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Chordyceps

Chordyceps

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  • @Maniacal_Matro said:

    https://forum.deadbydaylight.com/en/discussion/comment/2805505#Comment_2805505

    Well ofc it makes him faster than The Legion since no other human has natural stamina higher than his. Anyways, what do you think about the power?

    Its definitely in a better spot now.

  • https://forum.deadbydaylight.com/en/discussion/comment/2804155#Comment_2804155That sounds a lot more reasonable. That puts him at faster than the legion in feral frenzy, but since he can't do quick vaults like the legion can it could still be balanced.

  • Hex Perks just function differently from standard perks like No Way Out and Remember Me. The whole point of Hex perks is they provide a powerful effect of some sort and the survivors have to get rid of it themselves if they want it gone. NOED, like other hex perks, is also a perk that becomes easier to counter the more you play the game and start to learn where totems spawn.

  • Overall, this is in a much better spot now. 80% boost to movement speed is still way too high though. For comparison, Tier 3 Play WIth Your Food with 3 stacks gives you a 15% boost to movement speed, and that's immediately noticeable.

  • @Maniacal_Matro said:

    https://forum.deadbydaylight.com/en/discussion/comment/2690991#Comment_2690991

    Hey, since you are actually trying to help me with this concept, what else do you think I should do to change this concept.

    I think the movement speed should be moved way down. Typically killers in the game with a smaller terror radius are those with ranged abilities and lower movement speed. Killers with no ranged abilities are typically 4.6m/s and have a 32 meter terror radius. Myers is an obvious exception to this with a small terror radius and 4/6m/s movement speed. Killers base movement speed really shouldn't be any faster than 4.6m/s because a change as small as .2 meters per second can significantly shorten a chase. A movement speed of like, 6 meters per second should really only occur when using an ability of some sort for game balance reasons.

  • I agree he needs a buff. They need to look at a very critical ability he has in the original Halloween that for whatever reason is not part of his kit. The ability to drive a car. #CarForMyers

  • That's kinda a tough choice for me, because both of those are high skill floor killers with pretty high skill ceiling.

    Spirit is consistently dangerous throughout the entire match. Oni is not, but I think you can argue that he's more dangerous when he's at his strongest. He moves very fast, can insta-down, break pallets quickly, and of course, actually see where survivors are. Oni also has the advantage of being a 115% movement speed killer.

    Between the two of them I guess I'd choose Oni.

  • Yeah, sorry, if I know for a fact that I'm going to a map that completely neuters my power, I'm noping out of that one.

  • I love the new Dead Man's Switch, I run it on a bunch of different killers.

    I run it on Doctor, cause he can force survivors off of gens. I run it on twins cause victor can traverse the map quickly to scare people off gens. I run it on Pinhead and use the iridescent lament configuration and it can be kinda gross.

    I'm also having a lot of fun running a full gen blocking build on Deathslinger. DMS, Corrupt, Grim Embrace and Thrilling Tremors.

  • Deathslinger, cause he gives me an excuse to dress like a cowboy.

  • Being completely unable to do anything, moving super slow and having your vision greatly reduced for up to 3 seconds and needing to wait for your only mobility option to recharge is heavily punishing.

    Being slightly slower for a second or so and then having to reload at your convenience is not heavily punishing.

  • @Altarf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2767100#Comment_2767100

    Eh, I don't want to be pedantic but Hag and Nemesis also kind of have the ability to be in multiple places at once. Hag, Nemesis and even Artist in particular are also the only killers capable of chasing multiple different survivors at once, also, which Twins can't really do.

    I think Twins do it better than Hag though. The hag has a maximum teleport range and her power is reactive, while the Twins is proactive. Also the Twins are 115/ way faster% movement speed while hag is 110.

    And the problem with Nemesis is that his zombies are braindead stupid.

  • @ThePolice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765509#Comment_2765509

    Yeah but in order to do those things you need to hit someone with the spear, something that was made way harder unnecessarily

    TBH it kinda was nescesary. Instascoping had basically no counterplay. Its like how they nerfed Pyramidheads PoTD because it could consistently put survivors in no win scenarios.

