DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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Never understood why it needs the change. Survivors complaining about something that has no impact on gen progression. At best it only impairs the one survivor being chased off a gen while the other 3 are still working. And if you say switch targets, then that person you just forced off is back on the gen. The only way this combo works is if survivors are not on gens, which again should not be an issue as only one survivor can be in chase.
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Simple solution, use that time and protection to distance yourself. Nothing changed other than not being able to tauntingly use that protection against the killer.
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This is a great direction for such an infuriating perk. Risky yet fun to use and not miserable to face.
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Fantastic, survivors get the protection and killers get none of the abuse.
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Finally cleaning up the horrible looking ankle breaking turns. Besides that only works on new killers and players on systems with slower turning. (Pc has instant 180 capability, console doesn't)
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Imagine that, his power makes him dangerous up close. Lf is no worse than any other killer and just as easily avoidable.
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Nice to see a step in the right direction
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I hope this is for sure. Would be nice not devoting all my attention on one person until there gone. OoO just guaranteed that I focus only on them regardless of how hard a team would taunt.
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It limits the bp you can get and inflates kill rates (which leads to killer Nerfs to protect the "balance")
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For me the devs would need to take the match control away from survivors. I want to be hunted not putting the killer on a countdown.
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Seems like they are at least learning the chase and down portion of killers. It's understandable that some players don't like walking away to Grant a risk free save. Maybe they are counting on brave teammates to capitalize on or they'd rather take survivors out one by one. It gives a majority of survivors a chance to learn that avoiding the killer is vital, practice the most important chase, learn without perks that make mistakes acceptable, and if the team does gens even camping can't guarantee a kill. Camping is not an issue once survivors understand how time is in there favor, granted they do have to learn it. Being first downed is a survivor failure just as much a killer's success.
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Had a game where meg literally out ran me to an open gate after I had the lead in frenzy.
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I agree, survivors do have all the power
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Where's the fun if you know he can't shoot? A delay would make a slow killer worse.
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Maybe if it actually took effort to wake up, currently it's just meh unless being chased.
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Hope not, that's the only time she is fun to play against
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Survivors get hit from a distance and killers have grabs taken away after 90% the animation plays.
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Nurse is not op, just dangerous in the right hands. How about giving credit to the player for besting you and not blaming the design. A killer's design doesn't do anything for bad players. Although killers do tend to get downgrades for a bad survivor's benefit.
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Good job bubba, use those advantages
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Stealth and avoidance work against every killer. Unfortunately some survivors refuse to use the tactic because "lack of fun", but then complain killers are to strong.
Its like chosing to starve because you don't like what's available.
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Not saying camping is a great tactic as it is unproductive for most of a match, but there are instances where the killer is left securing a kill. It's up to the survivor to avoid the 1 hook scenario and teammates to work around a killer for the save. First thing every survivor should learn is killers are unpredictable and your 3 hooks aren't mandatory, respect the killer's presence and avoid unpleasant outcomes.
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I'd have to say how quickly gens pop when survivors realize there is only one objective.
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Won't happen cause survivors don't want to feel oppressed by the monster hunting them.
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Swf should always use highest MMR for group or even add to it to account for their synergy. The idea of using an average will just allow the group's smurf players to bypass the whole point of the system. Survivors can dominate a killer, making the match miserable, and still kill themselves to keep the MMR low.
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Bad survivors should not be rewarded with free help to the detriment of the killer. Punishing the killer for doing well regardless of tactic is just granting an advantage to players for incompetence. New Killers get stomped by seasoned survivors and swf, but I don't see devs making adjustments for them.
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Asymmetrical would work if survivors didn't hold the controlling role.
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Toning down a killers design is a mistake in my opinion. I attribute that success to play style not design. When a match can be won in under 5, there is not much his design does to change that. If survivors push gens freddy gets 3-5 teleports and just plays as an m1 killer.
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No such thing as a free hit, unless you stand still for the killer. Either you make a mistake or you get out played. Freddy is getting the downgrade to protect survivor that fail to do the only objective.
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The devs consistently mention not wanting survivors to feel oppressed by the killer, hence killers which are picked for there ability to deal with swf or the supposed 1% more effectively got toned down.
