Avatar

Gaala

Gaala

About

Username
Gaala
Joined
Visits
225
Last Active

Comments

  • Old ruin was a skill that survivor needed to master, that is now useless. Back then a lot of people could hit those perfect skill check almost constantly in red rank and that was a "wall" that you needed to pass in order to go to higher rank (before they dropped the requirement for survivor).

    To killers, was something that helped them during the initial stage of the game (guess what, this didn't change... we still have those slow start to get rid of some pallets) specially for slower killer like trapper, myers and hag. To survivor, a skill that show that you belong to that red rank. Now is only good with killer with a lot of mobility and that can down survivor fast.

    There was 2 problem with Ruin. The first one is the buff to it (long, long time ago) that changed from "2/3/4 survivor affected with 5% regression" to "4 survivor affected with 3/4/5% regression". This didn't change anything to already seasoned player, but make new player miserable, cause everyone is affected. The other was that killer would stack ruin + pop + thana costantly (+ freddy addons) to make them impossible to do it.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2781157#Comment_2781157

    They absolutely are when boil over actively exploits them. Like many others have said, the changes shouldn't have even made it to live.

    Boil Over is situational. Can be abused, but playing normally isn't a great issue. THEN you have map, that are the real problem. Without changing Boil Over, just adding hook on those area (top of Saloon, Top of RPD library, Top of Crotus) remove completly the problem. And it's nothing new, they did it some times ago on top of Thompson House, when they discovered that you couldn't hook a survivor if they go down in front of the chest. They simply added a hook. And that's what they need to do in this case too.

  • Unfortunately for you, killer don't complain about Boil Over that is op, but that it can be abused in different maps.

    Now, if the devs acknowledge this abuse, they can "fix it" without touching the perk (adding hook on those area, like they did on top of Thompson House), otherwise, it will remain a situational perk (normally) that can be abused.

  • @CluelessWanderer said:

    You mean the Hag isn't supposed to be able to fly? /sarcasm.

    After about 9 mos of not seeing any notable hackers, in the past 8 weeks I've encountered 3 flying Hags.

    There is a killer called "Hag"?

    Jokes aside, when you face it don't give him any satisfaction. Don't condemn them, don't try to belittle them to use hacks. Just, don't talk to them. Just move to another game. And if you happen to find a survivor one, ignore him or, even better, go to the basement, face a wall and wait for them to finish the gens and get out (look at something else in the meantime).

    Don't give them attention, they feed with that. More attention you give to them (in chat and ingame), more inclined they will be to cheat again. This is what us common player can do right now.

  • Survivor = istant morning, Evening from 1 to 5 minutes (worse as time pass), Night = Up to 15 minutes

    Killer = Up to 15 minutes in the morning, evening from 5 to 1 minutes (better as time pass), Night = istant

    At least this is my experience, though i switch side when the queue took too long.

  • Problem is, that there is basically 4 windows. The LT loop that spawn on a bottom corner, the windows on top of the bathroom, the high one and the one in the cold room. That's it. You can't manage to loop a killer with only this 4 windows, and to compensate we have a lot of pallets, to break or to drop. To reduce the pallets they have to add more windows, but to do that they really need to change completly the map (and right now they are working on other maps).

    The worst is when you actually play the killer with bamboozle, knowing too damn well that the perk will be unused the entire match.

  • The complain about noed are hilarious.

    The killer was really bad and survivor had plenty of time to cleanse all the totem? The perk is bad cause reward bad killer.

    The killer did good the entire match AND have noed after all the gen are completed? It's still a bad perk cause survivor didn't have time to cleanse them all. Even though the killer could have used something else that helped in during all the match.

  • That's actually true. The survivor skill are seriously low. I can understand someone having a bad chase, get caught in a bad spot etc. But not doing anything (specially generator, the main objective - we don't even have a mission to cleanse totem in this rift) when the killer is on the other side of the map is pretty bad.

    My personal one (as killer) : survivor going to the rescue to basement, wait for the hit and then unhook (had BT). The unhooked try to bodyblock (didn't hit him) only to vault to the windows and get grabbed. No DS. Got back to the basement.

  • Artist Main :

    BBQ, Scourge Hook : Pain Resonance, Scorge Hook : Gift of Pain, Hex : Devour Hope, Hex : Undying and Agitation.