  • @Edilibs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766903#Comment_2766903

    Hmmm in my humblest most honest opinion i dont think Blood Favor, Third Seal and Crowd Control are too good at all. In most cases the survivor is just gonna run to another loop and or vault location, so you wont get much value from the window and pallet Hexes. I was a big fan of Third Seal and yes no one likes blindness but experienced skilled survivors manage to work through it and Third Seal doesnt effect them to much and this is not including SWF whom completely counters Third Seal.

    Go for better all Hex builds next time with Demo. Retribution got buffed and i cant tell you how much value i've gotten from Retribution in numerous games. Its best when paired up with Haunted Grounds but is fine with other Hexes like Undying and Thrill of The Hunt. My Hex Pimento all Hex build games have been going fantastic and i've had no complaints at all, even the games where they destroy all my totems its just a matter of closing out the kills at that point so im never in a really bad spot.

    I've played with Hex: Pimento Nemesis for nearly 2 weeks straight and have not lost (I actually thought i was gonna lose a game with him earlier on Lery's and i was like thi smay be the game i finally lose but i ended up coming back with strong pressure)

    Nemesis with Hex: Pimento/ Ruin/ Plaything/ Thrill of The Hunt and the zombie addons have gotten me nothing but success and ggs. Coincidenally Nemesis is my high and highest MMR killer!

    Havent gotten 5 stacks but was close the other day with 4 stacks and was about to get the 5th one but they destroyed my Plaything right as i was about to rekindle the broken totem.

    Blood Favor I actually got a lot of mileage out of that match. It was Dead Dawg saloon, so it actually manged to cover a fairly large amount of pallets with each hit. Crowd Control probably wouldve been better on a map with more windows, its a huge help with LT walls. The Third Seal I know is completely countered by SWF, but its a perk I have a soft spot for so I run it anyways. Retribution likely wouldnt have worked with my build, since I was making sure to not let survivors cleanse totems. Maybe next time I'll make the last perk Devour Hope or something next time.

  • The Twins pretty much have a power that no other killer in the game has: the power to be in two places at once.

  • @AngyKiller said:

    Here's an idea:

    Whenever Legion inflicts Deep Wounds, he gets a token.

    At 4 tokens; his next FF attack can wound a Survivor (take them from healthy to Injured, or Injured to Dying).

    This cannot be used against the most recent Survivor he inflicted Deep Wounds on (To prevent being insta-downed if you are the 4th found.)

    The tokens decay in 30 seconds. When the timer is up; all the tokens go away at once. (To prevent hoarding 2 or 3)

    The timer resets on every FF hit that adds a token.

    If Legion hits a Survivor with a Basic attack; he loses all accumulated tokens.

    When Legion hits someone with all 4 tokens; they are all spent. Even if this is simply putting a Healthy Survivor to Injured, as per normal FF.

    The reasoning:

    This allows Legion to possibly put ONE Survivor in the Dying state if he manages to hit ALL FOUR in one Feral Frenzy. It cannot be used against the 4th Survivor found, to avoid being unfair. It also HAS to be used within 1 Feral Frenzy, as the tokens do not last long enough to carry over.

    I think thats a pretty solid idea. Gives legion some lethality, but you have to earn it.

  • @Edilibs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766581#Comment_2766581

    Overwhelming? Not if you run hexes like Retribution/Haunted Grounds/Thrill/Undying or Devour. This build alone makes it a big hinderance to boon survivors because it takes so long to bless totems whivch of course means more time spent away from repairing a generator. All Hexes are actually good, how good is debatable but you should try it sometimes

    After seeing this post I did a demo all hex build. Ruin, Blood Favor, Third Seal, and Crowd Control. Ran the lifeguards whistle and placed portals at the totems. Cant say that match went particularly well, but I had fun anyways.

  • @cutiekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766575#Comment_2766575

    many decisions doesn't make sense, like twins nerf.........

    Yeah, that one I didnt really understand at all. They're already kinda janky.

  • Usually the most hex perks I'll ever run in a build is 3, then I'll make my last perk one that can be active/activated consistently. I typically stay away from builds with too many hexes though, cause it can sometimes be a bit overwhelming to have to manage both totems and generators.

