DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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Hard to get hyped for characters anymore, have to wait to see what changed from ptb and what they will be changing again after the op feedback. Don't need to spend shards on things I won't use.
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Stealth is your biggest advantage. Killers with strong chase powers only get to use their advantage after your found. The second counter is using her lack of visuals during the phase to mask your movements around loops to break away. Small pallet loops are the worst places for a stand off, aim for jungle gyms or loops with more than one path so mind games are possible.
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From the Survivor's perspective, pressuring gens is not possible unless the team has weak links that stay put until found at gens. The killer needs an immediate chase and any down time searching for a survivor is in the team's favor.
Yeah, killers have reveal perks to help, but they all have conditions and built in counter windows. Having things like bbq or thrilling tremors doesn't ensure getting another chase right after downing someone.
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Hex perks are only good if you think 4 perks are to much for an entire match.
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Don't see the issue with tunneling. As a survivor I get multiple chances before the hook. After that it's on the team to make the save and I expect the killer to take any opportunity to advance their objective. So at worst I get 1 more chance to escape the killer.
The whole point of the killer is to be the danger in the match, anything less and you might as well ask for an easy mode bot.
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Solo all the way. Playing solo gives you the experience without training wheels and develops self sufficient tactics. Swf has an advantage of coverage for mistakes but I also see alot of teams with severe weak links that would be fodder without the rest.
Bad teammates or not if your self sufficient you will out live the rest. I've been paired with plenty of 3man teams and solo escaped thanks to having knowledge they've yet to learn.
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Makes games a good challenge and more fun.
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More unhealthy than noed is Survivors that ignore the second objective which negates all hex perks, many of which can be cancelled before activation.
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Same perk, none of the abuse
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Considering it warns Survivors, I don't see many going down. Maybe it will ward off flashlight users, but I don't see it working for downs unless the first notice comes with your best chance to capitalize.
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Not attributing it all to noed, just an example of how that outcome is absent of the advantage held over the killer. Have seen plenty of instances where killer plays near perfect but without survivor mistakes or being presented with an immediate chase, match length is entirely in Survivors control.
Best case scenario is Survivors sitting on gen and waiting until spotted, so the killer can be in one chase after another. Gen pressure is dependent on how Survivors play more than the killer though, if killer is forced to search they're playing effectively but pressure is minimal and abandoning a search to start another is not a great strategy.
I'd say kill rates are good/high cause most go for the elimination over hooks. If 3 hooks were the only method of killing I think the rates would be more reflective of the time crunch on each killer.
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Kill rates don't reflect the context of the match, just final results. A 5min match shows Survivors severely pressing the killer on time but can still end with noed earning kills. Even when killers snowball early, letting up for fun can easily flip the situation. I've had games where 3 players are in the killer's face and we all make it out thanks to hook times.
Even with quick downs, something that shouldn't happen when Survivors are competent, objective time favors Survivors.
As for pick rates; I'm not saying they won't be played, but majority is always gonna be killers which can operate within the crunch time.
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I'd be worried if they did change this, last time it made console versions horrible to play.
Side note I find side stepping/360 killers ridiculous counterplay on par with running forward until downed
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Silent tears of joy everytime a teammate teabags and receives a mori
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I've seen a surge in Survivors understanding how little is needed for team success. Understandable that players are picking straight forward killers since the game doesn't Grant the time for elaborate strategies or drawing a match out against a functional team of solos much less if they are swf.
You want killer variety, killers need time to play them in interesting and unique styles. 5min games means killer don't have the time to bother with your fun.
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Firstly, I think all hex perks are bad in comparison to standard perks.
Ruin is only effective in a few situations otherwise changes nothing;
1. Only affects the survivor in chase which usually means one gen regressing
2. Survivors that are easily scared away by terror radius, good luck outside brown ranks
3. You Can continuously keep Survivors busy healing, chased off or down so gens can regress = gen pressure
4. Survivors waste time totem hunting because they think ruin is stronger than it really is, fortunately more frequent
If your playing well and doing #3, then your better off with perks that Grant benefits from your actions over ruin
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Spine chill hard counters all stealth killers. Holding w is already a huge time waste tactic then add on starting at maximum range with spine chill.
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Killers securing a kill right away is better for them and increases gen pressure. It's not pleasant for Survivors but you had your chances and failed.
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Played a lot of survivor, teams had very good pairing and felt on par with my skill level. Killer was completely demoralizing with everyone playing at swf sweat squad level with even brown ranks running maxed meta perks, and that's on killers I literally never touch.
