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Tekno_Badger

Tekno_Badger

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  • @FFirebrandd said:

    So... your starting position is fundamentally flawed.

    I personally happen to very much enjoy the fact that Legion has a good 1v4 game but a not great 1v1 game. So... from my point of view, all of the changes you proposed to their base kit are beyond garbage and should never happen. If you want Killers with a good 1v1 and meh 1v4, there's literally plenty to choose from.

    The only exceptions are these two changes. Do not reduce Frenzy charges when hitting a survivor with a Basic Attack. Reveal survivors even if they are Oblivious. Those changes are nice. I like those.

    You literally didn't even read the post. That's pathetic.

    I didn't nerf their 1v4 at all. Everything is buffed considerably actually, even factoring in the debuffs you get after Slashing 4 times, with the exception of a negligible difference in movement speed (and I might just do away with that particular debuff anyway!). But the more you Slash, the longer your Fatigue, which hurts the 1v1 (also buffed, but still just M1), forcing players to choose strategically with each Frenzy, and thus hopefully reducing the constant "mending simulator" feel to their games. Try reading before you call my rework "fundamentally flawed" and "beyond garbage".

  • @GrimReaperJr1232 said:

    "Reduce Frenzy Fatigue to 2s, but increase it by 0.25s for every survivor Slashed, up to 3s."

    This is ridiculous. Legion is in concept, according to the devs is "a high-speed killer capable of inflicting partial damage to multiple survivors." So WHY is his fatigue increasing for chaining hits? Ignoring that this goes against the concept, why is the killer being punished for playing well? If you got a 4-man chain, you DESERVE to be rewarded, not punished.

    "Increase Frenzy movement speed to 5.6m/s and Frenzy Fatigue movement speed to 2.6m/s, but reduce both by 0.15m/s for every Slash, up to a maximum reduction of 0.6m/s."

    Two things. One) Again, punished for playing well which is asinine. Two) It's a non-lethal power, he can move at 6m/s

    "Change Never-Sleep Pills to show Pools of Blood and Scratch Marks during a Frenzy."

    Just make it base. Removing the ability to see blood was asinine and a relic of when they were (rightfully) panic nerfing Legion.

    "Buff the Blade add-ons to 20 and 40%."

    Okay, this would be.... ugh. 40% means around 5-second and 20% is 2.5-seconds (unlike most add-ons, the blades give flat numbers so it's easy to do the math on). That's 19.5 seconds of mending. I would despise you on a personal level for using that, holy hell...

    "Buff the Ruler add-ons to 10 and 20%."

    Oooor just revert the nerfed recharge from 20 seconds back to 15 seconds. It made no sense to nerf it then, especially when the ability to Frenzy with a partial gauge was removed.

    The problem

    None of these addresses Legion's core issue. The problem with Legion is that while he is the best killer in the game in terms of injuring survivors, he has nothing afterward. He is an M1 killer with no power. It's not like he gets bonuses for injuring survivors like an extended lunge or increased action speed like Myers, nor does he build up tokens for some super Mayhem mode or something. He's just an M1 killer whose most redeeming factor is that he's short, (ideally) always chases injured survivors), and can have good map awareness with Killer Instinct.

    So while I appreciate the clear effort you put into this post, I vehemently disagree with the direction you went with in regards to Legion.

    I'm particularly amused with how you started out this post complaining that I've increased Fatigue even though I literally reduced it by up to 50%. Reducing for hitting more survs just encourages a 20-minute mending simulator. If you want to call it punishment for playing well, go for it, but it's entirely canon for someone to get more fatigued after sprinting across an entire farm and hitting several people or something lol.

    And you could just remove the movement speed debuff, whatever. I've already buffed it by 0.4m/s though, that's plenty for a PTB. I do believe they should have a much lower base Fatigue though, and the devs will never go for a simple 2s flat, nor is it viable to only give it if you Frenzy a ton of survs.

    Do what you want with Never Sleep Pills, idc. You're complaining about an awful lot though, make your own concept instead of shitting on the absolutely minute details of mine.

    And for the Ruler add-ons complaint, you're once again ignoring the fact that Legion making survs mend even more is not fun for survs. My goal is to make them fun for both sides. A mending simulator is freaking boring.

