DemonDaddy
DemonDaddy
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- DemonDaddy
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Alert, technician, iron will, last can be anything you feel works with your style whether healing or more stealth.
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As a solo survivor I don't care to much for another healing perk. As it is without swf; getting teammates to heal you is a pain because they assume you can heal yourself and some even refuse to receive it. Adding more self service healing is only going to increase the rarity of medical co-op. Most likely we will end up running one or the other just to compensate.
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I agree, swf should be sent to killers with the skill to properly handle that level of coordination. Far to often some reds will make it into matches they don't belong.
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I'd prefer we not have a match wide safety net. Perks are better left with situational conditions so that some level of intelligence is needed to make use of them. Half of your goal is not to be hooked aftetall.
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@Poweas
True, but I'm not in control of the others. If I know what killer it is, I change my game plan to counter their strengths. If teammates are grouping up against legion just put in some distance, don't play into giving the killer a favorable situation. Either your outside the range or your part of someone else's mistake. -
Not arguing against your experience, but here is what I would suggest as it works for me.
Legions whole advantage is in chase, the best counter to what most are calling "anti-chase" is stealth. I've had several games where legion either could not locate or track after spotting me. Los breakers are best for slipping away and back tracking to prevent a trail. Spotting your trail also work pretty well especially if there are lots of trees to use for cover. If chase is to much, prevent it to the best of your ability. Sprinting away isn't gonna save you in every situation. -
Looking forward to it, as it is to many teammates forget that stealth is a key tool and try running the killer. Legion has counterplay, its called stealth, denying the advantage of a chase. God forbid sb doesn't bail you out everytime.
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Survivors have all the control when it comes to this perk. If your not gonna take the time then its your own fault. And the excuse that the team rushed doesn't change anything. If you see gens popping right and left, maybe you should take the responsibility and hunt down the totems.
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Why does the thought of counterplay only come up after after legion gets the chase. If the killers specialty is in chase the counter is in preventing one.
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If the killers are good enough to get a majority of kills then that makes for an interesting and challenging match. If they are using "cheap mechanics" then it should be an easy game since you know what to watch for.
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Love facing them, only killers that provide a really challenge and deny crutches.
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Hopefully when we get an end game fix the Dev's also do something to prevent or atleast minimize a stealth stalemate. Yeah there are perks, but you can't predict a stubborn opponent and against smart survivors you can't afford to be wasting slots.
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Pallets & windows can add to the looping but not impossible to deal with on their own. The real problem is the collision with a loops wall. Had a meg loop so well that I could not gain any ground because if I tried following the exact path the wall would snag me. I am all for the designed methods but losing out because killers are just bigger is horrible. Yes breaking chase is an option, but that should be when a survivor gains a lead in chase, not because your able to sustain a lead indefinitely.
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Sounds like an excuse not to snap out of it by skill alone. If you were just impaled by a hook, why should you refresh in a better state of health? It takes almost no time to snap out, do we really need all sense of effort removed?
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Been playing legion without addons until the Dev's make some tweaks and it is rough. Past rank 12 you are hard pressed to find dumb survivors that play into legions strengths. Deep wounds almost never comes into play unless you refuse to switch targets. Mending is unnoticeable with current audio and survivors refusing to stop even when infront of them looks & feels ridiculous. Without addons chases are prone to become extended tunnel sessions rewarded with heavy salt. Since I've been relying on perks, the lack of versatility really shows itself. While I wouldn't say legion is horrible to play, they suffer far more than other killers against competent survivors.
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Hook is probably the least satisfying aspect of killing survivors. It feels like 3x the chore, has a long wait for results, and kind of boring to watch as a primary kill method. It works for what it is, but doesn't exactly portray a position of power.
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Hooks seem pretty well spaced and proper Sabo on them takes commitment both in loadout & ingame. Getting off the shoulder is about coordination and timing. Most chases end with at least one gen close to done, the wiggle phase is a "narrow" window to have teammates attempt a save, not (although rarely) save yourself. To pressure a killer during that time is a team effort and reliant on your performance prior to being downed. Avoid looping near hooks and plan your down for open areas where teammates can have the best opportunity to interfere.
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Always thought it would be cool if they gave you a reason to be careful. Like disturbing several crows to quickly would call a murder to descend and circle the survivor causing minor obscurity to vision for a short time or until vaulting a window to shake them. Wouldn't even need to signal the killer, just provide an environmental interaction and effect for survivors.
