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Chordyceps

Chordyceps

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Chordyceps
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  • He's not nearly the worst. He's not even bad. Being a ranged killer that can benefit from instadown and other m1 dependent perks, forcibly relocate survivors, land very narrow shots, delay unhooks and reload without breaking chase is wild. He's very strong if you take the time to learn him.

  • Curious to see how this turns out, keep us updated with the data you collect!

  • I don't know if I'd call myself an Unknown main, but I've been playing him a bunch. My main build so far has been Friends 'Till the End, Fruitive Chase, Unforeseen and Oppression.

    Frien'ds 'till the end works really well with his teleport, letting you potentiall get to the obsession to hit them very quickly, and then if you hook them it gives you intel on another person to chase.

    Furitive Chase serves two purposes. The first is stealth, which just seems to be really fun on the Unknown for some reason. The second is how it interacts with Friend's till the end. It lets me go after the person who unhooked the obsession and potentially instadown him after I've finished chasing the person that Friend's 'Till The End Revealed to me when I hooked the obsession.

    Oppression gives me some gen regression across the map, and potentially some intel that I don't need to hook someone to get.

    And then Unforseen allows me to sneak up on whatever people were working on gens that just missed to oppression skill check.

    It's a fun build.

  • I've gotten to play a little bit of the event so far, here's my tier list on how good each of the killers are in this game mode:

    mylilOniTL.JPG
  • It's definitely on the dev's radar at least. When they did a survey gauging interest in additional game modes/modifiers, 2v8 made an appearance.

  • Most killer players I know will actually recommend to NOT use lightborn, since there are ways to play around attempted flashlight saves and players stalking you for a flashlight save means they aren't doing a gen. Lightborn doesn't need to be touched.

  • I feel like I would have a lot less issue with this map if it weren't for the the dining room window. A super safe window leading right into both a jungle gym and a really safe pallet still at main building is absolutely insane.

  • The colors on this map make playing on it frustrating. Scratch marks start to blend right into the ground, and there's so much stuff on screen at any given moment that I actually end up losing track of survivors very easily.

  • To coincide with the release of the man himself today, I present: The Unknown

    theUnknown.PNG


  • This map feels like it could really go either way based on if the survivors are good at breaking up 3 gens. That being said, I don't think this map is particularly fun for either said. As a killer I don't like how hard the map is to win on if I fail to break the 3 gen. As a killer, I hate how hard the map is to win on if I don't defend the 3 gen.

  • So that there's at least some level of player engagement at all stages of the match,

  • Not really. Most glyph games I just go around playing the game as usual and eventually I stumble upon the glyph and it's just "oh cool, now I get some extra BP at the end of the match"

    Unless it's the orange glyph. Hate that thing.

  • Honestly, Greenville Square will be a solid contender for that spot when it comes out. It's got some decently fun visual elements, and a pretty balanced feel to it gameplay wise. The pinball machines that make noise when you throw pallets on them are a really fun touch. It's just a shame I risk sending myself to Garden of Joy instead if I burn Ichorous Loam.

  • It looks like a cryptid of some sort so I hope it's power has something to do with paranoia.

  • @Pogosama said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652899#Comment_3652899

    If you're willing to man. I bought the DbD board game awhile back and have been painting all the minis. I have a chance to run a horror themed game soon and was like....wait a minute I have a ton of super dope DbD stuff ready lets just abuse that. Then I stumble across this and MAN you saved me SO MUCH TIME. Super appreciate your efforts here, and just wanted it in one place so I could print it out and source it at the table easily from a notebook.

    This is really cool stuff my dude!

    Just updated the PDF to include everything, wasn't too much work!

    And thank you! It really means a lot to me! Would love to know how the game goes!

  • @Pogosama said:

    Really appreciate these and will be using them very soon! Is there a PDF updated with all the new additions up to the Good Guy?

    Nice work man! Thanks for making this easy for me lol

    There isn't yet, but I should be able to put that together relatively soon. I can let you know when that happens.

  • I had this bug occur as well. I had it occur while playing Lights Out mode.

  • I am very excited about the possibility of that 5v5 gamemode they were talking about. I just hope it stays around for way, way longer than 1 week if they put it in.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644330#Comment_3644330

    Hopefully 5 v 5 is next. Make killers and survivors together, nobody can complain about any balance issue since you have both roles in your team

    If 5v5 does get introduced it better stay around for way longer than a week. Something like that would be worthy of a permanent game mode imo. If it were only around for a week or two that would actually make me pretty mad.

  • Yeah, even with it being a small modifier, the weeklong run time sets a worrying precedent. For this game mode I don't mind too much that it's only around for a week, but if they finally bring in 2v8 or 5v5 and it's only around for a week, that would be the biggest slap in the face ever.-

  • This is probably a hot take, but honestly, Huntress.

