Szarman
Szarman
About
- Username
- Szarman
- Joined
- Visits
- 1,772
- Last Active
Comments
-
Ehh.. I feel like Legion is in a very weird spot rn, and not much is gonna change. Legion is kinda like old Freddy, like the old old pre-rework Freddy. He is a massive noob stomper. Especially after they added the chain-hits Frenzy down but on high level of play he is very weak and easily countered. And that's the biggest problem. You make him stronger - he becomes even more annoying to face for new players. I'm starting to feel that he might be impossible or at least VERY hard to balance. Previously there were some things in Legion's kit, that could have been changed to make him feel better on higher level of play (lowering fatigue, no power gauge depletion on m1, power recharge in fatigue) and they actually did it. Did it help him much - not really (Except the fatigue change. 4 seconds of fatigue was way to much idk what were they thinking back then)
And after years and years of playing this killer, I'm in a spot where I'm not sure what will happen with him in the future. His design has always been problematic to balance.
Also changes like making blood pools visible in Frenzy won't change much. He will still suffer from the same problems.
-
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711409#Comment_3711409
Because either you learn a hard character then you have a hard time learning him, but the whole thing will go smoother once you learned the character.
Or you play an easy character where the hard part is getting a good result in the match after you learned everything there is... The question is just what type do you prefer.
The point is that very hard killers like Singularity or Billy before his 2nd rework don't get played often because they are so hard, so there needs to be some sort of payoff for people to play a character.
I don't think it is that problematic to buff weaker killers... But up to A tier? On a killer with basically no depth like Legion? The killer is quite straight forward and so is the counterplay, if you buff him that much, what exactly are survivors supposed to do? He would be the ultimate pub stomper… if a killer is really strong but requires 0 effort to perform well with, how exactly is that fair for the survivors? Now they suddenly have a rough time and no clue what to do, aside from what is quite obviously already the play against Legion... You get what I mean? Now the killer is strong but people still don't enjoy going against him, but just lose more often.
i don't think these changes will be even close to making him A-tier. He basically makes his Frenzy 10% faster and changes some addons. Legion isn't and will never be a top tier killer because of his nature - vaulting pallets and windows like a survivor.
Overall these changes are pretty simple, Addons are mostly nice, I don't like the Exhaust Status Effect on The Legion pin tho.
These changes are definitely not going to make him OP, but more fun to play, thats all.
Oh, and to the author of the Post, What about adding some type of Fatigue addon? For example reducing fatigue by a small amount for each chained hit? That could be a pretty fun addon :DD
And talking about Quality of Life - you could reduce the tunnel vision in fatigue a little bit.
-
I like these changes, pretty nice
Frank's Mixtape is back, damn I miss this addon a bit.
Also the pills adjustment is pretty interesting
-
@UndeddJester said:
Hmmmmm... it's an interesting concept. It's mitigated by hitting a deep wounded survivor causes Feral Frenzy to end as normal, which makes just rushing down a survivor with Feral Frenzy not possible.
By my calculations it would be, 5 hits overall and at least 3 Feral Frenzy uses to get a marking proc, no matter how you go about it:
- Tunnel: 30% - 50% FF1, 80% - 100% FF2, Mark down for FF3.
- Spread: 30% FF1, 60% FF2, 90% FF3, 100% - Mark down for FF4
If the Legion plays around it, and uses 1 survivor as the "Marking Sponge" and only using them to spring board to others, smart survivors would then be forced them to take time to heal (or stay in deep wpund) to slow down the build up… It seems like something better built up over the course of the game, the longer the game goes, the more marking your chosen survivor will build up until it reaches a tipping point, so it forces some healing.
It also has some nice in built penalties for body blocking a Feral Frenzy hit, as you accelerate your own marking effect... and it does pose a risk to survivors not healing.
It might be a little much to handle for your average survivor pub group... but it's got potential. Rather than "Marking", perhaps something a little more thematically satisfying like building up "Maiming", "Lesion", or "Mutilation".
Pretty interesting idea.
