Chordyceps
Chordyceps
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@hanibel said:
https://forum.deadbydaylight.com/en/discussion/comment/1489233#Comment_1489233
Im rank 1 on both sides i know what a joke of a challenge survivors is just genrush easy lmao
How can you be on rank 1 both sides and possibly think changes such as "gain a status effect that prevents you from using your most powerful perks just for doing one of the most basic parts of a chase" is a good idea. And if you reached rank 1 killer, you're obviously good enough that you can manage all the parts of a chase and map pressure easily enough, and should know the changes you suggested are far too drastic.
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@hanibel said:
https://forum.deadbydaylight.com/en/discussion/comment/1489140#Comment_1489140
Then your a survivor main
I've reached rank 1 killer. My highest rank for survivor is like rank 8. It might benefit you to try playing survivor. A good way to get better at chasing survivors is to play survivor and get a sense of how they play. Once you know how they play, you can get a better idea of how to counter it. When I only played killer pallets pissed me off to no end. After playing some survivor I finally understood how important they are when it comes to chases.
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I made a post a little bit ago about a new perk system I'd like to see (ie., obsession, hex perks) that I call dead zone perks, which are essentially perks that affect a specific area of the map. I threw together a few examples to show how these perks could potentially work.
Dead Zone: Graveyard
Whenever a survivor is put into the dying state, a deadzone with a 40 meter radius is created at that location, up to a maximum of 2/3/4 throughout the map. If a survivor is put into the dying state while the maximum number of dead zones is active, the oldest graveyard dead zone is replaced. While in one of these dead zones, survivors suffer from the Exhausted status effect. This effect persists for 5 seconds after leaving the dead zone. Additionally, survivors within the dead zone suffer a 10% debuff to repair, healing and sabotage speed.
Dead Zone: Greed
An area with a 48 meter radius that contains at least one chest or totem becomes a dead zone. Chests within this dead zone cannot be opened and totems within this dead zone cannot be cleansed. Every 40/50/60 seconds, this dead zone vanishes and reappears in another area meeting the same requirements.
Dead Zone: Shroud
An area with a 24/32/48 meter radius centered on a generator becomes a dead zone. In this dead zone the fog is tremendously thicker than normal. While in this dead zone you gain the undetectable status effect. Once the generator this dead zone is centered on is repaired, this dead zone vanishes and reappears at another unrepaired generator.
Dead Zone: Gate
3/4/5 dead zones with a 20 meter radius spawn in random locations throughout the map. Upon entering one of these dead zones, you see the auras of all survivors that are within the other dead zones. This effect persists for 3 seconds after leaving a dead zone. 2 of these dead zones, chosen randomly, will vanish and reappear in a new location every 15-20 seconds.
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@hanibel said:
Since entitled survivors think there so good time to nerf them
Speed boost given from receiving a hit is now reduced by 50%
Throwing down a pallet take alot of energy so giving survivors the exhaustion status affect for 30 seconds
Windows now get block after vaulting once so do pallets
Healing speed reduced by 50%
Bones now are a main objective can't leave without finding and destroying all 5
Pallet mandatory distance from each now 32 meters
Killer main here. All these ideas are bad.
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Because the kill animations are cool.
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@stikyard said:
https://forum.deadbydaylight.com/en/discussion/comment/1479887#Comment_1479887
Dead Hard is not OP, it's the only tool survivors have to counter body blocking scenarios. Since we can't get two exits from the basement, I use Dead Hard for exactly that.
DS may be OP, I'm up for suggestions to make it better, maybe only activates after a harder circumstance is met?
My dude, the one exit is what makes the basement dangerous. It sure isnt the fact that there's 4 hooks in one place. There's one way in and one way out. But it can also be countered easily by not being neat it at all. The basement only becomes an issue if survivors go down in a very specific portion of the map.
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I just remembered another Hex perk I had designed for a killer called The Pestilence, which is also different from other hex perks a little in terms of cleansing it.
