DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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@Arroz
A Mori can be more or less common depending on the rank you're playing in, it's usually pretty easy to tell when they are bringing one and play accordingly. I only find this new change "useless" in the context of its old version, where it created a safety net that could be used at any point during the match. I see the new version as a deterrent which makes the killer rethink how they're going to address the person who's just been unhooked. Even if they end up leaving you on the ground that's creating an opportunity for your team to further commit to a save as the killer has to ignore you for a period of time if they're truly concerned about the DS. -
@Countfunkular
I could see me and some friend having fun with it as a Last Man Standing game in kyf, but actual teammates using it on one another during a ranked match is pretty cold blooded, hilarious, but cold blooded. I can just imagine a killer thanking them for all the backstabbing. -
Not every perk is useful in every game and that's true on both sides. If the killer brings A mori and you've been hooked, he has outplayed you and then you die. Only way you could outplay it in that situation is if you evade them long enough that they potentially use their Mori on another Survivor. If it's a kill all mori that's just bad luck.
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Definitely should be for safe rescues. Bonuses should only be awarded for making intelligent and team-oriented plays. Solo farming as a Survivor is just counterproductive for the team goal.
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No this has been a thing for a long time. I have had it happen more than a few times. Once the dream is broken they are 100% safe until picked up by a teammate .
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I always thought that this would be an excellent way for the devs to incorporate power ideas that were scrapped because they felt it wasnt the exact power they wanted to pursue. It would definitely make each killer more versatile and harder for the survivors to predict what they'll be facing even after seeing the Killer.
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With or without the perk its 50-550.Not the rescuer's fault they out played the unhooked in the scenario. Tracking wouldn't be accepted anyway as some run off together and heal, unless Dev's want to ensure they stay injured longer.
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Skillless is a survivor that doesn't use every other means of beating legion and instead tries to beat the killer at their greatest advantage.
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@Spork
That's a valid concern and one you should address to the Dev's. While the problem is much easier to deal in swf, solo does become more challenging. Seeing as how that perk makes you a prime target for tunneling I don't know why you wouldn't want the deterrent. Both can make you the obsession and if you don't start as the target, it can still make it usable later in the match. But then you also have the fact that even if you use both it can be stripped away by a random, possibly after regaining it with ds us no longer available. I can see your concerns (some of which Dev's will need to elaborate on) but I can also see the dev's trying to create situational uncertainty. You can no longer guarantee you'll be able to relay the information for a full match unless among a 4 man swf. -
Being the obsession usually means the killer avoids you or wants to maximize the number of hits they can give. Dying Light encouraged the tunnel, but this outcome is addressed with the new ds. While killing them quickly will activate the debuff, it can also be removed now with the switch. In some cases like rancor, having the obsession marker taken away will be a blessing for endgame. For the most part being the obsession is only a drawback when caught out early game and killer figures they best deal with it.
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Not all killers, but some smaller tr would definitely add some suspense to a killer's approach.
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Exactly, there is nothing to stress over if you do the work.
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@Spork
Your right, its not mandatory for killers. Same is true for survivors though, you don't have to have both, but if it being useless or taken away mid game worries you either skip it or back it up. Just depends how many are going to run it every game. Same as killer, you have to plan around the most common choices. -
Its the first time we are seeing survivors needing to run a partner perk to ensure effectiveness/use. Killers have similar nessecity for totem defense with toth. You want to have a strong effect and worry about it being taken, equip the additional perk.
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Every perk you mentioned aside from thanatophobia rely on survivors being bad and giving you the perk's advantage. Don't know who your facing but whether i am survivor or killer those are pretty easy to counter. Its mainly the reason I avoid them in favor if more hands on effects. I will admit that killer can feel easy, but I attribute that to 1 bad survivor is able to disrupt the teams flow, not killer being to much to handle solo or otherwise.
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I like the changes, just as many counters as some killer perks have. Situational and both parties have to play around that. I would say the time is good too as that can potentially buy the team a gen or more if killer tries to bait it but doesn't cost the an entire match.
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@Daveer
If the chase has gone on for more than 60s, your doing something wrong. That is so many chances to escape that the danger of losing your safety net is your own fault. -
@Paddy4583
Did you read the news post, literally says the Dev's like how noed plays and there are no current intentions to change it. Kinda sad that you have to make unfounded gossip to validate a point. This perk is seriously weak in the grand scheme of a match, survivors that go down to it got to comfortable and were punished. In 60s both gates should be open and everybody alive escaped. -
Does nobody read the news post that explains it very simply? Most of these questions were answered right away. Dribble isn't possible anymore and yes a killer can prevent it if they are patient or have a loadout to deal with it. Be smart, its situational but that situation won't always be present.
