DemonDaddy
DemonDaddy
About
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- DemonDaddy
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Comments
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Remove character specific conditions. I can't speak for others but when I get one of these for a character I don't like matches do not get played in a normal manner.
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Yes I do, solo all the way.
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Unless you know the killer can't make it to you, don't camp the hatch.
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Stealth is viable, you just have to keep in mind how those detection perks activate. I don't care for looping the killer either as it visually breaks emerson and find it far more satisfying if I die on first hook.
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Doesn't really matter what the killer is running, survivor objective stays the same. Do gens and break totems
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It's not toxic to be killed in a game where your the target. Killers don't need to give you all 3 hooks or give up the advantage of an easy down.
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Survivor games would be way more fun if we were completely blind to what the killer is using. Without any notifications, survivors would have to play tactically and adapt.
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We don't need a buffer against killers, sometimes they prefer to focus. Just have to do better than your team in that situation.
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Anything 60s or more for killer perks is to much. I want to face killers that can apply consistent pressure, not just every other survivor they down. If a killer snowballs, let survivors feel the weight of their mistakes. Survivor perks are fine as we dictate the length of the match for the most part.
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Stealth is perfectly viable, you have to understand detection perks and how their countered. Sadly it's not as easy for killers as survivor. Most of the killer perks are straight forward and timeable; making them easy to avoid. Survivor perks are much tougher to counter as they make killers do questionable strategies like walking backwards in order to even approach.
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Yet again they reduce the pressure on us survivors. I want more difficulty and skill required as survivor, not less.
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Three-way tie for me with nurse, blight, huntress. Just don't care for them.
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I prefer the pressure of imminent death, much like when survivors would see the old moris on loading screen. When you know you can't bank on multiple chance, most survivors play more tactically. Games feel better when teammates don't goof around or go down mocking the killer
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Nah, safe unhooks are good enough. Makes you work for the points and provides team incentive.
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Play the whole games with no hooks and let them stare at the ground until death.
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I wouldn't trust current hollywood to get it right. Oni would be a great killer though.
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I find slug games far more enjoyable. Being solo can make it tough, but I generally find that games last longer and more chances are given with competent teammates.
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I'd prefer if more killers were raised to freddy's competency at least. I want diverse difficult killers that can apply real pressure when I play survivor. It's so much more fun to beat an actual threat than winning because you can exploit a " fun "design.
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They are strong valid tactics that make you reevaluate how your approaching the match, especially against strong loopers trying to gain attention and waste the killer's time. While tough on solo players, I don't see any negative to gameplay. You won't complain about being slugged if your better at stealth and looping.
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Seems like I'm always paired or pitted against much higher ranks. I understand why wait time trumps actual matches but it has a negative effect on game pacing in my experience.
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A killer survivors try to avoid visually/looking at would be interesting. A slenderman type feel putting more emphasis on the music and heartbeat. Would also add to mind games as survivors would avoid looking back and hanging around loops.
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I prefer solo play and even more so when the killer has a no nonsense mentality. Pretend teammates don't exist and focus on maxing what you can do for bp. If your truly better than the lesser teammates your paired with, than 1 hook should be enough to at least place as the top survivor and secure a safety pip.
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Every killer should come in a little sweaty. When I play survivor, I want the killer to be a serious no nonsense threat I need to avoid.
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Match making ignoring its purpose and pairing me against higher-ranked survivors because they've been waiting too long.
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Tunneling is fine and fair. Either you need to work on your stealth or chase escape. Killers with tunnel vision usually hand over the match by wasting to much time on one person.
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It's making a noticeable difference from what I can see. Survivor has never been easier and it's giving bad loopers an ego boost. Feel bad for killers still learning, looks like there is zero room for chase mistakes if a survivor is competent.
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Survived 6 matches in a row last night and only 1 teammate died in 2 of those. But I am seeing a lot of demoralized killers and teabagging teammates.