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If we only get 1 change to legion, I would want this.
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Swf is fine and well, if they are playing at the same level. This whole thing where survivors join low rank teams gets ridiculous. Rank is not the issue, its that players are exploiting the system to face inferior opponents. Outside of depipping, survivors would be in an uproar if the killer had a legit offered manner to face weaker opposition. I think all killers are really asking for is better matchmaking so that balance can't be tampered with.
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I'm spending more time trying to play solo survivor than I do waiting as killer. Either I'm the first survivor and swf fills the rest or I'm the last to show up. When I do end up waiting its because not enough people play solo.
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Those are some of the best and challenging matches, provided they can actually blink properly. She is just one of those killers where stealth and timing are more important than what perks your running. SB around pallets and jungle gyms ain't gonna help you, so focus on the areas which seem to be getting you caught.
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Killer suffers point loss if the unhook clears as safe. Its not ideal for the fun aspect, but most often to protect and secure emblems for pipping. If we want tunneling changed for survivor favor then killer scoring needs to be reworked as well. Currently most complainants would rather the killer pick a new target, even though the switch comes with no benefit and at the cost of the killer.
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Problem 1 is of course placement, but if I were to change a mechanic;
Give a massive bonus for destroying a hex, but also whomever destroys its takes a minor individualized version or appropriate curse. This would essentially be like taking the burden so the team can make better/faster progress. Take a risk or continue to let others suffer for lack of selflessness.
As they are now, totems feel like more of a survivor asset then a killer's tool. Breaking only helps and other than not doing them, there is no drawback/obstacles/ or even challenge to them. -
Not talking about the ones that actually escape, mostly they give a gg and on their way. The nasty ones I see are the ones I could kill with slugging but give/carry them to the exit. So many ungrateful people out there, they complain on a 4k and complain if given a win. I think you lose boasting rights after failure on chance # 9.The_Crusader said:
Ez babykiller #claudettemainDemonDaddy said:Killers might get salty on a bad run, but survivors are the only ones sending toxic chat after winning a match. Even offering myself for the hook; a killer never sent me a "gg, so ez u suck"
Imo, babykillers don't make you wish the bleedout was shorter or dream of the hook. -
Freddy doesn't have a power, he has an on switch for hitting people. Being down 1 of 4 perks is nothing to complain about.
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@The_Crusader
Then wouldn't that count as countering a hatch play. The other option is just letting them go and maybe grab one on exit. Being able to stop one max is not really a dependable option and downing on hatch isn't even viable because of cooldown. At best the killer can hope final gen doesn't pop before the hatch shuts. -
So if they played well they can buy supplies for the next. Doesn't change the fact that if it was a survivor win, killer could have nothing to equip next time. At least survivors can walk out and gain something new at no cost. I've walked out with more purples than purchased as a survivor. Where's the killer's free mori or addons for a job well done?
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Killers might get salty on a bad run, but survivors are the only ones sending toxic chat after winning a match. Even offering myself for the hook; a killer never sent me a "gg, so ez u suck"
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It makes things interesting, the tension and atmosphere is much better when the stakes are so high. Plus I can't help but chuckle when a ballsy runner teammate is cut down for foolishly drawing attention to themselves.
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There are more than enough points, the problem is with the completion time. Each Survivor is competing for the total amount of points you can gain from a generator. By having teammates sit and complete a generator in full without an interruption you're actually gaining the minimum amount of points a generator can provide. So in order to gain more points you actually need a compliment killer that patrols his gens, breaking them which creates more opportunities to work on them. Also having teammates that are willing to gen hop or spread out the work so that everything doesn't pop one after another helps. Swf is probably the best way to coordinate and ensure maximum gain. Otherwise its a contest between you and the other 3.
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Killer is literally standing still and doing nothing, why wouldnt the survivors finish gens or open a gate? Killer didn't do anything that stopped the game, if anything they gave the team more time. If the killer cant even defend a single point against bp greed then the communities sense of balance is truly in a bad spot.
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Little differences like that between killers helps to break up repetitiveness and encourage switching up loadout. Just as each has unique weaknesses, they also need the little benefits to shake things up.
