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Chordyceps

Chordyceps

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Chordyceps
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  • @sanees said:

    Someone seriously thinks remember me OP

    what's next ?

    Predator will be OP?

    I didnt say it was OP, just that it encourages tunneling. Its far from OP.

  • I can agree with you on Blight, but on spirit there are barely any addons I want to run anways. Honestly some of them might need buffs.

  • @RaSavage42 said:

    Then why isn't being used... seems that Tunneling is the best thing to do (sarcasm)

    Changing who the Obsession isn't just on the Killers... Survivors have perks that change who is the Obsession as well

    While yes Tunneling the Obsession at the start of the match means getting some use out of Remember Me that doesn't mean that it needs a change

    They changed dying light for a similar reason. It used to give a huge debuff to everyone when the obsession died, and they changed that because it encouraged tunneling one person out of the match.

  • I don't like map offerings. Being able to go into a match knowing exactly what you're up against with a build based around it is a lot of power for one person to have.

  • I like the maps that don't have big ass buildings that do all the work for you. You actually have to try and mindgame and chain tiles together instead of running around the same thing for a minute straight. It's kinda fun actually.

  • The most I'll do in response to items is bring Franklin's.

    Usually the only reason I'll dodge a lobby is multiple players with high prestige levels.

  • You know you can use moris without it being mean right? Literally just dont tunnel them off second hook, its that easy. Congrats, now you have a cool unique animation to use when they would have just died anyways in the course of normal gameplay!

  • The license expired and Netflix chose not to renew it.

    I've heard rumors about its possible return, but really that's just conjecture.

  • @Seanzu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316628#Comment_3316628

    Too many killers complain that standing in an exit gate is toxic.

    They still stand at the exit gates, but don't let me hit them before they go

  • I like to run it in tandem with I'm All Ears a lot. It's a perk I run pretty often anyways, so why not make it slightly stronger AND start my chases right off the bat?

  • Mercy kills? I dont even get mercy hits at the exit gates anymore.

  • To expand on this a little bit, survivor stats would also be cool!

    Things like:

    Total gens repaired

    Total Distance chased

    Time spent hiding in killer's terror radius

    Killer grasp escapes

    Saves performed

    Survivors unhooked

    Hexes cleansed

    Boons created

    Chests Unlocked

  • I'm not super familiar with the source material, but I like this chapter idea.

    I'm a big fan of killer powers that limit survivor visibility in some way, and this does in a way similar to the dredge, which has one of my favorite powers in the game. It's also a pretty cool twist on it that there isnt a danger hiding in the darkness, the darkness itself is very much so the danger.

    The Power of the Horde reminds me a lot of Knight's power too, except more streamlined, which I like.

    Big fan of the perks for this chapter too

    For The Horde is a perk I would definitely use, and it's designed in a way that makes sure tunneling is an inefficient way to use it, keeping it in check well.

    Warpath I also like, I'm a big fan of the idea of perks that give you a large amount of movement speed, but only when not in a chase. Killers with no movement abilities would benefit from this really well.

    Berserker is one I like too. Reminds me of Fire Up. Easier to activate with lower returns. Feels like it could coexist with fire up instead of making it irrelevant.

    Active repairs is the first one I take any issues with. I like the concept of a voluntary Merciless Storm, but doubled repair speed feels too fast. Feels like it could be used at relatively low risk while the killer is in the middle of something else. I think if the boost to repair speed were significantly lower this could be a pretty balanced perk.

    For Brother's end, when I first saw +10% boost I first thought "that's actually a pretty significant boost" because I was thinking of it in context of Prove Thyself. After thinking about it more, I think it's a reasonable boost for sure, especially considering that you have to be a man down to get it. Honestly, it could maybe be a little bit higher since a specific person has to die for you to benefit from it. Like the concept of this one for sure.

    Bring It sounds like a really useful perk without being too strong. I doubt anyone could be in a chase long enough that they'll recover from exhaustion in the middle of it if they already used their exhaustion that chase. So its most useful application would probably be as a time saver, so you can run from objective to objective instead of needing to walk in order to recover. That would still definitely be a useful effect though.

    The Chain feels like what old metal of man should have been. Healing over a large period of time is a much more reasonable effect than gaining endurance. Could be used to recover mid-chase, but you'd still need to be pretty dang good at chases to get it to proc. I like it.

    Outsider: Once again, a big fan of the idea of perks that give movement speed outside of chase, and this is that in it's simplest form. I like it.

    Boon: Fighting Chance is an interesting concept for sure, it being a boon that hinders the killer, instead of how boons usually help survivors directly in some way.