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Good balance between use and counters. Even if your slugged, that's 1min for teammates to pick you up or the killer doing nothing while they wait. For those complaining that killer can deny it, I would respectfully refer you to every survivor rebuttal for hex totems destruction being fair.
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Go check the news post, it was pretty clear how obsession perks will work when there is a target change. Dl deactivates till you kill the new one and stacking effects remain, same rules, new target.
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I find solo the more enjoyable experience.
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Good balance, both sides need to be smart in how they handle it.
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Survivors that need a safety blanket:
"Our perk can be made useless by the killer, its a travesty of imbalance."
Killers:
Cough "hex totems" cough
Its still usable, you just need to be smart about it. Same as killer trying to play around it's user. -
I like it, now obsession love has the potential to be spread out.
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Sandbaggers are the real weakness here and that's on the team not killer. Enduring is the same as before so I'm not seeing the issue. As for the timer I feel its good, long enough that a gen can be done and not so long that it blows the whole game as a security blanket. Being situational like killer perks doesn't make it weak just more acceptable as the opposition, as killer you failed to maneuver around it and move on. Gaureented safety sucks the fun out of the game.
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@Kamikaze_Rose
What brain dead killer is letting survivors heal a teammate and not punishing them. I didn't even consider the slug tactic for it. Doubt it would be often but anybody running mad grit will be having a laugh. I still think the change is good as its not all powerful and killer has the potential to work around it. -
Fine by me, but nothing really changed as some killers will prefer to get rid of it early especially if you still close to a hook. Best hope your not sandbagged.
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PC will laugh as they watch console player spin around blindly from frame drops. I'm all for more players but there is a notable difference in performance at key moments.
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Dislike it for one reason;
Was playing Survivor and while waiting in the lobby another teammate decided they were bored and continuously switched as we waited for a fourth member after about five minutes of them doing this non-stop I couldnt take anymore and I bailed on the lobby. -
I wish that survivors could see a shame marker on teammates that dc so I know when to dodge a lobby. Just sad, especially against a killer that Inst as hard as they are made out to be.
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Ignore the people that dc, they are just going to make ridiculous claims like every legion tunnels, chase cheeses, or the best one "there's no counter". Give the ones that stay a gg and pay no mind to survivors that can't coup.
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I prefer no addons with,
Save the best, rancor, monitor & abuse, pop goes the weasel -
Sorry read it wrong, no issue with a new perk. Thought it was for base kit.
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Never seen a survivor activate this more than once, except swf spamming it for attention. Its a dead perk for me.
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Huntress, so soothing I just want to open my arms and take a hatchet to the chest.
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I don't see to much of this as a solo. Maybe some potatoes after reset but can usually break free after gaining a few ranks. I also try to lead and use team supportive perks to help guide noobs into smarter play. Until the general idea of swf having the advantage changes not much you can do to force killers into playing against them.
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Why? Sb already exists and this would make chases unbearable considering you can get 2 gens to pop without a speed boost.
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Wish I could weigh in but I don't use any of those.
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Considering that as a survivor I can finish my objective faster than killer can do theirs, I think survivors are in a way better position. Provided they aren't doing something stupid like drawing the killer's attention for chase.
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Not much of a farmer if they don't do anything, they are just d-ranking.
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I think its the perspective that killers get. As killer I get to see how well coordinated teamwork can be and try to uphold that knowledge when playing survivor. I find it is usually the survivors with self centered perks that drag a team down as they are to objective focused to offer support.
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Its just easy points at a pallet and survivors know there is little repercussion for it unless they enter a dead zone.
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Any game gets boring after awhile, step back and take a break. Maybe wait until more than one dlc is released and see if what your missing has been added or improved.
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We are not entitled to more than one, it's up to Smart plays by the team to provide you with the opportunity for more.
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Haven't seen much of it myself and the few times it did since buying the game has been people with toxic in the name demanding my item. I'd say personally 3 times in the past year.
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Can't say for sure what constitutes action on the Dev's side, but its worth flagging at the very least.
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Never even noticed that as I don't let go and haven't seen it ingame. Well I can imagine that being annoying beyond reason.
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No, just a d bag you should report at endgame. There are duds that hide all match but stealth is a key tool so don't let others pressure you into their playstyle.
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######### is mori spamming? Survivors can only die once and after that its a whole new match in which your suppose to kill them again.