DemonDaddy
DemonDaddy
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- Username
- DemonDaddy
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Comments
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He could drag survivors and with a custom hook animation string them up like with rope, chain or etc. View would be same height as crouch pig, he is small but not an action figure.
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I can live without the third vault
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Can't miss what I don't use, solo 99% of the time. I will teamup if invited but will leave if its just mindless talk and noise.
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It feels as though survivor perks are currently dwarfing regression and debuffs in terms of percentages. It only takes a few seconds as survivor and even overcharges effects are negated/overcome. Pgtw is good but only counts against progress earned because you were in chase and only works offensively.
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Gauge your distance before committing and fake/dead hard it if the stain is to close.
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Use them beforehand, that's what they're for. I always try to clear inventory so its not wasted bp.
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Its a chance to get stuff for free. Don't like the cosmetics then you don't have to grind for them. I got what I wanted now I can sit back and play casually. Just wish I could spend my bp without collecting more envelopes, maxed out cause of this.
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Instead of a skill check give hex totems a puzzle to complete within the time it take to cleanse a dull one.
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Would be nice if keys were for instant opening chests with higher rarity chance. The hatch itself as powerful as it is should be independent of any items and reflect the performance of the last survivors, not the team's. I doubt the entity would give a handout to a locker dweller.
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What if we needed to repair/find pieces for the exit gate switches prior to powering all the gens. Have a rng # of parts for each 2-4( can have offerings to flux it). The killer can't camp 2 places at once, gens are still being prepped, and when finished the box could signal like when gens are done but only to the survivors. This could slow game progression down so that rapid gens might work against the team. If a gate isn't repaired have the last gen backfire and lose x%, so killer can't camp a single gate.
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Its so easy to tell when your up against swf. Instead of dodging I have 2 play modes; casual killer where I play just fun builds and pressure solo survivors till I let them go or swf mode where I pick Freddy and torment each free of team interference completed with as much mori potential as possible both perks and offerings.
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@Tsulan
No thanks, I like Freddy but the dude has some serious issues. Something like hag would be better as your not wasting time to later strengthen your pressure and presence. -
I've had a couple of games where even before a sacrifice there was no way to make it to the hook. Starting to only pick my killers that have perk/offering mori potential and play like the hooks aren't there, way more fun.
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Depends on how often you need a bailout and what environment your in.
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Would love another strategic killer. I just hope its not another that requires giving up pressure for a chance in the endgame. I love trapper but giving up 2 gens to establish my power's kill zone is a hazardous plan.
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Adding healing I can agree with, but if you want chase, pallet stuns, or etc. Request some new general perks and stop asking to make a good perk a golden meta. Extra bp should be spread over multiple perks so you need to make a choice in how you earn them. Yeah I Killers have a single perk but they can't Farm/abuse a single victim the way survivors can.
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I can agree with that, definitely not as big of a challenge as some make him out to be. Chainsaw is dangerous but also really easy to deny if your not blindly running around.
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I have never seen a survivor so bad that they activate it more than once and swf will make it a dead slot until they start spamming it as a distraction. Save yourself the trouble and pick something else
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A good chase is fun but it has become the default defense good survivors use. Given that they aren't caught out in the open, many know just how to prevent a killer from ever being a threat through chase. While quick thinking and action can/should aid in escape, survivors are opting for a prolonged chase. I think a good balance is best, but right now it feels very chase centered. As a survivor I like the chase but only as a means of escape; a long game of follow the leader gets very boring. As killer I prefer the hunt, pressuring them away from gens and closing a chase, there is no satisfaction in the chase itself only the end result.
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Precisely my point. Even a noob doesn't prompt this more than once and if someone does it is usually swf spamming for a distraction. The perk sounds great but incorporates poorly within an actual match.
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Works great when there is a good amount of crows on the map. Otherwise a few maps have little crow density and you may find it almost useless. I found it most effective on map perimeters but less so near the center.
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@Master
Yeah with all the early warnings its hard to be reminded of the horror aspect. Violence doesn't equate to fear and survivors are anything but afraid of the killer. -
And thus survivors shall gain their own versions of nurse and Billy; forever at the top of the pick list.
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Let them play how they want. Props to any camper that has success with it. I don't like it but I'm not gonna push to limit your playstyle.
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Its better not to have all encompassing perks. By keeping perks limited to a few specifics it prevents creating stronger metas and requires loadouts to be changed for different challenges. If you want more vaulting speed then request some new ones, don't buff perks that already cover multiple things. Perk diversity is far better than creating perks nobody will want to drop.
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Make it tactical so its not a flat nullification, something like this would help break up the getaway meta and promote more mindful play.
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Its a major aspect most are hoping gets fixed with the rework. Freddy really needs some defensive capability.
