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Chordyceps

Chordyceps

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Chordyceps
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  • For me its a tossup between Huntress, Demogorgon and Oni.

    Huntress is basically THE definition of easy to understand with a massive skill ceiling.

    Demogorgon is a fantastic all-rounder killer. Decent anti-loop, good map traversal, but sub-par intel.

    Oni has an insane amount of snowball potential, although it can be difficult to reach sometimes. Snowballing can be one of the most important skills to have as a killer, so Oni excelling at that makes him a contender I think.

  • @Etsuhara said:

    https://us.v-cdn.net/6030815/uploads/P45TRPVKYD5U/1641431230915.jpg

    The Baroness

    Susanna en Dupont or "The Baroness" as people would call her, was the epitome of perfection. She had three hounds that would never leave her sight, each perfectly trained, following any command. She always kept up with the latest fashion and trends. She was the perfect hostess at her parties,her conversations would never go dull and her jokes were always spot on. Every one loved her. Well... every one that mattered. For that perfection came with a price only those who would get close enough would experience.

    At one of her parties a handmaiden spilled a drop of wine on one of the guests in front of the baroness. She appologiesd and quickly tryed to wipe it up in a panic. The guest said not to worry but the handmaiden was shaking, hyperventilating. The baroness didnt utter a word.

    Later that evening the handmaiden was called to the undercroft of the mansion.She had never been down here, must ve another wine cellar she thought considering all the dtains of red liquid decorating the floor. In the furthes courner of the winecellar the baroness was waiting for her in front of a old moldy door. Her blood froze to ice when her eyes met with the baronesses, it wasnt those warm kind eyes you saw at her parties. She had heard the rumors from the other servants on what the baroness did in the undercroft. But they had to be just rumors.

     "Dont waste my time dear, havent you done enough already" the baroness scoffed.

    "I'm sorry mylady I…"

    "QUIET!.... Just get in"

    The baroness guided her torwards the room behind her.

    This room was the polar opposite to the rest of the house. It was dirty and cluttered with stuff, diferent odd devices and tools she had never seen before in the middle of the room there was a rugged chair. Next to it the baroness three dogs were standing attention, following her every move.

    "Sit" the baroness commanded.

    When the dogs didnt sit down she realised the baroness was reffering to her.

    "You embarresed me today, and fir that I think dicciplinary actions are in order" 

    The baroness walked with her fingers over the many tools on her desk before finally picking one up. A flogger, but not the regular kind, this one had barbed wire strapped to its strings. The handmaiden was in shock, she coulndnt be serious? But just as she thought that, the baroness raised the flogger and struck down. She barley had the time to cover her face and as the barbed wire riped a chunk of flesh from her arms. She screamed in agony as she stubled out of the chair and started to run thorwards the door.

    "Naughty girl" the baroness said as she whistled at her hounds.

    She didnt have to tell them, they knew what to do. The handmaiden was just about to reach the stairs as one of the hounds dug ther jaws into her lower calf. Followed by another in her thrashed arm, pulling her down to the floor. The last one took a grip around her neck holding her in place. She heard the heels of the baroness closing in until they stopped.

    "What do you think you are doing!?"the baroness yelled.

    She wasnt talking to the haindmaiden, on the top of the stairs the other handmaidens had gatheted and was looking down on them.

    "If you dont get back to work you will be next" she yelled and then raised the flogger prepairing to strike.

    "Stop it!" A handmaiden yelled.

    The baroness just looked up and smiled, the smile of a devil. Then she struck down hard, again and again until the bones where exposed and the body went limp. She then looked up again with blood and chunks of flesh all over her.

    "Who said that?"

    The handmaidens scattered, exposing a small shaking girl.

    The baroness grinned, formed her lips and whistled.

    That night the baroness woke up by a wet, warm feeling on her face. As she opened her eyes her dogs where laying in her bed as ussual, but something where off. She sat up and lighed her bedside gaslight. Her white satin bed sheets where now crimson red. Colored by the blood pulsating out of her hounds headless necks. For the first time in her life she was filled with despair. She didnt even notice the handmaidens surounding her bed, equiped with the tools from her undercroft.