    And you're saying I've done nothing to help them down survs but I literally halved the Fatigue and increased Fatigue movement speed so survs get very little distance if you only Slash one. These changes also allow you to bodyblock, much like with Wraith, but even stronger. Legion is already incredibly powerful for getting injuries, they don't need an overly strong downing power too. Survs will go from gaining just under 8m during a Fatigue to only 2.8m if you use the Frenzy without Slashing, and bodyblocking is more effective with the increased movement, so I dare you to tell me that's not effective lol. For reference, that's over 50% less distance loss than Wraith gives when uncloaking, even accounting for his speed boost. You'd down them in less than 3s with a full Lunge, and that's without even considering bodyblock plays where the surv isn't just holding W away from you, AND Fatigue add-ons aren't even factored in. With double Fatigue add-ons, you barely give up 2m of distance even holding W in a straight line, meaning you'll down them in under 2s with a Lunge. Do the math and think about it before dumping all over my post.

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2767424#Comment_2767424

    I think Instant recovery would be abusable, however I completely agree that the fatigue should be reduced for doing well in frenzy.

    I think a lower recovery for less Slashes gives players a choice between better 1v1 or better 1v4. Slashing many survs isn't very common, and it takes too much time to constantly spread out that pressure if you're forced to do it for a shorter recovery.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/2767445#Comment_2767445

    Hitting all 4 in a single frenzy is a rare thing though, so that would be as useless as Trickster's Main Event.

    Agreed. This is both fairly useless and only encourages mending simulator

  • @Marcavecunc said:

    I wouldn't mind most of those changes. Can't be bothered to look up the details on all those add-ons since I never really use them when playing Legion, but here's what I have to say on the other stuff.

    Reducing the Frenzy meter when you m1 someone never made any sense to me, I agree that has to go. Especially considering how if you m1 someone, you need to m1 them again, if you frenzy hit them afterwards, it'll only put them into deep wound, not down them.

    No to your Mad Grit suggested changes. Unrelenting already gives basic attack cooldown duration, and I see no reason for an increased movement speed on top of its current effect. (would that be regular movement speed, or carrying speed, or both? because there's already Agitation for extra carry speed, no need for a perk that does what every other carry perk does all in one to free up perk slots.. yes i know agitation's speed boost is much bigger than just 3% but I feel like it's not required considering what the perk was for in the first place)

    I agree with the proposed Iron Maiden changes though, 30 seconds of exposed is worthless. Better than nothing, but a bit pointless when most of the time you're halfway across the map and even if you make a beeline, won't get there in time for the insta-down. Not sure about the aura reading part, it already gives killer instinct for 4 seconds.

    Note that the Mad Grit cooldown is for hits and misses, and that along with the speed bonus is even when not carrying.

    Also for Iron Maiden, the Killer Instinct would be removed, the surv would juts scream and be seen for 4s

  • Please stop. Blight is strong but incredibly difficult. I suggest you learn how to loop him

  • @Fukse said:

    Why can you not spell out "styptic" in the game chat? Why is this embarassement of a censor mandatory instead of toggable? It never EVER should be mandatory, especially if it works so bad it censors out in-game medkit addons

    I literally can say shite without the e, the other word for donkey, and damn, but not insta-heal or tbag. It's garbage

  • @Tiufal said:

    High MMR doesnt equal to competitive gameplay. Competitive is an own gamemode that doesnt have to do much with the casual game at all.

    Well I found the dude who doesn't play at high MMR. Literally all it is is sweatiness and toxicity, it needs proper balancing

  • @LastShoe said:

    1. I already see this one: 1 person on gens, 3 people doing nothing, 1 person who was on gen dcs.
    2. The problem with noed isn't that its unbalanced, it's just unfun
    3. Impossible to execute in practice for solo que
    4. With how maps are balanced it will be always the same picks, rn many maps should be reworked

    1. They're already doing this HUD thing, and it's a good thing

    2. My main goal is to just make sure Bubba or Billy can't go all game without a hook then 2k

    3. True, perhaps only implement for SWFs.

    4. RPD and DDS or an indoor banned, no biggie. Yes, start the reworks

  • @ActualPainedFrog said:

    https://forum.deadbydaylight.com/en/discussion/306043/a-quick-way-to-help-balancing-at-high-mmr

    The survivor changes should scale depending on the killer, Nurse with these restrictions would be insane, just ban Lery's and mothers dwelling and hardcore tunnel and camp.

