Chordyceps
Chordyceps
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- Chordyceps
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Hold W wouldn't be as annoying as it is if the maps weren't so massive. Hold W isn't super effective on maps like Dead Dawg and, um, idk im sure there's some other small map I'm forgetting about. However, hold W is very effective on gigantic maps such as Ormond, Eyrie of Crows (which is essentially Ormond on crack), Temple of Purgation (Ormond but more balanced), and Blood Lodge. I really think the best way to buff killers is to MAKE THE MAPS SMALLER HOLY #########!!!
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Yeah, I am not at all a fan of "Gigantic map with a strong central building". This map is basically Ormond on crack and I have always despised Ormond.
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I don't think it's that good of an exhaustion perk. It's the only one in the game where you can only use it if you're healthy. So if you activate it once, and then you haven't managed to be healed by the time the killer finds you again, you're doing a chase without an exhaustion perk, assuming that's the only one you're running. It's definitely good against killers with no real mobility or range, but potentially not too useful against killers with either of those, like Huntress, Nurse, Blight, or Hillbilly. Speaking of Hillbilly, it's also not very useful against killers that can instadown unless you can regularly force m1 hits.
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The artist's slowdown perks are very cool in concept, but all but the scourge hook one are incredibly inefficient.
Grim Embrace would be a really good perk if playing fair was actually effective at all. If you try and spread out your hooks, you're most likely going to lose 3 or 4 gens before you can hook everyone once. You basically need to tunnel one person out of the game to stand any kind of chance with how huge these maps are.
Hex: Pentimento simply came out too late. If it came out before Boon totems, this would be very powerful. But unfortunately, basically no one cleanses totems anymore. They either bless them or leave them for other people to bless them.
Scourge Hook: Pain Resonance is the most useful because of it's instant gen regression on a gen you don't even have to be near. But of course it suffers from the same issues as Gift of Pain. If you're taking too long to get a down and/or you down someone and there are no scourge hooks nearby then you're just out of luck.
TLDR: Grim embrace was designed for an idyllic version of this game where playing fair is viable. Pentimento is basically useless because of the existence of boon totems. Scourge hook is really the only useful one, but could be difficult to activate due to the randomized nature of scourge hooks.
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The crows function on a range mechanic. If you hit a person with a crow close up, they just take damage. If you hit them with a crow and they're outside that range, they are swarmed instead, at which point you can hit them with another crow to damage them.
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@jesterkind said:
I think it's not quite that bad. Obviously anecdotal, but by using a combo of Plaything and Thrill I got up to three stacks on my previous two games, and I've noticed people breaking totems even after boons were introduced in general.
It's certainly less useful now than it would've been, but it's usable. The first stack being the repair debuff, arguably the most important debuff on the list, definitely helps.
Can I please get whatever survivors you've been going against as my oponents? Basically no one I play against ever cleanses totems. Theres like a mindset now of "I may not be using any boon perks, but maybe I should leave this totem up for anyone who is running boon perks"
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He's still pretty powerful, you just have to be a bit more strategic now, use LoS blockers to your advantage and aim a little in advance.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/2501759#Comment_2501759
Funny you should say that when that's exactly the problem that comes with this exact situation: there is no agency for those involved, other than the killer.
At current, there actually isn't any incentive given to leave, outside of a bandaid perk (which shouldn't be necessary to fix bad game design) in BBQ or any mechanic that actually disincentivises leaving. There is a BP loss that is almost no change to what they get anyway as it is, and I've already agreed to adding things in like baseline weaker pop if you hook and leave etc.
Except there is agency involved in face camping. First the decision of whether or not to go for an unhook at all. Deciding to let the camping take place and punish the killer by doing gens is player agency. If you go for the unhook, players have the decision on whether to have one person with BT go, or have everyone swarm the hook and try to overwhelm the killer. The person on hook has the option to either hook suicide to get on to the next match, or stay there and buy their teammates some time. That decision may be understaded and not particularly fun, but it's still player agency. That decision has an impact on the match.