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Survivor's pairing was fantastic, not even the browns were potatoes. Tried out some killers I never use, swf or solos everyone regardless of rank was playing optimal, never ran out of pallets, and had minimum two gens done by time first chase was finished.
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Anybody know what stats they are using to pair killers with Survivors?
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My question is what are the stats we are being rated on for the system? Flat kills? Emblems? In game actions?
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Survivors can beat any killer based on objective speed, whether or not they have the skill is the altering factor.
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It's not about it being bad or an unfair tactic, but that it highlights how heavily the killer must compensate for the time lost through outplaying.
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Chucky
Wishmaster
Pumpkinhead
Pinhead
The thing
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They can claim whatever reason but the biggest thing I saw with Survivors posts was 360
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Extremely effective if your not a bush squatter. Staying mobile, avoiding killer fov, utilizing perks to increase movements or hide marks all work well. Killer have perks against it but most have limitations and/or counters. Can also easily max out evader emblem without even entering chase.
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There's a disturbing amount of counter productive faults with demo's design/add-ons
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Nah, don't want to tell killers to just hand over gens to us.
Make DS and unbreakable a hex perk and I think we'd all see some parroting that totems are still to easy to find, broken to early, and don't take long enough to break
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It's there for other Survivors to gauge how close to open it is. Not necessary for most of use, but like lights on the gens it's suppose to be useful for newbies.
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Not saying it should but what if;
Endurance was activatable- like dead hard. If timed correctly it just flat cancelled a stun instead of reducing it.
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Would be hilarious if killers could cripple a Survivor's load out.
Can just imagine some Survivors complaining that it's to easy for killers to break their perks.
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Wish I'd see more using it. Makes the match more interesting, challenging, and the teammates that don't dc approach the match more seriously.
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Yep, killers got the short end of the stick when it comes to objective speed.
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Before a tunnel can happen, you have to fail at stealth and fail again at escaping the chase twice.
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Bad nurses are easy, good nurses are a challenge, master nurse is rare, and I have seen Survivors beat them despite their mastery even when I wasn't able to survive. Definitely an increasing challenge the wider the skill gap between players, but nurse is not beyond the objective limitations placed on all killers.
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If your gonna play survivor, expect the possibility you will end up a victim of horrible monsters in merciless fashions.
It's up to you to avoid them and escape chases. It's not on the killer to give you more chances than the first one you fail at.
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Sometimes even a 3k isn't enough. The higher the killer's rank the more kills are required and even a 4k might not be enough if they are overly efficient (usually power downs). Until killers get an emblem rework they are kind of forced to farm everyone to prevent the depip.
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Im a solo survivor as well and don't want to play with bots either. Just suggesting we give casual players the option in kyf so the skill bar doesn't have to be so low for the rest of us.
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Thanks to wait time trumping matchmaking it's way more common for Survivors to face a low rank killer than the other way around. Can't even recall being pair with brown Survivors outside of a random solo or the team's resident smurf.
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Has a second effect; will encourage more pallet respect even for those not running it
Killer will either run a load out for mitigation or endure what some will consider their godly play over them
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Lvl 38 taking only the cheapest items
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Ruin undying combo was not strong or good. Literally had no effect on survivors other than the 1 person being chased= 1 gen regressing. Other Survivors not doing gens doesn't make it strong just show how bad those Survivors are.
Even with high mobility killers, if you don't secure a down before switching chase to someone else, your still dealing with 3 people on gens with regression at a fraction of individual repair speed.
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Noed is not the issue, it's survivor impatience and laziness to find and break totems. Most common excuse is it takes too long to find them all, so why do I have to suffer from a killer's Gamble
Ps Hex totems are bad perks
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Salt and a stomping
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Killer has to best the Survivors and get the down first, then bbq only pays off if Survivors don't utilize the window before the hook to hide their aura. It's info that is earned, but yeah makes the difficult job of gen defense easier.
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Solo has nothing to do with player skill. I only do solo and see my swf counterparts are usually worse than me; bad looping, can't break chase, heavily reliant on second chance perks. Some Swf are more effective in teamwork but lack individual ability thanks to the team carry.
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Never saw anyone running that combo. The nerf was a result of survivor whining because they didn't understand ruin only effects the survivor being chased (not the whole team) and the hard counter to the perk was time consuming.
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He baited the whole team in 3min, you can hate the strategy but it's not his fault the team made it so effective 😆
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Can't say for all of them streamers, but most are stating how it's bad when compared to objective speed not as a tactic. Tactic wise it's easy and guarantees near completion of a solo gens when done efficiently. For a m1 standard speed killer it's a major lose for a single hook.
It highlights how reliant matches are on Survivor's mistakes over actual balance between players.