DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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Not everybody is good enough to run a garbage loadout for survivor convenience. Dc is just sad though, least you can do is try regardless of which side you play.
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@adalesmo
Never said don't do anything, that's just giving the killer the advantage. My point was that the audio indicators are not always a viable early warning. While there are not many ways for a killer to perform a full stealth approach, it is possible and should not be dismissed until proven otherwise. As to why you see it so often; I can only assume its because they are prepped for the traditional high rank struggle. I don't expect them to waste such rare items while facing noobs on reset.
Lastly, while I am no expert with spirit I believe she can't attack until completely out of her power phase.
Ps. Survivor 90% of the time since before patch 2.4, I just love a good challenge. -
Cause surprise attacks help keep the game in line with the horror genre. They also feel so much better than watching the killer approach after x-seconds of warning. There shouldn't be any point in a match where you feel secure enough to dismiss danger.
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They are a little to easy to counter. Only when teammates don't care does it even become a thing and again easily solved at that. Rechargeable traps wouldn't be much of an issue and actually help the pig to set up for the ambushes.
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Unless being spammed I have yet to receive more than one notification from this perk when in use.
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As a solo, 3 maybe 4 in the past 7 months.
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Then you just get them doing it outside the gate, which for most Killers is still a safe Zone.
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Find her a lot easier to face then many of the other killers. It's all about timing your change in Direction and escaping her field of you while stunned. Tight clusters of small objects work much better than the large loops.
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Don't complain about lack of Point gain because you were found first. Stealth is your job and failing to do so leads to getting hooked. Fact is against a camping killer sometimes save is possible & other times it's not worth the attempt. If a Wraith is camping you out there still a high possibility of getting saved versus Leatherface in the basement which is a Fool's errand if you attempt to go for the save. If you don't like being camped then put in the work to make sure you're not found first and get a feel for the killer's style.
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If its a problem that can't be overcome with a bare character ( no add-ons or perks) then it needs to be fixed, that's a design problem. Using a perk should help alleviate the situation but it shouldn't be the main answer. With as many situational problems that are possible, we still only get four slots to address them. Can't fix em all with Loadout alone.
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Even just a value increase as survivors just received some large % increases themselves.
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This was a great change. If I really need to know, just spectate and wait for the end. Most of the time matches are so straightforward I don't even feel it's necessary to see what they were using, only on a really fun and engaging match do i hang around.
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Only problem I see with that is selection variety will drop hard. You'll end up with a tier list much like Killers and survivors never pick anything other than the top few because they're just better. We can already see evidence of this Behavior just off of the Cosmetics selection. I'm not saying everyone will do it but there is already a large portion of the community that have a main simply because they are the better pick for sneaking around. And again similar to Killers you'll end up with some abilities that just don't seem worth it over the other choices.
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I will happily wait for the rework. I just hope we don't get same narcolepsy power we currently have.
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I've noticed that maps that have alot of perimeter objects tend to have far less crows near the center. It feels like the map gets a ring around it where the perk becomes more useless the closer to the center you get.
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Same here
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If somebody is hooked then by all means stay and make a play, but I'm hoping this was in reference to when all 4 are just being toxic to an inferior opponent. There is some requirement of skill to down somebody or every killer would 4k and would be seperate topic entirely.
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Can't force em out if they aren't at the gate. And without objectives to provide mistakes the killer is in for a long game with few ways to capitalize on that arrogance. Without an instant down your chasing each one to the gate after they force you to find them. Its possible but usually takes just as long as the core match, the chase points are not worth the time wasted. This is just survivors trying to force a dc and punish a player that already lost in terms of the end game.
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Well its rude to touch other's stuff without asking, maybe ask permission before making all that noise.
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They seem to be spawning really close to one another as well. Have had a game where just running in a straight line revealed 3 totems, didn't even have to rotate the camera. Wish I had recorded cause they were less than 6 seconds apart first to last.
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Its not about survivors swf or solo, killers needed it so that end game builds don't get exposed and negated due to out of game knowledge. It removes an obstacles that a player should not have to overcome to begin with.
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Don't know what problems your encountering but survivor feels like it just got easier. Every game I have played gens are popping left and right. Killer's got some perk reworks but are the same speed and require the same # of hits they always have had.
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Its a bad comparison in general. I don't see why any killer would use this stance as it belittles what they must do to control their own objective. Survivors suffer no penalties towards time management when staying or switching gens. Unless kicked, gens retain the progress and count towards prepping a chain finish. Killer on the other hand is taking a risk on time used with every switch. Survivors don't stay injured and every heal counts against the killer's remaining time. If a killer is singling someone down, it stands to reason they found the weak link and are trying to gain a pressure advantage. If the chase has gone on for some time then a refusal to abandon the kill can be seen as them ensuring the time spent wasn't fruitless. Abandoning one long chase to pursue another repeat can feel just as crushing as a no hatch last survivor. Not saying it doesn't suck on the recieving end but somebody's experience is going to suffer in a pvp setting.
