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DemonDaddy

DemonDaddy

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DemonDaddy
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  • It's a complete gamble for killers and a punishment for Survivors that don't take the time to do totems.

  • Nobody is entitled to a free second chance. Teammates are the only ones that can provide this outside of perks.

    Treat the killer as someone intent on bringing your immediate doom and put more effort into avoiding the first interaction or escaping chase if a camping outcome bothers you.

  • Would make for some rewarding counter play that requires more effort than just equipping a perk.

  • You got it backwards, devs have stated many time that to much synergy for killer perks is a concern. Survivor perks have solo synergy and team synergy, and team coordination on top of that.

  • Same can be said about Survivors that make these tactics successful. Takes poor play to make a generally bad tactic work well.

  • So I got to retract my statement about the box aspect of his power. There isn't much of any way to play around Survivors solving it.

    If they solve it, you lose any chain progress.

    If you teleport, you still lose that progress.

    It solves so quickly and easily, your only consolation is One Survivor's time wasted and a chase if you hadn't already abandoned one to teleport.

  • @Junylar said:

    The only reason the "looping meta" exists is because survivors don't have any other reliable means to survive in this game. Take away loops and you make survivors helpless.

    Well I find there is looping to escape and looping until downed. A lot of people I have played with don't even bother to try and shake the killer, they just commit to the chase until death or the killer drops chase.

    While stealth before and during chase might not be as stimulative as active long chases, I think it's still a very valid and useful tactic.

  • @ThanksForDaily said:

    Nothing will change to the survivors builds. Especially with the mmr.

    Also nothing will change to Pinhead builds. Ruin,undying,tinkerer,pop, corrupt.

    For peak play you probably right, especially since the killer is random. He does seem to limit the chase options if/when Survivors try to repeat a loop though.

    Still I think there will be better builds for him, I only use tinkerer out of those perk and that's only on high mobility killers. Looks like anti-heal might have good potential.

  • To bad it's not the corn maps leaving

  • Survivors have all the advantages once they develop the skills to utilize them, it's why high level play heavily favors Survivors.

    I hope for legal reasons they never axe killer play. That's a lot of refunds for the most unique aspects of gameplay.

  • They only emphasized his strength and weaknesses, not much of a change for all the issues the community called out. Still easy to deal with as a survivor.

  • So far it has only improved my solo play. It's becoming more common to see efficiency on gens, safe saves, and even body blocks from my fellow solos.

    Thing I'm enjoying most though is that killers are straight to the point and making survival more difficult.

  • Maybe if your standing still or walking in straight lines. By far trickster is the easiest killer to deal with. Thanks to 110% and his ever frequent reloads, if you can make him play the m1 game the looping can go on forever.

  • My Survivor matches have bey much better with mmr, less Survivors doing nothing when auras are visible. A majority of the killers I have faced have trouble keeping place with the team's Efficiency though.

  • Have had solid teammates and I see a lot of killers struggling with our efficiency.

  • Pros:

    Better teammates that are doing what you expect of yourself

    Pits your team against a player that can handle that level of competency

    Will bring attention to design issues that attribute to the division of balance between casuals & experienced players

    Reduces the frequency of heavily imbalanced matchmaking; ie no more bully squads vs new killers and vice versa

    Cons:

    Best players may experience longer ques, though I doubt the devs will adjust to the point of eliminating improper matchups

    Killer variety is/will be limited until design balance is more thoroughly addressed in the higher ratings

    Consecutive win should/will be harder to maintain for everyone despite skill/experience (mainly a streamer issue & petty players that prefer to DC)

  • While I look forward to a more even pairing where teammates are concerned, I find that potato teammates are just as advantageous for my emblems and pipping. Potatoes that feed the killer provide me an abundance of opportunity to perform saves and healing and do a majority of the objectives myself. As long as I'm giving the killer a wide birth of distance and respect their potential danger, I'm in the least likely possession to be hooked first, camped or tunneled.

    Be the ghost that haunts the killer's success or at least the only Survivor to legitimately die on first hook.

  • I think that both Killers require a player to apply themselves differently to make use of the powers. While I believe both Killers can be picked up by any skill level, it's only the more experienced killers that will make full use of their potential advantages consistently.

    Nurse is about understanding your timing and distance while adapting to a Survivor's movements.

