DemonDaddy
DemonDaddy
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- DemonDaddy
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Trickster
Slow, large constant audio que, recoil on console sucks
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Predictable and exploitable weaknesses in powers are boring. Killers are more entertaining when an immediate threat.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2816044#Comment_2816044
You spawn with a bear trap on your head
There is nothing you can do about it if the pig just happens to block the right box
You can't be cautious or stealthy, as long as the killer has the tape addon you cannot avoid having to deal with it
Well that's just bad rng for keys if more than one is in the same box
I've had a few pigs do this after chases and Manuel traps, but even with the increase of pigs I haven't encountered one that does this tactic from the start.
Either devs make a small rng adjustment or we continue to chop it up to the entity giving us the finger.
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Survivors weren't cautious enough, pig outplayed them early enough to use gens against them
Like a solid bubba in the basement the killer just needed to chill and wait for the reward.
My survivor approach would have been more reliant on stealth & awareness over meta counters. Would still die if I was caught early, but that'd be on me for failure in chase.
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Don't need another console targeted nerf.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/2814470#Comment_2814470
As a stealth survivor let me tell you: there are only brightly lite maps with next to no cover left after the reworks. Auto haven is well lit, red forest maps are way lighter, the game changed the hidding spots to god paletts.
Stealth in this game is heavily nerfed, because for a big chunk of the player base, chases are the only fun thing and what the game resolves around. Different oppinions are not considered anymore.
My experience shows a coordinated team doesn't need stealth. They can all be quickly downed and still accomplish objectives within the time of rotating hooks. Solos are the ones that tend to struggle against fast downs.
What I don't like about those maps are the frequent God pallets and the damn corn which looks like crap in fp on console; freaking blobbed pixels smacking me in the face obstructing visual powers.
As for stealth, i think it's still highly viable and damaging to the killer. I am a solo survivor that utilizes stealth over looping til I'm downed. Environmental awareness plays a bigger factor for me than structural cover.
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Solo is better off than killer. Even when teammates are bad the game throws you some freebie chances to escape. If nothing else I can pip off my teammates shortcomings and personal effort.
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At least old undying had the chance to be broken on the first try.
Boons; boons never end.
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Gotta say I find it difficult to argue against. Repeatedly getting brightly lite day maps and swf in a row seem to go together
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Rather play solo survivor, I can have more impact on the killer's experience then they can have on mine.
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Will be nice to play Ghostface without over the wall exposure.
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The perk doesn't need such a high % when it's providing a benefit for the entire team.
I'd still use it over selfcare at 25% because of the team utility. Teamwork would still be faster and it's accessible for solo use.
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It's on the survivors to poorly position themselves, otherwise for every one you down three have free reign on gens. Comms can also negate time that actions would normally grant against solos.
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Balance based on results neglect the gameplay experience.
Balance based on the gameplay produces an enjoyable experience despite the results.
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Face it, totems belong to survivors now.
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Boon: here comes the infinite
Pallets and doors inside the Boon radius can no longer be broken.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/2809694#Comment_2809694
30% reduction in gens and healing is big.
Which I why I'm not lazy when it comes to totems. Boon and cleanse, I'm not letting it stack and neither do the survivors I face.
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Incentives over restrictions are always the best direction for change.
As the devs put it in the 1v1,1v1,1v1,1v1 scenario the balance goal is a tie 2k 2e.
If the game is balanced for 2k while going for chases there are gonna be players that rather not entertain the survivor's illusionary God plays when securing one kill at a time provides the same results.
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I look at it from my survivor perspective; it's a poor perk choice and easily countered. Don't think I've seen a killer get more than 2 tacks before putting an end to it.
Like any hex, the impact is more about the skill and mindset of the survivors.
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Agree, but even if they made it slower than selfcare coh would still be the better option.
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Only issue I have with it is the lengthy routes needed for gen patrols. This map is great when I play survivor.
