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DemonDaddy

DemonDaddy

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DemonDaddy
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  • Yeah that idea sounds like a completely diferrent mode of play, one that only pressures the killer more with time management. Also think survivors should stick with the current 1 life, only granting additional chances with smart play. Getting found is as much a factor in this as having teammates deterred from a save.
  • Last survivor should have to open the hatch, no key just a set time or rng to pull it open. Once open have the entity build around it until shutting it off for toying with its patience. Survivors get to keep their last chance and killers don't have to force an escape.
  • I'd say yes to the fact that he can perform well, but still want the rework. My sole reason for this is that his power sucks. Not talking about addon capabilities,  just the feel and usefulness of actively using it. Right now it feels like an on switch for chases and the dreamworld is little more than a visual filter. Where is the nightmare king, his level of influence on the dream makes him feel as cemented to that world as the survivors are. At the least I'm hoping that tagging a sleeping survivor again will carry some sembalance of this iconic character's nature.
  • Unfortunately its not just the points that are a factor here. Survivors all have a 1 in 4 chance of earning points uninterrupted. Now add to that the fact that if the survivors escape the killer is severely shorted in comparison and its easy to see why survivor side is so tempting. But then you also have survivors suiciding on first hook after only a few gens(which 2-3 can pop before closing the first chase). The survivors continue to gain so long as a match progresses normally, where as the killer requires that survivors do continue even if they have gained a majority of gen points. I have seen so many just die on 1st hook if 3 or more gens were done. While good killers can manage an average gain each match, those that have to apply full effort at their rank not to depip are gonna opt for the easier method.
  • One of the most fun killers to face, sorry it takes more thought than running in a circle but a looping build can't work for every match.
  • Nothing about the healing, but you can prevent body blocks if only your target is asleep. Can't help but laugh when an awake survivor stands in front of a hook and I just walk through them.
  • Firstly because not everyone has cash to purchase digital clothing. 
    Second because why pay for it if just playing the game can earn you the same thing.
    Your right about exclusive skins though, they should keep holiday event skins locked till the next event comes round. I know people complain about good skins and pay walls but that helps support the game, in regards to event skins they should just be about participation within the set window of time. 
  • Has anyone else received full 45 points after dying as well? Had at least 3 games last night where I died on 3rd hook with a vessel and it counted towards my event score. Is this right or should I report a bug?
  • @Kind_Lemon
    True it is easier on people at low levels, but I also think its an incentive to branch out and try characters you have previously ignored. For survivors there isn't much to it other than earning more offerings and maybe perks that you felt weren't worth the initial grind. As killer this promotes using the less chosen option. If your dumping everything into maxed out characters of course the expenditure will be heavier. Seeing as how the event is heavily tied to core play even a freshly leveled character isn't at much of a disadvantage, unless of course certain perk have to be used for that individual to perform at their current skill level.
  • Team coordination and perk Choice go a long way minimizing camping effectiveness. It's a strong defensive position which works when survivors aren't prepared for it. Which surprises me considering how often survivors like to complain about it. It sucks when it happens because nobody's going to help you, seems like a team coordination problem. Killer just doesn't want to repeat the same hassle.
  • Does nobody remember all the posts about to many leftover offerings. They increased the base number of event objectives and toned down the frequency, feels alot better than the heavy need for and overabundance of the last event offering.
  • Gens are the objective and killer has hooks. Vessels are a secondary point objective for both. Killers are competing for it just as much as the survivors are with one another. 
  • @Ihatelife
    My impression is more focused on the aspect of play, scoring points is just an afterthought when compared to what I need to do on order to achieve them. Bp is completely dependent on performance, so having poorly implemented objectives hurts far more than the lack of bonus points.
