DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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If they down the survivors, then they've the right to defend and secure the kill. It's not the killer's responsibility to ensure everyone has multiple chances, that's completely on teammates.
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@Feyd said:
Really makes me laugh at all the whining about boon totems. They aren't even good. The situations where they help are really niche and require wasting time to prepare them.
Also, if you slug someone next to a boon and don't snuff it, that's your fault. They're novel right now, so they're prevalent. Everyone will be back to dead hard, DS, BT, adrenawin, or unbreakabill soon enough.
Gotta disagree on coh. When used wisely it can completely neuter a killer's ability to spread damage and pressure. Forcing the killer to go after the down on good loopers is time crippling.
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She seems fine to me.
Last match I faced her was a little annoying as she ignored everyone else until I was downed, but I looped for about 3 gens and the match ended before reaching 2nd hook phase.
I think she is much easier to face when you can gauge her timing along with positioning around tiles.
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@Feyd said:
https://forum.deadbydaylight.com/en/discussion/comment/2634476#Comment_2634476
Way to read the title and nothing else.
Read the post, just don't think there's any reason to contest killer designs or a need to add new defenses when the ones we have still hold strong. Aside from that there are strategies to address anti-loop and still burn the killer's time.
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No, if your running out of pallets or loops before gens are done then that's a result of inefficient teammates, not a lack of resources.
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So many safety nets that's the standard chase is guaranteed to get gens done. Some Survivors want long chases which means the killer has to use methods that keep time loss to a minimum.
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It possibly the only reason meta pick rates aren't even higher.
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Already seeing this. I incorporated coh into my solo build, but I'm consistently seeing 1-2 swf members running these perks.
Best strategy I've seen from these teams is one sets up coh in a corner/finished gen and the other puts shadowstep in the killer's patrol zone. Killer is force to chase one survivor or they never make any progress.
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Balance at the top would mean a better experience for everyone.
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Sadly I think the devs will overlook player mmr when reviewing ptb data.
"Hmmmm.. mostly 4ks" disregarding vast mmr difference, players wanting to die by mori, and pathetic dcs cause someone can't handle a loss during a test run all corrupting the stats.
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I doubt the new hex will be seen much. Introducing it during the boon meta seems like a waste. More survivors are blessing then cleansing and once they see the hex activate you can bet it won't last.
It's true though; every attempt they make at giving low skilled solos something to use, it just widens the gap cause swf can utilize it far better.
And thanks to the sinkhole that is sbmm, once a solo player gets sucked in about the only way out is switching to swf. The idea of placing you against lower opponents doesn't work on survivors as it really just places you with worse teammates.
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Survivors that can't face the results of their mistakes are why we have inflated kill rates and unnecessary nerfs.
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The new hex will not prove as good as it looks. Killer will get 1 totem up and survivors will want it cleansed or booned. Good luck getting all 5 and the survivors ignoring the effects long enough to shield the totems. Go ahead and break them to counter noed, you will know exactly where to go when the next effect is applied.
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#1 cause is dumb survivors making horrible decisions
#2 cause solos can't communicate and all run for the box at the last moment
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2624619#Comment_2624619
If the number of hooks increased then the power of the perks would go up exponentially with the ease of use increase simultaneously with the power of use. In other words with three Scourge Hook perks, for instance, if you not only get triple the value out of using AND it's three times easier to get to them then it's a huge boost, probably too much even.
Keeping the Scourge Hooks at the same number still gives you the increased effectiveness when you use them (i.e. you still get three effects for one hook if you have three perks) while keeping that inherent condition of "you might be out of reach of the hooks" in them.
Besides, now I can run that double Scourge Hook plus Agitation and Mad Grit combo I've always wanted! 😄
I don't think it would increase the strength of the perks. At best it improves the frequency of using the chosen perks after successfully downing a survivor. Devs could give 4 op scourge hook perks and they would still go unused if hook access is unreliable.
Currently the perks are diverse enough in effects that the stacked benefits aren't singularly focused enough to cause difficulties in one action. If each targets a different aspect of play then they won't be as heavily felt as 4 gen perks working against us.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2624619#Comment_2624619
I believe they will. With both perks equipped, there should be 8 Scourge Hooks on the map, all of which can be used to apply effects, with more in the future.
Would love to see that. I really like the scourge hooks but whenever I add them in the map rng puts them in the far corners away from the gens.