Hex: Fueled
A hex that is strengthened in numbers. For every totem remaining on the map, your movement speed while in a chase is increased by 1%./1.5%/2%
This hex totem is protected by the entity. 1/2/3 other totems must be cleansed before this totem can be cleansed. (Uncommon/Rare/Very Rare)
(Unlocks at Level 35)
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I like this idea, the only thing I would change is make it so her carrying capacity to 3. If her move speed is going to be boosted, she should only be able to carry her usual max if she were to bring an infantry belt.
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@Velarica said:
The pig is a rather challenging killer for survivor/killer enjoyment balancing. However in the light of more recent killers it is honestly absurd that her Dash attack does not trigger the exposed effect (As in instant down healthy survivors who are exposed).
Compare this to Deathslinger who can reel in survivors, and still trigger the exposed status effect off his attack.
Well the Deathslinger only applies exposed to survivors if he's running an iridescent addon, and when he is, he needs to hit them from pretty far away. The Deathslinger also can't become undetectable at a moments notice as part of his base kit. You can land hits with the Pig's dash fairly consistently if you can get to generators without being seen and charge it up while hiding near the generator. You also don't need to use it all the time. There will be situations where it would be better to uncrouch and go for a normal hit rather than go for a crouch attack.
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1438679#Comment_1438679
it would promote camping together with the slowdown for the rescues, but all other perks looks fine to me, some of them maybe a bit weak but there always a build you could run any of those in
That's a fair point, I hadn't really considered the camping potential with that one. My goal for that particular one was to kinda create a perk like monstrous shrine, but could actually be dangerous, unlike monstrous shrine.
It's definitely good to hear that most of these would synergize with other perks pretty well though.
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I had an idea for a hex perk the other night that I feel sets itself apart from how other hex perks function somewhat.
Hex: Indomitable Spirit
You possess a power that cannot be easily restrained. While not in a chase, your movement speed is increased by 5%. While in a chase, your action speed is increased by 25%.
This perk is active as long as the corresponding hex totem remains.
If this hex has been cleansed, one random dull totem will become a Hex totem for Indomitable Spirit after you have been in a chase for 80/70/60 seconds as long as at least one dull totem remains.
Probably my biggest challenge while creating this perk was deciding upon an effect that would be strong enough to warrant it being a hex perk, but not so strong that survivors would flip if it were to suddenly return to the playing field.
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@PleassBuiltInNoed said:
all of these are pretty cool except for the speed up entity progression, that would never go through
Do you think the entity progression speed up might be too strong or too weak?
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@Splinterverse said:
I like the concepts and some of the suggested ones. I do think the meter range is a bit too high on most of them given that the maps are shrinking.
On smaller maps they may be pretty strong yeah, but on larger maps I feel like the opposite may be true. Obsession perks and Hexes both have their drawbacks. Hexes run the risk of being removed from the match entirely, and Obsession perks, it can be up to chance whether or not you run into the right survivor or survivors. I def think the primary drawback of this system is that their strength could be pretty dependent on map size.
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Midwhich is personally my least favorite map right now. I think I dislike it more than Haddonfield rn, because at least on Haddonfield, getting from one place to another is pretty straightforward. Whenever I'm playing killers with intel perks or abilities, it's hard for them to be too useful. Lets take Legion for example. I stab one person in feral frenzy and see more survivors on the second floor with killer instinct. There is approximately a 1% chance I will actually make it to those other people because most of the time I have no clue how to even get up to the second floor.
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@Onyx_Blue said:
Love the creativity, however, seeing this power effect in-game would probably be unplayable due to the massive frame drops due to all the stuff going on XD
Really like the perks and numbers attached to them, however, Hex: Nulla Gravitatis would be OP. I get that it's a Hex, but considering Spine Chill+Resilience is only a 15% buff to vault speed when combined. Having a perk do double that but as a debuff would pretty much guarentee a hit at every window. I'd suggest lowering the numbers to make tier3 15%. 20% at a very hesitant push.
So if you'd put tier 3 at a 15% debuff, do you think 9% and 12% would be good percentages for tiers 1 and 2 respectively?
