DemonDaddy
DemonDaddy
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- DemonDaddy
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Comments
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Wouldn't mind being able to bust the controls after they are open, any survivors inside would get forced out if the gate closed on them.
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Rank doesn't matter now because to many complained that ranking was hard. Now we have a system that doesn't sort by skill. Dev's should up the difficulty again and make emblems matter towards rank. Chase is fine for what it is now, but I don't want to be forced into chases just to gain the pip. Forcing people into that for ranking up is a kick in the nuts for anybody that prefers not to incite the killers attention. I like keeping it short and duck out of sight, don't make me run around like a wounded chicken for a rank up.
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I like the changes so far. They got me playing survivor alot more now and its nice to see less suicidal teammates for a change. As for the event, the extra objective felt good time wise. The Dev's just need something more goal orriented towards escape/aid to make it feel more meaningful. Rather the extra focus than every killer running ruin to buy time.
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The only imbalance I've seen is with break vs tap. The act of kicking a gen takes more effort than halting regression. Not saying take gen tap away, but standard gen breaking isn't worth the effort unless the survivors take off running first.
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I hope they do, I still have 43 petals
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Where is the basis for stating killer is op? Are you using facts from game mechanics or personal experience? If you are a good player then skill can overcome some of the issues faced. How do you base whether it was a 4k from skill vs faulty design? Maybe your just better than the 4, whom couldn't overcome their mistakes. Anybody can claim its easy if the opponent doesnt bring a challenge. Killers do have advantages, but there are still survivors that can make them look like fools regardless of hours and the reverse is true. Show me an issue that nobody can prove otherwise and that's what we can bring to the Dev's attention. "I can do it to easily" is not a valid basis to change everybody else's game experience.
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The intent is right, but its no different than what we have now. A killer that is trying to rank and actually play limit themselves to as little camping as possible. It curves killer intent back to the hunt or at least to patrol. Unfortunately it does not and never will stop a true camper. These are people that don't care about the points, it was never about the points to begin with. They will keep it up because they're salt miners and love it. Don't punish a strategy that will occasionally get used by an average player with reason, cause the troll will ignore the punishment and continue to enjoy his salt fueled rubdown.
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Not condoning it, but how do you limit tunneling in any form without affecting every other aspect of the game? Most of the time switching targets is not ideal, especially for those killers whom have less skill. If you have multiple survivors evading well, ofcourse focus goes to the weak link. How do you stop this without creating an opportunity to abuse the new safety? I agree its not fun, but I also don't want to take a killer's choice of play from them.
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Been doing the same thing. If the game is completely in my favor, I start messing with them; down them and shake my head if it was a bad play, scare them off gens without starting chase, keeping them injured. As long as they play respectively (no tbagging) I let them go. Hell, I've actually thrown some out if they were downed in the middle of the map. Strangely enough the entity is pleased with my performance even without any sacrifices.
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The only problem I've seen is survivors waiting to long cause they want the stun bp. Haven't had any issues as a survivor though. From Killer's perspective it looks like people are trying to slam the pallet before they've passed the middle point which results in the slamming on the wrong side.
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It's not an exploit and if you're using teamwork you can prevent the killer from dropping them and get the blind in, it's not really an issue just timing
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Screw Chase's keep them short that way they are engaging. I prefer sneaking away as the heartbeat increases I do not however want to spend most of my game running away with that Mash of noise pounding in my ears
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NOED is not being a tryhard. Before that perk can even come into effect ignorance and impatience have to be applied by the survivors
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Gotta say if it want for the changes to the event, I'd still be working on killer hooks. Fortunately I was able to farm them out as a survivor. The biggest problem I saw with collecting vials was that nobody continued the game after they got what they wanted. In matches were teammates did stick around everything went pretty smoothly with the exception that the killer had a little more time to prepare and stagger progress. Driveby leader kept things going though.
