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Chordyceps

Chordyceps

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Chordyceps
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  • @ItzPixelYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1294622#Comment_1294622

    Another person thinking i'm complaining about Killer's meta perks when that's not what the post is about.

    But it is part of your argument that killers "can't complain about anything on the survivor side now", isn't it?

    Quote: "So with killers running these perks it takes forever to heal up and even do gens."

    If these weren't both part of your argument that killers can't complain anymore, why even include it?

  • I'm saying survivors definitely have a meta they rarely deviate from at higher ranks, so complaining about killer's meta perks isn't exactly fair.

  • "Your build is disgusting"


    Basically every survivor perk is a meta perk.


    ok.

  • Aight, I'm boutta say it. Adrenaline, Sprint Burst, Dead Hard, D-Strike, Borrowed Time, Head On, Lithe, Balanced Landing.

  • He's a weaker billy, he really doesn't need a nerf. Sure he has more manueverability, but getting access to that blood fury in the first place can be difficult. His power gives him some help in chases, but until he gets it, he's an m1 killer with nothing to help him in chases.

  • @Nikatara69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1283898#Comment_1283898

    killer sad to me after match that key= mori and sprit burst = facecamp

    and nothing about the slugging?

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1283892#Comment_1283892

    I didnt say it was always a punishment. I said sometimes it is

    And I'm saying "but I did that" is not a good argument, especially with this scenario.

  • @Nikatara69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282435#Comment_1282435

    Really, well, i got sluged and facecamped for using Sprint burst or Slap killers face with pallet (challenge) explain that lol xD

    How exactly do you expect me to explain that? All I know is the tiny bit of information about the match that you've given me.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282435#Comment_1282435

    I was playing survivor once, the killer said he wanted to farm. The second our guard was down he killed everyone. He was a rank 2. I let him know what I thought of him in dms.

    The next day im playing killer and he shows up in my lobby. Suffice to say sometimes slugging them is a punishment.

    "Yeah, slugging is a punishment because I did it to punish someone for something that happened in a different match, which I also harassed them in their DMs for"


    ok.

  • There's a bug report section, you should take this there

  • slugging isn't a punishment, you know that right? It's a just a decision killers make to put additional pressure on survivors.

  • Ahh yes, a hot take, allow me to provide a unique response no one's ever given before:


    Just do bones.

  • Sure, you don't need coms to tell someone to do a gen when they're doing nothing else, the issue with coms is that they give teams borderline unlimited intel. There's no need for perks like alert or kindred when somone can say "oh yeah, the killers near me, over at X".

    Say you're playing against Freddy, you can straight up tell people "shack pallet is fake"

    Say you're playing against trapper. You see him set down a trap and he starts chasing you. While you run away, you can tell someone "there's a trap by the window"

    Same thing applies if you're playing against hag.

    And the thing about gens. Its not about telling someone who has nothing to do to do a gen. The issue is at any given moment you know exactly what your teammates are up to, and you know how many people you can spare for a rescue. You get in a chase, you can tell a teammate, I'm in a chase, I'm leading him away from your generator. If he stops chasing you, you can tell your teammate he may be headed for your gen, which could negate the power of perks such as tinkerer.

    When this game started off, there was no swf. The game was not designed around the idea that people could use third party software to communicate.

    Saying that you don't need coms to do well is totally fair, and so is saying that you can do well against players that have coms. However, saying that swf, and by extension, coms, is not a problem is straight up incorrect.

  • I use it because it can help close the gap between me and the survivors. I'm usually in the purple ranks and it's not uncommon for a gen to be done by the time/before I hook a single survivor. Not too long after that a second one will pop and there's only 3 gens left and I've hooked maybe 2 or 3 people. With the survivors closing in on the end, moring a person makes repair times longer cause they've got one less person to work with. This gives me much needed time to catch up to the survivors in terms of completing my objective.

  • Well, first of all, you only need to power 3 gens for the hatch to appear. Say everyone has split up and is working on a gen, the killer finds one person and chases them. I the time the killer has managed to down and hook on person, chances are at least one of them has finished their gen already, cause it took the killer some time to find the first person. With 3 people soloing gens, thats 3 gens done around the same time and the hatch has spawned. The only teamwork I can think of this requiring is if you want everyone to get out using the key. You don't have to work that hard for it, you just have to do basic objectives and then find out where hatch is. And if this is a SWF, this can be done with much more effeciency because of the endless intel mics provide.