    Let me start off by saying I have zero issues with her designs and do not think she needs to be changed.

    It just feels kinda frustrating to me being able to be hit from basically anywhere. And during chase it can be hard to get out of the mindset of "oh, now that I've been hit I have a few seconds to make it to that next loop before they can catch up to me". Playing against a huntress those few seconds of safety do not exist. Most killers have to catch up to me again and I can try to see how well I can utilize this other structure against them. A huntress simply just hits me again before I get halfway there.

    But yeah, playing as Huntress it really is all skill and landing those hatchets is very satisfying.

    So from a survivor perspective, I know that hit was well earned, but I don't really enjoy being on the receiving end of it because I feel like I just get downed before the fun part of the chase had a chance to begin.

    So yeah, nothing wrong with huntress from a design perspective, I just don't like facing her.

  • @NephewsGonnaNeph said:

    Underrated because doing the highlighted gens also progressively mitigates the risk of a 3-gen (which is often caused by survivors)

    It's run at least once in every single match. It is not underrated. This perk is very much rated right now.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625036#Comment_3625036

    BHVR have an "if it ain't broke don't fix it policy"

    Unless Deja Vu turns out to be an overacheiver in light of the new mechanics, then there's no reason for it to be changed.

    Hilbilly would like a word with you.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624817#Comment_3624817

    Yeah, its boost is meant to only work on those gens as its meant to break 3 gens (which btw is still going to be a valid option after the patch, just not chess merchants level of valid)

    Also it only saves about 5 seconds, which is barely anything and serves nothing more than increasing serotonin levels from seeing a yellow bar.

    I feel like we'd probably still need to see how the new anti-3gen works on the PTB to know how valid of an option will be going forward. I personally get the feeling that it will be effective enough at preventing 3 gens that having both that and present state deja vu in the game at the same time would just be overkill.

  • @Shroompy said:

    Deja Vu's measely 6% is not the reason why its picked. Its because of the information it provides.

    This is probably one of the last perks in need of a nerf

    The only perks that give a higher boost to repair speed than 6% are prove thyself, overzealous and sole survivor. Prove Thyself requires working with someone, overzealous requires cleansing/blessing a totem, and sole survivor requires you to literally be the last one alive.

    Meanwhile with deja vu, you just get the boost if you work on one the multiple generators shown to you at all times. And since it's 3 generators, at any point after the first gen is done, that means this boost applies to half or more of the generators in the map.

  • Overall pretty happy with these patch notes I have to say. Excited to see pretty much all of this go live.

  • @MirandaMann said:

    I appreciate this and all the hard work. I am a DM who plays with a group of people who have also played DBD. I am going to shamelessly steal this!!!

    I'm all for that! I'd love to know how it goes!

  • When?

    roadmap.PNG

    Sometime between March and April.

  • @SwordnBoard said:

    I'd rather they do more classic horror. Give me a werewolf, vampire, etc.

    A mummy could be cool to see, especially if it comes with a map that's inside a pyramid, a setting where I'd like to see more horror take place.

  • @DragonMasterDarren said:

    I'm hoping for a more esoteric theme this year, stuff like old folktales and legends you would tell your friends around a campfire, Stuff like Wendigos, Shadowy figures that you can only see out the corner of your eye, creatures that do not abide by natural laws, that sort of thing

    That for sure is something I've been wanting to see. I really do think it would be cool to see either a known cryptid, or BHVRs take on a cryptid, making up their own thing. Something that captures that fear of being in the woods at night and not knowing what's out there.

  • @HerInfernalMajesty said:

    It has been sci-fi themed huh? And then this last rift was toy themed along with the release of Chucky.

    Mm… I think they mentioned in their AMA that they do consider theme. I forgot if they clarified if it was annual or only per event.

    Personally I hope they release a traditional fire and brimstone hell themed rift, level and Killer. I saw another user here mention a Fantasy theme. That would be really neat with a horror twist on the genre.

    I could definitely see a fantasy theme happening. D&D has been becoming more popular lately with the D&D movie and Baldur's gate 3, they could probably hop on that train, with plenty of fantasy monsters and characters to choose from.

  • I do think he's fun, but there are aspects that hold back that fun.

    Teleporting mid chase so that I emerge from a locker right in front of a survivor and seeing them double back is fun. Going from one end of the map to the other to another in 5 seconds flat in nightfall is a lot of fun. Reading someone's aura far away and being right on top of them in 2-4 seconds flat is definitely fun. Even leaving your remnant at a loop, trying to position it in the best spot and waiting for the perfect moment to teleport back is pretty fun.

    How long it takes to get out of locked lockers does hinder the fun a bit, but I'll admit that one feels like a nesceasry evil. The thing that really holds him back in terms of fun is maps lacking lockers in areas of interest.

