Chordyceps
Chordyceps
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@MrPotato said:
I kind of disagree with the new map part, because eerie, haddonfield, garden of joy, all have atrocious totem spots that aren't hidden in any way, and exist just to be boon spots.
Honestly, a fix I can see actually happening is making the totems actually hidden, and not in the middle of a road surrounded by nothing. Totems just should not be in loops or on top of gens, aren't they supposed to be hidden? In all honesty they should be in the border loops on the edges of the map or wedged INSIDE of walls covered by a bush or something, anything is better than just tucking it in a corner of a loop. Survivors should have to actually find it instead of seeing it while going to their objective.
Better hiding spots is certainly a welcome change, but would likely be a temporary solution. Eventually people will figure out the new hiding spots, and we'll be back to square one.
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1. Ghostface. Only stealth killer that can attack immediately out of undetectable. Instadown capabilities that are easier to activate than Myers.
2. Sadako. Her teleport gives her an insane amount of map pressure. A small amount of game delay can go a long way too, especially when said delay has imstakill attached to it.
3. Wraith. His speed boost while cloaked gives him a lot of map traversal power. The speed boost when coming out of stealth has decent chase potential.
4. Pig. The fact that her stealth ability slows her down makes it difficult to get good use out of. Her charge attack has some potential in chase, but if a survivor realizes what youre doing right away and just goes to a different loop, not much you can do. Her slowdown potential is very volatile and it can be difficult to get that first trap on.
5. Myers. Weakest stealth ability by a large margin. Only stealth killer on this list that doesn't get to become undetectable whenever they want. Also only killer in the game with a hard cap on how many times he can use his power. Also not a huge fan of power burst killers. It takes a lot of time to activate his power, and then when I do, I usually only get one instadown out of it, maybe 2 if Im lucky. My personal pick for not only the worst stealth killer, but the worst killer in the game.
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@Akumakaji said:
I am with you on this here. Hex totems were a pretty co idea, but the core concept, ie "high risk, high reward" no longer works, because survivors have become so apt at finding and cleansing your totems. A lot of todays Hex perks could easily be turned into regular perks without tipping the balance. I also vividly remember a discussion about CoH, when that perk was at und hight of popularity and when it was suggested that you could snuff them out permanently a lot of survivors cried out in union "Noooo! Then I could use its effect a maximum of 5 times per match and be left with a useless perk. Under this circumstances I would never use boons again.", while totally ignoring the fun fact that this already was a reality of every killers daily life with a good portion of their perks.
I don't want to turn this into any ol'" us vs them" mud brawl, but just throw that tidbit in there for a little spice.
So, back to Hexes. My idea has always been this: Hexes work just as always from the beginning of the trial, BUT the actual totems will only spawn on the map after 1min has elapsed and then chose any remaining totems.
So survivors can cleanse any dull totems they come across in order to potentially limit Hex spawns, activate their various Inner Healings/Overzealous or just boon them.
This gives the killer a guaranteed time for which their totems will stay up and encourages survivors to do gens, while not impacting the various ways in which survivors can use totems.
The 1min timer is just a number I threw out there, maybe 1.5min would actually be better, as 1min is sometimes not enough to start the first chase, but I think that the basic concept is very sound.
I do like that idea quite a bit. It would be a solid way of adding longetivity to hexes and almost guaranteeing you get at least some use out of them.
Who knows, maybe by the time that minute has passed survivors might be wrapped up in other tasks that require more immediate attention, which would further improve the longetivity of hexes.
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3065504#Comment_3065504
No one cares, if they cared this wouldn´t be broken at random YEARS after the game is online, plus, it´s such a simple mechanic that it makes no sense for this to be bugged. I could understand other bugs but Whispers? No, this should work flawlessly.
You've never worked in game dev of any kind have you? ######### that you would never expect to cause an issue can cause issues for things you wouldnt expect it to effect for seemingly no reason sometimes.