  • @cutiekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766529#Comment_2766529

    okay listen I gave it a few tries, yes it takes times to get used to AND because quick scope is gone it takes away few possibilities to end chases quickly, but if you can telegeraph well, you can still land shots, but it is more complicated because of teh extra time ti takes for you to shot and them to react to the shot, the 32M TR is mega overkill and M&A will never ever be away from my build with him, it will always be the most important perk for him, second is stbfl.

    so yes I did had some fun, if you get used to it you can still kinda enjoy it, even tho you often feel like, if only I could quick scope...moments, but he's not that terrible, but I still think the nerfs were overkill and I wish they would revert them, his nerfs remain a pain in the ass.

    I'm glad you're coming around on this one. One thing I can definitely agree with you on is that the TR nerf was entirely unnecessary, and that I wish they would revert. It didnt make a whole lot of sense to me to give a bigger TR to the only ranged killer with a max range on his projectile.

  • @DoritoHead said:

    There is NO WAY to implement lethality into Legion's power without it becoming a disaster.

    Honestly I'm not even gonna argue with you on that one. You're probably correct.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765523#Comment_2765523

    I'm not saying he's the worst killer all around to me that honor goes to legion for a bad base kit and twins for damn near everything (bugs, base kit nerfs, add on nerfs) however, for ranged killers he is the worst or at least tied for worst with clown, think about it like this.

    Huntress has 5 hatchets as base and has no length restrictions even with the wind up speed and has some good add ons as well such as increasing the amount of hatchets, decreasing wind up time and the ability to one shot survivors without a range restriction. The main drawbacks are her lullaby and the fact her hatchets arc without an indicator on how they work making it a little hard for people to judge her hatchets at first.

    Plague is slow and as for her bile's hitbox I swear is borked however that same bile can be used to down and force survivors to go to fountains to cleanse themselves and her add ons are hit and miss but being able to have corruption with each finished gen isn't a bad thing.

    For clown like I said he's tied for the worst ranged killer now his only good add on is nerfed and doesn't have much in terms of base kit. If he didn't have pop he wouldn't be worth the time, shard or money at all. (Before anyone says it the shrine is unreliable)

    For Trickster I will admit I don't have much time on but from what I have heard while he is a worse huntress his add ons and base kit are quicker than and more versatile than slingers right now and even with the fact his knives take more time they take more time to get rid of over and doesn't need a specific requirement much like slingers chain.

    PH while not really a range killer does at least have the option to stretch the length of his m2

    Artist is much like Trickster for me I don't have much time on but the fact that the crows can work both as an attack and detection makes her more viable than slinger.

    TBH I wish I couldn't ######### on slinger since he was the reason I gave dbd a second chance but ATM between the bad base kit, over reliance of specific perks, slow as molasses speed and no stealth options for a character that was billed as a bounty hunter, having add ons that are only good in specific setups such as any of his chain breaks and the gold creek whiskey. His Iridescent add ons are a joke since one is only effected at a specific range which now is unreliant thanks to the slow aim, and his other is only good for detection while someone is speared its hard not to say he is one of the worst now. People bitched about a problem with his aim but much like most noticable killer nerfs now they gut them with no repercussions or compensation and only jury rig it or make a newer dlc killer do their job but better.

    Sorry, I meant to say "worst ranged killer" not "worst killer". While people are upset about his nerf, I doubt anyone's trying to claim he's the worst killer when killers like Legion, Trapper and Pig exist.

    Huntess can instadown without range restrictions yeah, but she has to reload at a locker after each and every individual shot, which loses you a lot more time than a Deathslinger reload. Im not here to trash Huntress though, I honestly believe that base kit, she is the strongest ranged killer in the game. I just think reloading is one thing that Deathslinger does better than her.

    Plague, I'll admit I have a very hard time judging how strong she is. She's a killer I want to be good with, but I'm just not. I have a hard time judging just how much time I should invest getting people to full infection.

    I don't even consider clown a ranged killer at all tbh. He throws projectiles sure, but he still has to close the gap between him and his target before he can deal any damage. Clown is a simple killer, but one with a deceptively high skill ceiling. Not super high, just higher than some people may realize.

