Avatar

Chordyceps

Chordyceps

About

Username
Chordyceps
Joined
Visits
3,816
Last Active

Comments

  • @TheBean said:

    I wonder if it has something to do with them being close to wiggling out.

    When you drop them they recover part of their wiggle bar.. so maybe it is when that recovery is applied?

    so they may wiggle to 80 or 90 percent then you dropping cause it to fill, and instead of the hitting the ground they escape.

    I think that is what could be happening... someone will correct me if I'm wrong.

    I'm pretty sure it's related to them being close to wiggling out, cause this only ever happens when I've been carrying a survivor for a while. I know when you pick up a survivor every time after the first time their wiggle bar will be more filled than before, but I thought that would be triggered by the pick up and not by the drop itself.

  • Yeah, I know you could always do that, I just think this could be a fun alternative.

  • Do you need to be in a team if you're playing killer?

  • I see what you're getting at, but I'm not sure I'm down for a dbd version of operation health.

  • running huntress's lullaby is completely useless. Every time I run it, it gets cleansed within the few seconds of the match starting. I love this hex, and think it has a really cool power, but it goes completely to waste every match I play. It pisses me off how all the fun hexes like Huntress's Lullaby and Devour hope get cleansed so fast.

  • @CallMeSpidey said:

    It gets cleansed because for some reason it lets survivors know of its existence as soon as they touch a generator.

    It shouldn't notify them.

    I agree. At least they shouldn't be notified until at least one person has been hooked. It doesn't make sense for a survivor to become aware of a hex when it isn't even active yet.

  • I would buy redneck ace in a heartbeat.

  • I like, it. It looks like a fun and easy way to organize your loadouts so you don't forget them.

    in aa Comment by Chordyceps
  • Whenever I join the forums of a game I really enjoy, one of my favorite sections is always the fan creations, especially fan made characters. Would the devs ever seriously consider including a fan made character in the game?

  • @bgbomb said:

    https://forum.deadbydaylight.com/en/discussion/comment/462251#Comment_462251

    Just like survivors say he is op when he is the lowest kill rate killer?

    He's "OP" because survivors have to actually spend time doing things other than generators. Heaven forbid you don't get at least two generators completed within the first 2 minutes of the match.

  • Bald Dwights always seem to be especially toxic

  • @Hoodied said:

    @Chordyceps Want me to ask OP?

    The OP is not that great with English and I have a translator I can use to ask them

    Yes, thank you

  • Overall I really like this killer, I think it would be great for this game to have characters inspired by more cultures.

    I just have one question about the perk carelessness. Does the perk put survivors into an exposed state where they can be downed in one hit, or does it instantly put them into the dying state?

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/453474#Comment_453474

    Fair enough that sounds good. I'd still give the killer 115% movement speed personally.

    I meant if I ran this perk on spirit or Myers what sound would they make. I don't think they'd make a heavy armour sound lol

    Yea I'd up the numbers because you won't have people that close all the time. You can up the numbers or start with an increase to bloodlust speed already. Maybe start with 15% bloodlust increase then up it by your numbers when survivors are close.

    No problem lad. Love reading these, and as long as I understand the ability I'll try and give feedback.

    I see what you mean now, I guess I misunderstood your question. I guess for other killers it would make a noise appropriate to the killer. So like, Spirit would produce loud sounds of glass shattering, Myers would breathe so loud you'd be concerned about his health, doctor could make loud electric crackling noises, stuff like that.

  • I've played this game on both console and PC, and I can say that it really does make a difference. Even now that I've had much more experience with the game in general, I perform considerably better on PC than on console. You get so much more precision on a mouse than joysticks, and when it comes to things like survivors 360ing killers, you really do need precision sometimes, even if it's just chase and hit gameplay. I'm not against cross platform play, but it absolutely can lead to noticeable skill gaps created by the hardware in use.

  • @CashelP14 said:

    I like the ability. The killer shouldn't be 110%, he has no loop counters to warrant the reduced speed. How quickly does his meter fill? That is the only question I can ask.

    No Respite I think might be a bit strong. Should only last a few seconds because it can make mind gaming loops and hiding impossible. Don't know how many barrels are on certain maps.

    Ironclad is a point perk, fair enough. What noise would the killers make though? Like Myers or Spirit.

    Chivalrous needs to have it's numbers bumped up. Maybe 10/15/20% because 7% of 15 seconds would only save you some where around 1.05 seconds.

    Really like the ability and unique perks. Just change a few numbers and it'll be good.

    For the glory meter, I'd say it would take about 20-30 or so seconds of just chasing to fill it up, I'm not totally sure exactly how long it would take. I'd also say that landing a hit would reward you with 33% of your glory meter.


    For no respite you make a good point, but I personally feel it's in a good spot, since there aren't that many flaming barrels in each map.


    For Ironclad, I'd compare the noise more to the cannibal than myers or the spirit.

    And as for chivalrous, it actually grants that percent for each additional survivor, excluding the one you're chasing. So if you were in a chase and there are 3 other survivors that would stack to 28% or 4.2 seconds. Even at that, the values might stand for some adjustment, I just don't want it to get so powerful that you gain bloodlust too soon.


    Thanks for the feedback, I hope this cleared up some of the questions you had.

  • As much as I like the idea of automated bans, I worry about what might happen with the game's current server stability. I encounter infinite loading screens or crashes every 6 matches or so. I don't want to get my account banned for something out of my control.

  • I was expecting some kind of objective that would serve as a prerequisite to opening doors. Let me just say, I am NOT dissapointed. I was not expecting this, and it looks like so much fun.

