DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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Once I'm done with all BP offerings
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Balance for the top means victory is from your actions not handed to you by design.
Balancing for anything lower only obscures problems devs could otherwise see and address more quickly.
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No, most changes were for survivor benefit. Killers are gonna need to work a little harder now
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Survivors are running out of excuses for their failures now.
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Counter statement: solo survivor is easier and perspectively gives me respect for the killers that put up with our advantage.
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Can't be tunneled if your outplaying the killer. You have to fail more than once before the killer has that opportunity.
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Solo is still fun and challenging. Nothing has changed except a lack of abusive tactics to stall the killer from snowballing. Play smart and any failure is a result of personal mistakes or being outplayed.
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No it's a great teaching experience for all Survivors, do the (bleeping) totems. No killer can guarantee they will ever get use out of it unless they spend all game defending dull totems.
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Scared Survivor holding out for hatch, crazy that they'd locker switch for that long but not touch a gen.
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No, if anything no one should have their name or profile visible. Depending on platform this is already an issue of self entitlement.
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If the killer is not chasing you, you then decide to heal, and the killer sees you as a result of your actions. That's all on you and ds served its purpose.
Healing in proximity of the killer is completely your choice and the perk doesn't need to correct mistakes outside of a tunnel chase.
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Definitely think that laceration needs an effect to give trickster more versatility.
Keep the injury on the 8th knife, but give each stack below that a debuff to Survivors actions.
This would give the killer the choice of going for the health state or switching targets to slow down grouped teammates.
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Survivors are the power role, killer designs are weak and carried by good players.
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When one side's fun is in opposition to the other's, I consider that competitive.
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Sounds like doc committed to defense over chases. If the Survivors are constantly running off to heal before coming back it's no wonder why the game took so long. Prioritizing health over gen progression gave the doc total control.
Only ones holding the game up were the Survivors though. Fear to commit cause everyone wanted the win.
Kudos for the selflessness though
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😂 we have it so easy as Survivors that perks aren't even necessary, just icing on the cake.
I'll agree that most perks don't change how Survivor can be played, but I chalk that up to gameplay being as basic as possible for the casual players.
Really though, just about any perk you choose only adds additional benefits that are in no way required to best the killer. As the meta stands, the top picks are perks that give free info or bail you out of your own mistakes.
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Fixing one failure is enough. Choosing when is what makes it power or weak.
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Completely fair. As Survivors it's in your power and responsibility to avoid the killer and escape chases. Before camping or tunneling can take place, you have to fail.
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I find that it's the survivor's responsibility to avoid the killer and win each chase. The killer is playing for their enjoyment and is not responsible giving additional chances to use against themselves. If your camped, it's because you failed. If your tunneled, you failed and are now on your final chance to win a chase.
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Still has the same function. If no one runs it, so what, just shows people used it for benefits other then to stun & escape. If someone wants more a more beneficial effect throughout the match, chose another perk instead.
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DS still works, if you can't win the chase after the stun that's on you not the perk
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They killed you in a way that made their game experience enjoyable, as last down nothing more could be done. Still not held hostage.
Holding it hostage is a situation where no end result can be reached due to intentional play. Devs have the bleed out so killers can't lock you in a match, you die or escape
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No it's not. If the killer wants to bleed you out on the ground that's their choice and you can't hold the game hostage in that situation because survivors bleed out and die. I'll agree that depending on how they do it can suck.
Survivors have the option of dying, killer is at the mercy of survivors whether or not they progress the match to the point where they can quit.
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🤔 I see more of my survivor games under 5min than I see camping. Tunnel tactics are just smart when the opportunity is right.
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I'll give you that killer play styles can make for an uneventful game and Messages can be toxic on both sides.
But killers can't hold the game hostage, only Survivors can do that.
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DS offers the exact same protection as before, you just don't get to keep it once your free to do other things. Which if your free to heal or repair, it's not necessary anymore.
If your found after deactivating it then that's your failure to conceal yourself, not a failure of the perk. Killer taking the stun is them accepting to take another chase, one your responsible for escaping.
The perk doesn't need any compensation buffs (still the same perk) anything more was/would be a result of flaunting the protection, just as taking actions shows your not in immediate danger of chase
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His power has no lasting effects to counter his long drawn out chases. It's Fine, let him be slow to move, slow to down, slow to injure, but give him something to offset this.
Make laceration permanent until healed and I don't know add on a built-in thanatophobia for each stack of laceration gained.
His current design doesn't reward you for playing well but punishes you for not committing.