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If other survivors are left in the match, its because having you force them out keeps you away from the other survivors. Those few extra seconds it takes to force them out could make all the difference. And if you dont force them out, they could stick around to help out other survivors in need.
If theyre the last one left or everyone is at the exit gate its just BM though.
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You should probably put this post in bug reports instead of general discussions.
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I really hope they do something about game speed before doing anything too drastic to killer slowdown perks.
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Ormond is an incredibly weird map for me now. Up until a few weeks ago I would have called it one of my least favorite maps. I'm not totally sure what happened, but I've recently found myself liking the map a lot. My guess is that I've started realizing that there are maps that I hate so much more that I actually kinda like Ormond.
Like I hate Gas Heaven, Groaning Storehouse, Blood Lodge, Azarov's, Torment Creek, Fractured Cowshed, Eyrie of Crows and Crotus Prenn so much that Ormond actually feels like a Godsend after going to any of those.
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I typically start to play a lot more stealthily at that point. I will try to hide somewhere as soon as I hear a terror radius, instead of my usual waiting for it to get close then make a run for it. I'm also a lot more likely to throw pallets early. I tend to be a bit less altruistic too, trying to prioritize my own survival.
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@DredgenWar237 said:
https://forum.deadbydaylight.com/en/discussion/comment/2949762#Comment_2949762
That's fair. I look at making powers as authentic to the source material as possible, so I wrote it to piss you off as much as it pisses off Daniel. When people, "Say his name," both in-movie and in-game, they are actively telling him, "I'm not afraid of you. Come get me, you son of a b****." It's a survivor actively taunting you, refusing to believe in your power, so though they get a slight assist for their bravery, they should still fall to the rage of the Candyman. I'll up the Exposed time to 60 seconds to really make it serious (I was going to do that initially, but figured it would sound unfair) but I hope the point of its feeling is gotten across.
As for the perks, no clue. I just thought up some neat names and figured other people better at designing fun perks could figure it out for me. I did have an idea for Hex: Believe In Me:
Hex: Believe In Me.
They will know your power and won't live long enough to forget it.
When a survivor sees you for the first time (working the same as Michael's Stalking), they become affected by the Hex. As affected survivors see you, especially when successfully using your power (as in getting score events), or as they spend time near each other, you become more powerful. Lunge distance increases, break time decreases, vault time decreases, and if any survivors die, all affected survivors scream, become Exposed for 10 seconds, and become Oblivious and Exhausted for 30 seconds. All of these effects go away if the Hex totem is broken, and this Hex can't be moved to other totems by any means. It's one and done.
I want to ask, alongside this perk idea, what do you think of the rest of it? Mainly, do you think his memento mori, obsession-based hypnosis, and voice lines fit him, or would you suggest any changes?
Alright, that makes sense, I like what you're going for there thematically.
The Hypnosis is something I'm kinda conflicted over. I can see it being really strong when combined with his mirror teleport, but I can also see it being a source of frustration when doing so. Either someone summons you and you use hypnosis to get a free down, or they succeed and you've just been both ripped away from a chase against your will, and you're now stunned for three seconds. At least the latter part of scenario 2 would be your own fault though. It being obsession based definitely limits its usefulness though. You can only use it on one specific survivor on a time, and if they succeed on the skill checks, you're now stunned for 3 seconds. I think obsession based perks are fine, but powers based around obsessions are kinda questionable.
As for the voice lines, I can't really speak to their accuracy/autehtnicity cause I've never actually seen candyman.
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I see what y'all are saying, and these are all good points. This definitely isnt a perfect counter, and blindness and boons are both flawed for several reasons. I just know how frustrating boons can be, and ai thought it could be helpful to know things to hinder their usefulness, if even just a little bit.
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@malloymk said:
No counter! Only nerf!
Chances are theyre not getting nerfed any time soon, so its good to know some counters in the meantime.
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I'm pretty sure the lore states that the entity enhances/alters the physiology of the survivors so that they can survive things that humans typically wouldn't survive.
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Literally just spread out and dont start mending immediately.
