DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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1. A mode for friends to play killer together is a good idea. Think of how many mention they main survivor simply to play alongside friends.
2. Nobody is asking for a bugged out new mode. I would hope the Dev's if ever would release a polished working version. And yes after addressing current issues.
3. A who can kill the most mode would also be fun if incorporated after a co-operative mode. God knows sharing the carnage would be more enjoyable than a 5th competitor to stress your ability. -
I do it only for killers I use outside of dailies. Never felt the need to lvl survivors past 40 so I dump my points to killer. While I could care less about the cosmetics, I do find I have a much steadier supply of addons green & up. If Dev's ever add something that requires to p3 for an unlock at least my favorites will be ready.
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I would like to see some killers that have more utility than just chase and hit. Trapper, hag, spirit, legion(without the insane tunnel potential). Really enjoy out smarting survivors without the need to constantly be in chase.
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I think addons would be better utilized as alterations to the base power instead of the majority being buffs. Similar to how doc addons change the form of the power; switching from cone to beam or ring. Making base kits good from the start but altering the method of interactions. Keeping half as alterations and the others as minor buffs to manipulate said alterations. This would make killer performance more stable and multiple matches vs the same killer diverse.
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The early ranks are a joke on noobs. It is extremely easy to rank right now and most end up leaving these ranks long before being capable of playing with vets. It doesnt help the matter that rank lock can be bypassed with the monthly reset.
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If that's how they enjoy the game so be it. I stopped caring as sometimes I don't play conventionally just for enjoyment. Move on and make the most of your pre-hook playtime.
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Depends on how well the killer plays and if I notice my teammates actually being useful.
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Regardless of how the killer played the match, slugging comes down to being the strongest counter versus the hatch.
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To be fair I have seen biased requests on both sides. Unfortunately when serious well thought discussions are made responses to dismiss them are generally unintelligent, biased or devoid of detail and full of denial. With 2 sides pitted against one another it becomes difficult to consider increasing opposition strength in meaningful ways. There's also the fact that in the end everyone is playing as an individual and they would like to see their individual capabilities improved for their own benefit. Often enough this results in a simmi denial that teamwork is a core of Survivor strength and 1v1 is the killer's.
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Even if it exposes the location of every other survivor, the killer is only going to find 1 person, chase, down and hook before making it to the next. By that point you should have moved or noticed the tr getting louder. If your actually using the tactics everyone suggested then you shouldn't be having such trouble with it. Only way its overpowered is if you let the killer get optimal use of information gained.
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A lot of survivors will even admit they are to lazy to search for it yet claim its in so many of their matches. I think what angers them more than the 1 shot is they could have prevented it but they figured the dull totem wasnt worth the time.
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When playing survivor I see three stages where outplaying the killer takes place.
1. Using stealth to prevent the killer from pressuring with hooks, slugging and gaining/activating their power
2. Cutting a chase short by breaking line of sight or activating perk which discourage the killer from continuing
3. Players that know when and how to run a killer to the point of forfeiting the chase or gens finish (using killer radius & object friction to keep distance)
The killers primary strength is in chase, that's how the asymmetrie is balanced. Provided the killer can aim and doesn't mindgame themselves, the chase will end in a hook given time. Knowing that, running a killer all game is only possible due to mistakes and detailed knowledge of which chase mechanics play against the killer. So many people talk about not being able to win chase. Don't foot race the person that by design is faster. The goal is to break it & escape or make it last just enough for teamwork to overcome their singular focus. If every survivor is as fast as killer then there is no danger, you end up watching them just follow not chase. -
Equip some detection perks so you can make a quite getaway as opposed to running in full View.
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A middle ground suggestion
A perk that temporarily gives totems an aura that survivors can see, just a few seconds so the team needs to be visually observant . The main benefit though is the perk user shows a count of the totems they cleansed to the team. Say takes effect within 4m of the user -
Catacombs 2story;
Graveyard on top with open grave that fall into tunnels that connect and lead to the basement. The basement exit brings you up into a mausoleum. -
Gotta make the most of your time before that 1st chase cause we are only entitled to one hook. That first chase is your best chance to buy yourself more time and any future chances depend on the team.
