Legionmain0517
Legionmain0517
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- Legionmain0517
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@gatsby said:
Pyramid Head shouldn't be able to see the auras of cages. It encourages tunneling too much. The cage spawns are already pretty predictable, so if someone REALLY wanted to tunnel they could probably do it. But it'd be harder and take more time because they didn't know exactly where just the general area.
Cages are meant to be time savers not free passes to tunnel. At least I hope that's what the Devs intended
Honestly in practice PHs cages are more of a pleasant plus that you happen to use every now and again if the opportunity presents itself rather than being a tool to kill survivors super quickly. Only the most reckless survivors will let themselves get inflicted with torment to begin with and it's not like the cages have many benefits over regular hooking as is. Of course if you torment everyone and manage to get the whole team slugged then that's a win condition right there since you can't escape the cages on your own but your emblems will suffer for it, particularly in hooks.
TL;DR: Cages aren't overpowered. They don't need nerfs, since they only serve as an alternative hooking method with it's own risk and rewards.
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Imagine being salty about a new killer all because you cant dodge properly. It has an obvious tell and it restricts Pyramid head's movement. It's up to you as a player to learn that tell and learn how to play against the new killer. Plus, didn't the PTB literally come out like 12 hours ago? You cant seriously tell me that you have figured out every single detail of this character only 12 hours after reveal. In other words, git gud.
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@Terra92 said:
https://forum.deadbydaylight.com/en/discussion/comment/1188373#Comment_1188373
"Developers consistently make excuses to avoid leaving their 'comfort zone' of game development. Examples include: unwillingness to dedicate resources to improving server infrastructure, give models proper/accurate hitbox sizes, fix longstanding bugs, etc."
This one irks me especially. They say it helps with connection, as for some reason 5 people connecting with fairly(doesn't have to be pixel-perfect, which is what the argument generally tries to claim, but apparently according to naysayers, it's one extreme or the other), meanwhile games from 2003 have better and more accurate hitboxes than this game.
And the biggest game to come out originally with dedicated servers(Gears of War 3), had both great connection with their servers and fairly accurate hitboxes. On Unreal Engine 2.something, on the Xbox 360. And that game looked and played fantastically. On already outdated hardware using an engine that shouldn't have worked on the system. And several other games have done the same with less than a quarter of that budget.
I dunno, most of the time it just sounds like excuses to get people to walk away. And they don't want to be challenged! It's "counter argument with an extreme" or "poor excuse" or "go play another game you're obviously not liking ours." That's not the point! Of course the people who question and challenge your game like it, they want to see it get better, they want to make sure your intentions are good with the game they enjoy playing! I'm not saying all of them, of course, but when you just dismiss all critique and ignore anyone who has anything constructive to give, you will eventually kill your playerbase.
But that's also assuming every developer in the studio just doesn't give a faff about anything anymore, which I don't think is the case. I think it's the studio being told by the producers or the owners to make the most out of the least amount, as if they still have something to prove. They need a better budget and a better drive, and their heads aren't giving it to them.
Honestly they should be taking all suggestions and throwing them into the PBE, make the PBE the scientific trial-and-error testing grounds. It should be a constant mess, a constant cluster hellhole of a development room, with perks and killer stats and items and add-ons constantly changing, and the people who stick around for that can show them how things work, how things end up playing out in practice.
Honestly, that would make playing the PTB so much more worth it. Play testing possible mechanics to come would be amazing. Id love to see all the Killer changes they could test out. We need to ask them about this.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1184258#Comment_1184258
Dude what are you talking about? This is not about "seconds" this is about tiny splitseconds. Do you actually know what quickscoping is? There is no reaction time. Let me guess, you play on console, are you?
And you're telling me that quickscoping doesnt take skill? Im sorry but if a Deathslinger hits you with a quickscope then either you are being too predictable in your pathing, you were too close, or you just weren't paying attention. Not to mention that you should be constantly breaking LOS against a Deathslinger anyway. Even if you cant react to the quickscope itself, you still have time to react to the chain and dodge accordingly. You wouldn't argue for eliminating quickscoping in shooters, why argue for it here?