And there are more incentives than BBQ to leave hook. Devour Hope is a scarily powerful perk and it requires you to not camp hook. Make Your Choice rewards the player for not camping by giving them an instant down. Dead Man's Switch allows you to shut down gens, which you will likely need you to pressure those gens by leaving hook. Hell even with ruin you need to apply pressure to gens for it to work, you cant do that when facecamping. Pop Goes The Weasel will likely require you to leave hook to gain its effects. Thrilling Tremors can offer intel similar to BBQ while also blocking gens. Blood Echo does nothing unless you hunt people down after getting it to activate. No Way Out doesnt help until way later in the match, but it will not reach it's full potential if you camp. Some perks have more direct rewards than others for not camping, but there are a lot of potential rewards for leaving hook.
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I've said it before and I'll say it again: removing player agency is bad game design. The best the devs can do is incentivize killers to leave hook or deincentivize staying near hook, both of which they already do. There is no such thing as a hard solution to face camping.
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Incentivizing players to try something new will always be healthier for a game than preventing them from using certain features. In a way the tomes are already kinda doing this job, but it would be nice to see something that isn't just something where you have to use a perk once and then never again.
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I have also experienced this bug, I managed to get a screenshot of the pallet. Oddly enough, this pallet can be broken from the other side only.
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If The Hag is your type, I guess I can't really judge, but aight dude
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Not really no, indoor maps are never particularly fun to play on unless you're scratched mirror myers,
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There are no repercussions to trolling unless said trolling involves exploits or prevents the game from being played.
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I'm not disappointed no. It still feels like we just got the ResE chapter, which came with a killer, 2 survivors and a map. Also The Cenobite is really fun and one of the most unique killers I've seen in this game in a long time, who also comes with a metric ton of new unique animations. I'd say all this combined makes up for the lack of survivor and map.
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@Kwek said:
https://forum.deadbydaylight.com/en/discussion/comment/2428674#Comment_2428674
Thad does look exactly like him though, like I saw it immediatly. Hellraiser fans in denial? 🤣
I have literally never watched Hellraiser.
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Imma keep it real witchu chief, that does not look like Freddy at all.
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Well to play devil's advocate, you could very well say Dead Hard rewarded them for their quick reaction time, saving it for when they thought it was truly nescesary, etc., and it payed off.
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That's a really weird way to spell Candyman
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I came up with a concept for a goatman killer a while back actually. It's main power was honeslty kinda uninspired run fast power, but there were two things in it that I felt worked into the feel of cryptids pretty well. The first was a passive ability that increases your movement speed temporarily gives it a move speed boost after entering a survivor's FOV, which was supposed to play off footage and stuff where you just barely see a cryptid moving past. The seconds was a perk that inflicts two random status effects on hit, which was supposed to play off the unknown nature of cryptids.
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Correct me if I'm wrong, but isn't sirenhead like 40ft tall? That alone I think would make it hard for it to get into dbd, despite how cool that would be.
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You feel a little bit more like it's ok to use more "boring" perks if the killer's ability itself is fun.
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He's good at keeping people injured, buying yourself some time. And the only being able to down can turn into a point of pride like, "yeah, I can down people well with just a basic attack and some good mind games".
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Honestly, I think it's as simple as "people like to win and will do what it takes to do so"
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You now have not 1, not 2, but 3 perks to help you find and cleanse totems.
Not to mention maps, which help you find totems.
It is entirely your fault if you neglect bones and pay the price for it.
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Nurse used to be my least favorite killer to play by a large margin because of how difficult she is to play, but once you've finally got a decent hang of how to play her, she's a lot of fun.
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1). Idk about you, but it typically takes me no longer than 2 minutes to find a match on the live servers.
2). Really you only need to run 1 slowdown perk. And typically, survivors also have a similar restriction where they usually need to bring at least 1 exhaustion perk. Also, try running perks that synergize well with the killer's power and/or addons, that makes things a lot more fun.
