DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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There are better liscenes to add first would be my main reason. Second would be there are already two killers with childish mascot cosmetics.
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Would love the thing
A scout/aoe trap power would work well. Something like the head skitter that can break off and can be controlled (similar to Victor) but then placed as a hidden trap. A built-in mori to absorb and mutate could also be interesting.
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Slugging is easier and allows for more fun than using up multiple perk slots to counter this. Without hooks I can go for multiple chases and don't have to waste any time after a down.
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Fix it, it can be abused.
Haven't seen ruin for a long time now, was a meh perk before the boon meta.
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Yeah, Survivor is just the easier chill way to play. It continues to get easier everytime I see a new way survivors use an advantage to toy with the killer.
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4 windows on every house, God pallet at every door, and a hedge maze because moving across the map was to easy... oh don't forget the breakable doors in the most useless places
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20min minimum for me to kill a team + the time it takes to find, chase, and down them. Matches only go faster if they do the gens.
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@Aurelle said:
Boil Over's stagger effect was buffed to 100%, so it makes the staggering effect painful to deal with. I don't know if hitting great skill checks have anything to do with staggering, but that might also be a factor.
I was expecting more sway to the side, it just caught me off guard with the stops. Feels like it cancels out my controller even when I lean into it.
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@ThiccBudhha said:
I know, it is insane, bruh. These survivors have been hitting the gym. I feel so small in their hands...
You need Iron Grasp to feel like a man again.
Nah, I'm just gonna start a slug farm once these tome hook challenges are done.
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Resources, misdirection, and stealth are how you escape the killer in chase. If your trying to outrun them, your doing it wrong and at best just stalling for time.
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Not entertaining this swf meme at all, it will be nothing but slug builds for the foreseeable future.
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Doesn't count unless they free the nips.
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Nothing, all the cosmetics I would use are part of a locked set and I prefer individual pieces.
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Why is shirtless David the only survivor eye candy?
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The chain hunt while holding the box is intended to stop survivors from taking it hostage. There is a time window after picking it up to solve without interruption.
If your playing solo like myself, the only option for the box is to take full responsibility and treat teammates as though they will stay on gens.
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It outclasses a lot just with the fact that it provides everyone with a perk for the price of on slot. Unlimited healing is not overrated and while there are clues to it use/location; it's easily placed in inconvenient locations to draw the killer away from objectives or be subject to fruitless games of tag.
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Having multiple pages of charms and only being able to show 3 dwindles my interest. Would much rather have a tougher event grind for cosmetics than charm fillers.
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Survivors can hug the ground, I'm not gonna entertain that scenario.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2769248#Comment_2769248
she wasn't fun at all to play against when there was zero counterplay.
That's what I found enjoyable, a killer without the cheap counter gimmick and an intimidating presence. Trying to limit interactions to areas I knew had resources and the potential to help escape chase added a sense of strategy to those games.
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Didn't enjoy playing her before the nerf. Now that she is easier to read I don't even find her fun to go against as survivor.
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I think you mean hex undying
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It's when a player can do well without them that perks become an issue, in some cases erasing the few mistakes the player does make.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2767723#Comment_2767723
Let's not forget if all 4 are running it and covers half the map with a healing field, I faced a few of those last night and it's not fun. One or two is manageable but four at once.....yea I'll just go and stay in my basement til it's over.
Yep, at that point the game literally becomes a 1v1 as survivors have neutered the ability to spread damage.
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I don't see any hex as a good choice in the boon meta. I choose my killer loadout based on how I play survivor.
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Fastest method is to find decent players and form a swf. You get guaranteed quality from teammates and the teams mmr allows for semi consistent pairing to killers at the overall average, of course that's based on the pool of killers mm has to pull from.
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Would still be beneficial at 25% increase. One perk for the entire team outclasses a selfcare perk in usefulness alone. Literally frees the team up to equip 4 meta perks or with multiple boons cover wide portions of the map while also blocking dull totems.
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Sometimes slugging is the right choice for the situation, just think it would be nice to see some utilization outside of the survivor laying there. Personally I find knockout great for forcing solo survivors off gens to search.
Besides, the length of time spent slugged is on teammates. If your there for a long time that's just bad altruism.
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Still one of the best and beneficial healing perks for all survivors.
