DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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Trying to recall the details of the show, but all I can figure is the monster becoming another phasing killer.
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No and here is my reasoning; whether its just bad killers or he is really easy to detect, I have yet to be exposed by his power. I always rely on visual over audio so his power has little to no effect on my play style.
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I don't think its a side bias, but they do favor/shelter noobs a little to much that it effects the more experienced players.
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Can snares be placed at the base of a gen so that an alert is given for when survivors fall asleep while working on it?
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I keep refreshing the search cause otherwise i end up facing new killers. For whatever reason anything more than 5min and I get red rank teammates and a 18-20 killer, just makes the matches boring.
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I am one of the randoms cause I can't stand swf. It just ruins my experience, but I do run team aiding perks. The only issue I see with swf is that it eliminates alot of those mistakes that the Dev's seem to balance around.
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When survivors acknowledge they are at your mercy.
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I like it, no more instant knowledge of which way to run. Now it requires some level of thought and awareness.
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With potentially unlimited time to negate its activation, I think its fair. Killer picks it, survivors decide if it gets used.
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If your swf then its their job to counter it. If your solo its a matter of getting better at detecting and avoiding the killer. Any killer can camp, so the first chase is the most important. Maybe dont run the killer through pallets until its a guaranteed down, break Los sooner and sneak away.
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I only play killer for the dailies now, when doing so I make as many as possible crawl out a gate. Whether they can make it is their problem.
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When base kit alone can compete within red ranks and survivors are not messing around. If you play a perfect game and still lose, that's not viable.
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Killers should be able to kick over fire bins to block off loops. Would be interesting to shutdown strong jungle gyms and window areas. Would give survivors a chance to resume sneaking but also prevent backpedaling to strong areas.
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I'm not saying it will be good or bad, but I can understand killer frustration cause gimmick tools are vary ineffective against survivors. Then there is waking up; even current sleep is easy to wake from, the only offset was his skill check addons and that he knew your general area when you did wake.
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I like facing killers with a mori. Its a testament to your skill if you can successfully survive with one hook or less. It emphasizes your mistakes by limiting your chances. I find them to be an excellent deterrent for the yolo behavior that seems to be so popular and a far more interesting way to be eliminated from a match.
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The training tutorials need to be more comprehensive. Making adjustments to aid new players so they dont feel oppressed or because they dont know seems to broaden the problems once people stop making noobie mistakes.
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I refresh the search every few minutes. Whenever I leave it alone I get paired with wildly mismatching ranks, both survivor and killer. I dont want or need to be facing rank 18-20 killers cause lobby search took to long.
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Yeah and its also really easy to get out when its a full map split. Some maps are more optimal for a particular side, but gates can be in anyone favor.
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The addon isn't that common to get, its just the most commonly chosen to use. Its just sad that other survivors whom can genuinely be considered experienced react with tantrum quits rather then overcome the challenge for a more satisfying victory. Its like escaping and then you see a red mori for their offering, overcoming that advantage and others like it keep matches from being repetitively stale.
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It can be done, has been done, and gates are randomized for all to see long before the last survivor scenario is reached. If you notice they are close together, prioritize the hatch followed by the gate with the most cover.
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You dont even need to gen tap whether you can hit the skill check or not. Had a game where two gens were in sight if one another, I was doing mine normally while 2 teammates gen tapped the other. I finished mine and got another to 70% before they finished. Just so you know the killer was occupied with teammate #4, so there were no interruptions to their gen effort.
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I like it as a survivor, the lack of warning and paranoia attribute to the genre of the game. The unknown right before a killer pops out and gets their target is a staple and one of the best parts of horror. I would much rather be caught by surprise than see the killer coming a mile away and they refuse to abandon chase till a down or escape is made.
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While everyone runs around exposing themselves that's the time to do gens. The killer will be expecting you to be on the totem hunt and preoccupied with survivors running around. Even if the team is getting slaughtered, you can at least finish 2 gens solo. Well that's my reasoning as a solo survivor anyway. As killer Always found hexes to be pointless unless they were a delayed surprise like old tier 1 devour hope.
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Its really not a problem. It only looks that way when everyone runs off to totem hunt instead of powering through.
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Shouldn't the high kill rate be normal the first couple of weeks? Survivors didn't have long to learn their opponent before the changes. I would think that an even 50% right away would be a bad indicator of the killer's performance.
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The lullaby aspect wont matter much either way. New players might need the tr warning, but the more experienced know there are more reliable methods.
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I hope he turns out well cause potato rank aren't worth the addons. I stashed over 50 of the rarest addons and I don't want the bp wasted on somebody I will never use again.
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Not looking forward to this if they follow the trend of new player balance changes before we even have time to adjust. Somebody screams op and then comes last sec alterations so new players aren't oppressed.
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Total # is good, but variety in ranks are to low
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I like solo more than swf. I will help teammates the best i can but I won't let them help ne outside of unhooking. To many times a teammate has gotten me killed by trying to force healing on me at a bad time.
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If bloodlust is a problem for you then your spending to much time in plain view on loops. Break los as often as possible and it keeps the killer at manageable base speed. Bloodlust is a counter for survivors Baiting at and for the next pallet.
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While not the most proactive tactic, gambling on team altruism can be very beneficial. Its not toxic if gf is setting to drop half the team, unless its nonstop tbags to your face while waiting .
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Since a survivor can make ankle breaking turns at full speed, I think its just fine.
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Quick & stealthy, I play with all team oriented perks for better saves and healing.
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I did, but I also play with the concept that im only entitled to one hook. Everything before 1st hook is my skill, after that its depends on how skilled my teammates are at rescues.
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it doesn't matter if the Killer plays well or not, the perk itself is only affected by Survivor performance. whether they're a hardcore veteran or a noob just starting out, the killer has no control over whether the perk activates or not unless they're actively guarding at least one totem the entire match. it sucks when it happens, but failing to cover all your bases before popping Gen 5 is your team's fault. even the best red rank Killers can have the perk denied if survivors don't blindly pop gens as quickly as possible
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Balance needs to be around optimal play. Focusing on players still trying to overcome their mistakes only broadens a gap when they actually improve. Balance backwards from a perfect game and then your only imbalance is between the player's skill.
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Living the current sound, so much for audio like breathing and footsteps.
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Noed is a punishment for survivors not doing totems so I don't see much reason to give the killer conditions. I can't call it a killer reward because they have no say in whether it activates or not. I play strictly solo and have never really had an issue with it, worst case is you do them and get bp or you do them and it stops Noed.
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Im liking it in the current state. Without the overpowering music and heartbeat its possible to get information that's was previously hidden within the audio.
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I find the audio now much more enjoyable and informative.
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Should match based on the highest rank. By all means you should be able to play with friends, but at the cost of playing at their level. Its not fair to take optimal veterans against killers having trouble with survivors that are still making abundant mistakes.
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Audio is finally balanced enough to hear noises. Without the music blaring I've been able to hear stealth killer's foot steps and im loving it.
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He is super easy to power deny if your alert. Aside from breaking his stealth just treat him like every other m1 killer, he has all of the same weaknesses.
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As a teammate, I am dancing on the grave. So often I would see them trying to grow roots in a corner instead of actually helping.
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Would love to see chucky in dbd.
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For the most part I would agree, but what about the people that are voicing concerns over the lack of challenging aspects during play?
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Use whatever you want, survivor is more fun when there is a high threat of danger.
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It worked better as a surprise. Far more useful against looping if they don't know to move on to the next one after application.
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Survivors were and even more so now; able to detect gf while fully hidden behind cover. Is this an issue with specific objects on the map or intended as counterplay?