Chordyceps
Chordyceps
About
- Username
- Chordyceps
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Comments
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Edit: Added add-ons and adjusted sleep mode.
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@kamisen said:
@Chordyceps sounds nice. The queues were to long for me to test properly :-) Top tier killer or nah?
I'd put him at least at a solid B tier. Ive had a few perfect games with him, and a few games where I could not keep up at all. Usually Ill come away with at least 2 kills though.
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/673216#Comment_673216
Also, the chase music sounds pretty funny for me. And another thing, I will probably play a lot of Steve, his Screams are to funny :D
Steve screams for like, a minute straight, its incredible
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I've been playing a bit of demogorgon on the PTB. He's pretty fun to play. He has decent map pressure, a little bit of intel gathering and a fairly reliable way to at least close distance in chases. Shred is incredibly satisfying to land. He's also pretty fun to play against, since every time he performs an action, his screams echo across the entire map, making for a terrifying ambiance.
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I think this perk should only activate if you manage to hit a killer with a palette. Palettes are already fairly plentiful, and provide a fair amount of safety. Some sort of risk should be involved with using this perk.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/659818#Comment_659818
Add M&A and put it on tier 1 Myers for a sneaky backpack build. Got the idea while watching a puppers vid, but I haven't tried it yet. Sounds super silly though.
I've been wondering if other perks could add even more to the build. That could work pretty well, especially if I manage to get all those perks available on Myers.
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The Backpack Build
You can do this on killer, I do it on Legion since I have all the perks I need on him. You run Agitation, Mad Grit and Iron Grasp. At the start of the match, you find and down someone. From that point on, whenever you want to move, they need to be on your shoulder, and you need to be slashing constantly. If they escape from your grasp, you can either hunt them to backpack them again (if no one's on the ground), or pick up a different survivor you've downed, and they become your backpack.
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School started up again recently for a lot of people, that could have something to do with it.
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@JawKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/652946#Comment_652946
It would! Maybe he’d have a built in Iron Will.
I actually made a quiet place fan chapter a while back. The way I adapted the "louder noise thing" was if a survivor performs an action that results in a sound notification within a certain range of him, for a limited time, actions that would create a sound notif would be completely silent.
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I'd like it if Lee Abbot from A Quiet Place. I think having a protective family man in the game could be interesting.
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In order to help myself get better chances of wiggling out I like to run a loadout of Flip-Flop, Boil Over, Tenacity and Unbreakable. It mostly only works if a killer decides to slug me, but if they leave me alone for just a few seconds, it greatly increases my chances of getting out.
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Trust Your Gut:
Your intuition is usually correct, helping you understand when something might go wrong. You perceive the red stain as 25%/35%/45% longer.
Forgetful:
You often get the feeling you forgot something, which sometimes make you do things more than once. When repairing, sabotaging or healing, each skill check has a 3%/4%/5% chance to make two skill checks appear at once. Performing good skill checks will slightly increase your action speed for 5 seconds. Performing a good skill check and a great skill check will moderately increase action speed for 6 seconds. Performing two great skill checks will tremendously increase action speed for 7 seconds. You will only create a noise notification if you fail both skill checks.
Cozy Camper:
Being near a warm fire puts you at ease. When you are within 9/12/15 meters of a fire you leave no scratch marks.
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Oh god! She has airpods in!
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If the killer gains tokens for his ability by destroying gens, how would he gain any during the endgame?
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@megdonalds said:
Always funny when people are hyped like 8 year olds only because of a tv show, like there's nothing more left in this world. But well, that's how it works today.
Haha, i know right?? Imagine getting excited about things. Cringe.
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@blue4zion said:
https://forum.deadbydaylight.com/en/discussion/comment/639445#Comment_639445
It was buffed to either 40 or 45 seconds btw
Really? Thats the base time now? Thats way better.
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It sounds like you're talking about ghostfaces exposure. By default it lasts 20 seconds, but it can be increased via add-ons
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I would want to take a look at hexes and totems. First I'd try to implement better hiding locations for totems, and make it so they can't spawn within a certain distance of generators. I'd give a slight rework to Huntress's Lullaby so survivors don't get notified to it's existence until the effects actually become active. Might consider making it so totems don't even become lit up until their effects become active (like Third Seal, Devour Hope), but I'm not too sure about that one.
