2.6.3~2.7.0

Originally, this game called dead by daylight had a killer disadvantage because the gate would be energized in an instant when the survivor became serious and repaired the generator. The Mettle Of Man implementation in 2.6.3, the Stanis of Decisive Strike from 3 seconds to 5 seconds, strengthens the mystery so that it kicks off further. In the first place, if either of these parks is activated, the killer almost loses. That is why these two parks are breaking the game balance. It is strange that the chase time can be extended without any risk in the first place.


Mettle of man


Decisive Strike


Dead hard


Borrowed Time


If VCPT which has four people in these four parks comes, no killer can win now. Besides, nobody will do the killer if you get angry at the gate. Playing with a killer is not fun at all, it just adds stress.


Even though this game is a game that only requires a killer, it can not be played if there are no killers.


For future operations, killers can play without stress and are waiting for modifications that will increase the killer population.




And after 2.7.0, we started the region, and many killers were weakened.


I think especially the region is a really bad adjustment.


Threat range from 24 m to 32 m


Only when the skill gauge is full can you use the frenzy craze


Movement speed at the time of use of capacity from 5.28m / s to 5.0m / s


The time it takes to charge the capacity gauge is 15 seconds → 20 seconds


Do not see blood stains while using ability


If an attack fails when using a ability, the ability ends


Stun time at the end of the ability from 3 seconds to 4 seconds


Jumping of the board at the time of use is 0.9 seconds → 1.35 seconds


Jumping of windows when using ability is 0.9 seconds → 1.1 seconds


Don't let the timers fall even if you put a glitz slayer on deep-state survivors (previously 10 seconds for each hit)


It's really bad.


It was strengthened though this was weakened


Moving speed from 4.4 m / s to 4.6 m / s


Ability duration increased to 10 seconds


50% of ability gauges lost during normal attack (previously 100%)


It is only this.


Which area is slightly stronger?




As for the impression that I used, it is a better level to use the ability to attack by normal attack no longer.


First of all, the increased threat range warned the survivors, so it was difficult to find them and the search ability was greatly reduced.


Even if it can be found, it can not catch up because the speed at the time of ability use is slow, and Feral Frenzy can not be activated. If it fails, it is likely to lose sight because it gets darker than the nurse's stun time and vision.


Also, even if it was possible to activate the ability, even if it can detect other survivors, it is fleeing before hitting Feral Frenzy because it is slow.


As Feral Frenzy was applied to deep-seated survivors, the timers did not decrease, making it difficult for the Survivor to wander and extend the chase time. If you make a mistake, you will get really stressed because the ability will end if you make a mistake.


Furthermore, since the bleeding timer will stop if it is within the heart sound range, in some cases there is also a choice to leave the deep state once and repair it.




Perhaps no one will buy LEGION as it has become weaker than THE NIGHTMARE and h

Comments

  • BloodyTapp
    BloodyTapp Member Posts: 108

    Perks: Yeah, meta is too defined right now. But it doesn't mean that these perks should be nerfed to the ground, instead weaker perks should be buffed to actually be able to compete with those. There should be a lot options for a good build

    Legion: They did their best to prevent moonwalking from being effective. There are some very questionable changes, but overall it isn't that bad. The only annoying thing can be that it forces you to fully load Frenzy in order to use it

  • zaozaoxx
    zaozaoxx Member Posts: 194

    About Perks, I'm afraid it wont goes like what you suggest.

    Except Dead Hard, All perks mentioned is toxic from my sight.

    Dead Hard is full of occasion, and when it been used, the second time the killer will take precaution of it, or even at first chasing. So I think it is a good one.

    But lets compared with the others, in most situations they equals another chance for sure. Killers can't counter them at all. So they are not healthy perks. I don't think to buff weak perks to unhealthy ones is better than modify these un healthy ones.

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