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Spirit. I have a tendency to miss small audio cues, so playing her is kinda frustrating for me.
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@Milo said:
Why do you think it's like that? It's because of popularity. Obviously they're gonna release a cosmetic for a survivor that a lot of players play, than a couple. It's just natural.
However, they should atleast occasionally release a cosmetic for a less played character.
That makes sense, but you could argue that some characters might become more popular if they had more skins.
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@Valik said:
I totally agree.
In my opinion, what makes the main building so stupefying strong is that, in addition to its raw power, it is also connected to some very strong tiles that are placed adjacent to it.
Here are some suggestions I have for the map:
- Forward window becomes a Breakable Vault (Breakable wall with a vault within, can be broken by Killer to make an opening)
- The pallet inside of the building is a Crank Pallet (Spawns dropped, survivors can spend several seconds to turn it upright)
- The main entrance has an open doorway on one side and a Garage Door (Opened just enough for survivors and certain killers to crouch / slide through, Killers can open the garage - survivors can spend time re-closing it to an ideal height)
- Grass is everywhere, it isn't just patchy.
- New Gym types that can be used in one of the 7 gym tiles. (A and M gyms)
- Coal Trough is an open tile type (used in field) where survivors can crouch/slide under until the killer topples the trough to create a long/stout wall.
- All Gyms have a chance to spawn with a Door instead of a Pallet (Doors can be opened / slammed by survivors with preparation, can be broken by killers.)
- Second story to Storehouse with small staircase, Upstairs has large hole inside that creates a drop.
- 1 Locker in the building is an Elevator Locker that slowly transports survivors between floors. (Enough time for a killer to narrowly make it up/downstairs to continue the chase.)
- Upstairs has 2 breakable wall/breakable vault locations to the outside, and 1 somewhat safe vault window.
- Upstairs has 1 pallet.
- The Two hills in the map spawn slightly higher and mist have direct line of sight with main building - special Hills with higher tops.
- Upstairs has ramps that can be lowered to create ramps that lead down to the hills, provided there's no telemetry in the way.
- Water Tower can spawn in any Tile location.
- Killer Shack always spawns as one of the Gym tiles closest to the main building, but its position is random.
- Main Building has a ring of small tiles (non gym loops) surrounding it on all sides, providing a gap between the main building and gyms.
- If the Basement ramp does not spawn in one of its designated locations, storage crates occupy its area.
Thoughts?
I definitely like the idea of more intractability with maps. I'm not sure how balanced these specific suggestions would be, but they would definitely add more variety to matches.
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I like her a lot. While she may not have a whole lot of chase power, she has arguably the strongest teleport in the game. That's not something that should be underrated. Being able to teleport from one side of the map to the other than back again in the span of like, 2 seconds is honestly insane. And she possess small amounts of slowdown as well. Even a little slowdown as basekit can be incredibly helpful. And while it can be hard to trigger, a base kit instakill ability is a great thing to have.
Sadako is a lot better than some people give her credit for.
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There's been a bug where hook states aren't displaying properly. It was probably actually his final hook, but it was just improperly displaying 1 hook.
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Putting all your perks as boon perks, while fun, is a strategically questionable move. What if you go to a map where boons are really hard to find? What if you're constantly being chased with no time to put up boons? In both these scenarios, you may as well be playing as a perkless survivor.
And then there's scenarios where you're going against killers with strong slowdown abilities. In those instances, you should really be spending your time working on gens as best as you can instead of spending time on an optional objective.
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@JonahsTablet said:
https://forum.deadbydaylight.com/en/discussion/comment/2950355#Comment_2950355
I don't think he said that, and you gotta admit, being able to stunt a game that hard is pretty impressive.
I mean, part of me is curious how many players left at the end of August, cause chances are player counts are just gonna be naturally higher in the summer.
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Deahtslinger Addons:
Grooved Hand-Crank.
A handle for the Redeemer's hand-crank, with grooves carved into it to allow for a stronger grip.