Thanks for your comment! Glad you like it :D
@Devil_hit11 said:
this is something similar to my idea. the main problem with this idea is that survivor don't have any good practical counter-play in avoiding the hit. that is the main issue with legion downing survivors for why he got changed in first place.
pallet stuns unreliable because the killer can respect pallets. vaulting pallets counters pre-dropping and he moves faster than the survivor. In my original template, I invented an item that survivor could pick up at the start of the trial. it was called running shoes. The original version unlocked the ability to use dash and iframe an attack.
Looking back at it is now, I think i would change to be a 75% haste effect for 2 seconds. The idea being is that survivor could press it and attempt to wiggle to avoid the feral frenzy slash.
My version was a bit more aggressive. It worked based off deep wound timer. each hit would increase amount of damage onto for every unique survivor hit. If Legion hits the survivor a second time, He deals -25% flat damage, ending his power.
first hit → -25%
second hit → 50%
third hit →75%
fourth hit →100%
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709299#Comment_3709299
not necessarily. You get rewarded more for spreading injures but are given option to focus on 1 survivor at the cost of longer time to down.
doesnt it mean, that you get an instadown after hitting 3 people in one feral frenzy? I think that would be oppressive as hell
-
@VomitMommy said:
So I just need to use power three times and I am going to down any survivor. We have seen this before and it wasn't popular.
I am Legion main and I don't really want any changes. If you bring BHVR's attention to a killer, it probably won't end well for that killer, when we look in recent changes.
Just leave Legion alone, there are killers who need changes way more.30% + 20% = 50%
50% + 20% = 70%
70% + 20% = 90%
90% + 20% = 100% - Survivor becomes marked
And another frenzy - down
So actually, tunneling one survivor is worse, than it was with Frank's Mixtape + Stab Wounds Study 2 years ago, before legion got a 4-hit down buff. And this combo of addons was a meme.
As I said, I wanted to make a change that doesn't make u want to tunnel one survivor. Make more pressure on the map, punish ones who are not healing - rushing gens.
And you're right, there are killers who definitely need changes more then Legion, but it's still just an idea I wanted to share :D.
Thanks for your comment tho :>
-
Edit: Fixed some typos in post that were a bit confusing.
-
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667128#Comment_3667128
I don't exactly see under what definition he would not be a basic m1 killer with those changes?
if you only mean damaging surivors then yeah, he is an m1 killer. His playstyle is different from any other killer in the game tho. He wont be a "typical" killer.
-
@xltechno said:
Many advanced killer players probably won't agree with this idea. In the chase, he is only an M1 killer, and his ability to force tasks onto survivors is poor.
idk if i can call myself "advanced" but i have over 2.5k hours in this game, I play dbd since 2019, so I can call myself an old player. Currently his chase power is still pretty bad. His dream world is nothing like dream world. I'm not here to make freddy a top tier killer, but make him a bit more fun, lore friendly.
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/377950/freddy-krueger-rework-return-to-the-roots
I fail to see how this version would exciting? You are a basic m1 killer with a teleport that cannot attack people without pulling them in the dream first, giving them a big warning to go look for a close by tile... In addition to the dream world just slowing down the game Sooooo much. Like where is the skill expression? You make the game last forever and dry it out of its resources so eventually you will get free downs because there is nothing to loop anymore... That just seems super boring to me...
Besides that when it comes to his strength, I don't exactly know what the differences are between this version and the first version of Freddy, where he was quite similar to my understanding... And people basically agreed on him being the worst killer in the game (ironically many say he is currently also the worst killer in the game)... Wo my question is what differs between those two similar version that makes it so he is not awfully weak like he was back then?
Sooo indeed you are a m1 killer but not a basic one. Current Freddy is a basic m1 killer with his traps being pretty mediocre and boring as hell. You can watch otz's video on old freddy, when he was playing him, and I agree he was very weak back then. But as i said in some of previous comments, things have changed, no dead hard, loops are way more friendly than they were back there (pretty much no infinites, renders are also changed and are more balanced overall). I didnt just put old freddy here. It's old freddy with teleport, buffed stats, changed addons, new mechanic (micro sleep). And as I said, I'm not here to make him OP, or top tier killer, just to make a fun one. An invisible killer who has to plan his next move by the information he is given with his power. It wasn't pretty possible back then because of dbd's balance state. Freddy was really strong against bad survivors, and really bad against strong ones. I'm sure that this freddy would be more enjoyable for both sides tho. I also wouldn't say that this freddy will be able to lengthen the game for the infinite duration. He is indeed designed to slowdown survivors and catch them off guard, but survivors can play around his power and the whole dream world.
