DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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Enduring is a reactionary perk, it provides no benefit aside from countering stuns (its only purpose). It only pays off if survivors go for the stun instead of buffering distance and forcing the killer to reroute or break through.
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Makes perfect sense, your picking the perk in hope that it will pay off. Killer is spending a perk just to minimize potential stuns. You can make enduring fell just as useless depending how you spend pallets.
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Works fine for me, but I also don't wait until its as likely that I will be hit as the killer is to get stunned.
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Biggest problem is i can't get my team to help negate it. If I have to do all 5, then fine, but don't message me complaining about gens going to slow.
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Only successful plagues I've face had to tunnel and camp, other than that they are really easy to face. Hope this is just the learning curve and not a result of the changes made.
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Its fine, bought leatherface the other day and leveled him to 50 in one sit down while only playing survivor. The fact there is so much to unlock on just one character at least keeps you spending points and that's not even going into loadout maintenance. Always something to work towards.
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Survivor is relaxation mode for me and that's as solo. Self-care is a joke for people that can't avoid the killer, need easy wake up vs Freddy, or can't plan around randos. If you really need healing, a brown medkit works just fine.
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For being "so weak" I have seen it used very effectively multiple times tonight. Just have to except its not a chase deterrent or safety net anymore.
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I'm enjoying solo just the same. Killers are stepping it up with the new system and I actually see less camping and tunneling cause they want the points. Even with teammate dc I am getting a safety or more.
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I thought the slowdown from the charge was enough in the ptb. Im finding it much easier to evade the puke now.
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Yea maps mark it, but that only tells others where its at and usually means do this, it doesn't indicate this is a bad idea. If we could get some addons to cover it that would be enough for me.
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If you can stop it before it even activates there is nothing to complain about. Don't scream op when the choice is yours and not the killer's.
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Go ask for your refund and stop complaining on the forum.
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Ok, frustration with the opposition is a thing. While I dont see this style as often, quitting in that fashion shouldnt be an issue unless you are truly doing it every few matches. While its not enjoyable, I see little point in quitting with a dc when the match would already come to a conclusion for you anyways. Personally I find it difficult to imagine a pleasant demise every game nor do i expect it from someone who goals are opposite of mine. But how the killer choses to kill a survivor is no excuse, either suffer a rough defeat or for bailing early.
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It fine, your gambling for the obsession same as everyone else that uses it. Swf has the bonus of a practical guarantee.
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And thats fine. It cant be stopped completely, but those that are truly abusing it could be slowly removed from matches where player are not. Let them face one another more frequently until they are willing to show some maturity in taking a loss. Start playing to completion even if it means you lose and rejoin the rest of us.
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In the heat of the moment that would sound great, but I do think a player should have the ability to earn Their way back to good graces without making the game unbearable
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Cant patch immaturity, but they can be forced to play together. Let them shortchange each other for awhile.
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With the new ranking system and how dc affects progress potential on both side, I feel that prior knowledge of and discouragement for it are more important. Im not calling for immediate bans, just gradual methods of weeding them into their own catagory to be delt with however Devs see fit. The flat ban % isnt really working.
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I opt for a gen strat with one fountain as close as possible. They can heal as much as they want until forced to come back to me sick and in need. Im not chasing anybody when survivors can do the work for me.
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Freddy already proved he is in a good spot. Just give survivors a bucket of water and watch him weep.
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Dont forget, Thats just to find a lobby. What about when you load in and are the only survivor.
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I dont think its to strong , but I can see why killer mains are not thrilled. The issue is the additional chance and chase that follows. With the end goal of killing 4 survivors for increasing rank, granting more chances than the many possible existing ones feels crippling for time efficiency. Time is already in short supply and a single hit can be the major difference in how many gens pop.
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We know an endgame rework is in progress, but I do think it would be interesting to remove hatch for the time being. Take the easy way out away so the deadbeats have to put in some work and we can see where the actual success rates for team escapes sit without the knowledge that they only have to outlive the team with bare minimum gen progress.