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Why not? After you finish wetting yourself the shoulder should be slippery enough.Doc_W__HOLLIDAY said:Its meant to be rare to get off the killer's shoulder. Do you think you could wiggle off of a 7 foot tall, 300 pound supernaturally powered serial killer's shoulder?
Seriously though, Don't short change killers cause you went down near the hook. -
The problem with end game is survivors go from a tense moment between gen and gate to cocky as hell once 1 gate opens up. What was a narrow escape becomes free roam if the killer doesn't force each individual out. 3 exits to 1 killer makes end game laughable for survivors (hence the bagging)
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Seems that the penalty is benefiting the more hardcore campers. Now they get to kill you and have less of a chance to pip, keeping them in the ranks where camping still works.
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It always surprises me how people comment on the power role being too powerful. Here you have a killer that is an intimidating opposing Force to be feared, rightfully so with his instant down chainsaw. But instead of being more cautious, the complaint that I can't run away in plain sight takes the mainstream. Hillbilly is not overpowered, your survival Style just might not be compatible. Switch it up and experiment.
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When someone DC's, I always imagine the five-year-old kicking and screaming on the floor spinning in circles cuz they can get their way. The only time it really bugs me is when I'm playing killer, I put up good offerings and add-ons and then I get two or three DCs right away.
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Hard to believe I'm seeing this post during a hook event. Everybody should have wiggled out alot with killers focused on the blight hooks.
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Killer wait seems normal, usually quick cause swf pops in. Survivor on the other hand went up which saddened me. I wanted to easy farm the rest of my vials.
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Survivors get less bp because they have a team for support. Almost every action can be performed Co-op for bonus bp. Every point a killer gets has to be earned solo and most require a survivor to initiate; pallets, gen kick, hooks. Your only entitled more points if you do all the work, otherwise accept the help and split the points.
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@SenzuDuck
Not implying that it is impossible, only that there is a vast difference between coordination levels. The ability to react before any information is presented creates plays that a solo survivor would be incapable of. The biggest problem here is not a survivors actions, but the killers actions being reduced to a single focus. When this happens there is no point to switch targets as they will call it out. If they die, any end game is revealed to the team. In a game with one main mode, this one feature has created two vastly different levels of play. -
Its voice coms not swf that's the component of unbalance. As is its a strategy buster to the killer. Map wide communication destroys the killer's attempts to apply pressure and divert attention from the gens. Use teamwork all you want, that's how your meant to win, but coms promote a level coordination that would otherwise rarely be seen.
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Props to all you lurking peepers
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1. Never spend more than 20sec checking each gen
2. Switch up targets if I am not running an obsession perk
3. Punish t bagging survivors in most manageable way possible -
Its a good perk for grinding, but can hinder skill growth. Use it for the bp but don't get reliant on the aura reading. If survivors notice you have it things get more difficult.
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I don't see what all the complaints are about. Already finished with the survivor vials, which were so much easier than hooking. Its not the killers fault that survivors bail as soon as they get theirs, but I stay for bp. Also, are you really getting upset that killers have more time? That has nothing to do with getting caught, that's poor stealth and recklessness. Don't blame the other side if your team wants to give up and not play intelligently. Killers have been pretty fair for most of my games, the exception being some low level scummy plays.
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Killer has picked up a bit from when event started. If I don't have somebody in the first 3min I just switch sides.
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Head & body; trapper, wraith, doc
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I think trap collection could be better. Maybe do a locker reload to limit almost pointless map travel. Keep a trap limit but have them accessible when needed. Seems weird he is the only killer that has to retrieve his power before it can be treated as one.
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If you think killers are op because you can't out run them in a chase, then your not using a survivors full skill set. Its called stealth, use it and chases are a situation that only occur if you screw up. Survivors have plenty of tools to know when a killer is coming. Yeah there are aura perk but everything can be played around. I'm by no means a great survivor, but 90% of my wins are from stealth. The other 10% is hatch (no skill needed just luck)
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From the killer side, that little delay results in frame drops and survivors performing mini sprint bursts randomly. Doesn't exactly make things easier
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I don't think they need to be equal. Killer has to hunt, chase, down and hook to get 1. Survivor has to wait until a teammate gets downed and go for the save. Granted the a save is dangerous, its no where close to the work of hooking.