  • More specifically I use them to go to maps that synergize with the power of the killer I'm playing. Midwich offerings on Dredge, RPD offerings on Nemesis, etc.

  • Probably Bubba. I'm not super familiar with the TCM franchise, but searching for a person doesn't feel like it would be his strong suit. Feel free to correct me if I'm wrong cause I very well could be.

  • The AMAs are kinda a double edged sword for me. They rarely ever seem to bear good news or stuff I want to hear, but I do and always have appreciated dev communications.

    So it's like, I do appreciate devs telling me things I'd rather not hear, cause at least they're talking to us.

  • I don't really like using it just because of the sheer amount of time you need to invest to get stacks of it. It's not a perk you'll typically just happen to get stacks of in a match, you need to go out of your way to get them. So when I'm getting those stacks, I feel like I'm taking a huge risk of letting the match get away from me, since I'm not really pressuring gens or going for downs. Then once I do start going for downs I feel like those stacks get lost pretty fast, even on an instadown killer.

    So I don't like using it, but if someone were to tell me it's really strong I'd probably believe the, cause haste in any form can be a pretty big deal.

  • Honestly, probably Shelter Woods. It's the most standard feeling map in the game to me, which is something I appreciate. Simple shape, pallets and jungle gyms scattered throughout, with a main building with some loops that are safe, but not too crazy. One of the few maps in the game where when I lose I just have to admit I got outplayed, instead of blaming the map design. I load into this map and go "oh cool, this will be a pretty normal match".

  • @Sandt1985 said:

    I adore this! I hope this is updated everytime a new killer comes out! 😀

    Glad you like it! And updating it with every new killer is the plan!

  • The 5v5 move honestly sounds super cool. That sounds like it would have a level of dynamic back and forth that we've never really seen before. Also just the idea of working WITH the killer to complete an objective is just wild.

  • If you are a ranged killer or have stealth abilities you can severely reduce the effectiveness if not outright ignore the effects of both of these perks though.

    Do I find these perks annoying sometimes? Sure. Do they need to be adjusted? No.

  • The only nerf I feel distortion needs is maybe taking a bit longer to regain tokens. You have your scenarios where it might get no use yeah, but in scenarios where it does see use you get tokens back so fast that it has basically 100% uptime.

    Who knows though, maybe the adjustments might make it so neither of these scenarios occur in any given match. That'd be the dream scenario for sure.

  • Disturbed Ward is one of my least favorite maps in the game. A large size with sections that jut out making patrolling as a killer difficult. The main building having strong pallets, windows, and being in a central locations makes sure that any given survivor is never too far from safety.

  • With him having been out a few weeks now, I present: The Good Guy

    GoodGuyDBD.PNG


  • 1: Wraith. Matches against him are really, really boring. Either you hear he's coming and/or get to a loop before him so he doesn't bother chasing you, or you don't get hear him coming and/or don't get to a loop before him so he just hits you and then a chase also doesn't happen. Either way, no chasing is involved. Also him being undetectable for such prolonged times makes most info perks a wasted perk slot.

    2: Spirit. I know a lot has been done to introduce more counterplay to her via giving survivors more info, but I still have a really hard time figuring out where the hell she is and how to properly counter her. Sure, this is something that could be learned with enough practice, but I don't see anywhere near enough spirit players to get this practice in. So every time I play against a spirit, I have no clue where she is, but she somehow always knows EXACTLY where I am.

    3: Knight: This one might be my fault but I still am not entirely sure exactly what does and doesn't impede his guards in a chase, which just makes dealing with them frustrating. That and being in the middle of something just to have a guard suddenly materialize next to you gets really old really fast.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602069#Comment_3602069

    1st, it's 24s base if you use it on yourself. It doesn't change with the medkit. So just count to 5 wait an extra second and then hit them.

    As I've already said to someone else, that works in a vacuum sure, but in actual gameplay it will rarely ever be that simple.

  • Banners for getting a killer or survivor's adept achievement would be pretty cool I think.

    Banners for the various maps would be cool too, possibly as a reward for escaping from that map and/or getting merciless killer on that map a certain number of times.

  • Unless that next pallet or vault is only 4 seconds away. You don't know if you can swing at them and down them before they use it, or if you're just going to give them an extra speed boost to get even further away.

    I don't think Styptcis should be removed for the record, I just think there should be some visual distinction between Styptics and Anti-Hemorrhagics.

  • @Gabe_Soma said:

    Bro is impatient to wait 5 long seconds

    To be fair, there is presently no way to tell if that medkit just disappeared because the survivor is now going to have endurance for 5 seconds or be healthy in 15.

  • I've always wanted to see West Georgia Correctional Facility from The Walking Dead.

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