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Haven gotten a good enough tier to run yet, but as survivor I just hunt for totems around the locked gens. By the time I break 2-3, the gens are usually clear and killer has focused on somebody that went in on the unblocked ones.
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Thats partly true, depends on how survivors play the pallets. If your waiting for the stun then the killer is getting good usage out of it. But not every match has enduring to counter ds or deal with pallets. Some selections are a gamble against your opposition and seeing as how this works both ways, it feels pretty balanced.
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No thanks, free escapes are just bad balance. That what made the previous version so bad. Killer requires the perk if they want a hard counter to ds.
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Its more fun and challenging.
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Cant help but feel this is one way the Devs are addressing the short match situation. Without changing gens or adding objectives, you are now required to prolong the match and engage more in each catagory. While some emblems are more difficult because other players factor into the results, I think this is to test & encourage more teammate interactions over a straight solo survivor approach which was proven most effective in previous patches.
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No issue here, maybe your dropping to late.
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Its not about farming with survivors or cause your playing to well. With this new system its about pressuring them to the point of toying with their hope and watching them hit a wall of your skill. You cant just kill them when the opportunity presents itself, you have to make them suffer.
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Now we have a timer before we wait in lobby. Every time I load in its empty and end up waiting about the same time or more.
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To many are trying to rank with their old tactics, see where your lacking and change it up. Its only natural that a long standing routine needs to be reevaluated with these changes.
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Other than several teammates dc'ing cause they cant coup, I've been having fun. Really like facing the new killer.
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They never really do. In most cases they are a bandaid counter (so many to chose from) and supports the "just use x perk" excuse, as if killers have a slot for every issue.
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Maybe this is what the Devs had in mind when they said not every killer is meant to be viable. This new system is definitely highlighting which killers need serious love for a competitive approach.
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Haven't noticed much difference and still pipping. It was never about bp for the pip but doing a gen rush yielded good points regardless. Now you need some killer interactions to prove your worthy of the rank up and this will help weed out the atleast some of the survivors that dont belong in the upper ranks. Good bye potatoes!
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As solo I like that there are multiple methods for a killer to find me. They cant use every perk so figuring how they are tracking the team becomes an important aspect of implementing perk counters. Its good that stealth isnt a braindead safety tactic.
As for looping; if the zone is strong enough you can waste the killer's time and they may drop chase, but I prefer to lose line of sight and force them to start searching again. Most of the time looping is just a stale tactic for weaker survivors or tiles.
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Nurse
Billy
Huntress
Hag
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Hopefully no changes until a buff is required. I like facing him just as he is.
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Be glad he is not bringing his boomstick, was almost sure one of the perks would be borderline offensive somehow.
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Tried survivor with an average of 2min and loads up full team
Tried killer with an average of 5+min and it loads up containing 1-2 survivors
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Haven't even noticed a difference, almost forgot they changed it.
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Seems some survivors just cant coup without a safety net. The fact that it can be denied only forces you to improve and not to rely on it, unlike the previous version.
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If it was just to activate regression I think it would be fine, as long as it can't be further damaged while in regression.
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There's always drop off before new content as player expect to be spending more time after release unlocking everything. The last chapter wasnt as well liked by some and that can factor in since there is no reason to grind if your not interested in the content.
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Ghostface calls a survivor: "I'm watching you"
Survivor switches call to conference with swf: "No, we are watching you. Get ready for a face full of teabags and flashlights!"
Ghostface hangs up and nervously scans around himself.
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Even possession could be an option. After being downed Chucky gives a voodoo chant and the survivor's body hooks itself. Blinding and pallets could still free you as well as a full wiggle meter. As for the tall grass its no worse than miss piggy when crouching.
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There are plenty of cool killers to choose from, but the best choices would be selections with unique powers the Dev's can replicate. Whichever they choose needs to feel like the killer from the film. While I do like Freddy, the representation of his power in film did not translate very well into gameplay.
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Brown soaked shorts
Severed helping hand