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Chordyceps

Chordyceps

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Chordyceps
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  • I mean, when you play the game for hundreds or thousands of hours, you can get a pretty good idea of how certain changes will play out by applying previous gameplay experience. Overreacting is one thing, sure, but there definitely is a level of truth to people saying the lucky break will be incredibly powerful now. Scratch marks, blood pools and pain noises are the three main ways you track someone when they break LoS. You take away two of those, tracking becomes a lot more difficult. Take away all of them, tracking becomes basically impossible. And breaking LoS isnt an incredibly difficult thing to do, especially in indoor maps. Sure, at loops where you can just see over them this won't do much, but at jungle gyms, especially some of the weird ones like the ones in Shelter Woods and Ormond (I'm sure you know the ones I'm talking about) tracking becomes borderline impossible.

  • Yeah, I don't think the devs are going to pay more attention to an "official petition" than they do any other social media, including these forums, but that being said, I do agree that should be base kit.

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2102573#Comment_2102573

    They are not "probably" right. They ARE right. His lunge is exactly the same as everyone else's.

    Psst, hey, I'm making a joke here. You don't have to raise your voice.

  • You're probably right, but at the same time, you're completely wrong.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/242003/so-no-further-blight-improvements

    Weird. I have yet to really have collision issues. Other then occasionally getting sucked in at certain spots.

    I encounter collission issues pretty often. There are several instances every match where I expect to slam into something and slide right off it instead, completely screwing over what I was going for.

  • Really the only nerf that they really needed to give him was reducing his lunge range, it's ridiculous. Freddy Krueger, the man with the mile-long lunge.

  • @FFirebrandd said:

    I would be OK with them... if they had another, different significant upside.

    Like Scratched Mirror. It full on disables gaining stalk and tiering up but gives BP. BUT it also gives the strongest aura reading in the game so it is an interesting trade off you can make. Vanity Mirror could also be really interesting if it didn't make Myers slower (seriously why does it make him slower?).

    If all the farming add ons did stuff like that I'd honestly love them. As it stands they're just terrible and pointless. At least Clown's farming add on is harmless.

    I don't feel like Scratched Mirror falls into this category, cause it isnt nescesarily just making your power worse, it's completely changing the playstyle, which I think is fun. If Myers had an addon that have him bonus BP for stalking, but he stalked survivors slower as a result, that would be an addon that falls into this category.

  • I feel like it would've been much better to make it so that the instadown only applies if the person you hit is a certain distance away from you.

  • This sounds a lot like old Freddy, except worse because now he's a 4.4m/s killer without an ability that helps with chases.

  • Nurse is arguably the best killer in the game, S tier power which is theoretically impossible to counter if you play her perfectly.

    Blight however, is an S tier on the fun scale. His addons in general are a lot more fun than the Nurse's too. That being said, Blight still isn't weak, he has great mobility.

    I would choose Blight if I were in your shoes, because he's more fun to paly, and more forgiving if you mess up with him imo.

  • If my rank reduced all the way to 20, HELL NO I WOULDN'T QUIT. I would love to be rank 20 again, even if I dont have my perks and such, I still have 1K+ hours worth of experience in the game. I would love to have some easy matches where I can stomp players for a change, and have more fun playing killers that I never play, but since the ones I dont play are usually the high tier killers, everyone already knows how to counter even the good players who play them.

  • If you use NOED, you're playing with 3 perks until the very very end of the game. If you're survivor, you can solo NOED before it spaws with relative ease by bringing either a Rainbow Map or Detective's Hunch. So potentially controversial opinion, but I think it's fine.

  • Gen-tapping makes no sense to me. It takes killers about 2 seconds default to kick a gen to make it start regressing. It takes a fraction of a second to stop it from regressing. To stop a gen from regressing survivors should have to repair it for at least as long as it takes killers to kick it.

  • The update hasn't even become available for me yet.

