DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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My legion score must have been maxed out, been facing swf key & flashlight squads all day. Consistently been beaten hard by these groups and I have yet to see any signs of my games any better.
And no I am not good enough to even break even against these guys.
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Had it crash on me during final hook and no chain hunt, said the 2 survivors and me finished the match with no escapes or the kills though
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From what I've seen, he is heavily dependent on the caliber of survivors. Most of the games I played against him, he barely managed to get hooks. I'm also finding the chains easy to avoid and even take the cube hostage while working on gens.
Also on console there is a lengthy delay before you can even start positioning the gate, gives a ridiculous amount of distance and that's "if" you hit.
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The memes killed it for us
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DC because your bested, that's sad with a side of salt.
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His main power is a joke of anti loop, chain hunt is the only thing mildly challenging and that's easy enough to remove. So far I have been able to farm him for chase points.
Hope this is just a case of killers not being good with him yet.
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So many map spots where chains practically break on spawn.
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Only if I get the option to shut it off before the lobby. I don't want to hear anyone while I enjoy the game.
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Would be nice if it removed all visual ques while active.
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There's no connection between grades and matchmaking
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Best counter for camping is to get better at avoiding the killer long enough not to be first.
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Softball removal, unknown reasons is a sugar coating
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I agree, survivors making huge mistakes and giving quick downs does increase the difficulty. It's a good thing most of those perks have counters.
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Rarely
Rarely
Every totem I see
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Nah, 9/10 leatherfaces I vs get hook rushed. Not gonna blame Bubba when the opportunity is handed to him.
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Counters are visual awareness and perks.
I'm all for letting stealth killers use actual stealth.
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Would be a nice option after we p3 a character. At that point we're not rationing BP to level anyway so let us dump more into a single web.
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@ill_Boston_lli said:
https://forum.deadbydaylight.com/en/discussion/comment/2474674#Comment_2474674
Ive seen and had games where the trio literally won the match for me / the killer. Sure it can be taken out but when it isnt it literally promotes lazy killer gameplay. I respect your opinion and agree they can be taken out but when you play it on a map like swamp its gg 100%
Situationally any loadout can promote an easier game, though I disagree that loadouts alone can let a killer be lazy. If it feels easy over just enough for you to put in the work, I'd put that on the caliber of survivors. Killer effort is needed to win a match, survivor failure is needed for perks alone to be their folly.
Could just be my experience, but rarely do I see teams that allow for lazy/chill play. Only time I see survivors not pushing gens is when they're attempting to record bully tactics. Once in a blue moon I might get a solo/noob squad, but with those my loadouts are almost irrelevant anyway.
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@Yatol said:
https://forum.deadbydaylight.com/en/discussion/comment/2474653#Comment_2474653
the game would have to track up to 10 maps
That's the point, everyone would get a fresh map every game. We have something like 34 maps, take out the last ten and there is still plenty of variety.
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Disagree, ruin only pressures one survivor at a time unless the killer is capable of juggling multiple survivors, usually dependant on how spread out and easy to down they are. Undying isn't worth a slot just to extend another hex.
Tinker is good, but I've also seen it ineffective at helping a killer to stop Gen completion.
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@Yatol said:
they kinda can't
?
Aside from offerings, I can't think of anything that would disrupt rotation in this fashion.
What problems do you see?
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@Renjiro said:
https://forum.deadbydaylight.com/en/discussion/comment/2473515#Comment_2473515
I think safety pip should be removed.
And we should have a double depip.
It's way to easy to rank uo tbh
I agree that they made it to easy. I preferred it when things were more difficult, but player complaints were successful in opening the gates for the inexperienced.
Without proper mm though depips only help smurfs and affect solos.
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I'm expecting it to be extremely generous as the core audience for the devs are casual players. Figure it will be closely related to the pip system where only a depip counts for a lose and the win is anything above the safety zone. Maybe even removing the safety aspect altogether. Hopefully it's more attuned to actual play cause emblems are garbage at evaluating players and context of events.
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Better teammates = more efficient on gens = less time for killers to perform = more meta builds to compensate
Devs built the balance around potato skill, guess we'll see what happens when that element is segregated to the lower end of sbmm.
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I'll take a killer that can perform well at base kit over another "fun" killer like twins or trickster.
I find killer Fun is control over situations; not giving survivors a massive window to taunt and antagonize every time killer attempts to use their core features.
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@PsychoTron said:
SWF death squads: It's not fair. Why are we being punished just because we want to play with our friends.
Now we're only going to face nurses and blights running meta perks with thousands of hours.
Top killer mains: It's not fair. I put a lot of time and effort into this game to be good and now I'm being punished going against sweaty SWFs after SWFs.
How will I ever do my 50+ win streaks again??
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You're being matched against someone just as skilled as you. Sorry but no more lopsided matches for you.
My suggestion for both if you don't like it?? play less sweaty and maybe your SBMM will get lower.
No complaints about the pairing, but I can see why both sides are upset.
Top level plays make the game fall apart. The devs balance for players making multiple potato level mistakes and once you remove that your left with game play that leaves at least one side dissatisfied.
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@Astrian said:
https://forum.deadbydaylight.com/en/discussion/comment/2469224#Comment_2469224
I personally don't think this will happen, as evident by the queue times I think a good number of people had improved games after SBMM was implemented.
The thing is about killers, is that a lot of them, myself included, probably shouldn't be rank 1 or red ranks.
You have to remember that it is extremely easy to pip up as survivor, that means people who aren't good at the game are still considered "good players" simply because they play enough to grind out the ranking system.