    "My dogs, my beautiful dogs" she turned her gaze to the handmaidens and as she did her face warped into something inhuman. Just as she was opening her mouth again the first blow hit her head. Soon after everyone joined in, hitting her again and again until there where nothing left but a deformed lump of flesh.

    "YOU DISGUSTING  FILTH! I,M GOING TO KILL YOU ALL!" But everyone was allready gone. All that was left were a thick fog and somewere in the distance she could hear the barking of hounds.

    ATTACKS AND ABILITIES

    WEAPON: Barbed wire flogger

    The Baroness has two zones of her M1

    In close proximity it's a regular attack. In front of that proximity a hit will be a barbed attack, hurting healthy survivors and applying deep wounds to wounded survivors.

    The baroness has no lunge, instead a lunge will extend the range of her barbed attack (by the same amount a lunge would extend the regular attack).

    POWER: Release the Hounds

    The baroness got 3 hounds att her disposal (3 charges)

    When in a survivor is in sight and within range, holding M2 will lock-on to them and start filling a progressbar. This lock-on will not break if LOS is lost.

    At this time the baroness will summon her 3 hounds and her movement speed will slow down to a crawl as she struggles to hold them back with their leash. 

    When the progress bar is filled she can release her hounds (up to 3, depending on how many survivors she locked-on to.) And the hound/hounds will start to follow/TRACE the survivors movement for 10 seconds, when within reach of the survivor the hound will leap towards them. 

    If the hound hits a survivor in a healthy state they will lose a health state.

    If the hound hits a wounded survivor is will apply the deep wound status effect on them.

    If the hound hits a survivor afflicted with deep wound, they will pin the survival down and start a short struggle phase with a skillcheck in the end. Missing the skillcheck will restart the struggle, hitting it will release you.

    If the baroness picks up the survivor when they are pinned down the hound charge will be refreshed.

    If the hound misses or if it doesn't reach them in time, that dog will go in a cooldown.

    A survivour can only be chased by one hound at a time.

    PASSIVE: Scent of blood

    For each survivour with a deep wound status effect, the baroness will get a stack of bloodlust.

    Perks:

    Double Edge

    When culling the weak the others will grow stronger.

    By pressing the "Active key" on a generator the killer can instantly complete it. The remaining progress will then be redistributed between 1/2/3 random generators.

    "If you dont work harder you will end up like him…" - the Baroness

    Hex: Isolation

    Every person for themselves in the pressence of your terror.

    While Hex: Isolation is active, there can only be one survivor working on a generator at a time. If another survivor try to help the generator will explode and start to regress.

    "If i help you, she will punnish me aswell…"- handmaiden of the baroness.

    Vengeance:

    The pain inflicted by others will strenghten you in what to come.

    Getting stunned by any means gives a token up to a maximum of 1/2/3. Next time you pick up a survivor and you are stunned or blinded you will not drop the survivor. Instead lose a token.

    "They will all pay for what they did to me - The Baroness"

    Thanks for reading!

    And sorry if my english is broken or dont make sence... 

    Why would a killer ever use Double Edge? They're both completing a generator, which they dont want to happen, and granting progress to the other generators, which they also don't want to happen. This perk has 0 upsides.

  • Deathslinger was a super solid choice, especially with the upcoming buff to Dead Man's Switch.

  • I'd say spine chill due to it's ability to completely bypass killer stealth abilities.

  • Honestly, while I was kinda hoping for more changes than this, the fact that there haven't been any really drastic changes makes this PTB feel a lot more relaxed than any of the other's I've played on before. Since no killers are recieving any big changes, I don't need to limit myself to specific killers and see how they perform. I can just try out any killer I want that I have the reworked perks on and get a general idea of how well they would synergize together.

  • @TheHunter2529 said:

    It's now a fantastic perk that is balanced and combos well with many other perks, specifically thrilling tremors.

    It works very well with some killers powers now too. If you play pinhead and you can keep survivors from solving the lament configuration, Dead Man's Switch becomes a gigantic nuisance to them.

