DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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Love going against ir hatchet, gives her a more commanding presence. Also like that teammates start playing smart instead of running straight at the killer.
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Playing Solo que it really feels like survivors get more attention to protect the sense of enjoyment.
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I prefer to be mobile while using stealth. Watching the killer to use their field of vision to move around them and switch to previously search areas.
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I think I have survived more on this map than deaths. If the team doesn't waste every pallet right away, there are plenty of obstacles.
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Not hooks, not kills, not escapes
I'd say emblems but those only work for survivors
To many gimmicks that skew end results and negate the entire context of a match.
4k means nothing cause you can achieve that a single hook or the last minute of the match
12 just means survivors failed individually and as a team, gens are faster than this
Escapes can be a result of effort, but also achieved by survivors that do nothing
I know it's a win if I outplay my opposition all game
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Fair point, it may not use emblems at all. I sincerely hope that whatever system they do implement to calculate this reflects the killer's individual input.
I find the context of how a match is played is just as important as the end results. Killing everyone and still losing pips shows that flat kill rates are a bad measure of skill.
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This is just my approach not unproven theory.
That's the bait & mind game which makes short loops her advantage and why I push for a break of los over pallet standoffs. It's always good to know your surroundings prior to starting the gen to avoid a single good loop leading into being out positioned.
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The counter play is in her power. She loses visuals and that's when you have your window to act. If your not using stealth and maneuvering around her before the chase, your losing the first advantage. Being injured gives the advantage to stridor, so after that it's about breaking los, using scratches from a loop to mask directions, and continuously adding distance to limit sound location. Stationary tactics only work when the spirit is learning, large mind gamable loops, or no headphones.
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This change has reverted bad survivors back to a really bad tactic. Now instead of learning a productive method against killers it's just a bunch of people dropping instantly. The animations might not have looked great but it was a good change for improvement of skill.
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This is never an issue if your playing well, as you will be last to die and that's based off of your skill in chase. Sad to lose against an inefficient play style.
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Not happy with 360 revert, my teammates are back to using a really bad tactic and going down instead of actually looping or break chase.
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Your right in terms of our definitions. Just speaking from my own experiences and witnessed level of play from survivor peers I'm paired with. While bad survivors do exist, this does not negate the advantages attributed through the game's design. Through the years since huntress release I have moved from complete killer main to survivor due to this perception with no sign of reverting any time soon.
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While that would be preferable in a competitive sense, devs already stated they won't split the player base. Comms aside, the game already feels heavily balanced for casual which is why swf stands out so strongly.
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Don't see an issue with it from a survivor perspective. You still have 3 teammates unaffected by it while the killer chases one. When he mentioned this it was in reference to survivors that play at the efficient level not potatoes that hide in a corner. Then there were all the limitations on how the killer is able to score the points, using many aspects of the survivor rule book.
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Dc is lame, you focus on avoiding the killer and escaping chase. Go for smart and tactical saves, leaving the teammates to fend for themselves once up again. If the team is clustering, abandon them to a bleed out while you focus on pippin/safety.
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The only unhealthy thing about noed is survivors never ending argument against doing totems.
The whole point of the totems were to create a secondary objective to expand on the fast gen issue. Not addressing the possible danger is a survivor decision that MAY end with repercussions.
Killers only factor is gambling whether they will need it or even see it activate.
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Just seems like a tool to exclude specific perks and add to an already continuous grind.
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Even as solo I am the power role
Solo survivor is not that bad. I see a lot of complaints over teammates making it harder. Harder to do what? If you mean escape, I seem to be doing just fine provided I out live the other 3. If it's pippin, then that's on your individual skills as bad teammates are useful to that goal. Been in and watched several games with 4man escape, with almost instant downs, cause minimum objective time for both side are vastly different.
Really don't see any camping or tunneling, just killers banking on opportunities
I will agree that survivor play is very dull from casual balancing;
Mindless back to back pallets over mind games
Time Pressuring the killer with 🔻
Overly simple & easy objective
Items that replace, speed up, or act as a fifth perk, flashlights being the only unique function
Holding forward- cause somehow that's all you need on some maps
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Literally not possible to spam gen defense. Every single perk has a condition for it to be effective, many of which require interaction with survivors first.
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On xbox one, had frame drops and freezing prior to animation changes heavily on 360s and dead hard. Haven't noticed it since.
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Not saying you didn't try, but that's five chases you failed to escape. Can't trust randos to ensure your safety.
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Emblems don't reflect actual play just milestones hit during the match.
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Any time survivors get protection some of them abuse it. Usually finding a way to force it to Grant the rest of the team time to push gens.
Swf can easily prepare and counter this already.
Solo que needs to work on their own ability to avoid the killer and ESCAPE chases rather than running until downed.
Accept that your not entitled to 3 separate hooks, just your first chase.
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While I don't think she needs it, having improved hearing for a killer that loses visuals does help. Audio can be irritable to sort through with multiple layers of noise.
