DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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Game could definitely use some improvements to at the very least make survivor play more interesting. Most concerns killers post about are also factors where survivor play is lacking. Right now survivors have a 75% chance of almost nothing happening. Skill checks are hardly what the name implies and often enough prove more beneficial to survivors than killer. Game balance its leaning on faster paced matches to minimize the 1 button boredom.
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The mistake be gone meta is pretty common, I see regardless of which side I am playing. Its the main reason I don't get salty when killers focuses down to ensure my death. They can "play nice" and hope for the best or primitively fight against it. Either way its a tough battle when survivors don't potato those chances.
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It got me the adept achievement on my first game with ash. Super effective if you can keep it for near endgame or play stealthy.
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Yea don't want to, I want to see how optimal stealth compares to being a blatant threat. I know higher tiers are more effective but keeping survivors paranoid is way more fun. Besides if I wanted to rank optimally I would play without restrictions.
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Using sloppy for the increased healing time. Don't have surveillance or other dlc perks as I only had Myers & Freddy till last week.
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Those are some good perk suggestions. Right now I'm running; Monitor and abuse, nurses calling, sloppy butcher, spies from the Shadows.
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Because dropping it punishes your score and freely rewards the survivor. The alternative is hope they screw up quickly or suffer gen loss for the down. Its really a lose lose situation if the survivor is competent.
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Not just this but other perks as well need more details on special circumstances. I have had several chats with players that mistake these situations as cheating/glitches/connection issues.
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I'm still waiting on my first person pov option. I'd rather have to look behind me than an aerial drone view.
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Should replace tr heartbeat with humming, would give her a far more eerie/pleasant approach and preessence.
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Update: rank 11, new system has me safety pip even when I 3 or 4k. Have to be more efficient with movement to minimize loss in gatekeeper. Malicious scoring is good but I'm having to limit the number of injured survivors so healing doesn't hinder me.
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Yeah not so bad when you can see through walls, but I'm talking about standard hunting.
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I don't see noed like some are suggesting. Its been about 20+ games since the last one.
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What's the highest rank you personally can get to with a tier 1 Myers.
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Fine, they changed it, but what happened to letting the community try adjusting before quick changes? We had barely any time with the new version.
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I find it a little rare myself and mostly focus of map pressure. If I notice a strong strat with myers; I do like to mess around in tier 1 and steer survivors towards the unessary ones. Let them think they're doing a good job of running me for loops and escaping. Then I start shutting them down as they are forced into my killzone and can tier up quick while they bunch together.
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Already seen squads with similar builds. So much more teabaggin now that there's a replacement for old ds.
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Ruin is a weak perk to buy the killer time against incompetent survivors. Power through it. If you have prove thyself & a buddy, ruin looks like a bad joke.
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I don't waste perk slots on Hex totems.
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0, I'll slug'em and go punish the person that sandbagged them.
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Jumping into a locker when they are that close practically deserves a grab. Its what ya get for treating it like a chainsaw.
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Wouldn't be op cause there is still the bell before an uncloak and the visual reappearance effect. The only difference is not seeing his approach from a distance. That's all without detection perks we can run against him.
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Was just speaking from survivor view cause I don't play huntress. Nothing is wrong with wanting more fun from addons, but why not keep what works and just ask Dev's to add more. Have another version that doesn't pair or stack with the current. I like the current one, but not opposed to seeing new addons that present a challenge.
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I think its fine, just treat it like every other power and do your best to avoid it. If your caught without cover that's just poor positioning and it only feels op when you give them an easy shot. If they hit me at my best they earned it, nowhere does it say I always get 2hits before going down.
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I get that some killer may be using the dodge method to avoid items, but that's a huge take-away from the ones that don't. Swf coordination is a good advantage, top that with no visuals and your gonna see those same dodgers just dc or go afk to deny killer attributed points. The problem is the dodging not the visual.
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There are plenty of ways to lose a killer. I capitalize on mind games and make the killer start searching again. Being good at looping isn't the same as winning chases.
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Maybe actually break the chase. There is no benefit to keeping the killer's attention all game aside from teammates getting all the gen points. If you want to rank being the sole target is about the worst way to do it.
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I was aware it tracked sides but wasnt sure if it specified unused killers by level or % picked.