3). Straight up the best advice here is suck it up, people will be mean.
4). People can give intel sure, but if you're good enough in chases, that intel can only go so far.
5). I'll actually give you this one, that's a fair point. Doing pretty well and then having the match just kinda suddenly end isn't very fun.
6). See point number 3. Alternatively, close the post-game chat.
7). This one I kinda agree on. Although I don't think gen speed is nescesarily the problem, since from a survivor POV, holding m1 on a gen for a minute+ straight isnt super fun. I think the real issue here is that survivors can just immediately hop on a gen, usually spawning right next to one and with at least one other person.
8). The Blight example is true, but I don't think the statement "lot of killers are bugged" is actually true. Most of them have their powers working correctly.
9). See point 3.
10). Yeah, I'll give you that one. Stretched res is dumb.
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Absolutely not. He's strong sure, but his abilities really pale in comparison to the killers that actually are OP. Even as far as ranged abilities go, its not the strongest. I hesitate to ever call a ranged ability weak, but Nemesis has the weakest ranged ability. Sure it can hit over loops well enough, but it's range is very limited and it's hitbox is very narrow. On top of this, I don't think it's made incredibly clear, visually, how long the range actually is. Despite these shortcomings, Nemesis definitely isnt weak, just by the fact that he's a 115% killer with a ranged ability, even if it is a short range. But he also isn't OP by any means.
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I'm super excited for the reveal, but I've only actually played RE 2 Remake and RE 7, and I haven't even finished either. Considering those are the only two I've played, I'm def hoping the killer will turn out to be either Mr. X or Jack Baker, both of which I'm immensely curious to see how Bhvr might go about adapting them into the game.
For survivors, I'm really hoping for either Chris, Leon or Ethan, especially Leon, largely because I feel like we've been getting a lot of female survivors lately, and I'd love to see another dude in the game. I have a sneaking suspicion the survivor may end up being Claire, Ada or Jill.
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I think she needs some sort of buff to her stealth. I think of all the stealth killers in the game she has the weakest stealth ability.
For comparison:
Wraith: Gains a speed boost and is completely invisible past a certain distance. Needs to uncloak to attack with a sound cue, but gains a large speed boost that can give you a pretty insane lunge range.
Ghostface: Gains undetectable, can attack at any moment, suffers no movement speed debuff unless crouched, which takes a fraction of a second to do.
Tier 1 Myers: Undetectable, slight debuff to movement speed, lowered lunge range but can attack at any moment. His height makes it easier to see survivors.
Pig: Has to crouch, which takes a second or so to do, and makes it harder to see survivors. Crouch gives such a large debuff to speed that survivors are faster than you. Attack takes 1-2 seconds to perform and gives a sound cue when charging up.
The Pig's stealth gives a much larger debuff to movement speed than any other killer. Her dash attacks power is comparable to wraith's decloak attack. Can be pretty useful for surprise attacks, but not great in chases. Sure with both you can sit in the middle of a pallet and try to force survivors into a guessing game, but survivors can just forgo that game by just going to a different area. At least with the wraith if you didnt decloak all the way you can catch up to them quickly again.
The main way I can think to buff the crouch ability is to just increase the numbers, although I have my doubts about if that will be enough. Either make the crouch movement speed faster, or make the crouch time shorter. Make the ambush attack charge up time a little shorter.
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People are finally starting to realize just how powerful Demogorgon is, heeeeeeeeeelllllllllllllllllllll yeeeaaaaaaaaahhhhhhhhhhhhhhhhhhhhhh.
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I havent read all these changes yet, but I think this really is the way to go about encouraging more unique builds. Buffing the underpowered/underused perks as opposed to nerfing the meta perks.