-
@RFSa09 said:
sorry for the off topic but where can i find those icons for the power, perks, addons etc? :)
i think it was dbd wiki or something like that. You can find pretty much all images from dbd :D
-
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/377950/freddy-krueger-rework-return-to-the-roots
I love this! 😍 @GeneralV what are your thoughts my friend?
@RFSa09 said:
sorry for the off topic but where can i find those icons for the power, perks, addons etc? :)
glad you like it! :D
-
@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453415#Comment_3453415
His teleport and added Incapacitated to dream transistion is not enough to fix the rest of the problems his old kit had.
- Survivors would still be able to hook rush while Freddy is unable to do anything to defend it and incapacitation during Dream Transition won't alleviate it if all the Survivors group up when doing it, so defending the hook during end game doesn't exist for Freddy.
- Survivors can still just walk over to a pallet during Dream Transition without consequence.
- The amount of gen slowdown perks combined with his sleep interaction speed penalty would potentially result in Forever Freddy being brought back even more annoying than before.
- He'll be just as perk reliant in chase as he was originally, while the selection of perks has expanded since then, he's still gonna struggle against competent Survivors and is forced to eat pallets just as much like before.
- Being unable to put a Survivor to sleep after they've used an alarm clock now is gonna be just as much of a pain in the ass for Freddy as before when Survivors could just fail a skill check non-stop while grouped up on a generator whenever someone was falling asleep.
The only thing Incapacitated and Dream Projection solves is the fact that people can no longer fail a skill check during Dream Transition and wake up before it finishes anymore and giving Freddy a means to capitalize on his aura reading, however he's still gonna have just as much of a hard time as even with your updated version of his old kit.
yo sorry for answering after a year, i wasnt looking at forums for some time XD
I will answer some of your points
- Yeah that's true, the only thing that could be done, is making dream transistion faster when exit gates are powered. If dream transistion made u unable to unhook, that would be way too oppressive. I made base kit dream transition lower by 1.5 seconds if i remember well, so that would also help, pretty much a guaranteed hit if u put them asleep.
- That's the part of counterplay. You are an invisible killer. As Freddy you shouldn't be a chase killer, more of a slowdown, information one. Make them lose resources, spread a hit or two, bring some perks to opress them not in chase, but by overwhelming them with other tasks. (Slower healing, Slower gens, some hexes or even undetectable status effect perks which weren't that popular back in the day (they just didnt exist or were very weak)).
- Ye 50% slowdown might be too much in 2024. I didn't think much about this number, I just wanted to emphasize, that slowdown is still there. You still want to wake up ASAP against this freddy.
- As I said earlier, I wouldn't agree. You should focus on his strenghts, not weaknesess (Map control, slowdown). The map layouts, loops are WAY more friendly for killers than back in the day when old freddy was in game. Also old Dead Hard is no more, that was a pain in the a**.
- Alarm clocks don't give you immunity from sleep. I didn't write anywhere that they do, so idk where did it come from🤔. Waking up with an alarm clock makes you fully awake (so ur not in micro sleep). So it's more worth to use clocks than skillchecks to wake up. Even more, I made that survivors get a random clock, not one which is the furthest away.
-
@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480492#Comment_3480492
We do! We have entire dashboards full of detailed stats, and even conduct deeper studies into more specific cases when the situation calls for it. It's a bit of a misconception that all we look at is kill rate. Kill rates tend to be the stats we share most often because they're simple and easy to grasp. When we're writing a long blogpost with a dozen other balance changes, it's very difficult to go fully in depth for each change since doing so would, understandable, make the blogposts way too long for most people to bother reading.
In reality, stats are only one part of the process. Community feedback and design intention are also integral.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480524#Comment_3480524
The Singularity is brand new and has already received a few batches of changes. We'll continue to make changes as necessary. I don't think this would be a good example for a Killer that hasn't been updated.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480579#Comment_3480579
I have no doubt that some people would avoid playing a Killer that they find uncompetitive at this skill level, but I would say that trying to boil a Killer's popularity down to a single reason is incredibly nebulous and is a huge assumption. There's far too many factors that play into it to confidently point to one and say, "That's why." I hate to use the same example again, but Legion may not be the strongest Killer in the game, but that doesn't stop them from being one of the most played.
