DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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@Splinterverse said:
It was advertised as being done by BHVR and its been many months since then.
Dealing with the box is a pain as it is, but not being able to solve it due to chains is OP. Yes, I know you can solve it before the chains start, but that is not always possible or practical, especially in solo queue.
There is plenty of time to solve the box before chains start. Whether or not you are in a situation that allows use of that time is another matter.
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It's always survivors for me. I think I've seen one salty killer message afterwards and that's since the huntress release.
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The perk has little impact on me due to the solo loadouts I use. The biggest hindrance I get from it is the teammates that continually fall victim to it. Worse yet is when they are on the gen with me and ignore my warnings to let go.
A major factor of its success (just my opinion) is that even after knowing the killer is using it, survivors will still recklessly allow chases to start and just shift w until downed without even attempting to break away.
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Players don't need a legit reason or even a logical one when rage quitting is the go to response. I get player with bad internet don't want to be punished, but devs should up the penalty for dc. Maybe add a good behavior system so frequent Dc'ers have to earn back joining the rest of us.
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Far to abusable to add vote bans in an asymmetrical.
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If my survivor games get so easy that being hooked is not a team required issue I think that will be time to leave permanently.
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Some survivors should focus more on how they could have avoided the killer or win the chase than fixating on the results of their failures.
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Hopefully the idea gets thrown out.
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I doubt it will happen for the same reason we haven't gotten new game modes.
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Never
Just seems like a very thin line to balance as anything beneficial would need to be offset by something equally (if not more) oppressive.
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This is why I bring coh, everyone can heal and I don't have to be there.
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Survivor doesn't need buffs.
Matchmaking needs to be better.
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Slugging 👍
All game, every game
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Solo is almost at the point of truly being able to play solo. Aside from unhooking multiple times and communication, there is very little that makes solo weaker than swf.
The only reason I find solo survivor less enjoyable is that the devs continue to make it easier.
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Something doesn't add up...
2 survivors
1 non attacking killer
A building with multiple entry points
Was it after the gens were done? That's the only way I can think of that would allow the killer to block you in without options.
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I'll play against any nurses that ques up, but I am not willing to endure playing as her. I find the blink fatigue to be the most annoying power aspect in the game.
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Same on xbox
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Play without hooks and go for bad altruism bleedouts. Unfortunately mmr will still pluck you for whatever lobby it decides, chances are regardless of the rating the system will use you to average a team out.
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@Krazzik said:
https://forum.deadbydaylight.com/en/discussion/comment/3246476#Comment_3246476
That still doesn't tell you if they're gonna go down soon. You don't know if they have Dead Hard or even if they do if they're gonna time it well to extend that chase. What if the killer is near them but they make it to a window? What if it's a killer that's playing around pallets or just ignores them? Then Alert is useless.
It's unrealistic for anyone not on voice coms to effectively counter Eruption. You are basically telling people to just not do gens if someone is injured and in chase.
No, your just breaking it down into bad advice. It's up to us to determine when or if letting go is the right choice. I'm not saying the perk gives a clear sign of when a down will happen, im saying it gives us the opportunity to read our teammates movement for judgment calls.
Another thing would be that eruption is only a factor after you've been chased off a gen; another use for alert as it will tell which gens are prepped to explode next.
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@Krazzik said:
https://forum.deadbydaylight.com/en/discussion/comment/3246079#Comment_3246079
This is a ridiculous answer. Solo queue players have no way of knowing when a teammate is going to go down. Even with Empathy you can tell where an injured teammate is being chased but you don't know when they're gonna get hit. Do you suggest to just never do a gen if there's an injured person being chased? That's ludicrous.
Maybe you find it difficult. Empathy shows the teammates movement which is a good indicator of the chase. Add alert and I can monitor how much distance they are maintaining. I do my gens and react accordingly to the info available.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3246079#Comment_3246079
That is not true. Even if you have Empathy and Windows, and you can track where the chased teammate is and whether or not they have a loop, you can't see the killer, and there is no perk that will reliably give you information on them - Object/Alert/Dark Sense are the closest you've got, and those all fire at very limited times. You can't know when the teammate going to go down because you can't see how close the killer is to them.
Empathy alone can show signs, it's up to the individual to act on them. I'm not waiting for the down when I can see them break from a loop only to start making indecisive movements.