    The Noed rework wouldn't change the inherently unfun design of the perk. A suggestion I've always like would be to make it essentially an infinite blood warden to anyone who has been hooked before. This would make the perk name actually make sense while making the perk far more fair.

    I'm looking at it from a dev standpoint. They've said several times they're fine with noed, so I thought at least make it so a Bubba can't 2k after getting 0 hooks all game

  • @ActualPainedFrog said:

    https://forum.deadbydaylight.com/en/discussion/306043/a-quick-way-to-help-balancing-at-high-mmr

    The survivor changes should scale depending on the killer, Nurse with these restrictions would be insane, just ban Lery's and mothers dwelling and hardcore tunnel and camp.

    The Noed rework wouldn't change the inherently unfun design of the perk. A suggestion I've always like would be to make it essentially an infinite blood warden to anyone who has been hooked before. This would make the perk name actually make sense while making the perk far more fair.

    You know that these restrictions are 1 perk vs even Nurse in comp, with several perks banned, right? 2 perks is fine, and they shouldn't scale for killers, BHVR just needs to fix their ######### killers

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761362#Comment_2761362

    I'm not sure what you're referring to with that first part. I agree, but where's the relevance to this topic? The infinite re-blessing is clearly not a flaw, the idea of a back-and-forth where you keep snuffing and the survivors keep cleansing is a good one, the problem is that CoH is too strong and some totem spots make that a nightmare to actually try and do.

    As for your suggestions, that might be a touch too far, but I can see where you're coming from. The problem is that you don't want it to be unusable without a full healing build, you just want full healing builds to be less absurdly strong with them, and that's why I think things like a universal cap on self healing speed is a better idea.

    Not averse to a brief cooldown after snuffing, either, that's fair.

    Also how do you figure my change is not strong without other healing perks? It's plenty strong, it's free self-care for all at 30% higher speed lol.

  • @Tr1nity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2759618#Comment_2759618

    Yeah welcome to the forums.

    Have a take people don’t like and it’s immediately bait.

    I never called it bait

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761362#Comment_2761362

    I'm not sure what you're referring to with that first part. I agree, but where's the relevance to this topic? The infinite re-blessing is clearly not a flaw, the idea of a back-and-forth where you keep snuffing and the survivors keep cleansing is a good one, the problem is that CoH is too strong and some totem spots make that a nightmare to actually try and do.

    As for your suggestions, that might be a touch too far, but I can see where you're coming from. The problem is that you don't want it to be unusable without a full healing build, you just want full healing builds to be less absurdly strong with them, and that's why I think things like a universal cap on self healing speed is a better idea.

    Not averse to a brief cooldown after snuffing, either, that's fair.

    How on earth is it a good idea to give the killer more objectives and force them to defend the entire map instead of a group of 3 or 4 gens? You really must be a surv main or a casual killer if you think infinite boons is fair.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761362#Comment_2761362

    Honestly boons are just a design nightmare. Infinite teamwide resource at the cost of a single survivor's perk that the killer cannot effectively deal with is going to lead to issues.

    The only reason Exponential and to a lesser extent Shadowstep aren't complained about is because their effects are situational and they are boons that require aggressive placement to get the most out of them. Meaning the killer will more than often have the time to snuff them out.

    CoH does not require aggressive placement and it's effect is really good for what it is. Meaning it being infinite is an issue since the killer won't often be able to do anything about it. The only way CoH won't be an issue if the values of the perks are too small that it no longer becomes worth it to use.

    Devs really need to rethink the idea of boons being infinitely replaceable if they want boons to be balanced perks that are engaging for both sides. Because that is impossible as they currently function.

    Unfortunately all of these Boons get abused by SWFs too. 1 bodyblock and a surv you needed to kill can disappear. 1 organized team and you'll never have a slug again, even though Oni and Twins all but rely on it.