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Killers have to gamble on survivor laziness with noed, it's not earned or given by the design.
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A good nurse actually makes playing survivor engaging.
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There is also a hack that lets survivors do that to any killer, so might not be an actual bug.
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Boon coh
Bt
Gives everyone the ability to heal regardless of their loadouts and a save buffer for most situations.
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I like seeing the names beforehand, it helps me to dodge active cheaters and players that have previously attempted to take games hostage.
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Blight event was more fun.
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Every game is a solo match where I can only guarantee that I am willing to do all 5 gens. The other 3 distractions dying only improve my odds of a solo escape.
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@ThiccBudhha said:
And what about the fully swf? Are you saying make the maximum limit 3 instead?
Not saying they need to limit it, just that I prefer a lobby when I see a variety of platforms.
There are killers out there that enjoy a 4man( kudos to them). I want to play against others that experience survivor the same way I do; solo.
Since picking lobbies with variety I have noticed a severe drop in the number of teams that can reduce my number of effective perks. The survivors play well and coordinate effectively as solos but are still subject to being cut from information due to a perk or addons.
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I can already picture some survivors complaining; not because the bot is programed to tunnel but the survivors are really bad at hiding.
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I think solo is a good place now and the reason it feels otherwise is that killers are going into matches prepared to face swf. What feels almost oppressive as solo is most effective against SWFs.
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Killer killed, how they achieve their fun doing it is their agency as a player.
Repeatedly Hitting a hooked survivor is usually an attempt to get them to suicide early and gain a pressure advantage.
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Base bt = boring free saves = no camping = time pressured killers hard tunneling after waiting out the bt
All for killers getting an additional perk to counter the 16 or more (boons) survivors bring
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Widen the value range
Raise the softcap
Restricted que time override
Remove averaging for team scores
Score adjustments need to have factors from the " nuances and context" of actual gameplay in combination with the results.
In any other game if both sides "win" its called a draw, so the complicated math = an adjustment of 0
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@Lordofweed said:
https://forum.deadbydaylight.com/en/discussion/comment/2788877#Comment_2788877
"I don't see camping as particularly rewarding without the survivors making it effective"
Unhooking is typically something that comes with the role as a Survivor and should not be a tool of the killer.
I dont see why preventing face camping, where a player will get a minus pip without being responsible for the killers behavior would damage the game. Sometimes i see good Bubba players, which won't camp at all - not even proxy camping, which still get 3 or 4ks but in a honorable way. In fact most of the bubba players on Twitch wont camp someone, except for some very annoying and intrusive players, which kinda deserve it to be camped i guess.
Camping can both feel negative and prove vital given the situation it's applied. There are various times when there is no advantage to walking away and others where the advantage is lost by staying.
Depending on the level of play, the most frequent points of interaction vary during the match. Most notably good survivors find that towards endgame as a single solid runner leaves little else for the other 3 to do besides gens.
My concerns aren't for protecting camping but the ability to apply pressure around the hook. I find free saves diminishes both roles and removes all forms of accomplishment in what would've been difficult situations.
As for the the depip, I completely put the survivor in question at fault. It is the survivor's incentive to avoid the killer long enough for at least a safety to be acquired. Getting caught before any progress is made rests with the individual's ability and not the killer securing the kill.
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@Lordofweed said:
https://forum.deadbydaylight.com/en/discussion/comment/2787817#Comment_2787817
So trying to unhook a survivor, which is getting camped is considered as "disrespect of his presence" ?
I can understand the Survivor having a little sense of justice and going for the unhook even though it will probably kill the whole team but whatever xD
Most of the time he will standing around for 3 minutes until the gens are done and the other 3 survivors are gone so whatever. Fortunately, no one has tried to save someone against a camping bubba in my matches for a long time, besides trading a hook when a survivor is going to get killed every moment to buy some time. In certain skill brackets (or how you want to call it) Survivors won't fall for an insidious camping bubba.