  • Idk if you can, you can always just ask the same question in the comments of the endgame Q&A post that's right here in the general discussions section, pinned at the top.

  • With many Legion players, the main tactic used is to tunnel a specific surviror, repeatedly stabbing them with frenzy, since deep wound is too easy to mend and leaving survivors to bleed out isn't viable. Since deep wound stabs will no longer deplete the deep wound bar further, how is Legion going to stay viable?

  • @PatBrutal said:

    @knell You will be happy to hear that we are doing a Q&A on the forums tomorrow :)

    What time will the Q&A start? I want to be present for it.

  • So far the results are much more split than I was expecting, I'd love to see if this trend continues with more votes.

  • I'd like it if RBTs would kill survivors trying to escape through the hatch if it's active.

  • @Someissues said:

    The changes are justified but except this

    The Deep Wound timer progress is no longer reduced by regular Feral Frenzy attacks. 

    This is too much combined with all other nerfs, as his power will become useless

    Exactly, what would even be the point of putting the into deep wound anymore? I would be fine with this if deep wound wasn't so easy to get out of.

  • I do not like the way they decided to change legion. When I heard legion would be getting reworked, I thought it would be a complete overhaul of his power, or at least some sort of adjustment to how deep wound functions, not a nerf in nearly every field. The Base movement speed is really the only improvement he seems to be getting improved. Deep wound already wasn't very great for actually downing people, and now with every miss canceling the frenzy, it seems like that would just lead to even more dragged out chases, while doing nothing about how tunnely legion is.

  • @FayeZahara said:

    They said it be a different game if came to switch. So they are definate on that no.
    image.png


  • "Psyche" (Killer)

    When you put a survivor on a hook, they are instead teleported onto the hook furthest away from you.


    "Karma" (Killer)

    Whenever a survivor crouches too many times in a short time span while in a chase, the entity comes out of nowhere, killing the survivor himself and granting the killer 50k bloodpoints.

  • This might be one of the best fan chapters I've seen so far. Really well written, and the killer's backstory kept me fascinated throughout. The mind control seems really interesting, and not too overpowered.

  • @LCGaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/417594#Comment_417594

    I mean, this perk would be awesome if used along BBQ, maybe a bit too strong.

    Maybe it could change the distance at which auras are shown by a few meters, I believe there is a perk like this for survivors, I don't know about killers. So with BBQ survivors will need to be closer to you and with Nurse's they will need to go further away to not be seen.

    There don't seem to be any killer perks that extend the range on aura reading abilities. I agree that could make for a good addition, while still being pretty accurate to the source material.

  • My guess is they're adding some sort of additional objective that occurs between completing generators and opening the gate. Like another prerequisite that needs to be fulfilled before gates can be powered.

  • @LCGaster said:

    I. Like this. The perks are all at least decent except maybe Predator Instinct. Maybe lower the Hunting Stance's movement speed to 115% for balance reasons.

    I wish we could get non humanoid killers in Dead by Daylight, maybe in the future

    Thanks for the feeback! Do you think predator's instinct could stand for a buff, like say 4/6/8 seconds instead?

  • I definitely like the idea behind this killer. I think with some more development, it could make for a great fan made killer.

  • I don't know man, there's this weird glitch where everytime you stab someone as legion they disconnect.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/413395#Comment_413395

    @Chordyceps it's not my fault I used to run Object of Obsession and the old DS a year ago to improve, being toxic was the only way I get them to chase.

    I didn't really mean you specifically, sorry if I didn't make that clear. I wouldn't call that there very toxic if it was just to get practice in.

  • Overall, I really like this killer idea. A perk that combines both hex totems and obsessions sounds really interesting to me. I do agree with the people who say the hypnosis could use some number tweaking though.

  • @Carpemortum said:

    I have no idea where to check. Lol.

    at twitch.tv/deadbydaylight. You had to enter the event through an in game menu to get points though.

  • @Poweas said:

    And it shouldn't result in a ban, or I'd be long gone in the game.

    I know what's considered toxic in this game is a huge grey area, but in my opinion, if you purposely go out of your way to ruin another player's experience, you should be banned. It makes for a bad fan base and scares players away from the game.

  • I used to hate Badham preschool, but now the map might honestly be one of my favorites. Nothing that really goes out of your way to affect player visibility, minimum infinite loops, and a pretty managable size.

  • The ability for activated pig traps to kill survivors going down hatches.

  • I think Feng Min has one of the most useful set of unique perks by far. She can easily gather intel on the killer's location, has a great way to gain extra distance in a chase, and the chance to prevent gen exlposions can be helpful at times.

  • Both of the huntress's hatchet capacity add-ons at the same time

  • @TMoser said:

    Sounds kinda cool and kinda like the idea of less human killers personally would like to see a werewolf or something in the game,But is this based on the Copyrighted movie of the same name? or am I mistaken?

    Thank you! Yes, it is based off of the movie A Quiet Place. I wanted to try and see how well I could adapt an already established horror IP into this game.

  • Some sort of buff or blood point bonus for killers playing against a SWF group.

  • @RakNieborakYT said:

    @Chordyceps this perk may be good for slug builds. Maybe not good for every play but if not for slug, so only in some situation like you down survivor and another appears to be chased so this dying survivor may be instantly killed.

    I do think the perk is very interesting, and I realized it would likely be for slug builds. I couldn't decide if I thought it would be too easily abusable, or a good way to punish survivors that aren't paying attention or working together. I'm leaning more towards the second one because of how long it takes survivors to bleed out normally.

  • It seems a little weird that the time required to used End My Suffering on someone goes up as the perk gets stronger.

  • Do the effects of -NoName- stack with every dying/hooked survivor?

1 … 25 26 27 28