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@TheMythicalCat said:
Gotta say, this is one of my favourite ideas I've seen on this forum, and I'd play the hell out of this Killer.
Usually I'd go through different things I'd recommend changing about the power, but I can't think of a single thing. The only question I have is if you can see Auras through the Darkness. Everything else is explained very well, and is a very unique take on a stealth Killer. Again, one of the best ideas I've seen on this forum.
I'd say yeah, you can see auras through the darkness. And thank you for the compliment, thats some really high praise.
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Overall, this is a very interesting chapter that tries to do some unique stuff. I do have some questions/suggested tweaks for some parts of it.
The Killer is probably my favorite part of this chapter, as he has some powerful sounding abilities. For his hide ability, I feel like it would function very well as a chasing tool. I think it would be a bit more balanced and useful if you were to take away the one-hit down portion of it, but make it so it can be used in a chase, maybe with a small cooldown.
Vipers Venom I think is in a pretty good spot, but could maybe use a cooldown to balance it. Either that or make it a hex perk.
Kill or Be Killed I like as is, I'm just wondering how much of a speed boost you would get, in a percentage.
Pillage I also like the sound of, but I'm wondering how it might work on killers such as Trapper and Wraith, who don't have abilities that can really be refreshed.
For Evander Davis, I like the theme you were going with, but I think his perks could use some work balance wise.
For traveler, I'm not sure how I feel about survivors having the ability to teleoprt, but without changing anything major about it, I think it should also have the requirement of "can't be used while in a chase"
Curious, I think it's a little odd that as you level up the perk, it takes longer to activate each time. I think a good way to balance this would make it a set period of time instead, say 15 seconds, and have its rank up bonus be an increased chance to find an item.
Coward is the only perk here that I think is fundamentally flawed. It sounds like a perk designed to hold the game hostage. You and a friend both just hide in a locker for an extended period of a time, and if the killer finally searches the right place, he doesn't find you anyways because of this perk. I think a way to rework this perk while keeping the locker theme could be to have it that if you get grabbed out of a locker, you automatically start the wiggle out phase with a percentage of wiggle out progress.
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@ReaperTech said:
Cool concept. It’d be really difficult to create however if this ever makes it to the game I think it’s be cool. I love the power and the Perks. Good Job!
Thank you, I appreciate the feedback!
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We also got Leatherface change, which a lot of people were asking for.
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@PrettyFaceKate said:
Weird flex but OK.
I don't feel like OP is trying to flex. This feels more like a "hey, matchmaking is still kinda borked" post.
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@darwinsbrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1409600#Comment_1409600
And? So all killers are really powerful in this game and killer mains just complain to much about OP survivors?
I'm not gonna claim that either side is OP, but I have to disagree with the statement "all killers are really powerful".
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@FlamingkittyUmad said:
https://forum.deadbydaylight.com/en/discussion/168200/gen-tapping
despite what you may think, tapping a gen does actually significantly slow down a survivor for a second. if it's in the middle of a loop it's enough time to beat them to the pallet if they're close enough
From my experience, if a player is good enough, they can tap the thing so fast that it doesnt even look like they stopped. And if there's a thrown pallet between you and the generator, theres not always a whole lot you can do about that.
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@N0T0Ri0US said:
https://forum.deadbydaylight.com/en/discussion/168200/gen-tapping
What do you mean "survivors only need to touch the thing for a friction to stop this regression" ? What regression are we talking about here that can be stopped b gen-tapping ?
I gave you an example of regression that can be stopped by gen tapping in the third sentence. And yes, it did stop the gens regression.
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@Azgard12 said:
https://forum.deadbydaylight.com/en/discussion/comment/1408178#Comment_1408178
I mean if you think it's a waste of a slot, then it must not really have been a problem.
You know what I mean. I shouldn't have to use a perk slot to counteract a game health issue when I could be running a more powerful perk that would be able to help me more consistently. Just because there are other perks I would rather be running for a myriad of different reasons, it doesn't mean gen tapping is not a problem.
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@Azgard12 said:
Let Overcharge be your friend?
Ah yes, I should have to waste a perk slot in order to counteract a game health issue, brilliant.