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I've been playing solo and most of my teammates are running speed perks. Starting to see a lot of frustrated killers just give up in chase.
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Don't forget the ones exclusive to the slower killers.
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Murder of crows
Disturbing a crow will causes them to follow and peck for a short time. For 8/12/15s the survivor must deal with any crows disturbed and succeed skill checks to evade pecks causing them to scream in pain. Additional crows cause increased frequency of skill checks up to a maximum of 3.
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I like facing a mori, it makes things more challenging. For the most part they don't even change anything. A bad killer with one is still poorly skilled and escape is possible as long as your not running a chase until your down is guranteed.
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Pity for the camped is hard to muster. If your hooked before gaining your personal idea of enough points, then that's on you especially in early game when all of the pallets are up. Your experience after this is completely up to your team. Solo players just have to hope somebody is prepared or willing to take the chance.
If you really want a fix to this situation, its gonna have to be more enticing for the team then gen progression.
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Matchmaking is bad and only gets worse the longer your waiting. I keep my wait to a minimum and refresh if its going longer. I don't have any concrete evidence that this works but I have noticed the ranks are a little tighter outside of swf.
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Better alternative would be;
Perk- Boot to the Face
While hooked and a survivor attempts a rescue with the killer in close proximity, you kick them in the face leaving them stunned for 3 sec. When rescued after activating you receive the effect of borrowed time for 20 sec even if the rescuer is without the perk.
I always blame teammates for off the hook tunneling, killer is just taking advantage of bad survivor plays.
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It adds to the play time, gives you a goal (atleast until the real rewards are implemented), and helps new players focus on basic skills before relying on the meta to bail them out of bad situations.
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That's what I mean. Having that strong of a defense that escape isn't even necessary stagnates the concept of pressure as any of the 4 can make use of the tactic.
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If you want to run OOO then you should be ok with anything the killer does to get you out. Every killer has to assume you are running it as part of swf. 90% of the time I see this perk its on someone being obnoxious and toxic to the killer while the rest of their team benefits from constant updates.
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Safe zones put survivors at a 1v1 level which in my opinion hurts the balance. It negates the very purpose that the killer serves; being the opposition and a threat.
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This would do nothing. If the killer is camping, all they have to do is position so that when somebody comes for the save they are able to finish between spotting and the unhook.
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This only addresses a small number of killers and has no effect on survivors. Besides the methods already mention, a killer can still kill everyone unpleasantly without pipping. Survivors just need a low rank swf buddy and that usually puts them against much weaker killers.
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If survivors have a set time for escape, would traps be capable of downing them again? 6 sec in most cases means your not making it to the survivor unless you were already there or after them.
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With all the options against the aura reading, what's the problem? I can't even remember the last time BBQ was able to point me out.
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Only if it comes with the option to turn it off. I don't need or want the feature and definitely don't want it forced on me.
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Tunneling off the hook is a teammate's fault. Being targeted afterwards, while highly beneficial for the killer, is the player's fault for failing to stealth properly. Everyone knows that they are higher priority once receiving a hook and complaining about the killer taking that advantageous opportunity is ridiculous.
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I think the grind adds to the overall play time as you have a goal of unlocking every perk.
As for the learning curve; I think the grind actually helps more since you have to better your skills before having access to perks that make up for mistakes.
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When I see teammates troll the killer, I leave them to die. As killer it just means I throw the match to make sure you die, preferably by bleedout.
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Maybe practice winning your chases instead of prolonging them. 1v1 is winnable but needs to be difficult or the asymmetric balance falls apart.
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Survivors have to be real close for a hit to connect.
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I find them fair since you as a survivor have to fail twice (once if its a bad save) before a killer can use it. If your taken out before scoring sufficient points, then that's on you as a survivor. Hidden offerings are a great warning to play more cautiously.
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I never touch or even leveled nurse, hag, and huntress. Just don't care for them or their perks.
For survivor I only leveled Dwight, David, fang and ash. But only play ash outside of dailies now.