    Blight is about understanding tiles and when the angles for trajectory can be applied to your advantage. The fallback for players that can't make use of this is applying the power strictly to mobility and playing the m1 game.

  • The ranks don't matter, I have seen enough rank 20 smurfs accomplishing god-tier play to know skilled players can be at any rank. I have also seen enough rank ones play like complete noobs, showing swf can carry anyone to "greatness"

    The feel of the matches in their entirety show me that when teams are matched together properly gens fly and killers struggle.

    About the only good thing I've really noticed from The Killers perspective, is when survivors who are prone to mistakes are paired with other survivors who are prone to make mistakes it allows the killer themselves to have greater dictation over the match without stress of gen progression placing a time limit on every choice and action.

  • It's going to get real difficult for them to make juicy content when matchmaking start to rules out token potatoes. DBD does start to crumble balance wise when Survivors mistakes are few and far between.

  • No, I don't use hex perks as I'll take something that's guaranteed to be useful the entire match, but from a survivor perspective they should be troublesome enough that Survivors would rather cleanse them than work through it.

    The less opposition I feel from the killer, the more boring the match becomes.

  • @Shymare_11

    Fair enough, limiting them from being fully undetectable especially with the new perk we recently received.

    Though if it's just the ranged aspect that is the cause for this, wouldn't it work just as well to give them a lullaby in place of the tr? My thoughts are its still giving Survivors notice of the killer's presence without announcing distance or direction, as example Freddy seems to show that the functionality of that gameplay works given it places more emphasis on your visual awareness if not perks.

    Also makes me wonder if we will receive a future killer which forgoes the use of tr perks for that element of misdirection.

  • Can't come up with much, taking my time to find totems first is about all the leeway I can give them in terms of gen progression.

    I actually prefer the killers I face try to the best of their ability and show as a little Mercy as possible. A killer that is no nonsense with iridescent add-ons is more fun than one giving blatantly free unhooks or escapes.

  • I'm solo and I think it's a good idea. Better teammates that I don't need to carry or watch hand the killer a 5 gen snowball. I also won't need to consistently face high skilled swf teams that need a nurse/spirit/blight for a challenge( I don't play any of these), I will happily accept less sweaty teams if that's my killer skill limit.

  • I have it on. Only benefit outside of que times is the lack of salty messages people can send.

  • If so, this will be the first time I'll be skipping the chapter regardless of the perks. I'll spend shards but not opening my wallet for it.

  • Because rare keys are about as easy to get as a brown medkit

  • It was better before the last rework.

  • DC on any side is just sad. Fairly rare to see a killer DC though in my experience. Only times it's happened are when we had 4 gens pop before the first down.

  • Ahhh, I see I was mistaken. Here I thought you might engage in actual discussion, but alas your only interested in expressing your dissatisfaction with other people's opinions based on your feelings. I was hopeful you might provide some insight to the contrary rather than blanket accusations.

    But that second "full of BS" ๐Ÿ‘..๐Ÿ‘..๐Ÿ‘, cut me to the core that did, don't know how I will ever recover ๐Ÿ˜†

  • That's a fair pairing. So often when I play solo survivor and paired with a 3man, we get a baby killer because of that one noob in the group.

    If your gonna play with high ranks then it should pair you against high ranks. Next time use kyf to help them adjust before dropping them into a slaughter.

  • @Apexgnifrums said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404431#Comment_2404431

    you are full of bs mate. Your Killer bias is coming out.

    You can call it whatever you want. I've been playing a long time and past two years I have been primarily a solo Survivor main.

    Strong/skilled Survivors know how to handle killers even to the point of being comfortable with in the face bully tactics. If players feel Survivors are weak, I'd suggest; take a step back and analysis to whom your consistently dying, how personal mistakes gave them the advantage, and if your load outs are addressing the shortcomings of your play style.

    Yeah I enjoy killer now and again, but I'm not looking to play for anything other than enjoyment. Most enjoyable aspect right now for me is being the pain putting pressure on the killer.

  • I get the intent, but remove the side preference and go back to prioritizing the first action with closest connection with the server. Invalidating one side to prioritize making things look better makes everything feel that much worse.

  • Please implement it soon. Would love to be passed over when it comes to matchmaking for swf, having consecutive matches against them is a drain on my killer morale.

  • @Troman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404398#Comment_2404398

    You must be new to the game. Anyone who plays this game since its release knows that Survivors were never as weak as now. It's Killers strength that's at a peak now.