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@notsonew said:
https://forum.deadbydaylight.com/en/discussion/comment/1184191#Comment_1184191
that was my build before, was giving some results but not good enough
Well I'm not sure how you play Legion, but my style has always been a mentality of toying with the survivors. Injure them as fast as you can, apply deepwounds and broken if possible, and keep them guessing as you constantly run around the map giving the survivors hell. Not to mention that Survivors cant stay seperated forever. They have to group up eventually, usually to work on that last gen.
A few side notes, any sort of aura reading on Legion is great for helping track in Feral Frenzy. Also, survivors dont typically expect Legion to be using his power for distance, and if you're going after an already injured survivor you spot on BBQ you might as well use the power to catch up and establish another chase. Lastly, if your power is right at its tailend and you are even a decent distance from the survivor, lunge. The amount hits you can get away with that would otherwise be impossible is astounding, so no reason to not lunge at the end.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1184186#Comment_1184186
If you think you can loop a deathslinger, you have not played against a really good deathslinger. All he need is a splitsecond of LOS and you are dead.
And gen genrush? Wow what a strategy. Thats exeactly why Legion 1.0 was so terrible. No defense in chase against him, but little to no gen pressure. How does this not sound familiar to some people, baby.
Yeah hitting those shots last second isnt an issue of deathslinger being overpowered, it's an issue of whether or not your reaction time is better than the other player. Not to mention missed shots begin to add up on lost time in chases. He's a well balanced and fun Killer, he needs to serve as a baseline for future killers.
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@Eleghost said:
I don't feel the originals are too bad Quentin though... He uh needs some help.
"Hey smoothskin, got a smoke?"
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@[Deleted User] said:
Pretty good build, although i would recommend finding a way to slot in Blood Echo if you can. Drives survivors crazy and helps in chases because everyone likes to stay injured against Legion.
Blood Echo, Thana, a perk of your choice (I prefer Enduring), and BBQ combo pretty well on Legion. Stolen Sketchbook and Legion Pin for extra pain. I somehow feel like Blood Echo was designed with Legion in mind; he's so great at using it and it really helps even the odds for Legion out of his power.
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This wasnt necessarily me but rather a boosted Claudette that just decided to run ahead of me in a chase, and throw the pallet in my face before I could get through. Needless to say, I went down and I was not happy about it.
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@Nanglaur said:
https://forum.deadbydaylight.com/en/discussion/comment/1166038#Comment_1166038
I think is pretty easy to aim with him, and thats why I think he needs a little delay to aim in, but whatever
He's easy to aim with if you hardscope properly, but you cant just round corners and quickscope to get easy hooks or anything. That takes quite a bit of practice to do. Maybe you play a lot of shooters and think he's strong, but not everyone plays shooters and for all intents and purposes, he is not all that strong. His greatest asset is the fact that he can down survivors fast with proper play, but this does not stop generators from getting done. He's always on the clock as a Killer, even more so than other Killers.
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@Nanglaur said:
He needs to have a little delay on the aim, I dont think he is op but the fact that you can just aim in and out without any delay is just dumb.
Except adding a delay to his ADS is going to make him even worse than he already is. So what if he can quickscope? Its not like he can instant down you without any effort. He's a 110% Killer because his power was consider too strong to have base movement speed, not to mention alot of his actions with the gun cost him time and speed. Good survivors can constantly break line of sight using his movement speed against him too, so he actually NEEDS this nearly instant ADS speed if he wants a chance to hit anything.
On a side note, have you actually tried to quickscope with the Deathslinger? It's not as easy as it looks, considering you have to account for survivor movement, which can be incredibly erratic. Not to mention the hook's tiny hitbox....
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@FogLurker said:
Does the stun from the chain breaking because of the survivor escaping count as a stun that triggers Nemesis?
Nope, but there are a few ways to force pallet stuns, like injuring the survivor.
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Just got nemesis boys. We really finna up in here. Just imagine with Rancor, Dead Mans Switch, Nemesis, and PWFY.
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Yeah seriously us Quentin mains need some love here. He's always been asthetically pleasing to me in looks but his face rig really shows it's age.
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Come on guys, EVERYONE has parent issues these days. pls send help.
