DemonDaddy
DemonDaddy
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- DemonDaddy
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Taking an L by playing to your standards of Survivor fun is bad advice. Killers play however they like and if gen times only allows them to single out one Survivor, so be it.
The argument for casual Survivor fun is always made in regards to swf & sweaty plays, but what about the casual killer experience. Not every killer is rank 1 material.
Guess everyone needs to shut it and get gud.
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Nurse/spirit, the amount I face them is fairly equal which overall is almost non-existent. It is so rare to see these killers regardless of the time of day I hop on.
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Solo Survivor is great, the only thing holding it back is bad matchmaking.
Give us Mmr and the only cause of failure will be personal mistakes
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Let Survivors repair hex totems, I miss ruin after the first 30s
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Recoil and alternating target zones make aiming a nightmare on console. Takes some really bad movement on the Survivor part to give trickster high accuracy.
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No gen defense perks = hello impossible split
Map looks fantastic though
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Doesn't feel like any improvement. It's like his strengths and weaknesses were further emphasized. Still forced to 1v1, recoil is still a thing (seems console has to correct every shot regardless of throw speed), and simple loops make laceration the Survivor's Ally.
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A gorgon killer would be a nice change to the chase meta. The killer could mind game Survivors with her terror radius as they would need to avoid looking at her. Might finally get another killer that can capitalize on a large tr other than doc.
Power could be something like;
Passive ability could hinders Survivor movement the longer they stare at her
Active ability could place a # of stone skinned husks which emit their own terror radius and act as barriers blocking windows or pallets
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/2387466#Comment_2387466
Yes... Yes, community was pretty uniform... But you can always count on BHVR to ignore community! Why? Because they can! And they will continue ignoring as long as people continue giving them money for the shoddy work they do.
Don't like it? Well you have 2 options:
- Read BHVR EULA: it says right there that you can go (perform solitary act of pleasuring*) yourself if you don't like something.
- Read forum rules: it says that you can can bend over and take (pleasuring* act) administered by BHVR personnel.
"tester" EULA: By reading this post you agree to indemnify "tester" of all consequences from reading this post, but not limited to such. Disagreeing with the "tester" EULA revokes your license to read this post.
That's exactly why I don't pay for free characters. I use my shards, level for the perks, then don't touch the character until the inevitable rework. I have stopped getting hyped for new killers licensed or not because I have to wait 3 months before I know where they will sit for the next year or if I'm lucky; hotfix.
Fortunately perks are optional for Survivors, so gameplay stays consistent outside of performance issues. If a killer suffers from design I can at least enjoy those benefits from the other side.
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The limits on the oppressive factor seems to overcorrect changes in a good direction.
I thought the community was pretty uniform on the issues we would have liked to see addressed.
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Killers rather get messages from salty dead Survivors than "ez" gloating from escaped ones.
Memeing around as Survivor just shows there is not enough pressure that can be applied to keep players on objectives. Makes killers feel disadvantaged and solo teammates like they are screwed over by matchmaking.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2387315#Comment_2387315
What makes console players so fundamentally different from PC players that they kept playing F13th?
Console gave it away for free. It's the only reason I picked it up while still playing DBD. Wasn't worth buying but makes for a great freebie.
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Didn't feel like any change was needed. Kind of just mutes all the effort put into sound based add-ons that were reworked. Not that they were great to begin with.
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Been playing it since the performance drop from re chapter. It has its issues, but they treat Jason as a legitimate. Engaging him is suicidal unless you time it while he is occupied. Forcing the counselors to ration stamina and minimize attention/noise was a great idea to counter-balance the rush to escape.
Biggest drawback for me is how limited Jason's load outs are.
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Killer emblems practically force you into higher ranks as long as you do more than stand still( I reached 9 without using hooks). Other than that a lot of players switch to survivor once they leave the stress free matching.
Haven't seen a killer lower than purple in a long time, though I enjoy facing the high ranks more anyway. The game feels better when you know gimmicks are not an option.
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Get better at avoiding the killer and someone else would be on hook while you are getting free gen progression. Don't demand extra chances, the game is designed so that teamwork rewards/earns them. Solo gets one chance and a 4% opportunity for another.
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Treat the first chase as your last. Respecting the killer as a proper threat reduces the chance of being the first camped victim, which in turn warns you of the impending situation if caught. Stealth is more viable when killers refuse to give in to multiple chases.
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Not an issue I see a lot on console. There is lag for sure, but if you notice it early on the match it's best not to wait things out until last second. Drop your pallets early and server corrections don't become a factor.
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Solo is a great way to gauge your own ability. Going in you have to dismiss the idea of multiple chances and maximize your actions prior to engaging with the killer. The more capable a survivor is the more likely they will outlive teammates.
Teammates are not really a factor of your survival; in the sense that they have no bearing on your situational awareness or ability to avoid contact with the killer. Even with them feeding the killer a snowball, the game rewards the last player standing opportunity to escape.
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Solo is the best survivor experience. It reflects on your ability to avoid the killer and complete objectives. When teammates are bad, they die first and grant more time for objectives. Escape is highly favorable to the Survivor most capable of out living the rest.
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It's always easy when you start cause it's against baby Survivors. Play against experience and it's not as easy as you claim.
I can't remember the last time Survivors were making blatant mistakes.
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False justification for a DC.
Even if the killer is only kicking gens and refuses to hit/down anyone, gen progression is faster than applied regression. As long as both of you are on separate gens, the killer cannot stop progression enough to stalemate.
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Then go dance around the hook/killer after gens are done. Practically guaranteed to escape and you can up your points until someone starts egc timer.