    Overall, I like pretty much everything in this chapter, great work on it 👍️

  • @MrsMaliciousX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315419#Comment_3315419

    I mean you're still playing at them you just can't see them lol

    Maybe, but I know from experience that the colored tiers made people play way harder. Like, the dudes who were in purple ranks were honestly the hardest sweats Ive ever seen in the game. And it was probably because they were just on the cusp of red ranks and wanted to try extra hard to make sure they hit it. I feel like the current system encourages more playing just to play instead of playing to get to the red ranks.

  • This current system has its flaws, but I STRONGLY prefer it over the old ranking/matchmaking system. Purple and Red tiers were just not fun to play at.

  • The interactions between powers and perks and survivor perks is a large part of what makes the game fun tbh. If this were a game mode, I personally would not play it.

  • I like all the new addon ideas. Although for the executioner's blade, Id have the effect end once you enter a chase. A 15% speed boost is pretty big, especially for 20 whole seconds.

  • So lets say you escape hook as last person alive. What then? Chances are the killer hasn't gone far and is just going to knock you right back down and put you back on the hook. Allowing the last person to escape the hook would essentially do nothing other than make the game last longer than it should, cause it was essentially already over.

  • For the last time, the second you start the unhook animation, the guard goes away. The guards do not work for camping. Go for the save.

  • This is a very cool discussion about stuff in the PTB.

  • Because I like asymetrical games, and this one has an absurd amount of customization so its basically guaranteed that each match will be unique.

  • Legitimately if this game is having such a strong emotional impact on you, you need to stop playing, or at the very least take a break.

    I get burnt out on this game sometimes and dont play for a week or two. When I come back I feel more refreshed and ready to play.

    (That and from being inactive my MMR has probably dropped a little, making my matches easier than when I last played).

  • @PrettyFaceKate said:

    What benefit does this provide?⁸

    ???

    The strategy is to spare them over a pallet, then hold W until they vault it and they die, there's nothing they can do, unless it's a god pallet they can slow vault.

    Im not saying Hubris on Deathslinger is useless, im saying hubris triggering from a chain break is useless. Cause hubris exposes a survivor. Which does nothing, because if the chain broke, theyre already injured.

  • Goatman specifically I think would be cool

  • It was a really tough choice between TLoU and Bioshock.

    I ultimately went with Bioshock because that has an art style/aesthetic we havent really seen in dbd yet. That and a rapture map would be awesome.

  • I love Rock and so many of it's sub-genres. Alt Rock, Indie Rock, Math Rock, Prog Rock, Dance Rock, Funk Rock, Grunge

    In general, as far as era goes, anything from the 80s or later I'll tend to enjoy. 70's and earlier isn't really my cup of tea.

  • @Rizzo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310648#Comment_3310648

    It's the one I linked and you can find it in Off-Topic.

    (Here in case for some reason the previous link didn't work https://forums.bhvr.com/dead-by-daylight/discussion/357669/forum-feedback)

    Cool, thank you!

  • @Rizzo said:

    Thank you for reporting the issue, we are looking into it.

    I wasn't sure if I should put this here or in the bug reports section. I ultimately decided on here, since I figure the bug reports section is for in-game bugs specifically.

    We have a Forum Feedback thread open where we are collecting all the issues/ideas about the forums:

    https://forums.bhvr.com/dead-by-daylight/discussion/357669/forum-feedback

    Where is the thread for forum specific feedback? I haven't been able to find it since the forums' layout change.

  • I'm pretty happy with these changes overall.

    I'm excited for the survivor HUD update, it seems like a solid way to help out solo queues without gaving an extra power to SWF groups.

    Im a little sad that nurse wont be able to benefit from basic attack based perks anymore, but if anyone can handle that just fine, it's probably nurse. It feels a little weird to have on killer that can't benefit from certain perks that all other killers can, but nurse's basekit probably is powerful enough that her not being able to benefit from exposed is fairly justified.

    Speed Boost after making a long path as Knight sounds fun, and I hope it's actually viable in practice and not just on paper.

    Eyrie of Crows changes is probably the one I'm most excited about. Making the map square should definitely make things easier on killers without movement abilities. Less jungle gyms near main building is also nice. Once again, I hope that this is actually makes it more balanced in practice and not just on paper.

    Merciless Killer update is also something Im very excited for. I'm going to actually try to go for those achievements now that getting them is a lot more clear cut and I don't have to play absolutely perfectly in order to get them.

  • Where'd you get this info? I'm not seeing anything about patchnotes in the news section

  • I would honestly give Myers the honor of "weakest killer in the game". He's the only killer in the game with a hard cap on how much you can use his power.