  • Endurance is a very powerful status effect for survivors, 25 seconds is a ridiculously long time to have this, especially when just granting it to every single person in the killer's terror radius. The suffering from Exposed, Aura being shown and 180 second cooldown dont really balance this out. Since you can activate this from anywhere, you could potentially grant multiple survivors the endurance from all the way accross the map. If the killer is in a chase, unless he drop it immediately, he probably wont be able to get to you in time to capitalize on the exposed. On coms, this would be an incredibly abusable perk.

    At it's core, it does sound like an interesting idea though. To potentially balance it out, the time survivors have endurance would need to go way the hell down. Borrowed Time only gives it for 15 seconds and you need to be in basically immediate danger for it to apply at all. 15 seconds should be the absolute maximum Endurance stays active for. And to grant potentially multiple people such a powerful status effect, you should be putting yourself at an actual risk. You shouldn't be able to activate it from anywhere, make it so you yourself need to be within a certain range of the survivor's gaining the effect. Currently the shortest Exposure time goes to Iron Maiden, at 30 seconds. I think that should probably be the minimum exposure time to inflict upon yourself. And with all this combined, if you're putting yourself in significantly more danger than before, I think the perk could probably earn a reduced cooldown to 120 seconds. The aura reveal time is probably good as it is too if you're putting yourself at greater risk.

  • "Proven"

    Show me the data. I want numbers, a spreadsheet, a graph, something.

  • @Blindninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2057824#Comment_2057824

    If it's a really good survivor that knows how to run tiles, then you don't have a few seconds

    At that point, they've earned it honestly.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/237822/there-is-no-solution-to-facecamping

    TLDR. But by going by the title. My suggestion is rank up. Face better killers who know it doesn't benefit to face camp. And at end game a squad can beat face camping anyways

    While this post isnt me lamenting the fact that there is no solution, rather simply detailing why there isn't, this is a pretty accurate statement. The only time I see to much camping at high ranks is when they're had a really bad early game and just want to secure 1 kill at the very least.

  • It's a fine perk. Of all the exhaustion perks in the game it's honestly the least annoying to deal with. A good deal of the time you can counter it by just waiting a few seconds.

  • I like the idea of doing something to encourage trying new perks/builds, but I think this is a bad way to go about doing it. Rather than restricting which perks could be used, it would be better to reward the use of certain perks, which the Rift does do a little bit. It would be cool to have something a little more involved. Maybe something similar to the shrine of secrets, with the weekly updates. Perhaps every week or so, a few perks are marked as "highlighted" and if you use these perks you gain a BP boost at the end of the match.

  • @Haddix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2057034#Comment_2057034

    i think you're thinking of the wrong perk mang

    this is the skillcheck gen progress perk

    Right, I was thinking of self-preservation.

  • I feel like this will be more of a stealth perk than a bully perk. If you're worried about flashlight saves, you can still counter this perk by facing a wall, or running Lightborn, which I like to do when I see more than 1 flashlight in a lobby.

  • Demogorgon is honestly my favorite killer and current main. His portals do a whole three things at once to varying levels of success. They provide pretty great map traversal, they offer small amounts of intel, and just by being on the map, they give survivors something else besides gens that they need to take care of. His shred, while not great at all loops, is great at a lot of loops, especially ones with bottlenecks. It's also an incredibly satisfying ability to use. So it's not so much that he's bad, honestly he's secretly pretty powerful, he just gets outclassed by a lot of killers in the game.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2045012#Comment_2045012

    You are reaching so very, very hard with those examples. Mostly because they are so innaccurate as to be outright false.

    The only "build" that counters facecamping is Slippery Meat, DS, UB, SG and 4 massive luck offerrings. Otherwise, your only choice is to hang there and do nothing. Facecamping someone removes all their options completely unfairly.