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2740415#Comment_2740415

    Survivor: Autodidact is Lawful Good, Self-Care is Chaotic Neutral, and Dead Hard is Neutral Evil.

    Killer: Devour Hope and Franklin's Demise are Chaotic Evil, 'nuff said.

    Man, I have the weirdest thoughts during midnight.

    Man, Devour Hope is lawful evil. You essentially have to play nice for it to do anything.

  • After having played with new Dead Mans Switch on the PTB, I think I can safely say this buff has had exactly the effect I was expecting and I'm very happy with it. It's a strong perk now that I will in fact run a lot more often when it goes to live servers.

  • @ShinySilverfish said:

    How is Overwhelming Presence difficult to activate?

    It's not like, super difficult to activate it's just more on that side because not only do you need to be near a survivor, they need to be actively using their item for it to be doing anything.

  • @[Deleted User] said:

    I get what you're going for here. Although, for the sake of visual clarity, it would be wise to shrink the perk icons a lot more to fit them all on-screen without overlapping each other.

    You're probably right, but I just used the Tiermaker site to put it together.

  • Right now, this is something I feel kinda conflicted over. I definitely like this a lot more than everyones favorite suggestion; make kindred base kit, cause that would definitely be too much intel.

    Giving any additional intel at all is still a concept that's kinda scary to me as a killer main, cause a lack of intel is what creates moments of tension and challenge. I know that SWF already has basically unlimited intel and solo is getting the short end of the stick. And I know that this would really only give new intel to solo queue survivors, but something about this just doesn't sit right with me.

  • The original The Game map. I wasn't the biggest fan of it at the time, but man was I taking it for granted.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2726929#Comment_2726929

    Trickster is also enjoying himself quite a bit, handing out autographs after filling someone up with 20 knives or so, laughing, giggling and singing during The Trial

    Don't forget how he moans when he gets hit by a pallet

  • @ThatOneDemoPlayer said:

    Trickster resembles Ghostface. They're both merciless Killers without a goal, they're just killing for the fun of it and publishing their killings, either with the usage of newspapers or intergrating them into their music

    Y'know, I never actually noticed how similar those two characters are lore wise. They're both being public about their killings without revealing that they're doing any killing. And Ghostface definitely has a sense of humor about the whole thing too, considering he takes selfies with his mori victims.

  • I just want SBMM to take individual killer score into acount more than it does.

  • It's probably because of the ongoing healing meta. Oni requires his opponents to stay injured to charge his power, which is kinda difficult with Circle of Healing.

  • @Regulus47 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2725326#Comment_2725326

    Ah, that's true. I hadn't thought of that. But maybe the 110% speed would help for that?

    I'm pretty sure that would still make her worse at that. A nurse using her blinks can cross the map faster than a Huntress can, especially if the nurse has range addons.

  • Sure removing her ability to blink through walls wouldn't completely destroy her anti-looping potential, but it would completely destroy her mobility in terms of traversing the maps. With how many large maps there are in the game, I feel like we need our fair share of killers who can cross them quickly.

  • @Marc_go_solo said:

    I'd love to help, but your link isn't responding on my phone for some reason. If there's another way I'd gladly help.

    I couldnt click on it on PC, but copying and pasting the link into my browser worked

  • Posting the link for an assignment at literally 2:30 am? Yup, that sounds like gamer college to me, good times.

    Filled out your survey, hope you get some useful data from here.

  • @BlackRabies said:

    https://forum.deadbydaylight.com/en/discussion/comment/2724812#Comment_2724812

    Still played no differently than Huntress, no longer fun now and why shot a little spear when you can just chuck hatchets the size of a fridge across the map.

    Well for one, the previously mentioned deep wound slowdown.

    Two, the previously mentioned not needing to go out of your way to reload.

    Three, Deathslinger is the only ranged killer who can reposition survivors to his advantage. A succesful hit with Deathslinger will have survivors make less distance on you than huntress, cause you're dragging survivors to your exact location.

