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DemonDaddy

DemonDaddy

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DemonDaddy
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  • 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.
  • Billy is one of my favorites to play against. The pressure he can apply lives up to what the game sells itself as. Maybe switch up from the looping all day builds and apply some stealth tactics. Given the fact everything about him is one huge audio Que, you shouldn't get spotted unless your in the open. Hell, just pretend you turned the difficulty up manually to test yourself.
  • I would say good sportsmanship, but apparently that died back when I was in school. So a player with weaker skill than you has trouble all match means even when he does land a hit, its not deserved. I get that the perk provided the boost, but all perks do that in some way. While the effects are strong, they took a gamble that it would even pay off. But why dc anyway, if you played the whole match your probably gonna pip even in death.
  • @Carpemortum said:
    dbd900bach said:

    I dont get why survivors want things to be easier. It's not suppose to be easy at all 

    Because they dont wanr the thrill or challenge presented by the games trailer and concept. Most want a bully simulator so they can try to make people ragequit. 

    I’d say the bullying comes from the idea that someone being THE killer makes them evil for the game, especially when you don’t see the player or hear their voice. It’s easier to dehumanize them, and make you feel like the “genuine good guy” in the game.

    As for the making things easier, people don’t like too hard of a challenge, especially when they feel like they are overcoming “evil”. They want to feel like they can survive, not that they can overcome a difficulty, it’s about winning versus a ridiculously long social dichotomy that’s existed since forever. A lot of people when they play survivor feel a sense of entitlement simply for playing the good guy. And bullying something “evil” is okay. Think of all the bad peoples who have existed, and how people speak about them. It’s justifiable human nature in the real world, and they apply it here.