When they get paired against people who actually belong in red ranks, of course they're going to be upset because the game is assuming they're good and should go against good players. This happened to me as well where I actually had to play well vs the survivors I paired against, no more easy kills. These weren't SWFs or sweaty players or anything. They were just good players who were actually trying to win.
Of course, this is what I want though, and I understand some people don't want this. The people that don't just have to derank their mmr; just grit through it until you get properly calibrated.
Eventually those killers will be put in lower rated matches, but I don't think it's fair to assume that they'll get paired with high ranked teams when the evidence doesn't show that during the tests.
I really do think BHVR finally did a good job for once with something they're implementing and I'm going to give them the benefit of the doubt that it will work as intended. It took forever, 2 years to be specific, but it really does look like it SBMM works.
I look forward to the change as a solo survivor, wherever I place at least teammates should be more reliable.
As for killer, I do hope I'm wrong. During the last test I did one of my own though. Using killers I don't play and/or terrible with, I wanted to see if there would be notable changes in the survivors I faced.
While I hope improvements have been made to avoid this, my results were unfavorable for those with low mmr (or at least myself). Matches did get easier for awhile, but after several non intentional losses the que began to lengthen. I believe it was at this point pairing with high skilled/swf began to minimize the que, several back to back matches like this as it seems the system struggled to find individual survivors to match my rating.
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There is to much emphasis on additional chances. Put more effort into avoiding the killer and learn to escape chases.
Every survivor has one chance which is everything before the first hook. Beyond that is entirely on teammates to grant anything additional in the way of play.
Camping is beatable and extremely low reward unless survivors play the situation poorly.
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Given the vast numbers by which survivors outnumber killers, I doubt matchmaking will improve for killers. Will probably have low rated killers still paired against high rated swf teams to minimize ques.
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At least solo teams will be better. I doubt I will see changes as killer
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Hope after they get the data we can all see a graph of where each killer is capping out.
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Cause slugging puts the responsibility of preventing the 4k on survivor altruism. To often teammates wait until 2 are on the floor before going to pickup, by then #3 is already in chase.
Personally I find slugging to be far more forgiving than hooks. Everyone has the chance for multiple chases providing nobody slacks with the altruism.
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Totems are fine if not poorly hidden sometimes. Survivors need to accept that the time investment of searching and breaking are why totems make an effective second (although optional) objective.
Yes it can extend a match to search, but can also shorten it if hexes are addressed early instead of powering through only to be negated by good pressure.
"I Can't find them all cause; blah blah blah."
Guess what, that's good totem placement. Solo or not there are perks and no excuses that justify being lazy. Killers can only hope that sometimes you can't find that last one, gens pop, noed procs, and you all failed to complete the second objective due to time constraints imposed by the teams success on gens.
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Can't delay or stop killer objective? 🤣
Guess you haven't tried avoiding the killers. Downs are only as quick as survivors ability to fail at multiple aspects of play.
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Nothing boring about a killer that makes you stay visually vigilant. Boring is a chase with a m1 killer and no chance of being downed unless mistakes are made.
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It's crazy how I get more tracking details as survivor than the person hunting me.
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Hexes are garbage in the way of a reliable build. Tinkerer is the only perk there I bother to use.
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Killers need free agency to attack whomever and whenever to kill however. Less agency = less appeal to play the role
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I now assume three perks until proven otherwise; lethal pursuer, BBQ & Chilli, and Noed.
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We don't have alternative modes cause the devs don't want to split the community.
Imagine them telling players to abandon their investment, buy this new version and repurchase the same characters. "Hey we couldn't give you more ways to play with friends, but we have a way to get more money out of you for the same experience. "
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Spirit is practically bugged to survivor specifications and for the most part killers don't want to mess with her until the next patch fix. It's not odd that a killer loses things that makes the player feel empowered and then their pick rate drops.
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Have yet to see a negative roll back effect happen when playing survivor. Having it happen multiple times as killer is just crushing .
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Zero sound is too much. To many audio bugs already, now we have to guess if it's intentional or error.
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Should change them to only use add-ons or instant open chests and spawn an item of equal or greater quality
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No respect for the hook handout mechanic. Hatch is bad enough.
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It's completely in the Survivor's control. It's a gamble whether the killer will need it or if it even activates.
Do bones, they take less effort than posting complaints.
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@VNGNCE said:
https://forum.deadbydaylight.com/en/discussion/comment/2452275#Comment_2452275
The game is so boring that way. And honestly. Immersion and hiding mid-chase does NOT work against killers with half a brain. lol even if they eliminated spinning and messed with movement you'd still be able to run a killer all game chases would still drag out spinning and juking and mindgames of all sorts are part of what makes high rank survivor fun and as a survivor I think you should be able to juke out a killer.
Fun is perspective to the player and mine doesn't involve holding forward until the killer can grab my ass.
Mid chase stealth works fine for me, just a matter of when and where it's most efficient. If another Survivor wants to run until downed that's on them. I prefer to escape the chase and actually do the objectives, no excuses not to at least safety pip. I don't see wiggle or 360s working against the killers I face anyways so I just find it dumb when a survivor turns to face the killer after the last loop could have given them the chance to shake off the chase.
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This "tactic" is one of the worst eyesores and immersion breaking things in this game. Ankle breaking turns and charging a killer is meme fuel. I actually enjoyed when the devs messed with movement and teammates had to try hiding and escaping chase over dragging it out.
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I use to enjoy playing Freddy before his add-ons got reworked. Now I find a majority of them useless or add little to a load out.
Playing against him never felt oppressive in any of his interations. He has good map presence and with the right perks good slow down, but I always found his m1 and anti-loop to be pretty weak and easily countered. The latest rework has him feeling like trapper without the ability to stop you.
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Secure my safety pip, try to die last and on my first hook if hatch/gate is not an option.