    I don't think moris should work only off of death hook, that takes away almost all their power. If you kill someone who will go onto death hook, you will save yourself the few seconds it takes to walk to a hook, maybe not depending on how long the animation is. The mori has the power to give killers some sometimes much needed slowdown. I like to run ivory moris for example. At the rank I play at, its not uncommon for one gen to be done by the time I hook the first person. If the team is always sticking together, chances are they'll power through another gen by the time I get the next hook. While they've got 40% of their objective done, the killer only has 16% of his objective done. This is where the mori comes into play. I find a person I hooked, and mori them, and they're a man down. This makes it harder for them to power through gens, slowing down the process. Playing against an ebony mori can be frustrating sure, but they can give the killer the power to close the gap between them and the survivors.


    I'm not sure how I feel about the statement "neither is overpowered" but I know I disagree with the idea that only moris need a rework.

  • Wouldn't call it toxic, but absolutely incredibly frustrating for Legion players. Legion's depends on his power for chases, without it he's an m1 killer. And the penalty for missing a stab is absolutely huge. One missed stab means they're going to have a very hard time with chases for a while. Basically, having your power completely nullified because you missed a single stab is not fun.

  • On survivor I like to run an anti-slug build. Doesn't pay off when they pick me up immediately, but if they leave me for even a few seconds, it works wonders. I run Flip-Flop, Unbreakable, Tenacity and Boil Over. Recover faster, put some distance between you and the killer, keep recovery and make maneuvering generally more difficult.

  • I participated in a thread like this a while back, I can't find the thread and my specific comments, but I'll see how well I can remember them.


    Cozy Camper:

    Being near a good fire puts you at ease. While within 10/15/20 meters of a fire, you leave no scratch marks.


    Forgetful:

    Your forgetful nature makes you perform some tasks twice. Whenever you get a skill check, there is a 2%/3%/4% chance it will spawn as a double skill check. Failing both skill checks will cause the generator to regress. Getting 1 good skill check will progress the generator as normal. Getting 1 great skill check will give you 1% extra progression. Performing two good skill checks will give you 2% bonus progression, Performing a good skill check and a great skill check will give you 3% bonus progression. Performing two great skill checks will give you 4% bonus progression.


    Gut Feeling:

    Your gut is usually right when you sense something is wrong. You perceive the red stain as 30%/40%/50% longer.

  • I participated in a thread like this a while back, I can't find the thread and my specific comments, but I'll see how well I can remember them.


    Cozy Camper:

    Being near a good fire puts you at ease. While within 10/15/20 meters of a fire, you leave no scratch marks.


    Forgetful:

    Your forgetful nature makes you perform some tasks twice. Whenever you get a skill check, there is a 2%/3%/4% chance it will spawn as a double skill check. Failing both skill checks will cause the generator to regress. Getting 1 good skill check will progress the generator as normal. Getting 1 great skill check will give you 1% extra progression. Performing two good skill checks will give you 2% bonus progression, Performing a good skill check and a great skill check will give you 3% bonus progression. Performing two great skill checks will give you 4% bonus progression.


    Gut Feeling:

    Your gut is usually right when you sense something is wrong. You perceive the red stain as 30%/40%/50% longer.

  • Why do people slug at 5 gens?

    Because they want to win. That simple.

  • My biggest issue right now is honestly swf groups. This might be a hot take, but if a killer is facing a SWF group, you should be able to sporadically see the aura of swf survivors outside your terror radius. I mean, if survivors aren't running any detection perks, but know exactly where the killer is because their buddy is telling them "killer is at shack", taking away the element of surprise almost entirely, the killer should get some ability that accomplishes about the same thing.

  • Honestly, once I hit purple ranks I have to accept the game won't be any fun. In yellow ranks, I face yellow and green ranks. In green, I face green and purple ranks. But once I hit purple ranks, I only ever face red ranks. For whatever reason in purple ranks specifically, it's near impossible to go against someone in the same skill bracket as you.

