DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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Killers target the beneficial choice for within the moment. The only thing I would consider as tunneling is when they completely ignore better opportunities to focus down a single survivor. A survivor with bt is still a better choice than an unhooked healthy survivor in most cases.
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Ruin is so weak when looking at what it does. Just do the gen and search when moving to the next. The biggest advantage ruin offers is encouraging survivors to run around hunting it instead of trying to make progress, that's when the killer starts racking up hooks. Treat gens like normal and the perk hardly changes the gameplay, just your play time.
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Noed has been pretty common with egc. As a solo I have been noticing more teammates doing totems to counter it as a result. Seems like survivors are finally coming around to the easy Noed solution.
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Cause its a good way to improve your own skills without being carried to victory or fed information you didn't learn yourself. It also shows you the value of perk choice.
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Stackable tokens would be better than adjustments to its time. Often enough the use is wasteful or outweighed by opportunity.
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We need more game modes. Rank should be limited to your solo ability without team members adjusting what ranks you can play against .
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Glad it will take some skill to utilize, I stopped equipping it cause it was handicapping skill growth by erasing my failures.
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It may be a hard loss to take but it doesn't change the fact you lost. Dc is a tantrum move regardless of who does it or why.
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Ruin has for the most part exactly the same effect regardless if your new or veteran. Only difference I see is that the veterans have more skill at consistently hitting great skill checks. Biggest problem it poses for new players is almost all of them run off hunting it instead of trying to work through it. It doesn't make gens anymore dangerous, only take longer based on your rng luck.
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Its useful yeah, but I'd much rather have perks that don't come with a killer incentive to camp or tunnel me. From killer side, even if your solo, they figure your feeding the team updates or your an attention runner. Either way the results can be bad for their performance if true.
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Would give him a good boost in map pressure but don't think it would be op. He still has to decloak before an attack so I don't see how it could be abused.
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Even a minor side effect in addition to the need to mend would be nice. Something like dw causes a small individual thanataphobia until healed back to full health. This way you mend and are encouraged to heal or suffer reduced action speed from the severe wounds.
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Playing a specific killer is not a counter. A counter requires that any killer may play around/deny its benefits if properly approached. At best specific killers are just advantaged by design.
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Solo survivor and I love egc. Adds some much needed tension & pressure to what was previously a very boring endgame. I have died during it but also managed to escape even as last survivor without the hatch.
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It doesn't matter who starts the egc, fact is the game arrives there by 1 of the 2 sides actions. And whether the survivor had all 5 gens or were cut down quickly, the entire match regardless of how long it lasts is the time granted to prepare for whatever awaits you in the egc. I would assume that noeds activation is the result of Dev's forcing gen completion to power gates, the perk is most likely tied to this than the actual completion of gen 5. In this instance I would say its the method in which it ques that is the problem, not the use of the perk.
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Im enjoying the extra bit of pressure we're getting now. Just because the gens are almost done doesn't mean there is any less danger and its mostly the overconfident survivors that suffer from this.
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Why wouldn't you? Especially if they gave you the courtesy of more than 1 hook.
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I won't disagree that activation should be better specified, but killer perks should only be denied by player actions not because they have surmounted to much control.
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If you didn't break the totems then risk being punished for it. It only pays off if survivors see a dull one and think its not worth the time.
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And I would say breaking the totems as early as possible is a better alternative than having an easy way out programmed in. That's just punishing a killer's perk choice because your in a tough situation.
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I think 2v6 would be a better balance timewise. 4 survivors free to do gens can make some serious progress.
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A mandatory objective would probably work best but also feel some changes to regression is preferable over longer gens. Skill checks could be a little better/challenging but that will just make some cry over difficulty.
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Always feel like the killer just b**** slapped me and ran away. Unless legion stays for a follow-up chase there is no pressure for me.
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I would like to see two things changed about traps;
1. Traps can down an injured survivor
2. Only sabotage and team buffering can allow you to bypass a trap.
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As a solo survivor I find the egc far more fair than the previous version. I have escaped by hatch, opened the gate during egc and died my fair share as well. As it is everything about it is situational and not distinctly favorable to either side. I have had/seen good & bad setups depending on which side was played and still believe that the egc requires more thought and skill than the previous "I got there first" hatch play.
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If they want to add comms, I have no issue with it. Provided we have the option to turn it off. As a solo player I have no interest in being heard or hearing my teammates at any point during a match.
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Gates need randomized distance so that it is fair on both sides. Sometimes its clearly in favor of one or the other but its not a guarantee. There is also the fact that not every killer has the potential to patrol the gates as effectively as others. When its a single survivor, yes that is difficult but also not always the case in the egc.