    Four, while he is a ranged killer, his actual hits count as basic attacks, allowing him to benefit from basic attack perks like STBFL, which Huntress cant do as effectively.

    Five, while his aiming may be longer than before, its still shorter than the Huntress's hatchet windup.

  • I feel like I'm the only person on the forums who will actively defend the deathslinger nerf, cause instascoping was kinda ridiculous. Huntress and Trickster both have a windup period to give people time to react to the oncoming attack, but Deathslinger just didn't have that. And even after his nerf I still think he's really strong, he just requires more strategy to play now. You can get some good mileage out of aiming before you round corners. Also threatening to shoot but not actually shooting can be all it takes to get survivors to make needless mistakes for you to capitalize on. Im not sure he's as fun as he once was, but he definitely feels more rewarding to be good with now.

  • I disagree. The small hitbox allows him to make some shots huntress couldn't dream of, and he doesn't have to break the flow of chase in order to reload. And while Deep Wound may not be lethal, its time wasting potential shouldnt be underestimated. I wouldn't say hes an upgrade or downgrade from huntress, he's more of a side-grade.

  • This is an interesting question, cause they're all good in very different ways.

    Spirit is probably the most challenging of the bunch. Chases essentially turn into guesswork for survivors, but also for you too if your hearing isnt fantastic and you mostly go off scratch marks. Her power is decent for map traversal too. Spirit Fury is a solid perk that becomes terrifying when paired with Enduring. Haunted Grounds is very strong if paired with intel perks. Rancor is probably one of the most terrifying perks in the entire game, but you have to be able to track down the obsession specifically to make full use of it, which can be difficult.

    Deathslinger, despite what most people will say, is still a strong killer. The small hitbox on his spear allows him to make some hits that huntress never could. It also has the unique ability of being the only ranged ability to be able to reposition survivors to your advantage. And the fact that he doesn't have to go out of his way to reload helps to not break the flow of chase. His perks however, aren't much to write home about. Gearhead gives you decent enough intel, but the fact that skill checks are inconsistent makes this perk also inconsistent. Retribution is best when paired with other perks, like for example, Haunted Grounds. You basically need to run it with other hex perks to incentivize survivors to destroy your totems in the first place. Dead Man's Switch is a perk I love in concept, but it doesn't actually end up being all too useful too often.

    Oni is probably the one I'd reccomend the least right now. We're in the middle of a healing meta, and Oni suffers from it. You want to keep people injured , which CoH makes difficult. And your early game is weak because you essentially have no power starting off. Blood orb are fun because they both serve as a way to activate your power and an intel tool. And when you do get your power going, he can be terrifying. He can travers the map very fast and instadown survivors too. Although you kinda have to have a slug heavy playstyle to get the most of it. Perks also aren't too exciting. Zanshin tactics is helpful to newer players, but mostly useless to basically anyone else. Blood Echo can be hard to activate and get the most out of, but being able to inflict mass exhaustion is pretty cool. Nemesis is best used with other perks like Dead Man's Switch and Play With Your Food, it basically lets you choose your obsession by eating a pallet, the undetectable is just an added bonus.

    Clown is probably the easiest to understand of the bunch. Purple clouds slow survivors down, yellow clouds speed you up. If you can slow survivors down and speed yourself up at the same time you can close the gap very fast. He also has a surprising amount of finesse to him. Instead of throwing bottles directly on top of people, you can toss them at places in order to corral survivors away from them. His skill ceiling isnt super high, but still higher than some people may realize. Perks are pretty decent too. Coulrophobia is probably the weakest of the bunch, people typically wont be healing in your TR much, and CoH kinda makes it irrelevant. Bamboozle is very useful for shutting down strong loops like Killer shack. If you vault strong windows ASAP in jungle gyms, it changes the way survivors have to play around them. PGTW is a very strong regression perk, but if you struggle to get downs, it won't do you much good.

    I love all of these killers, so its hard to recommend one of them specifically, but I hope this helps you make an informed decision.