If The Redeemer's chain is running through a breakable wall or thrown pallet when a survivor breaks free from the chain, the object is broken.
Large Chain Spool
A larger spool of chains for the redeemer, allowing it to spear target further away.
The maximum range of The Redeemer's chain shot is increased by 6 meters.
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Forcing the killer to come to your location is definitely an interesting dynamic. It's kinda like Pinhead's teleport, except the killer doesn't have a say in the matter. I can imagine this being immensely frustrating at times, but the survivor becoming exposed feels like a dcently fair tradeoff, but the exposed time would need to be bumped up to like, 60 seconds or so. Either way I could see myself being very very frustrated if I was on the verge of getting a kill I really needed just to be pulled away against my will. In general I'm just not the biggest fan of abilities that can just kinda move people against their will.
What do these character's perks do though? Im curious about them.
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I'd really like to see them finally tell us what they're doing to make moris basekit.
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@Cybil said:
Doesn't it say in the item description that the entity created the krampus and minotaur?
I just looked at it, and yeah, it actually does say the Minotaur was "created by the entity using the fears and memories of those within the fog". I didn't actually know that until just now. I guess that confirms that The Entity is capable of creating life.
This revelation is making me really like the sound of The Dredge theories I've been hearing about for the anniversary chapter. If we got a unique killer made in a similar fashion instead of just a legendary skin, that'd be awesome.
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I'm not sure about this one. I wasn't around when permanent hook sabotage was a thing, but I'm guessing it was removed for a reason.
If this were to go through Id say it'd be a pretty safe reintroduction to permanent sabotage. I'd be fine with it removing scourge hooks if a different hook took its place as a scourge hook.
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@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/2945887#Comment_2945887
Do they really count as living things though? From what I know everything inside the realm ,aside from survivors and killers, is the entity so wouldn't plants and animals just be an extension of itself?
Plants I imagine are an extension of the entity. I think the animal are actually living things though, especially the crows. I'm pretty sure I've seen them referred to as servants of the entity, which to me suggest a level of autonomy. There's also Maurice, who the entity gave a third eye.
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@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/2947096#Comment_2947096
If this were true, we'd see at least one instance of it being employed. Or, at the very least, an inference to it.
Because we have established that the Entity either cannot or will not create original constructs, we know that such situations lie outside the scope of the game's establishments.
Its entirely possible the devs just havent had the chance to show The Entity's ability to do so just yet. I feel like The Entity being able to revive Victor could be a tease towards other life-giving powers the entity could have.
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@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/2947004#Comment_2947004
The Eyrie of Crows was extracted from her memory, it was not a creation of her own mind - as all locations in the game are.
If this was the case, there would not be a need to abduct Killers. If the Entity could manufacture original creations from the creativity of others, it would need only to abduct survivors.
Likewise, if it could manufacture the perfect prey to feast upon, it would only abduct ideal killers.
The fact that it abducts both Killers and Survivors is proof enough that it is incapable of creating a new form of life, absent from outside influence.
It can replicate emotional beings, but it cannot invent emotional beings.
The Entity is incapable or originality or creativity, and it is evidently unable to create substantial figments to elicit emotion as well.
To believe the Entity is capable of creating new life is to ignore its established and absolute dependance on outside sources to perpetuate its own existence.
If the Entity could create life, I think it would still have reason to abduct killers. If it abducts a killer, one capable of emotion, it could feed off the emotions of both the killer and the survivor being pursued by them. Like it would feed off The Spirit's rage, and a survivors fear of death.
I think if it could custom tailor a being to torment a survivor, it would be like eating at a gourmet restuarant. The portions are smaller, but the food is better. The Entity gets to feast on a a very specific, intense emotion, but it gets less to eat because only one of the two is capable of emotion.
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@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/2946693#Comment_2946693
Emotions, do the Entity's extend, are just neurochemistry reactions.
Survivors are an amalgamation of instinct and learned experiences.