    The one thing Trickster excells at compared to everyone else is damage states. He's definitely not more versatile than Deathslinger though. Since his damage is incremental, youre also a lot more likely to spend too much time on a chase you should really just drop. I kinda see him as a Huntress alternative for newer players, since missing with him is more forgiving. Id still chose huntress over him any day though.

    Pinhead I generally cant stand, as he's one of the only killers in the game where repeated succesful use of his power very well could accomplish absolutely nothing.

    Artist is a very difficult killer to use effectively at times. Most survivors I go against know not to loop her when I place a crow down, so in most cases that short range may as well not exist. That means I have to do the ranged double hits, which requires damn near perfect timing with how quickly crows are dispelled.

    Deathslinger definitely feels slower than before due to his ADS speed nerd, but compared to other ranged killers, its not bad at all. Its definitely faster than Huntress' windup, and about on par with Tricksters knives, and probably Plague too. His iri addon can be hard to get good use out of, but it feels immensely rewarding when you do, because you essentially have to try and predict where a survivor is going. And if you do that succesfully, it feels fantastic. Tbh I wish that's what they did with Huntress's iridescent heads as opposed to limiting you to one hatchet.

  • @cutiekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765662#Comment_2765662

    16M TR with monitor, get close enough to quickly get a M1 and then shot and reel and hit, 2 stacks of stbfl, a down within 10 seconds, becomes faster and faster for each stacks, reload sooner and so shoot sooner and end chases faster even more.

    Now, 32M TR, impossible to get a fast M1 on someone, they hear you coming and you are a 110, so they already move closer to cover/walls, so you have to shot nearly everytime to get your first hit, since you aim slower now, you can't quickscope at them when running into cover, that 0.4 second took away your opportunity to hit them with your spear since they have more reaction time and so you need to chase or leave them, you shot, you get them, you reel and hit them, you reload but now they are more than 14 meters away, they look at you, they see you aim and so they move and you miss because you can't quick scope anymore so you have to get closer to land a shot and you get looped and so on and so forth.

    Trickster, even tho he has a lullaby he can still get close to survivors before they make a move and he can throw his knives from a fair distance and still land a few if they are in the open, when you might not be able to land a shot as slinger you did land a few knives and when you remove a health state you keep throwing knives at them building up their laceration bar while they gain close to no distance at all from the injury, you can end a chase in 8 seconds if you are in a good position and land your knives well, also the fact that landing a knife always mean progress into injuring the survivors while missing your shot as slinger means distance for them and you to reload before being able to shot again and precious seconds wasted, trickster lose very little distance and he is always fairly close to the survivors.

    Trickster can end chases way faster and easier than deathslinger can now, trickster can do a health state and do half the laceration of the next health state before you even hit the first survivor after you shot them.

    Trickster is simply better than deathslinger now, I love trickster, but I definitely loved deathslinger way more, can't play him anymore, he's the worst to play, he's so slow and unfun to play, doing 17+ snipes is impossible anymore, they have all the time to react to it, they didn't before, his only strength as been taken from him, he's pretty much the worst killer or very close to it.

    If you have fun with slinger and say you think he's strong, good for you, but for at least 95% of killers at minimum, he is absolutely awful, unfun, clunky and weak now.

    I think Deathslinger is still much more versatile than Trickster. While Deathslinger has to reload after every shot, he can do it at any time, which means he can reload without breaking the flow of chase. You moving slowly while reloading will have survivors gaining much less ground on you than being completely stationary at a locker for a few seconds. And sometimes there isn't even a locker nearby and you need to go out of your way to find one.

    Deathslinger can also drop chases easier, which is an important thing to know to do. If youve spent too much time in a chase, you can just leave. Trickster youre much more likely to go "well I've almost got them to full laceration, I should see if I can get them the rest of the way there" wasting even more time with nothing to show for it.

    Deathslinger also benefits from M1 perks like STBFL and any exposure perks way better than Trickster since his ranged attacks are technically M1 attacks if youve managed to reel them in all the way. Starstruck, Tricksters own perk, is better on Deathslinger than Trickster.

