Chordyceps
Chordyceps
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- Chordyceps
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I feel like it's more likely to create a sense of mystery about the new characters. Although, who knows, maybe them being LGBT+ is the solution to said mystery. I personally feel like its just being intentionally mysterious for the purpose of building hype though.
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@Cancan71 said:
Well in the music teaser if you put the song through a music program you get the words "Crazy" and "Scream". So that leads me to believe that the video is teasing the killer.
Can you elaborate some more on how those results were obtained?
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@DTJObe said:
This was my thought, also. The Prince of Persia: Sands of Time rewind idea is an issue balance-wise, though. But if that is the power, it could explain the desync issues as they updated the infrastructure to support location memory.
I think as long as it only reverses the killer's position, it could be pulled off well enough. There's definitely absolutely no way to make a power that rewind's a survivor's position balanced though. How fair it would be for the killer to reverse things such as gen repair progress, totem cleansing or chest searching is definitely debatable though.
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The fact that most of the marketing/teasing for new chapters usually revolves around the killer makes me suspect that this is the new killer. That and the fact that the new video shows a bloodstain on the screen. Unless the lore of the two characters ends up stating that they knew each other, I think the person seen is the killer. But if they did know each other before entering the real of the entity, that would be something cool I dont think they've ever done with character lore before.
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The bloodstain on the screen is what points to it being a killer for me. And not every killer is particularly grotesque. Myers, while a timeless desgn, is esentially just a strong, tall dude. Legion is a regular dude in a hoodie. Ghostface is a regular dude in a cloak. Most of the killers are grotesque, sure, but not all of them.
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It used to be an addon, but it's base kit now.
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@panernaners said:
https://forum.deadbydaylight.com/en/discussion/comment/1970782#Comment_1970782
he didn't have a motorcycle he WAS the motorcycle. honestly they could do so much fun stuff with Freddy's powers.
Wait, hold on. That reminds me that Freddy is a car at the end of Nightmare on Elm Street. FREDDY NEEDS A CAR ABILITY TOO.
#CarForFreddy
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@panernaners said:
If your going to add Myers with a car you have to add Freddy as a motorcycle
I think that's reasonable, don't want any double standards here. Give Freddy his motorcycle!
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@Chchchcheryl said:
Seems good, no visible flaws. Honestly the only tweak I could think of would be an addon that makes it instantly sacrifice a survivor, this would be more realistic and keep true to Myers' murderous nature
#CarForMyers
The iridescent bumper, lowers the cars max speed, but running into survivors instakills them
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@HollowsGrief said:
I think he should get high movement speed during T1 and I think he should have more stalk from survivors. Honestly the devs just need to fix the trash map tile spawns, even on the reworks some of the maps are just flat out bs (groaning storehouse, I have even seen coal tower with 3 jungle gym windows all facing one another for a legit infinite chain.) The graphic overhaul did not fix terrible maps, and terrible maps make M1 killers utterly weak.
You know what would really improve his speed during T1? A car.
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#1: Demogorgon. He actually has some pretty strong map pressure with his portals, and his shred is immensely satisfying to land hits with. I also honestly love how he screams after every hit, it really makes me feel powerful. I also take a lot of pride in doing well as Demogorgon because I feel like I'm showcasing how Demogorgon can actually be really strong despite how weak everyone seems to think he is.
#2: Blight. I've trashed on this killer for having a power with a fairly high skill cap with not an amazing payoff, but at the end of the day his power is actually really fun to use. His power can be all but useless at some loops, but it's fun to at least to try and find some good angles to bounce off. Wasn't a huge fun when he released, but he's been growing on me lately.
#3: Legion. Great at keeping survivors injured and/or wasting their time, which means I don't have to lean on slowdown perks as much. I will always run Blood Echo on him because I think he uses it the best and benefits from it the most. Yeah when people are already injured, you're just a M1 killer, but I always feel like I can take some pride it downing survivors with just mind games at that point.