You ever think that maybe the reason some of these killers have such a low pick rate is because they can't compete?
Look at Freddy's pickrate after the nerfs. He was one of the most played killers, now he is one of the least played even tho his playstyle haven't changed that much. Killers that are underperfroming make players feel powerless and frustrating, so they prefer to play something else even if they like the character.
Talking about Legion they are in a pretty good spot rn. I main this killer since 2019 and I remember him being 5.0 m/s, very slow vaults and it felt AWFUL. Look how much time it took for them to get reworked. It took definately way too much time. I'm not a developer in any way, but I think it doesn't take very much time to make some number adjustments in powers - like duration time, fatigue time, recharge time etc. I think you need to experiment, check how it could perform with some easy tweaks that community asks for. If something will be broken, not working, it can always be reverted. That's what PTB's are for :D.
I can't wait for you to show us some Nightmare tweaks. I hope you will make him a bit more intresting, cuz his character has A LOT of potential. Don't be scared to experiment!
-
@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449228#Comment_3449228
The last part is actually not true. I have been using OoO for over a year constantly and you can still see Freddy's aura even if he is across the map.
Emm I'm Pretty sure u are talking about his passive that makes him invincible. It might not hide his aura as it did before. I think that in pre-rework version of Freddy he actually was Invisible even to aura reading. U could only see him, and be hit by him, in the Dream World.
@Smoe said:
I'm gonna have to say no to this.
Only thing i'll accept for freddy is a QOL pass for his current kit & addons, never do i want to see Old Freddy again, especially not in today's dbd with all the slowdown perks currently in the game.
I understand ur opinion. Even tho I think Old Freddy with some mobility would fit dbd way better than it did in the old years of this game. Life of M1 Killers is easier nowadays. And I'm pretty sure it would make this killer a bit more strategic than he is now.
-
@AetherBytes said:
I do wish old freddy was choosable. Sure he was weak, but I loved the concept and playing against it.
I loved playing against him and I had fun playing as him because of how unique he was. Tweaked Old Freddy with some mobility could be a really fun killer :>
-
@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/377950/freddy-krueger-rework-return-to-the-roots
First I thought that he would get laughed at again like back in the day, but with adding the incapacitated status during transition you fix the biggest weakness he had back in the day: that you couldn't do anything to stop survivors doing stuff.
I also like the teleporting. Did you get inspired by the Singularity?
I did a rework of Freddy ages ago (3 years I think) where I mixed both versions together wich was mostly implemented with Sadako funnily enough.
The only thing I am missing is the old Paintbrush. Loved to play ninja Freddy.
The only concern is the amount of slowdown you can get with the addons (Forever Freddy) and how easy it would be to escape the dream by spamming skillchecks with a toolbox. Back in the day this was done with Spine Chill and Self Care.
Important note: Freddy should be Undetectable for survivors outside the dream. Back in the day you could not see him with Object or any other aura reading perks as long as you were awake.
Hey! Thanks for your comment.
Talking about the teleporting, I was more inspired by Pinhead's teleport. Of course it would need some tweaking to make it work (how far away u spawn when u tp, how fast does it take to tp etc. It's just an Idea that could get tweaked out a bit.
Talking about slowdown, I'm not really sure if it would be too oppresive or not. I think the slowdown wouldn't matter that much, since with this Freddy u want to wake up asap, so you fail the first skillcheck you get. Pretty much u don't give the killer any info with that failed skillcheck since he has aura reading, so that wouldn't be a problem I guess. Also people rarely run Self Care now, so waking up in chase will be WAY more rare than before.
I also think the undetectable isn't necesarry, Freddy is invisible to awake survivors, so it's impossible to see him with OoO or any other aura reading perks :D
-
@Trollinmon said:
Man I love og Freddy. Remember with his old kit he was the killer I loved to play when it was nearing rank reset since his kit was fairly weak for the time but was such a fun and unique experience .
