Avatar

DemonDaddy

DemonDaddy

About

Username
DemonDaddy
Joined
Visits
7,526
Last Active

Comments

  • Solo is great and blaming teammates is just focusing on someone else. Focus on yourself cause no one else can run your chases for you. So what if teammates get slaughtered, earn your bp and pip as their failures still aid you with that. Even with no assistance in some matches, my chances stay the same.

  • Solo is great and blaming teammates is just focusing on someone else. Focus on yourself cause no one else can run your chases for you. So what if teammates get slaughtered, earn your bp and pip as their failures still aid you with that. Even with no assistance in some matches, my chances stay the same.

  • Without the sharp turns I have not seen frame drops like I did before.

  • Suggested strategies are fine but I say take some time just using her. You'll pick up on strategies that work for her and see first-hand what works against her. A great player killer or survivor will make you feel powerless in the face of their opposition, but that's experience mitigating mistakes.

  • I don't care about the number of pallets but do feel they went overboard adding in god pallets. Have seen multiple god pallets next to one another and they really make a chase boring. One corner alone forced the killer to break four in a row because there was no mind games or path around them.

  • Idea for chucky and the hook, have him chant over a downed survivor and the entity transports them to a random hook outside of his terror radius.

    Would love to have the little guy as he could mind game the lower walled loops.

  • It's stuff like this that encourages me to eliminate one at a time, not going to play into that cheap tactic.

  • Best thing about the animations is my frame rate no longer drops because of survivors.

  • Not even close, map positioning and understanding her movements go a long way in avoiding a down. Getting outplayed has so many factors that it's easy to blame design over attributing our own mistakes to the her success.

  • @KolbyKolbyKolby

    Fair points for those situations. Skilled players on both side can make the other feel lacking in options.

    With ph pallets are poor choice/weak positioning on the survivor's part. The counter to his abilities don't lie primarily in chase but in the avoidance of his affliction. Dodge his range or drop the pallet for a buffer, trying both is risky if your not properly gauging the distance. Being baited and creating a preemptive failure is a skilled play on their part. I wouldn't stand at the pallet for huntress or deathslinger, why ph?

    Spirit, well I wouldn't use the stand still tactic more than once or they are noticably bad. I prefer to utilize scratches from a loop to mask my direction and her lack of visuals, breaking chase and forcing her into searching. Trying to straight loop her usually goes poorly unless they have bad movement. You can tell if she really phases when there is vegetation nearby but staying stationary plays to her advantage, just walking distance can put her swing out of range. The stand still tactic is her mind game not the survivors.

    I agree that when played well these killers can make quick downs, though addressing the danger of a killer is not limited to chase alone. The variety in killers also calls for a variety in how they are approached. Running every killer for a loop is not the only or the best option. Stealth is a powerful tool not just for preventing a chase but misdirection while in it and all without sacrificing a health state when done right.

    As to your last point regarding the speed at which the can steamroll downs; even with consecutive downs time is in favor of focused survivors. Streamers have the best examples of this. Less than 15sec chases and immediately finding targets only to watch everyone leave. But nothing is guaranteed when based off human interaction.

  • @KolbyKolbyKolby

    So by right hands, do you mean a player more skilled than you? When are you hoping for a counter, after your in chase or injured? I have no issue with being bested by players that have put in the time to be better or at least capitalize on my mistakes. I've followed this game since before nurse and hands-on since we got huntress, never once finding new additions beyond our capability. I play survivor more now because we have the power to dictate the match regardless if our own skills allow us to perform at that peak. Killer design varies in how they benefit the player but design alone does nothing to ensure a win without skill.

  • @KolbyKolbyKolby

    All killers can be beat without perks and many have weaknesses built-in to provide counter windows. It again comes back to skill, yours vs the killers cause mechanically survivors have the advantage of potential negation of any killer action and applied time pressure on the killer. The only way without any counter is simply keep running until downed which shows a serious lack of skill, map routing/positioning, and understanding of the killer design. Killer is backed by a human player, they can make mistakes, get confused, and be outplayed.

