Chordyceps
Chordyceps
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- Chordyceps
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Notice how the huntress in that clip is terrible at actually landing her hits. Dont do what she did. Land your hits and youll be fine. Also they don't gain a speed boost and those snowmen disapear permanently when someone tanks a hit in them. The snowmen are basically a nonissue.
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Everyone may have memed McCote to ######### when he said it, but he really was on to something when he said "just play something else for a week". I have hella hours on this game, but even I get burnt out on it and playing something else for a few days really does help me enjoy the game a bit more. Killer burnout is a real thing.
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The Demogorgon. With a very specific skin. You know the one.
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@Maniacal_Matro said:
https://forum.deadbydaylight.com/en/discussion/comment/2683387#Comment_2683387
Chordyceps, what do you think? I made the changes you said would be better.
It's definitely a step in the right direction, there definitely doesn't seem to be any more stuff that is contradictory towards other parts of his kit. I also do like how the teleport cooldown is reduced for each survivor that's injured, that's a nice way to reward playing him well. Some of the numbers could use some tweaking though. Enduring already lets you recover from stuns very quickly, and that's a 50% reduction, bringing go to sleeps slam cooldown closer to that will be more balanced, but still very much so powerful. Also a 30% buff to movement speed is kinda insane, that's basically double the speed of The Legion in Feral Frenzy. Much like stunning, any sort of adjustment to the numbers is very noticable, a lot of players are able to recognize a killer has increased their speed by just 5%. I do like the idea of having a killer that's noticably faster for a period of time upon activating their power, both through movement speed and stun recovery, the numbers could just use a little reeling in.
I can't remember if it was there before, but I think I like the addition of him being undetectable while stalking. His small terror radius allows him to get in close before concealing his presence entirely. That and his small stature gives him a leg up over myers in terms of stealth, and the fact that his ability to stalk are not tied to a cooldown give him a leg up over ghostface, making him unique.
The loss of the red stain is something I'm a little conflicted over. Part of me thinks that with how fast he has become, survivors should be able to know when he's near. Another part of me is like "well, his terror radius is increased by 50%, they're gonna know he's coming for a while".
Also could you clear something up for me? In the power it says upon activation, survivors within his terror radius become incapacitated if they were interacting with props. Does that only apply to the initial activation of the power, or does this apply every time someone is in his terror radius for the duration of the power?
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Shadowstep I think is fine. It's very effective in indoor maps, but on maps with long LoS areas, it doesn't do all that much. CoH on the other hand has a lot of potential to remove killer pressure. It would be a lot less problematic if it didnt show its aura so survivors didnt know exactly where to go to heal up after escaping a chase.
Comparatively, Shadowstep is an excellent example of a boon totem with a strong effect while avoiding being overpowered.
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Hi Scrooge, I was wondering when you would show up. Got some dudes here who said they wanted to see you, something about the past and the future and idk I want really paying too much attention.
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Survivors get a negligible speed boost from snowmen, if any at all, and if you can hit them before they fully enter the snowmen, im pretty sure it damages them and destroys the snowman. While you may be accurate in stating that it's a third health state, it's the most negligibly weak health state in the entire game.
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One of my personal favorites is the "Where the hell did they go?" build: Deception, Quick and Quiet, Lithe and Dance With Me.
I also have a build that's blatantly stupid and bad, but I always get a laugh out of it: running Blast Mine and Flash Bang together.
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@pimin said:
I like this.
I have some ideas for minor improvements and questions to the power but in the end, this is yours and you have final say.
Because your power is based on your weapon, with the spear when thrown does it disable your basic attack for the cool down?
Spear: If the answer to my question is yes then, have the spear lodge itself into the ground and reveal its aura to you. approaching the spear at any point during your cool down ends the cooldown. Up to 2 spears can be in the ground at any time.
Next is how certain things work in combination with other perks and how the interaction plays out.
