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DemonDaddy

DemonDaddy

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DemonDaddy
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  • Try running some perks to damage & remove them when the killer needs them. Once downed the tension falls to the survivor & teammates to make a save. Wiggle buys you seconds for teammates to make the proper save plays or disable the hook closest, not ensure the killer never makes it. If sb or ds are to important to replace, deal with the fact you are letting the killer keep the hooks. It is a choice what focus you devote perks to. If hooks are a primary concern then equip some perks to do something about it. 
  • @SkeletalElite
    Yeah its one of the smallest map so getting good gen placement is rare. I think I've only had 1 or 2 games where the school had 2 gens. The trifecta is strong with that map.
  • I've been seeing either lots of escapes or really drawn out tunneling. Almost every teammate goes solo when legion comes in and the game has gens popping left & right. Sometimes I don't even see the killer cause of how focused they get on the loopers.
  • @purebalance
    1. I don't quit, just defending a persons right to not be forced into waiting around for other people's pleasure.

    2.Not the same since they go through every stage needed to die and points are given for the process, whether its you or the opponent. Dc is instant and killer doesn't even waste time on the carry. Yeah it is quitting, but on the hook shows that they were at least willing to wait until the camping starts. Rage dc don't even give the chance for killers to prove they are not campers.
  • That's rng, about as fair as synthetic chance math equations get. Loadout, map, gen & totem placement all balance a match by being unpredictable. Even picking a map doesn't mean an advantage as placement can begin in anyone's favor. The layout was in killer's favor for sure, but could just as easily been a large map with widely spread gens.
  • You can do a no hook game but have to let gens go fast or you black pip. 
  • @DemonDaddy said:
    Not arguing that the team doesn't suffer, but how do you differentiate between trying to get off the hook and trying to die. To everyone else it just looks like you're struggling.
    That's the 1st half, second half can abruptly end for so many reasons.
    Side note- Don't know about you but mashing buttons is hell on controllers and most don't have cash lying around to buy another

    You are NOT trying to get off the hook when you do that. REALLY? We're it's a 3% chance. It's meant for DIRE situations like when everyone is downed. It is 100% a rage quit action when you do it on your first hook and you're the first one hooked. It should be bannable.

    First hook, What does that matter? If you are being camped, you only get the 1. Nobody is coming cause that's the time for gen rush and its no more dangerous than an actual save attempt. At least then its not 2 teammates down and until the end you don't know if they ran a loadout that would help with the unhook attempt. Besides all that, 1 person having a bad time isn't responsible for providing you a better one, that's a courtesy not mandatory. Gg the one nice enough to give you their time and move on to the next game.
  • To prevent downing all 4 at one time and balance healing time to some level of inconvenience for failure. 
  • Nurse & Myers, when played well they provide that horror movie feeling and challenge gusty teammates tend to remove.
  • @Entità
    I think that while the perk does address aura reading and works for its initial purpose, however it does not cover the variety of aura reading methods. The design is highly effective for a momentary read but quickly fails when confronted with a constant power. With that in mind, I think its more about the total time it covers you and not the # of times it activates. I'm not against changes to the perk, but would like to hear the Dev's thoughts in regards to the variety of expenditure.
  • @Entità
    Your right that its not good within the bounds of those senerios, but that's not an issue just bad match ups for that loadout. Dev's told killers that not all perks would be viable with every new killer and I feel that the same is true for survivor perks to counter killers. Every loadout is a gamble against the killer and you may end up with something that proves useless in that particular match. Look at balanced landing; great perk but a bad map can make it a horrible choice given the other options you could have picked. Distortion itself could be useless if the killer runs no aura perks. 
  • If Distortion was the sole method of countering aura-reading maybe I could agree with you. As is most perks already have counter play that doesn't even involve another perk. Now this is just my opinion, but I feel that Distortion is used to catch aura reading when you are off guard not as a primary method of going unnoticed. I think that the perk is a great addition to the Arsenal of survivors but any Survivor who solely relies on this one perk to go undetected has bigger issues with their play style then not enough tokens.
  • @White_Owl
    Mechanic wise pallets are just a barrier that can stun but mainly block passage. Being on top of a barrier offer the least amount coverage and demands that survivors better judge the distance they have. I remember Dev's mentioning the chainsaw but didn't know they only applied it to Billy. It should definitely get an animation to smooth it out as its a unique situation. 
  • Not arguing that the team doesn't suffer, but how do you differentiate between trying to get off the hook and trying to die. To everyone else it just looks like you're struggling.
    That's the 1st half, second half can abruptly end for so many reasons.
    Side note- Don't know about you but mashing buttons is hell on controllers and most don't have cash lying around to buy another
  • If your on the hook getting camped, aside from what little time you give the team, why stay? They played, got caught, and know its Kobe or death. I don't want to force somebody to stay if they never have a chance to earn anything. Just don't dc cause its a pathetically obvious lack of any sense of sportsmanship or maturity. There is a difference between knowing defeat and throwing a tantrum. At least a hook death shows the killer respect for closing the chase. 
  • Legion not seeing scratches has been my greatest advantage against them. A legion that doesn't tightly check their corners is foolishly easy to lose. Tall grass & obstacles make legion post-frenzy look like its an Easter egg hunt.
  • @Master said:

    ....

    Sth needs to be done about toxicity for sure, but tunneling and camping is not toxic. Actually guys like you prevent the system to work properly by spamming false reports

    And yes the rank system is a poor joke 

    I'm curious if you feel as though survivors can't be toxic either. This topic is a revolving door. I say it's toxic to tunnel and camp, as a result every survivor runs with DS and purple flashlights. Technically, neither side is "illegal" but just garbage playing in my opinion. Survivors are penalized for grabbing other survivors off of hooks, to discourage farming, but does a killer receive the same penalty for re-hooking so quickly? If a survivor dc's, the killer gets awarded points for the dc. The survivors however are now at a disadvantage trying to finish 5 gens with 3 people. No points are given for a dc to a survivor. If a killer dc's, survivors lose their offering and are safe from a depiping but again the rank doesn't matter so the killer doesn't lose anything whereas depending on the offering, survivors could lose a couple thousand BP on an offering they never actually got to use.

    The tunneling/camping problem could be solved the same as it is with a survivor standing still for too long. If a killer sits inside (say a 15 meter range) of a hooked survivor for too long, they get penalized. Similar to a survivor getting crows over their heads. If a survivor gets penalized for farming someone off a hook, the killer should receive a similar penalty for rehooking the same survivor within say 10 seconds of being taken off.

    This still allows the killer to down the survivor if they choose, to go back to them after 10 seconds, but gives the survivors an opportunity to make a play to save them. If that is too much, then give the survivors the ability to reject someone who is clearly going to farm them, I'd rather stay on the hook for additional time if it means when I do get taken off, I'm a little bit safer.