#4: The Doctor. For one thing, his addons are a lot of fun with a lot of unique effects. His Static Blast is pretty great for intel and his Static Shock is pretty good for anti-looping. The static shock is especially good at the less safe loops, where even if a survivor drops the pallet before they get shocked, you can still get a hit in because they can't vault back.
#5: Freddy. Honestly, the main reason I like this killer so much is because he's easy to play. Sometimes I want to experiment with killers I'm not great with and I get my ass kicked completely as a result. Freddy is a very good killer to fall back on if I want to offset some of the salt from getting absolutely demolished because I haven't played Hillbilly in months but the people I went against play against him constantly and know exactly how to play around him
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I have a stockholm syndrome relationship with this game.
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The breakable walls work well on maps like Dead Dawg on Midwich cause there's actual strategy to be had there. You can make loops shorter for yourself, but also for survivors. They didn't do that for The Game. The addition of walls just made it more of a chore to patrol.
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Like: The clown buff added some variety to his gameplay, making him more interesting to play
Bad: The map The Game is now boring as hell, with a nearly infinite amount of safe pallets.
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I don't miss the old clown. The base 3 second reload time is so much better than the old 5 second. The new bottle, while the usefulness is debatable, adds some variety to his gameplay, making him more interesting. How you could miss the old clown when he was basically only buffed, I have no clue.
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I definitely like the changes they've made to the clown. It added some more variety to his gameplay, making him more interesting to play. The new maps look absolutely fantastic too.
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I wish we still had the dislike button.
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I have a soft spot for the clown, so yeah. His new ability may not have made him a great deal more powerful, at least it adds some more variety to his gameplay and helps with map patrolling a little bit.
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I make a point to constantly change up the killers I play to keep the game interesting. That being said, when I don't feel like playing a killer that I have less experience with, I tend to fall back on Demo, Legion and Freddy. So I play basically all the killers, but I have 3 main killers that I feel I can play relatively safely.
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There's no such thing as a solution to facecamping. Devs can discourage camping, which they do by taking away BP, they cannot stop you from doing it. Taking away player agency is far more unhealthy for the game than facecamping itself.
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Stockholm Syndrome.
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It's not holding the game hostage, they're grasping for straws cause there's no way its their fault they lost.
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My bets are on a ResE chapter.
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I like these proposed changes a lot. It stays true to the original vision of the perk while also limiting the amount of intel that can be gained from it. I like how it's intel gathering abilities are expanded in a way, since it seems like it can be used to figure out what perks the killer is using. I think this change will be very healthy for the game and I hope you go through with it.
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Well A Nurse's Calling only works when you're within 28 meters. Yeah, you'll see the killer while healing, but they'll also see you. And if you're healing, that means you're not running away and the killer can very quickly close that distance. So yes it would give you wallhacks, but in a limited range and you wouldn't be able to really safely utilize it in a chase.
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@golubushka08 said:
https://forum.deadbydaylight.com/en/discussion/comment/1920967#Comment_1920967
You are a tunneler toxic killer then.
what
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Bye
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No, they will not kill the game. D-Strike is now a fully ant-tunneling perk instead of a "be invincible for a full minute" perk. OoO, if those changes go through, will no longer be able to be abused to give a team on coms infinite intel. These changes were healthy and necessary. And even is D-Strike becomes useless, if Mettle of Man, the most busted perk to ever be added to the game when it was in its original state has taught us anything, a useless perks is much healthier for the game than an OP perk.
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You already get penalized for camping the hooks, you lose points for it. DS still serves as an anti-tunneling perk. I don't know how you expect the devs to "address" camping and tunneling. They can only discourage players from doing these things, not stop them. As much as getting tunneled/camped is annoying, taking away player agency is the opposite of healthy.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1916877#Comment_1916877
I don't think being healed will deactivate the perk. I think only when you engaging in healing yourself or healing another survivor will it deactivate.
Healing yourself I think you should still get protection until you are fully healed. Healing someone else and having the perk deactivate is more understandable.
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I personally am a huge fan of the changes.