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/1105639#Comment_1105639
Takes one survivor to sabo the hook to allow the other to escape. The other 2 are on gens. Gens are being done and killer doesn't have a hook.
I'm convinced that what the survivor side of this community wants is for survivors to spawn crouched at the exit gates.
Honestly this strategy does still require a bit of right place right time. SWFs might give you a little more hell but as long as you can get to the hook you'll be just fine. Coordinated hook sabos with multiple teammates take away gen pressure. This whole update may be the beginning of a meta shift for survivors, and anything that isnt sweaty swf toolbox genrush is good with me.
Oh yeah and if you really have issues with survivors just getting in your way, throw on Agitation. Seriously, besides the fact that survivors are alot more aggressive, Agitation always saves the extra seconds you need to keep up pressure. You definitely feel the speed difference, especially across 9 or 10 hooks.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1090800#Comment_1090800
I do say :))))))
nice
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@AsePlayer said:
Spooky chain man coming soon (kinky)
DC Penalties are back
Hitboxes are fine, it's latency. Also hitboxes are capsules if you needed to know that.
They are working on stuff to make the latency less... late using movement prediction. Stay tuned
Auto aim is actually "hit dressing" and they acknowledge it has an issue and they might have a solution. When that comes is another story.
Grab system needs a touch-up, hasn't been changed since P2P servers so it's old
Dedicated Servers are doing a "pretty good job so far" in regards to ping
Consoles might get increased sensitivity eventually
New PTB tuesday
Oh yeah, Trapper can reset traps without picking them up now.
Bye
Trapper buff you say? :))))))
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Heeeyyyy wait a second. Another LegionMain?
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Ez comment. This thread has my name written all over it man!
Legion is honestly and truthfully my current main on DBD. Its honestly just the playstyle that grabs my attention. A build of mine involves:
-BBQ
-Im All Ears
-Thanato
-Blood Echo
With the extended Feral Frenzy and Legion Pin. You'd be surprised how many easy downs you can get if you manage to keep everyone injured. If you can keep up decent pressure, you can force people to stay injured constantly, and I'm All Ears makes for easy cleanup if the opportunity arises. For those looking to try Legion, understand that your skill as an M1 Killer is going to be put to the test. Even as a lower tier Killer, if a good Legion can get the survivors in an unfavorable position, these are the times when he can capitalize best. And dont be afraid to use that power either. The amount of free downs the killer instinct can give you is hilarious. All of this is exactly why I main Legion.
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1067902#Comment_1067902
Quentin does get tunnelled a lot.
Leave us alone. You heathens!!!
YOU'LL WIPE OUT OUR ENTIRE EXISTENCE
Oi they gotta catch us first though. Im confident in saying that I can give a Killer a run for his money.
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As a Killer I'll argue that most female survivors love to get in your face. Looking at you Meg. So usually those are the ones I tunnel the most. Only second to Claudette, who is more of a mixed bag of good and bad players.
As a survivor, Quentin gets tunneled as the most. But he's also my best survivor.
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/1053822#Comment_1053822
You still dont get my point. Stop with the survivor/killermain argumentation, i play both, leaning towards killer, but i still see flaws in noed. Solo/swf is a much bigger cause of problems for killers and im more interested in balanced games in the future. I dont want noed nerfed. If you read my posts, i actually want noed basekit on top of the totemcounter, so it has a healthy, gameslowing, counterable effect. So far you have no argument why that is a bad idea, except you're against survivors buffs at all, no matter what.
Then tell me about the many better ways to encourage and buff solo survivors. DbD over the last 3 years so far had almost no ideas about it. We're trying to get devs attention about solo/swf, but almost nothing is beeing done outside out promising lots of future changes since years. Kindred was the only solosurvivor buff that comes to mind.
Dont get me wrong, Solo queue survivors have it bad. The amount of hatch games Ive had as a solo queue is astounding. But you also have plenty of great perks to help in these bad games. Not to mention that competent survivors, even as solo queue, can still give Killers a run for their money.
