DemonDaddy
DemonDaddy
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- DemonDaddy
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I find solo offers the best play experience. Individually we are given the right amount of information to keep the match suspenseful (usually) and presented situational choices.
Remove the concept of potato teammates (sbmm will correct this) and your still left with a horror theme game where your personal actions determine how long you can survive, possibly escape. Sure you can help the team, but if your doing well the team isn't needed to help you.
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While tunneling is smart for quick eliminations camping does not work unless the survivors let it. I find it's easier to slug and exploit overly altruistic teammates, far more effective than gen perks and no requirements or cooldowns
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Best to equip small game for this one.
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I've never gotten a salty killer message, plenty of Survivors though.
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Maybe actually escape the chase and do something. If the killer is trying that hard and still failing, you could have gotten away and filled those emblems yourself.
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I'm expecting real brain dead method of survival for noob based players. Can't expect much for Killers though as the devs have expressly mentioned not wanting to make the killers feel oppressive ( based off Survivors ranks that run into walls and are afraid of gens).
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Some Survivors just can't own their mistakes. Survivors start every match with full control, it's not until they start making mistakes that the killer gains an advantage.
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I rarely see either of these tactics.
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Strategies that work or fail based on survivor decisions. Hook defense is good for the game, tunneling is strategic and bad saves are on your teammates, and slugging is a slow down tool that gives Survivors more chances than the hook.
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She has counterplay, but chases are to her advantage
Awareness and avoidance come first, use any perks you like but keeping her searching is far more valuable than trying to keep her occupied in chase. Spine chill always works for approach and alert can help telegraph her direction.
Positioning is vital if your going to linger on a gen long enough to be found or ignore signs of her approach. Los breakers, windows, and multi segment loops are your best environmental tools for utilizing her visual weakness to your advantage. Fixated can help in play and for practice
Factoring both above; try to remain healthy as injury grants her access to stridor which improves the accuracy of her power. Use loops to overlap scratch marks and break away into los breakers, place as much distance between you to minimize audio tracking.
If the killer player is to difficult to escape, use window loops and DO NOT pallet camp. Use a pallet and move on, don't give her a chance to apply mind games in hopes of using gimmicks for a day one spirit.
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Survivor is easier, the only changes as you rank up are killers fall for gimmicks less and the need to understand how various loops work to your advantage.
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Solo Survivor is easier
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It will fix Survivor matchmaking; better solo teams and pairing for 2-3man swf. We will all see far better quality in teammates.
I don't anticipate any improvement for killer, if anything things will get worse. If que times still force improper matches than killers will be facing higher skilled Survivors while also increasing the overall difficulty each match. I don't see this helping newer killers to stick around.
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It's not an issue. Be prepared to counter it or improve your ability to avoid the killer so your not on the hook early game. Killer can only stop one Survivor at a time, so do gens or take the risk.
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She has plenty of counterplay, it's just that a majority of it is pre-chase. Her most exploitable weakness is visual impairment and devs gave her a huge audio que for when it's active/ approaching. No sense calling it unbalanced; a single advantage she gets only after putting in the work to injure you and requires a perk.
A slow killer designed to cut out chase using only scratches and audio. Seems pretty balanced if your not trying to force a win where her strength applies.
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She is balanced, you just failed to hide efficiently while you were still healthy. Strider on any killer while your injured has the advantage vs stealth.
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Keep it, I've gone through enough controllers. If your intent on dying there is no reason getting rehooked should matter.
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Love how some call for a nerf yet refuse to apply the best play style when facing her. It's always complaints of how you can't force the looping tactics against her even though it's the worst approach.
Spirit is plenty of fun to face when using the proper counter tactics.
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Remove stage 2. Give him increase speed in the stage 1 and have a majority of the match played in this stage. Then increase the time it takes to build up to his stage 3 and that is a special activation / feeling of empowerment for the killer. The entire stage 2 feels unnecessary for the speed versus terror radius trade-off.
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It's not necessary, but it definitely makes things more interesting from the Survivor perspective. Actively looking over your shoulder is more engaging then the early warning signs of killers approaching.
