DemonDaddy
DemonDaddy
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- DemonDaddy
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Strong teammates and sweat squads. A lot of my killer games ended in 2k with 2 hatch escapes.
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Would like to see if it balances out over a longer span to know which killer mains I average with. Didn't see a single nurse or spirit during the mmr test. Lots of no camping bubbas though.
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The bonus would be nice but I can see why they placed the limiter at least with we're going to live forever. With survivors capping out at 4 prevents one person from making all the saves leaving room for others to gain the rescue points as well.
For killer that would be nice but I could see adding a stipulation that each hook must come from an alternate Survivor to prevent farming a single Survivor out.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2262481#Comment_2262481
Of the listed counter-play, only three are specific to her Power:
- Blind while in phase - But not deaf
- Layering scratch marks - But she's still not deaf
- Looping stealth escape - Walking is much slower than Spirit so not much gained, and she's still not deaf
So the real counter to Spirit is this
- Don't be Injured
Which is stupid from both a Survivor and Killer Power standpoint. Hello Victor, at the very least he can be dodged and has a detachment from Charlotte which can be played against.
The power doesn't need a direct chase counter as it has built in weakness. Chase has all the resources needed to prolong and escape. Audio doesn't negate any of the previously mentioned counters, only can make them more difficult when the player is good.
Have snuck away from spirits on multiple occasions after misdirecting them into giving me more distance.
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Counters which can be used effectively and botched by Survivors to extend survival time:
Approaching audio que
She is blind while in phase
Pallets
Windows
Pre-chase stealth
In chase los blockers
Layering scratch marks
Looping stealth escape
Perks- can't name them all but fixated and iron will are a good start
Plenty of counterplay and room to make mistakes. Quick decisions and rng play a role but we are never without counterplay.
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Camping is a strategy that bad Survivor decisions reward. Biggest thing to mitigate camping is to attribute more importance to your first health state. Avoiding the killer long enough to secure a pip is reflective of your ability, getting saved is a reflection of your teammates ability to act against the killer. All the perks are for additional chances not a guarantee.
Can't have a paused timer anyway, it's been done and tested. Survivors screwed themselves out of that chance by abusing it to a game breaking level.
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Played a lot of trickster, started off against high skilled teams and duo swf. Kept getting 2 man escapes through hatch and after about 9 matches it started giving me noticably weaker teams.
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Mmr, short term chaos for long term balance.
Of course that is dependant on what counts as skill in their grading system.
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Would go a long way towards improving play style if we all knew what constitutes skill. Tying it strictly to kills or escapes would leave a lot of wiggle room.
Have had lots of matches where the talented loopers died and the closet peepers hide until hatch. When Survivors have under 10k and live, I doubt they did much of anything that counts as skill.
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That's not taking it hostage. Killer was trying to play for the 4k, prevent the hatch, and since you gave up also prevent crow spam.
Your grievance should be with the teammate trying to wait it out for the hatch chance.
If they have both if you and won't hook/bleed you out, then it's a hostage game.
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Hardly see them, must be as rampant as the swf hit squads.
The killers are fine, I see far more bad ones than team crushers. Even wiping out the team is usually a result from bad Survivor mistakes.
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If the killer is stacking up to quickly, that's on Survivors being overconfident and engaging in unnecessary chases. The perk is good as it puts counter responsibility on a Survivor and rewards for successful chases.
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Strong teams regardless of the side I play. Strangely enough every killer game has ended in a 2 man hatch escape, Survivor games were mainly escapes.
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Consider the long term once rank is not a factor. Each mmr will average out to your competency eventually and stomping easy Survivors will just speed the process.
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You can waste just as much time forcing the killer to search and patrol. If the team is spread out, that takes a huge toll in travel time and the killer still needs search. Sometimes chase is best kept as a last resort more so when areas can be weak in useful looping tiles.
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Hate to play as her, but she is fun to verse. It's nice to have a killer where stalling with chase isn't the best/easy answer. Though I don't know what everyone else is doing wrong that the abundant defense resources disappear. When killed, I give kudos to the player not blame the design.
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Don't play swf, but always find it funny when I escape after they get cocky and die
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Considering the new anti-totem perk coming, yes a revert is not outlandish.
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So many threads about not being able to force a way out of bad situations. I'm glad we have killers where chase stalling isn't the favorable option. Just cause shift+w can be a bad option doesn't mean your without any.
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Would be nice to have an offline mode and would increase bhvr revenue adding players that prefer a complete solo experience. Maybe eventually joining us live.
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I'll stick with cleansing them. So much more satisfying to deny it even activating.