    Nothing blatantly strong (the first 4 are actually my build rn), with undying to help DH and Agitation to reach the Scourge Hook.

  • The real problem is not 0k or 4k. It's just that the game goes too fast. If the survivor are any good, and you don't play one of the strongest killer, HALF of the survivor objective are already done in the first hook. This is stressful, you don't have even time to check a generator that isn't worked on without risking your precious time.

  • Problem is the costant complain. Boil Over is just the new one.

    Is Boil Over any good? No. Can be abusable? Yes. Simple solution : adding hook on the place that are abusable (top library RPD, for example) to remove those abuse. Nothing hard, nothing "gamebreaking change", no need to nerf. Nothing. Just, one more hook. They did it some time ago on top of Thompson House (to prevent this exact problem), they can do it even now.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2767874#Comment_2767874

    But that's the point, multiple charges can't stop looping. As soon as you see her place down two you know you can safely do what you like outside of a direct hit because you are guaranteed enough time to get rid of it before she can capitalise on it.

    Don't know if i understood what you mean, but a good Artist don't place the crow in front of the loop, but at the side, facing the loop (example, don't put a trap in front of the window shack, but on the edge facing the window). Survivor can't actively going on them to prevent the hit and only get swarmed. And, if they are previosly swamed, they can't vault or drop a pallet without losing the progress of repel action, so you force them on a choice, and you capitalize on that. Finally, if they take the idle crow, you can even not summon more crow, wait for the short cooldown and starting from there, and in the meantime closing the gap for a normal m1 attack.

  • @anarchy753 said:

    Personally I think something needs to be done about her cooldowns/repel time. It's nonsense to have multiple charges when using more than 1 guarantees they can repel before you can launch a damaging crow.

    The multiple charge is to stop looping. If you can actually use all the charges over and over without the time for the survivor to repel them, it will be too strong. As i said before, i use 3 charges only for the shotgun style. Imagine doing always a shotgun style to every generator. That will guarantuee to always damage survivor, even from long distance. No, it's fine like this.

  • Actually artist main (for now). Yeah, the basekit is fine, specially after you manage to understand the travel path of the crow. The crow is good on loop, either as trap (place it and when survivor are in front of it shot for damage) or swarming them and they need to choose between dropping pallets / vaulting or continue repelling, giving you another choice of hit them with m1 if they continue repel, or place other crow and hit them with those. I could say that the 3 crow cooldown is a little too big, but i hardly use all 3 crow if i'm not doing a shotgun style damage to a survivor already swarmed.

    So : Basekit is fine, addons are (more or less) fine. Swarm IS a threat. I hardly see a survivor finishing repairing a gen or cleansing a totem when swarmed and not go down, even from distance.

  • The feature will certainly reduce the gap between solo and swf, but at the same time, is useless. Not because of the lack information (solo) survivor have, but because of survivor. I always run Kindred for the incredible amount of information it gives me in every situation, and to my teammate when i'm hooked. And i can't count the times the survivor let me go on second stage when the killer didn't camp, hide in proximity of the hook when the killer camp (for at least 1 hook stage), or just everyone run at me to farm the bp. This is not about solo that don't have information, it's about people that don't know how to play optimally.

  • Not many point with them. Nor pip to reach the higher grade. Only high mmr cause you kill all of them. Overall, very bad. Not recommended 1/5.

  • I puts my build on it, cause i'm actually maining her now. It's pretty solid, but i think there is something better. The killer meta is still good on her (Undying / Ruin / Tinkerer) for the ability to protect totem even on distance.

    BBQ, Scourge Hook : Pain Resonance, Scourge Hook : Gift of Pain, Hex : Plaything.

    The main point of this build is to focus only on hook. More hook = More gen regress and More time healing (with a malus after they heal). Plus Plaything that help you sneak survivor + give survivor something to do other than gens (genrush op).

    The best tips i can give are the following :

    At the start of the match, use all the crow you have on the 3 most promising generator, high chance to find someone. If multiple, pick the closer one, of course.

    Don't trap a loop in front of the windows / pallets, instead do it to the side. For example, on shack, you don't have to use the crow in front of the windows, instead you will place the trap on the outer edge of the shack that face the windows and use it when the survivor vault.