    I don't see how any of these options are reaching. These are all things you can do. Having teammates swarm the hook cam be especially effective against any killer that isn't Bubba, especially if any of them have borrowed time. Also, that build would do much better with Deliverance than slippery meat, as long as you're able to unhook one person first. And it's not really "unfair" when you look at it from a team perspective either. Yeah, you'll be stuck on hook if no one tries to rescue you, but with how long it takes a person to completely die on hook, multiple generators will get done and it will generally result in a loss for the killer.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2042763#Comment_2042763

    Facecamping is removing the facecamped survivor's agency. They have no other option but to hang there and die. So it's still terrible design.

    Except it's not removing that player's agency at all, there are still a series of choices you could make. You could stay on hook to give your teammates more time. You could have prepared beforehand by bringing in perks such as deliverance and D-Strike, and then put them to use in the match. You could try to signal to your friends to come get you by either using perks like Borrowed time, or just bunching up and making things difficult for the killer. Getting facecamped is not the devs removing your agency. In fact, getting face camped is not something the devs did at all. It's like spawn camping or spawn peeking in online shooter games. They didn't design anything to specifically let players do that, it's a side effect of the game's overall design. And it's a side effect that can only be discouraged, not outright stopped, because in those cases too, it would be removing player agency.

  • It's allowed because removing player agency is a terrible idea. They can discourage it sure, but they really cannot remove the player's ability to do something, that's just terrible game design. It's frustrating for sure, but ironically enough, removing the ability to do so entirely would be even less healthy.

  • I don't think the engine takes what the killer is into consideration when generating map tiles. I'm no expert in game engineering, but I feel like taking the killer into consideration when generating tiles would greatly increase the load time of matches. And while it's difficult, I have seen plenty of people successfully open exit gates in scenarios like this, you just gotta be pretty patient.

  • If you really are getting tunneled, D-Strike still does it's job, and will still be an effective way to discourage tunneling. If you get unhooked, and then work on a gen for 30+ seconds, you're not getting tunneled. It is not a healthy perk rn, it's a perk that gives people 1 minute of invincibility. This is a very healthy change.

  • I main Demogorgon, who I wholeheartedly believe is secretly really powerful. His portals essentially do THREE things all at once, to varying degrees of strength. It provides great map traversal, limited intel, and they're something else that survivors have to spend time addressing (so they're not doing gens, even if it's just for a few seconds). His shred can also be really useful in most, but definitely not all loops. His power really shines in areas where survivors get bottlenecked. His shred can also kinda work like how P-Head's POTD worked before the nerd. If a survivor is runnning towards a window, you can charge up the shred, if they vault, let it loose and smack em. If they don't, you've scared them away from it and can chase them like normal. Also his shred is immensely satisfying to land.

  • So, I'm working on something in advance for the creativity contest, which is a power I'd like to see in the game. To keep things vague, so I don't give away too much before it actually happens, a killer with some kind of control over the weather would be cool.

  • The Devs have briefly mentioned something about an Early Game collapse feature. While they haven't told us anything about it or it's progress, this tells me they are aware of how fast the early game goes by and are doing something to address it. I'm hoping for some news on it during the 5th year anniversary stream, which should be this summer.

  • Typically, I just deal with it in the current match best I can, and then I take an ebony mori for some catharsis in the next match.

  • If I were to see that in a match, it would be pretty damn terrifying honestly, great work!

  • dbdPerformance.JPG

    I'd say this is what my tier list for killers looks like, in terms of how well I do with them. Most of these categories are straightforward, save the toss-up category. That's the category where I will either do very well or very poorly in any given match, with no in between. For the one's I do my best with:

    Freddy is just Freddy, I play him when I want an easy match

    With Legion, having people injured all the time is really powerful, and is probably the best at phishing people who are grouped up, which can be pretty dangerous.

    Demo is my main and I always say this dude is secretly really powerful. His portals give good map mobility, give ok intel, and probably best of all, they waste survivors time, forcing them to close them and get away from generators for a little bit. His shred is also great for some loops, getting pallets out of the way fast, and is beyond satisfying to land.

