DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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I agree that self care is overrated and not necessary, but one of the best features for a solo player is unlimited health States without the need for other people.
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The ruin undying combo was never that good. Most of the time you're only affecting a single survivor in Chase meaning you get ruin on one gen. The fact that it was nerfed because finding totems is too hard or needing to do all of them was difficult was unwarranted and encouragement for survivor laziness.
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Sounds like four survivors failed to evade the killer and keep each other up off the ground. By the third survivor someone should have realized maybe I should pick up one of the other two.
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Don't feel bad, the game is just stacked against killers by design.
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It's literally an example of how just a single chase without any other variable ( looping, pallets, speed perks) occupies the (m1 115%) killers time to the benefit of survivor objective. Not even close to a worse case example and that's just a survivor doing the most brain dead tactic beginner AI bots could pull off. Don't need a swf for 4 solos to do gens and run forward.
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Not my definition. Winning a chase is me getting away without being damaged or downed.
To many survivors think holding w or looping until downed are the only strategies, which does benefit everyone but only if the other 3 are actually cranking out gens.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2023452#Comment_2023452
His power seems fun to use even if he isn't all that powerful.
Then you haven't experienced his main event power being hard countered with small loops (as simple as a single Rock) and the laceration resetting mid chase
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I wouldn't call cancelling a power you have no control in activating an improvement.
Looks like the completely devoted a killer design for Survivor's benefit this time. At least 4/5 will enjoy it.
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Forgot to put swf at the top, being able to demoralize killers is a power in itself
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Wait time trumps proper matching
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I think this will officially be the first killer design intended only for Survivors. They didn't address any of the issues that made his power wasteful or easily countered to a point of almost abuse.
Main event power activates as Survivors are going down/after and not retainable
Laceration decrease fast enough to restart in chase and no lingering effects for target switching
Small objects hard counter his ability forcing you to now cancel
For a 110 killer there is little to benefit from and a lot for Survivors to utilize
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Still no manual activation for his ability which means it'll trigger as survivors are going down. laceration meter still drains extremely quick and has zero effect on survivors if you're forced to switch targets. No mention of speed adjustment for when using his special ability which means a single Rock will still be the best counter available to you.
Perk change is ok, but his power leaves a lot to be used against him.
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Make them base and delete 3rd hook, same results and more visually pleasing.
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Can't be tunneled until your found, chased, downed, and hooked. First 2 are your responsibility and the last is up to your team to prevent. After first hook it's on your team to provide the safe save, not the killer to ignore opportunity and give it to you.
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With all the maps that currently exist and we don't even see thanks to rng, I don't think we need the option to hand pick.
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Aside from the continuous mention of the slow down add-ons I still don't understand why some find him so difficult. Nothing about his base kit is unpredictable and his power in chase is very limited unless your trying to force a loop.
I do like the challenge of a skilled killer using him though.
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I love facing a good nurse, the pressure they place on a team can really test your skills and positioning knowledge.
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Grouping up and going down is on the Survivors. Survivors making a perk more useful for the killer doesn't show a problem with the perk or killers actions.
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I like that she requires you to take a more attentive approach and respect her presence, compared to the mindless rush tactic to make her miss and teabagging a wall like Whack a mole. I find teammates are less likely to throw the match with bad altruism when killers are genuinely an immediate threat.
Mostly I just enjoy the challenge
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That's my favorite version of huntress to vs. Honestly wish I wouldn't have to deal with teammates like that so I could enjoy those games. Dc needs a way to detect when players do it after a down/hook and a time increase.
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I agree that single piece have some great effects ie krampus looks great. Just some complete skins (mainly 3 piece) have some parts I don't bother with and some singles I pass on for same reason.
Examples of parts I swap out:
Doc hollow blight- like the head but not the body glow
Clown mascot and hollow blight head but not the mascot body
Legion blight mask and knife but not the body
Oni demon mask but not the armor
The trickster- will be waiting for new skins
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Looks like it's still going by the lowest rank and wait time. Skill based would be nice but killer emblems still need a rework for accurate matching on both sides.