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I see this a lot but it is supposedly rare according to devs. What's worse is this kind of pairing could get them low rank killers.
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This is why I moved to survivor. Sure they have occasional issues but overall have remained the power role thanks to balancing for bad/casual players.
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If they are just straight hiding that long, just abandon gens ( phone games👍) and report as taking hostage. It's the survivor's fault for not spacing gens and even more so for refusing to play once you had the advantage.
Personally though, I would try to find them and let them all die on the floor while I make a snack for that cowardice.
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Cause hex perks don't last with bad totem placement.
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Watched this and all I could think is why aren't my survivors this bad. I can go 10 matches straight and not get a single survivor close to what I witnessed. Not top level play but I think they were trying to avoid the 50/50 snowball chance of high skilled player games.
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I enjoy a good freddy match, maybe if teammates could learn to play without a bs DC or blaming design when facing a decent player, we could all have some fun matches against him. Bad teammates have no effect on my experience in solo.
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No thanks on additional base kit features. I enjoy solo with as little boosting as possible.
The training mode is a great idea.
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100% agree, nothing really changed in my solo que. It's just a matter of outplaying your opponent, not just when they are bad.
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I haven't had any issues in solo que, but some survivors will blame anything but their own mistakes.
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Very casual play, I think they were trying to avoid a spectacle of high rank/skill balance issues.
Love that survivors received more restrictions to balance out the Bs most swf bring to the game. Killers got no repeat picks and no iridescent add-ons.
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Still don't see a point for it. If the killer is going to tunnel, the core issue of which is not changing targets, being able to see everyone not hooked doesn't matter.
Have to agree that a counter would benefit both sides when survivors do this.
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360 is not a lose, was a horrible tactic and only effective against the worst of killers. Old animation also caused frame drops and a really choppy appearance.
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Playing solo que, I have only seen beneficial results from the bug.
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Sounds like someone at casual skill level complaining about killers playing at the swf level. It's not a design issue, skilled killers have just adapted to the base level counters survivors throw at them.
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True since pallets are a resource the whole team manages. If nothing is in reach though, that falls on the survivors for not recognizing they are out positioned and acting accordingly. Choosing the direction to break away mainly rest with survivors if they played the loop properly and gained some distance.
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Spamming his power?🤣
Like most m1 killers he is easy to pick up.
He can put snares down but that does nothing if not placed beforehand and your asleep. It's not even that good unless the survivor is dumb enough to continue that same loop. If you run it until he places snares, throw the pallet, then move to the next, his snares are never an issue and it removes previous setups in the process. His teleport is good in combination with perks, but still limited in the frequency of use. The only way he progresses killer objective is a m1 slap.
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Sloppy butcher, nurse's calling, knock out, 4 perk to compliment killer choice
If you ignore hooking you can just walk away and pressure survivors away from gens to find teammates. I've noticed everyone starts playing more cautious to prevent the whole team from going down. Max bp and prevents suicidal 1st hooks.
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It all comes down to skill as the better player has learned to block counter attempts and read mind games. It will always look like you have no options when your opponent can read and control the situation.
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Doesn't matter what the killer does after downing you, at that point the survivor already failed the most important thing next to doing gens; avoiding the killer. Killer play tough from the start because there's no time to go easy unless survivors are just bad, again resulting with survivors being at fault. It's like asking the other team on cod not to use head shots.
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New animations actually reduced the frame drops for me, playing on xbox
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Thanks to animation changes I have actually seen an improvement where frame drops were common/most notable. Playing on xbox
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Completely on the survivors when this happens at any stage of a match. Killer can only 1v1 which means teammates are either bunched together or actively ignoring your status in favor of gens.
Slugging is the most powerful form of gen defense because it addresses gen progression on the whole and provides time for regression where as perk focus can be limited or countered.
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None, haven't seen a killer yet that can't be beat. Plenty of survivors that hand the match over though.
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@RaginRendon said:
https://forum.deadbydaylight.com/en/discussion/comment/1947601#Comment_1947601
I’m not denying that the counter play used against her is ineffective, but half the time it’s revolves around luck.
That's not luck, it's skill. The better player wins, good spirits know to watch for common counters and prep load outs for those survivors that are a challenge.
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Noed literally has the worst possible requirement in the game, meaning the killer has to do there best with only 3 perks. The reward is for the failure of 4 survivors to find totems and the risk/gamble that the perk even activates. Saying it is unlimited is an overstatement as the gates don't take that long to open and egc starts the moment everyone can leave. Totems should be hard to find, something the devs have not reached yet.
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I like stealth, but there is a clear difference between maneuvering around the killer and hiding in a corner being unproductive. I see so many people bad at it, thinking that remaining unseen requires you to be stationary. Worst thing I see though are Survivors that complain about lack of options but refuse to use stealth. You don't have to prefer it, but don't dismiss the tools your given and then ask for more.