  • He's still strong, you just have to play differently than you did before. Use LoS blockers to your advantage, aim before rounding corners, AdS but don't shoot in order to make survivors run around like headless chickens and close the gap a little faster. His playstyle has just gone from purely reactive to more strategic.

  • As it stands right now, both of the hook states have some form of interactivity that make it so your not just sitting there doing absolutely nothing until your teammates get you. Hook stage 2 has the skill checks, and hook stage one gives you the ability to attempt escapes. It keeps being hooked from being too boring.

    Also, if survivors want to try to use the self unhook to get out of the match quicker, I'm not going to complain.

  • Generators do get completed a little fast, but making them take longer to complete is the most boring, unfun way to go about addressing this. I think the game just needs to sort of new mandatory objective to go alongside completing generators so you can't jus immediately hop on them at the start of the match.

  • 10% might be a bit unreasonable, but 5% seems pretty reasonable.

    I'm not sure that buffing the instant damage would fix gen tapping though. I think the big issue here is just the discrepancy between time to start regression and start regression. It takes a killer about 2 seconds to damage a gen and start its regression, but survivors can stop regression so fast that they barely have to stop moving. Survivors should have to repair a gen for like, 2 seconds to stop regression.

  • I just wish that killer SBMM took individual killer MMR into account more. A person who is good with one survivor will be good with all survivors since they play exactly the same. A person who is good with, say Huntress for example, will likely struggle playing The Pig since they have completely different playstyles. I though SBBM was going to make it easier to learn the killers I'm bad with, but it made that so much harder instead.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2723102#Comment_2723102

    The rediculous healing speed is what allowing them to prevent hit and run strategies.

    Swf with comms would already know where the totem is cause they can just say it. Removing the aura would change absolutely nothing for them. So you're not really nerfing the perk, you're just nerfing solo

    And the huge gap between solo's and swf is the biggest thing preventing meaningfull changes to be made in this game.

    The only thing that needs to change is the healing speed buff from CoH and maybe a totem blocking effect simular to penti 5 stacks after snuffing a totem

    Survivors wouldnt be able to benefit from the ridiculous healing speed if they didn't know where it was. The aura survivors can see is basically the only thing preventing the perk from being less effective on indoor maps. Even if a swf team is on coms, callouts can be difficult to make on indoor maps, there aren't as many identifying features. Like on Dead Dawg you can say "CoH in saloon". On Lery's callouts might sound more like "CoH in that long halway with the bed" which could apply to basically anywhere. Swf callouts are only as good as the player's ability to properly convey where something is.

    And I'm sorry, but I don't think that survivors should get basically unlimited intel in the name of closing the gap between solo and swf. Whenever I hear someone mention the gap between those two, it almost always involves a discussion of how Kindred should be base kit. It shouldn't. Survivors shouldn't be able to know the exact location of all their teammates any time anyone gets hooked, that removes all tension from these scenarios. There should be some sort of challenge involved in this stuff.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2723095#Comment_2723095

    That's not really a bad thing. It shortens the gap between swf comms and solo's.

    It is a bad thing. It prevents killers from doing any sort of hit and run strategies, cause survivors will know exactly where to go the moment the killer leaves them, preventing them from building up any sort of pressure. The AoE particles are intel enough to know when you're in an area to gain benefits from Boons.

  • Honestly one of my biggest problems is that survivors get to see the auras of boon totems. It already has those particles in the air that show the effective area, why do they need to see exactly where it is from anywhere at all times? Like CoH already has a powerful enough effect without it also going "Hey! Everyone! Come over here for free healing!". It's kinda dumb.

  • @Grandpa_Crack_Pipe said:

    Isn't Distortion just like

    obsolete now that Shadowstep exists? Most aura reading is either predictable enough to avoid or so frequent you'd burn through tokens like I burn through fries.

    I think there are enough distinctions between the two to still justify running distortion.

    Shadowstep needs to be set up while Distortion works automatically when its condition is met.

    Shadowstep, you need to be in its effective range while Distortion activated anywhere.