Fire with Fire: If you have Franklins Demise what happens first?
The Net: can you explain this one in greater detail for me. I got lost reading it. I'm assuming you use the same button as the shield to throw it.
The Addons have some improvements that should be made. The Iridescent addons should have multiple effects depending on the equipment/weapon they're paired with. he boasts complete flexibility with his power but his "Strongest" addons only apply to his no change kit.
Doing that spear toss does not disable your basic attack. The Gladiator would manifest a new one in his hand and he just can't toss that one until 20 seconds have passed. The idea of having a killer retrieve their power sounds kinda cool, but I wouldn't wanna disable their m1 until they do so.
Fire With Fire I imagine should work fine with franklins, you just gain the benefit from their item and then they drop it.
And yeah, the net would be tossed with thr same button you would've used for the shield. Its like a huntress hatchet except it hinders people instead of injuring them.
The philosophy I had with the higher tier addons was having them kinda be the mastery of his equipment. Each of the new equipment and weapons gains their most powerful form in the purple addons, and the iridescent addons represent the mastery of your base kit.
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@str4wberryp said:
https://forum.deadbydaylight.com/en/discussion/comment/2685169#Comment_2685169
why do you even use his photo???? is it to mock us?????
I use his photo because we have the same first name and I think that's cool.
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@str4wberryp said:
https://forum.deadbydaylight.com/en/discussion/comment/2684166#Comment_2684166
bro you just posted cringe
Bro this poll is cringe
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@Maniacal_Matro said:
https://forum.deadbydaylight.com/en/discussion/comment/2683387#Comment_2683387
You’re right. Is there anything in the concept that needs to be changed?
Just make it a bit more focused. Instead of having Go To Sleep do eight different things have it do one or two, three at absolute max that it really excells at. Remove the cooldown for it since you already have to manually charge it up. Give some sort of cooldown to his teleport ability.
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@wewantbetterfun said:
https://forum.deadbydaylight.com/en/discussion/comment/2684180#Comment_2684180
The fact insta scope is gone means doing long range shots is way harder than it should be because it gives way more time for survivors to react to the shot and makes it way easier to avoid, not because it was insta it means a clean hit, deathslinger still has to bring the survivor to him to be able to land a hit and if there's some walls or else in the way either stopping the survivor from getting closer or breaking the chain too soon it means the survivor cannot go into the dying state, he was strong at windows loops and still can be but he requires more planning than he should since his strength was to quickly aim and shot at the survivor without giving them much time to reach, huntress gives a sound/animation warning that she's gonna throw a hatchet and if it hits it's a health state 100%, deathslinger it isn't a 100%, he cannot shot 3 times in 6 seconds and do 3 health state like huntress can in 6 seconds, he needs the speed to end chase fast enough since his range is limited compared to huntress which can apply pressure from across the map, her windup is more forgiving than slinger is because if even if he lands the shot it doesn't mean a clean hit everytime while for huntress if it land it does, giving him 32 meter terror radius is way more harmful to him because he is still a 110 killer, when he was with 24 with M&A he could get close enough to get a quick first hit and be able to shot and then down the survivor, it was part of his strength which was making him more decent, now this part is removed unless you use M&A with aim add-ons, all his base kit have been totally nerfed when all his base kit was his best strength, all his strength has been removed, he can still shot at close/short loops so it's no big deal, but doing a quick shot when you have just a few frames to be able to land a shot is gone, all his speed his gone and semi stealth is gone, he is in a very terrible shape now because he has nothing good about him anymore, 110 32 meters radius, can't make quick shots, long range can be harder since there's more reaction time for survivors, he is simply way weaker, this is all they did to him, a decent killer which was great in good hands is now a real pathetic mess of a killer, a very weak one for no real reason, was aiming and canceling endlessly stupid? yes of course, but it was still something that was into his favor and only on his, all he had in his favor is gone.