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Number of scourge hooks need to stack. There's no point in equipping half my loadout for hooks that are usually unreachable or poorly positioned.
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Forcing aim down and alternating right or left is a pain in the ass on controllers.
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Hopefully this killer has at least one perk, hex or otherwise, that counters boons.
Would be great to see a hex like plaything that can activate over blessed totems.
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Just a consequence of failing in chase before your teammate does.
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I say work for the save.
Introducing moments of garunteed safety to the only threat just sounds like a bad idea. If no one wants to risk the save then accept the sacrifice.
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So add a few more people to your swf. Solo is fine if your playing above the sinkhole skill level.
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Survivor trolls know they can flaunt and taunt against new killers all match. As long as the force a death at the end, the system says they are not good enough to face better killers.
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Noed doesn't need a nerf and boons block it. If survivors don't leave after they see the icon appear, the fault is on them and not the perk.
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Loop or stealth, if you don't want the killer to focus on your elimination.
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So your blaming killers for early game survivor mistakes.
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Killers aren't complaining that weak/new survivors are hard to kill. 4k is easy when survivors don't do anything that killers actually mention. Good survivors know they have control of the match, it's why they can confidently taunt and run killers all game.
Killers are gonna continue to camp because it's time effective against good loopers and unproductive teams. If a survivors shows they can make a single health state last long enough to hinder gen pressure, it's actually more efficient to negate as many hook states as possible.
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Xenomorph
Wishmaster
Chucky
Lycan- Dog soldiers, Bad Moon
The thing
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The attempts to coddle poorly performing casuals continues to negatively push the game in an unfavorable direction for the more experienced.
When concerns about skilled performance are brought to attention the devs continuously dismiss them with claims that the % of players isn't high enough. Instead of a balanced experience top to bottom, we have a target group that rejects players in game experience when they perform outside the parameters.
We are currently at a point where minimal effort strategies as killer are the best way to ensure a measure of success. When there is little to no leisure time shortcuts will continue to be the optimal choice.
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Show some respect and use stealth
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Swf and high caliber can still be paired down to minimize que. Seems killers have the pleasure of pairing up but not down based on sbmm.
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Seems fair since a hex can't activate on a boon totem.
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Crouch after the unhook, traps won't go off. The only lack of skill is with survivors that ignore simple and smart counterplay.
Ps find a flashlight
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We're going to see another Survivor abused anti-camping method before we ever see a gen changes.
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Sadly these aren't even the survivors that will know how to use them most effectively. Give some great loopers infinite healing for the whole team and then the pain will really start.
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They could all use an applied/passive 1v4 in some capacity.
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The "time" spent is almost nothing. Can place one down in the time it takes for the killer to make a pickup & hook.
The amount of disruption boons cause is heavily dependent upon which killer is being used.
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Sometimes we have to accept being the martyr, sometimes we have to let someone else take the role.
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It's fair, a key part of survivor is to know when to avoid the killer and another is escaping chase if stealth fails.
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Survivors have almost complete control, whether or not they have the skill to back it up is another matter.
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@Avilgus said:
https://forum.deadbydaylight.com/en/discussion/comment/2602879#Comment_2602879
But you can still spend real money to buy them 🙂
Not gonna happen, if I can't earn it through my time investment I don't need it
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Should also drain the bleedout bar to put some incentive to remove it.
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Blight event was better. Miss collecting Blighted cosmetics, this year we couldn't even earn them.
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The intentions usually clash with player reality.
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Effective drop back zones kill target switching. Killers are forced to tunnel down a single survivor to make any progress.
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Using survivors for bait is fair play. How effective the strategy becomes is on the survivors.
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Power tier up can be a huge time sink vs good survivors. 3 hits on healthy survivors can be damaging even against average players.
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@illusion said:
Maps just need to be balanced so they are all roughly the same for everyone. Maps can't have an MMR, because they couldn't even come up with a skill based MMR for players. Kills and escapes is the best they could come up with after years of working on it.
Map Balance is a whole other issue, I just want to play without seeing the same maps repeatedly, everyday, before being able to play on any others without an offering.
Say you put each map at 100%, after playing on that map it goes down 1-5%. By tracking the odds for each player the system would load in maps with the highest % first and keep things fresh.
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Survivors fail at altruism and let teammates die.
I'm dead
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So glad I get rubberbanded when teammates use dh, and here I thought the frame drop on killer was annoying.