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I've seen other survivors drop out right before the timer locks us in for the match like the last 5 sec. Not saying its as often as a killer dodge but it does happen and if not in lobby its on first down or hook. Time can be wasted on both side for people actually looking to play.LegitAdventurer said:
You say it doesn't matter what side but like..survivors will literally never dodge. We cant see the killer, or their items, not only that but we waited probably 15 minutes to find that game. There's no way we're dodging lolDemonDaddy said:Lobby dodge can be for any reason and should be. The whole point of the game is to have fun and if you feel that it will be less than that back out. Shouldn't matter what side, equipment or character is the cause. Maybe you feel your teammates are instigating a tough match with equipment choice, 4 survivors with the same appearance, or you don't have good addons to compete with multiple toolboxes and medkits. If they don't want to play that match, so be it, rather that then a killer putting themselves in a corner to deny points or survivors dc/force kill themselves. I'd much rather spend the match with people that will actually try and play. -
I see more dodges from survivors using the same appearance than item selection. I've started switching outfits and characters just as a curtousy.
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Maybe they have a bad perk selection or maybe they know how bad they are in those areas. If they are not good to begin with, do you really think they would use perks that are less impactful? So they had to use perks to help compete, no reason to shame them for actually having to try.
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Why waste time and toolbox on pallets? If the killer didn't break it during chase chances are its not close enough to the gens for them to care. You'll maybe get lucky with it as they do cleanup at endgame.
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Lobby dodge can be for any reason and should be. The whole point of the game is to have fun and if you feel that it will be less than that back out. Shouldn't matter what side, equipment or character is the cause. Maybe you feel your teammates are instigating a tough match with equipment choice, 4 survivors with the same appearance, or you don't have good addons to compete with multiple toolboxes and medkits. If they don't want to play that match, so be it, rather that then a killer putting themselves in a corner to deny points or survivors dc/force kill themselves. I'd much rather spend the match with people that will actually try and play.
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Can only imagine the amount of tbaggin that would occur if this becomes a loop.
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Basic answer might be balance reasons. Killer is pressed for time and having a period where chase isn't even possible would be very exploitable. You'd end up with with a survivor team baiting out the killer's chase potential, sb Or something similar, then gens would pop leaving the killer to slowly approach and hope someone hasn't moved on. A killer that isn't even threat doesn't make for a good match.
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What about only gaining devotion when earning new ranks after each reset. D-ranking would hinder shard collection and staying within the same rank wouldn't be beneficial. This would stop better players from backpedaling and everyone would be tested by others of the same skill level. I am sure the Dev's could improve upon this idea and patch concerns I may be missing.
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Its fine, the perk just received an indirect increase in effectiveness from the hook spacing. Wiggling shouldn't deny a hook without team assistance or the killer underestimating the distance. Its practically a count down and you should move away from hooks to maximize your escape potential.
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Whatever the second objective is it needs to be tied to escape. Side objectives are fine but don't carry much weight if gens can be finished first for maximum escape potential. Then you just have people hanging around after gates are open to farm those points. Have it connected to gens or make gens just one stage of preparing the escape.
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So they have a bunch of perks to find you, just means they aren't running anything to help secure the down. Besides if you incorporate counter play of those perks into your normal playstyle they are never much of a concern.
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@Luigifan64
The huge tr alone should provide enough time to move away in most cases. If its a clear line of sight for their power then you should be aware what's coming your way. Escape isn't always possible and that's not a problem. Its all about judgment and acting on the information available. -
Can't take the word of low ranks cause they haven't learned the game well enough to properly access their options against a specific killer. Balance from the bottom up leads to serious imbalance when survivors do start performing well.
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Playing a fun killer quickly fails that one aspect when they can no longer compete with a competent survivor. A lot of killers stop being used as the frequency of survivor mistake diminish and personal weakness are more frequently exploited. I don't think every killer needs to be top tier but they should be able to compete without addons and the need for survivor incompetence. If addons were solely for altering playstyle and not buffing the killer to be on par or better, we might see more diversity over all ranks.
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Would definitely cause some ultra rare abuse, not always but it would happen.
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I feel like the perk grind should only ease up after you have prestiged the third time. Put in the work if you want a real payoff.
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I think that could cause some major gaps in loadout potential. Killer and survivor perks don't always equate and then you also have to gauge which perks are almost unviable when used without a complimenting perk also equiped.
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I know some things may still be under revision but can we get an update on what you guys have decided on? I'd settle for what Dev's have decided against to at least ease some of the wild speculations.
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Even some minor secondary traps would be nice. Trip wires for windows and door ways that can restock at the locker, even if they are just audio alerts would be useful while rounding up the actual damage dealers.
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It's pretty much a trade-off, he spends most of the early match stalking applying very little pressure and then late game he gains the advantage. Best course of action when you notice him doing that is spread gens out so you don't give him a small cluster to protect when he hits tr3. I don't see it as any worse than facing a billy with a reduced Terror radius.
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2 reasons I have witnessed and overheard;
Safeguarding the vessel they are carrying and preventing killers from gaining more points. -
Total agreement, so many DC before match just because they know a mori is coming
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The event itself isn't to bad, at least this is tied more to core play. The biggest problem with them though is the players that completely switch Focus to point gain only. Too many are giving up after they acquire what they feel is enough, leaving the rest of us to fail as well. Others might complain about tryhard Killers, but after seeing the type of survivors these events bring out I can understand why they might want to use a Mori every game. I think the worst aspect of events in general is it emphasizes the importance of moving to the next game for Points over completing the game you're currently in. When off to a bad start most would rather move to the next game then try to make a comeback.