First of all, use some periods or some indentations literally anywhere, my eyes glaze over trying to read that wall of text with zero punctuation.
Secondly, long range shots are still very much possible. In maps with lots of trees, you can use those to your advantage, walk up to a tree, aim AdS and then emerge from the side. If you have a decent idea of where the survivor is running to, chances are you can land that hit. And if you don't think you'll be able to reel in a survivor in time before they break free, then just don't fire. Sometimes threatening to shoot is a better move than actually shooting because survivors start running side to side like headless chickens and it inevitable slows their progress. This kinda thing reinforces that his playstyle has just become a bit more strategic.
As for the ability to get damage states, it makes sense that he wouldn't be able to do the quite as reliably as huntress, or even trickster. What sets Deathslinger apart from them is that he doesn't have to reload at a locker. He can reload anytime, keep moving and not break the flow of the chase.
And if he isn't as good with M&A anymore, then just use different perks. I have found a great deal of success using Hex: Plaything on him, since survivor's wont be able to hear your terror radius AT all, as opposed to M&A where they hear it a few seconds later. Alternatively you could run Trail of Torment or Dark Devotion, both of which can remove your TR entirely for a decent period of time. And since he has no lullaby, he benefits from these perks better than huntress does.
He still has plenty good going for him, you just need to learn a new playstyle.
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I mean this in the most constructive way possible: when you get BMd, grow a set and move on
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@wewantbetterfun said:
https://forum.deadbydaylight.com/en/discussion/comment/2683299#Comment_2683299
I kindly 100% absolutely disagree
Elaborate.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2683299#Comment_2683299
If you want to play a killer who has to charge up before they fire their range weapon, you can play huntress.
There was no reason to remove an unique aspect of his power.
I do play Huntress. And Deathslinger. I enjoy both of them. The instant fire isnt what makes him unique, its how small the hitbox on his projectile is, the fact that you can inflict deep wound, his lack of a lullaby and the fact that once you hit someone with your ranged attack, you can drag them around to try to bring them to a zone that's more suitable for you, or just kinda hold them in place to prevent BT or an absolute last possible second save.
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@str4wberryp said:
https://forum.deadbydaylight.com/en/discussion/comment/2683767#Comment_2683767
The opinions are pretty clear.
The opinions are worded in a very specific way to make the people who want his changes reverted sympathetic and make the people who think the changes were fine look like they're being biased and unreasonable. Kinda a really scummy practice dude.
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So with the way this poll is worded, do you actually want people's opinions or not really?
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In regards to Nemesis, I think it would be a little bit pointless on him. When he hits mutation tier 2, he should really only be breaking pallets with his tentacle, since you can still move while doing so and you aren't forced to look down so you can actually see where survivors are going next.
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I think it's pretty cool and definitely in character for the artist.
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There are far too many things going on with this power. Go To Sleep essentially inflicts every status effect possible on survivors. And a lot of things going on contradict each other. Your terror radius is increased by 80%, but that's completely pointless when all the survivors suffer from oblivious. Survivors that heal a mend suffer from the Broken status effect, but Go To Sleep doesn't allow survivors to heal anyways. And why does Go To Sleep have a 60 seconds cooldown when it already takes 60 seconds of stalking to activate. This means that there is a MINIMUM of 2 minutes before you can activate his main power again. There's also no cooldown of any sort on his teleport, which would allow him to have an absurd amount of map pressure.
Happy Thoughts is basically every stun revenge that's ever been proposed stuffed into one perk.
Counting sheep is already super powerful from the fact you can gain a permanent 16% buff to your movement speed, the aura reading aspect was really not necessary. Also as far as aura reading times go, 10 seconds is absurdly long.
Bloodied Smile is basically Infectious Fright on crack.