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The perk if fine, I use it for most builds just for the damping effect. Asking for a higher % feels like a cop out to improving check skills.
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The whole idea of the game is the killer being a force to hide from. Survivor should be able to get away, but only because of a smart play on their part not because they're using a particular perk. Making a single Survivor equivalent to The killer only results in loss of purpose for the Killer. Why would they chase Survivors all match if there is absolutely no way to catch up? Its not like a killer can sneak up on you with the huge warning bubble the terror radius gives.
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I agree that tunneling is not needed, but it is effective at cutting a team down quickly. If this happens to you, it sucks, but I blame it on survivor actions. I'm talking about those cocky survivors that run up and taunt a killer. If I found someone that isn't a pro looper and hook them, why should I shift my focus to the guy that wants to waste my time? It makes more sense to pull back, let the save happen and eliminate the weak link first. If I'm gonna spend time in a loop, let it be in the end game where gen progression doesn't change the pacing. I don't tunnel but I do ignore anybody that wants the chase till the last 3 gens.
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All I read was," I want to nerf every reason to use BBQ besides the bp gain." Idea needs a rework, opposed perks should at best negate each other not cancel and provide aid.
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The_Crusader said:Both sides have to be played? I thought they were going back on that.
This explains the 10 million hillbillys that have just appeared then
it's hilarious because they all camp and tunnel like mad, and you just know they're the same people who always play survivor and cry about camping and tunneling.
Survivors screwing over survivors. I think its the solo mentality, doesn't matter what side they play on. -
Yeah the implemented goal doesn't encourage you to finish a match, but imagine how mad survivors would have been if they needed to escape to earn the vials. I'm just glad they're trying new ideas and the event wasnt copied & pasted from the last
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Loving the event, so glad they are doing something new. Hope we start to see more variations with objectives in the future.
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Again I see the point with bp, but this isn't a bp event. If anything I think the bonus points are to help accumulate more pedals so that you can complete the challenge. I would think the devs are trying to change up the event so it's not a rinse and repeat of the last one. You know, add some variety to the game. While it does suck that there is a cap, the event is for the cosmetics. Let the bp events focus on that.
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Again I see the point with bp, but this isn't a bp event. If anything I think the bonus points are to help accumulate more pedals so that you can complete the challenge. I would think the devs are trying to change up the event so it's not a rinse and repeat of the last one. While it does suck that there is a cap, the event is for the cosmetics. Let the bp events focus on that.
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Haven't had any issues playing survivor other than nobody else putting out offerings. Killer actually feels fun now that the time pressure has eased up. I can't wait for more objectives to make it in to the core game build.
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Claudette and her ever-expanding wardrobe of camouflage
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I can understand your point about BP, but what about placing the offering to help people who haven't Max their vials out. Help the community and spread some of that offering love.
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The extra time at the start make all the difference for trap killers.
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The chase is there to give you a chance to break line of sight and hide, not try and beat the killer in a foot race. By Design killers are faster so chases will actually end. Adjust your playstyle, there are plenty of survivors that have no issue with escaping sight.
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I don't care if the last survivor gets the hatch (don't have time for that BS), but I will slug the third one only to see if their teammate will save them. if not I focus on that Survivor and let the slug one take to hatch. Don't be scummy, save a friend.
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Getting spotted is supposed to be a mistake. Honestly, how many chances should a Survivor have before they even get hooked, not dead, hooked? That # x3 is the minimum for 1/4 kills and that is using tunneling. Saves should come from teammates not a killer's inability to perform their only objective. I'm not saying you shouldn't have any, but chances do need to be limited so the match doesn't become overbearing.