  • Getting downed is a skill issue not a perk problem, Survivors relying on bailout perks only masks shortcomings as peak performance can dominate without any perks. With killers it depends how skilled the survivors are. Gen defense can prolong a match with good survivors while also proving overwhelming/useless when they are bad.

  • That stealth and escaping chase are just as viable as looping. So many just offer the looping advice that even today new survivors don't even know it's an option.

  • @ukenicky

    Your right we are all people, which is why I support any killer's decision to play as whatever kind of monster they wish. In the horror theme there are so many variations to the description of monster/killer. Some go straight for quick and brutal slaughter while others toy with their victim's endurance for suffering. Playing as survivor, I find it enjoyable when killers get creative and provide matches with situations requiring thought and abnormal risks. It's through these abnormal challenges that survivors can't see their own shortcomings as a player. The survivor meta is strong with traditional opposition but also leaves you open when killers play outside their expected actions.

  • It's your job to avoid the killer, if nobody is running an obsession perk it's not necessary.

  • Hopefully when bypassing it's purpose isn't possible with swf.

  • While some of the animations look odd, the one thing that they did improve was the issue of frame drops when survivors attempt a 360. I play on xbox and the changes have eliminated the problem and smoothed out the animation so that the reaction time is no longer lost in frame drops and choppy transition.

  • One change to address all killers, increase gen regression from direct killer damage to better reflect time investment for map transversal and applied pressure to survivors. Addressing a single gen grants any survivors nearby a massive headstart in chase while taking more time to regress than it takes for all gens to be completed. Using direct killer damage also means that perks which prevent damage (hex ruin) would not be increased. This way gen progression is not impaired but defense is rewarding.

  • @Slendy4321

    I don't get the tunnel argument. If the killer is going to tunnel you he's not letting you escape for more chases. So in the instance of a tunneler the only thing the hook counter does is tell him how many survivors he has not hooked yet.

    My reasoning for it would be it actually helps to negate tunneling in instances where survivors have the same character and or skins which is extremely common with swf groups.

  • @MrsMyers

    Might not be pretty but at least it doesn't kill the frame rates for me anymore. Beforehand it just looked like a teleporting 180, sometimes making that reactionary moment disappear in the frame drops (could have just be a console thing though)

  • @SilentPill

    Only thing anyone can do is focus on your chases and try to break away. Can't stop the killer from downing them but I can do my best not to be downed. I just go into every match expecting the team to be killed first and anything more is a nice bonus.

  • @SilentPill

    Ready for the next lobby.

    I try to be the last to die when my team is that bad, but it happens. Play to the best of my ability and hopefully safety pip when killer steamrolls that early. If I'm going to let them heal me, I at least try to move to better positioning incase of failed checks.

  • @Dragonshensi

    I don't bring keys, don't like giving killers a reason to remove me first. Im perfectly fine with taking the 50/50 chance on the gate if the killer gets the hatch. Few times I have used key on hatch is when I found them in game.

  • 360 were never good, just enhanced by frame drops and choppy appearance. All they did was smooth out the animation.

  • You worry for yourself and capitalize on their mistakes. Survival and pipping don't require them to perform well, just you. I always find it hilarious when I look at the score screen with the top score and everybody else has a fraction of my points. Help them if possible but don't drag yourself down.

  • Solid points and I agree. When played well he requires survivors to have honed basic skills and think about routing rather than blindly running from loop to loop.

  • Don't know about that but the reworked map have a lot of god pallets now. No mind games, no danger, no skill needed, just pallets next to pallets that must be broken. Extremely boring on both sides.

  • Maybe I would use them if I could find some survivors that refuse to do bones. Sadly I only see them on the forum. Hexes are just what you pick when you think 4 perks are to much for an entire match.

  • Maybe I would use them if I could find some survivors that refuse to do bones. Sadly I only see them on the forum. Hexes are just what you pick when you think 4 perks are to much for an entire match.

  • Not gonna repost the good points made above. Doc is fun to play as and against. It's all a matter of how well you know the killer and ability to use the map properly.

  • Unfortunately killer has to force the end of the game in most scenarios

  • Survivors still hold all the power mechanically and yet bad survivors still make killers look strong. 360 were never good, just enhanced by frame drops and choppy movements, animation changes just smoothed out their appearance.