    When chasing a survivor, put a swarm on them. Doesn't matter that you will not damage them. Once they are in a swarm, they need to repel them, giving you a chance to down a survivor with normal hit, if they continue repelling and don't vault / drop pallet you can hit them normally, or if they do one of the previous action they need to start again repelling, giving you time to summon more crow and damage them.

    Use the crow to block path and force survivor on less loopable area. If they don't, swarm them and see above.

    If you see a survivor repairing a gen / cleansing a totem with bbq, don't use all your crow. Use only one, so your cooldown is low. After he's swarmed he will start running. Shoot then all 3 crow on the location he will probably running (shotgun style).

    Don't use always all the crow, specially if you only want to swarm. Max 2 if you want it. And if you are not sure that the crow will hit him, don't try. Let the crow disappear and restart after the cooldown.


    As now this is all the thing i can think about. After all, you need to have a lot of map awareness to make the best of crow that you set. You could swarm a survivor with the first crow that you set that have a weird angle cause the survivor, running away, ended up in the line of it. Hope this will help you.

    Edit : Forgot something. Instead of checking locker, specially if multiple (i'm looking at you, loop with 5 locker one beside another) to see if there is a survivor inside, use a crow on them. If there is someone inside, the killer instinct will trigger, giving you the exact location. Still, watch out for Head On.

  • Instead of gen tap to prevent the gen regression, the gen should regress until the survivor don't repair the gen at the exact % before it was kicked.

    Example cause i'm pretty bad at explaining : Gen at 80%, killer kick the gen, start regressing, survivor jump on it again, need to repair that gen to 80% again (showed by a bar maybe) for it to stop regressing. Otherwise, it will continue regressing until reach 0, at that point it will not regress anymore if it's not kicked again.


  • Well, CoH IS the only problem... about boons, at least. Exponential and Shadowstep are powerful too, but they require you to loop the killer / downed in that area to make effect. And the killer can pick you up immediately (for Exponential) or snuff the totem istantly / don't rely on scratchmark (for Shadowstep).

    Instead, CoH is basically a healing area (not that small) which you can heal yourself as fast as you can do with a medkit, but infinite time (if the totem is snuffed, you can just place it again) or another survivor could do (but that require another survivor, that is not working on gens - gen rush op).

    In my opinion, boons are fine (as mechanics) cause they will turn survivor away from gens, for a little time, and the killer can snuff them in 2 seconds. But yeah, CoH should have a lesser range considering how powerful it is (don't know after the nerf, we'll see). Or should reduce the aura reading of that totem (for survivor), so they need to actually be a little closer before knowing where it is.

  • The thing is, they removed the istashot (which is fair enough) AND give him 32 meter TR because with Monitor&Abuse the killer could potentially shot you outside the TR. Not like M&A should have some other use, right?

    If the killer can see you and have LOS to shot you, you could ######### see him. But no, survivor are too busy on the gens to look around in their third view. They need to rely on audio. With the future implementation that you don't have to hold m1 anymore to work on gen, it will be even more difficult to check around for a sthealthy killer. And that's why all (semi)stealthy killer will have, in future patchs, 32m TR by default, no matter the killer power.

  • @[Deleted User] said:

    Franklin's would just have to be reworked to have the item dropped where the survivor was injured, not at the killers feet.

    And it.. really depends on the killer too. I don't think the doctors static blast should be able to use franklin's for example, it takes no skill, and with certain add-ons he can hit almost a whole map at once. It's not really an 'attack' either, as it doesn't injure the player.

    Whereas a hatchet should absolutely be able to make survivors drop items, have you seen the kinda aim some players have? If you hatchet me from like 20 meters away through a window, you deserve that bonus! Lol

    Yeah. For Special Attack is basically all attack that inflict damage (Hatchet, Legion FF) and maybe yes, they should apply Franklin. But not if the item is dropped on killer feet. I don't use it a lot, so i didn't even know.

    @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2727025#Comment_2727025

    That does not mean it makes sense to have a perk and an add-on that do the exact same thing. Again, lazy design.

    https://forum.deadbydaylight.com/en/discussion/comment/2727044#Comment_2727044

    At least the ones that inflict Mangled have some sorta purpose to exist since Sloppy currently only works with basic attacks (which is why I'm not a fan of OP's idea). But yes, I get what you mean.

