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DemonDaddy

DemonDaddy

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DemonDaddy
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  • powerbats said:

    @DemonDaddy said:
    On an individual basis the rate may not be that high, but survivors are a 4 man team. With killers facing an average of 16 perks, one of those is usually Ds. 

    16 perks that're usually all pretty close to the same, SC, SB and then UE/AD/DH so they're not facing 16 perks per se.

    True, god forbid somebody goes outside the meta builds. My point was that 1/16 is still a high chance especially with the level of perk favoritism our community has.
  • On an individual basis the rate may not be that high, but survivors are a 4 man team. With killers facing an average of 16 perks, one of those is usually Ds. 
  • Anytime I get a 4 swf and they start to scum it up (all same character and toolbox) I play Freddy. I turn it into a game of " can you find the freddy" and give him the best stealth build I can. They can keep their try hard items, burn the rare offerings, and barely pip cause I only chase survivors that can find me. Best part is i can make a sandwich while they run around thinking how godly they are.
  • Its not optimal, but if i waited for it I am gonna play reguardless. Worse is waiting for it and getting a solid nothing for your time.
  • I think the complaints are more geared towards actual regression. The fact that it takes an animation which consumes time to start the regress; is then negated with 1sec of touching. Considering gens are the only thing that keep a match going for killer, it makes sense that the uselessness of the action and ease of the counter would upset them.
  • That's the setup though, your in their territory/hunting ground. Besides that it doesn't make much sense to defend something if you don't know where they are. With the current time pressures of the match I can only imagine how bad the game would get if every killer was wandering around with no idea where to go. Alot of gens would get overlooked causing map pressure to diminish with a negative impact on game flow.
  • Why would survivors need an item of equality? Killer is the "power role" and the mori still requires the work to be done. Both sides don't need to be equal, its an asymmetrical game. They add to the sense of pressure and are gone after use. Lastly, I thought the bnp gave 25% when successful since the rework.
  • The killer caught you, why should you not have to put in the work?
  • Camping sucks.
    Tunneling is just removing a player that is injured and can't stay out of sight. Considering killer is about time management,  its probably the most effective use of time (not talking about hook, wait for it, and rehook). Between a hooked and non hooked survivor, the smart choice is the guy you can get rid of.
  • Don't punish Co-op actions, teamwork should be method 1 for finishing objectives with solo work being effective but less enticing. We need Dev's to add those additional objectives that keep getting mentioned. Having something else that has to be completed worked great for game time last event, they just need to be better implemented and tied to escaping. Hex just needs to be redone so that you actually have to hunt for them, only a lazy killer would put stuff in the open.
  • A smart killer focuses on;
    The bad looper
    The injured survivor
    The person who has been hooked most
    Most important: removing the opposition 

    I know getting singled out isn't fun, which is why I switch targets after a hook. True that a skilled player may not need to, but that is on the basis that the killer is out playing everyone. Playing at the same level as your opponents changes the level of pressure that can be applied. Spreading out damage doesn't work if your shortest chase equals a gen or more. Why switch to the guy baiting if you barely have time for the one with multiple hooks. You want to have 4 targets at end game, fine by me. I want to limit my stress and eliminate 1 of 4 problems quickly and before gen #2 pops.
  • They give a sense of satisfaction for playing the most stressful role. A full team mori is rare and smart play negates the lesser ones. Be glad they changed from the original setup. Besides, how many hooks do you need to survive? If its 1 or more, your pretty much at end game anyways.
  • Orion said:

    @DemonDaddy said:
    The fact that the # of totems left is unknown without voice coms is a benefit for the killer. The idea being survivors may still be looking after all have been cleansed. Its not a baby tool though, granted it is used by noobs far more often. Its a tactical choice that heavily relies on survivors rushing to get out. It is easily negated but has a huge pay off when it does activate. 

    So it's high-risk, high-reward, and primarily benefits newbies, while good Killers have next to no benefit from it. Sounds like a perfectly balanced mechanic.

    I would say the benefit is the same reguardless of skill which is why it is balanced. The usefulness of the perk is better seen with a good player though as it creates a contest of skill and removes additional chances. Its a great perk but only if you can actually hit somebody. I've gotten away from it more than once cause of bad aim.
  • Tunneling doesn't mean you never switch focus. If I got you on the hook I am gonna get somebody else. Once you are off the hook so returns my focus. Fact is a killer needs to remove someone as soon as possible. Not every survivor is a pain, but the one that are ruin it for the rest of us. Killers that face camp suck, killers that tunnel are playing the game. Don't get pissed cause the team looper can't bait a smart player.
  • The fact that the # of totems left is unknown without voice coms is a benefit for the killer. The idea being survivors may still be looking after all have been cleansed. Its not a baby tool though, granted it is used by noobs far more often. Its a tactical choice that heavily relies on survivors rushing to get out. It is easily negated but has a huge pay off when it does activate. 
  • Carpemortum said: 

    @Master said:

    @ConsoleNurse said:
    Teleporting 5m to hook is fairly balanced also it ignores survivor collusion

    Yes, but survivors want to keep their easy bodyblocks that they can perform without skill or map knowledge.
    It is what it is

    This x1000.

