DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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The combo was never that good. It had 0 impact on gen progression and only impacted 1 of the 4 survivors while in a chase, which if not downed would just hop back on. Bad survivors are why gen take to long, it had nothing to do with the combo.
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I prefer it stick to horror, some killers enjoy messing with their victims but it doesn't detract from the fact they are gutting someone.
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The thing, based off the movie on ps2. The game perfectly matched the horror them with atmosphere and gameplay. Not only did you have to worry about encountering enemies but allies themselves could turn on you based on your actions, environment, and individual sense of fear/paranoia. With limited resources managing weapons, health, and blood test for the group kept things interesting.
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I've seen some amazing skilled plays with her since cross play was introduced. Unfortunately some of those top level plays can't be reproduced by console players as they require the flick technique to pull off. Hopefully somewhere down the line they can address the performance limitations so we can all see better nurses more frequently. I find high level nurses provide much more challenging and entertaining games.
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I'm a complete solo player and these changes do nothing to impaired the ability to play solo. DS still works the same defense wise and object of obsession looks like a complete improvement. At least now with ooo; it doesn't look or feel like something that's going to get you immediately tunneled and killed.
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I don't see any issue with freddy other than bad teammates refusing to adapt their play styles. Aside from not hugging the same loops over and over, survivors still have the tools to deal with him like every other killer.
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Solo que is honestly a great experience as it provides me a challenge in which I can improve my skills. Not only against the variety of killers but other survivors as well. Even when I see teammates handing the match over with bad tactics, I focus on myself and ensuring that if I do die it will be last with the highest bp on end screen. I find that the more overbearing the killer feels the greater the experience is and satisfying an escape.
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Noed is a reward for failure, the survivor's failure to find the hex or break dull totems beforehand. Its only an ace up the sleeve when survivors don't do bones.
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Worst argument possible is I dont want to do the counter, it takes time and effort. Noed is literally a gamble every time it's chosen, but sure let's reward survivor laziness and add a timer. If your stomping the killer that bad then the 20s it takes to pop the gate open shouldn't be an issue.
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It's definitely a hard counter to all killers approaching. Using this in combination with knowledge of map routing and a killer will always be forced to begin chase at max distance, if they can even find you after the head start. I see this perk used more for the detection than the repair speed and not by low ranks either.
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Object of obsession and spine chill.
OoO means I only focus on you and spine chill has the most annoying counter too ever be implemented.
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You do know that killers can still hear you even if your healthy right? Looks like they know how to play if they didn't need perks to detect you. Sounds like you failed to avoid the killer, failed to escape the chase, and now are bad mouthing the player because they prevented the team from saving you. Nobody is guaranteed three hooks and killers are there to eliminate survivors however they please.
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Yes, I find a number of survivor perks are intended to cover mistakes and assist with additional chances beyond multiple hooks which practically negates entire chases. For killer there are some that alleviate mistakes to an extent but most of them still require either chance (totems) or prerequisites of success (like nurses calling).
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I wish stealth killers were more common. Lately I've seen vary few of them but can understand why with the survivor load outs recently.
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I love solo que. I never expect progress from anyone but myself and the pressure to minimize my mistakes (possibility of first hook death) encourages me to improve against and understand the variety of killers. Some players don't like the challenge but I can't stand how easy swf makes this game. While I don't have anywhere near the bad luck with teammates as others have posted, I will attempt to help them or just dump a chase on the truly unproductive.
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I don't think any killers need a nerf. So far every killer has a weakness which can be telegraphed or exploited for survivor's benefit. Would like to see changes for killers requiring set up for their abilities, time constraints can leave them just playing with m1.
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It a way for salty survivors to screw you over on rituals and achievements. Kind of wish the system could detect this and issue a multiplier to the dc penalty.
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I'd like to see these changes go live. I think the perks still hold their intent while removing a number of reasons that made them miserable to face.
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It's simple, corn just ruins every map it's on.
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Bubba is fine, maybe play smart and don't all bunch together asking for a 4man down. Just seems like a bad play knowing the killer can punish you for it.