    Yes, but if they change, in this case, Sloppy to activate even on special attack, you can decide to actually use sloppy as a perk, and take other addons, or sacrifice one addons for only the mangled effect (the addons don't give hemorrage) and equip a different perk.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2727003#Comment_2727003

    That's lazy design that defeats the point of separating add-ons and perks

    Also, it most certainly does not if you propose stacking them. Not to mention that if you're only using that version of Sloppy, then all the add-ons that inflict Mangled are just pointless wastes of bloodpoints.

    Unfortunately, that lazy design is common on most of the reworked addons. We have hatchet, bear trap and Bubba chainsaw that inflict Mangled. We have Shop Lubrificant (Bubba) that his a low level Knock Out. We have Metal Spoon (Nurse) that's basically Stridor. Black Box (Nightrmare) that is too a low level Blood Warden.

    Personally, most of them should trigger on special ability. I don't see the point of having a "special attack" as killer and don't create fun build around it cause the perk don't trigger for it. They did it for Third Seal (i used it with Legion, fun times), don't see why they can't do it for the other perk.

  • @Opekyn said:

    ######### were you even thinking making this in a requirement for a single match - in the SECOND tier?!

    I know most people did this when the Custom Game lobby was bugged, but ffs - fix this. The only way people are completing this is with a bug or explicitly farming with killer - neither are healthy for the game.

    12x matches specifically going for this achieve.

    You need to find the right killer. To be precise, you need to face The Twins. After your teammate go down by victor, kick the baby and heal your teammate. I did it like this, with the perk you use.

  • I think the only thing Overcharge needs is a combo with Oppression (with all the gen not worked on gain Overcharge) and Surge (all gen affected by it gain Overcharge). After all, on the score list, when Oppression and Surge are used, it listed as "damage generator", and Overcharge state, in his description "Overcharge a Generator by performing the Damage Generator action".

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1856571#Comment_1856571

    Oh geez.. where to begin. Well, your whole example of me only spending 360k bps on those keys is not considering the millions I had to spend to even make that many show. And nothing is guaranteed in the blood web either as far as I know. Last night I had I think 4 matches with different killers who each played franklins. I lost 2 keys to franklins and a 3rd was picked up by another survivor who was able to barely escape through the hatch with it so that worked out. Franklins is a permanent perk you can use forever. Items are not. I can play addons to preserve the key on death or even after use but no matter what I attach to the key franklins will delete it if I don't pick it up in time.

    I do not make 20k bps per game that I am tunneled in. In fact many of the matches where I am either camped or tunneled early in the game I lose my item and end the match sometimes with less than 7k bps. Using keys is very risky also. A lot of killers in purple ranks and up know about key plays and they are going to check the hatch as much as the doors if possible. Even in the fair matches where no tunneling or camping happened I sometimes get downed and die with my key being lost. I don't know why some killers have this idea that playing a key is just this super unfair advantage a survivor has over them. That key is conditional. Your franklins is not. You hit a survivor with franklins and your item drops. No other requirements. I have to do all 5 gens to even be able to use my key if everyone is alive when that happens. If only 1 survivor dies I still need 4 gens done. If 2 die I need 3 gens done. The key is very conditional. I can't tell you how many games I died and lost the key because we simply did not get enough gens done and there are killer builds that make doing gens a very hard thing to do.

    I just want to have peaceful and reasonable discussions about this. Its just feedback. There is no need to get all worked up and try to make the person you don't agree with with feel like they're just flat out wrong. We can disagree but ultimately this is a feedback forum and everyone should post their feedback based on their experiences in the game both killers and survivors.

    Lets talk about ideas that could be potential changes to the things we don't like about the game. In the case of franklin's demise another idea I have is to instead of changing the perk itself, give survivors an addon that prevents the item from being dropped when hit with franklin's. Addons makes items more powerful. In the case of a key, I would have to take up a slot that could be used for being able to see the killer, other survivors or prevention from becoming the obsession in exchange for having protection against franklins. Maybe give the addon charges for example it will protect you from 3 hits from the killer and after that the addon stops working. I still also like my other idea I mentioned before in how the perk can simply disable the use of the item for a duration rather than making you drop it. Both to me seem like reasonable changes to franklins.

    Did you ever think about the fact that the killer is using Frankling is BECAUSE you bring a key in the game? Try play some game without a key, and see how many killer run that perk.