Looking over this it seems fairly good. Incap when falling asleep would fix the issue of the survivor waking up as they are falling asleep. Base reduction to going to the dream world would reduce the feeling of needing to go double block like back in the day. Think if you throw on bam+sloppy this kit would be able to do well in current dbd. Would love to see this version of Freddy come back.
Hey! I'm glad you like these ideas. I aslo think Freddy like this would fit pretty well in current dbd. There are much more perks he can combo with, Maps are WAY more fair for normal m1 killers (old infinites were so painful).
-
@ili said:
if freddy was like this it would be much more fun, I loved this suggestion.
Thanks for your comment! I'm really glad u like these ideas :D
-
they have seen my post haha, jk, I hope they will make something fun with his power. Freddy is incredibly basic, and that's sad, because his character has a lot of potential.
-
EDIT:
- Reduced basic Dream Transition time from 7 seconds to 5.5 seconds
- Adjusted addons that affected the Dream Transition time.
- Implemented @ReverseVelocity idea - Survivors now suffer from Incapacitated Status Effect during the Dream Tranistion.
-
@ReverseVelocity said:
Some pretty neat ideas, I've seen a lot of suggestions of tweaking Old Freddy, but I've never seen the idea of having Dream Projection centered on a Survivor. I kinda like it. I assume it'd be pretty much exactly like Cenobite's teleport where it's a certain distance away and applies a brief movement speed penalty. It could also do with an anti-camp mechanic as to not immediately teleport straight to a hook, kind of like Dredge has.
The only thing I'll suggest to tweak is the micro sleep timer. 45s would probably be a little short to keep failing Skill Checks. That said I've also never seen an idea incorporating microsleep into Old Freddy's kit before either.
Having a Survivor get pulled immediately into the Dream World if they're working on an action would probably be too strong as well. Maybe it could apply Incapacitated instead but with these buffs to pressure and mobility I'm not certain it would be necessary.
Cool ideas, and really neat formatting (like god damn this is a great looking post).
Thank you very much! I really like your Incapacitated Idea, No more cheesy plays by survivors and It wouldn't be as oppressive as my idea. Thank you for appreciating my formatting, I put some effort into it :DD
-
@SpiritsHusk said:
https://forums.bhvr.com/dead-by-daylight/discussion/377950/freddy-krueger-rework-return-to-the-roots
Would not be fun at all for the killer or survivor as the killer would lose almost every game and survivors will win with ease, he will be by far the worst killer in the game.
I wouldn't agree, You are supposed to be a control killer, not a chase killer. Even with Old Freddy people were playing him wrong. It's your opinion tho.
-
Legion shouldn't get nerfed. He is perfect now in my opinion. Love to play him as killer, and I like to play against him as survivor. Holiding W is still working perfectly fine against him :>
-
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2934652#Comment_2934652
Could be a few things:
- This is a Legion post, not Nurse
- Nurse is fine, she has way more counterplay than Feral Frenzy
- Sluzzy is not a he, to my knowledge
Nurse has more counterplay? veryyy interesting
-
👏👏👏
-
@DeadByCommunity said:
https://forum.deadbydaylight.com/en/discussion/comment/2931800#Comment_2931800
Simple, don't stun legion in frenzy if people see they are using it. No need to nerf it. Just play around it.
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2931800#Comment_2931800
If you stun legion while already deep wounded, then he can't just feral frenzy and hit you again and start the chain back up. I don't think the addon is nearly as crazy as people are making it out to be.
I dont really think its that strong. I was more like it's very fun to kick Legion out of his power with palletstuns. Even tho u are right, it don't need to be changed. There are for sure stronger addons than this one.
-
The only thing I think should get changed is probably julies mixtape. Since it makes u ignore pallets totally. I think they could make it so u get frenzy back after kicking a pallet instead of when getting stuned.
-
@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2930969#Comment_2930969
And how many times you 3-4k?
i 4k a lot but i still could do it pre-buff legion. I have a lot experience with this killer. Even tho, i played against a really good russian swf that literally countered me so well that i couldn't get a single frenzy down with mural sketch - never sleep pills combo. Legion changes mostly make u respect his power now. U dont want to exchange some gen progress for a frenzy hit, u dont want to mend in his face when his fatigue is 3 seconds now, you need to run when u hear that legion is comming for you in Frenzy. I think people just need to play against this new Legion more and realise how to play around him. I can still encounter people that make a gen or destroy a totem when I'm going to them with Frenzy. I can't understand that.