    As for camping; everybody gets one. 1 hook is all you are entitled and anything more is a bonus of good plays/smart tactics. Doesn't matter if the killer is good or bad, saves are your teammates responsibility not the killers.
    Bad save penalty is there for scummy teammates using you for points and encourage smart plays. Killer doesn't have a rehook penalty because that is the only objective and they out played the save. (No punishment for either side making good plays)
    Killer gets dc points because they require survivors to gain any and all bp while also needing to replace any chosen addons. Survivors don't because they can earn points without ever engaging with the killer and keep items/addons. Escape is harder but not impossible with fewer teammates, killer can black pip at best with multiple dc's. (Granted both suffer the offering lose)
    That last bit while not entirely bad still grants more chances for complete failure and would easily be abused to prevent solos so swf teammates get the points. Not saying it would be everyone, but I'm sure you can think of a few that would do just that.
  • Why is "I can easily...." brought up in balance discussions. Obviously there are those that can or can't, declaring that you can easily do what other try for states nothing more than you play with more skill. So be top tier but stop complaining that every adjustment is geared towards your individual style, these are for the community and provide feedback on what works/doesn't as it is collected over time. Honestly I find the increases to difficulty far better in the long run (still not as stressful as killer), especially when the rank system allows noobs to climb higher than they should.
  • All I see is a ruin check. If the concern is over the visibility then maybe chose your camera angle better. Depending on the map some backgrounds are gonna blend and its your choice where to look.
  • Only wait time I see on either side is when 1 solo is needed to fill the roster. Lobby fills fast with swf but takes awhile to find a solo. Don't know where your getting all this killer buff nonsense, but survivor plays about the same as always.
  • It sounded like a joke, a really bad one, but still.
  • First i will say that I don't like using the hexes. Next is that Noed is not a crutch but a strategy. While many new/bad killers use it, it is not consistent enough to warrant the attention that other perks have received. The player, regardless of skill, is gambling a perk slot with how well you will play. If anything, the killer has limited themself for a majority of the match with the hope survivors are to rushed to look(rng placement is another issue). They have little to no control as to its activation and use. As a survivor we need to consider that killers have a range of very hazardous effects which can abruptly end a match for us. Doing things fast doesn't mean your doing it smart.
  • I feel your pain, last night I had an almost endless # of teammates running team aura perks. Did it help, hell no. They were using the perks to lead the killer to me and escape. 1 time is fine but this was multiple people/chases in different games. Last guy that did it ended up on hook as gates opened so I ran up pointed & shook no, then walked out.
  • @White_Owl
    Oh I know but that's not my playstyle anyways. I'm only saying logically a Killer's arms plus their weapon equals about the width of a pallet. Just seems weird that anyone using a pallet would consider themselves  safe at any point other than fully across. 
  • For the ones that don't know how to use legion, all his design is doing is prolong tunneling even more. It works out great for 3 survivors as they ko gens but #4 gets wrecked in the bp department. Regular tunneling feels bad (no hate for those that can't hunt) but with the additional hits required it feels like an entire match is done before your off the first hook.
  • I think a change to gen time would be better met if Dev's also improved the skill checks. Right now its to boring, it needs to be more engaging before anyone will just sit there and endure even more time. And I don't mean more/faster checks either.
  • Screw easy games, there's a reason they are rated E. Fun is all fine and well, but it is also linked to a players performance. In a game where the only option is 1v4, competitive viability is a big deal. No we don't need top tier every release, but a character that can perform at any rank is far more enjoyable and worth the purchase. 
  • The only safe moment of pallet interaction should be when we are on the opposite side of a dropped one. Pallets really aren't wide enough to warrant a safe slide if they are that close.
  • Unless killer is slugging to death, survivors are entitled to exactly 1 hook. Anything more is a bonus for good plays. Its up to teammates to make the right call and timing to grant you more. 
  • First thought was my headphones were shorting out, spent most of my time in survivor cause everything except music was to difficult to hear for killer.
  • New chapter has reinforced this from what I can tell. Every match I've had, even solo teammates, are splitting up and spreading out. The only exception I saw was 2 rank 20s popped in and tried to double leader.
  • Its nice to know its not one sided
  • Dev's confirmed that a good loop increases survivor distance gain, just have to learn where it works best and practice.
  • Cause red shirt feng is a ninja.
  • @Brady
    The idea isn't to hide everything all game, but to extend a momentary pause while they come to the conclusion. Some things will be recognized right away especially unique effects; ruin for instance. Its an effect which is easily spotted and counter known. But with effects that overlap its that lack of visual and meta knowledge which adds tension to the killers pressence resulting in cautious or foolish pacing. This is by no means a fix all suggestion, it an inquiry as to how much time is game time is lost with informational hand holding.
    Honestly I would have no issue if I was proven 100% wrong as we all get an answer.
    With regards to exposed status, yes it makes it terrifying. Imo the balance isn't in the notice given but the fact it can be observed , avoided, prevented and/or removed.
  • @Avariku
    I agree completely that something like this would need to be exstensivly test and further balance made for solos. I am thinking that by making that info more directionless it would actually raise solo closer to swf. Voice chat will always hold a stronger advantage for teamwork, but by limiting what can be conveyed accurately we create more windows for time. A swf who may be injured in the TR is less capable of voicing a killer strategy and load out. 
    " I'm hurt, the Killer is nearby and progress is in the red." It's a little more difficult to pick a part compared to
    "he's got thanataphobia, colorphobia and sloppy butcher."
    While this does heavily veer towards survivors, I am having trouble thinking of any Survivor perks/info that prompt for the Killer outside of visual effects. For the most part survivors tend to have a pretty well-hidden loadout. Best example I can come up with is no mither. Remove the indicator at the start of a match so it only becomes visible once the killer has actually engaged with the Survivor and gained visual confirmation. 
  • Not much but a little variety and might discourage people from hugging the killer with dime size spins. Dev's said killer turn rate is lower cause of fov, which can aid in them staying just outside the zone. Besides that if you know someone is going to go left or right why are you going to swing from top to bottom it just doesn't look right. Makes them look like a robot that can only move one leg and waving a solid arm.
  • If only killers had a sweeping strike in addition to the chop.
  • @Avariku
    Not my intention if that's how it sounds, I may just be bad at converting thought to script. My concern and questioning is how much wasted time is removed by telling players exactly what is wrong. The central idea behind my alternative senerio is that all players are informed that something has activated without providing a straight line to the fix or counter. The red bar when progress is affected is great, everyone knows something is interfering. Showing which perk/status is active is not, it comes across as not a player counter to its effectiveness but a indirect limitation on time gain. The player is not spending time to discern which action would be most beneficial as the answer is just handed to them.
    While this is all just speculation without a way to test it, this may be a way to draw out some hidden time without the need for gen tweaks.
  • Kwanghyun said:

    @DemonDaddy said:
    Stealth is Myers gimmick. Go watch the old movies, he is in the background in most scenes doing his peeper shtick. He plays how he acts. Just keep an eye on ambush points while making repairs. With regular tr his power is staring at you until he is fed up, boring for everybody.