  • Just use a Pudding Offering and you are good.

  • As the one before said, survivor are the dominant side of the game. No matter what perk you use, you can still escape, cause the perk will give you only some more advantage in chases or a second chance to regain yourself (DS, BT, Adrenaline, UB). As killer, if you aren't playing in green / yellow rank you are FORCED to use 1 or 2 slowdown perk. If you don't, you are gonna lose, if survivor don't screw badly. That's enough to determine where the balance is pending.

    Lastly, even the dev admitted implicitly that the game is survivor sided. With the last chapter, we have a new achi that require you to play a game, repair a gen and escape. Without perk. It's hard? No. They even said "meh, 1 time it's too easy... let's them do 8 times".

  • My opinion is complicated.

    Some times i don't need it.

    On the other, circle around a pallet 4 times before the survivor drop it and tbag me isn't fine. Even worse if they do this (and they do) all match. Specially if they is a close windows where the survivor can extend the loop (i'm looking at you, badham).

  • @JacobD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1687196#Comment_1687196

    Yeah but its an objective that if you're only running noed you have no idea you even need to do. If noed had some kind of tell I'd be a lot more okay with it, but as it is now its just hey do this thing that wastes time and doesn't get you any closer to escaping except for the maybe 10% of games where a killer only brought noed. Plus I feel it gives newer killers bad habits as kind of a crutch perk that will usually only get you an extra kill maybe 2 after you've only gotten a few hooks all game and will sometimes get you a 3 or 4k where as if you don't use it you can use perks that will actually help you throughout the entire match and won't teach you to rely on a perk that only comes into play at the end of the game.

    DS, UB, SG, DH, BT and much more are the same for survivor. You can't tell they have it until they use it. 2 faces of the same coin.

    Maybe this give the killer a bad habit, sure. But, not bringing it will give a bad habit to survivor to not cleanse the totem. Balanced even here.

    If the killer only got a few hooks on the game, it means the killer skill level is lower than survivor. And that means survivor have plenty of time for totems. Again, it's survivor fault.

    On contrary, if Killer manage to kill everyone without using NOED, it means it's skill level was higher than survivor, and he played with only 3 perk on the whole game. That will let the killer though that maybe it's better to use that perk for something else.

    Survivor don't win until they escape. Killer don't win until they are killed. This is the final truth.

  • @JacobD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1685727#Comment_1685727

    Uhh last I checked totems arent required to escape and a killer has lost if they don't protect gens, so wierd take here.

    They aren't the main objective, sure. But the secondary one. If you are killed for neglect the secondary objective, the problem is you / your teammate. For the same reason that, if you don't do the optional quest on some games, you will not achieve the "good ending" but the "bad ending".

    BTW, killer didn't lost until survivor escape. For survivor is the same. They don't win until they escape.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1685615#Comment_1685615

    Ummm there are far more combos than that. Thana sloppy, surge corrupt, dying light thana, devour TOTH etc. Killers already have so many good combos that having one that completely changes the speeds at which gens are able to pop is just unessasery and tedious.

    For your cleansing point, well did you take into account that you actually have to find AND run to each different totem, WHILST avoiding the killer as if you're pushed off you loose all your progress, WHILST having to deal witht he fact that undying allows the killer to see when your on a totem. No the killer cant be everywhere at once but its not hard to pressure multiple places and get downs leading to even more pressure.

    And for your ds argument, i'm not here to discuss that. Yes maybe ds should be looked at again at some point but this is literally the only perk which is consistently tedeous to good killers, and even then it can be avoided.

    1 - I meaning the top 3 combo. At red rank, when playing survivor, it's 90% one of that 3 combo. And Ruin doesn't change the speed are able to pop. That is 80 seconds. The killer can change the gen speed only with Thana and Dying Light. Ruin + Undying only regress it IF there is no survivor that work on it.

    2 - I don't know what did you read, but not all, ofc. You are NOT alone in the game. It's 5 totem for 4 survivor (same as generator). You come across them while travelling from a gen to another, or when in chase, or even when you are hooked. You can't expect to do all the work. You need to share the work with your teammate. And, if the killer see you cleansing the totem... so what? If he comes for you that cleanse it, it leave the gens and a probably chase. There are other 3 survivor that are free to do gens and totem.