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Whether the changes are good or bad will depend on who is asked. My reasoning is this; if the killer isn't applying enough pressure that death doesn't feel like the highest probability, then the killer is failing to deliver the horror theme the game sells itself on.
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Tagging objects with your power causes nightmarish reactions to sleeping survivors trying to use them. A variety of reactions could reinforce the aesthetics of his power.
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The thing could do more than just imitate survivor appearances. Picture setting/assimilation of crows; traps that assault you with gaping mouth chests like flying face huggers, separating limbs that can stealthily transverse the map and incapacitate targets for a short time, erupting into full monster mode, or some completely new feature with no resemblance to other killers.
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Killer wise I don't like him. As a survivor I think he is the most balanced killer we have. Strong and efficient when in skilled hands but still counterable as long as you don't engage him without a zone of obstacles. The only time I feel he becomes overly oppressive is when teammates are just feeding him everything he needs to track and kill.
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Vary rarely do i spawn solo. The most common times it does is on the extremely large maps.
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They are a few effects that can be applied and played around with, but I primarily believe its a feature for the survivor's benefit. Even with the existence of detection perks, some survivors need to be coddled with baseline early alerts.
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Its high pressure for sure but not impossible. While not many I have made a few solo escapes after killer found the hatch. Its intense and more geared towards stealthy maneuvers which is a nice change from prolonged chases or face to face wait outs.
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Close the hatch, the gate method is only to limit survivor gloating after they have the win in hand.
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Now with dedicated servers coming into effect soon, can we expect a revisement of the DC band system?
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Not making an argument for it, just saying your gonna have some that enjoy the sense of control the situation grants. The killer outplayed them and is celebrating it. Its the same as survivors taunting at the gate, I don't agree with it but some people don't know how to take a win with grace.
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Killers suffered from hatch standoffs and gate teabagging for a long time. Its to be expected that a few want to revel in gaining control over what was practically a free escape.
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I wouldn't mind visuals being more difficult as survivor. Current lighting makes it to easy to spot killers across the map.
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No we don't need to ease the pressure. If we can't make it out by the time it comes to just the gates, we should feel the full weight of our failures having placed us in that position.
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Killer hasn't failed until you escape and by that point its the survivor's mistakes adding up.
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I like stealth as a survivor. Chases are fine when when necessary but I don't want every match to be an attempt at endless tag. There needs to be more ways than just getting smacked m1 style to go down, otherwise its just a game of bait & wait for gens without any pressing danger. So that's a no on easy joke killers we can all teabag to hell.
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I don't think killers are upset with the removal of the trash tactics & exploits. If they are then yeah "git gud". I think what most find so arguably unpleasant is the Dev's didn't replace any of those with suggested valid & fair ones. Leaving legion with a vary base style of play and limiting power use & its consequences on targets.
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Im fine with them removing the cheesy tactics, but only upping the movement speed doesn't change issues killers had with legion beforehand. Yes they took out the unfair tactics but also didn't add any valid ones to replace them. Every change beside base speed was a change to increase survivor performance/provide a chance not to strengthen legion's.
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Easily avoidable if you wait for teammates to reach the door before finishing that last 1%. Even more so if you just leave when first given the chance. Being overly altruistic in the egc only increases the odds of feeding the killer.
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If there are so many pallets that no places are left besides creating double pallets, then there are to many for that map. Hell, put some in bad locations for a false appearance of safety just as long as they are spread out.
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I get removing the option of abusive tactics, but they didn't give anything to legion besides limitations on how you play. Good change for every survivor facing a BS legion, but just sad for any legion players that didn't play dirty.
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Noob or veteran, tactics are tactics. If the killer lets you go after an unhook in favor of the other survivor, that's a choice based on what's best in the moment. If your proving particularly difficult, the killer may not want to wait until you heal up and take advantage of your weakened state. You can call it smart or low skill but unless they tell you why your only getting 1 perspective of reasoning. I expect no favors from the killer and that includes letting me go for the sake of 3 hook entitlement.
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Wouldn't mind having matchmaking pair based on highest ranked survivor. 2 reds/purples paired with lower ranks is not a fair match for new killers and a more easily exploited than de-ranking.
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I get they wanted to fix the cheap tactics some legions resorted to, but all legion really received were take aways. Base speed is ok but also the only increase in any of the killers features. Everything else was either a direct cut in power or an added loophole to the already weak non-tunneling lethality. Standard m1 chases are rarely beneficial to the killer unless survivors continually makes bad decisions and one of the easiest ways for them to hinder time management.