    I don't know how they can tell me Pig is fine coz of her kill rate (guaranteed they only show across all MMR coz next to no Pig ever makes high MMR) but also completely ignore every stat and fact that shows boons are too strong

  • @fulltonon said:

    Those changes just make the game unexciting, map ban could be a good thing though.

    How are perk usage limits "unexciting"? Are you really trying to tell me the only thing you find exciting about this game is DS, Dead Hard, and NOED? XD

  • @jesterkind said:

    I disagree. The infinite part is just what boons are supposed to do, not a design flaw- and with the healing speed bumped down, it'll already be a lot better.

    I'd argue it's not far enough, not that it's not in the right direction. A cap on self healing speed following this and a few more tweaks to things like boon verticality would be the escalation I'd want to see after this.

    Just because the devs intend for something doesn't make it a non-flaw or balancing issue. COH is ridiculously strong. Self-healing should be 80% speed, anything else should be +40%

    Boons also need cooldowns once they're snuffed, or increasingly longer blessing times each time.

  • What's worse is when you get grab cancelled, the proceeding auto-lunge usually misses

  • This is just an even stronger Hag

  • No, just give Boons at least a 60s cooldown when snuffed, or increase Blessing time by 33% (multiplicative, not additive) after each snuff.

  • NOLB: Nice

    Corrective Action: I like it

    Buckle Up: Just make it Soul Guard but applied by the one healing (picked-up surv has BT for 8s).

    Clairvoyance : That'd be nice, but Totems are bad enough at high MMR thanks to how outdated and memorized spawns are by now.

    Fast Track: That'd be OP. Current Fast Track is fine, though it should be activated by a button, not a Great Skill Check. Gen speeds shouldn't be affected much, it's destabilizing to game balance.

    Gearhead: Show gens being repaired for 10s after every 3 hits.

    Dark Devotion: I think just make it all attacks for a PTB, see how stronger M2 killers do with it to make sure it's not OP.

    Surge: Increase range to 40m and remove basic attack condition.

    Eruption: Buff to 8% and increase Incapacitated duration to 16/18/20s. Perhaps allow gens at 0% to be kicked to prep them?

    Mad Grit: Add a 15% Basic Attack cooldown reduction at all times. It needs another effect but I want the meme lunges to stay lol

  • No, cleanse Totems. The only change it might need is for noobs who use it as a crutch. Only activate if 4 hooks were achieved

  • They don't want you to know that half the killers don't even reach a high MMR. Pig isn't even half the killer that Blight or Nurse are.

  • 1. ...what? Bubba's chainsaw is not OP at all. But you can counter him by playing Pallets well and not getting caught in the open, and beat Oni by not giving him early M1 hits so you deny him his power. You can also stealth when he has his power. NOED is understandable tho, just bring Hope, Detective's, and/or Small Game

    2. Resilience or Dead Hard I guess, but this is the result of you messing up, not the killer being strong lol

    3. No, stop. Sabo SWFs are effective enough as is.

    4. You have plenty. It's like you expect easy 4 outs or something? This game isn't meant to be a stroll in the park for survs yknow.

    5. Just loop better. A good surv can run an m1 for 2+ minutes.

    6. Just don't go near basement??

    7. ????????

    8. Just run Smash Hit. And stunning killers for even longer is not fair or balanced, please stop. EnFury means 2 slowdown perks are missing, take advantage of it.

    9. Yaya gimme perk for ez invincibility, eliminate the one slowdown strategy killers have: camping and tunneling. Just run BT, and don't save against camping Bubbas, or run Kinship.

    10. That's useless, the HUD shows them not being on hook.

    11. Yaya ez gen rush, not fast enough, need to finish 4 gens before 1st hook.

    12. Repressed Alliance and Small Game/Detective's???

    13. Just heal and stop getting downed so fast for Dying Light and Thanat. And stop cleansing dulls for Penti. It's not that hard against just Hexes, you already know where they are once they're re-lit.

    14. No

  • @Rage1Alpha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758978#Comment_2758978

    Thank you! Great feedback. I already knew I understood very little about game balancing, that's one of the reasons I came to the forums and created this post.