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Addrenaline specifically, I think it's design is kinda outdated. Instaheals kinda went the way of the dodo when the antihemhorragic syringe got nerfed to heal over time. I think Addrenaline should function the same. I think that ignoring exhaustion and getting a speed boost is fine, but I think you should heal over the course of 15 seconds, instead of instantly. Maybe have it reduce the heal time for each gen you personally repair, to incentivize helping with gens more.
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Honestly, my least favorite thing about Hilbilly also applies to Cannibal. So many of his addons give you an up side and a down side, unlike most killers where the addons just give you buffs. Since I'm not great with Hilbilly, I don't particularly want to take a hit to my stun time, steering or charge time, so I feel like I'm mostly restricted to brown and some yellow rarity addons.
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Really, before I even started playing the game I knew I was more than likely going to main killer just from my experience from other asymetrical games (mostly Saxton Hale gamemode on TF2 community servers). In Asymmetrical games I've always enjoyed being the powerful one that hunts the others down.
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I'm curious about why you put Clown in A tier. I have a soft spot for Clown, but one of the most common complaints about him, which I agree with, is that he has basically 0 map pressure.
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All I have to say to this idea
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Somehow I feel like we're not gonna get a killer with a rocket launcher.
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1). I would improve the early game. A lot of people complain gens get done too fast, but making gens take longer to do would be a really bad way of fixing this. Adding some sort of new early game mechanic that keeps survivors from immediately hopping on gens may be a good way to address this. Maybe something that survivors have to find or cleanse to allow them to start working on gens.
2). I would want to address the underused/underpowered perks in the game, give them buffs to try and encourage people to try out different perk loadouts.
3). Killer adept achievements should be made easier. I think it's a little wild that for survivor's to get adept, they just have to escape, but for killers you have to play a perfect game to have a chance at getting the adept achievement. Maybe change it to just getting a 3k or 4k? Maybe somehting different though.
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SWF is basically DBD's boogeyman. If you get yours handed to you, just blame it on the SWF squads.
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A good place to start at getting better at both sides is simply to play both sides. Playing survivor, for example, will improve your looping skills with time, and give you an idea of what kinda movements to expect from survivors when you're playing killer. Playing killer and watching how survivors loop you should give you a good idea on how to effectively loop killers.
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Fellas, is it bad for the game to have fun?
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If survivors give you crap about how you played in a match, just hit em with that "no one cares about the survivor rulebook for killers"
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Games where only two people are remaining can be pretty difficult, since if 1 person is getting chased, there's only 1 person working on gens. If the killer comes back after an unhook, it would be easy for them to down the unhooked person and then just chase the last remaining person. Because of this, a bunch of people probably view a match with only 2 people as an already lost game, so they may as well find the hatch so at least 1 person escapes instead of 0 people. So I'm not saying I commend people doing that, but I understand.
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I like seeing TTVs in my lobby. I like to see my performance from a different persepctive.
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Detective's Hunch is definitely the best totem counter by far, I've been able to solo all the totems in the map using that perk and saved my team from NOED.
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I'm not going to comment on whether or not Freddy deserved to get buffed, but please form your own opinion on these things. Don't just go "well person said so", even if that person does have a lot of experience.
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You remember how in the Wraith's lore he tore his bosses head off his body? I'm just gonna say that.
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The only part of the reworks that I see being potentially particularly problematic is the clocks making you completely immune to sleep for 30 seconds. If a person can't fall asleep, they you're essentially just an M1 killer against them for a bit. But then again, some Legion players can handle being an m1 killer for a bit perfectly fine, so even that may not be too huge of an issue. Freddy's core gameplay loop will remain approximately the same.
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@Azshhh said:
https://forum.deadbydaylight.com/en/discussion/comment/2102831#Comment_2102831
"accurate reads"
These are the same people who cried power struggle, appraisal, smash hit & fast track etc. would be game breaking.
there are tarot readers with a higher accuracy reading lol
I don't remember anyone ever crying that these perks would be overpowered. Hell, I saw a lot of people saying the exact opposite about smash hit.

