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Chordyceps

Chordyceps

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Chordyceps
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  • We don't need to change game mechanics just because people use them to be a little mean sometimes.

  • I strongly prefer the new system, way easier on my hand.

  • I was having this problem for a bit, oddly enough it seemed to have resolved after being walked through fixing an issue with meet your maker. Support told me to try some troubleshooting tips, here's an excerpt from the email they sent me, try giving it a shot


    "Upon reviewing the files, we have found system errors that are affecting your ability to play Dead by Daylight. For this case, we would like to suggest to run System File Checker tool to repair missing or corrupted system files. To do so, please follow this link:

    Use the System File Checker tool to repair missing or corrupted system files

     

    After this, please perform a Clean Boot before running the game again. Please follow the steps in the link below:

    How to perform a clean boot in Windows

    "

  • @MadMoeZel said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3518751#Comment_3518751

    then bring a shield if resources are that valuable to you. you have an option to collect those.

    That doesn't help with the situation show in the picture. The grabbing all those resources easier is just another potential nice side effect.

  • @adaw0ng said:

    I've been saying this for so long! It's amazing that the report system got upgraded, but the props one needs attention too. Some kind of reward, even if it's 10k bps for every props you get, would feel good too and push people to be more honorable, positive, and in the case of the survivors more team oriented too.

    Yeah! There's plenty of negative reinforcement in place in the game, it would be nice to see some positive reinforcement for once.

  • @BGardiner_BHVR said:

    You'll have until the 25th of August to submit your Outposts for the Pantheon of Builders.

    As for the bug preventing players from entering Outposts equipped with the Sector 0 Ranking Reward decals, we're hoping to have this patched out as soon as possible. We're aiming to release the hotfix tomorrow, if all goes well with QA validation and first-party platform certification.

    -Brandon, Community Manager

    Will the issue with being unable to fill out the submission survey more than once also be fixed before this deadline?

  • @Dreamnomad said:

    I was just thinking about this the other day. Simple quality of life change. Make it so any resources within one tile get sucked up. It is seriously annoying when you break a tomb and the resources fall all over the place.

    Yeah, seriously. Like you see someone place an acid cube under a tomb so you make sure you're pressed right up against the tomb when you break it to grab all the resources without them falling in, but some of them still fall in for some reason.

  • He's probably the killer with the most things to keep track of at any given moment. This can make him kinda overwhelming to play at times.

  • @MadMoeZel said:

    rather than larger pickup range, make resources able to be grappled. lets people pull it out of acid too, risk vs reward.

    Honestly I would rather just have a larger pickup range. Much more straightforward and easier to implement.

  • @Dreamnomad said:

    https://meetyourmakergame.com/news/pantheon-of-builders-submission-guidelines/

    "While we don’t encourage submitting the same Outpost more than once, players are free to submit as many of their Outposts as they’d like."

    It's in the article.

    Ah, I missed that part, thank you

  • Turns out it doesnt just apply to opening your own bases, it applies to trying to do a raid too. Hope they fix this soon, it's making the game basically unplayable.

  • I've been having this issue too. It comes at a particularly bad time since I'm trying to get a screenshot for the Pantheon of Builders

  • Grooved Hand Crank (Deathslinger, Rare)

    If the redeemer's chain is going through a pallet or breakable wall when the chain breaks, the pallet/breakable wall is broken.

  • @catslayer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507623#Comment_3507623

    are you a metalhead by any chance? those people are cool.

    Idk if I'd quite call myself a metalhead, but I've been getting more into it over time. Usually I'm a rocker boy, which metal ain't too far off from.

  • I main Jeff because he looks like me. Simple as that.

  • I first started playing when I got the game for free on PS+, during the first Summer BBQ, back when Doctor had to switch between stances to shock and damage people. I ended up buying the game on steam during Curtain Call, which ended up being my primary account, which I've poured about 2K hours into, and I still play the game regularly. Try out every new chapter's PTB, very excited for the Alien chapter. Feels like it's been a really long time since we've gotten a killer this classic.

  • Honestly I'm fine with ruin in it's current state. The reason I always used it was just so I didnt have to spend time kicking gens, the extra regression speed was just a nice upside to me. As long as ruin continues to regress gens when they're not being worked on, I'll still use it

  • @philliprocker said:

    how about

    Alice Cooper

    Ozzy Osbourne

    Marilyn Manson

    Rob Zombie

    Jonathan Davis from Korn

    and

    Corey Taylor from Slipknot

    now those would be badass survivors to add to dbd

    I don't think I'm familiar enough with them or their music to make perk sets based off of them, but if you want to give it a shot, I'm cool with this being a collaborative post where people can post perk sets for the musicians they listen to!

  • @burt0r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502560#Comment_3502560

    Sorry but I would call this rose-colored nostalgia.

