Avatar

DemonDaddy

DemonDaddy

About

Username
DemonDaddy
Joined
Visits
7,526
Last Active

Comments

  • We always see Killers complain about gen Rush, it's nice to see how the other side likes being pressured for time. Killer has been so much more fun without the scramble for map presence. 
  • Even with secondary objectives and ruin there's no reason for a match to go 30 minutes and the survivors are still running around. At that point you should be down to the last two team members at least, if not; survivors were to focused on the totem instead of powering through gens. Seems like for the first time survivors are the ones constrained by time management.
  • When I say greedy, what I meant is four survivors coming in bringing no offering and then all rushing to the same cankerous plant to harvest. Maybe salty was the wrong phrasing, you're  also seeing Killers perform better because the rules of time management are less constrictive now, which seems to be generating a lot of negative feedback from Survivor side.
  • The game is still being developed, they need funding, it goes with reason that they would charge for some good looking cosmetics, be happy they've given you the chance to unlock a few of them for free. I'd much rather have the choice then forcefully given two Cosmetics I could care less about. And anybody willing to pay for an individual outfit, it must be nice to have that kind of extra cash. I'll have to settle for what I can earn.
  • What's with all the complaints about losing vials, your only losing unfinished segments and keep the rest even if you die. Both sides have to be played. Lastly, I love the salt because killers aren't on a time crunch from the start. Don't blame killers if your to greedy to work a gen. The only reason I have seen that vials aren't being filled is survivors not posting offerings.
  • Leave ruin alone, its bad enough as a hex perk. I do love the extra time to prep in a match though. Trapper fells like he can secure an area without struggling to collect traps.
  • Dev's stated they want chases to stay around a minute, that's why we got vault changes and bloodlust 3 was removed. Besides if your gonna suggest more time for distance, a increase in stun time would be much easier. What you proposed forces a chase reset every time.
  • Its nice that survivor mains get to see the other side a bit, unfortunately it's probably all at lower ranks cuz they don't play killer
  • I don't get the problem, we get a choice of reward. More than any past event. Can everybody get the max, no we got lives and its just a game. I'm gonna earn what I can cause I can't afford 10$ for a cosmetic set. Dev's are attempting to fund the game while giving you a chance & choice, don't get greedy.
  • I've been having the same issue, only time I see an offering is when I place it or it's a survive with friend group and the entire team posts. Unfortunately the swf groups tend to play a little scummy so I switch to Freddy and focus one at a time
  • Wouldn't mind another mode with this. Having survivors focus on something else at the start has made trapper far more viable before end game. Thank you Dev's for some prep time.
  • Trapper has never felt so good. It is amazing the difference having a new objective makes in the setup time. Having survivors so focused in the beginning has made late game very rewarding. 
  • Survivor greed is the issue and killers have nothing to do with that. Besides you only lose vial progress if you don't reach the save markers before death.
  • Just highlights survivors so you can spot them easier.
  • The funniest part of all this; survivors are the ones screwing the event for each other and not the killer. Best bring enough offerings to share.
  • Invulnerability is the worst thing for this game. It completely removes any sense of tension. Survivors have no time constrants when compared to killer and being untouchable is really easy to abuse with body blocking.
  • Its not tunneling to ignore survivors trying to bait you. If a survivor wants the killers attention, its a good sign they are going to waste your time to some degree.  There is no reason to chase a healthy survivor if you can see the injured one. Besides that, what incentives are there to spread the hooks and deal with a full team near end game?
  • I'd rather the whiny quitters be banned and not have to deal with all the rage quits. If your gonna play accept the fact there will be somebody better and play till the end. DCs are the equivalent to a child's tantrum when you don't follow their imposed rules and let them win. No shame in losing, but there is in a ban cause you can't handle a loss.
  • The game isn't suppose to be even. Killer is power role and survivors need teamwork to out play him. If your dying all the time, you need to change your style and up your stealth. Recklessness gets the hook.
  • Considering you can just about finish all the gens in the first 5min, the changes feel good. Of course the killer is going for the injured person, 1 less means more map control. Try not healing right away and put some distance first. 
  • I don't know, while playing Survivor I have noticed very little difference in team play styles. The only thing that was apparent is a majority of my team's people were running buff perks that can be extended to the other members. Now teammates are dipping in giving you their bonus and heading off again to solo elsewhere.
  • Not complaining, just pointing out the new swf tactic. Teammates are now calling out killer position using coms, which is nothing new, but are also using the lingering buff effect to tag gens  after every kick. Team members with the leader skill usually hang back enough to bait while the the others use the buff to tag gens, repairing faster than damage can be applied. So yeah, gen rush has been improved for the coordinated.