    3 - I brought the combo DS / UB only to compare it with Ruin / Undying. As you said, this is not the topic to discuss that. But, at the same time, they don't require anything to do to made it usable.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1685459#Comment_1685459

    So your solution is force everyone off of the origional survivor meta perks and make them all use detectives and small game. Sounds like a pretty unqiue and totally original build to me.

    Also you know how much time you have to waste to cleanse five totems? The time it takes for survivors to get almost two gens done. And that's assuming u find all the totems straight away, the killer doesn't interupt you and ur in a co-ordinated swf.

    Well, your solution is basically force the killer to run some other perk instead of this.

    As now, there are at least 3 good combo on killer. CI + PGTW, Ruin + Undying and Enduring + Spirit Fury. The last one less used cause Enduring was nerfed a little and now only work on pallets.

    I don't want to talk about survivor, we already know the combo the red rank are using, but it's basically the same. Killer can't force survivor to change their perk only cause killer don't like it. And survivor can't force killer to change their perk too for the same reason.

    Cleansing all 5 totem is 12*5 = 60 seconds. It's a little less than a generator, so i don't know where did you take the 2 generator time. To circle around and trying to find it? Survivor aren't alone. You need to hope your teammate do the totem too. If not, you can bring a map or changing one of your perk.

    @Withered8 said:

    Ok i've made a thread before about how i really disliked the ruin undying tinkerer meta and i've come to the conclusion that it's not as bad as i may have claimed it was before, but I still think it needs a change for two reasons.

    1: There's no need for the killer to activate it or work for it or change their playstyle for the perk or anything, yet it's still very strong. If we look at a few other strong killer perks you can see that they have conditions, drawbacks and require the killer to do somethign for it to work. Pop/BBQ/Dying light: You need to hook people. Surge/Infectious: You need to down people. And for those which don't they often have big drawbacks such as the ability for survivors to wait out corrupt and work on other gens. Ruin undying does all the work on its own and the killer basically doesn't even need to register that they have the perks on as it does all the work for them, much why the old ruin was changed.

    2: Inconsistensy compared to other hex's + undying. Pretty much all other totem perks have a penalty if they are popped with undying still up, such that you loose all your stacks which applies to most hex's. Ruin however doesn't get any penalties or anything when it is popped whilst undying is still up and the game goes on as if it was never taken out.

    Thus I've come up with one potential solution to the perk. If ruin is cleansed whilst undying is still up, ruin is deactivated for a minute or so. Whever it could be cleansed or not during this period I woudln't know but let me know your thoughts on this and any ideas for a change that you might have. I don't nescaserily want it too much weaker but rather more managable for survivors, especially solo q.

    DS and UB doesn't need an activation (exept a skillcheck) and don't need survivor to change their playstyle, so your argoment is invalid. You can't nerf a side cause doesn't require an activation and ignore the other side that are the same.

    The other totem have penality cause they have stack, and Undying doesn't transfer stack. I think is fair, cause, with DH or HL the game will be... tragic. But this are strong hex. The counter to Ruin, when is still up, it's cleansing the totem OR repair a gen, that is your main objective. Killer can't be anywhere anytime, so you have plenty of time to pop some gen even with Ruin + Undying up.

  • Never had any problem with Spirit.

    The reason? Spine Chill. Outside chase, he let me know when she is coming for me, and i can escape before it reach my gen (if phasing, i simply walk in his direction. No one check the spot where she started phasing). In chase, i know if is behind me or not and i can doubleback and know if it's still behind me. Rarely, i let the spirit think that i jumped in a locker with QeQ (specially on Haddonfield) and escape.

    I will still go down with an experienced Spirit. But it's fair that an experienced one beat me. Every killer should be able do down a survivor. If not, it's a skill problem. And no one can win a spirit alone. Obviously, the teammate that go down so fast doesn't help, but this is not related to the killer.

    What i don't like is the people that deemed "unfun" every killer that find hard without changing ONE BIT their strategy of looping and go around a pallets with their unshacken perk. Try be more stealthy, and try, when she stop moving, to NOT GO near a pallet. It's the first place where she will try to hit.

  • I thought the only problem survivor had with the old legion was the moonwalkin thing. It seems i was wrong.