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Starting to think the devs consider him fun simply cause he is so easy to loop. Makes me feel 1000% better than I am
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I don't see buffing up solo Survivors closing the gap swf create. For every benefit granted to a solo, that's one less thing a swf member needs to address with their load out.
Let's say every survivor is buffed to the point of being on par (info wise) with swf comms; team location, map layout, gen % progression, killer activity, totem count, perk load outs (team/killer effects), probably other stuff I'm missing
With all these free benefits now Survivors only have to worry about increasing their personal chances with each load out or further team synergy. Further increasing gen speed and looping time.
What % of the current killer player base is capable of competing against those odds against them? How many adjustments to the less used killers would need to be made for those not in the top % to still find the game fun enough to compete Casually?
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Ruin has no effect on you (gen progression) unless your the one being run off a gen and then just a standard chase solo or not
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The solution/counter is in the hands of your teammates. Someone has to be willing to take the risk and at worst take your place to keep the time advantage in the team's favor.
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I don't even bother touching killer until I've played a few matches solo survivor now. If I'm paired repeatedly with multiple swf groups I know it's not the night for relaxing killer "fun"
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Well if trickster is anything close to ptb, can't wait for some easy games against him and feel like a Survivor god the next few days.
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Same here, though it's a little better during the day and worsens into the night. I can understand the lack of killers as almost every team I'm paired with is high ranks (red/purples) versing brown/yellow rank killers.
Survivor wait times are destroying killer's chances of balanced matchmaking (well as balanced as the system currently allows prior to the wait list)
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I see it as the killer granting additional chances to learn from your mistakes and promote team care. Being left on the ground for long periods happens because of teammates ignoring you.
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Current ruin is far easier to deal with for all levels of Survivors and less punishing as well. Now that only the survivor being chased off the gen is effected, it's actually more work for the killer to make the perk useful.
Old ruin was difficult for new players and sent many of them totem hunting at the start of the match, but started losing efficiency as Survivors became more attuned to skill checks. Still old ruin was useful against all Survivors at the same time.
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Fair Point, I can see more advanced teams swinging that in their favor for the late game. It's always a smart idea for survivors to intentionally prevent that situation. Thanks for illuminating that.
My only counter thought would be it also doesn't prevent the killer from establishing the three gen earlier on if that's their intended strategy. Possibly making use of one blocked gen and two open ones close by.
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That's the idea. It is possible for them to ignore it but doing so means the final gen is the only gen available. At some point to loosen the killers defense pressure they'll want to take that time to open the gens up.
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While that would be a great start for the killer to narrow the initial start, Survivors could still use that time to break down the overgrowth gens while waiting out the corruption or go for the active gens as normal. Also great time for a totem hunt.
Killer still patrols and Survivors can still be actively achieving progression towards the objective.
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I think that's on your teammates for rushing into the save without scoping for danger. The killers were strategizing to counter and relying on your team to create that opportunity. Had they baited the the killers (bubba out of insidious/ spotting ghostface) bt would have been viable. It's a situational perk that allows for counter play from both sides given a player's awareness.
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Guess it's a good thing that all hex perks are easily neutered and notify Survivors when active.
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Nerf it yourself in game. Noed is a punishment for not touching totems. At best it is a gamble perk for the killer as to whether it is needed or even activates.
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They took the most interesting way to die and made them the most useless offering. Playing survivor I would take a mori over the 3rd hook.
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Nerf it yourself in game. Noed is a Survivor punishment for not touching totems. At best it is a gamble perk for the killer; will it be needed or will it activate.
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If the new sbm/mmr works well they will probably have to. Even solo squads will be playing at higher efficiency, statistics will probably show a drop for killers without the potatoes to capitalize on.
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Swf is not impossible when they are below the killer player's skill.
A 4man solo team can best the killer if they are playing optimally.
The problem with swf is they have the capabilities of that optimal 4man solo team but now have the added benefit of wireless communication exposing all of the killers tactics and movement. This minimizes or almost completely eliminates the mistakes and confusion a killer is meant to capitalize on.
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I get paired with 3man purples alot recently. They're competent for the most part, though the team tactics for bullying the killer usually means I'm left last man standing with 1-2 gens to go. Personally I kind of prefer an all solo team, at least then there is no preference for cooperation and saves.
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Good, it keeps her fun and interesting to play against.
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I get concerned whenever the devs talk about casual balancing. Everytime they lower the skill bar for Survivors it means more work for killers to compensate at the higher levels.
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People say get good, but that doesn't apply when the Survivors are good and the game hands them the advantage.
Would be hilarious if new mmr encourages killer buffs cause it's manufacturing skilled squads by default. That small % will grow once even competent solos are paired without potatoes.