DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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Couldn't tell the difference, still versing all the swfs that paired up to avoid random teammates during the tests.
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Losing pips is on you for not avoiding the killer long enough to safety. I suggest working on your stealth and escaping chases rather than dragging them out.
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It's useful to a point on doc. You have to devote a lot of your build to making it work but once you reach a certain caliber of mmr survivors are unfazed and you'll be lucky if it goes off.
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Give me this and I'll never need anything else for survivor.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2895134#Comment_2895134
It really is not fair though. The game is asymmetrical and the killer has huge favor in a 1v1. The game is so survivor sided that it can seem to not be the case as gens can be finished before a map is rid of all pallets... But still, that is just further to the point that it is not "fair." I am not saying it has to be fair either, but it sure as hell is not, either way you slice it.
I am not anti tunnel either, but facts is facts, cuh.
With the low bar the devs set for survivor performance smart survivors are more than capable of negating killer advantages in chase. They worry about killers feeling oppressive for new survivors to the point that safety measures become almost exploitable with the right amount of experience and knowledge.
As for killers tunneling, I see no difference in situation between a killer that does or not. In both cases it's on the survivors to avoid detection or escape from the chase; which have been proven possible against every killer.
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Survivor has it easy, the only time that there is a sense of pressure is when the killer devotes 100% attention to one person.
Ps. Tunneling is fair as the devs stated that survivors are treated as a 1v1 for balance purposes.
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I want this, I'd never use 3rd person pov again.
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I would use this setting every time as survivor.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2888679#Comment_2888679
What if you get garbage teammates constantly, even though you escape often which supposedly raises your MMR?
So what? I don't control anything outside my actions. By design, even if they play bad, I'm still given free chances to escape without the need for objective progress. The team playing poorly doesn't mean I can't play well.
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I can't think of a single issue that plagues me when playing solo survivor. For the most part a vast majority of the game is dependent on my decisions.
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If the survivor ai is set to match the noob level the devs balance for, OK. If not then I guess that's how they are gonna handle killer decline.
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Still worth the effort to break totems. When the killer has a slowdown build, gen progress becomes about opportunity over blind focus. I do bones and select gens that will make patrol more difficult as the game goes on.
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@Mandy said:
What do you think the issue is, what suggestions do you have for improvement?
Stalking limitation seems outdated. Has the team considered various methods of regression?
Something like;
25% stalked regression on a hooked survivor while outside X meters.
Survivors slowly regress while the killer is actively chasing another survivor.
A regression of X% from the current stalked amount when downing a survivor in tier 3
A set cap for maximum Stalking on 2 survivors but can be redistributed continously among all living.
Stalking multiple survivors at the same time caps out at a reduced rate allowing for additional tier 3 chances
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Doubt they are gonna touch noed as it's a factor that helps keeps the 2k kill ratio steady.
I don't see it often but it usually gets them 1k while the rest of us leave.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2877664#Comment_2877664
You're giving everyone on your team Selfish-Care, thanks for helping the Killer at that point.
How is it helping the killer if teammates that couldn't heal otherwise patch up while the rest of us focus on gens?
The alternative I see is the killer keeps the pressure of injuries and 2 survivors minimum are off gens. At least with coh if 2 survivors are healing each other it goes faster.
I use it for myself and any smart teammates that happen to be in the match, can't do anything about potatoes with or without the perk.
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@oh_salutations said:
https://forum.deadbydaylight.com/en/discussion/comment/2877577#Comment_2877577
If you care for team plays that much then idk heal them yourself 🤷♂️
Empathy always exists to help locate them, also if they are injured and in a chase (Which happens in all chases) you see where they are so you don't need to worry about the killer running up to you unless they get close to you
I think coh is still the better pick. I can heal myself and there's no need to waste time to chase down teammates, they can either heal themselves or we can do it faster as a group in a fallback zone. If I'm gonna run a healing perk might as well pick the one with hands off team utility.
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@MissBehavingX said:
https://forum.deadbydaylight.com/en/discussion/comment/2877577#Comment_2877577
Not if you're a solo player, its kinda worse for the survivors especially if there's more than one in the map, since there's no communication you cant tell if you're wasting time healing yourself and someone else is doing the same across the map, while other one is being chased and the other one on the hook. Solo surviving is already super challenging because as much as u can get good teammates you can get someone who's always crouching behind cover and crouch walking whenever they hear the terror radius. This will encourage more time wasting and worse matches for solo survivors :(
Purely a solo survivor. I bring it cause I can heal myself and it "can" alleviate pressure on teammates that can't heal on their own. There is no loss if I'm going to pick a healing perk anyway.
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Team benefit trumps individual healing. Even if it was half the speed of selfcare I'd still use it.
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Still think the % should be lower than self healing perks so the tradeoff would be a teamwide benefit or another perk for faster personal use.
Personally I'd still take the team utility even with the longer heal time.
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Status changes like undetectable or oblivious should have an effect on the perk.
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It's a heavily favored perk used by the largest portion of the customer base. Don't expect anything soon or that will deter its use.
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Intended or not boon coh has only become a second objective for killers. The amount of killer time and pressure lost to this perk coupled with it's team wide utility more than makes up for the setup.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2856001#Comment_2856001
A change like this would achieve nothing but let them throw games even earlier
The change would be that actual thought would be applied before going on a map wide pallet tour. I think the necessity to break chase beyond just avoiding an injury/down would have a beneficial effect for everyone in a match.