If Im going to be honest, with how matchmaking is right now, Killers most definitely have it worse. Numerous games with atleast one, if not more red ranks. As a rank 8/9. And can I just mention how much worse it feels to play Killer right now? Getting multiple bad games in a row as Killer is demoralizing, and unlike survivors, Killers cant really justify their loss as "Just bad teammates." They get screwed over by quite a few maps, perks, and now the matchmaking system. Plus, some survivors like to send hatemail just to piss the Killer off more.
So as much as I think that solo queues need some buffs, I also think Killers are priority number 1. At the rate we're going, Killers are going to all but disappear from the game because they dont want to play in a climate where they hardly stand a chance of winning half the time. This isnt the time for a Survivor V Killer mentality, the Killer side of DBD has some serious issues to address, lest it kill DBD.
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@homagegray said:
https://forum.deadbydaylight.com/en/discussion/comment/1051589#Comment_1051589
Survivors have it so easy? It sounds like you lose a lot of survivors in chases, allowing them to get a lot done. There are perks like Ruin, Discordance, Pop Goes the Weasel, etc, etc that are geared for slowing gen progress. Not to mention the killers that slow the game down a lot, like Legion (who can often get many easy hits if you play correctly), Doctor, Pig, etc. And what about the best killers? A good Nurse, Billy, or Spirit should know how to apply pressure to more than a few gens, not to mention they can end chases quickly.
https://forum.deadbydaylight.com/en/discussion/comment/1052099#Comment_1052099
Are players still complaining about the ruin change? Yes, the change was pointless, but ruin isn't worthless now. You just actually have to apply pressure to the map and force survivors off of gens. And those of you complaining that survivors stay on after getting hit? You realize there is an interrupt mechanic, right? As in, you pull them off of the gen, immediately putting them into the dying state, no matter what killer you play.
https://forum.deadbydaylight.com/en/discussion/comment/1052100#Comment_1052100
The exposed status effect and a speed boost "isn't that good". How much do you know about this game, exactly?
https://forum.deadbydaylight.com/en/discussion/comment/1052032#Comment_1052032
So killers don't have many game changing perks? Ah, yes, let me overlook BBQ, Ruin, Pop Goes, Discordance, the Spirit Fury + Enduring combo, nurse's calling, thrilling tremors, and Franklin's. All of those are just soooo bad.
https://forum.deadbydaylight.com/en/discussion/comment/1051868#Comment_1051868
This is just ignorant. You have never played survivor if this is what you believe. A survivor who's not just out for themselves and is looking to get as many people out as once know you need to take turns distracting the killer (getting chased) as wellbas spend time on the hook to try and prevent somebody else who's closer to death on the hook.
https://forum.deadbydaylight.com/en/discussion/comment/1051990#Comment_1051990
Do you go into games looking to lose? I'm not so consumed by the idea of victory that it taints my enjoyment of the game. If that was so, I'd have stopped playing DBD long ago. I am pretty upset that it's already hard enough in the end game, that a killer shouldn't be able to win easy, breezey, beautiful covergirl. After all, the amount of times the doors spawn a stone's throw away from each other is ridiculous. I'm a Killer main and it is stuependously easy when this happens. Players like you who are complacent with everything, in spite of glaring issues, are why problems do not get fixed.
https://forum.deadbydaylight.com/en/discussion/comment/1051743#Comment_1051743
Ah, so laziness is what keeps me from doing bones? Thank you for understanding my mindset entirely. Its not that I don't want to walk the entire map ringing a dinner bell for whoever the entity sent after me here, only to do one of three things. Either I could successfully do all five dulls, yet be no benefit towards getting chased or doing gens. Or I could do all but 1 or 2, because they are super hard to find and I resolved that another survivor must have done them. Or, alternatively, I could do my one or two, and hope that all the other three people whom I've never met before and have no idea how they think do their bones.
https://forum.deadbydaylight.com/en/discussion/comment/1052022#Comment_1052022
Refer above. But seriously, don't just use that meaningless phrase. "Get good". How can I avoid getting killed by NOED? Git gud. How can I get easy hits as a Killer? Git gud. How can I avoid breaking everything in a blind fit of rage purely because people believe that by simply using a phrase without adding any ideas on how to actually " git gud", and then move on, feeling they know much better than everybody else? Git gud.
https://forum.deadbydaylight.com/en/discussion/comment/1051954#Comment_1051954
I can't help but agree. Small game doesn't help against any other non-hex perks, making it ineffective way more than half the time.