    Deathslinger can also do hit and runs better than Trickster because his redeemer inflicts deep wound. While deep wound isnt the most lethal status effect, its pretty good at wasting people's time.

    If you've got someone who's almost completed a hook state, and someones coming for the rescue, Deathslinger also handles that situation way better. Trickster would have to play chicken with the unhook, which he's likely to lose thanks to hit validation. Deathslinger can just shoot them and hold them there until the hook stage is completed before hitting them.

    I think all these things give him an edge over Trickster.

  • Vommy Mommy is a killer that I'm not very good at that I want to be good at. It usually takes me too long to get a good snowball going, so when endgame rolls around everyone just cleanses and I've lost all my snowball progress, which wasnt much anyways.

    I like to run dying light on her cause I think she's the killer that uses it the best. It slows survivors down, and the buff to the obsession may as well not exist, cause you can't approach healing against her the same way as anyone else. In combination with this I like to run fire up, so its kinda a whole "as the match goes on, you get slower but I get faster".

  • @cutiekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765523#Comment_2765523

    I couldn't stop laughing at this statement, before nerf you are absolutely right, now, you couldn't be more wrong

    Elaborate.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765509#Comment_2765509

    The main problem is though is that right now slinger is slow as molasses with both his base movement and anything involving his gun unless you have something like stbfl you make some good points but right now he can easily be considered the worst ranged killer now.

    You can argue that he's the weakest killer, I won't stop you from doing that, but saying that he can easily be considered the worst killer is not true. I think that Trickster is the weakest ranged killer. He has none of the versatility and a fraction of the lethality that Deathslinger has. Really the only thing he does better than Trickster is chain together health states with his base kit.

  • @GiveMeBoops said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765406#Comment_2765406

    He is fine if you were spamming fake ADS before... You just keep doing it now.

    But he is dead for anyone who played him just to quickscope. That was his main thing and also reason why FPS players liked him. ADS fake is boring imo and he is now forced to do it. Fake ADS was his main issue before and they made it his only playstyle for some reason...

    "Dead for anyone who played him just to quickscope". That's the thing, if you were playing him just to quickscope, you're ignoring all the other strengths he has. His small hitboxes allow him to hit so really close shots that other killers couldn't make. The fact the he inflicts deep wound slows down survivors cause they have to waste time mending. He can reload anytime so he doesn't need to break the flow of chase to get his power back. If he lands a hit, he also forces people back to his location, meaning survivors don't make as much ground on him. His ability is also the only ranged ability where you can forcibly move survivors to somewhere more advantageous for them. There's also a really cool thing he can do when someone is going for a save against a hooked survivor nearing the first stage. Where most killers would have to play grab mindgames, Deathslinger can shoot them, hold them there until the hooked survivor hits next stage, and THEN hit them. And on the topic of faking shots, he can do it better than both Huntress and Trickster. Huntress takes longer to wind up and put away her hatchets, and the redeemer has a lethality to it that The Tricksters knives just don't have.

    Deathslinger is a surprisingly flexible killer, and I think calling him trash just because one playstyle doesn't work on him anymore is unfair.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764941#Comment_2764941

    They made his chain break quicker which due to the changes to his gun it doesn't matter.

    Being able to get back into chases quicker is nothing to sneeze at.

  • @cutiekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764935#Comment_2764935

    I have 3379.3 hours and been playing deathslinger since his release, been playing this game since 1.0.0, i've experienced the worst of this game, you know nothing, keep playing against your cute baby survivors and makes you think he's still strong, having 1K isn't strong and he's awful to play now

    If you think he's bad maybe you should just git gud with him lmao. You may have been here since 1.0.0, but we've both had the same amount of time to get good with Deathslinger.

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764883#Comment_2764883

    Didn't they buff something when they nerfed him? I could be wrong, but I thought they did.

    I believe they buffed his movement speed while Aiming.

  • I feel like anyone who claims that deathslinger is weak now has not bothered to try learning new strategies with him. He's still strong, his effective playstyles just more strategic, as opposed to reactionary. If you pre-aim around corners, use LoS blockers to your advantage, and fake shots, you can still have a lot of success with him.

