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Strolfer

Strolfer

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Strolfer
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  • Ir maybe a delay to it 'activate' like 15 seconds pra 10 seconds after that person was hooked you can use BT

  • Borrowed time should be nerfed to 1 time use only since survivors unhook just after the killer hooked the person and is leaving just for the 1500 bloodpoints, this change should make them use it properly not for farming

  • Try using Quick and Quiet, Lithe and dance with me, when you blind the killer just go for a window

  • @Odimm said:

    https://forum.deadbydaylight.com/en/discussion/comment/567133#Comment_567133

    Why would they? Selling "cool" skins is way more profitable then actually balancing the game / introducing new features that guarantee a long-term success game...

    Exactly, I understand that they need the money and all but would it kill them to make a new game mode and hear the community? The Legion os not on the most popular tags for nothing, people want the buff but they simply don't care

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/567669#Comment_567669

    But imagine this - The Legion PIn (that is green rarity mind you) with Sloppy Butcher and Thanathophobia. And let's just say you hit everytime atleast 2 people.

    FF is supposed to slow the game down, a genarator takes 80 secs to be completed (1 person Without toolboxes or great skill checks) this time increased by 25% (the Legion Pin) takes only +20 secs (total=100 secs as you can see it's not much). And about the healing time: mangled applies a 20% penalty to healing (normal healing 16 secs - self care 32) considering the normal healing time, mangled, and 2 ppl injured with the suggested changes on Thanatophobia It would take 21 secs to heal yourself, 42 secs with self care, and I memory serves Mending takes 15 secs affected by Thanatophobia with 2 ppl injured it would take 16,5 secs. It's only slowing the game down a bit, not the end of the world, Legion os supposed to do that while being fun to play

  • @prettyf said:

    this is decent overall but speed and duration stats are too op

    its become free injure like before but now they have 115%? how its balanced?

    if they not change duration addons legion have enough time to chain hit all survivors in detecting active range

    also legion ability make any pallets and vaulting pointless when survivors not injured

    current legion already unavoidable if legion uses ability at vault position or close enough to survivors unless you have 50-pings and hit with pallet

    Cleary you don't play as Legion, you van loop they at some pallets because the vault speed is really slow, and no, there is not enough time to chain hit survivors If they're more than 20m away and running away (your terror radius is 32) it's only +0,2 m/s (blooslust 1) and the bonus 5 seconds to FF is only for reaching survivors, not chain hitting

  • @Milo said:

    Pins don't need that many changes. Just "when applying DW also give them X debuff" instead of what we havce now

    And question about point 2 and 4. What's stopping the Legion to just a quick lil stab and get a 2 sec stun instead of a 3 second stun (not counting add-ons)

    Aldo the pins need these changes, right now they're useless and applying a effect like blindness isn't much usefull only If they're all together in one pin, the one that I like most os the gen repair penalty Since it truly makes them wastes time; healing or repairing slower

  • @Milo said:

    Pins don't need that many changes. Just "when applying DW also give them X debuff" instead of what we havce now

    And question about point 2 and 4. What's stopping the Legion to just a quick lil stab and get a 2 sec stun instead of a 3 second stun (not counting add-ons)

    Missing an attack already wastes time on the animation but I haven't thought about that possible exploit... Then let's make the 2 part of 4, any time FF ends the stun would be 3 seca, that would allow Defaced Smiley Pin to work on every situation

  • @TheMadDoctor said:

    https://forum.deadbydaylight.com/en/discussion/comment/565929#Comment_565929

    Honestly, if I were the devs, I would do that and ignore the overreacters. The issue with the devs is they think killers should follow general rules with how they worked so they dont add anything to the base mechanics to make them more fleshed out or interesting to work with. So We end up getting half assed re-works like this and honestly it’s why I stop playing DBd.

    survivors are boring they all play the same and killers are way too basic have that much debt it’s kind of gotten tired some especially without ghost face was handled because they didn’t remove the pallet stone taking power away thing because it was OP it was to fit him in line with the basic rules of other killers which is honestly a ######### dumb reason. You can make simple interesting and fun dead by daylight on the other hand isn’t that it’s simple and bare-bones that can make it really boring.

    Even New game modes could have been cool like a 16 survivors 20 generators and 4 killers in a bigger map but they don't add anything new and fresh

  • @Zarathos said:

    Seems pretty reasonable the buffs here. Not sire if its enough but some small buffs like this would go along way to building legion as a killer up.

    I tried to keep Legion the way the Devs wanted but making them stronger because right now they only work on unexperienced survivors, I would suggest a buff to vault speeds while in FF, but people would overreact instead of seem how much they need it

  • I have the sabe problem, I already have him for a really long time and it started showing in my killers bloodwebs a while ago, but it's only the black splinter that I already have the killer and his/her offering keeps showing up (it don't have the cannibal so his offering still comes to my bloodweb but that's normal)

  • Hi, I just found your post, It's similar to the one I've just made but they took it out, I think they're moving it here since it was on Killers subforums (I'm still new here) compared to my suggested changes these seem stronger, but only because of the +speed add-ons, I really like your idea about Frank's Mix Tape (I forgot tô adress It in my post) but these changes até really cool, but I hope they move my suggestion faster, I didn't know I had tô post it here but once they do I'd like to see tour opnion on my suggestion ;) @Unnamed_Freak

  • @Acromio said:

    Were they ever actually viable?

    They were fun to play as, at least...

  • @se05239

    Not everyone plays in a SWF team só you can't say to the other survivors that the killer os camping 🤷

    Sure, let's crawl in a super slow speed in the middle of the map while making a lot of noises for the killer see or hear me and kill me already

  • @βLAKE said:

    Here I am going to copy and paste my idea about Endgame that I made in a different post:

    Once the endgame timer has started, the basement chest will have a guaranteed key. However, if the survivor holding the key disconnects or leaves via exit gate then the key is returned to the basement chest that will still be opened.

    Another idea: Exit gates will have tremendously hard great skill checks (similar to DS and Overcharge) that once successfully hit they will boost the meter for opening the exit gate. However, if a skill check is failed there will be 0% granted and and it will notify the killer (similar to Hex: Ruin, just with a notification added).

    The thing with these ideas is that they don't apply to the problem that I've said wich is: the last survivor alive is downed and the Hatch is closed

  • @βLAKE said:

    I don't see why you should reward the survivor who not only got downed, but also lost to the killer getting to the hatch. The other option isn't good either because killers can't grab survivors as they jump into the hatch so it seems unfair for the hatch to be open forever.

    The killers can interrupt the escape of survivors from the hatch by grabbing then (which sometines doesn't work 'cause ITs buggy)


    And If you stop to think about It, it's not "rewarding" the survivor, it's giving him a chance because in this situation you can do nothing at all


    Yes, It seems unfair... So the survivor can have 2 minutes to escape through the Hatch otherwise it closes itself and the Entity kills the survivor right away? But let's not forget that the killer can camp the hatch while it's open

  • Idont think that removing it would be healthy for the game, sometimes players are cool and give you tips but since I don't play on PC I don't know how toxic they are (But I get hate messages sometimes on Live but I don't care at all, ppl are just trying to put their personal problems in you so don't even care dude, just let them be toxic all they want go live eyour life without thinking about them, if you get camped then just camp him back when you're the killer in a match with the same player ;)


    But back toyour suggestion: There could have an option for players to disable the aftermatch chat or to killers to hide their nicknames