    As for the one's I suck with, I guess I just struggle with killers who's ability involves running forward fast. Oni I particularly struggle with since he's like a power-burst version of hilbilly. He only gets his instadowns for a limited period of time and I never feel like I manage that time well. I have a difficult time getting the hang of the wind-up time for his kanabo attack too, I get juked a lot trying to land it.

  • Because it's powerful, next question.

  • Killer:

    1. Hex: Ruin. It's just really useful, I feel like I don't need to elaborate too much.2
    2. Corrupt Intervention: I'm a Demo main, and that just really helps him out with the setup phase of the match
    3. Dead Man's Switch: Not the most consistently useful, but I think it's just fun to use. I think Doctor uses it the best since his static blast forces people off gens for just long enough for DMS to activate.
    4. Save The Best For Last: It's just really useful for those follow up hits
    5. Mindbreaker: Ever since the perk got buffed, it's unironically pretty useful now.
    6. Surge: I like to pair this with surveilance to help me know if I immediately need to pressure that gen again after the down.
    7. Thrilling Tremors: A BBQ & Chili alternative with slowdown capabilities? Yes please.
    8. Blood Echo: I only run this on Legion, but he uses it so well that it's become a staple for my Legion builds.
    9. Hex: Devour Hope: Probably one of the scarier perks in the game that really helps me get some ground back if the start of the match didn't go so well. I like to run this on Ghostface a lot.
    10. Dragon's Grip: This way this perk's cooldown applies whether or not someone was exposed severely limits this perk's usefulness, but when it works it's very satisfying. Probably the most powerful anti-gen tap perk there is honestly. I love it when I'm chasing someone around the gen and they go "lemme just tap this to stop the regression" and because of it I get an instadown on them.

    Survivor:

    1. Lithe: A pretty powerful exhaustion perk. The first 4 perks here are all here because they are very powerful put together.
    2. Deception: Pair this with Lithe to potentially trick killers to checking out a locker, while I make a hasty escape with lithe that is made silent by
    3. Quick and Quiet: This works in the build to keep killers from knowing I vaulted and am now super sprinting away as long as I had proper LOS blockage.
    4. Dance With Me: The final perk in my favorite build, further increases the time that my scratch marks are hidden for. I have lost a decent amount of killers with this setup.
    5. Blood Pact: This perk ensures I pretty much always know where at least one person is when I'm in need of healing. An added speed boost to boot makes it even cooler. Also the fact that it creates an obsession forces the killer to play like D-Strike has been brought.
    6. Breakout: A part of my "Be As Obnoxious As Humanly Possible" build, the number of times running this pays off is pretty low, but it's always so exciting when it does.
    7. Dead Hard: Probably the most flexible of the exhaustion perks, you can pull off some really fun maneuvers with this one outside the standard "get to that pallet or vault just barely in time".
    8. Flip-Flop: Another perk that's not always very useful, but I have a soft spot for this one. It really only works if you get slugged, but if you do get slugged it works wonders. Pair with D-Strike to buy you some time to activate it and Power Struggle for an instant pallet slam self free if you can make it to one.
    9. Detective's Hunch: I honestly think this is the most useful intel perk survivors get. A lot of people complain about NOED, but you can deal with that pretty easily just by bringing this perk since it reveals so much.
    10. Vigil: I don't get why people say this perk is weak. With exhaustion perks being as popular and useful as they are, I'd think that people would be all over a perk that lets you get your exhaustion perks back faster. I consider it healing all the other status effects just an added bonus that help sometime though, since most status effects are applied permanently until something happens.
  • You don't need to nerf a perk that most of the time can be countered just by being patient.

  • I like it a lot, both as killer and survivor.

    As a killer, it gives me a very powerful reward for defending my totems well and not camping survivors. I could be having a match not going incredibly great, and then once I get that third totem it evens the playing field a bit.

    As a survivor, I love that moment of instant panic that comes with Devour Hope being revealed to everyone. It's one of the few things in the game that makes me feel genuinely scared, which in a horror themed game, I am all for.