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I agree that the new system forces you to spread out more, but in the long run i think that's better for teams. You can collect the same amount of bp as before, but being a one trick pony doesn't always help the team and shouldn't be an easy way up the ranks. As for stealth & tr; gaining evader without tr would likely lead to more survivors hanging around well past a win just to max it out. At least with the current method you have to accept a little risk for the reward.
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Since they changed tier 1 I have no use for it as a hex. Would love to have it as a straight progress perk. Noed feels fine as is, its easily counterable and a great punishment for lazy survivors.
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If its hard camp then I will try before time runs out. If I did well enough in other emblems I have no issue dyeing when it means they can escape. Live or die I can still rank so it doesn't really matter.
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Evader and stealth are working fine. You only acquire points for stealth while inside of the killers tr. Without any chase I can usually get silver based on how close I can get without being seen. Making the killer spend time hunting around a gen helps rack it up fast. The only stealth issues I've encountered has been with stealthy killers like Myers. Currently surprise grabs account for nothing, you have to give survivors a chase if you want to rank.
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Each killer comes with their own drawbacks/weaknesses and seeing the opposition only further weakens the killer's potential. You'd also start seeing lobby dodge not against killer choice but hunting for specific killer id for an easier game. Survivors and item skins are pretty universal so there isn't much damage aside from Franklin's for a full toolbox squad.
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I don't think its a good thing to implement. If you'd like to see pov of the killer, I think a video playback after the match completes would be the better option. Even with a delayed feed there are killers that would suffer (mainly trapper & hag)
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If you say it boosts bad killers, even if its by a small margin, look for the totems and prevent it. Technically its lazy survivors boosting bad killers.
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I like Freddy and strictly play no addons builds, but he is the only killer that cannot be played without using his power. On top of the power requirement is the wait time before any connecting action can be made. Most of the time survivors can be found openly mocking and capitalizing on the wait.
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Without changing how they work, I do think being able to see them would help with map pressure and gen defense.
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Did you not read the patch notes or other comments? She has a slowdown for the charge, while holding it, and after it finishes. It is really easy to avoid around loops with cover and less effective if you prevent a full stream from hitting you. Corrupt vile even gives a warning chime to hide.
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Its not ideal but if I waited for the match, I am still gonna play even if the odds are against me.
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Noed is a reward for killers only if survivors fail to complete their secondary objective. Killer has no say in the matter until gen 5 pops and they can then see/defend the totem. The reward itself is seeing the perk activate, the killer still needs to chase and down the survivors.
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I see more teammates dc on the first down than anything else. I also don't see how anti tunnel gameplay can be enforced without creating large segments of zero danger for survivors. If a killer downs me and then I know my safety can't be compromised again for a short time/conditions are met, that's a window of boredom.
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Nope, separate perks with their own conditions.
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More demonic characters like hellraiser and wishmaster.
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I like the addons from an opposition perspective. They prevent us from getting to comfortable with the killers distance and always relying on that last second speed burst for the escape. Matches are far more interesting when you can't guarantee a single method escape.
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I play both side but when doing the killing I tend to stay far away from 110 killers. They just tend to feel less enjoyable for me.
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There is no hex totem worth the perk slot at the moment. Currently your just giving up wantever benefits they grant on the gamble of first sight. Best common scenario is survivors focus on the gens they spawn next to and the totem goes unseen until they start wandering. That is ofcourse if your not using something obvious like ruin.
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If killer is having a perfect game then the pressure should be to much for survivors to perform optimally. Same is true in reverse, killer can't win if survivors are pulling perfect chases and zero skill failures. The whole power structure depends one one side banking on the other's mistakes. But in the current version survivors have the upper hand if its a perfect run through for them, not alot killers can do if their only info is gens popping.
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Evader points are easy, I've been getting silver and gold with just stealth. The trick is you have to be in the tr, the closer the better. I stealth around the killer and try to limit chases to one or two unless helping a teammate. Easy emblem to get compared to gens which feels more like a competition.
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Solo survivor is in a good spot. I don't have any issues with ranking and the challenge of pipping is good for forming the team concept. Its good that you cat pip up without helping the team, it stops the loop runners from thinking that one trick makes them ranked gods.
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Do it with Freddy and they have no idea its coming. Tag them but just hang back, when they wake up just hover over their shoulder and most start freaking out.