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Chordyceps

Chordyceps

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Chordyceps
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  • @Zolfo16 said:

    I have serious issues to think about a perk more useless than this.

    Not even No Mither that, being a "hard mode" perk serves his purpouse.

    I THINK (maybe i am wrong) that it needs a strong buff in order to be viable.

    Why not allow the healed survivor to benefit of Endurance status for 12 seconds like borrow time?

    The point is that often if you heal someone from the Dying state and the killer is nearby he is a really easy hit.

    I am very conflicted over this idea for a change to Buckle Up. The Killer main in me is like "God, please no, not another endurance perk", and the part of me that wants to see underpowered/unused perks buffed is like "Y'know, that doesn't sound too unreasonable, and this would definitely make this perk see too much use". Both ways though, I don't think it should be 12 seconds. Even Soul Guard only applies Endurance for 8 seconds.

  • I don't think Hag needs an all around nerf, she really just needs a change that was made to killers like The Twins and The Artist; make it so her traps can't be placed within a certain range of the hook. Playing against Hag can actually be pretty fun up until the moment she hooks you and places 6 traps directly around your hook.

  • @JawsIsTheNextKiller said:

    You are right.

    Its a shame that designers are being paid to create charms that nobody will ever equip. Most of us won't even look at them. Bloodpoints, Bloody Party Streamers, Iridescent shards or even an Auric Cell would be much more appreciated.

    That's just straight up not what designers do. That's the game artists' job, and those two roles are not interchangeable.

  • I honestly think RPD is a balanced map. That's because its miserable for pretty much everyone instead of just one side.

  • @zarr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2712159#Comment_2712159

    Dead Hard can make for silly scenarios like that, it's an exceptionally silly perk anyway because it is a literal exception for which they created a wholly new game action. In the past this action was even affected by generic action speed modifiers, so Resilience and Spine Chill made it "faster", effectively shortening its duration, and its unique, hitbox-disabling i-frames still lead to funny/BS interactions of course. Its speed curve also scales from the actual movement speed, which in the past allowed people to fly off if they actuated it during a hit sprint, and now still makes it so actuating DH when slowed down (fall stagger, Hindered) will have funny results, while doing so when sped up (Haste) increases its reach slightly.

    DHing into a pallet like this is a good play, but it can end in a scenario where the vault prompt is blocked for the survivor by the killer collision, so they are trapped and get downed anyway. Blight's rush lunge is a bit special, pretty sure its damage cone is different from a regular lunge and so it will probably scan for the pallet behind the DHing survivor even if you steer it right into the survivor. But I do have one tip for you: You want to wait until the last possible moment before actually swinging during rushes. You likely already know this, but it will secure hits survivors can otherwise potentially dodge. If you slow down this clip of yours, you can see that your "Attack" prompt disappears well before you'd have to actuate it; if you had waited until you are closer and to see whether she actually goes into the vault, you would have likely been able to play around her DH, either hitting her late, bouncing again to then hit her, or at least blocking her into that corner.

    Either way, this was caused by DH, not validation, and that's a point I would generally want to make: Hit validation is good and fair and it should be implemented for every interaction, it's DH that's problematic.

    I see what you mean about playing around DH, but in general that's really not an option right now. I have had so many instances where I'm directly on top of someone, and I do a basic, non-lunge attack. I hear the hit sound, I hear them scream, but lo and behold they're lunged forward and taken no damage. Even the safest possible plays you can make against DH can just be negated rn.

  • @zarr said:

    There's no validation happening here, validation only comes into play if you actually hit the survivor on your screen. She DHs before your swing reaches her even on your screen, upon which her hitbox disappears, so your swing registers on the only valid target, the pallet, breaking it, letting the rest of her DH dash continue forward instead of getting blocked by the pallet.

    You may be right, but I still think this was supremely stupid.

  • I like this concept a lot, I don't really have any major criticisms about it.

    The one thing I'd probably change is which hit Debilitating pressure applies to, probably to 5th/4th/3rd hit. I just feel like the hit it applies to should be an odd number, because typically your even number hits will be the ones that put survivors into the dying state, so exhaustion woudln't do much of anything to them at that point.

  • I gotta ask dude, did you only chase than one guy and not bother pressuring gens?

  • We don't need to nerf one of the most fun to play killers in the game. Blight takes a lot of practice to get good with.

    If you're struggling to loop the artist, here's some advice: stop trying to loop the artist. Legit, when she sets down a trap, just run to a different loop.

    Both these killers are fine in their current states, they don't need any nerfs.

