deserves that. Who actually misses an attack in high ranks? It's almost impossible to get 360'ed unless you're a rank 20. And no, he only loses his power if he hits a survivor twice as the point of his power is to injure the whole team to stall the game. The point of it isn't to down, which is why they buffed his speed. He gets a free hit and needs to finish the chase with his regular speed.
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Buffy the Vampire slayer
K: Spike
S: Willow
M: Sunnydale high or UC Sunnydale
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@ShyN3ko said:
https://forum.deadbydaylight.com/en/discussion/comment/649465#Comment_649465
Ok I think I will explain you some math in DbD.
Survivors movement speed while running = 4 ms
Sprintboost = 6 ms for 3 seconds
Legion = 4.6 ms
Legion ability = 5 ms for 10 seconds
Survivor vs Legion ability (10 seconds)
Survivor: 4ms* 10s = 40 m/s
Survivor with Sprintboost: 6ms*3s + 4ms*7= 46 m/s
Legion with ability: 5ms * 10s = 50m/s
Legion without ability: 4.6ms * 10s = 46m/s
Survivor vs Legion ability (14 seconds)
Survivor: 4ms* 14s = 56 m/s
Survivor with Sprintboost: 6ms*3s + 4ms*11= 62 m/s
Legion with ability and stun: 5ms*10 + 2.7ms for 4s = 60,8 m/s
Legion without ability: 4.6ms * 14s = 64,4m/s
What lmao, was this supposed to prove your point? All it proved was that Legion gets slowed after getting his free hit, which is a GOOD thing. Why would you went them to be the same?
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/649457#Comment_649457
No..just..no..getting d striked every time your power ends is far from ok.....its an insult to good players that the devs feel survivors need that huge a head start
Yes, just yes. Do you really think it's fair that a killer who can put you in the injured state with 0 skill, has 115% movement speed and 120% movement speed, deserves a short stun time to catch up to survivors? Lol.
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@Predator3174PL said:
https://forum.deadbydaylight.com/en/discussion/comment/649465#Comment_649465
Oh cutie, you would be suprised by this one. How many times I didn't catch up to survivor that was just few meters away from me without duration addons… Even with duration addons it's sometimes impossible to catch up to one.
Survivor will use loops for their advantage, because as a killer you have to make bigger curves at them and so, you lost your precious seconds on them. Unless they are using windows and pallets and then get hit by any decent Legion that doesn't run blindly after vaulting, but turns around to see if survivor isn't mindgaming them. Although I guess this happens only in low to purple rank
Oh cutie, all I got from your reply was that you're bad and can't hit survivors a few meters away from you. Vault the windows and the pallets and get the hit, it lasts way too long to miss from close. If you do, that's all on you and not the killer.
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@Karltastisk said:
https://forum.deadbydaylight.com/en/discussion/comment/649457#Comment_649457
his FF is 10% faster than normal you dont catch up fast if survivors start running when someone in the area gets it legion wont catch up without add ons
That's 1205% speed which is 25% faster than a survivor. More than enough to close the gap, especially since his power lasts longer now. I've started running when a Legion hit a survivor and still got hit as there was no windows or pallets to jump through. Either way, the instances where Legion does get a hit, a shortened stun time would make it extremely easy for him to get a down.
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My idea was that spirit can't hear any audio while phasing with prayer beads, but this would be much better than what is now too.
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He's a 115% movement speed killer who can catch up to you in a matter of seconds and get a free hit with his power. The stun time is totally okay where it is. If it was shorter, Legion would easily two tap survivors.
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When does you start seeing good survivors and non-tunneling/camping killers? Lol never. People want swf taken out, but it's the only way to have fun in this game as a survivor. I'm in red ranks and trust me, you get survivors like this MOST times. Very rarely you'll get a group of survivors who are on top of ######### that pump out Gens and go for hook saves. Even at this rank, most survivors you get are going to urban around the map and leave you to die on first hook. Or they can't loop for ######### and will go down almost immediately. That's how this game is. And killers at red ranks... Mostly Spirits as that's the only killer that doesn't have a hard learning curve like Nurse but has almost 0 counter play except iron will. Killers also still camp Hooks at this rank and for sure tunnel, so good luck.