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Wouldn't mind something like that. Would be nice to see more teammates play mindfully than try to be in the killer's face needlessly throwing games early.
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Devs should know that Chases & looping are not the same for m1 killers
Chases are fun and dependant on the tiles present chances to mindgame
Looping is just circles around the same tile which results in waiting for mistakes
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@FlameGNG said:
https://forum.deadbydaylight.com/en/discussion/comment/2855943#Comment_2855943
listen the first 2 gens are free as a killer YOU CANT EXPECT to 5 gen most of the time the 2 first gen pops when you get the first down
"then there is no reason not to try and secure the kill."
- - yes there is by playing normally you learn to loop and sure if you get a down on me i understand why you camp but i still dont because at the end of the day u hook camped me because you cant chase... And then we can ask ourselves how do we improve at chasing? its simple by chasing and what happens when you hook camp you stop chasing :)
It's situational, sometimes how good you play is negated by the maps rng. A survivor can be horrendous at looping but still eat the killer's time with pallets. Just saying; I don't expect the killer to go for chases when objectively time pressure is against them.
Yeah looping them so the team knocks out gens is effective, but I prefer to escape a chase whenever that opportunity presents itself. I'd rather do the last gen then be camped during it.
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If the killer loses 3 gens, which isn't hard during the first chase, then there is no reason not to try and secure the kill.
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Nurse is fun to vs
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A good start would be for the devs to fix hit & run. I can't blame the killer for tunneling when negating damage is faster then picking up a new target.
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Not an issue, expect and respect the threat a killer poses.
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Gameplay experience keeps players not content.
Might be time for bhvr to update their hockey play book.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2830113#Comment_2830113
Ah yes my bad for being proxy camped and tunneled off the hook, next time I'll loop for 5 gens + opening gate time
Being spotted is on the survivors in most cases. If looping isn't safe then apply stealth.
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Unless it's cheating there's nothing to call out
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A good portion of survivors that rely on those perk are stuck in a gameplay loop; they use the perks because they play recklessly and play recklessly because they use those perks.
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Second chance perks aren't necessary. If I end up dead from a mistake, oh well I'll take the loss as it was my own fault. Always expect the killer to claim an advantage when it presents itself.
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Another lullaby, another killer to skip.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/2826836#Comment_2826836
That will happen for sure, but not all SWFs are good, either.
But again, the often near total randomness of matchmaking where there is an SBMM "system" in place is kind of the reason people have horrible matchmaking tales, and something that needs to be pointed out as much as possible.
There's a clear difference between a swf paired with these killers and the overflow mm gives me. I don't have an issue with getting an okay swf, it's the ones prepped and hoping to make a mockery of high level blights or nurses that have me playing survivor 90% of the time. The frequency I see them in lobby is ridiculous.
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Mmr means next to nothing for matchmaking. I have killers with intentionally low scores and still get the overflow of SWFs in lobby que.
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Hackers & balance for targeted results over the gameplay experience
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Currently silent bell is one of the few killer addons that allows hit & run to be viable.
The counter is the same for any other stealth killer, staying visually alert. Unlike pig and Ghostface, Wraith can't attack from stealth mode.
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@gendoss said:
You should realize by now that no data will satisfy anybody in this community. No matter what there will always be people saying that it's flawed in some way so I'm not even curious honestly.
I find the kill rate data to be flawed to some degree, still I like to see the data to form my own opinion.
Devs showed us that nurse is low when it comes to kills, but a majority of us have seen the evidence that she places high in the mmr system.
Regardless of how rigid the data might be I'd like to see if there is a noticeable difference in where killers are settling and how the majority in general are rating.
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@Ripley said:
I don't think it will give good data. The reason is backfill and lobby dodging mess with matchmaking, which has already been said to prioritise shorter wait times. There probably is no churn factor being calculated. Garbage in, garbage out.
That's true. Still we know that the kill rates are close but varied, would be interesting to see if the sbmm scores follow the same pattern
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Survivors have more control than a majority realize. Reckless play is probably the most endorsed method but also fuels the most kills.
Devs have practically spoon fed us everything needed to keep killers neutered within the time frame for gens. Playing safe leaves all but a few killers with limited options.
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His change wasn't needed, it was an unnecessary downgrade to help survivors that made the poor choice to keep looping the same tile after traps had been laid.
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Biggest issue I see is fellow survivors abandoning teamwork for a set role;
Like the one that brings a flashlight but refuses to do anything other than follow the killer even when the rest of us are looping to well to go down
Other than that I find it easy enough that second chance perks are unnecessary.
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We don't need safeties, it is and should be on survivors to avoid the killer.
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Almost 0, for as much as it's complained about I never see it.
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I blame the 1v1 potential that some survivors continue to push. Instead of avoidance or going for a quick escape in chase we get demand for longer chases with predictable/easy counters built in. With so much focus on 1v1 its leaving little else that can be done. Either your stomping new player where the tactics are unnecessary or struggling to hold ground against competency.
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Survivor meta is unnecessary and SWFs that use them are truly carried beyond individual skill
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Can negate the damage setup by flashlighting the crows or running into them, shaking them off is safer than taking the damage.