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Prefer single piece for killers, there are some sections of outfits I prefer to replace and it keeps the variety fresh.
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Depends on what side I'm playing, could be I don't care or I want to make it a short.
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How is mmr grouping though? Emblems were a garbage way of rating killers, what are the new factors?
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Yeah the rare 1% that I get paired with in about 80% of my survivor matches as a solo. Hopefully the devs introduce a new system for gauging killers and can make mmr give properly paired matches.
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Dc is always a bs move. Whining Survivors that just want to deny points/kill cause they're not able to best you.
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Nah, just bad Survivors not respecting her field of vision and running in straight lines. Takes good players to succeed with the slower killers and time the shots.
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Solo is fun, expect nothing from the team and the experience only gets better from there.
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I don't deny that the end goal is malicious by your standards, but the actions I'm taking are no different than a designated runner on a team occupying the killers time. I am utilizing everything for my survival and nothing is lost team wise in terms of progression as the killer is focused on someone else away from the resources or on me resulting in my death or personal satisfying actions. I make safe saves and play my part outside of resource management.
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When the game is this heavily balanced for casual Survivors, you can throw out the idea of 2k balance. It's gonna be a killer snowball or uneventful until down to the last gens. Survivors mistakes have to be pretty consistent across the match for timing to meet that balance. If killer players aren't up to 4k level play they just get toyed with.
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Definitely a lot of casual survivor coddling. Some Survivors continue to push for 1v1 ignoring the fact that a killer has 3 other survivors pressing a time limit upon them.
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Good change if you want to punish/push out casual killers in favor of making skilled Survivors god tier.
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If your tapping a gen then your actively stating the protection is no longer needed. It provides enough time to get to a "safer" location, once there your still free to take any action you feel is warranted.
As for pay, most would be better off buying the chapter than a single character for a single perk. Even the shrine is a better alternative if it's for a perk.
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Still serves its purpose with none of the Bs that swf love to abuse. If less people are using it just shows it was being used for the wrong reasons.
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Matchmaking only works for quick ques and Survivors, the moment it starts taking awhile killers get paired against anyone.
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The bar is set so low for casual play and still some Survivors complain.
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Pig made the right call going for the ones she could down, the alternative was against her with a long chase and no gen pressure. Noed doesn't look like it mattered in that case.
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Can't stand playing as Spirit but I love versing her. She creates challenging and fun gameplay that requires you to pay attention to your surroundings and must be addressed outside of the looping meta.
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When a skilled player is using Freddy he creates a fun and challenging match that requires my full attention as survivor. When they're playing below my level Freddy is like every other killer and has no base designs that make him a threat more than any other killer.
I see all the bad-mouthing as a result of being overly coddled as survivors.
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That's the result of teammates not making a trade, altruism goes negative. It's up to the individual to avoid the killer and break chase, it's on the team to ensure additional chances and upkeep emblems.
Nobody knows how a killer will hunt beforehand, that's why first chase is your best chance to avoid this outcome and selfish teammates.
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Depip like that is a result of bad teamwork not the killer.
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I can see why some would suggest the speed increase. As is trickster's power doesn't feel like it warrants the slower speed.
I'd rather see more versatility in his power chase wise than a flat movement change.
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Rarely efficient unless your running a jump scare build and survivors are simi oblivious.
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Secure your pip before putting yourself in the killer's attention. That's the risk of being a potential victim.
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Survivors are the power role, we have more control over the outcome by base design. Honestly we influence 3 of the killer's emblems, all of our own emblems, and match length.
In most cases the killer has to truly be better or hope we screw up.
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I think there is a huge difference between immersion and Survivors that hide all match doing little else.
I can see why some would want to limit games held hostage this way but find timers are easily abused by both sides with the right conditions are met.
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That's not immersed, just trying to hold the game hostage to force a killer dc
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No, it's survivors job to avoid the killer and strategically pick up teammates to prevent themselves being placed in the same situation.
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When I play survivor I prefer killers do whatever they can to wipe us out. I don't want cookie cutter strategies that are easily predictable, I want pressing danger that limits options.
I want a remorseless monster not a kind hearted handout.