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I'll take immunity at every pallet. Unless I'm running a build that benefits from a pickup, survivors stay on the ground.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2764438#Comment_2764438
Using Nurse as a justification for more stats is pretty weak, since she is the only Killer who is very different from all other Killers.
https://forum.deadbydaylight.com/en/discussion/comment/2764459#Comment_2764459
Even if you include all of this, people would still find reasons to see why the stats are not true.
With the current stats we have, you can at least see that playing Killer is not as bad as people claim it to be.
What I see is the killer experience described by both the top and bottom skill levels negating one another.
50% can be achieved by the most arguable means. This discredits more enjoyable interactions as just unnecessary effort while also reinforcing the negative as the ideal.
Proper hook to death ratio shows slightly more context than just kills.
If sbmm is even; 2k 2 hook Bubba is not on par with a killer that actually wins 6 chases. Unfortunately the data they are balancing with says otherwise.
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Plus the average # of hooks, counting single hook deaths as a single hook for accuracy.
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With the dev's logic 1 hook kills are more intended than engaging all the survivors in multiple chases.
Context of the kill matters to us the players, but the results are all they care for and the methods matter little when falling in line with data goals.
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Might want to look up counterplay from good survivors or tips from skilled killers.
Little tidbit; if you crouch when he whips over a short wall it can't connect.
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Would be nice if legion's power had the cooldown/time limit removed; just make it a mode that can be switched between.
Don't think Ghostface needs a change to the power, but would definitely like to see his addons do more than just minor number adjustments. Maybe an irri that makes his basic attacks an insta down while stealth is active.
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Less counters all around;
Drawn out 1v1 kills the engagement for everyone else and eats the time needed for the 1v4
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Would love to see it go, playing on Xbox it's just sad the # of Ghostface games that have been ruined by this blatant cheat.
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Wasn't anything wrong with old undying, booners would actually have to focus on the hexes and bless dulls first to limit the respawning.
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@ImBrakingBike said:
https://forum.deadbydaylight.com/en/discussion/comment/2755915#Comment_2755915
It doesn't do that either. I've had teammates that were really new to the game, less than 50 hours in some cases and we could be matched to 1k+ hour killers. So they are basically the weak link in the team and usually die pretty early.
Like I said, mm will throw killers anywhere it needs them. The accuracy is dependent on the killer selection pool that is currently qued.
Personally I find it far more common for good swfs to be forced in then the other way around.
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Mmr only effectively functions to shield new survivors, killers are thrown wherever matchmaking needs them regardless of sbmm score.
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Don't focus on the result you can't control, reflect on your actions leading up to it and see where better choices can be made.
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This would effect pick ratios for perks. Maybe the devs will be able to see that players don't pick the meta because the option wasn't accessible yet. Will probably shorten memish play time for a lot of players.
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Help with the grind, maybe. It's more likely a marketing ploy for players to top off/max BP so they're more likely to buy the new characters immediately.
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Play something else, if your gonna dc it's not like your playing this game anyway.
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Killer's design even when used effectively causes more time to be wasted than other killers. No matter how quickly you down survivors there is always the travel time to find and pick them up unless not using victor.
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Confronting the killer in an intended chase doesn't feel like a risk not worth taking and that just kills the horror aspects. Usually feels more like a Scooby-Doo episode with the gang leading the monster into a jury rig trap of flashlights and pallets.
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They only removed the aspect of wearing a face, which is a core character trait and lore, but did nothing to actually stop the actions of the players responsible.
They can continue to do the same thing just without 1 cosmetic. Where is the logic?
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2731642#Comment_2731642
Not guaranteed, actually. They need to actually try to leave. Saving those people who are trying to kill themselves on hook, for instance, cucks you out of the safe unhook.
OK, but that's not a problem with the challenge just players in a tantrum. As long as they aren't giving up its in our favor though. It's not every game that happens, but if it is for you then your better off forming a swf.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2732103#Comment_2732103
Honestly the thing that worries me is if the do come through with those solo buffs(I'm all for them) it's going to take lime 6 months to start buffing killers.
Exactly, let them make adjustments to survivors. I hope they do close the gap, but I know I'm not gonna play through all that in hopes that killer changes aren't far behind.
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Until devs announce qol changes for killers this might be the year to just step away. Let those that proclaim the role is overly easy take the reigns and carry the game.
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Don't understand what your getting at with safe save challenges, equip bt and they are a guaranteed count. The afk is just a byproduct of poorly implemented sbmm.