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DemonDaddy

DemonDaddy

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DemonDaddy
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  • If you'd rather have that slot free for something else, just don't use sc. I stopped running it and it improved my gameplay to the point I find it useless except for a fast wakeup vs Freddy.

  • I don't see it being much more than a push out an already open door. Take away the visuals and it looks like the Dev's saying, "survivors you won, leave rinse repeat". Ofcourse Im interested to see which killers can possibly enforce endgame repercussions.

  • I put killer play behind me and dumped the stress of time management. The best aspect of killer is leisurely mind gaming survivors for a down, but I can take all the time I want and do the reverse to killer. Only complaints I have now are the over abundance of free information to avoid the killer, like I can't be trusted to be aware of my surroundings. I am at the point of endgame baiting for the killer provided emblems.

  • 3 minutes after Escape has already been made accessible seems a little generous especially since the timer slows down when killer gains some momentum.

  • Killing a whole team doesn't mean killers don't have issues which need to be addressed. Especially against survivors that don't make easily exploitable mistakes.

  • Why was the choice of slowing the counter made for dying survivors instead of speeding it up to encourage quick escapes or dangerous saves to buy time?

  • Make the smart choice and leave them to die, no point giving the killer another person to kill.

  • I like the concept of more than one mini game as they require more thought than blind reaction. As for the view issue some have brought forth; have the games angled so that both the gen and a field of view are visible. Before and after each test allow survivors to swivel the view to the opposing side. If the angle is wide enough this would create small blind zones while alone but allow grouped survivors to maintain a watchful eye for one another. Solo is still viable as you can switch sides on the gen to prevent a continuous opening. In most instances you will still have tr despite the possibility of poor gen positioning or view angle. Ofcourse it may just mean you want to tackle the dangerous gens first and leave safer ones for late game.

  • Devs I'm really concerned about the application of deep wounds, not the danger but the lack thereof. What is the purpose of applying an effect that is the exact same as a beneficial Survivor perk and doesn't present any semblance of danger until the Killer is safely at a distance allowing you to nullify it?

  • Just wait for the first videos of deranked survivors using this against the killers. Sounds good on paper, soul crushing in practice.

  • I thought deep wounds was laughably to long before, now I won't even have to worry about it. Im safe whether the killer is still searching or leaves. The power is little more than a love tap if they can't follow up with an m1. First person to actually get downed by deep wounds will have to be the worst survivor ever or just afk.

  • Lets not act like nobody has looped a 115 killer before, we all know dealing with loops using a m1 approach can be a serious time waster against good survivors. The cooldown from a standard miss can be enough for another loop and power cooldowns are usually longer than that. We'll see how it plays on ptb, but I'm expecting we will be gaining far more ground against legion now that they can't use small bursts to avoid obstacles. Its gonna be frenzy for hit 1 and then we can start running circles on them cause there's little incentive to dw again without addons.

  • Frenzy power is looking like glorified bloodlust with an effect that has no repercussions.

  • Really hoping for some balance center on skill and not mistake recovery. Any more noob cradling and it may end up worse than current hatch system for the more experienced players.

  • Never a fan of bigger tr, but the main issue I have with the changes is deep wound. I know people hated the chase cheesing, but where are the repercussions from being affected. Your safe while the killer is nearby and even more so if they leave. Killer can't even interrupt the mend or follow its progress for a down. Frenzy really sounds like a one shot bloodlust with little use outside attempting the first hit. And I say attempting cause if your a decent survivor you never just give the killer a hit, you make them aim and work for it.

  • I'm seeing very little reason to use deep wounds over basic attacks. At least on paper it sounds like there is almost no danger to it as long as killer remains in the vicinity and none at all if they abandon the hunt completely in favor of someone else. Can you still down someone with frenzy or is it just a gimmick for a quick hit on healthy survivors?

  • Match isn't over until you pass the exit so item loss is still fair game.

  • Feel like it has a connection to the new spawning algorithm. It probably helps to prevent clustering and spawn locations if they only have to account for survivors in one area.

  • I don't like getting tunneled but Im also not in favor of mechanic handholding. Safe saves are up to teammates and borrowed time exists for campers, but if you can't stay hidden and sneak away that's on you. I don't want a mandated feature where I'm semi protected/empowered in chase because of my mistakes and the killer tracked me down. If you actually get away from the immediate hook zone its on you to evade and break Los. Unless you're downed again at the hook, it's no different than being found on a gen and initiating a regular Chase.

  • Doesn't really matter if we see them or not, nothing is forcing you to use a fountain and it only buys the killer a few seconds of gen defense while your searching. If a survivor doesnt want to use a fountain then they're not going to until decidedly otherwise. Killer also gains the chance of finding them broken while survivors are searching. As is it just means a b-line to the fountain when they do want to heal.

  • Unlike survivors where they are all interchangeable and can perform without perks or items, killers are more limited. Choice of killer alone can determine how dependant on addons you are and whether certain perks will even work. Killers want long term viability cause putting in the effort of learning/leveling a character only to be replaced later is an annoyance. Survivor choice is purely cosmetic, killer determines the basis for your tactics and carries limitations regardless of skill.

  • With how quickly you can use them, I think having to search them out is a fair trade. Plague only sees them after they are corrupted and the effort of searching would be a nice bonus to her map pressure without adding a debuff to survivors.

  • I usually see a dc when their god play spectacularly fails. Dc always comes before a teammate even gets the hook. Killer all have their shortcomings and most are easy enough to play around or even exploit when you have the skill. If your ignoring gens because of perk effects then your the one wasting time and giving the killer what they need to control the match. Aside from a top notch nurse I have trouble seeing any killer that truly dominates without survivor mistakes to capitalize on.