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@animalmak said:
https://forum.deadbydaylight.com/en/discussion/comment/1384087#Comment_1384087
Why punish the person who had no say in being unhooked?
It punished the team as a whole. Plus its easier to down the person who's already injured than the person that's not.
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If the game's going well enough and gens aren't getting done too fast, I'll hold off on the mori. However, if two gens have been done and I've only hooked one person, you can bet your butt that I'm gonna use that Mori to get a much needed leg up. Basically, "either y'all chill or I'm gonna make you chill".
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@Ghoste said:
The totem is almost always destroyed before the gens are done anyway, so this wouldn't change anything.
Or are you suggesting it should work even after the totem is gone?
That wasn't what I was suggesting originally, but it would be interesting to see a Hex perk with an effect that persists after the totem is cleanesed.
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@batax90 said:
https://forum.deadbydaylight.com/en/discussion/164906/ruin-buff-idea
Ruin is fine the way it is the dev successfully kill the perk so i dont know why you want to change it
"devs succesfully kill the perk"
That's why I want to change it.
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@[Deleted User] said:
Ruin doesn’t need a buff.
Do you play survivor?
When it spawns in a really hard to find spot and the killer is successfully getting survivors off of gens, Ruin is a nightmare. Once one survivor is dead against someone good at gen pressure, getting gens repaired is almost impossible until the totem can be found.
I play survivor sometimes yeah, currently sitting at rank 12. Honestly ruin isn't too hard to deal with as long as one of the three other people in the match is keeping the killer occupied.
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@LuluTheLion14 said:
https://forum.deadbydaylight.com/en/discussion/160463/new-killer-the-smacker
I can’t tell if this is a joke or u are being serious. 😂
Don't worry it's a joke. I fiugred it'd make these funnier if I didn't label them as [joke killer].
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@[Deleted User] said:
Yes, You made me laugh. But get out..
aight, I'll see myself out.
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@Lucian said:
Can anyone confirm if the iconic siren plays within the map at any time?
I'm pretty sure I heard it while playing a match. I def heard it at the start, I don't remember if I heard it at any other time.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1303820#Comment_1303820
This mentality is amazing. First we get told "just slug the DS" now we can't even do that anymore. Good job.
Regardless of what you do it'll make things more difficult for survivors. Let's say you've got a match where everyone is still alive. Someone goes for the unhook. You down the person who was unhooked, and chase after the rescuer. That means unless the survivor is cursed or they have no mither or unbreakable, someone will have to come rescue them. That means out of 4 people, only one person is working on a generator. And if they want to heal them to full, that's more time where those two still aren't working on a generator. That's not a bad position to be in.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/1303839#Comment_1303839
If I’m not mistaken - the killer can teleport people to hooks and Mori them in his base-kit - no?
it's something like that, and it's base-kit, yeah
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@Kagrenac said:
Where can I find the new perks?
the PTB is live rn. You could also watch the 4 year anniversary stream, where to go over it briefly. Its around the 1 hour 20 minute mark or so.
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Whenever I bring huntress's lullaby, it's usually cleansed before the first hook. I swear it gets cleansed more consistently than Ruin.
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I view it as more of an anti-slugging/anti-tunneling perk. Chances are if someone's left on the ground for extended periods of time, it's either the last 2 people alive, or the killer is waiting out a D-strike they think might be coming. You can avoid this perk entirely if you just hook the person instead of slugging them, and if they have D-strike, it really is best to burn that sooner rather than later.
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We can hope, but straight up, Jason is never going to happen, and we should keep assuming that until some news about that legal hell has been reported. I'm very hyped for this chapter.
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few minutes after the stream and people are already complaining about something that's a pretty huge deal. nice.
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@CashelP14 said:
I found his complaining funny but this just looks like a 4k mori where you tunnelled the unhooked survivor.
5k points is extremely low and I don't know how he didn't get more unless you tunnelled him immediately off hook. I could be completely wrong but that's how it looks.
It would explain why he's certain you didn't pip. How can someone who tunnels and camps get rewarded by pipping.
