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Demogorgon - "Undetectable"

Why is the "undetectable" status even a thing for Demogorgon? I was using the Red Moss addon, "tremendously extends undetectable status".. I put a portal behind a wall, I warp to it later, guy runs off the gen immediately before I come around the wall. Why have Undetectable if his walking is equivalent to an earthquake? If you're going to put that status as a bonus for his power, fix the footstep volume.. or change Undetectable to Haste or something.

Comments

  • [Deleted User]
    [Deleted User] Posts: 5,229
    edited December 2019

    There are a lot of people that just go "Git gud" too; but I play him against exclusively red rank survivors pretty much; prestiege 3, I played who knows how many games, even got his adept and my icon is him for a reason- like how "Good" do you have to be to be allowed to say a killer has a few issues?

  • SnakeSound222
    SnakeSound222 Member Posts: 4,467

    I think the devs either didn't care or expect Survivors to hear all of the loud noises. I wouldn't be surprised if it's the second one because of the ranks they like to balance around.

    Part of me wonders if we only got a Stranger Things chapter because the devs wanted something that was currently relevant. They seem to have completely abandoned Demogorgon.

  • Chewy102
    Chewy102 Member Posts: 613

    My opinion is that the Demogorgon doesnt need any attention. He has among the best map pressure, good anti loop ability, high chase control, and a power than combos with multiple varying perk builds. All that plus a true monster like design What more do you need?

    Demo doesnt need to be the best. He just wants to go rawr at people and likes to enjoy a well earned snack.

  • White_Owl
    White_Owl Member Posts: 3,786

    The fact it didn't work once doesn't mean it has no purpose.

  • FriendlyGuy
    FriendlyGuy Member Posts: 2,768

    They need to buff every stealth addon to make him way more difficult to hear. Like you can't hear him teleporting, attacking and his footsteps with red moss.

  • MegMain98
    MegMain98 Member Posts: 2,919

    Because the devs don’t want another Prayer Beads Spirit situation where you have zero audio cue that the killer is coming. That’s why Demogorgon has an audible cue that he is teleporting and has very loud footsteps. Same with other killers. Freddy has blood that comes from the generator when teleporting. Ghostface’s robe flaps. Myers has loud breathing. Pig has an audible roar before dashing. Wraith has to uncloak first, etc...

    However I do believe that Demogorgon’s audio cues should be toned down a bit, even from the killer’s perspective. Demo has extremely loud footsteps that even he can’t hear survivor footsteps over his own. His SFX should be quieter on both the killer and survivors perspective.

  • Chewy102
    Chewy102 Member Posts: 613

    Cant real say much in honest outside of my personal gameplay. Demo works for me and against the Survivors I go against.

    Might be a regional thing. Might be just potato Survivors not taking advantage (very likely this). Or it might be I'm playing Demo in a different way that just happens to work. No idea. Odds are its potatoes and me being in green ranks at the moment if I had to guess.

    All I can say is that Demo is one of if not my highest preforming Killer. Last 3 days I haven't had a single escape that wasnt the hatch in one way or another.

  • johnmwarner
    johnmwarner Member Posts: 3,793

    It wouldn’t be prayer beads, he already had a noise when he starts to teleport so anyone could immediately start looking around.

  • Monlyth
    Monlyth Member Posts: 982
    edited December 2019

    Well, I wish I could say I had as much success with Demogorgon as you. I'm in green ranks on US East, but I frequently get matched with red-ranked and purple-ranked survivors by matchmaking (Thanks BHVR). Against players of that caliber, I have little chance of doing better than a 2K.

    Many otherwise-tolerable loops are near-impossible for me to mindgame with my loud clumsy footsteps, and it's quite rare for me to actually get the drop on a survivor after using a portal. Getting hooks is almost always a struggle against experienced survivors.

    Compared to my most-played character (Doctor), I'd say my performance has been consistently worse.

  • MegMain98
    MegMain98 Member Posts: 2,919

    I’m just giving a reason why Demo has all of these audible cues. He has the audible teleporting cue and loud footsteps because they want to avoid players complaining about having “no audio cues”.

    As I said before though...Demo should have his SFX turned down quite a bit. His footsteps are way too loud. I don’t get the point of having the “Undetectable” status effect when you can hear him coming from a mile away.

  • Chewy102
    Chewy102 Member Posts: 613

    If wanted, let me tell you how I play Demo.


    Build. Save the Best for Last, Surge, Surveillance, and Ruin. Preferred add-on types. Shred move speed, faster tunnel travel, longer undetectable, and extra tunnels.

    Starting out, you want to place a tunnel at least some meters away from gens. Out of sight and on the edge of local hearing range. So often enough that means in the next tile from a gen. Attempt to place tunnels in order to cut off paths to loops as if you are coming from a good loop, they can't run to it without getting hit forcing Survivors to run to where you want them. And once you start using tunnels for travel. The more resources are used in the areas you herd Survivors towards making them more dangerous as the game progresses. Also you might want to place an extra tunnel around a possible 3 gen setup and avoid using it just in case Survivors destroy a known tunnel to prevent said 3 gen setup.

    If you aren't in a chase, attempt to travel by tunnel as much as possible. Keep people guessing where you are. Travel to check that gen and by the time you walk to the next gen, odds are you can travel through its tunnel by default. The more you make Survivors guess where you are, the better the odds of finding someone out of position.

