DemonDaddy
DemonDaddy
About
- Username
- DemonDaddy
- Joined
- Visits
- 7,526
- Last Active
Comments
-
In the low ranks where most m1 killers perform well.
-
Colourphobia, sloppy butcher, nurses calling, and Whispers
Depends on the map but it helps to keep injured survivors under pressure. Pretty solid if you don't rely on perks for chases.
-
Wouldn't mind the devs revisiting gens. We all know that competent teammates can tackle gens quickly while the killer is distracted. Being able to reverse it with good pressure and forcing survivors away to heal might balance the time steamrolling for both sides. Besides balance, would mean more lightbringer to go around.
-
I'm fine with the change. Just find it odd any player that manages to rank to the main pool of the player base could have no idea about Freddy seeing their aura. I could accept just about any explanation of reasons, but that's one hell of a potato shortcoming. Changes for counterplay are fine, but I prefer they be based on things after you've gain an understanding of the game.
-
For some players "better later and buy now" isn't worth it. I know I will be waiting until concrete changes are announced or made before deciding.
-
I think stealth could be viable, but currently they add so many alerting feature for potato player as a balance factor. With killers designed to have noob accessible counters they sadly become jokes at higher ranks.
-
Give survivors a red stain cone for detecting him and ghostface can only see it while in stealth. His whole power is ruined by having the visual counter tied to the camera frame, its just to much area and breaks it even when the survivor themselves can't see the killer.
-
Maybe give survivor their own visual cone like the red stain for detecting him and only ghostface can see while stalking. Not much but it may help with using stealth on the survivors and eliminate the 360 camera spin exploit of bust his power with just a glance.
-
I wish we had 1st pov option as survivors, maybe then there would be some suspense instead of a camera spin for safety .
-
Played against him on ptb as solo. He is a powerless m1 killer cause just panning over him with a camera spin breaks the stealth. They say its bugged but there is no skill need to counter him right now.
-
Hope they get it fixed, not a single ghostface has used their power successfully during any of my ptb matches.
-
Its a team effort, if they focus balancing between survivor and killer on a 1v1 level the whole game will undoubtedly be onesided. Its 4v1 and if your last then take the chances your given or accept the killer outplayed the team. Don't blame killer when 3 others on your side couldn't assist you with survival.
-
With the addition of future detection and stealth perk/powers, will the team revisit how base mechanics like terror radius or the red stain influence matches?
-
Still its only a chance that gates spawn close and even if they do there us no garantee that it will be a single survivor trying to open it. If they are that close ensuring you have a partner become a primary concern for escape.
-
While I find it hard to compare gates to totems, I do still consider randomness better. Is spawning on a hex great for the killer, no and its the main reason I have stayed away from all but 1 of them (tier 1 devour hope, prior to last change). Where the gates are situated for both parties to see from the start, a hex is primarily meant to be hidden until found. On top of that totem spawns locations are fixed and only the selection is random.
-
I get that, but planning around a 1v1 scenario dramatically alters the outcome when that ratio changes. Even more so when factoring in that each killer brings their own variables . I'm not denying that 2 gates in sight is in the killers favor, but since its randomized egc is only presenting a range of difficulty for both sides. I have opened gates just as much as I have been denied, neither side is overly favored with randomized spawns.
-
Not every killer is the same and I prefer gates be random. Sometimes its in their favor and other times they are at a full split. Its better that they be unpredictable cause its not always a single survivor killers have to deal with. Even when close together the team can best a killer.
-
I'd prefer the maps had better contents than larger area. Some of the larger ones tend to make games less exciting. Not all killers are capable of traversing the map and it creates large time gaps that make survivor very uneventful.
-
New mode or not, the test is needed for data. Could be a good way to narrow down specific bugs or see where core mechanics aren't living up to their intended purpose.
-
When they described it i thought it meant only line of sight would break the stealth. Even with detection perks, it would only alert them to the fact your nearby, but I can also see how that's an issue on maps with high visibility.
-
The current deterrents work on camping as a strategy, but have no impact on camping as a Survivor punishment. A killer that is playing solely to enjoy the survivors suffering will Camp regardless of the point loss and even if they earn nothing for the entire match. They're playing because that's their form of enjoyment.
-
I like that egc is situational. Yeah the hatch being closed has gotten me killed but I've also escaped. Funniest thing is when they close it and I've found a key, they never expect you to reopen it.
-
Just give us a toggle option in the menu. Not everyone will agree, so the best option is to let the individual decide.