  • @evilwithinIII said:

    Just had a game with leatherface (pwyf and nemesis). I got a 4k in this game and a survivor was complaining i was ''tunneling. Except I found him because I hooked someone else and I saw him running to the edge of the map with my bbq. Personally I didnt think he was on death hook because I only hooked him once. But it turned out his teammates just let him go to second hook so they can finish the gen. So basically I am getting called a tunneler because his teammates let him stay on the hook.

    I could of course go for someone else near the hooked person but then I would get called camper....

    Do you guys also get accused of camping and tunneling even when it is not the case?☺️

    Oh yeah, I get accused of camping and tunneling fairly often when I'm not even doing that. Most of the time it's because I go to check out an unhook, and the person who got unhooked just happened to be the only person I saw cause the rescuer is a good hider. If someone accuses me of tunneling or camping when I'm not doing that, I just let them know that no one cares about the survivor rulebook for killers.

  • @Timeman63 said:

    This is a really creative concept. My only issue is that the perk Spry is too strong. Survivors already vault pallets incredibly fast, any faster than that would be a nightmare. Maybe if it had a cooldown or if it was an Exhaustion perk it might be ok. Other than that, cool ideas.

    I think if I had to pick one of those two, I think Cooldown would be a better option, a cooldown on the shorter side though, maybe 10-15 seconds. I think giving it exhaustion would make it like a weaker version of lithe

  • I posted one in here recently under the Chapter Disharmonic Dedication.


    Shameless plug


    Shameless plug

  • @Exerlin said:

    Maybe try to think of something related to music or instruments

    I've actually done a chapter with a musician survivor called Blazing Passion

  • @ZtarShot said:

    Cavitation sounds pretty powerful, a little to powerful, without 10 or 15 second cooldown.

    On a side note "Dentophobia" sounded fake so I looked it up, and, now I know what the fear of dental Care is.

    I never would have thought to add a cooldown to a hex perk, but that would be a way to keep it powerful, but limit you from crippling the entire team if you happen to get lucky and find everyone in one place.

  • @brokedownpalace said:

    Please do a killer dentist!

    Aight, I posted it in the share your work/creations category. The discussion is simply titled The Dentist.

  • @Yung_Slug said:

    110% killer with no mobility? This power better be strong.

    Let's see...

    You have to hit a survivor with your lunge power (I'm assuming it's like Demogorgon's lunge or else it's better to just M1) and stay on them for 10 seconds.

    They have 10 seconds to perform enough actions for 100 charges to escape uninjured and mini-DS the killer.

    Let's break it down by seconds:

    1. Crouch 3 times. 0 + (8 + 6 + 4) = 18.
    2. Run. 18 + 2 = 20.
    3. Run. 20 + 2 = 22.
    4. Run. 22 + 2 = 24.
    5. Crouch 3 times. 24 + 18 = 42.
    6. Run. 42 + 2 = 44.
    7. By now you should have made it to a pallet/window. Fast vault. 44 + 18 = 62.
    8. Fast vault. 62 + 13 = 75.
    9. Fast vault. 75 + 9 = 84.
    10. Crouch 3 times. 84 + 18 = 102 = Free DS with no injury.

    So you're more likely than not to escape for free. Assume the killer does manage to injure you. You still get to DS her almost immediately after. If you have no pallets or windows to vault, you still generate 24 charges every second, meaning it'll take about 17 seconds to stun the killer if you're healthy (which gives you a lot of leeway). So the killer takes 17 seconds to get a hit and then gets DS'd.

    Conclusion: Just M1.

    So it's an M1 killer with 110% speed, decent(?) tracking, and no mobility. This would undoubtedly be the weakest killer in the game. Weaker than old Freddy, even.

    As for the tracking ability, it isn't interactive or fun for the survivor. Do they even know that they're being tracked? I know it's weird to say something like that for such a weak killer but devs care about how fun it is to play against a killer in addition to playing as the killer.

    Interesting concept for a killer, but definitely needs a rework.

    Now, perks:

    Hands Off: I'm okay with this one. Decent perk for decent information, though might be outclassed by other perks.

    Stay With Me: Would be a neat perk, except Rancor exists.