    Unfortunately this mentality has affected video games in general. Most don't even have difficulty setting anymore cause challenges are to tough for today's gamers. Games and more directly Survivor needs that feeling to be engaging and rewarding. Every game gets boring if the opposition doesn't live up to their role. 
  • @CronaWins
    So your saying a dc is deserved because; you and the team were overconfident with a bad chaser, to focused on gens to break totems, didn't leave immediately when possible, or just rage when you lose. Yeah, totally sounds like the killer's fault a HEX actually came into effect after (however long the match was).Take accountability for a survivor failure, it only activates due to negligence. 
  • I think a better option might be a 4th unteachable perk for survivor & killer. Have it unlock on Prestige 3 level 50 so the grind has a goal. Doesn't have to be better than everything else just something unique to the individual. Some swf already run  quadruplets anyway.
  • @Janick
    The clarification is fine and well needed, far better than arguable exceptions. In regards to NC, while it was never great with Freddy on its own, the combined effect of the 2 perks with his power made for great pressure against all survivors as I could track, cutoff, route and break away to prevent multiple wakeups (so much better than a direct gen defense). Again Im not upset, just means I will find another loadout to work with my playstyle.
  • Fun to play and viable go hand in hand. Dev's have said that not every killer needs to be top tier, just fun to play with & against. Unfortunately for killers, being fun is almost directly linked to how well they perform. Killers that struggle provide little entertainment outside spoof builds and kyf.
  • I was a bit disappointed with the change in regards to Freddy. I'm not mad or anything, just sad a good perk combo is gone. I would use NC and monitor & abuse for an all seeing Freddy build. 9/10 wake-up would prompt without healing and most survivors stay within the tr anyways. Time to replace em both with insidious I guess.
  • Letting people get downed  if they fail to manage mend time properly. The timer stops during chase so the risk is entirely on them if they wait to long.
  • Range would be nice. Personally I'd like to see it widened a bit. Most annoying thing for me is being able to see a survivor but they are just outside its edge.
  • I don't understand why survivors bad mouth a perk they can completely neutralize before it even kicks in. It literally only takes effect during the last moments of the game. As survivors we have more control over match length than killer, allowing any time needed to hunt the totems. Pop 4 gens and take a moment so you don't screw yourself. Not the killer's or perks fault you can't spare a few seconds to ensure victory. If you want to refer to noob playstyles, the guy rushing it is far worse than the one using a perk that may not even come into effect. Its not about whether the killer has it, but did you take the time to prevent it.
  • First thing that came to mind reading this was Friday 13th. There are plenty of videos of coucelers ganging up with repeated stuns, the only counter was Jason's rage mode. Maybe at some point way in the future, but dbd is just not ready for that kind of thing ( maybe a separate mode where its like a last man standing & no escape)
  • Survivors keep asking for more ways to ensure a save. Don't get butt hurt if killers have to do what they need as an individual.
  • I don't think its a matter of win vs lose, but more of the fact that if the killer does everything right during a match it can still end in a BS manner with no fault of their own. The current hatch only punishes a killer's mistake during the standoff. Survivors should have a way out, but the escape should be a tense moment were every action counts. A 1sec window to grab the guy is not really a defense, so much so that some will even wait for the killer as a last sec taunt. If your in chase and get it, it feels rewarding. Most other situations it just feels like a hand out.
  • Gen rush is a community creation that does not exist. Although the minimum time required to complete them all is disportionate to time needed for hunting/chasing/hooking × 4. Everyone says genes are boring and increasing time is a bad move, but how about more engaging repair. Make gens more fun than a simple timing check and an increase to time wouldn't feel like a kick in the nuts of fun.
  • Have a timer start after the first gate is open. As the timer diminishes so does the charge powering the gate. The gate then closes and must be reopened with an extended time for failure to exit(no bp for reopening). Survivors are still able to escape but can trap themselves if they are not mindful.
  • The grind is a part for any perk and character, I say earn it or spend some shards. I'd say give it as base kit, with the exception that it only moves you from injured to healthy. No curing status effects, no wake up, and extended time so that while it is an option friends are more viable.
  • Currently the only reason we are seeing punishments and lack of incentives is because of our community. To many call out that they want nothing like this in the game. Which in its current form I can agree, but this can still change. If something is not working we should focus on making it entertaining and not its banishment. Just cause camping sucks doesn't mean it can't be turned into a fun and engaging part of the game. Its up to us to voice reasonable changes and concerns, not review bomb any aspect that launches subpar in our eyes.
  • How about instead of attacking a bare bone and unfun mechanic, we build upon it. I think it goes without saying that everyone pretty much hates the current mechanic of camping and tunnelong. It may help new killers and to secure points but comes across as very inactive and not enjoyable. So lets changed that mechanic and actually build up on it and turn it into a minigame of itself something that's actually fun and engaging for both sides something that requires skill. Stop asking for safety and lets make it better on both sides.
  • I agree that top tier isn't required to have fun. Where I differ is the fact our 1 main mode is strictly competitive. With rank locking us into tiers of somewhat increasing difficulty,  the need for viable (not op) killers follows. Fun is a great thing to base powers around, but that quickly fades when a character struggles.
  • There are issues with balancing around a 4 man team, I don't think we want Dev's to divert attention. 
  • #########? You only get 1 offering and at best you have the potential to mori all 4. Where is the issue?
  • No, feels like Dev's are holding our hands a little to tight in the effort to help. I liked the challenge of escaping on a timer, it required skill, this feels like something a lazy player would ask for.
  • Soldier up and accept the challenge. Being on the hook is a moment of tension because it is the most dangerous situation a survivor can be placed in. Arguing that tunneling is the problem makes no sense. When you're in a chase you are supposed to break line of sight and sneak off if you can't do that then you're just running until the killer catches you. Loops are not how you win a Chase they prolong it but they do not win it. Common sense says if the Killer is not already in Chase he's going to come back and get rid of one of the two people he knows is there. Killer is about hunting and reacting to prompts, why keep searching if you already got a notification of where to go? If your answer is FUN, your playing in the wrong game mode.
  • Oh no, lockers are for more than holding a game hostage now! 
    Don't mind that as much as the imbalance of who is using auras. Killers are becoming even more situational for perk use while survivors are becoming far more general & versatile. 
    Example:
    BBQ- will now only catch you while in the open or hiding at a bad angle, several counters even without perks (situational but sounds fair)
    Alert- every killer action aside from attacking is highlighted for you without a range limit, 1 counter for all killers is not doing what buys you time ( always effective and value gets multiplied if even 1 swf use it to cordinate the group)