  • Im pretty sure the devs have said they're never doing a killer that can disguise as survivors. But then again I've heard that more from players than I have from the actual devs so take that with a grain of salt I guess.

  • @BreadTube said:

    I think they should test the waters by adding Springtrap 1st to see if terminator would fit, both being robots of course one is just more popular.

    I feel like it would be the other way around. They'd probably test the waters by adding Terminator first. DBD devs seem to kinda love their classic horror characters, and Terminator is definitely more of a classic than Springtrap.

  • I once looped a Freddy for all 5 gens and escaped by playing the game normally. Broke this man's ankles so hard that he called me a racial slur in the post game chat. By far my proudest gaming moment.

    Not my average by any means, but it's something I can do from time to time apparently.

  • I've never seen the movie, but so many people have been asking to see this dude in the game that I just kinda wanna see what all the hype is about.

  • In all the hours I have in this game, I noticed this for the first time today. I don't know if this is brand new, or if I've just been so invested in chases I didn't notice.

  • I think it's maps. Map design is kinda a root issue of other issues. Gens get done too fast sometimes because killers with no mobility options physically cannot make it to gens in time to prevent them from being repaired. Some maps have really strong structures that are borderline infinites against certain killers (looking at you groaning storehouse). Some killers have their powers basically neutered on some maps. Playing Blight on Lery's is miserable, for example. People do boring hold W chases because maps are big enough to accommodate this kind of playstyle.

    Map design is an issue that causes a litany of other issues.

  • I like the idea of getting as much of the community as possible together to work together and fun little gameplay gimmicks and challenges. Actually getting people to notice and play along with it might be something different, but I'd participate if it was pulled off.

  • This killer's power is super simple, and honestly I love that. Seeing a simple yet strong power is super refreshing after seeing the most recent killer's powers be on the more complicated side.

  • Tired of not getting chased? just git bad lmao

  • On most maps its not too big of a deal. On Lery's specifically however, it is a gigantic issue.

  • Amnesia is honestly one of the best horror games I've ever played, so it would be super cool to see The Gatherers in Dbd. How their power would be adapted into DBD I have no clue though.

  • Left 4 Dead would be really awesome. That game's got so many different enemy types, surely one of them would adapt pretty well into a killer in DBD.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706309#Comment_2706309

    I agree there, if they can find a way to shift people to more hook based strategies that makes for more fun games overall.

    Glad we agree there. I believe that currently the game isn't in a state where hook based strategies are viable, mostly just kill based strategies are viable right now. Having an additional objective at the start of the match should hopefully allow hook based strategies to be more viable.

  • @Grimzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706007#Comment_2706007

    But they really cant. The longer the match takes, the more it turns into the killers favor. Adding a second objective would make each match heavily killer sided the longer it takes.

    Do you like getting tunneled or camped? If no, you should be on board for matches taking a little longer. A lot of the time these things happen because the match is progressing far too quickly and the killer needs to do something to get things under control as soon as possible. This thing typically happens to be camping and/or tunneling. Longer matches = more breathing room = less need to tunnel/camp, which should hopefully = less tunneling/camping.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706280#Comment_2706280

    To clarify, I’m not saying people think they should deserve to have “no gens done half the time”, I’m saying they expect “the exits to be closed half the time”. People who think the Exits should only be open in half the matches aren’t getting the math of why that’s not the case.

    Ok, but just take my point about the 3 hook 1 kill match vs the 8 hooks no kills match. The 8 hooks match is the one that's typically fun match, but the one the the 3 hooks is the one that's more likely to happen, and I think that's a big problem.

  • @dugman said:

    I think there’s a common misconception that there should be a 50/50 chance the gens get done on a given match between equally skilled sides. But in reality the game is designed so that the most common results are some survivors live and some die, i.e. most matches are in the 1-3 kill range, which means it’s intentionally designed so that most of the time the gens will be completed so some survivors get out. Therefore it really shouldn’t be surprising that gens are completed fairly quickly early on and most games get into a state where the biggest conflict is happening when there are 0-2 gens left to finish. This isn’t an indication of imbalance or gens being too quick, it actually needs to be that way assuming the goal is 1-3 escapes being the bulk of the results.

    So I think that’s actually what drives a lot of complaints about gen speeds, it’s this mistaken perception of how often they should be completed and that “if I play well they shouldn’t be finished”. But if the survivors also play well then no, they probably will get finished anyway and that’s intentional.