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Not that long at all as you should be stealthy while it's active. If your already in chase your options are to run out the time (when possible) or break chase to force them into looking for someone else. It's intense moments like these that make matches interesting.
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Sounds like bad survivors getting in bubba's face.
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Another basement sounds nice, that or add skill checks that speed up the timer only when failed. (no more struggle phase would be worth it)
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Swf can force it but It's usually up to the killer if they take it or not, my survivors can't use it.
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Good points, but I would never grief my teammate with an unwanted heal. I prefer to block a gen in the 90s so the killer can possibly pop it.
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Stealth is fair, but corn is my most hated environmental feature.
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The proposed version looks as though I won't need to eliminate its user immediately, more fun for everyone.
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I run spine chill to completely stealth around killers and boy is it strong. A single perk that can force killers to walk around backwards and visually eliminates the horror elements. The only time I see survivors using it for the repair speed is on the final gens where they can hold til the last sec, go down, and still escape due to time being on their side. Walking backwards is not a counter, it's a flat hindrance to normal play.
At least premonition has a cool down.
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Wish that was the case, thanks to match making I haven't seen brown ranks except for the ones paired up with 3 red rank buddies. Starting to miss the days when survivors had gen allergies.
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You can't unless survivors refuse to counter it.
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All the power of current ds and none of the abuse that makes killers miserable
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Why take the ds when I can stop them from being productive and bait in another teammate? Seems like a lot of wasted time to force something you don't have to take. And just personally, it feels more rewarding to kill them all and deny them the chances to use any of those bailout perks.
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Not a nerf just removing the abuse
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A good majority of the complaints do seem to come from a 1v1 perspective ignoring the fact that there is a team even if those teammates prove useless. Player's salt also seems to shade perspective from being bested by a player to "the killer design has to much power"
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The changes are great you can't abuse DS and object of obsession no longer negates the whole purpose of playing a stealth killer
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Nah it still serves its purpose you just can't abuse it now
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Great ideas and fair for both sides.
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I agree with that when the points are valid. Though it does seem a lot of grievances come from a 1v1 perspective without implication that there is a team (even if they can be unproductive)
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It's still the same but without the widespread abuse toxic survivors used it for. Bad survivors are why you can't have nice things. (I hope, but it's not final yet)
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No just toxic team builds that make killers evaluate why they play
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Escaping chase is possible as that's my primary means of surviving matches. True that the better a killer is the harder it becomes, but just running away until downed or killer gives up are not the best options. Breaking line of sight and knowing how scratches work are valuable tools for confusing killers on your whereabouts. I'm decent at looping but not to the point that I only rely on it. This is all possible without perks, now just add perks that actually aid in this and that window of escape gets larger.
Kind of sad that breaking chase has been downplayed to the point survivors don't even think it's possible.
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Doesn't matter which killer is used, gen speeds are a nightmare when survivors don't mess around.
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I see the lack of detailed info as an encouragement for tunneling since losing track of the survivor creates the uncertainty of which hook they're on (of course killers try to mentally track this). Just seems like unnecessary protection of teams running a single outfit to confuse killers.
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Eliminating survivors one by one without distraction is a valid in not slightly unproductive choice every killer has. If more survivors treated the first chase seriously without counting on multiple chances, those chances would feel more rewarding and less like something was taken away.
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I only play solo because I find it more enjoyable. So I guess I'm the only one.
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Exactly cause following the turn wasn't possible for some. Seems like players have had to compensate with play styles for a number of features.
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Solo play is great, just some survivors prefer easier play like swf than an actual challenge.
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Just cover the basics and stress that if survivors really push gens the killer will be impaired by lack of time. Not enough newbies know this hence we get full match totem hunters.
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Can't speak for anyone else but whenever I ran this solo I had aura on the killer 100% of the match regardless where killer was facing. The change is much needed.
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If you can't get away in 60s, your survivor skill are not as great as you think. During that time you can transverse the map, break chase, hide, or just occupy the killer while gens pop. If you need more than a minute then your doing something wrong.