DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592358#Comment_3592358
You can’t be altruistic when you can’t even find your teammates. That’s not “on survivors for poor execution of altruism,” that’s just unfair. SWF players can counter it, but solo players can’t.
Survivors can be altruistic, they just have to get off the gens first. I find knockout entirely beneficial for slowdown because it requires survivors to look for the downed player where as hooks give the entire team info and can continue gen progress.
Id also ask dont throw all solos under the "cant cope" blanket, plenty of us can manage.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592486#Comment_3592486
I would not agree with that at all...
Fair enough, I dont agree with forcing killers to hook
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@BooperDooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592358#Comment_3592358
You simply can't coordinate in a solo q team. This is why it's a solo q issue and only affects solo q, which is why it needs a change.
Disagree, as a strictly solo survivor I don't find it overly difficult. Yes it presents a challenge and can buy the Killer additional time but it's nothing that can't be overcome. Just like hooks, bad survivors will struggle and Swf can almost completely ignore it.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592358#Comment_3592358
Better in what sense?
In every sense as far as Im concerned.
Every down has a minimum amount of time before a pickup, no time or effort is wasted on carrying the survivors, focus is placed on chases and not hook states, survivors get additional chances and team altruism is encouraged, removes the issue of hook deadzones, 4x the amount of time for teammates to provide aid
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There my not be much reason to add characters from a christmas movie but as far as unlikely additions Id like to see
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Seems to work fine in my games, if you think theres an issue maybe it cause you want it to do more then its actual purpose. Getting hooked makes the survivor bait for teammates, I dont see anything wrong with killers using us as such.
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Slugging is better than hooks and allows for more chases. Bleedouts are on survivors for poor execution of altruism.
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I hoping its here to stay, I dont want guranteed safety at any moment while playing survivor. Forced safety at its worst is abusable and at best just creates windows of boredom.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590362#Comment_3590362
I keep seeing this argument, "you lost a chase as survivor so you're just bad". But I also keep seeing map and chase perk nerfs demanded because "killers can't afford chases that last over 30 seconds".
So how can maps be changed to basically soft cap chases at 30 seconds, but then it's the survivors fault for losing the chase?
How is it my fault if the killer walks in circles around an unsafe pallet for 30 seconds and then gets a free hit with bloodlust?
Theres a difference between lasting longer than 30s in chase and escaping one. Attempting to escape can (and in my opinion should) be done immediatly after the chase begins. Changes to limit the amount of time chases can be milked or drawn out dont prevent a survivor's ability to act on or use those resouces to escape.
My thoughts on soft caps to chase is that its meant to encourage survivors to break away sooner so as to avoid the killer building that advantage.
As to your last question; how is it your fault? It goes both ways, the killer is responsible for sinking so much time into a pallet dance over simply breaking it. You fault comes from accepting that attention while knowing that the loop will become unviable given enough time.
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Would like to see the status blur out the hud info as well. As is there are much better alternatives for status effects.
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Its fair use, survivors that are concerned should get moving at the start and maybe move away to another gen that didnt spawn near them.
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Tunneling only shows that the survivor wasnt able to win any of their chases. It may be frustrating but that just means they were the weakest link.
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Without saying the killers I face are good or bad, my best luck countering this perk has been with alert to track the killer and keep my distance.
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It works to well, uhooking has never been safer. Bad saves get bad results.
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Any perk that needs a hook isnt worth using for me.
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Survivors determine how effective this tactic is. Efficient survivors may have progress slowed but not stalled.
I keep on gens until my teammates are wiped and hatch or gates are my only option.
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👍, even the worst swf negates atleast 50% of my perk loadout
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Dont pin your perk issues on solo players, we're not scape goats to cover for a teams failure to perform.
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Everyone is always a target and there is zero reason to give or expect time to recuperate. If anyone is tunneled out it is because they failed to hide, they failed to escape the chase, and they became the prime target for an early kill.
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No thanks my screen is cluttered enough with free info
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@Annso_x @Biggiecheez @Rulebreaker @Wexton @I_CAME
Jason would definitely be a great addition, I just kind of gave up on him though when I read about the legal issues. Still hopefully one day
I'd also like to see Pennywise. Im more partial to the Tim Curry version and think getting him to do voice lines would be amazing if possible. Ive got nothing against the newer version other then he gave me more of a predator vibe vs a scary image.
Id like to see slenderman if the concept stays similar to other games and lore where looking directly at him should be avoided.
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Mid tier/casual balance focus.
If they want natural mistakes to play a part in how players perform, balance for peak play and see where the players settle.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585567#Comment_3585567
The fact that anyone describes slugging as a 4min wait to bleedout reflects the survivors performance as a group and the individual's failure at multiple aspects of play before the down even happens.Do you never get left to bleedout for 4 min while the killer does a map search for another survivor? Or just left to bleed out just because?
It's not like this is an everyday occurrence, but this does happen. Perks don't address it, they just lengthen the time. I'd vote for the quicker death/self kill option myself, because it's common enough that it should be talked about.
You nailed it, this just never happens to me. Seriously maybe its happened once like 3 years ago, but I find it vary rare to vs a killer that uses slugging as much as I do or even bleeds me out at all.
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No
There is nothing wrong with slugging, the issue your experiencing is bad team altruism. The fact that anyone describes slugging as a 4min wait to bleedout reflects the survivors performance as a group and the individual's failure at multiple aspects of play before the down even happens.
If it is that common for you, use perks to address it or join a swf.
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Marketing ploy bs to create false scarcity and an urgency to buy.
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Solo survivor has it easy now.
I dont care for the new ui as survivor. It gives me too much of the info that I use to gather individually and has removed gameplay.
