DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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Don't care if its more challenging, it would also be more fun ( for me at least)
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Make it a toggle option, I would play this every match if I could.
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Ignoring emblems and just playing with your own sense of fun usually means a player gets to hang around ranks below their skill level which kind of keeps the cycle going. As they are now emblems are just ranking guard rails trying to promote what the Dev's consider as optimal fun, there is very little to do with skill outside of forcing specific things to happen for points.
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Doing the totems is a choice and if there is no consequence, you got lucky. You cant say the killer is rewarded if your in charge and do nothing. Say its to hard and be lazy, but don't blame the killer for picking it when its use depends on your actions. And yes totem hunting takes time, that's the whole point of a diversional objective.
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Its really easy to break his shroud and he us loud enough that it hurts mindgames . Improve your camera control cause hyper vigilance turns him into an m1.
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Finally a good reason to use iron will. Always found it useless until higher ranks cause most killer couldn't hear you even when stepping on their tail coats.
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Solo survivor and I have no complaints against it. It doesn't reward bad killers, it punishes bad survivors. Regardless of a killer's skill level, good survivors prevent it. The most a killer can do is hope it activates or that its not necessary. If you hate it that much then don't blame the killer or teammates, take it upon yourself to ensure its denial.
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Never use it, but there is a very noticeable difference without it once teams get more on point.
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If you know the killer can hide their tr, then you should also be baiting the first strike before making the save. Never hurts to do a visual scan for these killers, especially if you suspect camping.
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Killers want to play with friends as well. Besides that, the mode doesn't have to be a copy and paste version with more people. If and whatever they do, it still wouldn't be mandatory, so if its not appealing just continue to play ranked.
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Different departments, cosmetics creators don't fix coding issues or bugs.
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Aside from being painfully obvious on the offering screen, the potential of a mori is suppose to scare survivors into being more cautious. Hording the killer's attention is less desirable when you know its 1 hook then death. Also I much prefer to die by mori than hook, if I die at least it was entertaining.
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Feel like 6v2 would be better. 2 in chase and 4 on gens means they are still gonna finish gens faster than a normal match and you only need 1 survivor with rescue perks for efficient saves. Coordinated teams will almost always have 3 gen jockeys working at all times.
At the very least the 2 teams mode would be interesting and would probably see far more stealth tactics then current play.
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Blame that on team incompetence, noed never procs if the team does all of the objectives. Killer has no say in whether it activates, they're just hoping it does or that it wasn't needed.
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I would prefer they balance for ranked play and not just dump new players into that mess. As it is some veteran are still able to bypass the rank system and newer players need a better learning ground so the rest of us are not subjected to their needs. Game balance needs to be focused at those capable of optimal play because that's when the real issues show themselves.
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I haven't had any issues detecting gf and most videos I've seen of people complaining don't fully center on him. They assume because he is in view it should be a quick pop even without keeping it steady during chase.
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Selfcare is a wasted slot and bad for team emblem scores. Ruin like all hex totems is heavily situational based on location and unreliable.
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It just means you have to snap out followed by mending. If you want to move outside the tr and unpause the timer then the extra risk of going down is on you. Its not stopping you from doing it, you just can't do it without a risk. Its inside the tr where killer may find you or outside where its a race against the timer to complete both.
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Its not a great move for balance. Just look at red ranks and you can see where so called balance quickly turns to limitation. Ranked play is not an area to be concerned with balance other than from the top down.
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I liked killers bringing in strong stuff. It was a good challenge and stopped alot of teammates from the usual troll manuevers. All together it allowed me to get some good games as a solo and the increased threat made matches feel sincere.
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Thank you, I needed the laugh. I feel far more in control when playing survivor and its more forgiving if mistakes are made.
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Cause tier 1 is the best.
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Was gf running addons to shorten the detection range? I've found that distance and how exposed his body is make a huge difference.
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He gets destroyed at high ranks, definitely not op.
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Its a healthy change to encourage smarter play. You can still do it but if timing is off, the mistake is yours.
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Finally no more useless chameleons
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Why the change to detection? I felt it was in a good place as you needed to be competent with the camera during chase or chose between the chase and detection.