I understand that this was an adaptation of Jeff the Killer made for fun, and adapting IPs into dbd is a lot of fun, but it should be done with game balance in mind. I'm not trying to be mean here, I just want to let you know what kinda stuff you should keep in mind when designing a character concept. Some of the best killer designs, in the game and in this subforum are clear and concise. They have a specific thing they do, and they do it well. This concept just feels kinda unfocused and bloated. This all being said, do keep up with making these kinds of things. Seeing people adapt some of their favorite characters into DBD is always fun, and doing this is a skill that takes some polishing.
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While I kinda share this sentiment, its kinda a thought best had in private. This post accomplishes absolutely nothing. Survivor's aren't going to suddenly become ashamed of their actions and stop using the strong loops available to them. It has nothing to do with pride, thats just kinda how you play the game. And also, if a survivor is using a strong loop, go chase someone else. Identifying a chase that's going on too long and knowing to drop it is a skill that will help keep gens from flying too fast.
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I'm a killer main here, and I think that the ADS speed nerf was really needed in terms of game balance. People are really just upset they can't instascope anymore. He's still a powerful killer though, you just need to play differently than you did before, more strategically. There's actual strategy to be had now in pre-aiming around corners and using LoS blockers to your advantage, and in that regard I think Slinger actually became more satisfying to get good with. He's also very fun to use stealth builds with. Since he doesn't have a super noticable lullabys like huntress, a slinger that is undetectable can actually be pretty terrifying.
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No and No. He definitely takes a lot of time to learn how to play properly, especially on different maps. Once you do get good with him, he is definitely strong, but not OP. What you get from getting good with him is the ability to land basic hits. Not any crazy instadown or ranged attacks that can span the entire map. The thing he's very good at is map traversal. He's arguably better at that than any killer, with maybe the exception of Billy, except the Blight actually benefits from bumping into things.
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I'm not gonna sit here and claim that survivor takes no skill at all, but sometimes it does feel like the maps just kinda do all the work for survivors. I've had this thought both while playing as a killer and as a survivor. There are still some structures that are blatantly near infinites when you go against certain killers. You can definitely argue that learning how to properly use these structures is a skill though. Although once you have learned this, these structures can be used with minimal effort. Again, this is an experience I've had both as killer and survivor. The devs have done a decent job at addressing infinites in the past, but map design is still kinda one of the major issues with the game, and it is one that typically works in the survivor's favor.
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Demogorgon, shred is a very fun and satisfying ability to get good at.
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Well you also have to remember that Otz is like, really really good at this game. So as much as I enjoy his content, he may not be the best comparison point when it comes to the experiences of your typical player.
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I may not play him as often as some of the other killers, but I still enjoy playing him. He's an excellent time waster, which is an ability which it's power shouldn't be taken lightly. And while he's just an m1 killer after that first hit, being able to get downs with him just gives you a feeling of "hell you, my chasing fundamentals and mind games are pretty solid".
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Demogorgon, his shred is an ability that's a lot of fun and immensely satisfying to get good at.
I dont know exactly how many hours I have in Demo, cause in general I try to spread out my hours amongst the killers somewhat evenly.
I don't know what percentile I'm in, but I feel like there's a decent chance that I'm in the upper pecentile of demo. Maybe it's just because my survivor MMR isnt too high, but I feel like most Demos I play against don't really seem to know how to use shred to its full potential.
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Sure she negates healing builds, but thats really not the big of a deal when her base kit also provides you with one of the easiest heals in the game. She scatters the map with objects that let you heal yourself all the way back to healthy in about 8 seconds, and you get to know the exact location of all of them if you're infected even a little bit.
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No killer with any sort of ranged ability can ever go in the F tier. He's still powerful, you just have to learn a new playstyle. Learn to pre-aim around obstacles and use LoS blockers to your advantage. Maybe lean into a stealth build with him, a deathslinger with no terror radius can be pretty terrifying.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2677340#Comment_2677340
Honestly, perk tiers make coming up with new perks difficult because there has to be some scaling adjustable number, and while I do like the idea of making Spider8ite last the length of the hook, you're right- how would we scale that for perk tiers lol
As for Unfair Advantage, I don't dislike the idea of giving it an activation requirement, I just wasn't quite sure what to make it. I wouldn't want to make it a safe unhook because then it'd just be Deliverance 2... maybe 80% total generator progress so you can't just cheese unhook yourself without contributing to the match? It should probably be self-based rather than altruism-based due to the character it's associated with, certainly.