    Shadowstep doesn't tell you when your aura would have been read, while Distortion does, giving you intel on what aura reading perks the killer has. Sure you can guess if the killer has BBQ, but Distortion can tell you outright. If a killer hooks someone and Distortion doesnt go off, you now know you don't need to waste time hiding in a locker when you could be working on a generator.

  • The Game is at the absolute top of my list. I don't understand how anyone can ever have fun on that map. You just run around a thing 3 or 4 times, throw the pallet/wait for it to be thrown, then move on to the next loop. The only strategy to be had on that map is if you throw the pallet on the third loop or the fourth loop.

  • I never really understood the devs saying that rank was an indicator of time playing the game and not an indicator of skill. That might be true to a certain degree, but like, if you've been playing the game for a long enough time to hit red ranks, and you aren't getting more skilled at the game from having played that long, then, uh, I don't know what to say.

  • It really is kinda rough right now tbh. Playing killers without anti-loop abilities isn't super fun because some maps are whack and you cant do anything about some tiles. But then killers with anti-loop abilities like Trapper, Hag, Executioner and Artists are kinda boring, cause when you use your power at a loop its just "ok, lets go to a different loop and repeat this process". Although I think as a result of this, killers with ranged abilities have become a lot more fun to play.

  • I dont think its gonna happen. That video is like 2 months old, and they talk about how theyve tried to do something about it in the past, but none of their ideas really worked out. Which is exactly what I was expecting tbh, cause Im of the belief that camping doesn't really have a solution that is healthy for the game. And it looks like the devs tooling around with ideas to solve it and none of them working out kinda reinforces that idea.

  • Distortion. Its really good for determining what intel perks killers have as well as countering them.

  • I know this post doesn't mention I, but its important to know that you don't have to swing every time you do a blink chain. You need to learn when someone is just out of your range and you shouldn't swing for those. If you miss a swing it makes your cooldown even longer.

    The addons I typically use are the ones that reduce your blink cooldown time and blink fatigue time. They help me get back into the chase faster.

    Also sometimes you have to like, mind game survivor mindgames. As they learn how you play nurse, theyll adopt strategies to counter that, and you have to notice they've started doing that and adjust accordingly. For example if survivors have started to run towards you when you blink, you need to start making your blinks shorter.

  • It is kinda weird that it doesn't work if you're the last survivor, but it also begs the question "what would it accomplish if you're the last survivor?". The answer is probably nothing.

  • They're not gonna alter a feature just because it makes you feel bad.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2716088#Comment_2716088

    At the risk of going off-topic, I am admittedly curious to hear how.

    Sorry but this is the part where I reveal that this wasn't like, 5 years ago and I remember 0 actual details and only my impressions of how things played out.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2615663#Comment_2615663

    No, it didn't. If you think tunneling is fair play then you're wrong. If it was a reportable offense I strongly think you would see it stop very fast.

    There's a reason its not a reportable offense. I mean this in the most constructive way possible: when you get tunneled, grow a set and move on.

  • @Smuk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2716050#Comment_2716050

    i know. but, you cannot deny the afterwards improvement on game ;)

    Sure you can, R6S was arguably worse after operation health.

  • I've actually started keeping track of this. It's a relatively small data pool but so far the killers I've been seeing the most of are Doctor, Wraith and Hag.

  • It's not that I think they won't do it, it's just that I'm skeptical of the idea of it. I played R6S during its Operation Health and, uh, that wasn't exactly a fun time.

  • When deception first came out, I would mash space bar trying to activate the effect, so of course I jumped into the lockers. For a few days I though the perk straight up didn't work as intended until I finally had the thought to just press the button once.

  • You just need to play different now. He actually requires a bit of strategy now instead of just instantly firing at someone. Use LoS blockers to your advantage to hide that you're going to fire. Aim a little bit in advance when rounding corners. Bait survivors into make stupid plays by threatening to shoot at them but not actually doing it.

  • @JawsIsTheNextKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2713691#Comment_2713691

    Wow, designers don't give out bloodpoints or streamers. Who knew that? Well you put me in my place.

    Im refering to the part where you said that designers are being paid to create charms.

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