  • @Venusa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1985111#Comment_1985111

    https://forum.deadbydaylight.com/en/discussion/comment/1985148#Comment_1985148

    I agree. At current state wasting time cleansing a dull totem instead of doing a gen is pointless.

    https://forum.deadbydaylight.com/en/discussion/comment/1985156#Comment_1985156

    Yes I agree but please don't turn this into a survivor/killer war. DS has it's issues and it's being looked at. On this discussion I wanted touch on NOED.

    https://forum.deadbydaylight.com/en/discussion/comment/1985164#Comment_1985164

    It just seems pretty strange that I have to equip two perks and bring a map to counter ONE perk...

    https://forum.deadbydaylight.com/en/discussion/comment/1985172#Comment_1985172

    I agree. Sometimes even having done most totems is worse! Because now NOED is in the corner of the map somewhere.

    https://forum.deadbydaylight.com/en/discussion/comment/1985176#Comment_1985176

    Are players really worried about doing totems though? Are they though? Do you think there are enough incentives to cleansing totems except for a potential NOED?

    https://forum.deadbydaylight.com/en/discussion/comment/1985150#Comment_1985150

    I am pretty sure NOED is WAAAAAY more useful than you make it sound.

    I said you only have to bring any ONE of them. You have three options, but any ONE on it's own gets the job done.

  • To touch on the first point, you really don't need to base an entire build around cleansing totems. All you really need to do is run either Detective's Hunch, Small Game or bring a map.

    There's also the fact that if you bring NOED, you're only playing with 3 perks for the majority of the game. You're essentially trading some of your early-mid game power for late game lethality. And that's late-game lethality you might not even get if someone is using one of the three anti-totem things listed above.

  • I don't have any specific reason to believe this, but maybe we'll get some kinda new perk system, like the Hex System or Obsession System. It's been a while since we've gotten a new system of perks with unique functionality.

  • I swear some killers have a bias as to what maps they go to. I swear I go to Coldwind farms frequently if I try to play either Legion or Spirit.

  • With current D-Strike, you gain 1 minute of invincibility every time you get unhooked. With NOED you only play with 3 perks until the very end of the match. There is a big difference between these two perks. If you're scared of NOED, then run Small Game or Detective's Hunch. Detective's Hunch especially is very good for cleanse every totem by the end of the match.

  • The Twin's unique ability to be in two places at once is really powerful.

  • If I hook you, you get unhooked, and then I spend the next 30 seconds chasing and downing someone else, and then I down you again and get hit with D-Strike still, you weren't getting tunneled before, but you certainly are now. May as well prove you right if I'm gonna get hit with D-Strike anyways. With the proposed changes it really will be an anti-tunneling perk instead of 60 seconds of invincibility. And if you really are getting tunneled off hook, it will still do its job.

  • @Superyoshiegg said:

    Sounds like the woman, Yun-Jin could actually be the Killer?

    "On that day, don't come near the studio... it may be difficult that day".

    That sounds pretty ominous to me.

    If either of them is the killer, I think it's Unknown. The fact that he wants the interview to still be held on a likely infamous day could mean he wants a lot of people to be there. It could just be standard business reasons, or it could be more malicious reasons.

  • Dead Dawg Saloon. It's a very small map, the gens are all pretty close together and the edges don't have a ton going on. The central building can be a strong loop but you can tone it down a little by breaking some key doors. Basement spawns are also pretty close together near the center of the map.

  • @dspaceman20 said:

    If it's a time manipulation then you got to balance it a lot right? What would the cooldown on the power be? How would it even work? It just seems like it's going to be a buggy and glitch mess.

    I feel like manipulating your own position via local time travel or whatever should be simple enough. Start manipulating anything else, that's when things get tricky though.

  • @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1976981#Comment_1976981

    https://us.v-cdn.net/6030815/uploads/IMJHGP111FRR/image.png

    Spectrometer reveals the words. This is the back half, "Scream" is missing from the first half.

    Cool thank you. I tried to find the comment OP was referring to, but I couldn't find it.

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