DemonDaddy
DemonDaddy
About
- Username
- DemonDaddy
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Comments
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Strategies that heavily rely on Survivors to be effective. Teamwork can counter camping and bad saves lead to tunneling. If these are frequent issues for you then change the load out to compensate.
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Trickster suffers from tunnel vision hard. Either you invest the time in a single survivor or start from scratch and hope it's a weaker player than the last.
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Would live to see an offline bot mode. Though I see it as unlikely since the devs have mentioned not wanting to split the player base in regards to alternative modes. Still we can dream.
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I've seen it a few times and always the same situation. Swf+map offering, have yet to see it in solo use without a select map.
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Freddy before the first rework
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It's a good balance of choice; take the hit, take the path to avoid, or use a defense resource. For the most part they are so dumb that confronting them isn't an issue and if it risks a down the pallet is worth it.
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It's always nice to smack the taunting overconfidence out of teams like that.
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Hoping we see more PvE in the future.
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No, it already takes a long time and multiple zombies to tier up.
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No it's not the charm. I'm killing everyone equally, how I kill you is my choices as killer. That being said, do not blame me for bigotry because you chose to wear something and your skills failed you. All the salty messages because you die while sporting a charm is uncalled for.
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Unless it's stated in chat, that's hard to prove. Camping is a choice and tunneling is just efficient. Personally my screen is not large enough to really see charms, mostly just roughly shaped dots on a Survivor.
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These are welcome changes in play style. Now Survivors need to change tactics to suit the killer. Positioning and tile knowledge are becoming more important than simply running from one loop to the next.
Also you missed a tool of defense: STEALTH
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That's the result of failing to avoid the killer long enough to at least safety. Avoid chase, earn bp, treat first killer interaction as the only chance you have.
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I rarely see camping, if so it's usually cause teammates refuse to loop anywhere other than the hook. Tunneling is just smart if Survivors are looping well and pressing gens. For the most part I find solo the best way to enjoy Survivor play.
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I wish Survivors played like that. Only time they even get close is if I let my rank reset as far as it will go.
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I think he's decent but not the strongest of the killers. His design will do well in the right hand but it's not going to carry anyone beyond their actual skill level.
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That's not a win by default. The killer very intelligently pressured the game into a 3v1 to make map control easier on themselves.
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No we do not need a Survivor meta beyond the current one of camouflaged skins (talking about you blendette). Seeing the exact same Survivor over and over again simply because their ability is 1% better than the rest of them would be horrible.
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Focusing on the first to be found and downed is the fastest method to actual map control.
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Long Survivor ques have removed ranks. We now have low rank killers get instant lobbies against all red rank Survivors.
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The mori is still considered toxic? It's literally just a visual alternative to final hook now. Find it concerning how long they spent addressing the mori and then mentioned keys as a 2s end note.
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Entitlement is bad
Received a cheating report for a 4k with t1 Myers cause I walked backwards to counter spine chill, which I later found out all four of the swf were running
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Wonder if bots will be adjustable? Would be good for everyone if we could practice against high level efficiency. Rank 20 bots won't help anyone
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The zombies are glorious. When Survivors blindly run into them, the joy brings tears to my eyes🤣
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a whole perk dedicated to directing towards the first chase🤯
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Que times will soar as salt gives killers the boot.
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Salt will break the bot
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Salt + auto ban = longer ques
They're already prepping the ai to replace killers
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Make insidious a mobile stealth perk that activates like dead hard. Give 5s earnable stacks for downing a Survivor (3 max)
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We should all be squealing Little piggies when injured. No reason to allow for a sound meta when silent slug bugs are still a thing.
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Unless leading the chase, no. Satisfaction is securing the down by quickly outmaneuvering the Survivor or boxing them into a mistake. Chase is tedious especially when with every pallet comes a self proclaimed "god" teabagging like they just delivered a pimp slap.
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Kills and pips don't equate at most ranks. The system forces pip ups even without kills or hooks to about mid ranks
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Horrible idea as issues of actual play are usually overlooked until players highlight them in ptb. Overestimated killer abilities have also been frequent thanks to the target balance of noob.
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I feel like the grind is the only thing that keeps every end screen from being nearly identical both matches and players.
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We're they actually being useful or just hiding?
I find Immersion is a good play style for Survivors that don't have strong chase skills or observe the killer is efficiently ending chases quickly. The only drawback is when it's taken so far that killers get good regression out of it.
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I'm expecting large cool downs and Survivor actions to actively counter. The killer and power will look cool though.
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6v2 would maybe balance better, 2 in chase and 4 on gens. If we had 8 Survivors, with 6 on gens think how long devs would need to adjust objective times or increase total gens required.
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So basically just injure you until you reach the exit gate or fail a standard chase. It would have little reason to be an end game perk at that point.
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Ruin is overrated.
It affects one gen if Survivors are gen focused and can loop, requiring quick downs to make use of it or lengthy status changes for target switching
It can be great if Survivors get scared easily and don't immediately jump back to a gen once you switch targets. But in this case you could just as easily achieve the same results with perks focused on occupying Survivor's time; sloppy butcher, knockout, thanatophobia
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Detection tools should have the advantage even if it's only slightly. The game revolves around the killer being able to find Survivors.
That's not to say Survivor stealth is useless. A majority of killer perks have requirements before activation which leaves plenty of opportunity for counterplay. Being stealthy doesn't mean your being useless to the team, your just less likely to be a liability.
Stridor is just working as intended and most effective once a Survivor is injured. The counter here is maintaining health and utilizing warning ques to place distance between you and the killer.
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Barely managed 2 Survivor games in a single hour and the matches were short. Wish we had more killers.
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I would suggest if implemented;
Injured bleed out be slower than dying state and a mori becomes available when it drops to 10% or lower.
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If they can be slugged, not bleed out, and do 5 gens, they earned the exit gate
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I think you should only count a tunnel when paired with a hard camp. It's really common for an unhooked Survivor to be found without the intent of focusing on them. Sometimes the rescuer can't be found but the rescued runs right into you.
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They could have been great, but currently are just a hindrance to killers. Personally I only find them useful on "the game" and that's without actually using them. Most often I find them in horrible pathing routes which if not broken only make loops even worse.
From the Survivor perspective it sounds cool to have the killer bust through, but the reality is I can get a decent distance away before I can even see them.
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It's sad your so bad at Survivor that you believe this.
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Didn't cross my mind as I was thinking about the grabs that get cancelled mid animation. I also never encountered any docs doing this as I rarely see any camping at all, much less a specific killer which was already addressed.
Still pressing the button when prompted and starting an animation only to have it switch to a less beneficial ( sometimes condemning) one needs correction. Unreliable actions are a detriment to play on any side.
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That's the result of mistakes by the Survivors. Solo que is in a good place, its the teamwork that falls short of victory. No killer is op, their player was just better.
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It's good when it applies a legitimate ban. If it keeps them out if my games for an hour, that an hour I can enjoy without salty babies leaving the rest of us worse off.
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Simple fix:
Switch grab to the pickup button and then the game can properly deny a grab without forcing a miss