-
Camping is a tactic that's is easy enough to deal with in most cases. It just a matter of teamwork and whether perks choices are made for the team or personal benefit. If your going solo then I suggest more stealth, treat every killer as a camper and 1st hook as the only one you get. It will promote better play choices and you wont worry about campers since you will outlive most teammates.
-
By the way they presented it i thought it only worked when you interrupt them on the gen.
-
Leatherface could use some changes, but I think hillbilly is the most balanced killer aside from spirit.
-
The perks are better suited for little or no tr killers, Myers might make better use of them.
-
Not thrilled about waking up getting easier but I hope they don't cut any of their concepts for him until after we try the ptb.
-
I hope he gets the snares in addition to the pallets. Some maps have few pallet points and would be nice to have options outside of map generation. Corn fields especially would make pallets vary predictable.
-
Myers is fine, its the other killers that need changes so they are more appealing.
-
Lately the only time I see noed is on the end screen. Why? Because I do the totems even if my teammates won't.
-
I think swf can be a challenge for any killer when done right, but the only real issue I see with it currently that I would like addressed is how it effects matchmaking. Swf using low rank members to bring high ranks in against less experienced killers needs to be looked at. If survivors are going to have members far above their own level of skill (capable of a team carry) the pairing should be with killers able to meet that gap capably. This and deranked killers are a hindrance to new players learning & fun.
-
I'm not worried about any killer, stopped playing that awhile ago. I just don't think we need a perk to soak the status when active and smart play does just as well to limit its influence on the match.
-
Between an icon and the warning sounds of some powers survivors already have early warning to start hiding. Stealth is the strongest counter available, especially so since most exposed effect have limited duration.
-
1V1 doesn't need an equalizer. In that scenario you should be doing everything possible to stay hidden and make small progress when able. If you know the gates are to close then spend that time on chest hunting and maybe find a key. Survival should never have a guarantee or every team will just try to outlast one another.
-
Never even touched ruin as a killer, hex totems continue to be in a weird place between easily found and happy it lasted that long. The lack of it really does effect the game when survivors don't screw around.
-
Like the suggestions so far, would also like to add the Wishmaster.
-
Not asking to play a clunky bug ridden version, but would be nice to have some variety in play modes down the line. Don't care if it splits player base or Que time, those that want to rank will still be there when they want a serious game.
-
Well you don't need to survive to rank up. I play for myself as a solo and aid my team when its beneficial to my progress. There's little point in being the team savior if its bringing higher risk on you with no guarantee the favor will be returned.
-
Would definitely play a functional version of this.
-
A percentage loss would be alot better. Then it wouldn't be so damning to miss and not look so foolish with wild swings.
-
You can take the timer from both sides. It won't change killer behavior cause they are either leaving for a new target or patrolling for rescuers. The main reasons for killers checking at phase intervals is that's the favored tactic with survivors and ensuring one less hook. Its highly predictable to focus on gens and a do last second saves.
-
I agree with @Huntar . while the killer often checks at the intervals, if survivors could not see when the transition will take place they'd likely be less predictable in regards to timing. Survivors would instead make the save when presented the best opportunity and less often to wait until the last second. Using that time for gens is good overall but also increases risk the closer to second phase a survivor gets.
-
I hope the rework is good, I've had Freddy p3 and haven't used a single addon since before the official announcement. If all is well, I got reds and purples for atleast a month's worth of matches or more.
-
Really looking forward to seeing how they improved play for him and what strategic methods will be viable. Just a little worried about noob catered counter measures though. Even after his initial changes there were alot of survivor complaints.
-
Im loving egc. The randomized gates and hatch only add to the unknown and unenforceable. Some might complain cause gates can be close and in killer favor, but the reverse is true as well. When the gates are a full split across the map its nearly impossible for them to stop survivors. Accept that some things are random and overcome the challenge for a more rewarding victory.
-
No thanks, that's the first step into a double meta. At some point 1 survivor will be blatantly better and there goes any variety out the window. Killers already narrow their choices inorder to deal with teams, I don't want 2 main killers and a team of quadruplets.
-
Just like tea bagging in the exit gate, it's annoying and a time-waster, but it does have a time limit.
-
I think just the ability to save it would provide alot more versatility. I do agree that to many tokens could present a problem, but that would also require quite a few hooks.
-
Looking forward to some conditions. I stopped using it cause it felt unnecessary and overly easy. Was getting way to relaxed with it as a fallback.