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Doesn't really need it. Its one of the highest used perks and is practically a cure all for most statuses. As it is now there is little to no reason to rely on teammate other than speeding up the process, which most dont even waste the time to find someone. And didn't they just increase the time to help balance match length. Buffing it up seems to be counter productive to why it was changed to begin with.
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No, removing the addon only further limits killers loadout. What makes the addon so good is that you aren't forced to spend a perk slot, allowing for more versatility with the playstyle. Besides that you can't guarantee the perk until you p3 a character.
Lastly, while this is just opinion, mangled can see far better use than dw. Survivors spend more time dealing with slow healing than mending and you done have keep on them to gain full benefit of the status. -
Haven't had any killers do this yet. For me it always seems to be the survivor that brings the fancy items then sees a killer they dislike.also had some swf where one quits, reads my loadout, and then the rest dc as well.
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I only slug #3 so that I can punish #4 for abandoning a teammate. #3 can have hatch if they crawl to it after that.
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I love these as a killer. Time management is so lax, I actually can just focus on mind games and fun. Everybody gets bp and I will let gates become accessible before actually trying to kill anyone. Losing a person to dc or rage quits doesn't have to spoil it for everyone.
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Yeah, cause chasing the killer away is just the balance we need.
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Dev's said alot of the issues came from switching to the new engine. I'm hoping that once adjusted we see many of these things look and sound better
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I keep getting 2-4 dc's with a no sound wraith (addons for silent bell & 6 sec suppression of tr), guess they don't like every hit being a surprise.
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@Incarnate
For a ranked setting, I think having to use only what you have earned is the best method of balance. Player are required to gain skill prior to relying on perks to solve issues. A win is possible without perks, much harder, but possible. Guard railing based on limitations is a feature for the matching system not the base aspects of competitive play.
If the difference is to much;
To that I would have to say, yes the learning curve is steep for new players. Having to learn different tactics while working with less adds to the difficulty, but thats a reason the game needs a more solid matching system. Newer players need more time to learn and earn points before being tossed in with the vets & their full loadouts. I want them to get what they need, but at the same time not flip the bird to everyone that had to seriously invest time to get those decked loadouts.
Side note: I know its tough, I have eight Killers level 50 and have horrible perk loadouts most average no higher than tier 2. It sucks but just means I have to rely on skill and not my loadouts to apply pressure -
The fact that any power/perk/tier/item/addon can be brought in almost randomly creates a balanced match. By not knowing the variables before a match, everyone starts with knowledge equivalent to one anothers. Your loadout is a measure of effort and skill with a limited resource which expands as you invest bp. Its all part of progression & prestige. If you don't spend the time & points to maximize your loadout options, your not playing with a full deck. People had to earn the high tiers and slots, taking out the grind only reduces the game to even fewer elements by issuing impatient players a handout.
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Totems are just in a bad place most of the time, past week alone I spawned in clear view of 4 hexes. When playing survivor I feel like there is almost no pressure in finding them. That alone has moved me away from the perks when playing killer. If I want to slow things down a bit overcharge helps maintain gen defense much better provided the map/rng doesn't make patrolling a nightmare.
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There is no protection perk that shields vs every killer. If your not switching loadouts then your gonna end up facing bad matches from time to time. Most aura perks have counters that can be performed without equipping a perk yourself. Hiding takes effort on your part, game mechanics should not be doing the work for you.
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I wouldn't call it an exploit, as the status counters the killers best interests. Affected and chase abandoned means mending right away. Affected and in chase grants no drawback for the survivor, so long as looping is possible the status has no bearing other than making additional hits required. At best killers are making the chase more difficult and creating a situation where dw can produce a satisfying result. If you can't lose a killer not even looking at you, the status isn't your main problem.
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Not to many survivors would welcome the challenge. People are still complaining about instant down chainsaws, you think Dev's could add even a delayed down without an uproar. It would have been a Freddy outcry right from the start.
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Only use it with Myers, hag and trapper. Otherwise it just helps survivors.
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Blinded would be my guess
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Its a good question. Dev's continue to mention that gens are fine and they are working on additional objectives. Great, that's what we need, more to engage us. We saw a glimpse of this with serums. Unfortunately it didn't last because it wasn't necessary to escape. As the need for them dropped so did effect on match length. Additional objectives would help, but only if they are something survivors feel they need to interact with.