    NEVER use tunnels as detection! The AOE is near worthless and can often be ignored by Survivors as you will likely never want to hold Of the Abyss due to slower move speed. And the odds of you reacting to the detection is almost nil without holding tunnels and wasting them in random places. To little resources, too slow reaction times, and too little information. It just isn't worth it outside of camping both gates or basement plays.


    In loops, attempt to bait Shred as well as commit to it. Shred is great in landing hits otherwise impossible, but you can be dodged rather easy. So you want to mix in baiting them into dodging. If you can bait someone to dodge your Shred, they just lost a LOT of ground allowing for M1s. As you land M1s, you will be building up STBFL stacks and soon enough will become VERY powerful. Shred the obsession as needed though to keep STBFL stacks. But with STBFL you can M1 into a Shred for a quick down before the Survivor can run away. Sometimes you can even hit them mid speed boost from taking the M1 thinking they are safe and wont bother to dodge.

    Surge comes into play thanks to how well Shred can bait into a M1 while building up STBFL. Helps save a LOT of time when you almost never need to kick gens. Surveillance combos with this to make better use of your tunnels. If the gen is white, they NEVER go red when hitting 0% with Surge, no need to tunnel there. Keeping that tunnel hidden till needed. But if you see a red or yellow gen, you instantly know where to put pressure. Each gen you can ignore, the more pressure you can apply to what gens remain.

    Wish I could replace Ruin though. Hate having to use it. But it's Ruin. No other Killer perk comes close to it in slowing gen progress.


    From there it's just the basics. Mindgames, red stain control, predicting/reacting to Survivors, knowing when to or not to chase, and what else comes in normal gameplay.

  • Also I am talking about all his little bugs and technical issues, even if he is/was balanced and fine as a killer- I still want those fixed!

  • SnakeSound222
    SnakeSound222 Member Posts: 4,467

    They should also make his attack cooldown not mapwide. It’s not fooling any Survivors, especially when they can see that someone got injured or went down or look around.

  • Hopesfall
    Hopesfall Member Posts: 828

    i only gave one example, doesn't mean it's failed only once. Has anyone ever snuck up on a survivor as Demogorgon - even though he has this 'stealth' status? Undetectable doesn't work on him, it's quite obvious.

  • He's really loud in general, sometimes his gurgling and hissing is so loud I can't hear for survivors.

  • Monlyth
    Monlyth Member Posts: 982
    edited December 2019

    Well, those are some pretty good tips, but I'd argue that the basics are where Demogorgon's kit really falls apart. Mindgames and prediction both become much more difficult with his footsteps, which allows the survivors to always know which direction you're coming from, even if you're behind a wall which blocks line of sight.

    Here's a good example of how the Demogorgon's footsteps cripple his ability to mindgame:

    Using the sound of Demogorgon's footsteps and hissing noises, Steve is able to continuously pinpoint the Demogorgon's location and stay hidden from them, despite being only a few meters away from the Killer with nothing more than a U-wall between them, and the fact that the Demogorgon knew Steve was nearby. Almost any other Killer would have found Steve in that scenario and forced a pallet drop, because Steve wouldn't be able to tell which direction they're coming from.

    Plus, every time he misses an attack, every survivor gets a map-wide sound notification. So the survivors almost always know when it's safe for them to keep working on gens.

    Also (Again) his inability to replace unused portals means he has to be a lot more careful with portal placement than Hag, Freddy, or even Trapper. If he places down too many portals too quickly, he can end up being crippled in the mid-late game.

    The stats are clear; despite his power being extremely good on paper, he's held back by crippling weaknesses in practice.

    Post edited by Monlyth on
  • Mister_xD
    Mister_xD Member Posts: 7,669

    yeah, when he comes out of a partal he makes quite a lot of noise while doing so.

    on top of that his footsteps are immensly loud, so undetectable isnt doing much for you.


    i wouldnt mind if they'd rework some aspects of the portals tbh. and the add ons. he needs more "quicker recovery from missed shred attacks" add ons, or just add ons in general that affect his shred.

  • Spooky13
    Spooky13 Member Posts: 1,471

    Going off of the "BHVR just wanted to capitalize of off ST being topical" argument, they probably really wanted people, particularly new players who came because of ST, to feel like the Demogorgon. A loud, huge, towering monster who's only purpose is to kill. So they made him loud as possible. The roars, the stomps, the growls and such. He has a lot of presence behind him, but it ultimately hurts him. It's like what Bricky said in his Casefile on Demo. He feels truly monstrous to play, but his presence hurts him more than it helps.

  • White_Owl
    White_Owl Member Posts: 3,786

    I did, and without addons. Generators can be really loud when they're progressed.

  • GodNap
    GodNap Member Posts: 206

    that's not reliable, and yes, i'm coming from the future

  • GodNap
    GodNap Member Posts: 206

    well, then i should make another post with the same topic and that doesn't make sense

  • starkiller1286
    starkiller1286 Member Posts: 890

    I know but mods tend to close necro'd threads amd may give a warning about it.

  • GodNap
    GodNap Member Posts: 206

    just don't reply to this post anymore and deal's done

  • johnmwarner
    johnmwarner Member Posts: 3,793

    Yeah they wanted him to be like Demo from ST but also add some sort of stealthiness too. It’s almost like they didn’t go all in on any one aspect so they’re all just meh