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Stealth, pallets, windows, perks, layering scratch marks before breaking away from loops. Anything that stops you from going down immediately is a counter to any killer. I see more teammates go down to her from bad decisions than a lack of counters.
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It's challenges like this that make players throw matches to complete.
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Should drain if not opened while they have the chance. This would also stop situation where you run to the gate only to find it not opened yet and are downed while waiting for the door to move.
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If it's you on the hook, practice avoiding the killer more.
If it's a teammate, accept the sacrifice of one for the many.
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Hard to hate a killer I never see. Think I have faced maybe 4 or 5 twins since release.
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I consider it justified when it happens to me, just makes sense to capitalize on the opportunity.
As killer, just don't sandbag in front of me. I'm not gonna make things harder on myself due to bad altruism.
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Great perk for stealth builds and tracking. I've even used it to juggle multiple gens solo when teammates were hiding all game.
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Given that a lot of survivors think looping until your downed is the only option, this is one of the easiest challenges.
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God that sounds awful. The game is at its best and most engaging when killers are at their peak.
I truly miss old the old mori from the Survivor standpoint. In most cases every killer had to be treated seriously and teammates avoided the first chase as long as possible.
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It's up to Survivors whether that play style is effective or not. As long as some Survivors feed into it, the killer has no reason to alter their tactics.
If a killer stands still and manages to get more than the one Survivor, it's the players still moving that change the outcome.
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I agree there are better choices for engaging with the killer, but I assume they are attempting to reach last Survivor options if not a team exit.
Spine chill for the heads up and late game gen devotion. Alert to reveal where/which way the killer to moving, letting you know where to rotate and keep maximum distance. If they are prioritizing survival then avoiding and tracking the killer is a good advantage.
Personally I don't use exhaustion perks as I find it easier to escape chase with other perks. I usually opt for bp bonuses otherwise.
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Spine chill, alert, fixated, technician
Early detection, killer notification, allows for better positioning
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The perfect killer to sneak around tiles. Hope we get him eventually.
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Give blades a stackable debuff and extend laceration or make it require an action to remove.
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Giving up instinct for gen tracking isn't bad if your not reliant on it to find Survivors. With good defense and regression the killer can still make use of the power if timing it properly.
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Knockout and starstruck might synergize better with the twins detection and baiting in teammates for the pickup
Optionally can add dying light and designate the obsession as the slug bait reducing progression speed while optimizing the load out
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Definitely agree that map rng needs more work. Until the devs reach that sought after balance we all will just have to compensate and take the time to assess gen priority accordingly.
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Some players just can't accept that there are situations (killers, perks, positioning) where engaging the killer is the worst option available. What is even more sad is the claim stealth play is not fun so counterplay has to be given in the form of chase mechanics.
Deathslinger also brings up Complaints about deadzones which are usually accompanied with disregard of personal choice Survivors have in positioning. Choosing to work a gen with no/bad tiles is on the Survivor and an advantage for the killer. Dependant on the map, Survivors need to make themselves aware of which gens will pose the most risk in late game defense.
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I'd take the numbers loosely. I've had plenty of games were Survivors threw the escape to intentionally die. Just personally I have been killed several times when escape was possible but decided to go for a higher risk play.
Ultimately just stating that not every kill is because the killer is performing well or reflect context of events.
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Wraith is more fun then killers with a tr. He keeps you on your toes unless you play with early detection perks, more engaging than hearing the killer before you can see them.
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They're nice on the rare occasion you get that good spawn but ultimately I've never seen them as worth the slot. With all the times I have spawned next to or have seen it across from a gen, I consider them gimmicks or meme level.
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Just a kill cosmetic, still have to put in the same amount of work with only a visual change in result.
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The only time I get a grab is after Survivors give up and refuse to run anymore. It's just so easy to avoid.
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Well at least you have killer role when you can't handle Survivor anymore.
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How do you prove that success for killer is a result of design or player skill? I've encountered plenty of Spirits were the design could not carry the player. Any players that severely outclass you are gonna look OP from the victim perspective.
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We all have to act according to the situation at hand, risk or abandon. Bt can at least buy some time so they're not downed immediately at the hook, but if another chase insues that's up to them to escape or fail again.
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Not being able to avoid the killer is no excuse blame a loss entirely on the killer's strategy. Once your caught it's on teammates to bail you out and the killer to make it difficult.
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My no hooks build, cycling Survivors until they die from lack of altruistic support (no slug camping).
Knockout, starstruck, nurse's calling, thanatophobia
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High ranks are bloated enough with mediocre Survivors. It's not great, but being able to complete all gens in the time to eliminate a single survivor means the rest of the team needs to force an interaction before leaving.
The killer was obviously hoping to bait more of you and failed, which highlights why camping is Survivor dependant.