    Let's face it, insta-scoping was not particularly fun to play against. This killer has actual strategy to him now, so when he lands a hit against you it feels more earned. And playing as the deathslinger, he feels more rewarding to land hits with. It's like "hell yeah, my plan worked!"

  • @cutiekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764908#Comment_2764908

    no he is not, he's trash now, anyone saying he's still strong are only playing against newbies and know nothing about the game, if you think he's still strong, you'll never catch a single high mmr survivor futher than 8 meters anymore, he was decent/fine before, now he's simply trash, stop defending Deathslinger, he's trash now, you are in denial and delusional

    I still actively play deathslinger and regularly perform well with him. I'm not gonna sit here and claim that I'm high MMR, cause no one knows what their MMR is and pretending you know you're high mmr is stupid. However, what I can say for sure is that I have over 1500 hours in this game, so I'm definitely not playing against babies.

    Stop whining and actually learn some new strategies.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764838#Comment_2764838

    I do use those resource. In fact I have to build entirely around the fact I play solo queue

    Bond for info on teammates

    BT for camping killers

    DS for farming teammates/ tunnelling killers

    Dectective’s hunch for finding hex totems

    Having to use 3/4 perks just to make solo fun is not good

    You don't have to run 3/4 perks based on the fact that you're solo queueing. Really all you need is a good medkit and kindred, and the rest you can do whatever you want with.

    Knowing exactly where your teammates are when you're already close to them is only really a big deal in indoor maps.

    Instead of trying to go for saves against camping killers, just do gens. Camping killers thrive when you try to be overly altruistic instead of doing gens.

    Being able to find totems is something that becomes easier with playtime. With enough hours, you'll eventually memorize where that majority of the totem spawns are and from there you can have a relatively easy time finding hex totems.

    DS is good for when you're actually being tunneled yeah, but if you're being tunneled hard, then the killer definitely isn't focusing on gens, which is gonna come back to bite them anyways.

  • Instascope was kinda wacky tbh. He's still strong, you just have to change your playstyle . Plan ahead a little more, pre-aim around corners, use LoS blockers to your advantage. Mot firing at all is also a decent strat, survivors lose a lot of ground when they start dodging side to side because they think you're about to shoot at them.

    His pickrate went down because he's not as easy to play anymore, not because he's suddenly weak.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764814#Comment_2764814

    But if solo has to deal with the challenge and SWF does not surely that’s an issue that needs to be solved?

    In my opinion, you should just use different perks when you solo than when you swf, that's what I do. When I swf, I can rely on my friends to come and heal me when I need healing, so I don't run perks that focus on healing. If I'm solo queueing and I can't rely on my teammates to heal me when I need it, I bring healing perks or a medkit. There are already perks in the game that help close this gap by giving you intel and self-sustainability, so you should use those resources.

  • I don't know about overpowered, but it would definitely be giving survivors an additional bit of power that they don't really need. A lack of intel adds challenge to the game, and I think it's fair that players have some challenges to deal with. Matches shouldn't just be made easier in the name of closing the gap between SWF and Solo.

  • For me it's probably Lethal Pursuer. Being able to get into a chase immediately is a huge help with the early game.

  • I think instead of working off of teammates dying, it should work off of teammates being hooked, with more tokens but smaller numbers per token. It working off of hooks would encourage you to be more altruistic, since if survivors get multiple states per one hook, you'd get less tokens.

  • Not really. It's the only perk in the game that stops survivors from just hopping on gens immediately, giving killers so much needed breathing room at the start of the trial to start their first chase.

  • Honestly, I think Pinheads chain hunt isnt super annoying, even in solo queue. Whenever I see chain hunt is about halfway started and no one's solved the Lament Configuration I just go "huh, no one's grabbed it yet, I guess I'll go take care of it". I don't particularly enjoy being glued to gens anyways, so something else to do is welcome.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2754183#Comment_2754183

    Curtain Call was the anniversary chapter iirc. The year before that didn’t have a dedicated anniversary chapter.

    and Curtain Call did come with the in-game shop I think.