  • As balanced as a hex perk gets. Its useless for 90% of the match and can be broken after activation, so I see very little to complain about. Only reason to have an issue with it is cause you intentionally passed on totems in favor of gens and then paid for it.

  • I'd say he is the most balanced killer we have to date. His weakness and strengths are so well blended that he shines above the rest. I don't see him as having greater advantage but his weaknesses are definitely less painfully obvious than some of the lower tier killers.

  • I agree that you can't let the game get to you. Although I am seeing some of the community confuse lack of fun statements with not being able to win. Just because you perform well doesnt change a perspective to sunshine & rainbows.

  • Chucky would be awesome. He is not as short as people make him out to be and the whole hook argument is essentially saying the Dev's don't have the creative ability to make it work. The straight logic approach doesnt work in a game where people can run around after being repeatably mauled & hooked. Maybe he has a longer/elaborate hook animation but gains benefits elsewhere, don't let your imagination get stumped in a fictional setting.

  • Never saw the point of getting bent out over 1-shots, mori, or even tunneling. I play as if its a 1 hook life and no selfcare. It pushes me to improve in the areas where personal skill actually matters without the reliance on additional chances. Killer is meant to be threatening and their features partly help in a predictably countable system. In all I find playing solo survivor to be the most relaxing method of enjoying this game. Yes swf is easier but other voices just annoy me in most cases ruining my experience.

  • Only for perks I will never have through auric purchase. If I can earn it why waste the shards.

  • @TreemanXD

    Not trying to ignore and persist, rather just not deal with it. Shutting things out while playing to try and enjoy myself detracts from the reason I'm playing in the first place. If a strat I suggested doesn't work, then it doesnt work. Most of the time I am playing for fun and not competitive supremacy. Anything I may have suggested was based on my experiences at the time and subject to change.

  • His opinions aside, the factual breakdown was pretty on point with the issues the current system is facing.

  • It happened, its over, I'm done. It may have been a simple tactic for their success, but it was annoying enough to remove my enjoyment. I will continue playing survivor but see little desire in returning to killer. I'm not trying to adapt and overcome, I play for fun. For the other killers out their thanks for putting up with it so I don't have to, gg I'll be the survivor not grating on your sanity.

  • Ruin is a joke you play on noob survivors, work through it while killer chases down the others sprinting around to find it. Honestly can't recommended using any hex perks as the reliability is horrible and that's without/before the notifications.

  • @ShirtlessDwight

    Fair enough if that's what other Killers want to do but I'm playing the game to have fun, kick back and relax at the end of the day, not trying to throw up mental blocks just so I can get through a match. I'm just going to stick to the side that provides me no stress and just go on playing.

  • @powerbats

    Not claiming anyone is out to get me or that killer is the only side receivable. My above statement is only that this was coordinated by more than one individual and performed in a deliberate manner of audio obstruction. I will continue to play but not as killer. While trolling is possible even as survivor, I am no longer the main/primary focus of said actions. I do enjoy the game but prefer not to subject myself to the brunt of oppositional pettiness. As a survivor I can still minimize trollish killers with my pre-hook performance and limit my interactions with wouldbe troll survivors.

  • @ShirtlessDwight

    No i don't think alerts need to go, but the abusive control does need to be addressed. While alerts are necessary for killers they should never become a hinderance in that way.

  • @DwightLivesMatter

    They were in patch notes. Didn't you see all the range increases to perks considered freebies for swf. The spider legs do take away in some small portion tension of the unknown. If I can look down at the hud and see there is next to zero chance of danger, yes the game gets boring. While there are changes that survivors need for balance buffing up tends to involve more information being given, which again for me would feel more rewarding if earned in actual play. For me the joy of solo is overcoming the challenge without the boost of knowledge that swf provides.

  • I agree with the notification, would also like if it would hide the hex visual so they all appear dull.

  • For PC its a matter of get good, on consoles the lower fps makes it a little more solid.

  • I want to enjoy the hunt and use mind games to torment the survivors mistakes. Its a horror hallmark that most killer's prefer to take their time for the purpose of pleasure. Being on the receiving end of time constraints kinda kills the mood.

  • Every time they try to close the gap between solo and swf, solo gets a little more boring. Seeing other teammate's perk sounds like a much better direction than buffing up to compensate for comms.

  • Its bad pacing for both sides. I don't like staying in a finished game to ensure I pip.

  • Keep your dirty gen greased hands to yourself, I wear my wounds as a reminder of my mistakes.

  • I've given it a try and don't plan on using it anymore. Works fine and haven't had any trouble using it, but find it just as unappealing as old ds was. Its just to simple and doesn't require anything other than not being a potato in chase and aura never prompts cause I prefer to be injured over tracked. I also don't care for second chance perks as I would rather have something active than end up wasting a slot.

  • Ofcourse it does, last thing killers want are multiple survivors capable of extending chase around the same time. Best result is for the killer to prompt the aura tag early for tighter map pressure.

  • Well I got to rank 9, but honestly that was due to some real potatoes. I've topped out as there is no way to keep up gatekeeper at this speed and malicious is killing me cause grabs don't matter. Ranking is killer stealth bias at this point. If anyone is doing better would love to know your secrets.

  • No reason to change one of the most balanced killers. In good hands he is dangerous but not without counters.

  • Players that dc on either side need to go play a mobile game or something with a difficulty setting, cherry picking for ez mode is pathetic.

  • @HeHeBoii

    Yeah he does have videos were he gets a 4k with several killers, I also can't help but notice you didn't post any where he plays survivor and wins despite complementing the killer as very skilled.

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