    Apparently it's 100% A-OK to body block the hook x3 man at the end of the match, but standing on the stairs to nail a survivor trying to escape the basement is BODY BLOCKING! BANNABLE! REPORTING!?!?!.

    The cognitive dissonance with survivors grows stronger with each passing day. The volume of twitch survivor mains who endorse this behavior compared to the complete lack of twitch killer mains gives the uneducated derelict newbie the impression that this is par for the course.

    The difference in your comparison is that if they 3 block you, you can drop 1 and deal with them, or try to get to the hook. Maybe they escape. They're not holding the game hostage. 

    If you stand on the steps to where they cant leave and refuse to down and hook them, you are holding the game hostage as they have no options other than dc or bow to your will.
    Killer can't hold a game hostage, its just not possible by normal standards. Survivors either finish gens or bleed out. If you all get body blocked in a room or corner, bad play on your side but then you can report for bad conduct.
  • I think it would be better if it had 2 effects based on the outcome of a check.
    When survivor uses it and succeeds,  the killer must then hit a difficult skill check:
    1. If the killer fails; works as normal with stun time and survivor runs free
    2. If killer succeeds; the killer receives a stun but retains their grip on the survivor (larger flashlight save window)
    While this does allow a killer to negate it if they are good, a survivor could better time the strike for while the killer is busy and less prepared for the check. This way it promotes team saves even on a fail while also supporting solo players.
  • I like that the environment plays a part in the chase. Knowing where and what direction to go has become an important part of chase; where before any vault could be taken blindly. No harm in requiring actual thought for an action.
  • Killer get more on average because they are doing all the work. Survivors are a team; hence the split in points. Your not getting less, teammates are soaking up potential points while your between objectives. Co-op more for the bonus points.
  • No more aura reading buffs for anybody please. Reinforced stealth is fine but lets keep the auras as limited as possible.
  • I honestly get better use out of overcharge than ruin. As survivor I just ignore it unless I spot the totem between gens. With the right perk combo overcharge will alert you far more and if the survivors do a hit & run they regress it themselves.
  • Completely fair, killer requires a close hook for it to even work. Ds user can simply avoid hooks to prevent the dribble.
  • I think both sides having an effect on advantages works well. A killer can't guarantee survivors will even have perks to effect, same for the reverse. The gamble is what makes it fair, granted some perks are more favored then others. With that in mind opposing perks and addons should be expected for meta builds.
  • Its a slide from activating into the animation, not a vacuum. It only draws you in after the killer receives the prompt to start the action. The game then forces you into the hook zone. For killers it looks like a sliding step, survivors see the game jump to catch up with the host. Doenst look good in either case.

  • Its not noeds fault survivors rush a match, if it activates that is the survivors allowing the killer an advantage. Don't like it, search your corners.
  • His tr already increases with each tier. Reversing his speed gain doesn't sound right though; you want him to be faster with no tr but slower when he has a larger one. Imo probably one of the best killers to face because he has to build up power before any real pressure can be applied.
  • Rancor, save the best, monitor & abuse, nurses calling

    Slug/ignore the obsession to build up wipe speed, altruistic teams speed this up and perks help to monitor them at any range. Focus down the other 3 and if they do pop the last gen, free kill for your pet slug.
  • The video doesn't make a strong argument for a few reasons;
    1. You are playing at training rank
    2. You did well, making smart plays and few mistakes, kudos
    3. Survivors did not make smart plays, many doubled back right into you

    It was a good match for you, but encountered few if any Freddy issues. Freddy's weakness is team coordination and that was lacking in the video. 

  • Voice comms are great for strategy but that's not what happens in my experience. Any time I have joined a group; its always loud noises and stupid jokes in the background. The not so rare exception is complaints about the killer and how a dc at the last moment is what they deserve. Just hope this is something killer is never forced to endure.
  • Would love this as an option
  • Wishmaster or Slenderman would be cool


  • Would love to see pinhead or wishmaster.
  • Unless they are getting banned, campers will continue to do the same. No point punishment is going to reward survivors the way they would like. Every time I have been camped, the killer made no effort to chase teammates regardless of how close they got. Take it away officially and you will be spite camped for their enjoyment. Its not about the points if they are actively forsaking them.
    Because chasing a survivor like that is dumb as hell when securing a kill. 

    In the span of chasing and hitting the distraction the hooked survivor can get rescued and cover about the same amount of ground from the hook. 