-
Legion is perfectly fine now. I main/play him since 2019. I play a lot of killer and survivor and i can tell he is not that hard to outplay. Holding W is still really powerful against him. Never mend while Legion is in Frenzy, bodyblock Legion when he is going for others cuz he cant hit u twice, it will end his power. Try always to run forward, so he can't cut u off. If you hear terror radius when he is in Frenzy simply start to run away. Try this, cooperate with other survivors and you will do just fine :). I played around 10 games against new Legion and i wasnt downed even once in his Frenzy. Don't slam forums 2 days after killer is changed. Try to learn to play against him. With this "nerf" mentality we will never have fun in this game.
-
EDIT:
Base Power:
- Increased Feral Frenzy Movement Speed to 5.6 m/s
- Blood Pools are now visible in Feral Frenzy.
Killer Instinct:
- Killer Instinct changes its range with Terror Radius, But it does not fall below 24 meters
- Oblivious no longer protects you from Killer Instinct.
(So if you have Undetectable Status Effect, Your Killer instinct is 24 meters range instead of 0 meters.)
Addon Changes
Frank's Mixtape Nerf:
- Increased Weapon Wiping animation to 3 seconds (was 2 seconds)
- Added a GIF that showcases how "double fatigue" looks like
-
Hey, @Almo . Could you give me your opinion on these changes?
-
@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2662441#Comment_2662441
The devs said they wanted killers to be viable with add-ons and not base kit, so i can understand the other point of view also. Have a nice day.
Thank you! Have a nice day too! :DD
-
@Faulds said:
What about making the iridescent add-on that break pallets base kit (without the terror radius increase)? Many killers have add-ons that make them viable. Would it be crazy to make base kit viable... and only enhance it a bit with add-ons? You could go down that road and then create add-ons like Plague/ Huntress/ Myers "where you sacrifice part of your kit to get something else".
Hmm that's an interesting idea but I think it would be kinda unimmersive. When it's an iri addon people aren't using it that often, but in base kit it would be kinda weird to see a teenager destroy a pallet when vaulting on it.
To be honest It's hard to say if it would be broken or not. That would be interesting, but I would like to keep it as an addon to be honest. Still, thank you so much for your comment! :D
-
EDIT:
base kit
- The Legion can start Feral Frenzy when the gauge is charged above 33%
With this change I wanted to make The Legion feel more smoother. You have more options that you can choose. Run earlier but shorter or Run later but longer. It all depends on your knowledge if you can get to a survivor in this time or not. But if you fail you get punished with fatigue and need to wait for your power one more time
Addon changes
With this Base Kit change, that I just showed you, I had to change Addons that allow The Legion to down in Feral Frenzy. I changed them back to as they are in current version of DBD, but they are slightlty chagned for balance purposes.
- Frank's Mixtape nerf: When you hit a Deep Wounded Survivor you suffer from addditional cooldown animation that last 2 seconds (during this animation your Frenzy is not recharging)
I had to make an additional cooldown for this addon because now u can use ur Frenzy earlier but for less duration. With this change survivors will be able to make more distance, creating a situation in which u will not be able to use your frenzy that early.
- Stab Wounds Study buff: Now it also allows The Legion to see The Deep Wound timer of all survivors
In the current version of DBD this addon is only used with Frank's Mixtape. Without using Frank's this addon is pointless. With this change I want to give players an opportunity to use this addon whenever they want without thinking they just lost an addon slot. It's still not the best addon but it gives some decent information that can help you out in a match.
FULL DESCRIPTION OF THESE ADDONS:
FRANKS MIXTAPE:
- Hitting a Deep Wounded survivor while in feral frenzy, shortens their Deep Wound timer by 5 seconds.