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I don't think the detection needed an increase. I did notice that alot of people testing the ptb couldn't run and manage the camera well( like u see in low ranks), but thats a skill issue not a mechanic problem.
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Too many consecutive pallets and not enough los breakers around them. I prefer losing the killer, not palet after palet after palet. Yeah it works at first, but most of these force you to seek the next with the killer giving up your primary hope.
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I don't blame killers, sometimes swf just look like they're more trouble and stress than it's worth. For the most part everybody's playing the game to have fun and it's hard to tell if it's going to be a group of potatoes or pedal to the floor match.
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Original alien was much more horror oriented with it's stealth , the new ones are just action fodder. Also the terraforming station or origin planet would be a much better suggestion and blend for all the characters.
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I'm fine with the enduring change, but they need to go back and reevaluate the things it won't be affecting. Everything has been designed with the idea it would be reduced by a portion and now it's not.
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They are all pretty much the same. You don't even need perks to win so the differences of benefits is only a plus. Killers are where things get difficult.
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When I'm maneuvering around the killer in stealth and they continuously try to heal me.
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It's just a matter of being on point with your camera. A lot of people play with high sensitivity and I doubt survivor mains are use to having to pin point outside of flashlights.
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I see lower ranks as a solo practice zone. If all my teammates are bad then I can use their mistakes to gain the emblem scores I need to pip. As long as I get that I can worry about survival once my teammates are at least on the same level as myself.
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There are so many ques that stealth isn't all that hard to pull off, it just depends on how thoroughly a killer is willing to search and the more time the further gens progress .
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Just power through. I can usually get 2 gens done alone while everyone else runs around looking for ruin. Killer is counting on the fact you will ignore gens because of it. Only thing worse than a team that prefers the totem hunt is when they're gen tapping like its a hot potato. Watch 2 teammates on another gen do that and I still finished first on my own.
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Im not leaving it to chance that my team does totems. Break'em as I see them and hope nobody pops gen 5 before then.
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The survivors helped the killer into the 3 gen. At that point either you work the gens or go for hatch, killer doesnt need to chase if they know your forced to put yourself in danger. If it went on that long its clear they were to scared to risk it.
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Yeah legion can 4k and pip, but that doesn't mean the method of doing that is fun. Ff just feels like your running around chain slapping survivors into telling you where the next one is. I've never been playing and thought "oh no I got hit with dw, I'm in danger now." Not to mention I can loop a killer that enters a faster and more agile mode.
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Yes, balance from the top>down. Its better to have features tested with optimal play and end goal for players. Aid for new players is good, but quickly becomes unnecessary with time and experience.
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No there's little balance in that idea, we don't get to suicide on 3rd and have multiple chances as last survivor. The only reason we suffer is Dev's don't want last survivor to feel the full weight of the teams failure and killer only have slugging to prevent a scenario with 3 potential escape points. With that concept, your gonna end up with whole team slugs just to ensure more than a 2 kill.
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Sadly you don't even need an alt account to play at lower ranks. Was playing solo survivor last night and a rank 3 lead a swf against rank 15 killer. Poor wraith couldn't land a single hit and the person followed killer everywhere alerting teammates before they could be found. Its just so sad when you feel bad for the guy trying to kill you.
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They're not, some survivors are just accustomed to telegraphs being attached to killer actions. Without an early warning some people can't coup and claim its unfair.
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Favorite would be the preschool. I like the almost all killers have really good pressence.
Dislike just about all the really large maps. I've had so many games where the killer is never seen or they try to wait it out till gen patrol is located to a smaller area. Game gets real boring when nobody is there to hinder you.
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There's to much emphasis on hatch as last survivor. Its just a quick escape if you can create or gain the opportunity. Its not there as a last man standing reward. If you know there's little chance focus on the gates over a risky hatch camp.
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Tier 1 Myers, keeping survivors in a constant state of paranoia and watching them panic when its to late
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Using swf a person can continue to pip against lower rank killers. Its not overly difficult to be carried beyond the rank you deserve as long as your performing key actions each game.
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Free Range Slugs- inflict dying state on all 4 survivors before they open an exit gate and then allow them to exit after opening the gate yourself. Performed 20 times