    For me, it's not so much that I'm expecting to have games where I kill everyone without a single gen being done. I've had games where all 5 gens get done and the game ends in a 4K. I've had games where only 2 gens got done and it was a 4K. But I've also had gens where 4 gens get done and I've gotten 1 hook. At that point I just camp the last person because why wouldn't I at that point, if this game is going to be over soon, I want at least one kill out of it. That would be a match that falls into the expected 1-3 kill range, but I'll have had absolutely 0 fun doing so. On the other end of the spectrum, I've had matches with 8 hook states and 4 escapes. That falls outside the expected 1-3 kills range, but is infinitely more fun than the match with 3 hook states and 1 kill.

    What I want is some room to breathe. People complain a lot about camping and tunneling, which isn't fun for either time, and a fair amount of the time that happens because the killer notices that the match is ending too fast and they need to do something to get the match under control immediately. Most of the time, that thing is tunneling and/or camping. My theory here is that giving the killer more time to breathe could result in less tunneling and camping, as it lessens the amount of those "I need to secure a kill RIGHT NOW" instances. This would in turn hopefully make the game more fun for everyone, cause neither side enjoys camping.

  • Mettle of Man was not a anti-tunneling perk, it was fundamentally broken in its original state. You could say it was a perk that rewarded you for doing the bare minimum, but even that would be giving the player too much credit. It was a perk that rewarded the player for existing. There is a distinct difference between a perk where there's debate over whether or not a nerf is really necessary, and a perk that gave you an extra health state for free.

  • They are already penalized. They lose BP.

  • That is horifically exploitable. Imagine a survivor decides to loop you around the hook. Obviously you want to chase this person, or they'll just unhook the person as soon as you leave. But all the time you're chasing them there's no hook state progress being made, even though you're doing the correct thing in this situation. You'd be doing the right thing and still being punished for it.

  • Yeah, basically what you said. The speed at which gens are repaired isn't an issue, it's more the speed at which gens are completed are a side effect of various other issues. Maps too large for killers with no mobility to traverse efficiently, speed boosting effects stacking together, survivor spawns and the general ability for them to immediately get on gens at the start of the match. Basically the only thing countering that last thing is corrupt intervention, which is why I run it on basically every killer now.

    Whatever the devs had intended for the Early Game Collapse, I wish they'd implement it already.

  • Sure both Hilbilly and Bubba have chainsaw as their powers, but they are incredibly distinct from each other. Hilbilly is a high mobility killer with lots of map pressure and the ability to instadown survivors. Bubba can't go nearly as fast or as far, but he has much more control over where he goes. He can also potentially down multiple survivors with one use of his power, which allows him to punish survivors for grouping up. BHVR has shown themselves capable of making powers that are similar, yet distinct. I have confidence that they will manage to make the power for the Ringu killer distinct from Spirit's.

  • Oh yeah, it's strong. Being able to cause, like 12% damage to the gen that most urgently needs to be damaged without actually needing to be at that gen? Love this perk.

    Do keep in mind though, the intel isn't foolproof by any means. Once people find out you have it, they can stop working on their gen until after the recently picked up person has been hooked, and then continue working on their gen.

  • New Old Ormond? It's the new current Ormond. A gigantic map with a strong central structure for survivors to loop in/around. Oops, my bad, I just described Mother's Dwelling. Wait, I mean Temple of Purgation. Wait, I mean groaning storehouse. Wait, I mean Ironworks of Misery. Wait, I mean Father Campbel's chapel. Wait, I mean Disturbed Ward.

  • Personally I'm part of team NOED is fine how it is, but just to go along with the prompt of the post here, here's how I would change it if it getting changed was unavoidable:

    Once the final generator has been completed, all dull totems remaining in the match become Hex totems. While any of these totems stands, all survivors are exposed. Any time a survivor is put into the dying state with a basic attack, one hex totem becomes a dull totem. When no hex totems are left standing, Hex: No One Escapes Death deactivates.

    I think this is a pretty nice compromise on keeping the effect true to it's current power, while rewarding survivors for cleansing totems, even if they don't manage to cleanse every single on of them.

  • For me I feel like it's mostly the fact that I really like asymetrical games in general, it's just a fun dynamic for online games. That and the absurd amount of customizability that makes every game distinct, whether it ends up being in a good way or a bad way.

  • It's No Mither, anyone who says its No Mither is just wrong.

  • Yes, the killer that can ignore basically all forms of survivor counterplay through her basekit alone needs a buff.