As I said I could be wrong so let me know if i am. It just try to understand both sides version of things.
Only one of them got tunneled and it was kinda accidental. It was one of those times where I was going to check on hook after some patrolling and they got unhooked on my way back, but I could only find them and not the person who unhooked them. Besides that I made an efort to chase other people, sometimes switchin up targets mid chase, and there definitely wasn't any camping involved, they were too effecient to even consider going that route. And before you ask, the reason I morid them even though I didn't really mean to tunnel, it was because at that point they had gotten a couple gens done already and I really needed a leg up.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1298850#Comment_1298850
I don't want you to be discouraged, so for the record, I thought it was funny 😊 People just have a tendency, when a post mentions something controversial like camping or moris, to hone in on that thing and overlook the actual point being made.
I honestly really appreciate that, thank you. I was beginning to think I was the only one who found the whole thing funny.
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@Demonl3y said:
I like the idea but i think it wouldnt fit into DbD. :/
But it would be a good idea for a new DbD original Charackter as a power.
It probably wouldn't fit as well as the other killers, but I thought it might be interesting since Jacket is a murder for hire. He's certainly got a high enough kill count to basically be a slasher, even if he's not from a horror game.
Glad you like the power though!
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@OniWantsYourMacaroni said:
Yeah,what a useless post.
Cool,OP got a 4K with Ebony Mori and pipped.Great.
The only reason I care that I pipped in this particular match is because of another player strongly insisting that I definitely didn't pip. I just thought it was a kinda funny interaction in the post game chat.
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1298784#Comment_1298784
Ping, wait time, fairness in that order. If you've been waiting for a while, it doesn't care about killer rank, anyone will do.
Typically I'm not waiting too long for a lobby as killer. On most days It'll take 30 seconds tops to find a lobby.
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@Mooks said:
And why do you feel the need to show this here? First I thought you just wanted to show your collection of ebony Mori 4K‘s but this is all one game with apparently one survivor that made some mild toxic comments, it’s not even a full squad, just one that assumed you wouldn’t pip
Cause it's one of the funniest toxic things that's ever happened to me. Dude was absolutely convinced there was no way I could've pipped up and even went as far to look up my steam profile so he could make bad pun insults using my real name. So yeah, to answer your question, it's because I thought it was funny.
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I'm pretty sure it's supposed to be within 6, so that's outside that. Matchmaking is borked. It's whack that I basically have to depip to play against people that are the rank that I typically am.
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Dude who got the 5k didn't say a single word, if there was anyone in that chat who should've been upset, it was him. But unlike Mr. red with the 12k points, he was actually a good sport and didn't complain.
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@ItzPixelYT said:
https://forum.deadbydaylight.com/en/discussion/comment/1294637#Comment_1294637
Because i was explaining why Killers shouldn't be complaining with how much easier it is now when running that type of build...I didn't say anything about their perks being bad or in turn asking for survivor buffs/killer nerfs.
I'm baffled to see how Killers are still complaining when survivors have had gens speeds nerfed, maps made smaller, loops and pallets adjusted and soon getting more breakable walls...game is way towards the killer now the way it should be so Killers shouldn't be asking for more survivor nerfs. Crazy.
Well infinite loops were a serious issue. Some maps had loops that didn't require too much to use properly, that killer's couldn't do much against. I see that as less of a nerf to survivors and more of a quality of life/game health fix. Survivors can still make excellent use of structures like the shack and jungle gyms, and that's a good thing. Unlike the infinites that were fixed, those require higher amounts of skill and game knowledge to use properly.
People will always find something to complain about because it's a live service. There's a lot of moving parts, and with every update, those moving parts can be changed completely. A game with as much content as this will be nearly impossible to completely balance, and as such, there will always be something to complain about.
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I don't think removing snares is the way to go, since they're arguably the stronger of the two powers. At the very least it's not dependent on survivors interacting with something so you can destroy it and replace it.
I definitely agree that the Clown needs a buff though. When I started off, he was my favorite killer, and it kinda sucks that he's not viable at the ranks I tend to reach now.