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The game mechanics very much favor Survivors. Falling short of success is usually a result of Survivor mistakes unless the killer "player" is constantly outplaying you in which case that's skill not a design advantage.
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A problem with that is Survivor mains. They switch to killer only to face potato Survivors, then feel vindicated that killers have it far to easy.
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I only do solo and it's the best way to play. Forget about teammates, it's about how well you can do on your own. I go into matches and expect my teammates to die before I do. Either I make mistakes and die or the team performs as well as myself resulting in escape. I escape far more often alone then with the team. Camping or tunnel I like the killer to show no mercy and use every opportunity, that's challenging fun.
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100% solo and it's the best way to play the game. Can be easy, challenging, or straight hell, but the unknowing keeps the horror theme at its peak.
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Wow a whole list of perks that rely on Survivors making them effective. Next thing you'll be going for is monsterous shrine and killers that camp from across the map.
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True the game has been pushed in that direction. I still find stealth to be extremely effective though, and that without the use of perks. Never cared for distortion as most killer perks have the same counter windows and requirements.
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A lot of survivors make bad choices. Killer design grants no guarantees of success, players will best you or the reverse. Example; a bad spirit gets bullied and a good one is called OP
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Depends how long they've been working on the license, but still there are creatures/BOWs that walk upright.
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What headache? Almost every enemy in re results in a creature boss fight. If size restrictions are a factor, it will have to be someone that doesn't become a hunkering beast. The only bad guy I can think of that remains even close to human size after transformation is wesker.
Just personally if the killer is just a human form (not vary representational of re) it might be the first time I skip on a killer just for the Survivors
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Doesn't have to be humanoid, plenty of creatures to chose from.
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Haven't gotten any salt from killers myself, but some people do take stealth to far. If your stealthy and productive on gens the game still progresses. I know what most killers hate are stealthy Survivors that refuse to touch gens once things start to look bad for the team. Nobody wants to face blindettes that take the game hostage out of fear and hope for the hatch.
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Agree, killer need the freedom to play as they please and situations dictate. Restrictions would only implement exploitable windows and create a more rigid unappealing play.
For the most part Survivors need to improve on their ability to avoid the killer as none of these strategies can be applied until you are found and downed. Stealth>looping as some killers are stronger in chase but all are susceptible to stealth play.
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I'm not talking about a 4man slug and I don't camp the ones that are down. They bleed out cause bad teammates or they failed to hide and escape chases to many times.
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Hooks are boring, I get more chases from slugging. Kills would be nice if there were more method's of earning them, but bleed outs are satisfying when Survivors are to scared to attempt teamwork.
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No hooks, they can bleed out from bad teamwork and leave when gens are done
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Nothing wrong with securing a kill. The strategy works on bad Survivors and can potentially speed up the process if someone suicides. Best you can do is improve your stealth game so they never get the 1st hook.
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Why is it try hard to use a perk to cover her biggest weakness? But best counter to any killer is stealth. Might not be a favored play style but not using an effective tool puts you at a disadvantage.
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That's just a bad save not farming, Survivors lose points if your immediately downed again.
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It's not 60, you get 7 shots with perfect accuracy otherwise knives have no effect. 🤣 Nerfs, like he isn't easy enough to face already
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It was a good choice limiting the perk, hope we see less unlimited perks so Survivor is more about personal actions over perk activations
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Both parties have to add one another as friends first, then you can send the invite.
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Skill is on the individual, but system wise pc has tighter turning
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You don't have to wait to do anything, if your not being chased then your not being tunneled. The perk has not changed, it's just missing abusable actions
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Somebody doesn't look before they run😆
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No, don't need an all new meta
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You'll get reds at any rank, but no hooks is a good way to go and you still get to kill Survivors
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Solo que is the best way to experience Survivor
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Starter Survivors with the meta perks, just usually means they are the first to have a majority of load out options
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Mechanically Survivors have the advantage with objectives, though personal skill/teammates can hinder this
Killers are more pressed to play efficiently, but a good player can make any design feel OP
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A larger Disclaimer than the tips for Survivors that personal awareness and stealth are the primary tools for facing him.
Makes no sense for players to complain about chase when his power is solely based on line of sight.