I personally think that camping with bubba is a disgusting and bad behavior and hopefully will be prevented in future patches. In fact i also did that when i was starting with dbd but ofc i didn't improve at all, so i started playing nurse and sometimes blight and ofc Survivor and i'm a pretty happy Player so far.
If it's Bubba and they cockily go for a save like he doesn't matter; yeah that's disrespectful to his presence.
I haven't seen a Bubba camp unwarranted in a long time now, but regardless of why the killer is near the hook it's just a bad idea to attempt a save without a situational advantage. Sucks for the person that screwed up and got caught, but the team needs to avoid turning a solo situation into a snowball.
I don't see camping as particularly rewarding without the survivors making it effective, but without positive incentives to replace camping the removal itself won't have a positive impact. It may help some segments of the community while also damaging others.
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I don't see alot of blights pulling off high level maneuvers, so maybe not so easy to master. Most are easy enough to counter if your environmental awareness is on point.
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@WeenieDog said:
https://forum.deadbydaylight.com/en/discussion/comment/2787892#Comment_2787892
Does it actually stop receiving inputs, like a technical problem?
The wiggle work around is still the same as last time where you would turn your camera and strafe in the direction of the wiggle. Though I think that changing the wiggle strength would be too much of a nerf.
https://forum.deadbydaylight.com/en/discussion/comment/2787899#Comment_2787899
It's depends on current wiggle progress instead of a flat bonus. So if you wiggled 25% and then the killer dropped, you'd be at 33.25% and not 50%. The more you've wiggled the bigger the bonus when they fall, but you still have the bonus kick to give you more time to wiggle.
So far it's been consistent; when the drag switches to front/back I lose all movement even to the sides. Been robbed of 3-5 seconds spread throughout a carry by being stuck in place.
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My concerns are with the wiggle drag stopping killers from moving in any direction on controller. Literally makes my controller unresponsive until it switches back to side to side drag.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2787590#Comment_2787590
Less abusable for sure. 33% of the current wiggle progress is a very healthy change - it means that in the most instances, the wiggle when the drop occurs will be a smaller amount. But you still have the other benefits of the perk as well...so definitely not a dead perk.
Any thoughts from the team on the wiggle drag causing console killers to 100% stop moving completely?
Every time I'm confronted with the perk for a hook several seconds are lost due to being forced stationary. It's as if my controller goes dead for every direction.
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@Lordofweed said:
https://forum.deadbydaylight.com/en/discussion/comment/2786491#Comment_2786491
That's because second chances mean nothing if he can just saw through your BT and still going for another down.
Exactly, he discourages bad play and punishes disrespect of his presence. If a survivor tries to save in his face they are rewarded with the proper outcome for a bad decision.
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Bubba is a good example of a killer which imposes consequences for survivor. One of few killers that makes the survivor weigh risks in bad situations even with 2nd chances.
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Survivors can significantly dictate the flow of a match
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Just add the 1 hook there devs, problem solved
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Even monsters can have traumatic emotional driven lore; subjects of torture and experiments, cryptid alone and hunted to the point of retaliation, or bred and conditioned for violence
We need more creatures with personality
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I've preferred to play without hooks for some time now, definitely more engaging play. Killers can enjoy more chases and survivors are only slugged for an extended time because of bad altruism.
If the mori was built in at a specific bleedout %... well that's just wishful thinking
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It's not going to help the survivors that imply it's necessity just coordinated swf and against really low ranking killers that don't know how to counter.
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Given how nightmarish the perk is on console movement I expect more killer to do this until the perk is actually addressed.
Nothing toxic about it, killers just don't want to entertain the use of it.
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Only if I can turn it off. Really don't want to hear all kinds of background noise or chatter while playing.
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I get that addressing the hacking itself is difficult, but the way they address the hackers needs change. Hackers openly gloat about the responses they get when caught with blatant evidence and make note of how slow/minor the consequences will be.