- After hitting a Deep Wounded Survivor in Feral Frenzy, you suffer from additional weapon wiping animation that lasts for 2 seconds (So 2 seconds of cooldown + 3 seconds of fatigue = 5 seconds of overall cooldown)
STAB WOUND STUDY:
- Reduces the Deep Wound timer of all survivors by 5 seconds
- Allows The Legion to see the Deep Wound timer of all survivors.
-
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2647187#Comment_2647187
Then I think this could be a reasonable change, gives the killer a little bit of leeway while still allowing the survivors to try and scramble to turn off some hexes if they want to straight away.
Not a bad idea!
Thanks! I'm glad you like it :D
-
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2647170#Comment_2647170
The hex, you mean?
Yes, Hex is destroyed immediately
-
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2647163#Comment_2647163
Interesting. What if there are no available totems, though? If all the dulls were broken, or all the standing totems are blessed?
Then it gets immediately destroyed.
-
@jesterkind said:
I like the idea of guaranteeing some time where survivors aren't staring at your lit totem, though I'm not quite sure whether this would work out, specifically. Would the survivors still be notified of the Hex being in place, so they can go try to break dull totems in the hopes it's the right one, or would it be completely stealthed?
I would say it's fully stealthed. After this 30 seconds random totem, that is avaliable lits up and can be destroyed.
-
@dbd900bach said:
Today we are here to do the impossible, buff three of the most poorly designed characters in the game. PLEASE do not suggest outright reworks because we all know behavior will take quite awhile to get a rework out.
Trickster
Legion
Twins
Arguably some of the weakest and least fun to play/play against killers in the entire game. Their powers are super limited, unoriginal and in Twins case super super poorly designed and thought out.
What buffs or changes would you make to improve these killers that's fair? Nothing to make them OP but more so to make them playable for killer and for survivor when playing against them. Of course make them stronger as well.
These killers are fragile which means any buff or nerf has the potential to outright kill or acsend them. Minor buffs not so much but you get what I mean.
I will reiterate, NO reworks. Secondly this is not to slander the devs in anyway shape or form. Not everyone is perfect, even companies.
For Legion I would like to see these changes:
Feral Frenzy speed is 5.4 m/s (before 5.2 m/s)
3 Seconds Fatigue (before 4 seconds fatigue)
Decreased Tunnel Vision while in Fatigue
Being able to start Feral Frenzy when gauge is 25% full
Being able to see BloodPools in Feral Frezny - This change is not needed, but it would be a fun QoL change.
With this fatigue change, rework fatigue addons to something else, and that's pretty much everything.
-
I love it! I miss old Freddy since he was way more entertaining in my opinion. He was very unique. Current Freddy is pretty much a typical M1 Killer. I also like the changes you made here :D.
-
Edit:
- Stab Wounds Study nerf: Now when hitting a Deep Wounded survivor in Frenzy, you suffer from longer fatigue
- Frank's Mixtape buff: You can activate Feral Frenzy when your power gauge is charged above 33% (was 50%)
These changes make these addons more balanced when used alone. Especially Frank's Mixtape will be way useful now while using it on its own. Also additional Cooldown on Stab Wounds Study allows survivors to have more counterplay against Legion that downs in Frenzy
Give me your thoughts! :D
-
Great ideas! I would really like to see them in game! :D
-
@BattleCast said:
They are a problem. This might be an unpopular opinion, but I believe that almost all exhaustion perks are entirely too strong and beat out every other type of perk in the game besides Unbreakable in certain situations. They are destroying the game by creating an unshakeable meta dominated by chase-oriented perks. I'm tired of running them as survivor if I want to win and I'm tired of dealing with them as killer.
Tell me, why would I ever bring a perk that allowed me to see the auras of my teammates around me over an exhaustion perk. There is literally no reason to unless you just straight up don't care about winning. Why would I bring a perk that allows me to see the killer's aura when a generator is completed? Dead Hard is an option, that allows me to possibly extend the chase by minutes. So screw Dark Sight that's useless compared to Dead Hard. That is what I am thinking as I go to select perks.
What would I do? Nerf all speed increase exhaustion perks to 130% speed and put some sort of breathing penalty on exhausted survivors making them easier to track during a chase. This would make it so survivors don't just gain as much free distance just for existing, and there is a sort of trade-off. Gain free distance in a chase, but become an easier target. Of course, the speed increase will always be worth the stealth penalty, but at least there is now a better chance for the killer after the survivor gained free distance.