I'm glad you liked the ideas, though!
Yeah, that's one of the reasons I'm for the idea of removing perk tiers, it would give some added flexibility to perk creation by not requiring that a certain part of the perk be adjustable.
I agree with your thoughts on the activation requirements for Unfair Advantage, making the activation requirement something less altruistic would be very in character for Vriska.
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Ngl, never expected to see homestuck content on the forums. It is pretty fun to take characters you know from other shows and see how they would adapt into this game, even if they stand no chance at all of actually getting in, for one reason or another.
I like the concepts of the perks for sure, they're very in character for vriska. I'd do a little tweaking to some of them though. With spider8ite, that period of time essentially makes it a counter to just BBQ. I feel it'd be a really cool perk if the killer couldn't read auras for the entire time they were on the hook. What the adjustable variable for different tiers would be then, I'm not sure though. Vision Eightfold I think is good the way it is. Unfair Advantage, while very in character is definitely too strong. Being able to unhook yourself is a very strong effect, just look at Deliverance. And of course, deliverance has a condition you need to meet before you can use it, and Unfair Advantage should have some sort of activation condition too.
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Demogorgon by a fairly large margin. His shred attacks are so dam satisfying to land, and the sound design there plays a large part in it. That hit just has so much oomph to it, combined with Demo's scream, its just the most satisfying attack to land in the game.
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@xillucide said:
https://forum.deadbydaylight.com/en/discussion/comment/2672825#Comment_2672825
talk to the crow.
How about you crow a pair and talk to some girls.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2671952#Comment_2671952
Artist says hello and now makes any possibility of this being added to the game exactly 0%. I mean if they actually care about balance at all.
I dont think it'd be that big of an issue with the artist. You can still perform actions while swarmed, and being swarmed doesn't prevent you from leaving.
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I think the answer to this questio is "sort of". The repair speed of gens isn't nescesarily the problem, it's how easy it is to just get on a gen at the start of the match. If Corrupt intervention shows us anything, it's that making it so survivors can't immediately jump on a gen at the start of the match buys killers a decent amount of time.
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Demo is my main, so I really love to see playing Demo and kinda compare how they play and how I play. In general people need to use his shred more, I dont think they realize just how strong an ability it really is.
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Giant maps are the worst thing imo. Its hell for killers with no real mobility, and encourages the ongoing hold w mindset since theyres so much ground to run away to.
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@xillucide said:
https://forum.deadbydaylight.com/en/discussion/comment/2671993#Comment_2671993
get good with one crow, then you can talk.
How about you talk to some females.
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@xillucide said:
https://forum.deadbydaylight.com/en/discussion/comment/2671956#Comment_2671956
no. get good with one crow. that's the learning curve.
how about you learn to curve some hoes.
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You have three perks and an item at your disposal to get rid of totems, and some of them are very effective. Use just one of those in any given match and deleting NOED should be no problem.
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There's really a super simple buff to make her much more powerful. Make crows take longer to dispel. At the current time to dispel them, you basically need to have completely perfect timing to damage them with follow up crows if you used more than literally one crow to get them swarmed. Having at least a little bit of wiggle room would be pretty nice.