    He really has been left to the wayside and is super outdated compared to every other killer. I feel like a good step forwards would be to remove the stalk limit on survivors. That way if youre unfortunate enough to keep running into the same survivor over and over again you're not effectively locked out of your power cause you cant find anyone else to stalk. Removing the slower move speed in tier 1 would be a huge help as well. They should probably remove the shortened lunge range in tier 1 as well. Its kinda weird that for the begining of a Myers Match you shouldn't even think of chasing a survivor.

  • Dead Man's and Pain Res is a fun combo, but only works well if you can get your downs quickly.

    Also having 3 of your perks revolve around hooks when the killer youre playing can bypass hook states is an odd choice. I also just wouldnt do that in general, because youre only getting value out of your perks when you hook someone. You want some other perks that can help you throughout the entire match.

    The build I run on Pyramidhead is Ruin, Undying, Lethal, I'm All Ears and its been working pretty decently for me.

  • I definitely look at prestige levels, especially when playing killer. Seeing a person with a prestige level of 100 makes me immediately nope out of a lobby and go find a different one.

  • Legitimately, skill issue


  • @Tartaros said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307655#Comment_3307655

    Still a working progress. Plus not all of it is like weskers. What about perks?

    Inhuman Sense I like. It's basically Fogwise for healing, which is probably a more useful time to have aura reading since you and the person you're healing are more at risk, so would benefit from that information more than if you were working on a generator.

    Painful Help sounds like it would pair well with the person healing you running Solidarity.

    Fighting Spirit I like. I think perks that inflict the killer with Blindness are cool, cause a killer being blinded is honestly more useful than a survivor being blinded, which has always been kinda funny to me.


    Risky Recovery is a perk thats simple, but definitely really helpful, which I like.

    Strong and Sturdy is a perk I can imagine having a lot of passive deterence. There are some pallets that killers really want to get rid of as soon as possible, and this perk's existance would make killers have to play those safer, so that they don't have to wait even longer to break it. Definitely a cool idea for a perk.

    Fast & Avoid is one Im having a hard time telling if it would be strong or not. Killers in general dont vault windows as often as survivors do, for various reasons, but I can definitely imagine a few scenarios where this would have a big scenario.


    Self Taste seems like a self-care alternative, with it being cooldown based instead of just being able to use it at any time. To know if it's worth running over Self Care, I'd have to know how long it takes to heal yourself with this perk.

    Path to Salvation honestly just does way too many things. Imo, a perk can really only have two distinct effects, any more than that and it becomes bloated. I think this perk would definitely benefit from doing 1 or 2 things really well instead of doing 7 different things kinda ok.

    Boon Blood Garden feels like it would pair really well with Shadow Step, but wouldn't stand on its own particularly well. Having an effect that gets rid of a status effect is a cool idea though. I feel like it should do it over time instead of just removing it as soon as you enter its radius though, for balance reasons.


    To be honest, the survivor perks are all a lot better than the killer perks.

    Checkmate's positive effects are all small enough that it doesnt need an effect as debilitating as giving the survivors faster repair speed.

    Nihilism just feels like a combination of starstruck and infectious fright, just completely outclassing both of them in the process.

    Let's Play does feel fairly unique though, and useful as well. Probably my favorite of the killer perks.

  • The Ghoul's power is just The Mastermind's except with regular status effects instead of Ouroburos

  • To be entirely honest, this killer feels like a noobstomper, but wouldn't be able to be viable at all against more experienced players. Also, having your power gauge be filled by survivor's mistakes and nothing else sounds really unengaging from the killer side. There's no power to master here, you just kinda play the match and hope survivors screw up enough to give you your power, which they can only succumb to once? Killer powers should always be something that the killer is using something actively, that they have control over. Additionally, addons should always be related to the power in some way instead of just creating miscellaneous effects. Also, standard killer movement speed is 4.6 m/s. For a killer to go any lower than that, their power needs to noticeably change the flow of chases (ie. huntress's ranged attacks, spirit robs survs of visual info, nurse straight up ignores obstacles), and this power does not do that.

    As far as killer perks go, them doing more passive things is more acceptable, but the more passive they are, the more appropriate it would be that they're tied to a hex totem, so survivors have some sort of way to counter them, especially if it's something that happens often throughout the map, like encountering skill checks.

    At their core I think they're pretty decent perks that could use a little alteration.

    For Attention, I think it would be good if the consecutive skill check had no great skill check zone, so that it doesnt have the potential to accidentally help survivors do gens faster. Also if its going to apply to every single skill check, it should also probably be a hex perk.

    Slap on The Wrist I think should also be a hex perk, but besides that I like that one a lot actually.