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Dh tier 1 is the best version.
Never pickup the higher tiers, tier 1 grants the satisfaction while giving survivors no clues unless they see it. -
Die or not survivor is clearly the best side for gaining points. The potential to leave with a vessel alone makes the side better. While I think it would be cool to see somebody do this solely as killer, they are at a disadvantage when it comes to vessel interaction. Yes they can destroy vessels, but only while a survivor is on the hook and a vessel remains unclaimed. After watching survivors in past events, I seriously doubt vessels will remain hanging long enough to be broken.
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Killers suffer emblem lose if they let you get the safe save, if they are trying to rank then letting you go is only making it harder.
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Ask for my weapon so I can get to work.
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Thought my mind was playing tricks on me, then just chalked it up to bad connection.
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Played last night as survivor, matches felt even shorter than before. Had to run bp perks to make up for the shorter scoring window.
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Ruin gets overrated, I always have better success with overcharge. And when it comes to hex totems devour hope Tier 1 all the way.
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If people want to quit over easily counter perks then they weren't the type to stick around anyway. But the graph doesn't even address player decline so the point of the thread comes off mute.
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It screws with flashlight timing and since early game is about stalking it saves time later on.
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Usually play without them as I save up for events and right before a prestige. Really depends on your style and perk preference, but this is who I run;
Wraith- anti-heal
Trapper- gen strat stall
Clown- oppressive presence
Doc- tough & tiny checks
Myers- various tier loadouts
Freddy- fast slap & sneaky
Legion- slow heal blood tracker
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I can see toxic messages flowing in pre-game and after. I feel its better to an anonymous killer until after a match is completed. Seeing as many player have a main, it helps to prevent a predictive loadout and killer choice.
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@KissyKissy
People will tell you to do this or that to counter and may not be wrong, but hindsight is always 20/20 and loadouts can't change in game.
You did the right thing given your circumstance. At some point in the match you have to make the call as to whether its better to continue or just forces down the cause. If your being denied repeatedly then there really is no point in continuing in that manner. Best case is that you get your target and still have time for atleast one more. I'd take the satisfaction of denying one tbaging exit over bp anyday. -
Love the events, just not the attitude towards play that a portion of the community gets. Last event was great as a survivor but gameplay was horrible for killer. Any and every action to deny the event hooks was used, got so bad I had to finish 2/3 of it as survivor. Again, the events are great, its the players that turn the objectives against one another.
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I sabotaged over half a map with tier 1, then popped em 1 after the other on last gen. This made for a very sad legion with only the basement for an option. Sabo works fine, its all in the execution.
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No thanks, they make for a better opponent.
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Stealth
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And yet there are still people that have no issues wasting his time and surviving.
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Repeatedly downing but not hooking anybody and then using rancor after herding the group to the farthest gen from the gates. They were not happy about surviving.
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Without teamwork;

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Wouldn't mind another, although I'd prefer the game gets a female killer that isn't slow for a change.
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I'd be more than happy to get a challenge from the changes. Doing gens is so easy we need some area of the game to be difficult.
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I find it hilarious when playing survivor. My teammates run up to do their untouchable plays on the Killer and then easily get Smacked down for stupidity. Its one of the greatest things to witness in this game. Only thing better than that is when they complain that the killer sucks for capitalizing on their mistake. I always send the killer a gg and thank them for punishing my wasted team slots.
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From a tactical standpoint this would actually give trapper some great routing potential. Provided you are able to establish your territory with the traps, survivors would be harder pressed to maneuver and loop. This in turn would allow the killer to cut them off and direct chases on his terms.
Granted that stepping in your own trap is a potato move, I don't feel that it leans more to idiot proofing then it does a tactical advantage if played smart. -
I actually prefer some of the lower tiers for play. Not having certain effects can make things more interesting and challenging.
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Would be willing to test it. Maybe once 1 gate is open it drains the power from the other. That way both could be primed and prevent a gate camp.
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The others are good, even more so when used in combination. With regards to using a single hex, the lack of secrecy while building to the end goal is what I find most deterring. If a survivor sees my hex, so be it i can't prevent that. But if I am trying to gain the full effect (which is why I picked the perk in the first place) I much rather have one that gives no signal or clue that my hard work is about to pay off. This is even more true for me when facing intelligent survivors or swf. If I'm gonna use a hex combo though, then yes I have to agree there are better options.