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@Catbucket said:
https://forum.deadbydaylight.com/en/discussion/comment/638686#Comment_638686
I mean... personally I'd rather two survivors, meaning 6 new perks? but thats just me I guess.
I agree. I don't think we've ever seen two survivors in the same chapter. I know Ash and Jane were added close together but I think that was technically two separate chapters. I don't know if it will be more expensive, but regardless, it makes me more excited for the chapter, and I don't even play survivor all that often. And if it does cost a little extra, the DLCs are pretty affordable and I wouldn't mind this chapter being a little more expensive as a result.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/638672#Comment_638672
Laurie was a senior in high school. It could be said shes 18. Quentin doesnt exist because hes not Freddie's real survivor. However hes also in high school and could be assumed 18. I didnt watch that pos remake.
It's not horror. Not because it doesnt scare me, It's because it's not horror at its core. Period. It's like saying the goonies is horror.
It standing upright does not make it humanoid. So once again, I'm done debating this with you. It has two arms and stands upright. Doesnt make it humanoid. As I said with bears, raptors, xenomorphs, etc. Hell, meercats can be humanoid by that.
So. Again. I'm. Done.
Too much fanboy hype overriding logic. Which is exactly what they wanted. Fortnite strategy. Mass fanservice > what made your game good to begin with.
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@LuluTheLion13 said:
I love the idea. But with Catalina I thought she would have had a better perk to do with repairing as that is what she did for her job. But love this. Can people please check out my ideas for new killers and chapters. It would be greatly appreciated. Thanks
I guess honest work could stand a buff, maybe increasing the time the effect last for. Maybe make it a solid 60 seconds for every tier.
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Finally got around to making some art for the killer
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I like his laugh.
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@violethonedge said:
A pirate wouldn’t really fit in dbd...
elaborate.
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This thread makes me think we should bring back the dislike button.
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Killer Perk:
Karma
If a survivor crouches within your line of sight 5/4/3 times within 2 seconds, the entity instantly kills them.
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@Elk said:
This is a pretty good sounding killer and i love the look description. I like the first power it's different! The second would be hard to pull off in-game, but it would be worth it if it actually worked. I really like these perk ideas. Habitual Binding because it can combine with a lot of perks and same with sleep mode. I don't know what perks that can go with Captive Audience, but it sounds cool. I like his mori. The sound of static instead of a heart beat, might hurt the ears a bit. However, i like the idea of it. I guess it depends on how loud it is. Great killer concept! 😄
Thanks for your feedback, I'm glad you like the killer. For Captive Audience, I imagine it would pair well with NoED. If your obsessions is exposed and you can hook them, the combined speed boosts would make for a very fast killer.
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@Holijay said:
Sorry for the delayed response. Couldn't figure out how to attach quoted names on my ipad, so I had to switch to a computer.
@Gcarrara I can see this. Kate's hair looks very floaty. I was attempting to make it look like a secondary action. I reallyappreciatee your comment.
@Ember_Hunter Thanks, his weapon does bring back memories of the movie fear dot com.
@Chordyceps Thanks for your feedback. I like violent or sexual gags in my artwork in an effort to amuse.
@MandyTalk Appreciate it. Thanks for clarifying.
Sure thing. Its a well made piece, and I jave nothing against it, for the record.
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@Mandy said:
If Survivors are body blocking a hook for a team mate, that's good news for a killer! It means you've got survivors off gens and can get free hits in on the other survivors. If you know you are not going to then make the hook drop the survivor, you've then got someone slugged and other people injured - the pressure that you've then exerted on the game is immense.
It is completely non "toxic" for survivors to do this, they have protection scoring events for this as well as a perk designed for this. Killers also have their own perks designed to help with this situation, Agitation, Iron Grasp & Mad Grit - so you definitely have counterplays to it.
I'd be a lot more willing to drop survivors if it didnt automatically free them after they've wiggled a lot.
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@Boosted_Dwight said:
https://forum.deadbydaylight.com/en/discussion/comment/572988#Comment_572988
Then why not run Infectious fright? You can trade it out for Caulrophobia since your terror radius is small because of Monitor and Abuse.
I dont have infectious fright teachable. I dont enjoy playing plauge and I want to save my shards for cosmetics.
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@fluffymareep said:
I thought you were talking about killers body blocking hooks and was gonna say it really wasn't a thing anymore. Just smack them. It makes for easy down or good pressure. It really isn't a big deal and often leaves them vulnerable.