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I agree with the title but only cause survivor keeps getting easier. All the free info takes away from gameplay I used to immerse myself.
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I know there is no real basis for it but seeing a p100 in a team with 1-10 makes me think swf smurf. Plus we have new players continually confuse prestige for rank.
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Hope we see the multiple versions of chucky for cosmetics; scars, burned, melted, and even headless would be cool.
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@DredgeyEdgey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579303#Comment_3579303
That's because they don't wanna throw licensed weapons in with other licensed weapons
makes marketing a hassle to get them to all agree on things
Fair enough, I also wasnt aware that the rotation has a licensed killer up next. Thought for sure we were due an original this time
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@Jay_K said:
https://us.v-cdn.net/6030815/uploads/NJ530JRC3ZHQ/image.png
This could have nothing to do with a new chapter.
Could this instead be a clue towards a Myers rework being announced with the patch notes tomorrow? Given that the knife missing is very similar to the kitchen knife that Myers uses it would make a lot of sense that this is indicating that this is a new rework and not a new chapter tease.
Looking at the weapons they are all original killers. Im more inclined to think the weapon will belong to another original.
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If you recall the change from 5s to 3 was made partly because the additional time was no longer needed to counterplay enduring. Old enduring was changed to just pallets and so ds was made to match killers base recovery. Those 2s were just so enduring didnt compmetely negate ds.
The idea that the perk has no value may hold true for some survivors, but there are still plunty running the perk and getting value.
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We need commentator lines for actions like Downing and hooking and trapping. Bring it in line with other voice killers.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576792#Comment_3576792
This makes zero sense. You have some of the most confusing takes.
1.) Perks on both side synergize. Survivor perks aren’t more synergetic than killer perks. I’d personally argue the inverse.
2.) One survivor loads into the game with 4 perks. They have zero say in what anyone else chooses, so there’s no guarantee that what that one person chooses will ‘synergize’ with some one else’s loadout. Doubly so since most survivors bring the same perks, which isn’t synergy but duplication.
1) I didnt say survivor perks are "more" synergetic in regards to an individual then the killer, but do agree with the implication that the team does. Killer has perk synergy but can only devote attention to one function at a time, which usually means the loadout covers different scenarios or leads up to one large payoff.
2) I wouldnt count all duplicate perks in my statement or even the necessity to coordinate perks with teammates.
A random solo can synergize just as well with the rest of the team regardless of the lack of communication, I know this because I am that solo. Having one Survivor that's really good at healing definitely compliments another Survivor who's dedicated to running and taking hits.
3) I'm simply stating that I think it's healthy in the asymmetrical format for the team with more players and more perk variety per match to work towards beneficial boosts.
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Im all for changing perks to reward for actions. Survivor perks synergize fairly well as an individual but even more so when counted as the 16 total for a team. So much utility from the perk roster should be tempered by having the players earn the most beneficial effects.
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The only thing the perks do is remove the time waste of searching if survivors are within activation ranges, the killer still needs to get the downs. Besides that it is possible to avoid this loadout with the exception of small maps.
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I say good riddance to the speed crutch, far too many of my teammates were relying on this to save them in Chase. Now that haste is a situational benefit you can see the real utility of the perks shine which is to promote altruism and give you endurance for it.
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If a killer Witnesses me attempting what is normally an impossible save or just refusing to abandon a teammate, I find it's pretty likely they give me hatch. Although that also depends on how much hell the team put them through.
As killer I'll always give the entire team the gate as long as they don't abandon someone and leave them to bleed out. If a Survivors start to spend an unusually long period on the ground I take it as the team not playing cooperatively and then the gates off the table.
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Ive always liked the idea of trickster, but I havent played him since release. Its all because of that damn recoil. Now that it will be gone I can actually enjoy playing the killer.
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I gave up running this perk cause its to easy to deal with. Sounds like an individual survivor issue and not the perks design.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573760#Comment_3573760
How is it possible to have 5 full mins of chase for every survivor when probably by minute 10 most pallets/all are destroyed. Doesn't that mean the survivors who are caught after that will be an easier down?
Depends on the survivor's tile knowledge, but yes the downs happen more quickly when they boldly walk in deadzones without using stealth. The quicker they use resources in the beginning the sooner altruism becomes their primary objective.
Using slugging in place of hooks; every survivor gets as many chances as their team's altruism will allow. Solo Survivors average about 10-13 chases in my games, with swf getting far more if not completely knocking out gens right away.
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20min minimum if Im winning as killer, 5 full minutes of chase for each surivor to be fair. At that point gens shouldve been done or failed altruism has let someone bleedout. If nobody abandoned teammates to die then I will just give them the gens.
As survivor, as short as I can possibly make it.
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Well looks like its time to buy Naughty Bear, the game not the cosmetic. I can get gold edition for less then the cosmetic. I'll wait for the offchance of it being available for shards at some point.
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They keep locking good cosmetics in sets, Id buy some of them but I dont want or need to spend my money on the rest of the outfit.
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Ive had decent luck countering it with alert and metal countdowns when hearing teammates scream. Its good for locating survivors but doesnt make downing them in chase any easier.
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I dont know what more to say then its audio. Maybe it comes down to personal hearing or the quality of your audio, but I find it fairly easy to track her by sound to the point I can keep my camera centered on her as she moves. Its direction and distance is all telegraphed by her audio.
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I see this perk often enough, but be aware that the saving survivor doesnt usually enjoy the killer slugging so teamwise I'd suggest you skip over it. It definitely has greater value in a swf for trade situations though.
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Survivors are always a target, dont expect mercy at the cost of the killer.