    Nope been playing for a long time. Solo has only gotten easier for me and haven't been easier than this outside of bugs, pallet vacuums, infinites, and insta-blinds.

    If you think Survivors are weak, something must be up with how you approach the variety of killers.

  • Survivor strength is at a peak right now, failure is a result of mistakes and little else.

  • @UnluckyDucky said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404344#Comment_2404344

    I mean thats fine and all I deff dont mind the growing pains--but why am I, a Rank 18 killer, being paired up against Rank 5 Survivors? Like that seems a little... rough lol. It's like trying to beat your dad at basketball when youre 5.

    There is currently a lack of experienced killers for the higher rank, the excess of high rank Survivors get paired down to minimize wait times. There is also the fact swf let's you bypass rank pairing by having at least one low rank, this helps truly skilled Survivors bully new killers and boost/maintain their rank.

    Until we get mmr/sbmm, expect this to continue to be a common occuring thing.

  • Not enough high skilled killers to go around, so all the red rank leftovers get pushed on the inexperienced killers.

  • With zombies like this, we could get 4 more and they'll still be pretty useless.

  • It's not camping, you patrol gens within reach while in reasonable distance to where 2 Survivors are almost guaranteed to be. Without perks (bbq) there is little insensitive to blindly hunt on the opposite side of the map.

  • Killer didn't do anything wrong or stupid. You made a plea for mercy/farming and the killer preferred a 4k.

    Seems some Survivors are getting a bad habit of believing an item offering to the killer deserve killer mercy in kind.

  • Killers with instant down potential make the best opponents. It creates a more immersive approach that the entire team engages in. I find that matches where the team is more cautious create a much higher bp total for everyone.

    The only exception to that is when a teammate completely dismisses the danger and is immediately punished for getting in the killer's face.

  • @Chocolate_Cosmos said:

    Blight is like one of the top tier killers to play (if you play him well) and he is super fast and can down quickly. He is rly fun to go againts and I love playing him but... the ammout of people running 3+ slowdowns (Pop + Ruin + Tinkerer + Corrupted OR switch Ruin + Undying + etc.) is just overhelming. Also that build is super boring to face and don't make you any good if you win with whole build focused on slowdown.

    Note: I don't complain about running any slowdown perk, that's 100% fine. I am talking about running 3+ perks oriented about slowing down or tracking gens, etc. And before you ask: I play blight a lot and I don't run these days not even a single slowdown perk and I can still perform many times well without needing them.

    Edit - Seems like I have to make something clear here: I am NOT saying you can't play these builds, I am saying you DON'T NEED them to win since Blight is allready very powerfull.

    Plenty of teams out there that can make all those slowdown perks feels useless. Besides that slowing gens doesn't win the game, downing Survivors does.

    Your right that they aren't always necessary, but a great safety net when toying with Survivors especially if you don't want a chill play style to be turned against you.

  • He's in a great place. I really enjoy facing him while playing survivor. Like the fact that it comes down to personal awareness over default warnings. Make the mistake of lingering in areas without cover and entering his line of sight is completely on you.

  • Awareness and perks, wraith is more enjoyable to face since his changes

  • @CluelessWanderer said:

    I'm pretty sure the disconnect penalty is back now. Like, enabled maybe an hour ago.

    I know because I play console, loaded into RCPD and lagged to a point I disconnected because I froze hopping a window. I had to disconnect. I had a 3min penalty.

    Pre-match DC is what's taking them. At least I can earn my own bp if somebody rage quits during the game

  • Goes to show there is no reason to rush n buy cosmetics at release, unless to support the game. Wait awhile and the item or retexture will come around.

    Have patience and save a few bucks.

  • It's a result of; failure to hide, failure to escape chase, failure of teammate's timing, failure to escape again, and finally failure to prepare load outs despite this being a concern.

    I'm not gonna blame the player, who's only objective is to kill me, for doing it quick and effectively.

  • No the 1v1 is not the best part, at least for me. I prefer the control over the 1v4 where your causing Survivors to scramble and panic. Long chases are about as boring as patrol, as you either go through each pallet until they make a mistake or abandon for a new target due to overly time consuming/safe loops.

    Perfect example of a entertaining influence though I don't play her; Nurse- knowing it's a good nurse, everyone runs in fear and hides. You don't openly taunt a good nurse, the smart play is to show respect of her power by avoiding her attention.

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