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I prefer anti heal and healing detection perks, I don't need to kick gens if everyone is face down.
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You just reinforced my statement. Running one long chase doesn't matter when talking about not making bp before a hook camp. That's only points for one chase and nothing else.
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Again, that's only if you didn't do anything else and that's a result of failing to escape the chase. I can understand the depip if it happens in the first min, but that still means that you failed to hide and then failed to escape the chase. Some killers get the down faster but all of them are avoidable without perks.
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Not that being camped is fun, but you don't depip from getting camped. When playing survivor don't count on the safety net mechanic of multiple hooks, your first interaction with the killer is the most important. Score your points, avoid the killer, then go for risky actions once you think you've at least safety pipped.
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If your not gonna break totems then you shouldn't have any issue with the strength of a hex. A hex being to strong by itself is laughable because you can destroy it and none of them give the killer any pressure until conditions are met.
Make hex worth the risk and drop the ridiculous drawbacks.
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One perk that completely strips the killer of pressure when used in a team setting, but don't worry the devs claim it's all good statically. Not surprised they want to keep the power role in place
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Solo que is where all the challenging fun is. If teammates are that bad, use builds to capitalize on them. I usually run a savior build as if I was in swf and make bank off of their failures or a stalker build so I can keep eyes on where the killers at and lead/assist the team in avoiding. Doing this has occasionally brought out the best in random teammates.
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I want more tactical and strategic killers that force survivors to slow down and be cautious. With that said, counters to them should not be part of the power itself; example: running through all of hag's traps erasing what little time the killer had to devote to setup.
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Doesn't matter if at the core it is working, we all know that wait time trumps matching. So even with a good system in place, swf groups are still gonna bypass MMR to ease survivor lobbies.
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Freddy is getting a change sadly, for some reason we're supposed to be comfortable as we're being slaughtered by the killer. I like freddy from the survivor perspective though he has a lot of tell signs already. Being easy to pick up quickly and with diverse builds is actually beneficial to the newest of players. I'm just happy we have some decent killers out there that make things challenging.
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I don't want free perks as solo survivor, that's BS and makes things easier which I feel is the wrong direction. Why do other survivors assume the killer will eliminate you nicely, accept every killer will do it quickly and without remorse. There doesn't need to be a safety, protection, or buffer to save you from your first failure.
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I want a 2 killer mode so bad. To finally team up with a friend and create some God awful combos that show 4m swf how punishing teamwork can be, it would be beautiful.
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Well if the audio warning goes unnoticed then you've lost your first chance. I've always found it's her lose of sight that's her biggest weakness. While it doesn't work every time, I use los breakers and scratch marks to mask my direction, then backtrack or head opposite of her (perk fixated makes so much easier). Once hit, your best option is probably just loop til your down or the above opportunity presents itself. That first hit is the killer earning the perk's advantage, so to counter or deny it stay healthy (yes, harder to do than say). Being injured is a result of survivor failures just as much as the killer's success.
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"makes spirit uncounterable" 🤣
Maybe avoid her using the early and loud audio warning of her approach. I just assume spirit is running the perk and use distance to cover for her hearing advantage.
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Killers don't tunnel, they kill weak links. It's the survivor's job not to be targeted.
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No thank you, I don't want more free info flooding my hud. Solo has less to work with than swf, but I don't want that stuff as free info. I'd rather have to figure things out in game without being instantly notified.
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Most killer perk have a requirement, which is fine, but it's overkill to put those same perks on a cool down. Having both conditions is just another safety net so survivors don't feel overwhelmed by their own failures.
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I see alot of posts in regards to bad solo survivors but that's not what I get. I get teammates that chase the killer, spam vaults, and clickety click their flashlights. If they don't get everyone killed, then they are bad mouthing the killer regardless of performance.
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Tunneling: the act of eliminating a survivor because they don't escape the chase (just try to loop), refuse to hide, or teammates place them in a bad spot with an unhook.
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No thank you, I've dealt with enough four man blendette squads. Let's not give survivor selection its own meta
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Got to agree it is very underwhelming. It needs a downside for the affected survivor besides just removing it.