  • No purpose for me at least. I also think the tunnel argument doesn't apply. Tunnelers don't let their tunneled victim escape so all they would see are survivors they haven't focused on yet. If Killers did have the hook information it would assist in not tunneling teams who have multiples of the same character or skins.

  • @Dragonshensi

    Then it's both that survivor and killer working together, that's reportable. Killers by themselves cannot hold a game hostage.

  • Killer can't hold the game hostage only refuse to down you. Either your doing gens or bleed out on the ground, game over. I'd understand if they did the drop trick to force you up, but your meter still ticks away if it's not immediately after being downed.

  • I still don't get the tunnel argument for the hook counter. If the killer is tunneling, why does it matter if they can see no one else has been hooked? The entire complaint of tunneling is they don't let you go and just place you right back on the hook negating additional chases.

    I see giving killers that information as a benefit for not tunneling when survivors choose the same skins/characters. Twin survivors are pretty common especially when it's swf.

  • @odra

    I'm all for balance but I think that should be done with peak performance in mind. Lack of ability does not equate to inability.

    4v1 is the focus and killers can only 1v1, if the killers feel like a joke then the game is broke.

    I want tougher games, but my idea of a fun match is overcoming strong monsters. I just don't see any killers that can't already be bested with knowledge of the killer's design and limitations. Perks aren't even a requirement as the recommended meta is usually just additional chances.

  • @odra

    Infinite loops are not something addressable by play style, you drop chase or forfeit gens. Those loops are not a defense just poorly designed and create a bad mindset. Seems that a lot of players believe the only option is to run forward and attempt looping until downed.

    Yeah spirit can here you with stridor, so can every other killer. I use a stealth approach and do my best to remain distant enough that sound is not an issue(before being injured), when found I attempt to break chase immediately using scratches from a loop to disguise my direction. If the PLAYER is more skilled, then I do my best to ensure some gen progression or dump the chase on someone else(worst case scenario)

    With freddy, so what if your asleep. He still has to hit you twice for the down and the snares only work in chase if you try to use the same loop continuously. If your not gonna break chase then just run the loop until he starts placing snares and move on to the next.

  • Being more skilled than your opponent is vital for consistent victory. Survivors have the potential to negate every action of the killer, but having the skill to do so is another matter. Stating that his survivors are bad though doesn't speak to the strength of killer mechanics or design.

  • That high tier add-ons, dream state requires visual awareness but otherwise the match is played normally. Just don't make the mistake of continuously running the same loop unless it's clear they are bad about placing his power.

  • The killers are fine, some survivors complain because they're unwilling to adapt play styles. Asking for hex Nerfs just makes me laugh, spending hours posting how they think it's unfair but won't take some time away from gens to effectively remove the perk from the match.

  • It doesn't, killers have the exact same info as before the new hud. Really useless interpretation to not encourage tunneling, which I think the lack of info actually attributes to. Tunnelers(which i don't mind) don't let a survivor out of sight anyway, that info could be used to ensure its not the same survivor hooked repeatedly ( personally I see a lot of survivor twins if not more)

  • As a solo I would like to vote no on a totem counter. I personally think the uncertainty adds to an already extremely short game time. While totems are not necessary to complete the objective, non gen jockys do lengthen the game with the search. This would also decrease the amount of time hexes would last overall.

  • Console player here, followed the content before release because I couldn't do ptb. Have to agree that the hud was not a good change, primarily cause everything is so spread out it makes info a diversion instead of a quick glance.

  • I only play survivor solo and using that as an excuse for not doing totems shows that it's the survivor's fault when things like noed activate. Plenty of tools to aid in the search and survivors control how long gens take to complete. Not doing the totems show lack of concern (until bad mouthing killers for a perk) and a rightfully deserved punishment. Do the bones or don't complain about the repercussions.

  • The walls definitely feel like a hindrance and are rarely positioned in places that Grant the killer better routing. Most often they go unbroken as it just benefits survivors and eliminates valuable choke points for killers like trapper or hag.

  • I would suggest Stealth, best way to deny the instant down

1 … 40 41 42 43 44 … 74