DemonDaddy
DemonDaddy
About
- Username
- DemonDaddy
- Joined
- Visits
- 7,526
- Last Active
Comments
-
Deep wounds is one of the least worrying statuses in the game and quickly removed. The status as a whole feels like it belongs on a brown addon.
-
Make survivors acknowledge defeat without a single hook.
-
You already have a chance to escape it, win the chase. Auto saves take the fun and challenge out of using skill.
-
Idk, seems to work just fine for me. Pairs well with wglf and encourages a selfless play style.
-
Hell yes, survivors are the worst and I mean that as a teammate.
-
I am all for killers using strong builds against me, the challenge is welcome. To my fellow survivors, bring in your perks and items but don't tantrum quit when the killer decides to mori over the drawn out back and forth of a "polite" game.
-
What the killer does is not the fault of a bad experience. Not saying its fine, but the chase before that hook is on you. After being hooked, that's on your team. Its been proven that a face camped survivor can be saved with teamwork. It falls on your team to take appropriate action regardless of what tactics the killer uses.
-
Anyone that thinks a killer is to strong should be using this.
-
I'm all for bridging the gap but not by bringing solo up to swf. Just because swf can bypass the need to equip certain perks doesn't mean I want to be handed information I didn't earn.
-
Cause no one wants to see herpie nipples
-
No thanks, I prefer my survivors without tiers or meta pick. Either the passive is so small it doesn't matter or the whole game has to be reevaluated with a 4man swf running a single choice to prevent a pure meta advantage.
-
I agree. I have never felt like the perk was beyond my control as a survivor. Do what you need to and the killer never has more than 3 perks.
-
I would rather spend 10min in a laggy game than 30min in the lobby waiting. Providers don't always give you the full speed your paying for and there are tons of other factors that can affect a connection.
-
Noed is fine from a survivor perspective, its incentive to break totems and is not guaranteed at all. I see far more noeds fail to activate and that's because I make the effort to stop it. There is no excuse good enough to allow it to activate and still complain about the punishment.
-
I'm not talking about avoiding chases but winning them.
-
If the killer straight up abandons searching in favor of a whole new hunt, that's a smart move. So far alot more are in favor of trying to find me assuming I didn't get to far. I'm averaging about 15-20 sec of them just looking after I lose them. Personally I never cared for pallet stringing the killer across the map, its a waste of my time because there is no fun in it for me.
-
I find it balanced quite well with its randomness. I can't say I have found it favoring one side more than the other and with 4 possible ways to escape even if the killer is dominating, it really comes down to decisions and mistakes for both parties.
-
I wouldn't mind the status effects so much if how you remove them was better addressed. Most of these just run out before a survivor even wants to end a chase and are not debilitating enough to impact play outside of a chase. With the exception of being exposed, there isn't one status that makes me play differently.
-
1, 4man swf reported me cause they lost to tier 1 Myers with no addons.
-
Object of obsession, as solo I know there is no benefit for me and they contribute nothing performance wise.
-
Aura perks are only strong if you refuse to use any of the counter play options. Also you can't win a chase by simply running away, either you break Los and escape or drag out the chase until killer gives up.
-
I don't find it much of a handicap as I vary rarely even use the hud. I've got my timing down to know when a save is needed, if I plan to save at all. As for perks, I don't normally use anything that requires visual confirmation. For the instances when I do that's why I asked for a toggle option.
-
The secondary effect of wglf is for the unhooked not the user. It requires the user to make the most optimal save possible. Survivors can counter aura reading, with current available loadouts and mechanics a killer could not.
-
If you know what your doing, Billy Falls victim to obstacles like most of the other Killers do.
-
I get that, but I'm talking about just having the bubble cues like when a survivor is hooked or gates when gens are just finished. I don't want the health states, hex effects, or even gen count.
-
Nurse's base power is fine, to many people try using bad tactics against her. Looping doesn't win you the chase against any killer just prolongs it in hope they abandon for another targets. Use obstructions to break line of sight frequently and look for an opening when the killer is confused or searching.
-
I wouldn't mind giving up tr reduction while being unproductive if it shielded you from aura and detection perks while moving.