    At tier l. his fine whatever. But 8 meters wide terror radius at tier ll. is unacceptable. Beign cannon to the movie shouldn't be a higher priority than a fun and balanced gameplay. Although he would be fine BUT M&A makes him just as overpovered as his ultra rare add-ons, but the difference is you have it in every game cuz it's a perk. Either tier ii. needs a nerf, or make M&A only work when he's at tier III. but currently this perk makes him outrageusly unfair. Spirit and Billy requires some skill at least. But Myres is nothing but a braindead M1 ki8ller whit no TR and haunted grounds that he can pop any time he wants.

    I get it, tr is a huge advantage to take away from survivors. In that sense though not having the tr is what makes him unique. Because he has to tier up for movement speed, the lack of tr is really the first half of his power. At tier 2 he is basically trapper with no power, the small tr is his aid for lack of chase options. Everything for tier 3 just makes tr bigger as he is at the most dangerous, so setting m&a for just that tier carries no build synergy. I agree that a good stealthy Myers is a serious threat and can go bad quickly, but also feel that it makes surviving much more rewarding. 
  • Stealth is Myers gimmick. Go watch the old movies, he is in the background in most scenes doing his peeper shtick. He plays how he acts. Just keep an eye on ambush points while making repairs. With regular tr his power is staring at you until he is fed up, boring for everybody.
  • steezo_de said:

    I think if you removed all the HUD info, it will make for a better horror experience. However, I also think that the hide and seek element of that will get boring pretty quick.. and by pretty quick I mean about a few dozen hours. It might be good for a hardcore, separate mode, but if you want to appeal to people who want more than just a hide and seek, you need something that allows them to feel like they have some awareness to make the game more engaging.

    I didn't mean completely blind, more like vague and obscure. Perks still work as intended and audio ques remain. What a player is lacking is the individual promps provided by status effect/perks.
    Example;
    lullaby hex would not show up on side screen once tokens stack, the player would have to notice that response time is getting shorter and be called away from gens.
    Healing bar is red while in the tr and injured, is it thanatophobia or colorphobia
  • Again, I want new players to get the knowledge and experience they need for ranked play. I'd like to see them get a better transition from learning the game to playing it. 
  • You have people that power through and others who seek aid or distance as a solution. Veterans are gonna be quick to respond, that's skill and experience speaking in their favor. But knowing which effects or even how many usually aids in that decision. Without the icons it (can) become more difficult to make the smarter call. Even if its a few seconds here and there across the team that adds up, especially in this game where everything is calculated with fractional time adjustments. 
  • Newer player do need that guidance, especially with new content be added regularly. I am sure at some point they will revisit the tutorial, but they also need to set a better margin for new players to gain experience within early ranks. If the implement a cure for derankers then great, for now its just something everyone will have to deal with.
  • Take healing for example;
    dying light, thanathopia, coulorphobia, sloppy butcher
    Each of these give an icon and by doing so tell you the source. The minimal time is wasted in trying to fix the status because you know why.

    Now picture a senerio where the knowledge gain is absent:
    First 1/2 of the match goes well enough with focus on the obsession, killer running distressing so he was easy to avoid. Killer finally gets a hit but you slip away. Healing is in red, tr pounding, do you take the time to leave tr or heal anyways. During which time he kills off his first target. 

    A snowball senerio I know, but one where the survivors  must take time to discern which effect is active and how to minimalize their suffering.



  • @Onionthing
    Not doubt the side wars would rage further. Just saying that if they did (after the game reaches a sense of real balance), an optional perk would be a little easier to work around than having to separate each survivors base for tweaks. 
  • @DemonDaddy said:
    God no, please not the nurfs.
    Seriously though, nurse and Billy are the only hardmode we get. I'd like to keep some competency required to win in this game.

    And a chance at winning, as a killer.

    Maybe if I played em, but both are still lvl 1 cause I don't like using their powers. Love to face them though. 
  • Without getting into the whole this side is op topic. There is a difference between dumb team plays and competent survivor group advantages. A dumb play will cost you regardless. Good luck to fellow randos, hopefully your teammates have a combined IQ higher than 50. 
  • I was filled with laughter but there  is a black void where my finger should go.
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