If The Entity had any creative bone in its chitinous body, it would be able to make new neurology to create the 'perfect' food that feels incredible emotions.
However, we know that the Entity is both aware of the strength of emotions - and must capture prey to accomplish this end.
For the Entity to have the power to create such intricate replicas down to the marrow, to know the fine details of exactly what it's looking for, and yet not have the power to create what it desires - it is indicative not of impotency, but of a lack of creative prowess.
It may not have the creative prowess itself, but it can feed off of the creative prowess of others. It used The Artist's creative prowess to construct The Eyrie of Crows. Perhaps in the same way it could tap into the creative potential or fears of someone that can envision a person or monster that would scare them, and create it. It could then feed off the emotions from a person seeing their fears manifested.
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@Valik said:
From what I understand, the Entity is completely derivative.
It is capable of constructing copies, duplicates. However, it is devoid of creative powers - or if it does, its propensity for creativity extends beyond our scope of realization.
If the Entity could create life, it would simply create its own Killers and Survivors to feast on, an endless supply of unique and interesting individuals and tons of killers of original design - it would have no need to go through any effort to abduct and twist Terran creatures into its sway, nor would it have to construct complex facades of reality for its food to play within.
The Entity can construct, but it cannot create.
It can replicate, but not birth a new design from its own machinations.
iirc, the entity doesn't feed on life, it feeds on emotion. So hpyothetically, do you think it could create life, but that life would just be incapable of emotion, and thus the entity can't feed on it's own creations? Because if the entity understands the basic physiology of a human/creature, couldn't you call constructing something based on that creating life?
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I think Myers is the killer that needs a look at most urgently. He's the only killer with a hard cap on how many times you can use his power and, uh, that's not good.
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If the Killer I'm playing doesn't happen to have Lightborn I will straight up dodge the lobby
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2945887#Comment_2945887
Life Humans? The entity Probably cant. Though maybe it can make something. close to humans.
Also are Nemmy Zombies Taken From (RE)Earth With nemmy or do you think they where created by entity
The way the zombies rise from the ground makes me want to say they're created, but it's entirely possible the entity just quickly yoinked one from raccoon city and put it in the trials
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@IlliterateGenocide said:
I mean. Depends if the tress, grass, crows, rats, cockroaches, ect are alive in the trials.
I wasn't really thinking about plants and insects and such when making this post, but they probably count as created life if they are.
I was more thinking sentient life.
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People think the entity would force him into servitude, like it did to The Trapper.
What I'm wondering is if he would be a killer or a survivor. Forced servitude would definitely be a punishment I could see the Entity doing, as a way to humiliate him maybe. But I don't know if that's more likely than him being eternally hunted down and sacrificed over and over again. I feel like whichever one The Entity sees as a greater punishment is more likely, but I'm not sure which that would be.
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@IlliterateGenocide said:
Groaning Bore house wouldn't be a problem if those 2 area that point outwards where instead turned around and slapped on the side.
https://us.v-cdn.net/6030815/uploads/3CYDPV60KG69/sssssssss-png.png
It would be better like this
https://us.v-cdn.net/6030815/uploads/7PHC5MBKJ0PT/new-groan.png
Central structure would still be a huge problem, but I agree making it a more normal shape would make it a lot more tolerable.
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TFW still no fan chapter contest, it's been so long 😔
Give us non-artists a chance to shine
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I'd put Blood Echo in Legion's tier, I always run it on him. I think he's the best killer at getting injures, and then he benefits the most from survivor being exhausted, since he needs m1s to get downs for the most part. Sure he has his 5th hit down now, but you're not always able to pull that off.
Also, could you put a link to the tiermaker for this? I'd kinda like to throw together my own.
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I like this version of it so much more. I can actually get from one side of the map to another in a reasonable period of time.
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It only makes it useless if you don't heal immediately after unhook.
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@RakNieborakYT said:
Ok, so about the base stats: you mentioned his TR is smaller than others. Is it 24 meters? And judging by the power I read I reckon that his movement speed is the huntress movement speed (4,4 m/s or 110%), if I'm correct.