-
I think flashlight saves are easy enough if you know your timing. The biggest issue that I've seen is too many people get downed while hugging a wall and it makes it impossible for you to do anything for them. It's kind of the same issue as wiggling, if you want more time or someone to save you don't loop around a hook.
-
As survivor yes, it would really up the immersion and atmosphere.
Killer is alright, given the pov it can already be difficult visually.
-
Not being able to loop a nurse is not a design problem, its just poor selection of what tactics to use. If nurse is really frequent then pick a better loadout to face her.
Spirit is fine, she can't see you while using her power and there are perks to help with early detection.
I say this as a solo survivor and I dislike playing as both of these killers.
-
Dont know what the problem is, I haven't had any issues exposing him in view. I've even detected him through objects and while they were using cover.
-
Both perks have incentives that alleviate problems that annoyed everyone.
BBQ encourages non camping plays with reward.
Wglf encourages safe saves in exchange for the reward
I find the aura is never an issue especially if your properly positioning yourself after someone is downed.
-
The roster could use some balancing. Not saying that kills need to be easier for low tier killers, but they do need to be more imposing with regards to applying pressure. Many killers (even when played by top rank veterans) are openly mocked/taunted mid chase and I think it highlights a big issue. While I am sure someone out there does, you don't see survivors taunting a skill nurse in the same manner. I find my main issue with the lower tier killers is that they grant far to many instances where immediate danger is no longer present.
-
The fact that some maps are so strong in defensive structure that a single chase can span a match is why I agree that perks need to adjusted. If we were actually forced to escape chases without the option of baiting for the next pallet then I would reconsider the perks more as aids than chances. Being able to dominate a chase (without perks) to the point a killer needs to give up is why many want them addressed.
-
The power role is the side with the majority of influencing control over a match. The ability to negate/cancel efforts of the opposing side in multiple ways also weighs more heavily when in opposition to a single strong action. I find playing survivor allows me to apply a much wider range of pressure on my opponent.
-
When hook defense is no longer possible survivor play is gonna get real boring. I don't want chases to be the only aspect that involves danger.
-
I feel like things in the egc are good for me as survivor. We get 1 possible escape option even if the team is slaughtered before the 1st gen, can retry the hatch if possessing a key, and finally 2 exit gates which are randomly placed preventing either side from always having a favored scenario. There is no reason for an individual's chances of survival to remain the same as when there are other teammates still alive.
-
Cause I get more control over the map.
-
We all get the opportunity to evade and escape with no hooks. At no point are you guaranteed anything more than a first and final hook. Every additional chance is the result of teammates making smart decisions. Whether the killer camps or not, avoiding your first hook is your responsibility and failure to do so is a result of mistakes made.
-
Its the survivors job to punish the killer for being unproductive. The best case scenario for the killer is the whole team feeds into batched save attempts cause no-one is prepared for it.
-
Would be nice if insidious kept you hidden from detection perks instead of hiding you while being unproductive.
-
Maybe for potato harvest, but I haven't been experiencing this one sidedness as a solo survivor or when I do my killer dailies.
-
I would like to ptb a clown buff ;
Hitting a survivor with the bottle will cause the gas to last (a little) longer and creates a chem trail as they run.
-
Its a hard thing to balance out cause swf survivors have proven it can be overcome with teamwork. Its harder for solo players but changing it for them only makes it easier for swf. Then there is also how the ease of a rescue effects the pressure killers can generate. There has to be a balance of danger & possibility.
-
I won't say its easy, but your odds can be improved. With just plunder's instinct I've found more rare keys than bought on the bloodweb and I have yet to see a killer return to a closed hatch. Also knowing your killer and how much distance they can cover from last hook, no point hatch sitting when they are in range.
-
Snares need some improvement. I've seen some very good survivors stick to loops and perform as if the snares didn't even exist. Kinda sad if survivors don't even try to avoid them.
-
I wouldn't mind if they replaced the tr with the lullaby at least until a chase starts.
-
Nurse is fun to play against and there are plenty of perks and methods to face her.
-
Embrace the challenge, its suppose to get more difficult as teammates die. Even as last survivor there is hatch, hatch again if you have a key, and then there are the gates as the final way out. There is always a way out by design.
-
No sarcasm here, I genuinely enjoy an intense challenge whether its a victory or not. Ofcourse a victory in these cases is far sweeter.