    I think there is nothing wrong with downing survivor with FF. It's like asking Billy or Bubba to not use the chainsaw, or Spirit use the Phasing, or Doctor using the shock cause there is no counterplay, when it's completely wrong. You can still stun it to end FF, or you can do a window or locker juke to bait him for a hit and end his power prematurely. And if you don't use the Frank Mixtape addons, you need to wait for it to recharge completely before using it again. And you will still need to use 2 more times after the first FF (not only once like at first with the addon). And, if you hit a survivor with FF that has already DW, the fatigue is 4 seconds (it's only 3 if you use the Cold Dirt addon. And even if it isn't wrote, i think, and hope, they will not stack). You have the hit sprint + 4 seconds to run him away from the others. You will going down, at some point, but this is true for every killer. And if you don't go down, it's a difference of skill.

    For Thana and Dying Light, we still need to see if the change will go up and if the change thana % like some ask, so i don't talk.

    Saying that Mending for 1.5 or 2.5 second more (from the basic 12 seconds that are now) is frustrating is crap. Like saying doing the totem to prevent NOED is frustrating, even if it's the same time. But i can accept that both effect can be.

    Finally, as i always said, it need to be tested before considering something too powerful.

  • I think is fine, though some test are needed. As for now, i think that Legion without addons is good, but with some drawback. With addons, you reduce that drawback, or improve other aspect (like speed or the ability to destroy pallets istantly in FF). As now, i can't think of any combination that can be considered too powerful. The best combination, in my opinion, is Iridiscent Button + Frank Mixtape, but it's nowhere near some other powerful combination of other killer like the istadown Huntress, or Trapper with trap that down survivor that free themselves and that reset automatically after 30 seconds.

    But as i said, it needs testing first.

  • DS is good, but 60 seconds of invincibility are not. And for Invincibility, i mean doing a gen in front of the killer or doing an unsafe unhook with BT cause you know that, if you are picked up, you still have DS. Slugging is also not always an option, cause UB exist. And 90% of the survivor that use DS use even UB. If you really want a true anti-tunnel perk, it should deactivate when the hooked are fully healed, repair a gen, heal a teammate, search a chest or cleanse a totem. Or even when the killer hook another survivor (after you where rescued, not before). Cause, if you do any of this action, you are not tunneled. If they could change DS like this, even without timer (so it stay up until you do any action or the killer hook someone else), it will be still more fair than now.


  • @Szarman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661891#Comment_1661891

    Also I forgot to say. I was thinking about adding an additional cooldown when hitting a deep wounded survivor in Feral Frenzy. Weapon Wiping effect like when the Legion came out, that would last for 2 seconds, and then normal fatigue that would last for 3 seconds. So that would be 5 seconds of cooldown, giving survivors more time to escape. Could you tell me what would you think about that change? :D

    5 seconds of "stun" are going to penalize him a lot. It's basically a DS stun. The survivor will gain tons of distance, with 5 seconds + sprint from hit. Maybe 4 seconds of only fatigue, like now, if you hit them again in Feral Frenzy when they have Deep Wound. Like this, you can choose to end FF manually, and having only a 3 seconds fatigue (best action if you are in an area where you already destroyed pallets) or 4 seconds fatigue but his DW timer are reduced (best if you are in a strong loop area with pallets up, like shack).

    Anyway, i think it's a good idea, as you can actually choose the best action depending on the area you are.

    Ps : With this idea in mind, you could even edit the Fuming Mixtape that, instead of reducing the cooldown while not in chase, reduce the fatigue from hitting a survivors that are in DW by 1 second.

  • @ClickyClicky said:

    Skimmed through but this sounds like a straight up buff.

    He needs a rework not a buff tbh and since theres practically no counterplay to his frenzy a missed attack should end it immediately

    He doesn't need a rework, he need to have his original power : put survivor in dying state with FF. And you didn't read a lot, cause he said that missing an attack in FF will still end it's power. And he can't be reworked easily. The Deep Wound status was introducted with his chapter, so it's basically its mark.

    For counterplay, it's like every other killer. First, spread out. Second, try to loop him as much as you can. Even with the other killer you will still go down, at some point. Even with this, it's not better than other, cause he need to stab you 2 more times after the first FF. Most of the time, it's better to just m1.