Dead Hard should slow you down at the end of the animation, but keep the I-frames. That way it can't be used as an "oopsie, made a mistake, let's just pretend that never happened :)" button. This would force survivors to use the perk as it is intended; a perk that allows you to juke the killer as they swing for you.
Anyways, rant over. What do you guys think? Are exhaustion perks a problem, yes or no?
In my opinion exhaustion perks are okay, I dont have any problems with them.
-
As a killer and survivor player I would say no. This tile is okay for me.
-
@Nayru said:
it's a decent set of changes but i feel the need to point out that legion's primary problem of 'once people are injured, then what' isn't addressed at all with any of them, and in general with the 40 --> 32m KI adjustment the base info gathering of frenzy takes a major hit, even if it can then work with other things
it's possible that the return of the multi-stab downs would be the thing in question but devs probably won't do it + survivors would hate it more than spirit
Thanks for your thoughts. If you think that this frank's mixtape and stab wounds study would be broken i wouldn't say so. After changes we got from the last ptb Stab Wounds Study buff made downing in Frenzy better. But it's still not as good as it could be, especially now when there are boon totems and it's way more difficult to keep ruin in the game that was helping this playstyle a lot. I think being able to use Frenzy at 50% would be okay. Not broken, but helpful. You are not even be able to use frenzy at 50% to hit someone. I think on 75% in most cases. That's still takes some time that can be used by survivors to repair generators.
@Dino7281 said:
"Killer instinct is no longer the same as terror radius. It now has 32 meter radius."
Oh, I would love this change. Hysteria would be so good at him.
Thanks for your opinion! I'm glad you like it
-
@FFirebrandd said:
If I'm reading these changes right, this would break Legion.
Here's the thing about Legion. Multi Stab Frenzy downs are uncounterable. They just are. They are technically possible right now but... they... well they used to take ~62s to do, as of Tuesday they now take 48s. So prior to this patch, no one bothered because they were no where near fast enough. Your changes will make them take 20 seconds. That's really fast for something the Survivor can't stop.
The rest of the changes are a mixed bag for me. Some are great, some are questionable... but I can't get past the fact that you're bringing back Old Legion which got reworked for very good reasons.
Thanks for your opinion but i think u are wrong. Why are u using maths when there can happen a lot of things in the game. First of all survivors are not standing still. They are making distance. There will be very few situations in which you will be able to use Feral Frenzy when its 50% charged. Especially when u have only 5 seconds usage of it and when you fail you will be punished very roughly.
-
I think I found a way to fix this issue when you play as a Killer. Not forever, but it works for some time. If you have infinite loading screen you need to:
- Turn off the game
- Start the game again
- After you start the game, you need to search for the lobby without new survivor (Mikaela)
- When there is no Mikaela in the lobby just ready up
- The game should load up without problems, and after this game every game should load.
I think that should work for you guys. :D
-
@BattleCast said:
I like these changes. Really all we need is increased speed and reduced fatigue and that is exactly what these changes are.
Would like more add-ons that focus on opening up new builds and synergies, but if this is what we got for the legion update I’d think I would be happy.
Thanks for your comment! I'm happy you enjoy these ideas. If you want, you can write your addons ideas, I would love to read them!
@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2579213#Comment_2579213
Tat, I reckon you have a line to Almo so you might know something, but that does not mention a buff.
They say specifically Legion is on the list to look at. That language does not necessarily mean a buff. They just "looked at" slinger. How'd that shake out for him? Ghost face got an add-on pass that was an overall nerf you could argue.
They said they are going to look at him. Though they didn't say its 100% a buff, It will probably still have more buffs than nerfs. I'm sure they will change fatigue to 3 seconds, Change bad addons, maybe they will nerf duration addons, they will probably rework fatigue addons. Time will show. Thanks for your comment
-
i think joey's mixtape should stop draining your power for 2 seconds. With this change u cant vault a window over and over again just to farm infinite frenzy.
-
I had infinite loadings, I found a match without a mikaela, it loaded without problems, and after that all the games were loading perfectly. Try it maybe it will also help you.
-
Same problem when I try to play Legion