  • Personally I find the stealth and ambush killers the most challenging. The tr for other killers just makes it easy to maneuver around them. Plus if a killer knows how to use the corners it make interactions more engaging and fun.
  • They also change vaulting in specific spots, some areas you can only fast vault 1 way and other you can't at all.
  • Yeah, couple that with their instant quit and an unhook is guaranteed. At most your trading 1 for another unless you tunnel or have an instant down.
  • Inactivity is the plague of all killers
  • He needs a complete change, narcolepsy is not Freddy's power
  • Not even touching on the current state of balance. In an asymmetrical game, why would it be an issue if the power role is just that? Shouldn't escaping a chase be the very last coarse of action a survivor wants to engage in? Being seen by a killer is suppose to be a mistake on the survivors side. I want to see improvements for both sides. What I don't want is a 1v1 match inside a 1v4 game. Survivor strength is teamwork not solo baiting the guy with a weapon.
  • That what playing with friends is for. Competitive play such as ranked should not have limiters on what available. That's like saying "you can play but not with anything your good with". What one person excels with another might suck, nobody should be able to pick/limit their opponent before the match even starts. The vary idea make personal playstyles pointless.
  • Lore wise it's a punishment from the entity for giving up, they are his spies. Besides if you want to deny the kill just keep moving. Staying still just so killer can't get you is taking the match hostage if your not bleeding out. Why feed toxic intent by removing a tool in place to stop it?
  • Would like to see more killers with reduced tr. I always find the ambush killers more challenging. 
  • Isn't the point of addons to make the killer an imposing force. We all know about killer tiers and some of the base kits just don't cut it on their own. Personally whether im playing killer/survivor I get some small joy seeing someone attempt to bait & loop the killer only to realize he came ready for shenanigans. Besides there's no difference between using the add-ons and survivors using tools, other than Killers don't get to keep their stuff at the end whether they win or lose.
  • So much salt I think the shaker broke. If this was the last change we would see to this stuff I'd understand, but everything will get reviewed again at some point. Adapt for now and give the devs some constructive feedback they can actually use.
  • Didn't the Dev's say it was causing issues and they didn't want to make different settings for every new map. Its not a nerf, they'd just rather put the effort somewhere else.
  • I use stealth every game of survivor cause I don't use the traditional looping perks. It really is just a matter of staying out of sight and nearby. Not often or anything, but I have received a few iridescents just for being sneaky that way.
  • They made adjustments to a hex perk, the worst type of perk to use and an end game one at that. Embrace a challenge, try playing a game on hardcore once in awhile and adjust your skills to match.
  • I doubt we will see any changes to playstyles although less suicidal survivors would be nice. I am not a good looper by any means so stealth is my go to tactic. Its unfortunate though that many give stealth a bad rap. Aura is easy enough if you understand how they function. Also there is a difference between active stealth and a game of hide & seek (pointing at you corner & locker dwellers). Ultimately though, healing really hasn't changed much to warrant a difference in play.
  • Now the only use for insidious is camping a gen which is a horrible strategy. The perk takes to long to use in chase and only viable when you can be certain which gens will be focused on (last 3). It definitely needs a rework now.
  • What's the big deal, it only effects events and stops the Sabo trolls. Good choice by the devs
  • The option to adjust would be great even if it has a locked minimum. I just want some balance for when sound is the only option to track. Depending on personal sound system it can become a tangled mess of audio.
  • I think the resets have more to do with their data collection than the ranks. Wouldn't be surprised if the resets get spaced out more when the game is further along.
  • @purebalance
    I was not trying to imply that 1st hook should mean death, what I meant was that some survivors disrespect the killer because of the multi hook. The knowledge that multiple chances do exist encourages foolish choices in play. The perspective I was giving you was from my own survivor style. If that doesn't fit into how you want to play then develope your own. Getting camped sucks period, that's why I avoid doing it. Doesn't mean I want to force others to play in a specific manner cause i have to give 2mins to keep the killer's attention away from the team. I'd rather have diverse killer styles than cookie cut copies every game.
  • Yeah swf is always a challenge if they know what they're doing. Balance tends to be focused around ingame information for new players which is why stress seems to accompany higher ranks. Both sides make claims of the opposition being op in some cases, which I feel causes balance changes to be minor in scale of what the game needs to grow. If the community could stop turning on itself with the vs mentality, the Devs might actually speed up response to major issues and design changes.
  • I don't think you should have to equip more hex totems to fix the issues with hex totems. You waste to many perk slots that way and the bad placements counter what synergy they create.
  • @DemonDaddy said:
    purebalance said:

    @DemonDaddy said:

    Also survivors should treat the killer as if 1st hook is the only hook. Don't get comfortable because of the multi hook system. Trust me you will do much better if your cautious compared to rushed and reckless. 

    Then why have the ability to unhook. Triple the hook time if we're supposed to treat the hook as dead.

    The point being you should avoid getting caught. That is the only sure method. Does every killer do it, no, but you should expect it. Play like you only have the one and the stress of being hooked doesn't apply, you only have the tension of avoiding the killer. And if a teammate makes the save, all the better for you. I agree camping sucks but piling punishment won't stop it, only make it more clear when a killer is punishing you.

    The point being then they should remove the ability to unhook more than once and triple the hook time if you're saying 1 hook is it and camping is fine.

    Never said camping if fine, I said i can see why it is done for different reasons. And I like survivors getting unhooked, nothing gets me more frustrated than somebody giving up before I walk away. I want my points! Besides the unhook is there so you can be saved ((if possible)). Doesn't mean I expect to be saved even if the killer walks away, I mean hows the team suppose to know unless they take a risk or you run the perks. 
  • @DemonDaddy said:
    Also survivors should treat the killer as if 1st hook is the only hook. Don't get comfortable because of the multi hook system. Trust me you will do much better if your cautious compared to rushed and reckless. 

    Then why have the ability to unhook. Triple the hook time if we're supposed to treat the hook as dead.

    The point being you should avoid getting caught. That is the only sure method. Does every killer do it, no, but you should expect it. Play like you only have the one and the stress of being hooked doesn't apply, you only have the tension of avoiding the killer. And if a teammate makes the save, all the better for you. I agree camping sucks but piling punishment won't stop it, only make it more clear when a killer is punishing you.
  • Would like the option to lower the music, it always interferes when I'm listening for survivor sounds
  • I'd like to see changes that aid in map control and pressure. killers need a dominating presence; I see more survivors run in for a hug than fleeing in fear. Tr should be a tool for killers not an early warning that keeps survivors outside an effective chase range.
  • I never equip addons until I'm ready to prestige or an event is taking place. I use the core kit and perks to build a strong understanding of what they are capable of. So now before I make the prestige,  I burn through addons to test the combos I like and the difference is black & white in some cases. Killers should use addons to expand a playstyle not required them to be viable.
  • Also survivors should treat the killer as if 1st hook is the only hook. Don't get comfortable because of the multi hook system. Trust me you will do much better if your cautious compared to rushed and reckless. 
1 … 69 70 71 72 73 74