DemonDaddy
DemonDaddy
About
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- DemonDaddy
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Comments
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I get good use out of it. I spend early game getting my gen points and when its 1 to go i start to Sabo hooks around the gates so that EGC is a no hook countdown. The effectiveness is all about where and when.
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I agree, blindness is one of the most laughable statuses. Personally I never feel hindered by this when it is applied and am still able to locate things without needing to search.
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You should be able to win a chase before it runs out.
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Neither side is op, but I do think the 1v1 aspects are becoming an issue. For 1 person to be capable of stalling a chase to the point the killer loses or is forced to give up, it puts a strain on the asymmetric balance.
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No, limiting it to safe saves and protection helps everyone. The moment there is an easier alternative we are gonna see an increase in bad saves and unnecessary hook deaths.
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I only see this being a real benefit for killers that can or try to incapacitate the obsession. By the time you get any real penalty against them one of the survivors will be dead or close to it and the obsession only benefits from the perk.
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Cause your expecting them to use their one shot ability which usually gives a warning or telegraph that its about to happen. Then BAM! A regular attack puts you down.
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I would actually like to see less forced stuns as a base mechanic. A few things can take the feeling of power from a killer, but having to deal with consistent stuns/fatigue from just using their "power" is one of the worst.
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More work, more problematic obsession, and less payoff. Old dyinglight has its issues but aside from not killing the obsession early I am seeing little improvement for killer use.
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Before the community agrees that a time increase is ok, the act of working on a gen needs improvements. Current skill checks alone are not fun, difficult, or engaging enough even for the time we have.
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It takes awareness and requires that you either quit what your doing or are already free to defend. Time spent scaring survivors off a totem is time not spent pressuring gens. I don't see it as anymore difficult than trapper getting his trap notification before you have even started the totem.
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Loving the unsafe pallets, no more mindless defense. Now we to maintain awareness to avoid the killer and not just pallets.
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Camping isn't the problem, its how people are addressing it in game that is causing issues. I don't get why its the killers fault for using a strategy to secure the kill, but survivors are faultless even if they refuse to attempt the save. Killer wants you on the hook and its the team that is suppose to free you. A bad camping experience is the result of being forsaken in favor of gens.
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Stop asking for free saves, that's just boring. Shift a little blame to your teammates that leave you to die while they finish gens. I get that this heavily punishes the killer but does nothing for the survivor suffering. Just because survivors won't run anti camping perks or take the risk of saving doesn't mean an early death is solely on the killer.
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I like facing a mori, they make games far more intense and challenging. The possibility of additional chances being removed helps to break you of relying on the benefits of safety mechanics.
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Wglf doesn't need aura reading. Unlike BBQ which allows survivors to counter without perks there is currently no features which would grant killers the same counterplay.
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So she would just mindgame herself since survivors would still be able to tell, no thanks I prefer it when my opponent actually poses a threat.
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That status effects get improved so I can stop ignoring them all.
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Getting caught before earning a worthy amount of Bp is on the survivor. Camping can be countered by the team just not the individual hooked.
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Average survivors are just that solo or otherwise, but comms do change things. As an individual their playstyle might not change but the team does become more effective. You may be doing the same as always but now your teammates can make decisions based on your knowledge as well. Coordinated teamwork is a killer's biggest weakness.
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I say no only cause it would ruin my killer playstyle. I slug and don't hook to avoid killing survivors and even then I have to step in so nobody bleeds out. If the option was available so many would just rage on their first down and miss out.
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Doesn't matter how the killer plays, before that 1st hook all point gain is on you. Just because the killer decides not to allow more chances for Bp gain doesn't mean we should be granted a safety if it wasnt earned.
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I don't know what to address first; the mention that killers can "abuse" their abilities or that your leaving yourself exposed enough for it to feel that way. Most killers have counters or weaknesses built into their kits and if that's not enough in addition to perks then maybe your doing something wrong in your play style.
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Maybe expand upon the basis of status effects which can be inflicted. Making the status effects potent enough that players want to remove them would help to expand game time without actually making things take longer. Seems that as things are many status changes are ignored in favor of objectives and come across as a minor inconvenience at best.
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I blame teammates more than the killer. If survivors don't bring perks to counter than somebody gets left to die.
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Not saying there needs to be, just that I wouldn't mind. Starting perks and only chest items would still be fun.
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I don't care for this tactic at all. Even more irritating is when swf message me to switch like it guarantees a win or that the killer won't prepare for the worst.
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I'd be happy with an extra mode even if there were restrictions. Every character can only use their starting perks would still be good and Dev's could collect data on basekit balance and mechanics.
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Its a team oriented perk and a good one. Changing it to affect only the user would turn it into A variation of mom while supporting bad saves. I think it's a good thing we have Perks that are focused on helping others and not just ourselves.
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Ofcourse its not very useful when the killer can see you. If you know there is a delay maybe its not a great idea to hop in while the killer is right behind you. Its for situational use not a last ditch chase maneuver.
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I really like this perk but haven't used it at all in quite some time. Watching a survivor ignore a mechanic I had to spend a slot on is painful and demoralizing to performance.
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Solo only survivor and I think no gens being done is on all survivors. Let the less skilled players hunt the totem and just do gens, if everyone else dies atleast you got some points and maybe pip to a point where teammates don't scatter like roaches when they see ruin.
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They are fine, little more than a resource for players to use or stockpile. As a survivor I see no reason to complain about them, either your doing well as a survivor resulting in it never affecting you or you get caught by the killer outplaying you/your own mistake. Out playing a good killer with a mori is a test of skill and an incentive to treat killers with caution not taunts.
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It never was a good perk just a fix for all the players complaining they can't get teammates to heal them. Relying on infinite healing to make it till endgame causes alot of players to continue bad habits and poor choices.
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Please no, survivor tiers would make the meta picks worse. The killer variety is already low depending on your rank and survivor play would quickly reflect this.
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I see that as a psych out, your expecting them to use their ability for the 1 hit down and prepare to maneuver after a cue but instead the use a standard hit without warning.
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Two issue I have with the complaints;
1. Do totems and noed doesn't activate.
2. Win (not loop or stall) chases and the killer can't camp you
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The restriction helps to break the no heal adrenaline meta going on, atleast for those that will use the perk.
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That's on your teammates for providing easy targets to the killer.
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There is an audio cue every time she gets the enhanced power. A map wide notice to hide grants you plenty of opportunity to avoid her.
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That's not camping, all they did was secure a kill while escape was possible.
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Ds works fine, it provides a window where the team can get you up or stuns the killer if they pick you up to soon. If the killer decides to tunnel after a stun then any failure is on you, every survivor should be capable of winning a chase (win a chase not prolong it)
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Killers are only op when your ignoring valid tactics and counters.
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The punishment is self inflicted. Stealth and teamwork beat a camper before and after a hook.
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Noed is only op if your to stubborn to negate it. No excuse is good enough to have it activate and still think its unfaur.
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Noed is a useless perk for gen greedy survivors. I do totems first and if my teammates can't survive long enough to finish gens themselves that's on them for lack of skill.
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Camping doesn't need a 3rd party punishment. Its up to the survivors to punish the killer, do genes or coordinate to make a safe unhook. Its not just the killer that factors into the outcome.
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Nothing wrong with his chainsaw, he is subject to looping and can easily side step his power attack.
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How is that p2w? I got all of that with shards.
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Id settle for a single audio cue after all five are gone. There's not really a heavy need for a counter, we just need confirmation that all 5 are broken.