  • As Legion main, i really like this. Specially the addons. I like that the pin can still be used on survivor in DW to apply some effect, instead of the unreliable "hit another one to apply this" and the speed one (we have that when legion was out, and they were my favorite).

    Frank Mixtape can be a little too powerful, maybe. But, like you said, it's very hard to just use it when it's just at 25%. As before, when Legion was released and survivor can be downed like that, i still had to wait for at least 50% of the power, to prevent a window juke, locker juke or a possibly pallet drop. And we have other killer that have purple addons more powerful than that (for example, Honing Stone for Trapper or Rusty Shakles for Hag). Otherwise, it can be a iridescent addons instead of the actual Fuming Mixtape (cause, really, who cares about how much the generator are repaired?). Lastly, even with the best possible teory, you still need to hit them 2 more times in FF. So, if it took, at best, 13,8 seconds to hit them, you still have to do it again for another 13,8 seconds, for a total of 27,6 seconds. In the best possible way.

    As for the KI notification that scale based on distance, i don't think it necessary. A good legion know if the notification are too far to reach, and it's up to the killer to learn when it's too far away or when to try.

    In the end, i really hope they will change Legion like this, returning him / her to the former glory (without exploiting with moonwalk). I find it that having a power only to prolong the game isn't much, and it's too much similar to the Deathslinger power.


    Edit : I forgot something. As now, when the Legion hit someone with his normal m1, 50% of the power will deplete. In your idea, you will still use this mechanic or will erase it?


  • Coincidentally, she also happens to average three kills per game if not higher (with the target being two kills two escape). Fun is definitely a factor, but not the only thing that's considered. A game is meant to be fun though, advocating for not making the game fun is a hard sell.

    So, based on that, if a killer that can do and average of 3k should be nerfed, a killer that can do 0k or 1k should be buffed, right? Good. I will playing nurse and legion, letting everyone go so the average kills for this 2 killers will go down.

    Oh wait. Survivor don't care as long as they escape (win), and they even annoying you doing tbag and loud sound if you're distant. So much fun.

  • As i main Legion, i think a total rework isn't needed. Just need to change a little his power to change it greatly. So, this is my idea :

    Hitting a survivor with Feral Frenzy while is in Deep Wound will not deplete completly his power, but only a little.

    Just this. Only for this the Legion can be extremly powerful, with some addons / perk.

    Here some example :

    • Smiley Pin : You can use it effectively to double hit a survivor to apply the debuff and then go to another survivor cause you can still see the location of the other survivor in TR. As now, the Pin are useless cause you will lose the location of the other survivor, so you will chase the first guy either way. And 60 seconds are too little.
    • Frank Mix Tape : It will become powerful as it should be (since is a purple addon). Cause you need to wait for the power to refill completly before using it again, it will become strong but not too much. Survivor can still run around wasting killer time for the power to deplete without taking a lot of hit. As now, this is a useless addon.
    • STBFTL : It will stack up more easily than other killer, but at the same time, is not that much powerful that it will change completly the flow of the game. It will only save you some time before the hook (cause normally the first hit is with Feral Frenzy).
  • As i main the Legion, i think a total rework isn't needed. The only thing i will change, just a little, is how his power work. I mean, every killer need to use their own power to kill the survivor. Using it only for first hit isn't great. So, my idea is :


    Attack a survivor with Feral Frienzy when is already inflicted by deep wound doesn't deplete completly is power, but just a little.


    Just this. It's just a LITTLE thing, but can change a lot of things if played with some perk / addons.

    Some example :

    • Smiley Pin : You can effectively use that on multiple survivor. As now, if you hit the survivor in Deep Wound is useless. You can apply that debuff, but you chase him either way, cause you don't really know where the other survivor are, or they are already far away. And 60 sec are too little. With it, you can use it to double hit a survivor, and running to another one cause you can still see them (if in Terror Radious)
    • Frank Mix Tape : You can use it and it's powerful, like it should be, cause it's a purple addon. As now, this is useless, cause you need to hit 5-6 times (don't remember how many) with your power and it need to be fully charged before you can use it. You can kill faster without it now. And you will hardly do so many hit with only one use of Feral Frenzy (exept if the survivor stay still)
    • STBFL : You can use it more effectively than the other killer. And at the same time, it's not a powerful perk cause the first hit is normally deal with Feral Frenzy. You just save a little time before you hook them.