  • It happens, it can feel oppressive, but it is combatable with the right perks and coordinated teamwork. The killer is sacrificing map pressure to defend 1 person, its only a no win senerio if everyone forsakes you to finish gens. Teammates abandoning you is a survivor sided issue that stems from a combination of solo oriented loadouts and killer selection. Its funny that people will complain how often camping comes up, but vary few actually run perks to help that situation.
  • Had to play killer last night. After 1 game as survivor couldn't find another lobby. For all those that have yet to try killer in the event; vessels are hard to find let alone get to after a hook. From a distance empty one look like hooks and survivors wouldn't even wait until I looked away from a freshly hook teammate before gunning for a save. I got lucky once as I hooked one and the vessel reappeared 3m away. Between the two experiences survivor was much better in terms of event objective.
  • Not much difference between the two as survivor. Blight event required moving around the map to gather the full benefit, but suffered cause escaped wasn't a requirement. This event improved on that with escape being necessary,  but falls a little short in regards to occupying survivors with a secondary objective. Overall I'd say this event is better simply by keeping event progress in line with core game play.
  • Not to be smug or anything, but I have to agree that @Master has a point. Long wait is a result of not enough killers opening lobbies, at least that would be the most apparent cause. Survivors have the opportunity to earn points without interruption while killer has to close a chase everytime. Not to big a leap to assume which side is over inflated for the event.
  • It sounds like a good strategy but heavily reliant on survivors being willing to sacrifice one another. If the Dev's keep it, it could prove a good incentive for the 99% tactic instead of the usual "let them worry about it" style.
  • Yeah the messages afterward are just messed up. I do the same tactic with the last 2, but for a different reason. I walk away to see if they are gonna be a team player or sit for the hatch. If the slug is abandoned then they can have the hatch, antimate gets all my attention. 
  • The grind is good, it means players have to develop some level of skill before falling back on perks to bail them out everytime. Having a full tier meta loadout right away is why so many people potato when visual evidence would suggest they shouldn't.
  • Prove thyself, it helps with the one thing everybody should be doing and gives points.
  • As solo I just Sabo hooks around quite gens. When we get to the last 2, I start popping them so even if the killer catches someone they have to make a basement run and we can finish up relatively safe. Creating that safety window really hurts the killers end game.
  • Wow, I was just using it for team support. Now I just kind of feel sorry for killers as everything already felt pretty fast with just the support version.
  • Can't really agree as it was your choice that lead to being pinned to the spot. Shouldn't matter if it was close to the killer or not, fear of being seen isn't a reason for being able to stay put beyond afk timer.
  • Since when? It wasnt doing that for me last night.
  • @Kaldrax
    Can't speak for other killers but when I play I enjoyed ending a Chase not the chase itself.
    Of course getting camped isn't fun and it can even prove fruitless as a lure. But what your asking is to change someone else's experience/preference in favor of self aid. That has little to do with unbiased balance. I think the conduct of defending a kill could be better defined and improved for a more engaging experience, but just slapping a downside on it or even cutting it is detrimental to the game. Even more so as we are still in a state where more playable content is in high demand. Instead of a backstep on what can currently be done,  the community should be offering expansive ideas to transform unpleasant aspects into meaningful interactions. Just granting temporary safety is a meaningless addition that takes away the influence player actions have during a match. 
  • @Kaldrax
    Maybe your chases are long and engaging. I prefer to keep mine short and escape the first chance I get. Just because one aspect of the game is less appealing to you doesn't mean other view it the same way. But having chase as the only interaction that requires thought, effort, SKILL would make for a very generic game. Killer already spends 90% of the game chasing which of itself has little variation in tactics. Follow, break, follow, attempt mindgame, maybe hit and then it starts again if they don't break Los. Removing a very tempting objective from confrontation is like saying "please Dev's, we have to many options while playing. Remove everything until a basic bot can take control and I can go hands free till the cut scene is done." killers don't have a choice in what they have to do, don't take the option of how they do it. That's literally just cutting content from them for easy play as their opponent.
  • @TigerKirby215
    Yeah it pairs well with them, but I meant I have never seen it be effective. I have never seen anybody prompt it more than once. After it goes off once it becomes a dead slot. Where are all the foolish survivors at?
  • Kaldrax said:

    @Orion said:

    How does that negate what I said? You're asking for free unhooks, period.

    Not necessarily. The killer can camp just outside of range and go for the chase when they get the notification. Survivor might get away, they might not.

    That's a free unhook as the killer can't prevent even foolish attempts. Essentially denying the killer action against you until the chase phase begins. That is a no effort senerio and a farming dream.
  • Has anybody been hit by this, seriously I have never seen anybody activate it more than once.
  • Botched baiting with ds, they don't even wait for the ds chance.
  • @Kaldrax
    Yeah it's a way for them to score on a side that is pretty limited on methods of winning. It's something for survivors to overcome and can be overcome, which is why I feel it doesn't need to be changed. I feel creative incentives are far better route than limitations and Punishment as they already have a narrow objective. But again it can be countered so I don't see it as a problem but an obstacle. This is afterall the tensest situation to be placed in, lets not deminsh it with creating "no counter" for the opposition. 
  • Read the title and thought Killers do need help with stealth play. Monitor and abuse is great but has little effect on large TR killers.
  • @Kaldrax
    At best i would say there are few no save senerios, Leatherface being the primary. Still a save is possible and examples exist (YouTube, twitch, Etc), it only becomes more difficult and dangerous. Sometimes you have to accept a trade off if you're working for the good of the team. And if no one brings perks to counter that type of play, then you're giving the killer a strong situation to use against you.
  • Have you ever tried killing without the hooks, far more challenging and fun provided you don't stand there to watch. I've had several survivors complain while escaping because getting downed more than nessary for all hooks was not fun. "Don't complain if you're given infinite chances" is what I reply.
  • Usually cause they know they were bested. At that point they're just ready to move on and don't want to add to the run time of a finished match. To many survivors try milking the killer cause there are little to no consequences once survivors are in the gate.
  • This is a qol for killers, nothing is stopping you if you really need to know. Impatience is a poor excuse to have a good feature removed.
  • Why do people keep suggesting to remove scratches while using this addon? Survivors can already prevent scratches from appearing. Take some responsibility for shortcomings that lead to the killers advantage and stop blaming an add-on as doing all the work for a match. Being difficult to counter is not the same as having none, maybe use something outside the meta.
  • I would rather play than have to go through the lobby again, especially if it was a long wait to begin with. I just pretend I turned the difficulty up one setting.
  • Might as well ask for a free teleport to a random map corner before entering the next stage on hook. Its suppose to be dangerous and risky as you are bait on a hook. We all get one hook sectioned into phases, complain to your team for not coordinating a save (which is entirely possible). We don't have 3 entitled chances, we get 1 with the potential of teammates providing more. Let people play as they like for their enjoyment. At worst its an incentive to improve on our stealth play.
  • Seems fine to me, we only really need the one activation to escape. If you waited so long to use it that the killer was able to have stopped it, that's just poor judgment. 
  • Everytime an incentive is given the opposing side asks for changes. If killer was a bot then fine give them parameters to define play, but these are people and worst thing for a player is having no options in terms of what they can do. Killers shouldbe free to kill you as they see fit, preventing that is on you. Just about one thing all horror themed Killers have in common is they enjoy watching a helpless victim. For some it's not about the blood points, they just want to watch a Survivor die.
  • If you team save, one person can block the drop from happening while you flashlight. As long as someone is in the drop zone the killer can't drop and must rotate for an opening.
  • The items literally boost every action a survivor performs, how many more items could we get that aren't a reiteration of another? I think base play needs to be expanded before alternative items for the same actions are introduced. 
  • No, just killer feels faster cause every emblem boils down to hitting survivors. Survivor on the otherhand have to divide actions to accomplish the same. 
  • Killers have almost no range of interaction; they hit, follow, hit and hook. Unless the Dev's give them more they can do, every benefit is being funneled into the most basic actions peformable. I don't want to call it hand holding as there is no other area of the killer arsenal to adjust. You can say that things just make it easy to down survivors but where is the alternative to balance around survivor versitily and strength? Keep in mind this is a single individual that must pressure 4 independent opponents.
  • Nope, still waiting for that better placement before I risk a slot. New placements are a start but still seeing alot of duds in the open.
  • If its a noob tactic then experienced players should have no issue with it. Something so easy to stop shouldn't even be a crutch because the killer can't rely on it as a consistent boost. Just picking it means your willing to sacrifice a slot for something you may never use. But your right, its a pain and we survivors have so little time to get things done.
  • Considering it takes 2-3 matches to clear a level, things feel pretty good for me anyway. Its a grind and half the point of progression is earning it. It spaces the time from starting to maximizing loadouts. 
  • Any skill level can use it, as it is a plan for that specific situation. Yeah it helps killers that struggle with a 2 hit chase at the most crucial moment, but is also a strong contingency for better players. You see a bunch of toolboxes and you can expect to be in end game fairly quick. And while its hard to ensure all totems were broken, prevention is 100% survivor responsibility. End game passes extremely quickly and with how easy it is don't see much issue with the killer having a short-term advantage that is also deniable. I find extremely dangerous activations like this a beneficial addition to Survivor gameplay as it adds that tensity to the situation and reason to escape quickly.
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