DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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I don't feel that easing the pressure placed on survivors is a good direction for any killer. If the killer manages to apply that pressure in the first place, that's simply a tactic and leverage earned. The idea that survivors shouldn't get played into a corner makes the role feel vary lax and void of consequences.
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I think individual ranks would go a long way in determining which killers need improvements. Seeing where a majority of killers stall without the boost of switching between better options. We all know killers fall into a tier and this would help pinpoint when they are hitting a rank wall on a more accurate scale.
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Can't place faith in the team especially when farming tactics are boosted, tackle the game ninja style and let them suffer their own bad choices.
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I read and don't see the issue. Dead zone are something to maneuver around and the pallets that are nearby shouldn't be used lightly.
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If theres only 1, best to use it wisely. They are a resource you have to manage after all.
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There's an audio warning everytime she gets it. Sacrifice your gen progress and hide if its to difficult to avoid in chase.
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Usually don't see it until after the huge potato drop off in ranks. After that killer need the time it buys them.
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Its not always possible, but breaking chase before exhausting all your resources is a better game plan. Unless you do swf you can't gurantee gens are being done while pallets disappear.
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if the killer wants all perks to be hex, well it sounds great until they start popping left and right leaving them with a baseline killer for the rest of a match. An extra slot for a single hex doesn't sound horribly imbalanced and its not always gonna be ruin.
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I don't run calm spirit, but can easily manage madness by staying mobile. Don't want to scream, then your best bet is using tr and avoid entering past its edge. Most docs run a large tr so its not hard to keep good distance and an early warning.
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Another mandatory objective would be nice and hopefully more interactive than just a skill check now and again. Timed puzzle, button sequence, risk of injury, just about anything to bring in some diversity and divide the team's focus. Totems are a meh distraction to most survivors if there is no icon on display.
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For a killer whose power relies on an ambush the larger tr is a strong counter for teams that group up with prove thy self. Its a real hindrance to power use when they can start distancing before the first chase even begins.
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Since most killers try to hide it anyways, I could live without it as a survivor.
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While some killers have power to make up for their speed in chase, large maps tend to hinder their pressence & pressure until the few remaining gens reduce the distance needed to travel. Better sizing could go along way to closing the gaps of killer viability.
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If the killer is cool, not gonna buy someone I found ridiculous or poor concept. Ghostface for example. Even with the best perks I would just wait till they are on shrine.
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Billy, map presence and a useful power but not so powerful as to ignore Survivor counters.
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Most likely anti loop and pallet builds. Being forced to m1 for a down means longer loop play and circling shenanigans.
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Pinhead, ghostface was such a bland movie psycho.
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Its sad to see what is suppose to be a killer aiding affliction reduced to this level of new player handholding. A status that has no effect until you leave them to remove it has no benefit. The time it takes to mend is no more than if the killer was searching for you after breaking Los. I don't feel like I've lost any time as survivor, by the time legion has a new target mending is done and I was never in any danger or suffered drawbacks of being afflicted. Status needs some serious attention if its going to be affiliated with a killer's power and shouldn't be the same as a benefitial survivor perk.
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That would be so sad, we don't need 2 killers with the same useless power effect.
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Pinhead would be a cool addition. I think the power would be more along the line of an effect placed on survivors than a straight attack.
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Its a survivor's choice and a bad one if you know the killer is nearby. Don't complain about a situation you can prevent by walking away.
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I can agree with that, much prefer solo over swf. Solo players also tend to play without the suicidal altruism that spirals a teams performance and make smarter saves.
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Most people use them to early which results in forfeiting those additional points. Waiting allows you to gain the points first but also forfeits the advantage of early game pressure. Results are dependent on your timing.
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So basically leave the meta for perk selection and dump all the information we can get on us for free. I find survivor easy and relaxing, but if my hud starts over filling with info its just going to get annoying.