The discussed OoO changes I think are a great way to keep the perks true to its original vision without giving survivors unlimited intel.
I love how DS is becoming an actual anti-tunneling perk instead of "congrats, you are now invincible for a full minute". My only potential point of concern is it being deactivated on healing. If someone starts healing you and that instantly deactivates, thats a little borked. I don't think healing a teammate should have the potential to screw them over. But if it deactivates once you have been healed a full health state, I think that's perfectly reasonable.
I feel like if both of these changes go through, it will be incredible healthy for the game.
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How do you user a killer's power as a crutch?
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Cool post
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When I'm just patrolling generators at the beginning of the match and suddenly the locker next to me swings open.
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The lobbies let me know what I'm up against. Some lobbies I look at and go "no, I do not want to deal with that".
As a wise man once said: "Sometimes you gotta look inside yourself and say 'what am I willing to put up with today?'"
I go in to DBD with that mindset and sometimes have to say "Not, f*****g this".
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I agree that gens get done too fast, but I think lowering gen speed again is the most boring possible solution. I think we could stand for a new early game mechanic all together, something that survivors have to do before they can start working on gens. I know the devs mentioned they were working on an "Early Game Collapse" around last year, but we haven't heard any extra news on it since. I think it would help this issue if they went and put out whatever they had planned for the Early Game Collapse.
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Suck it up. That's honestly the best advice I can give you. Teabagging annoys me too, but removing a feature just because mean people make people mad is dumb. There's a reason these kinds of pleas are ignored by the devs.
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@OBX said:
As much as many people want this it really won’t change what the issue is: solo Q v. Swf Q.
slowing down the game in the beginning via some mechanic that affects gens is something we already had (old ruin). It will still be troublesome for solo Q and make little difference against average swf. (Also see current ruin/undying)
until bhvr addresses swf everything else is simply a bandaid they slap on the game and then remove because the game at its core is supposed to (and nearly is) balanced around solo Q.
they don’t have the fortitude to address the cause, they just want to muddy the effect. (The muddying will also be seen with them intending to hide MMR)
Ruin and Ruin//Undying aren't mechanics though, those are perks that can be removed from the game. I'm not talking about some thing that can be worked around, removed or ignored, I'm talking about something that you literally need to deal with in order to progress.
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Probably Demogorgon. He can get around the map pretty damn quick with his portals, and his shred attack is immensely satisfying to land, as well as excellent for chewing through pallets.
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I wish I had known earlier that it's ok to dip from chases to if they're taking too long and pressure gens instead.
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There are two main things I would like to do, if I were able to accomplish both of those in a day.
The first is taking a look at all the weak/underperforming perks in the game and give them buffs. Some of them I may have to change what they do, but I'd still try to keep it true to it's original design. Take Predator for example: In it's current state its really more of a hinderance than it is a help. What I would do to change that one is make it the anti lightweight, so it makes scratch marks stay around for a few seconds longer.
The second thing would be a bit more difficult, but I believe it is an entirely necessary change. I would want to add a new core gameplay mechanic to the early game. Maybe make it so that survivors need to find some parts to use to repair generators. Maybe the entity greatly hinders or straight up restricts generator repairing at first, and you need to destroy some alters or something in order to weaken the entity's grasp. I believe this would greatly benefit the game's health. By extending the length of games, it would help to curb killer reliance on slowdown perks. This would make killer mains happy because they could be free to experiment with other perks. I imagine this would make survivors happy too, cause if killers start running less slowdown perks, they don't have to put up with the slowdown perks they find annoying as much. On top of this, adding something like this may make it easier for the devs to create new perks, as they have a new mechanic they can base perks around.
So in short, buff/rework all the weak perks, add new early game mechanic.
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In my near 1,000 hours of playtime I've only ever come across one hacker, and boy was he making no effort to hide what he was doing.
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That is not a fantastic idea. If multiple gens have popped, the killer has been chasing you the whole time and you still haven't gone down, you being tunneled is actually a good thing for your team overall. If the killer is focused entirely on you and you're not going down, that means your team mates can do gens uninterrupted. Not to mention you're gonna be getting a lot of boldness points for it.