    Its fine if the Dev's give us tracking tools and counters, but they need to be tactical so a player is required to make it useful.
  • Its perfect for a game of Find the Freddy with swf.
  • It works fine as is. The only way it goes up without gettin shocked is if you are to active in his tr. Crouch while in the static and it wont effect you. If your on the verge of the next tier; stop what your doing and move outside the tr so madness can drop some. If it takes time for the killer to get you there it should be difficult to deal with.
  • End game in general needs to be reworked. Worst part about it is the hatch though and not just for killer. To many survivors quit playing the game once hatch is an option. Refusal to save, work on gens, and even sandbagging so they get the escape. I get that survivors don't want to feel hopeless but it messes with the team flow and killer momentum. 
  • Gotta say that in all my time with this game the only ones that message with an insult are survivors. Every chat with a killer has been positive gg replies and feedback. Survivors are horrible and not just to killers, they turn on one another over little stuff; pallet use, chests, totem breaking, gen points. Not all, but survivors can be some greedy little trolls.
  • Survivors can't blame noed, its up to you whether a killer can use it or not. If gens and totems are to much then maybe go back a few ranks and get a better grip on game flow. Its not a crutch but a strategy. One that requires a survivor to be gen greedy and dismissive of totems.
  • I don't use ruin cause I don't use hex perks. Doesn't matter what side im on, they just feel easy. Just means the first minute is spent checking for a 3 gen lockdown, if not I just ignore the gens altogether. Not gonna waste time on something that can't be stopped or properly defended.
  • Dev's said in stream, you want high rank play go with Billy or nurse. This killer is just "fun".
  • Know what's not fun? A game where the only direction is a straight line. Let people have a choice in how they play the game. Face camping sucks but its not every game and i have yet to see a camper go uncountered. Mandatory play styles will hurt in the long run. You can't have an engaging experience if the action only takes place when its the least threatening. I don't want game mechanics to hold my hand.
  • Only comes across as fun if the survivors play into the killer's style. Once a player actually gets to competitive ranks it will swap for stress. It will be difficult to capitalize on the power when the counter is already a component of gen rushing.
  • Its not much of a bleedout timer if it stops every time an interaction starts. Would prefer it keeps going until mending is completed and it should be considered healing.
  • BBQ aura was overrated anyways, survivors gloating are probably the ones who could never counter it.
  • It would help pressure and flow if mend took some fraction of the bar to complete, so that if a survivor lets it drop to far no mending will succeed and interruptions penalize poor judgement. 
  • Lvl 1 laurie, p3 Freddy
    I will probably never Lvl up cause I just don't care, while Mr butterfingers just glares at me cause I won't use any addons till his mythical rework.
  • To soon to pass final judgment, but from everything shown so far; meh. As a survivor this killer doesn't really concern me. I don't see myself loading in and saying" oh sh!t, its legion" 
    As a killer; cool some perks that I can mix and match.
    I don't want a complete overhaul but some fine tuning will go a long way. More synergy within his hunting style and even perks would be nice tweaks.
  • I know a lot of survivors are happy with the changes, but I find them disheartening. So many safety nets just in the mechanic changes. The Dev's don't even believe we can escape chase without pausing status effects. Low ranks might need this, it might help with scummy playstyle killers, but it comes across as if they have no faith in our abilities to git gud. For a game where "teamwork" is your strength, why is solo play so meta?
  • After seeing all this I'm kind of glad I moved away from playing killer. Survivors got some good perks and a killer power that provides little threat to us solos. I was honestly expecting to see survivor noobs in an uproar but instead its experienced killers with valid concerns. Imo; if survivor babe's are quite its not a great starting point for the new killer.
  • Solo provides the best survivor experience in terms of difficulty. The fact that it has gotten a little more difficult only makes it better for improving skill. Swf is fun, but mindless chatter throws atmosphere out the window.
  • Limited resources are better in the long run. It reinforces the need for conservative play and defense weakens when not used rationally. With many still questioning the current level of resources, granting a potentially limitless supply would greatly hinder the balance and flow. Survivors should have to be mindful of what & when they use things. Killer whom is heavily influenced by time management see the expenditure of survivor resources as an advantage in the end game. By making things regen, the value of any action besides chase lose value as they have no impact and tension never truelly builds.
  • Windows are fine but I've had trouble with gens. Last grab I got; I pulled em off the gen but before placing them on the shoulder it let go and swung at the same time. Super weird looking.
  • Taking the length of a killers arm and weapon into consideration,  I think the only safe point of a pallet should be completely on the other side. In what horror movie does the killer not try to reach over for his victims. Isn't the entity's game void of safety with only momentary escape to keep hope alive?
  • First i hate playing Billy. Second thing is I love playing against Billy. The instant down gives matches what some killers can't offer; tension. Knowing that the #of chances is tied to the whim of the killer makes me strive to do better. Most fun I've ever had as survivor was against a Billy and he got hex third seal on me at start of game. Hex lasted all game too, I managed to escape and it was the most rewarding win of any match so far.
  • Would be nice but not expected. I'd rather get a finely polished patch then a rushed slap job to appease the masses.
  • I'd like to see the dream world act like more of a trap for the survivors. The availability of wake up methods should include an awake teammate, hook, and a small chance on a failed gen(with luck increasing this). One of the biggest pressures of the movies was actually getting back to the real world. Every character feared not being able to wake themselves before Freddy stopped playing around. Not a 100% but I don't recall to many of them being able to wake on their own without an alarm or something prior to falling asleep.
  • Why so resistant to go the extra step? Isn't the the challenge and risk what makes the game enjoyable? With a trap on head; you either screwed up or the killer out played you. Why should the most tense moment of the match be easy? I got no issue with getting hatch, but nulling a killers chance because it makes escape more challenging seems ridiculous.
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