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@Roaroftime said:
The logic behind preventing locker flashlight saves is because there is no way to counter it as the killer, fair enough. However, as a survivor in solo queue there is no reasonable way to counter the overpowered killer perk, eruption. So why is it ok for killers to have play styles with no counter but not ok for survivors? Yet another way to unbalance the game and force people to play killer.
Two counters to eruption; let go of the gen prior to a down and winning a chase which prevents the perk altogether. To a lesser extent there is also trapping the gen with blast mine or the one that wraps the gen in entity arms.
Someone might say,"I can't know that playing solo". Yes you can, perks can equip you with the ability to see almost everything in a match.
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/3239633#Comment_3239633
no the perk is trash, take Inner Healing.
I agree there are better options, mine is coh, but the perk is far from useless. Playing solo will just have more opportunities to make use of it.
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Anything with corn
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/3239633#Comment_3239633
No.
That's a bad player using an even worse perk.
Any perk that moves you from going down to taking another hit isn't bad. It might be the worst healing option but it still works.
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@scenekiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3239629#Comment_3239629
But how often would this happen? I feel like people think 4 man SWFs are all the game has, when that simply just isn't true.
There are a lot of 2 man SWFs, for example, but an even bigger base of solo q players, who can't communicate what they're voting for.
Swf would be an issue for sure but just the fact the killer's vote is always outnumbered is my point. It also puts solo survivors in a bad spot with voting as well when paired with swf.
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Solo is at its best right now and anyone that decides to dc deserves the wait. The only solo survivor complaint that I consider to hold any weight is sbmm needs to be fixed.
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That's a bad player not a bad perk.
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Voting could be abused by the 4 survivors.
I suggest the game blocks the previous 2 maps each player has been on. This would remove the possibility of repeating the same map multiple times while also giving the full variety.
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Probably the worst passive power in terms of consistency. Most of the time mine spend the entire match searching corners with nothing or stuck on a rock.
I wish mine would promote survivors to move around as that's both easy to counter for survivors and useful for the killer.
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Could just be one of your teammates put them in a bad mood. Somebody irritated the killer and everyone now pays for it.
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Do what ever is necessary in the moment.
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@Alen_Starkly said:
The solution is not to just slam the DC penalties back on, and pretend everything's right.
You should honestly take into consideration and think about WHY people DC. Find the cause and start eliminating the biggest ones.
Why do people insta-DC against Nurses and Blights? You know the answer to that, and you haven't done anything about it yet, despite the countless posts on the forums over the last several months. You can start here. Ignoring the problems is not good for the game or the players.
The solution is ban the most consistent abusers. So odd that some survivors think they can get changes to what they don't like by creating an entirely different problem for everyone.
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Only reason I want to see it is so I can pin point when sbmm is throwing me under the bus for the survivors. Don't care if I get mismatched as survivor, strong killers make things more fun.
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Saves should never be free unless the killer is far away.
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3234798#Comment_3234798
Teammates have nothing to do with this?
Teammates have everything to do with how long we spend on the ground. If the killer is not hooking, that's an advantage for survivors, but only when the team is quick on pickups.
I don't see any point complaining about last survivor bleedouts since changes are planned.
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Slugging is fine, it's bad teammates that turn it into a horrible experience.
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Depends how efficient the survivors are with the gens. If nobody is touching gens or dividing attention survivors can't make use of their advantage.
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@Nirgendwohin said:
Should be the number of traps in one area limited?
Should the sudden orientation of the player on the trap be changed?
No, they already have two counters.
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@i_dont_care223 said:
tell me…why aren’t u guys reworking her already shes been a problem for years every game against nurse people dc or suicide on hook shes ruining the fun that should be a top 5 priority i‘ll gladly have a delayed chapter if it means nurse is getting reworked
I want to play against nurse; she is the most intense killer to vs. It's all the entitled survivors that ruin my games; making unsupported claims of the "op" nature while refusing to learn counterplay.
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@Luceus said:
I come back from a few weeks of break from the game to have some fun and participate in the new tome but guess what? It's not possible to complete them without being allowed to play the game.
1st game: Tunneling wesker
2nd game: Facecamping bubba
3rd game: Starstruck nurse
4th game: Facecamping bubba hitting and nodding at hook
5th game: Camping and tunneling wesker
6th game: Tunneling huntress
Tries to go killer: 1st game T bagging 4 man swf sabo squad
disclaimer: by tunneling and camping I mean the "at 5 gen left type"
Players are just allowed to straight up ruin your game and will not hesitate to abuse of it by making everyone's games miserable rather than actually play it since none of this is bannable because they are VaLiD StArTeGiEs.