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I just find it hard to complain about something the killer has put you in charge of. Who the hell is equipping noed thinking, " Well this is a garueented 4k." As killer I always turn it down because there isn't much use in it for me. If more than two survivors are alive after the 5th generator then I haven't done that well, the perk is only going to net Me Maybe One Kill unless they're all clumped together. As Survivor I don't know how many or even if a hex spawned and wasting time when all are finished is what the Killer is using to apply pressure before end game. I think it's working exactly how it should even from a Survivor standpoint. You don't know if it's coming which makes leaving more important than being a distraction for the gate. The decision to work on the gen's over searching for the secondary objective is the risk factor and the optimal outcome killers are hoping for when selecting it. Stating it's too time consuming feels really lazy especially when that one totem can be the difference between opening a gate and killer Downing everyone.
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Simple question to clarify your view of things;
Which strategy is most effective to win a chase?
Run in a straight line
Run serpentine
Break line of sight
I ask because the way your stating the complaint sounds like your using 2 of the 3 options and your upset that the perks didn't win it for you. -
We shouldn't have a tracker on totems. A large benefit of them is survivors searching instead of doing the gens. So as a solo if your not willing to look, deal with it until a gate is open. Its not like killers have a huge window to use this extremely flimsy perk, about a minute at best if they also had remember me.
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Nah, I like to walk away and see which of the 2 is more altruistic. The coward gets the hook and my pet slug gets a nice dark hatch to hide in. I can understand being wary of bait and getting caught but that's no excuse for abandoning a teammate. I hate that as a Survivor so I tried to reinforce proper behavior as a killer. If they're both fast enough I at least let them get back to attempting the gens before finishing them off.
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Been finding a lot as well, to the point when I am playing killer I use my anti chest offerings for a normal game. If I have to deal with hatch its gonna be in the end game.
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Why aren't you preped for it before the hook? There are so many counter tactics that hiding behind your only objective counts as one of them. If the killer is spotting everyone then the team is doing something wrong.
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@Luigifan64
I see nor have any issue with aftermath of people using dc cause they feel oppressed. As a survivor I find that's the best kind of killer to play against. If they manage to balance dc use and not be banned, kudos for beating the system i guess. But its clear we disagree, so I am leaving it where we stand. Let the post continue as its original topic and I encourage others to offer constructive criticism to balance what they find unappealing. -
@Luigifan64
Gen placement differs every time and making sure the killer doesnt utilize the placement against the team is part of the challenge. I'm not arguing that it is hard to combat, but your also only addressing it as a failure everytime. If survivors are constantly making that many mistakes why wouldn't their failure impead success. Whether you call it a gen camp or defensive play, baiting the survivors into forfeiting a lead in chase is a strong strategy, one which survivors need to pull back and access. If more survivors dc then so be it, they are increasingly closer to a ban and I don't want quitters on my team anyway. The fact that doc reinforces a strong defense doesn't change what survivors need to do, simply the method they go about doing it. -
Definitely agree that there is little fun in the situation, but baiting is a valid strategy. It could also easily turn into a way for salty survivors to deny a hook kill while killer hunts for the hatch camper. It would feel very similar to dying on first hook to deny more points, atleast from the killer's view.
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@Luigifan64
I would disagree that current regression is sufficient. 5 seconds and I have nulled overcharge's effects (if I failed) provided the killer doesn't stay to protect it. Also if the killer has a 3 gen then that's a failure on the survivors. At that point the team needs to keep tagging all the gens so the killer doesn't linger for more regression. Saying its difficult doesn't shift the blame from survivors enabling a stronger defense for the killer. Its letting the killer face you at their strongest terms. -
Personal skill is not an indication of balance and being able to overcome issues doesn't mean they shouldn't be addressed or improved upon. While there are wild nerf posts on here, we should not dismiss the same issues more intelligently addressed simply because somebody else ranted about it first.
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That's why we can see it and dodge. I doubt everyone can afford good service or improve it on command. I'd even bet a good portion don't pay for their service(mom & dad). Sometimes you have what is given and make due, I doubt its to spite your gaming.