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I definitely think that something should be done about the exit gates. I think that progress should revert if it's not being held down, so it can't be 99'd. I know the devs say they've experimented with that one and that it "didn't work" but that response has never made much sense to me. I'm assuming it "didn't work" because it made people have one person stay near the exit gate to make sure it doesn't lose much progress. The thing about that is that having one survivor be unavailable to help the others for any reason is actually a huge deal. That's one less survivor that a killer has to worry about attempting body blocks or stun saves or something like that, and it can really make all the difference. Three survivors grouped up in one place to save a teammate killers cant really do anything about. Two survivors is a bit more manageable. If at that point theres only one survivor that can come help, in some scenarios that's basically a nonissue.
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I've said it before and I'll say it again. Removing player agency is always bad game design. The most the devs can do to prevent camping is to either incentivize or disincentive it, both of which they are already doing.
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It's not that I want a 4k, it's that I want to stand a chance and have fun while doing so. I could equip only meta perks and only play the most powerful killers, but that'd be repetitive and boring. I could camp and tunnel survivors out of the game early to make the rest of the game easier, but that's unsatisfying and boring. I could try to play non-meta and non-meta killers, but then I'm vulnerable to being stomped. I'm fine with losing if there's a lot of back and forth and the survivors happen to come out on top. Getting stomped however, is discouraging, frustrating and boring.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2670785#Comment_2670785
I hope VHS does well, I just can’t see them being up there with DBD. Maybe i’ll be wrong though. I would buy the game if it was on console.
Also look at NHL
I'm pretty sure VHS is going to be free when it releases, which is already a huge advantage over dbd. Additionally, VHS is a deathmatch, so both teams objectives are to kill each other, unlike dbd where the killer tries to stop survivors from doing things by killing them. So it's an entirely different experience, but the fact that you can take your time and focus on combat without having to worry about objectives passing you by too fast makes it seem much more preferable to DBD right now.
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I used to think the term "Hold W meta" was as stupid a term as "gen camping". This update has showed me that the "Hold W meta" really does exist and it makes the game incredibly boring. The artist has a hypothetically strong power, but if you try and trap a loop, survivors can just run away from it and you've made essentially 0 progress in your chase. What you end up doing is using your power to trap loops not to damage survivors, but to corrall them into dead zones where you can get an m1 hit. This combined with huge maps, like her map The Eyrie of Crows which is essentially just Ormond on crack (huge map with a large central building with strong loops), makes for an incredibly boring gameplay loop. Which is a shame, because her power has the potential to be very fun to use, cause I experienced it firsthand. Before people figured out you can just run away from her, she was fun, but now that everyone just holds W, she's incredibly boring to play.
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I don't want to be one of those people that are like "hrrrngg, the developers are biased towards survivors, its not fair, reeeeeeeeee", but it does sometimes feel like there is a discrepancy between the dev's willingness to make survivor perks strong and their willingness to make perks strong. This kinda mindset is really visible when you compare the perks No Way Out and Boon: Circle of Healing. I remember on one of the occasions where they buffed No Way Out the dev notes said something about them being scared to release the perk in too strong of a state, but after seeing how it performed, they become more comfortable with buffing the numbers. Meanwhile while Boon: Circle of Healing, there's none of that and it's just "yes, a 90% buff to healing speed seems perfectly reasonable". It's a little weird to me.
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I have very mixed feelings on the artist.
The positives:
She's kinda an unparalleled intel gatherer with her crows being able to go across the entire map.
She's one of the only killers who you could hypothetically down someone from the entire opposite side of the map. What good that would do you is debatable, but the fact that you can do it is wild.
She can shut down most loops entirely with relative ease.
The Negatives:
Despite her power being able to span the entire map, she suffers on large maps. Hard. Survivors that know to run away when you set up your crows will make you suffer, cause while you're trying to be a big brain boy and spend a few seconds setting up the perfect trap, they've already ran well outside the crows damaging range.
No mobility options. Which makes large maps a huge issues. You'd think her crows would circumvent this, but with how quickly survivors can dispell crows, you have to have galaxy brain reads and perfect timing to actually down swarmed survivors who have made distance on you.
In conclusion: I don't know how I feel about the artist.