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Revert Spirit's power cool down to how it was before her buff. Make it so that she only hears audio intermediately while phasing so that she doesn't get free hits any time a survivor is injured. Also I'd make Ghostface not lose his reveal progress when hiding behind an object. This way, he can't stalk, go behind an object when looked at, then stalk again and repeat. This would make it more fair for survivors. Also, I'd make MoM grant stacks with hook saves and exhaustion regain while running for lithe, DH, and balanced(not Sprint Burst). Oh yeah, and remove the useless and unneeded Adrenaline get-up animation that wastes half your sprint and allows the killer to just drop you and hit you as you get up.
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@Acromio said:
https://forum.deadbydaylight.com/en/discussion/comment/616397#Comment_616397
Even without a terror radius and a rest stain, Loser Face™ is still loud af. Crouching? Useless: his movement speed drops at 90% and his POV is hindered by whatever might be on the ground (grass and debris). His instadown that can only affect one survivor at a time? You're joking, right? You're never gonna get it against a team of survivors that are worth their salt.
Lmao imagine complaining about Ghostface. A killer who, unlike Myers, gives 0 indication of approach at the beginning of the game. A killer who never has to mind game as his red stain is already hidden. A killer who can get an insta down by stalking for 5 seconds. Ghostface is fine where he is, he does not need a buff.
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@TerminalEntropy said:
I think endgame right now is in mostly right place (and yes, Killer main here). If survivor needs to rely on finding the hatch it means that 3 sacrifices's been made before final generator, so this is Killer winning and there's no real reason for the last survivor to have truly good chance at saving his ass. And right now this chance is quite high, he might already know where the hatch is or simply be lucky and find it before Killer does, and even if Killer is there first there is still a chance that Survivor will unlock the gate. Odds are reasonable.
That being said.
I find the idea itself quite interesting, but before I go any further I have to to say this: no extra seconds, no real reason + it would only boost last survivor chances at opening the gate instead of the hatch.
Now to all those who swiftly said "No" up there - look at all variables in this idea. Acquiring extra key would mostly be viable with Plunderer's or maybe only then, 'cause without it would be pure luck, which is fine. The key appears after the hatch is closed so finding the chest, opening it again and then moving to the hatch would actually be possible only if a survivor knew already where the hatch is. Finding this random chest and then finding closed hatch would be rather impossible with the clock ticking.
So what that would give us - finding and opening all chests would become more important for S team in order to be able to identify the happy chest later = slows early-mid game. Survivor would have to act fast, so scratchmarks would be rather mandatory. Meeting all the odds to perform this would be very hard - all chests opened + localizing the hatch + Plunderer's to see the right chest. Without even one of those conditions this mission would be really impossible. And making Plunderer's a more interesting perk is an advantage in itself given the state of current meta perks. So yeah, instead of bombing the idea on the spot, it would be sensible to think how it should work in details.
E.G. How about making it not a key but a special item, a lock-pick that would start a set of special, difficult skillchecks during opening of the hatch.
So you're telling me that if a killer gets 3 kills they deserve an easy last kill? Cool, how about we add a mechanic where after all exits are open and all survivors are alive, the entity blocks the killer from camping near a hooked survivor and applies a free borrowed time to unhookee and unhooker. After all, after 4 still alive, it means survivors are winning and there's no real reason a killer should have a chance at securing a kill.
Lmao see how bullshit that sounds? A survivor should definitely still have a chance even after being the last alive. Right now, end game is heavily killer-sided. What we need is the timer to be slowed when the hatch is closed.
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Yeah sure, let me just walk around aimlessly while you chase survivors and down them. Gen rushing just means survivors are doing Gens... Aka their objective.
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You guys don't seem to understandthat making it reverse BBQ would be underwhelming. Why? Because a survivor seeing the killers aura for a few short seconds is not as helpful as a killer seeing survivors for a few short seconds. One gives a major advantage, one doesn't. I like the BT idea and hope the devs look at iinto that idea.
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Why should they remove a perk/change the perk just for that? OoO also allows you to bm the killer and from afar and yet I don't see people calling for it to be removed. Why? Because it's useless and killer mains only cry about a perks that actually give survivors a benefit.
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@Zarathos said:
Give and take buddy. You cant just say survivours needs buffs thats just stright up inaccurate. Survivours are the stronger role on average.
No changes to pallet limits? Fixing existing obnoxious structure loops? Regression on gens increased? Until you relent certain advantages it makes no sense to just blindly buff survivours.
Are they? Because less than 50% of survivors escape on average. The strongest map, Rotten Fields, has around a 40% escape rate. But yeah, survivors are the power role.