    So 3 out of 4 anniversary stream have been for liscensed content. I know they've done 3 liscensed chapters/paragraphs in a row before. So although when they did that, it was a little bit of a mess, they've done it before so I can see them doing it again. I feel like there's a good chance that after Ringu and the hypothetical licensed anniversary chapter, they very well may do like 3 original chapters in a row to balance things out a bit.

  • I'm pretty sure every time everyone says Boon totems are problematic, they're specifically referring to Circle of Healing. I've never seen anyone complain about Shadowstep or Exponential. Boons as a concept are fine, cause as you said, that's time that survivors aren't doing generators.

  • Even if we've gotten a good deal of licensed chapters lately, I feel like the anniversary announcement will be for a licensed chapter. The anniversary streams are kinda a perfect opportunity to get the community excited for a new IP being brought into DBD.

    IIRC:

    2021 Anniversary: Resident Evil

    2020 Anniversary: Pyramid Head

    2019 Anniversary: Ghostface.

    I dont know what the anniversaries before those were because I started playing during curtain call, but going off this pattern, I think it's relatively safe to assume the next anniversary will be liscensed.

  • I definitely agree with the idea to get rid of the claudette masks, that always struck me as a bit, uh, not good.

    What I don't get is why they're removing all the masks. That whole getting free cosmetics by doing an in game thing was a fun idea. If they had just decided to remove the claudette masks and keep the rest, that would've been completely understandable. Too bad they're getting rid of that system as a whole though.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2754106#Comment_2754106

    The only thing that throws me off in Eyrie compared to Ormond is the stairs and indoor ramparts don't have railings so I have a bad tendency to fall off if I'm not careful. That place definitely is a workplace hazard!

    Eyrie is definitely not OSHA approved, thats for sure.

    Also I think the reason Eyrie feels big compared to Ormond is because Ormond is a square, while Eyrie is a rectangle. As a result the distance between the far sides of the map is greater in Eyrie than Ormond.

  • @dugman said:

    Eyrie isn't a "gigantic map", that's a myth. It's literally in the median of the map sizes: something like 15 maps are larger than it, 14 are smaller than it, and 7 are the same exact size as it.

    The map it's most similar to is probably Ormond. It's a mid-size map with a bright outdoors and a large central building that has a second floor looking down on a first floor lobby which also has a couple of safe pallets in the upper floors and a few breakable walls. Odds are if you like or dislike Ormond you probably feel pretty much the same way about Eyrie.

    You'd definitely be correct about that last part, I hate Ormond, but I hate Eyrie of crows even more.

  • I like the general idea behind this item, but if it were in the game I would find it absolutely infuritating. I can just imagine a scenario that would get me to rage quit immediately. I'm chasing someone, and it's been a really hard fought chase, they use every tile as efficiently as possible, chain together tiles well, use pallets at just the right time, and I finally get a hit. We go through this process again, and as I think I'm downing them, hit validation+dead hard takes that hit away from me. I potentially have to go through all this again, and as I'm finally about to actually put an end to this chase, I get stunned by seemingly nothing because someone was just watching this whole thing go down and had a voodoo doll. They gain enough distance to make it to a strong pallet and throw it, and I'm back at square on. I would quit the match right then and there.

  • @CowabungaDude said:

    It's not his power that's weak, it's the ridiculously high skill requirement on him for results that a lot of killers can get with minimal effort.

    P.S. you are definitely underrating his base chase

    He's part of a trend in killer powers that we've been seeing lately. A lot of setup for not a lot of payoff, or a very high skill requirement for little payoff. It started with Nemesis, in needing to infect people before you can damage them with their tentacle. Then Pinhead continued this trend with his possessed chain, and it feels like its come to a head with The Artist and her dire crows. Whatever they have planned for the Ringu killer, I hope it doesn't continue with this trend.

  • With how the tile system works, I feel like they should be able to make it so that totems cannot spawn within a certain distance of generators, and man do I really wish they would do that.

  • Sometimes I swear certain killers are just more likely to go to certain maps. The amount of times I've tried playing Spirit and ended up going to Coldwind is kinda absurd.

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