"Are players still complaining about the ruin change? Yes, the change was pointless, but ruin isn't worthless now. You just actually have to apply pressure to the map and force survivors off of gens. And those of you complaining that survivors stay on after getting hit? You realize there is an interrupt mechanic, right? As in, you pull them off of the gen, immediately putting them into the dying state, no matter what killer you play."
Copied the quote pertaining to me.
Personally Im actually ok with the ruin changes, I think the perk is still good. The problem is that now the early game pressure that ruin provided is now gone. Not to mention a good chunk of killers dont have the map pressure needed to make the most use out of the new ruin as well. Some maps are just not well balanced at all, and can guarantee a loss in most instances with even semicompetent survivors. You ever play Shelter Woods with Legion or Crotus Penn Asylum back to back with Myers? It's not fun, its frustrating. If they arent going to shrink the maps they need to atleast fix the generator spread. Maps shouldnt be killer or survivor sided to these extents, it's pure frustration for the other side.
As for the interrupt mechanic, it doesnt help that half the time you go to grab the survivor, dedicated servers intervene and just completely negate the grab into a swing. Besides, any survivor worth their salt will atleast let go before the killer goes for a grab anyhow. Take it from any high rank killer player, survivors dont let you get free grabs off a gen unless they're baiting for DS or are completely oblivious. Or T3 Tombstone Myers, but thats a different case. Regardless, Killers need any tool to pressure survivors as much as they can right now, because its a numbers game for the Killers.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1052022#Comment_1052022
"Get good" should be a bannable phrase with how much people spout it to derail actual conversation.
Not all of us are going to commit to memory something as arbitrary as token spawns. I'm not switching onto Small Game for several reasons, mainly that it doesn't fit into my builds, and a majority of killers don't use it.
https://forum.deadbydaylight.com/en/discussion/comment/1052032#Comment_1052032
I complain about it because it is bad perk design 101. Followed by No Mither.
There are TWO perks that give you exposed with no warning: Devour Hope and NoED. One you have to work for. That is the issue.
I know it can be cleansed and prevented, but when I climb to red, solo about 50% of the time (usually only 1 other person in SWF, sometimes 2), relying on randoms and using perks to keep myself alive, also limited by Archives challenges, Small Game literally does not have room in any of my perk builds.
Well Im sorry to say this but you better learn to play around NOED, even as a solo queue survivor. Killers are going to bring it without prejudice now that ruin has been changed. And I agree that NOED is not a good perk design to follow, which is why I dont use it very often, but the state of the game on the Killer side just dictates the perk as a necessary evil for Killers now that ruin is changed. So unless the maps or objectives get reworked to give the Killers more time to actually play the game, NOED is probably not going to get nerfed anytime soon.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1051939#Comment_1051939
Again, it's a small notice in a direction, and not one I have room for between making sure I don't get tunnelled out of the game.
There are WAY more problems with NoED than "Just do bones". It requires you to do NOTHING in order to get its effect, there is no warning until the first hit, and a literal speed boost that lasts far longer than any Survivor speed bonuses.
So, yeah. I'll run Small Game and get tunnelled against a killer not running one perk for 9/10 games.
Except you can still literally cleanse NOED and disable it almost immediately. Its rare to take out NOED as soon as that last gen pops, but it happens.
The devs have also talked on this numerous times and said they are not going to just nerf NOED. You sacrifice a perk slot to have that extra insurance in the endgame, that can be denied by doing a short, simple objective. So yes, it does have counterplay around it.
But lets not forget the tools you have to dismantle NOED. You have, small game and detectives hunch for one. You can bring a map with the proper addons or a rainbow map. You can divide up your team to search for it as the game goes on with SWFs, or just go and find all the totems yourself if you are knowledgeable on the spawns. You can even just make an educated guess on whether or not the Killer has NOED by just deducing what perks they have.
Dying to NOED can be frustrating sometimes, dont get me wrong, but with all the game changing perks Survivors can have, you have no reason to complain about the one Killers are barely clinging on to.