    Keepsake: Idk about being able to use this with BBQ. And 20 second linger is a bit weird, it should only take them 10 seconds to unhook. Instadowns for pretty much free is a bit too strong, I think. Especially with Nemesis being able to control who your obsession is.

    I gotta admit, I was really hoping someone wouldn't try to break down that math. The escape charges were by far the hardest part of fleshing out this killer, and in the end I still wasn't totally satisfied with the time to escape. Had to just say "yep, that seems ok" at some point or I would have been working on it forever.

    As for if the survivors are aware they're being tracked, I'd say yes they are, they can hear the jingle they're emitting.

    You do have a point with Keepsake, those times could stand to be lowered. I figured making it an obsession perk would help balance out the perk, and I kinda also find the idea of perks that work while someone is on a hook fascinating.

    This was a bit of a difficult killer to design, as I was working off a prompt someone gave me. They suggested some kinda crazy ex-gf killer, so I wanted to create some sort of stalker/clingy type character, but I wanted to avoid a myers-type ability at all costs.

  • @Mistikus said:

    https://forum.deadbydaylight.com/en/discussion/119735/give-me-some-prompts

    ok i wonder if you can make up somthing with crazy lady dressend all in pink, like some sort of crazy ex-girlfrind or something

    It took me a while, but I finally got something published for a crazy ex killer. It's The Rebuked, and I published it in share your work/creations. I had a hard time thinking up something for this. I wanted to create a stalker character, but I wanted to avoid using a Myers/Ghostface stalking power at all costs. Once I got something figured out, polish took a while, and tbh I'm still not sure if it's as balanced as it could be. Give it a look if you want!

  • inb4 the chapter 15 killer is something similar to this

  • I wrote up a killer with a chain for its power and submitted it for the creativity contest. If this one's power ends up being similar, I'm gonna lose my mind (in the good way).

  • Dweards, brighted haired Neas or Kates with white hair.

  • I noticed in some gameplay videos that Lery's has been reworked slightly, and it looks a lot better, updated textures and lighting and such. Can we expect other maps to receive this level of visual improvement in the future?

  • @chase131119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/988942#Comment_988942

    Then you have no idea of knowing if the matchmaking is really busted or not, thus the screenshot means nothing. The only screenshots showing "bad matchmaking" are some of the green rank screenshots, which somewhat expands the 6 rank interval by 1 rank.

    Well let's take exhibit D for example. I'm 7 ranks away from ranks 2s, and 9 ranks away from the rank 18. Let's assume this lobby was a SWF. Whether it was the ranks 2s hosting, or the rank 18, I shouldn't be getting matched up with either of them regardless.

  • @DaGreenBolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/988939#Comment_988939

    Honestly I feel you, I remember after taking a break from this game and after I came back the moment I went into green ranks, it was about 60% matches against red rank survivors.

    They need to fix the MM and change that +-6 to +-4, as that +-6 rule really isn't helping people such as a rank 14 facing a rank 8 or a rank 10 or 9 facing a rank 3 or 4.

    The sad part is that BHVR plans to remove ranks from the after action scoreboard so you can't tell what ranks you faced against.

    I hope they're not really planning on doing that. Trying to hide a problem instead of solving it is certainly an interesting move, and I doubt that would go over well at all.

  • @DaGreenBolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/988925#Comment_988925

    Some of his pics where he was a rank 9 faced rank 2 survivors...

    so no MM needs to be addressed as

    1. 9 to 2 isn't 6 ranks its 7 ranks that he got uptiered to

    Also the fact he barely got any survivors that were the same rank as him.

    The not having survivors in my tier is what annoys me the most. Out of the 28 survivors from these matches, 2 of them were in the same tier as me. That's 14%.

  • @AsePlayer said:

    Within 6 ranks

    I don't think 18 is withing 6 ranks of 9.

  • @Aesthetiks said:

    im glad im not the only one posting pics with this stuff now

    I think people need to speak out about this stuff more. If I'm a purple rank, the players I go against should also be mostly purple ranks. I would not mind a longer queue time if I would just get matched against players at my own skill level, cause playing against people who outclass me by a margin is not fun at all.

  • Edit: Added more, addons and adjusted the pristine lense.