    For No Child Left Behind, that whole "if you hook a survivor that you already hooked in the last two hook states" is way too harsh of a condition. In most matches you'll find yourself whether you meant to or not, and while not tunneling a survivor. I see what you're trying to do there though, and I'd like to suggest the following alternative: "When a survivor dies by any means, this perk loses 3 tokens". That would discourage tunneling a survivor out of the match without being overly punishing, and you lose all the effort you put into that one survivor instead of all of your progress. The "dying by any means" would also account for the powers of Pig, Sadako and Pyramidhead, who can kill survivors without hooking them under certain circumstances.

    Now the survivor perks

    Blackmail is honestly a really interesting idea for a perk. Making failures harsher, but giving you some intel out of them. I like the core idea there. Although it should probably apply only to the user. You might be fine with losing a little extra progress, but your teammates might get frustrated with you if their penalties become harsher because someone else is running a certain perk. Also the aura reveal time could definitely stand to be a little longer, somewhere between 4-6 seconds is typically reasonable for an aura revealing perk.

    Cover-Up sort of exists already in Off the Record, Zarina's perk. Although Off The Record applies to the person running it, instead of giving the effect to someone else. Although that difference alone might be enough to make Cover Up distinguishable from Off The Record. I'm a little unsure to be entirely honest.

    Snitch, I also like at it's core, but can use a small change. Instead of having it show the killer's aura, have it show their location. Hiding the killer's aura is kind of a major part of how undetectable works. Location would be fair game though. It may not give constant intel, but where the killer was when they gained undetectable can still be very valuable intel.


    Hope my feedback is helpful, keep it up with the chapter concepts! 👍️

  • I think this is a really cool concept for a power. The abilities all seem pretty useful. How strong this killer would be I feel like would largely depend on how quickly charges of Force regenerate.

    I'm also definitely curious to know what Vader's perks would be.

  • I love the idea of a killer that turns survivors against each other but, "they immediately lose control of their character" is a hard no. At no point in a multiplayer game should a person be resigned to just watching something happen with absolutely nothing they can do about it. Nothing should ever entirely remove player agency. Survivors wouldnt want to willingly injure their teammates either, cause that would be detrimental to them in the long run.

    I feel like the best chance of a power that turns players against each other is one of three things:

    1. The killer gains some sort of intel intel when survivors are near each other.
    2. Survivors being near each other infects them with some sort of status effect.
    3. An item is created, that can save a survivor from something or give them a bonus. This item would be very limited, like only one, so that survivor is helping themselves by taking it, or screwing over their teammates since they wont get to use it. Or the survivor uses the item and it actively screws over their teammates while they use it.
  • I kinda like this idea. It gives the killers with no movement abilities a better chance to apply pressure throughout the map, and encourages hooking multiple survivors. I'm sure the devs could find a fun lore way to make it work, like the entity opening up a rift to reward killers for their success.

  • I recently had "sussy baka" get censored, and quite honestly I think thats ridiculous.

  • Send your ghost so that they start their patrol path where you expect them to be in a few seconds. Then make sure you don't just follow the same path your ghost will be taking, try to approach survivors a bit more from the side. Knight is at his best when you can sandwich survivors between yourself and your ghost.

  • Im pretty sure I saw a dev say here on the forums that the only "bad sport" stuff they will ban people over is actual slurs and death threats, and that they don't do anything about general trash talk.

  • Mother's Dwelling is a map that's pretty decent for a few specific killers I think.

    Pinhead for example. People have to run really far in order to solve his lament configurations. And he can teleport on occasion.

    Pig is a killer I can never decide if this is a good map for her or not. She can struggle to get downs, especially on that map. Once you do get a down though, it will take survivors a really long time to remove her RBTs, especially if you harass them at the jigsaw boxes.

  • This killer sucks at camping, what are you on about

  • Honestly if I get my ass handed to me, I want my MMR to go down. That way I'd be more likely to have a match where I stand a chance.

  • Another thing I noticed more recently thats pretty annoying is the visibility of upvotes. I used to really like looking through my posts and comments and seeing how many upvotes each has accrued. The fact that you can't do that anymore is honestly a huge letdown. This is probably the thing Id like to see come back the most.

    Also Im now noticing you can only view 1 page worth of the comments you've made? I hate that a lot.

  • I agree with the sentiment that showing prestige levels doesn't really do much good, even outside of bullying.

    For the sake of backing you up, I'll admit that as a killer, I tend to dodge lobbies where anyone has a prestige level of over 50. And when I play survivor, seeing someone with a high prestige level makes me nervous. It makes me think that either the killer will be way better than I am a survivor, or they'll play dirty because they think they need to in order to beat the P100 person in the lobby.

  • My reason is it just requires less focus from me than killer does,

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