    If the killer loses the distraction, the unhooked, and the rescuer, they're kinda boned.
    If the distraction is the survivor that's been a pain in the ass to catch, they would be dumb to fall for it, imo.
    I know why they did it that way. My point was that if they are dedicated to camp, forcing penalties is not going to sway them. Fact is survivor just have to play around it, can't save everyone. 
  • Unless they are getting banned, campers will continue to do the same. No point punishment is going to reward survivors the way they would like. Every time I have been camped, the killer made no effort to chase teammates regardless of how close they got. Take it away officially and you will be spite camped for their enjoyment. Its not about the points if they are actively forsaking them.
  • Survivor is not to hard, its challenging and better. Why do people claim its the game's fault if they lose or win? Where is the accountability for skill? Got a 4k, good for you, doesn't mean everybody else can. Do you get killed every game, try something different, the game is not causing bad plays. Don't want the stress, play with friends and wait for the next set of changes. If you have feedback, report it in detail and why its causing issues. Don't complain and offer nothing but demands or one sided requests. Game needs both sides regardless if you main or not.
  • BBQ looks pretty balanced. Killer has to put in work for it to activate and encourages killer to leave. Its not hard to play around and it doesn't guarantee a new chase, just a tip where to look. Personally I would prefer no aura reading for anybody, but that's not the game we have. In the right hands it can be devastating. It can also be rendered useless by good survivors,  which is why it like many other aura perks should be left alone until the Dev's decide how much info they want shared or hidden for balance purposes.
  • Personal rancor build;
    Rancor, remember me, sloppy butcher, colourphobia (you know the one)
    Varies on killer but a great combo to down and ignore the obsession, opens up an altruistic team for punishment and limits gen rush if you play well 
  • Well depending on tier you can usually tell if the killer is rushed or patrolling. That and how frequently it goes off, 2 in 20s is almost always a chase.
  • I'd much rather earn info then having it handed out. Also perks should either grant a buff or help negate in part a killer advantage, but no direct debuffs as this changes the power dynamics which are already an issue for some. Right now things feel repetitive due to lack of objective variety, a good fix for this would be adding more points of interaction which would provide benefits similar to perks but maybe slightly weaker (so perks still carry value). Things like base line aura reading feel like it would cause more issue than they solve. In a game of cat & mouse, hunting becomes pointless if one side always has tabs on the other. Same logic applies to allies; there is no sense of urgency or danger if you know exactly where to find help at any given moment. Have ways to get this info so having it feels like a reward for ingame action and not more hud clutter from the start.
  • Noed is fine, we have 5 whole gens to prevent it from going off and is only active for as long as the gate takes to open.
  • Still haven't had noed activate yet, killers are just wasting perk slots
  • Abandoning teammates like they are already dead. Even as killer I let my slug go free if he has been forsaken, last guy has to pay though.
  • Killers do earn more points, if they are good, as incentive for the solo play. As for wait times; they vary based on platform and rank. Wait time should return to normal after the next reset (event caused alot of depips)
  • Please no one perk fixes for multiple things. It ruins the balance of a 4 perk system if you have a single perk that covers a wide range of situations. Perks are better as a tactical choice that address  specific circumstances. Adding more effects only decreases the value of perk choice during loadout. Its no longer important because 1 slot now covers what 2 or 3 would have. 
  • Probably the most fun to play against imo. The zero tr build is what make it fun for me, having to watch my back and never knowing if he is around the corner. In regards to instant down, that has to be built up to its not right off the bat and time limited. As a last note don't complain about add-ons, it's a One-Shot use and then he has spend blood points on the chance to earn more.
  • I love the effects they give but the risk that comes with their placement isn't worth it. For every person that swears ruin is great, I have seen atleast 5 matches where it didn't make it past 1 min.
  • Since the update I have been playing survivor much more than before. Most of the time I load in with a swf already in lobby and ignore invites cause I prefer the challenges of solo play. I just don't like being force fed info I shouldn't or haven't earned. The tension from (not knowing) makes every match feel better even if I lose.
  • I think the best option is to provide better incentives so the average player isn't tempted. I've said this in other posts,  you can apply as many punishments as you like but this is not going to stop the people who do it for their enjoyment. Salt miners do not care about points and anything short of just Banning them has no impact on the way they're going to play. Now I am not saying that it should be bannable, what I'm suggesting is there need to be better reasons not to. I have no love for camping, but tunneling walks a very fine line between a found Target and locking on to a specific player until they're dead. So many times I've come across the Survivor that just got unhooked because they're playing poorly. Sometimes I leave them other times it's best to just get them out of the way. In any case, eliminating a survivor quickly is a killer's best option for map control. 
  • Saves should require skill and timing to pull off.
  • I hope his narcolepsy beam gets replaced with something that reflects his control of the dream world in the movies. Aside from appearance he has little in common with the dream demon we grew up on.
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