His power: So basically you can place shades anywhere AND additionally in the lockers. The chest is not that big of a deal here, so I'd remove it. So survivors cannot see shades, ok. You can teleport to them, ok (I would give a 24 meter range maybe and for the killer instinct when further than 24 meters, my thoughts). I would definitely remove the damage on shades cuz it would make hag a dead killer here. Survivors gain paranoid, they become paranoid. I would also give the oblivious and give a possibility to fight it. I that part is awesome IMO. For the hunt additional power I have no complaint here at all.
Perks (what are the tieris btw):
- In the shadows seems too op here since every killer can now become stealth.
- The hex: evil reborn perk sounds at first cool but once it becomes hex, what does it do?
- For Silent vengeance I have a fine rework here (but cool concept). give a 50% lowered sounds during undetectable applied by perks and add-ons (so pig crouch does not lower sounds e.g., or myers evil within 1)
If you don't mind, you have somewhere your reddit still, right? Can you send a link here?
Here's my interpretation of what Hex: Evil Reborn does when it becomes a hex:
While it's not a hex that does anything, it being a "hex" totem means that if they want to re-bless that totem, it'll take about twice as long this time around.
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As long as we're ignoring source material, it's Ghostface. He can expose a person way faster than Myers.
If we consider source material, then it's Myers, no question.
Edit: My dumb self accidentally voted for shape when I mean to vote for Ghostface.
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When I solo-queue, I can't really rely on anyone to heal me, so I like to be able to do that myself. I'd much rather bring a healing item with me than a perk that either heals me slowly or requires some sort of requirement.
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Executioner's Anti-Loop goes through barriers, and is a lot less clunky than The Artist's Anti Loop.
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Referring to Tunneling/Camping as basekit is a really weird sounding phrase to me. Basekit implies feature, while tunneling and camping are more a result of core game mechanics.
Camping, sure, I can get on board for some basekit counters to that, since it's not particularly fun for either side and doesn't take any skill to do, especially if you're playing a killer like Bubba or Hag.
Tunneling, I have a harder time agreeing counters to it should be basekit. Survivor is a team-based role, and being able to identify a weak link in that team and pick them off could be categorized as a skill. If a killer lacks that skill and tries to tunnel someone anyways, what will probably happen is all gens will fly by uncontested and the killer will probably only get one kill at most
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I like basically all these changes and would play Myers more if these changes were to go through. Deep wound in tier 2 sounds a little unnecessary though imo.
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This would be a complete waste of a perk slot
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I imagine there are two route is might go down: webs with a slowdown effect/trap effect, or a poison that gives you some sort of debuff. Potentially both.
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I like the perks here a lot.
In The Shadows is a really cool early gam perk that could either be really strong or not too strong based on how quick that first gen goes. I would definitely run this perk often if it were in the game.
Evil Reborn I like a lot too. Having totems blocked at the start of the trial is something I've been wanting for a while. I also think it could be kinda funny to take a survivor's boon and just go "psyche, now do it again, but way slower this time". Definitely a strong time waster perk that makes sure you get at least some use of your hex totems.
Silent Vengeance's primary effect is also super useful. There have been so many times I've been playing survivor and only knew a wraith was near because of that sound he makes. The secondary effect also does a decent job of differentiating itself from dark devotion by being easier to activate, but having less synergy with other perks.
I like The Hunt a lot as a power too. I've always thought that powers that limit survivor visibility were super cool, and I've actually made two killers with visibility reducing powers myself: The Astronaut and The Mummy.
My only problem with this killer is it's primary power: Shades. In it's current state it feels a little too similar to the Hag's power. I have an idea on how to make it more unique while staying true to the effect you're going for. Make the shades take a few seconds to teleport to/emerge from, but it gives no audio cue and you gain undetectable for a few seconds. There's a thing to be said for quiet jumpscares, just look at how scary scratched mirror Myers can be.
Overall I love this concept though, great work!