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What I've been seeing with the changes is its great for spreading out first hits while they are grouped but legion quickly loses the advantage of pressure after this. There is still little incentive to heal as now they are forced to m1, which grants survivors a much stronger defense against downs. Legion suffers from;
1. A non lethal follow up ff attack which only grants a speed boost
2. A cooldown designed for survivor distancing whether hitting or missing the attack
3. Wide open for an exhaustion counter as this distance can not be closed/minimized without providing the distance afforded by the cooldown
4. Forced to engage loops in the most favorable method for survivors
5. A larger tr resulting in chases starting at maximum distance unless the survivor chooses to linger
6. The ff can't be used to tag/ward off healthy survivor from a freshly down teammate save as it resets on a successful m1
I do think the changes have made legion play a better alternative to the previous tunnel beast, but feels as though every aspect of the power has been met with counters that I find extremely easy to capitalize on. Atleast when not caught in the open, which every survivor should be avoiding anyway. I wanted some counter play to legion but I'm just seeing a lot of foolish looking killers getting baited into using a survivor friendly power or endure the most drawnout version of chase.
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Wouldn't mind the time decrease as much if they added something for the time removed.
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Teammates just need to accept the smart decision and leave you to die. I really don't see it as any worse when someone being chased comes down to save you. Unless your prepared to face worse case scenario, cut your losses and leave. Killer isn't doing anything except capitalizing on your mistake.
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True if they wait for after the unhook, but you can still body block and try to gain their focus. But not every killer can hide tr so that's situational and your choices should reflect your knowledge.
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That's what body blocks and borrowed time are for. A clean save is nice but if you have to risk it then be prepared.
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I like the adjustments as a survivor. My biggest issue was there felt like no actual way for killer to pressure you after gen 5, and gate was so easy to open.
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Match is over after gen 5 now, I haven't experienced any pressure within the 15 seconds it takes to open a gate. Amazing how 5 seconds can be the difference between an easy walked out and the killer actually interrupting for additional chases.
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I am sure they are getting plenty of false data with survivors killing themselves to see the collapse visuals. The only thing these changes have done is hand us a stress free win. After gen 5 you have less than 20sec to worry about Noed and 3min to taunt.
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Just on how remember me got treated, Im gonna call the rework as " we are reworking in multiple counter play features for new survivors". I really don't see him holding on to the few advantages he has now. Tracking potential will probably be hit the hardest.
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I was thinking "running limp slap"
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The change to gate times has the collapse starting before the killer can walk to them. I feel like after gen 5 I'm practically strolling to a guaranteed exit. Killer can't even interrupt gate interactions now because patrol from one to the other is all the time it takes to open. Egc has effectively removed the endgame tension of can we make it.
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Legion is laughably loopable now. If they don't respect pallets you can completely lock out their power use and bait them to loops where only the power can close the gap, which does nothing on multiple hits now. They have to abandon you on solid loops now cause deep wounds is a joke in itself.
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All I want as survivor are opponents that actually challenge me. Mind games and uncertainty are important and a fun factors that most if not all killers need. Really dislike the hand holding as a means of preventing survivor demoralization. Survivors are suffering from a serious lack of pressure.
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I feel we could do without the time slow effect since escape is already possible. Even if killer starts it by closing the hatch they will probably arrive to an open gate unless it spawns in sight.
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That's how long it takes to open gates and not many killers can patrol between both in that time.
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Noed got a nerf almost every bad survivor wanted. Now you only have to deal with it for 15sec.
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Not a whole lot to adapt to in this patch. Most of the changes take away from existing features not add to them.
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Survivor play just got easier for us. Just waiting for a perk to auto hit skill checks and we'll be able to play with our eyes closed.
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Good to know that the killer can't even patrol gates effectively. And here I thought things might get interesting with a sense of pressure, nevermind I guess.
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Any good opportunity can be wasted in bad hands and I doubt killers are concerned with a solo mom encounter. Been playing on Xbox lately where Swf decked with second chance meta has become almost normalized. I drop in as a fourth soloing and see these guys torture the killer. Your right that its not op by itself but squads and additional supporting perks are another story.
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Its a connection issue most likely, I've seen the reverse happen. Killer so close that their weapon is clipped inside survivor model and still miss.
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Play survivor and do anything but gens. Killer requires quick downs and anti gen perks along with solid juggling to slow progress against good survivors.
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I keep thinking there's not much more they can do to make survivor any easier but I wouldn't doubt it as the Dev's keep surprising me.
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You only get good matchmaking against solos. Swf still seems able to exploit with low rank teammates.
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The lullaby is separate from the Tr. Just like m&a, you can change heartbeat range but the song remains the same radius.