The game has the most obvious issues of rampant and abusive toxicity , but the devs rather work on "tHe fInIsHiNg mOrI SyStEm".
Devs keep saying that they can't really make changes because of "really limited resources" those same resources that they rather use all of the most stupid stuff that no one cares about rather than actually come up with changes to fix their game.
Am I the only one thinking that the devs would rather work on their own thing instead of doing their jobs properly is absolute BS? Because idk about you but I love this game and recently I'm actually starting to get sick of playing it because the community.
None of those examples ruin the game, as a survivor we are always a target. Any killer that allows breathing room and time to reset is being overly nice.
Work on stealth and you can at least find out if the killer uses those tactics when a teammate is downed.
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@Alcuin said:
Everything about that combination flies in the face of the intention of the 6.1 update. (1) Killers run too much slowdown, we'll make it easier to protect gens. Pentimento is slowdown. (2) Survivors hold "W"/pre-drop and run to the next tile too much, Killers should be able to wrap up chases more efficiently. Plaything means easy chases. (3) The META is stale, but Plaything followed by Pentimento is the most predictable thing in the World. Plaything paired with Pentimento, someone's being daring today.
The Killer stats speak for themselves. Plaything/Pentimento is boring, predictable, and overpowered. Re-work both perks or get rid of the perks entirely.
Yeah I have to completely disagree. Nothing about the combo is overpowered, nor is it consistent.
Every game I encounter a killer using this; they are lucky to get 1 stack. It's easily countered if your running a boon (cough coh cough). The entire strength of the build relies on survivors not making smart choices.
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@feffrey said:
https://forum.deadbydaylight.com/en/discussion/comment/3220457#Comment_3220457
So should survivors have to do gens? Why do gens when you can just loop the killer all day not our fault the killer is bad right
That's more of a hindrance to your teammates and yourself then the Killer. Also if you're that good at looping then tunneling should be no problem whatsoever.
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Depends on your mmr and personal skill, i've been fortunate enough that it's not always a loss. 3 survivors can manage quite well and still apply pressure when not giving the killer free chases.
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Solo is on the same level as swf in regards to mechanics in-game, the only areas we fall short is comms info (which breaks several perks) and consistent teammate matchmaking.
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@Eelanos said:
https://forum.deadbydaylight.com/en/discussion/comment/3213752#Comment_3213752
Yeah. The most effective counterplay would be to just all agree to suicide on hook and beef up camper kill rates to over 90% and hope to God BHVR notices. It's, essentially, the most optimal strategy that takes 0 consideration for the opposing side's fun.
Funny, fighting fire with fire.
Do as you like.
Hours of posting complaints and forfeiting or learn how and when saves are possible.
I guess I'll just learn tactics since I have no intent towards wasting play time.
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3213897#Comment_3213897
First of all, there is no true way to prevent killers from camping. Killers control the flow of the game and how the survivors play which is why they’re called the power role. Anyways, even if camping could be done with perks, there is only 2 survivor perks that can in someway make camping slightly less efficient and yet they only prolong the hook timer.
And if you somehow do manage to unhook a survivor against a camping killer, you, assuming your the unhooker, needs to pray that you’ll make it somewhere safe since 22 out of the 29 playable killers have some sort of mobility, movement speed penalty, ranged attack, or instadowns in their base kit and are more than likely gonna be in the majority of your matches.
Oh and not to mention trying to effectively “counter” camping as a solo queue player. Don’t even get me started on killers tunneling right after unhooks too.
Didnt suggest there was a way to prevent camping, nor do i think there needs to be. Alot of what you mention is just complaints that being in the killer's presence is dangerous.
Please don't use solo as an excuse for performance, we are capable of everything a swf can do outside of comms info. I only play solo survivor and have first hand experience that camping is not without its flaws. Plain and simple; the weaker the team, the stronger the opposition appears.
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3213752#Comment_3213752
There’s no counter play to camping. On top of that, players who are playing on a team based side shouldn’t have to abandon teammates because the opponent is benefiting off of cheap unskillful tactics. Horrible advice.
Yes there is and it can be done without perks. The notion that the only option is to abandon them is what makes camping appear so easy.
Camping is a tactic that appears strong against the uninformed, but can have many drawbacks against the more experienced players.
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"Boring" describes the survivors responses more than the killer's actions. Learn to counterplay or abandon teammates and move on.
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They cluster tiles to shelter survivors that struggle with chaining even the easiest loops.