    Slightly nerfed Keep Them In Line

  • I gotta say, this is one of the best chapter I've read on here, and I thoroughly enjoyed reading it. I love the idea behind the Raindancer. Extreme weather can create for great environmental fear, and it's something we have yet to see in Dead By Daylight. I love the ideas you have, and really my only concerns are slight balance things. I do wonder how the rain and cover system would work for indoor maps though. Is the way Share The Pain is affected by luck, like, a survivor with higher luck is less likely to be the survivor that is revealed? And honestly, my only other criticism is I feel Playing With Fire should be a little easier to activate. Overall, fantastic job!

  • This is a hex I included in one of the killer ideas I published here: The Pestilence

    Hex: Fueled

    A hex that is powered by 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)

  • Bamboozle part 2: Electric Boogaloo

  • It sounds like it could be an interesting killer if it were a bit more fleshed out. He should probably have an additional power to either help in chases or apply map pressure. I have my doubts that steampunk would fit in with the game's aesthetic though.

  • I like this killer, the appendages sound like a good way to confuse survivors and potentially slow them down. I would just suggest two things. Either The Broken should get less of them, or the terror radius should be smaller. I feel like with 8 of these with 30 meters of effect could cover close to the entirety of some maps. Second, I think the survivors should be able to remove them. This would both allow for the ability to be countered, and make it so that survivors have to take time away from doing generators.

    Infected survivors sounds good as it is, forcing survivors to be cautious of one another.

    For False Hope, I feel like the generator regression should be reduced.

    Fear should create a noise notification instead.

    Last Chance Wasted sounds too powerful as is. Maybe have it so it gets revealed once it's opened as long as it's within a certain distance of the killer. Shortening EGC time could use a buff, maybe have it be 30 seconds for each tier, and have the distance for hatch reveal be what changes with each tier.

    Overall I'm a fan of this killer, could just use a few tweaks here and there.

  • Let's not forget about Dance With Me. Vaults are already the spirit's worst enemy, and Dance With Me will make it harder to track them after a vault. Combine that with quick and quiet for a silent vault and you've got a great way to confuse a spirit.

  • @GeneralSpudmuffin said:

    An amazing character, I love it! I do have a few ideas to share.

    I think the weapon should be a frayed cable or something, letting off sparks as he walks around. We have enough killers with a generic knife, let's think outside the box~!

    Also, does he get a notification as to what gets moved when he uses Universal Remote? And if not, maybe there could be an add on for it?

    And speaking of add ons, what about an ultra rare that rewinds survivors, too? Maybe instead of him, it makes them backtrack instead, undoing any progress they've made in that time. Just a thought...

    Well, that's all I got for now! Good work!

    Thanks for the feedback, I really appreciate it! I like the idea for having the weapon be cables. I wouldnt give it noise notifications, as I feel like those just work as a not too helpful intel tool. As for the ultra rare that could rewind survivors, I feel like that would be straight up broken to rewind their position. You could essentially stand in one place you know a survivor's been, wait a few seconds and rewind for a free hit. For that to be not completely OP, it would need to greatly increase the cooldown of rewind, and even then it might be too strong.

  • @[Deleted User] said:

    I love this concept, it would be difficult to impliment uv remote though especially on unique map sructures, do you think that this killer should impliment some sort of a secondary objective- like electricbreakers breakers or station antenna that gives the frequency positional data on auras and gen/exit gate progress when triggered manually like dream projection/demogorgan portals, it takes survivors 20 seconds to break them but 4 to repair again

    Habitual is slightly too similar to clorophobia though

    I think a good way to make uv remote to work on maps with unique structures could be to scramble the palette spawns. I know it would be hard to implement from a coding standpoint, but it would still be something interesting to see. That being said, I do like the idea of having intel tools around the map that can be turned off by survivors as a secondary objective.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/572704#Comment_572704

    Yeah Spirit and Huntress have the same speed.

    Interesting concept for a killer, though it could use some mobility or map pressure since Clown has taught us that chase potential alone doesn't make a good killer.

    The way I see it, rewind could be used for some map pressure too. Say you go to kick a generator, walk away, and then you hear a skill check get failed. You could very quickly return to that generator and find whoever it was that failed the skill check. And if you scare a bunch of survivors away from a generator and then use your universal remote, they'd have to work even harder to find the generator they were just working on.

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