  • Sometimes I just switch over to Survivor cause it's less pressure. I dont have to worry about pressuring gens, stopping people from healing, protecting my totems and doing well in chases all at the same time. As survivor, at any given moment I only really have to heal a person, work on a generator, or evade the killer. I can focus on one thing at a time as opposed to like, 4 things at a time.

  • I mean, Bubba coming into the game didn't kill hilbilly at all. This is a massive overreaction to a cool announcement.

  • @SonicOffline said:

    https://forum.deadbydaylight.com/en/discussion/comment/2697849#Comment_2697849

    All I'm saying is you agreed that the survivor used snowmen in a pretty tryhardey way.

    No I understand what you're saying, but what you're saying is horrifically incorrect.

  • @SonicOffline said:

    https://forum.deadbydaylight.com/en/discussion/comment/2697393#Comment_2697393

    So you agree that the survivor used the snowmen defensively, and in a fairly unfun way for the killer.

    Thanks for clarifying <3

    No, that's the opposite of what I was saying you self gratifying twit.

  • RPD, It's one of the more balanced maps in the game just for the sheer fact that it's miserable for basically everyone, instead of just survivors or just killers.

  • Not a main by any means, but I've been playing them more and more lately, they're still one of the more fun killers in the game despite their jankiness.

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2697433#Comment_2697433

    i understand that but it would mean I have to get rid of one of those perks and I just can’t. Yesterday I had a game against trapper with noed and bloodwarden. I cleaned 3 totems and bless one and we got a four man escape. My teammates cleansed 1. Borrow time I can’t get rid of either because it helps my teammates get a chance. Circle of healing also helps my teammates and allows me to heal quick to take hits. And lithe helps me in chase . Basically 3 team perks and 1 personal perk. There’s not much more I could do

    You can absolutely take off at least one of those perks. BT and Circle of Healing are so common that if you aren't running them, there is a strong chance that someone else on your team is. Hell, you could even get rid of Detective's hunch and bring a rainbow map instead, those are pretty excellent for finding totems. Lithe could be replaced with any other exhaustion perk, pretty much all of them are really strong. And if you want to help your team, Kindred is an excellent perk, you're helping your teammates help you by letting them know where everyone is. And if someone else is hooked, you can know if you can rely on your teammates to help them or if you need to go for the unhook yourself.

  • For Survivors: Distortion. This works well as both a stealth perk and an intel perk. Someone get's hooked and you lose a token of Distortion? You know for a fact that they have BBQ and Chili. Do a fast vault while in a chase and lose a token? Congrats, your scratch marks are hidden for a solid 10 seconds and you know they have I'm all ears. The match starts and you've already lost a token? Congrats, you've completely evaded Lethal Pursuer. Obviously the perk does nothing if the killer has no aura reading potential, but the intel it can give you can be very useful.

    For Killers: Spies From The Shadows. A lot of the value from this perk is that no one every expects you to be running it. I'll just be walking along with no clue that a survivor is near me, and then all of a sudden I know more or less the exact location of a survivor. I always run this on Huntress because it helps me use LoS blockers to my advantage. They can't see where I am for a moment, but because of Spies From The Shadows, I have a general idea of where they're running to, which allows me to wind up my shot in advance.

  • Fun fact, you can report them for this.

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2697403#Comment_2697403

    I can’t tho, I run detectives hunch to prevent noed and to find another totem for circle of healing, then I run borrowed time to help my teammates, and then lithe as my exhaustion perk. I try to help my teammates as much as possible and I’m very much vulnerable to getting tunneled. And kindred doesn’t help when I get idiots as teammates but I know it’s a very good perk

    I'm sorry to break it to you dude, but you're gonna have to compromise your build if you want your solo queue teammates to have good intel. Adaptability is a skill and something that makes the game more fun.

  • Consider running kindred when you solo queue

  • @SonicOffline said:

    https://forum.deadbydaylight.com/en/discussion/comment/2695308#Comment_2695308

    Her being unfortunate with her aim doesn't change how the Survivor used the snowmen.

    The survivor was only able to use the snowmen because she missed her shots.

  • I'm a huge advocate for "Deathslinger is still strong after his nerf", but I feel like I can't deny he isn't quite as fun post nerf. This choice is kinda hard, cause even if Deathslinger isnt as fun as he was before, I still find ranged killers in general to be some of the most fun to play. I do also have a soft spot for legion, but there are some loops I feel like he can't really do much of anything about besides just wait for the pallet to drop then break it. Although slinger also has that problem when it comes to loops with high walls. So to answer your question: idk dude.

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