No reason to bring up emblems if your not willing to risk your escape to raise them up.
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Got to have thick skin to deal with all the salt in order to reach that.
Personally I find sacrificing the most tedious aspect of killer, so I prefer to keep kills for myself and let the entity get it's offerings elsewhere.
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Mmr when?
Hope it factors swf squad properly and negates designated Smurf/suicide members. So many low rankers with better looping than reds in these squads.
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We need more non chase oriented killers, they keep Survivors from being able to run a single meta load out for every match. Hag has enough setbacks without removing functions which make the killer viable.
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Foolishness= relying on hex perks to last and ignoring the totems because they are time consuming
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Having them auto sorted by your pick rate would be nice. Would be nice to never have to scroll down.
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Ok, so you see it, the options are take the blast or forfeit the gen. I don't know if any actions the killer can take to counter it other than waiting it out, all the while other gens are progressing.
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Why play nice at all? Kill everyone as efficiently as possible, making things easier on them only makes things tougher for you. Chances are they won't notice anyway and it'll only boost their ego
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Doesn't make sense to give Survivors audio priority. Killer is more dependant on audio for tracking where Survivors have numerous warnings
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Props to the killer, wish I could get Survivors to walk carelessly into danger. So was it one at a time or did you all attempt a team cluster save?
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@DrStone said:
https://forum.deadbydaylight.com/en/discussion/comment/2364154#Comment_2364154
Can I ask what your specific problem is with the corn map?
I'm curious because I always read about people hating it, but for me it's soo fun. I love that it's different and unique (Bright).
Mainly just the corn itself, it blocks a majority of powers even when Survivors are visible and looks horrible at point blank on console. Adding the daylight, the corn and brown background just blend into a dirt shaded blur.
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Haven't played it yet, but a whole lot of the reworked daylight corn maps. Seriously dislike these maps now, mainly due to frequency, but also not a fan of the day aspect combined with corn. Corn sucks, bright corn sucks more.
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I'd prefer the previous hits requirement for injury if it meant we could ditch the recoil. Console recoil feels like I'm firing a non lethal machine gun more than throwing knives.
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A lot of the requirements hold killers back which is odd considering how all of them are department on Survivors to activate. If Survivors are playing poorly the frequency of a perk's benefit is still a result of their actions, oppressiveness does not need be a factor for the Survivors benefit.
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Saving mine until killer gameplay is more consistent than the fps drops and freezing.
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If survivors are dying, The Killer is doing what they need to.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/2356347#Comment_2356347
If you don’t know how to build for it or use it maybe. I don’t know why people are scared to use token perks when half the best perks in the game are disposable and the matches are so short.
https://us.v-cdn.net/6030815/uploads/PFXBE9C52V3R/78c44901-f025-4ca9-8b71-65cf7c6b152f.png
https://us.v-cdn.net/6030815/uploads/UXR3T0JBMPU8/e073b47b-1b7a-4b08-a48c-3a89240ea4ad.png
I find these builds super strong. Bubba I’m chainsawing 90% of the match so having 2-3 tokens on hand means I get a free down on demand basically. Broken saw means they are usually still injured and only use 1 token. Myers just gets free 1 shot downs outright with it.
The tokens can let you snowball out of control with a critically timed down you would never get without the perk. Especially if you are using the tokens to finish off someone on death hook or want them dead next to the basement ASAP etc etc.
I don’t think there is a single stronger chase perk except maybe play with your food but that requires tons of effort to build and can’t be saved with M2s.
Granted, maybe it’s only for one chase. But like DS, sometimes one use is all you need to change the game.
Is it ruin tinkerer undying? No. But it’s still really good.
You're right that a lot of good perks are token based. Personally I just prefer using perks that I can get consistent use out of no matter what part of the match I'm in and without a limit on usage. I also don't bother with hex perks; ruin is overrated and I find totems to easily to consider them worth the slot when playing killer. I usually make builds around perks that reward my success: thanatophobia, knockout, nurses calling, Hysteria, starstruck, etc. Forcing/luring Survivor away from the objective and applying pressure on all 4 is preferable to me over 1v1 advantages.
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Knockout and Thana, I prefer perks that don't have a functional limit and never put faith in hex perks.
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Coupe de Grace is garbage. You can spend every token on a single survivor and still not get a kill. So many better options.
Lethal pursuer isn't great but it's functionally better than 5 swings.
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Good, maybe Survivors will be more cautious and actually try avoiding the killer instead of making meme clips
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With the upcoming changes get ready to never see a grab again. It's gonna be false hope and free saves, but if your lucky a survivor will already be injured and the default swing might actually be of use.
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Survivors are already strong, the only thing that keeps holding us back is lack of gen focus and clustering up for a save.
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Minor reduce sounds ( not negate them ) and protection from delayed downing effects; deep wounds and borrowed time
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Of course it won't go over well with some survivors, majority of them are always reluctant whenever their position as the power role is threatened. The idea of killers being threatening hinders their access to chill games.
Don't see why totems would need to be increased though. You equip your hex perks up to the allotted amounts and trying to surpass that with something like haunted ground with four other hex perks means your losing the effect of one of your perks.
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Survivors team 16 perks+ teamwork for synergy
Killer 5 perks for build synergy
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Fair play, if Survivors bleed out it's on the team for falling short in altruism.
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Assume it's in play, prepare your load out and act accordingly
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Sound changes and a killer that relies solely on hearing during her power.
I didn't think she was worse than any other killer. This change should be all that's needed.
At least now it's just bad Survivor decisions and not a single perk with the blame for failure.