    You seem nice, so I'll put it short. Unlimited DS is literally just a 4th hook state for survs, and SWFs will abuse it by tricking or forcing you into eating it so the rest of the team can get away and you're back to square 1. Banning killers will just mean you almost never see Bubba, Nurse, or Blight. This game js not balanced enough to ban anything other than maps, and seeing as how they're almost all balanced or survivor sided, this should really be a killer feature if anything.

  • That would be awesome but likely completely busted. Perhaps he could have a short dash with a cooldown that immediately geys cancelled once he attacks? Honestly I just want a reduced Contamination speed boost, better zombie AI, and better addons

  • @Rage1Alpha said:

    I would like to note that I can't make anything because I am not a developer, these are actually just my opinions and suggestions of things I would like to see, along with a few other people. I respect everyones opinion, thanks again for reading! I am excited to read actual arguments on why my suggestions might be a bad idea!

    I would love to try to explain to you why unlimited timer DS is broken and why banning killers and killer perks is stupidly one-sided, but I don't have it in me. No offense, but your understanding of the balancing of this game is lacking, and you are obviously only worried about survivors

  • BHVR doesn't care about toxicity, they think it's fair and fun

  • Tier 4 Dead Hard makes you dash forward so fast you teleport.

    Tier 4 COH heals everyone who enters the radius.

    Yayaya

  • I'd love to see it removed. I'm a competitive player and I'm forced to run it at this point to be able to do the thing my competition can. Sure, it's fun to feel faster, but let the game look the way it's supposed to.

  • Stop. This isn't fortnite

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2713863#Comment_2713863

    I specifically said “ranges of area effects”. Not everything is an area effect.

    Well that's not a proper term at all, technically all "ranges" are area effects. And like I just said, this just gives m1 an insurmountable terror radius

  • 1. Stupidly non-canon idea

    2. Hello survivor main who doesn't care about giving the killer a fair chance

  • Lol. I'm a killer main and all I can say is lol. Detective's is fine, it requires skill and great organization to use, even in a swf

  • Noed should be 2 stacks per hit. A 2 hook Nurse shouldn't be able to down half the team in 20s.

    All Boons should just have large cooldowns when snuffed.

  • Agreed. It's ######### garbage. Literally just a maze the size of Mother's Dwelling, with another Dwelling stacked on top

  • Lol yeah let's nerf the killer that's suffered greatly from MMR throwing more SWFs at her.

  • Honestly I stopped reading as soon as you called Pig a "him".

    Buff the Ambush duration, buff stealth movement and crouch time, make RNG more reliable. Easy peasy

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2710394#Comment_2710394

    I’m very confused. How does changing area effect ranges make M2 attacks far stronger? And where did I say terror radius would “be bigger”?

    If you're talking about ranges then that applies to everything in the game with a range...

  • The fact that survs thought a killer with no chase power was OP simply because they had to use their heads to avoid getting caught in the open instead of just holding w is laughable.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2709702#Comment_2709702

    Sorry, I still don’t understand why you think making area effect ranges proportional to map size hurts M1. What does area effect range have to do with basic attacks?

    It makes m2 attacks which usually have ranges far stronger, while doing next to nothing for m1, thus creating an even bigger performance gap between m1 and m2. The only thing m1 would get is I assume a bigger TR which makes them even weaker

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708932#Comment_2708932

    Sorry I don’t follow, how does it hurt basic attack killers?

    Well m1 is the only thing without a "range" unless you actually want to increase lunge range which would be broken considering jungle gyms are a game-wide standard more or less

  • Ok great, that's not my problem. Quit asking for changes that destroy the already horrible game balance

  • He has no chase power and is countered by what is already the most effective strat, spreading out and holding w.

  • You forget bhvr cant code. Game runs poorly as is

  • Just reduce the contamination speed boost by 50% and give a temporary debuff to survivors who vaccinate

  • Literally just plan for it and play accordingly. Just because a perk makes you play differently instead of mindlessly holding a button doesn't make it too strong. It's strong, not broken

  • Yeah let's make m1 suffer even more

  • It's literally a free 2nd chance, it's not meant to just hand you an escape

  • Yes, please. Stop making these dogshit maps. I literally like Dwelling more. You gave us a stupidly oversized map with hallways as confusing as a maze, and then followed it up with another godawful map with pallets or a god window every 5 feet

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