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@BaldursGate2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1882839#Comment_1882839
You mean the survivors have a huge disadvantage or? It's nearly impossible to win a game with just 3 people right in the beginning. At least i never lost a game. Most of the time i just let them farm, because it's just unfair.
That is what I meant, yeah.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1882855#Comment_1882855
Yes but the survivors can do a lot more to gain bloodpoints than the killer, there is only so many times a killer can hit someone without killing them up even if they are repeatedly slugged, hooked and repeat. However there isn't a finite amount of time you can spend in the killers terror radius or healing. Again, I was saying that there is a lot more ways for a survivor to get blood points, so they can do a lot and get blood points easier for seemingly doing nothing. This was to counter a Comment saying that survivors are more deserving of a blood point boost than killers, and I just wanted to point out how stupid that is. Rank has nothing to do with the base stats. The only counter to this is that you could say it's "unrealistic" and a "hypothetical that will never happen", but again I'm talking about potential. The survivors have an easier time getting bloodpoints as there is an abundance of ways to get them, no matter if all players get 8k, the survivors have more ways to get it. Rank does not affect possibilities here
One big issue with getting BP with survivor is that survival category. The only good ways to get large amounts of BP in that category are opening the exit gates and escaping alive. Even if you do super well in every other category, if you get sacrificed, that is 5 thousand BP you are immediately disqualified from getting. Killer BP gain is a lot more evenly spread out. The largest score events that any given Killer can get, meaning not events unique to one killer's power, is killing a survivor, which killers get 1K BP for. So even if you did well with hooks but all the survivors escaped, thats 4 thousand BP you didnt get, which on its own is less than the BP loss of a survivor for being sacrificed. And hook events still net you 500 BP. So if you hook everyone twice and they still escape, that's still 4K BP you get. This is one of the main reasons that if anyone needs help getting BP, its survivors. And my intention with the rank question was not meant to be an insult, I'm sorry if it came off like one. I wanted to see if your experience was just the inverse of mine, where you had a higher survivor rank than killer rank and that was the reason you think survivors get more BP.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1882841#Comment_1882841
And when you tell me what this has to do with the, and I quote again, " POTENTIAL BLOOD POINT" gain, I will not be surprised to hear the trash that comes out. My rank does not change the potential, and that's what I'm basing this off.
The reason that rank matters in this equation is skill. If you're good at a role, two things will happen in tandem: your rank will go up, and with it the average points you earn each match. I'm red ranks with both, but I have a higher rank killer, and thusly I tend to gain more BP playing killer. I was telling you my experience, and you were saying my experience was wrong. How exactly my experience can be wrong, I don't know.
And if we're talking potential bloodpoint gain on both sides, they are exactly the same. You can get up to 8K BP in each category, for a combined total of 32K BP for any given match. This applies to both Killer and Survivor. So if you want to talk theoreticals instead of personal experience, there is literally no difference between the two roles.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1882829#Comment_1882829
well then your just objectivley wrong. There is more a survivor can do than a killer to get bloodpoints. That is a fact. If you want I can make a list of everything a killer can do and everything a survivor can do and put it in here.
How about instead I ask what rank you have in each role?
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@BaldursGate2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1882546#Comment_1882546
It's 5 minutes the first time, after that you have to play a certain amount of games to get it back to 5, otherwise it increases to 15 mins and so on.
Has only take them 3 or 4 tries to make it right and not exploitable by hackers.
Honestly, if you disconnect multiple times in one session you deserve to have a 15 minute wait time. Cause just one person DCing from a match automatically puts the killer at a huge disadvantage. And if its the killer that DCs, the whole game ends. I can understand some reasons for DCing from a match, but you should still be willing to accept the consequences for doing so.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1882620#Comment_1882620
I'm saying the potential to get bp is heavily survivor sided and that to give them a bp bonus is ridiculous
And I'm saying my experience has been the exact opposite.