Trust me, Ive tried smacking them. A lot of the time they're fully healthy and the survivor im trying to hook is nearly free though.
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@Boosted_Dwight said:
Why would we punish survivors working as a team to save their friend?
I wouldn't call it punishing really. Something like exposing survivors within range of a hook would be punishing. I want to avoid situations that would put people into no-win scenarios.
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@Cardgrey said:
Well then may I ask what killer u do run vs perks personally I’m a wraith main that runs
ruin alert stbfl and pgtw or franklins or iron grasp
I play Clown with bamboozle, caulrophobia, ruin and monitor
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@DoubleTap said:
Body blocking has a counter:
While carrying a Survivor, you suffer no cool-down on missed attacks and successfully hitting another Survivor will pause the carried Survivor's wiggle timer for 2/3/4 seconds.
Saying that, it is pretty toxic.
The killer I'm playing may not have mad grit, and being forced to use a specific perk and having less loadout freedom generally isn't very fun.
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@Cardgrey said:
Bro just run mad grit and take the free kills
Mad grit isn't always an option. I may be playing a killer that doesn't have that perk unlocked in their bloodweb.
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Killer: Tunnel Vision
A darkness envelops you wherever you go. Survivors within your terror radius suffer from a vignette effect, which worsens the longer they stay in it. This can obscure up to 15%/25%/33% of the survivor's FOV.
Survivor: Desperate Grab
While on the killer's shoulders, you can pull down palettes close to you, stunning the killer for 2/3/4 seconds. This can be done once per match. Increases your chance of becoming the obsession.
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@NuclearBurrito said:
Why is he only 110%?
I was using The Spirit's wiki page as a reference for the speed. It must not be correct, since I see now that's the same speed as the Huntress. I'll edit this to say 4.6 m/s
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I like this killer. Not being able to see or interact with other survivors would make for a very interesting feeling of isolation. How would a survivor go about breaking the connection? Did you have any perks in mind for this killer?
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I know its softcore, but I feel like this probably violates some pornography rule on the forums
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@Catbucket said:
Theyve been pretty clear on the fact that liscensed killers are cash only, due to the license holders getting a cut and whatnot.
I guess I must have missed that. That makes enough sense.
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@Angelicus23 said:
They said several times that if people can't make swf, they will search themselves and lobby dogde until they're together
Then they need to address lobby dodging. Instead of saying "well, people just be like that", they should take measures to stop people from being like that.
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I honestly think that the matchmaking system needs some sort of reworking to account for SWF. I'm currently at rank 10 killer, and I've had matches where there are players that are actually at my rank, but then because all the players are lobbied up, I get red rank players in my lobby too. I know it would make playing with friends more difficult, but I think there should be some sort of system where friends need to be close to each other in rank in order to party up.
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I think its because if you're bad at nurse, you get mocked to no end in the post game chat. If you know you're bad at nurse, knowing that's coming would probably discourage anyone from picking nurse up.
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I feel like a killer like this would just make the huntress completely irrelevant.
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I like the killer overall, but I think if Till The End has any chance of being balanced, it needs to be a hex perk.
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What do the developers do with the data collected from the "rate your match" responses given at the end of matches?
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With the spirit, I like to mind game survivors by standing still, but not actually phasing at all. It doesn't always work, but it's fun when it does.
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This post is completely blank my dude
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@Mochan said:
When you drop a survivor the wiggle meter goes up a substantial amount. Most likely they were close to wiggling free, even if they weren't wiggling at that point if you drop them they will get free.
That said, if you just picked them up, then dropped them, and they got free just a second later that's definitely a glitch.
As for tactical decision making, that's exactly it. It's a balancing feature that allows survivors to do their own tactical decisions in order to save teammates.
It's definitely not a second later, it happens the moment I press the drop button. I'm not entirely sure how wiggling would be a tactical decision for survivors though, I figured it was just kinda a given.
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@NoShinyPony said:
It's intended. If you carried them too long and they are close to wiggling free, you can't drop them anymore without releasing them.
Thanks for clearing that up. That being said, I hate this feature and I think it makes no sense. I get that it was put in place to counter toxicity, but I think it removes some tactical decision making from people who have legitimate reasons to drop survivors when the wiggle bar happens to be at a high percentage.