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I thought it was gonna be without hooks by title description. I've done games without any and won. Slugging without camping the person downed, making them bleedout with only the time teammates took to heal them. It can take awhile with altruistic teams but even tbaggers start to show some respect. I'll have to give this carry method a try when I get the perks on a few more killers.
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Would like more variety when it comes to being stealthy. Playing as survivor; a majority of killers are like fog horns running at you. I find it far more enjoyable when they actually surprise me.
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Its funny that no one likes to attribute the use of noed to a good killer. Its always a bad one that has to use crutches. For a perk that is only active for about a minute and can be prevented, it gets so much hate. Of course bad killers use it, but its far more devastating in the hands of a good one. For those of you that want it removed, do it yourself and cleanse the totems. And before you say its to hard there are perks to ease the search, so maybe drop sc or sb to address the solution the Dev's gave you.
The hatch is itself is more difficult to address. So many things can lead to a hatch escape that a killer has to balance around. Based on the number of gens, killing a survivor can result in the other three using a key. Countering the last two reinforces slugging which survivors hate. Hatch even causes survivors to give up on the team in favor of an instant exit. I know there are a few of us, but when was the last time you watched a teammate use Left Behind to escape. It just doesn't happen cause everyone knows that when a killer starts to steamroll, the only real pressure is making sure your the last to be found. The Dev's want to rework endgame and I hope it comes soon. Removing the hatch is an answer to some issues, but I doubt its the best one as the community is more diverse than noob locker Dwights waiting for an easy win. Lets see how endgame is improved before requesting the removal of such a large feature. -
Yeah it sounds good
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Solo almost every game. Even if they add comms I hope it comes with the ability to opt out. Nothing breaks my immersion like a 10yr whining in background audio.
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Technician, alert, prove thyself, lightweight
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Don't say you can't loop or avoid frenzy, its possible and have done it. As far as looping goes it comes down to your surroundings and timing, knowing when to stop is key as well. No killer gets free hits, its a combo of them aiming and your maneuverability. Either you outplay them or the reverse, a free hit is you standing still or running in a straight line.
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Optional objective are good but do very little in the effort to extend match time. Personally I will ignore most of them until gens are done so if I'm sighted an exit is still possible. Even gens are a little to quick, sometimes they go so fast I can't even get a good emblem score for them.
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Nope, just switch to Freddy and whittle the 3 down and rancor the last.
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Sloppy butcher, bloodhound, monitor & abuse, overcharge
People don't like to heal against legion so the increased bleeding and bloodhound make it really easy to track them down. -
No thanks, when you factor in team communications it is just a survivor sided overhaul. It doesn't change the fact that it is 16:4. The killer can no longer run certain perk combos but survivors can coordinate who will equip what so that the team is covered where a solo would be lacking.
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Watching survivors ignore you and hoping for a skill check is a horrible design for a power role. I like Freddy and use him from time to time but needing rare addons and perks to carry the dead weight of his weaknesses needs a revision. Its possible but I doubt the revision will make him much worse.
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Just from a survivor standpoint, no. Id rather have teammates helping to finish the objective than trying to hunt down the killer for giggles and meme Snapshots.
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Pressuring and Downing all four survivors multiple times to the point that they actually crawl to and want the hook, cherry on top is timing it so only one gate is open and they all have to crawl out. Survive and remember I let you.
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I could live with that, the goal is to escape a killer and others shouldnt be so smug when 1 hit away from possible death.
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I don't save tbaggers, thats about it.
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Who cares, not wasting my time cause you want to use the bailout feature.
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Would buy this guy day one. Don't see a problem with the whole height thing, he is same height as crouch pig and I am sure Dev's could produce a custom hook animation that would look good and fit his character. He drags people in the movies so that's already covered.
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What if killer trampled the corn as they passed? Making it a temporary stealth feature that can be used up like pallets.
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Add something other than a skill check for hex totems. Add a mini game or puzzle (timed or not) to occupy a survivor's time instead of just holding a button. Better spawns as well of course.
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A good nurse only needs one, but more blinks is more fun as a survivor. True skill test.
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Him being short doesn't stop him in the movies, chucky is a murder tool master. Im sure they could make a hook animation that doesn't involve him jumping like a toddler for the cookie on the counter. Give the Dev's some creative credit.