    Hitting red ranks was just a measure of time investee between the 13th of each month and nothing in sort of a huge accomplishment.

    The best indicator for this was the fact that the majority of players were sitting in red ranks No matter their skill and the matchmaking leading to more and more "rainbow rank lobbies" because the population per rank and role was so imbalanced.

    The forums 3-4 years ago were full of the same complaints about matchmaking like they are today. Both times it became a s****show when the devs dumbed the sorting process down and widened the parameter to battle increasing queue times.

    I do see what you're getting at. Just for the record though I don't have nostalgia for the old system, I actually greatly prefer the new one. From my personal experience the game felt like it got significantly less sweaty after the new system was put in place so I thought that it might have been directly related to that in some way.

    I definitely can see what you mean about the majority of players being at red ranks though. For me it felt like a huge accomplishment when I finally hit it, and I feel like I saw the phrase "I'm a rank 1 X" thrown around a lot. Back then it did feel like there was a huge discrepancy between the skill levels of players in red ranks though. You could get players that played once a week and actual tournament teams all in the same rank.

  • This upcoming Tuesday. When they say "more info on August 8", that means "PTB releases on August 8"

  • I think it could be related to the current matchmaking/ranking system. Hitting that rank 1 milestone used to be a huge accomplishment that took a lot of effort to hit. It would be shown at the end of the game and people would wear it like a badge of pride. Giving up would make it take even longer to hit that rank since you would depip. People would have to try hard and never give up in a match to hit that rank 1.

    Now the ranking sytem has been reworked and your prestige is shown instead. So now your ranking is both hidden and easier to get. And prestige is less a show of skill and more a show of how many BP you've invested into a character.

    So basically the old system encouraged a competitive spirit in players. With the old system gone, there's way less incentive to be competitive, kinda destroying the old competitive spirit, in turn making people more willing to give up.

  • There's an oft forgotten scene in the original that I often point to as an inspiration for a Myers buff.

    image.png

    The scene where he DRIVES A CAR, LET MYERS DRIVE A CAR IN DBD! #CARFORMYERS

  • My default build is usually Distortion, Lithe, Quick & Quiet and Dance With Me. Or as I call it: the "where the hell did he go?" build.

  • This kinds of posts are always fun when the people commenting have killer PFPs, cause basically just looking at their PFP tells you what their main is. Yes the same is true for me.

  • You can't mori a survivor twice? What's next? Making it so Freddy can't put sleeping survivors to sleep?

  • image.png

    The fans from hotline Miami would make an excellent Legion legendary.

  • Especially if The Alien's power is like that chapter concept made by Rarithlynx.

  • @Dustin said:

    I know two big licenses were teased at but admittedly if we're thinking massive big licenses I can only thing of either Jason from Friday The 13th or Pennywise from IT. In regards to Slashers the most iconic is Jason and I doubt BHVR can get anything going with Stephen King.

    If someone wants to put their guess on the next one if we're thinking the same level as Alien I'd genuinely guess Jason from F13th now that the bar has been set to Alien.

    I'm putting my money on Predator. This shows us that killers can come out very close to killers inspired by them. That, and Alien and Predator coming out in sequence would just feel right.

  • Maybe it'll be able to climb on walls?

  • Im surprised it was so soon after End Transmision, didn't think they'd do two space chapters back to back. I'm all for it though. This week gonna be super long waiting for this PTB to become available.

  • I'm not sure I agree that boost should be basekit. A decent chunk of a base's kills can come from the raider not knowing what they're up against. Knowing exactly what loadout to start off with can be pretty valuable intel to avoid dying so I think it's fair that some resources need to be allocated to getting it, even if that resource becomes plentiful later on.

  • The devs have stated that the being injued is a very important part of the perk, because there are perks that focus around being injured and No Mither allows survivors to get these benefits immediately instead of waiting to get injured.

  • Im pretty sure the devs have said multiple times they wouldn't do this.

  • To be entirely honest I just take the free hook without a second hook. A good 70% of the time that survivor comes to their senses and starts running away after the first hit though.

    I'm not gonna pretend it's some big brain justified 1000IQ thing, I will just spring on any opportunity to make the match a little easier for me.

  • I wish they would, but it feels a lot more likely that they'll just rework her addons and/or nerf the perks that assist the three gen strats.

  • Wraith. Playing against him is just super unengaging. Chases kinda boil down to a race to the nearest pallet or window. Wraith is fast when cloaked so he tends to win that race. And that's if he even opts to chase you instead of just doing hit and runs.

  • No. The only toxicity people get banned for is literal death threats and hate speech.

  • To be honest, I think players should have the option to decide whether or not they want to participate in a match before it starts. Not everyone has the same amount of free time and some people would prefer to not deal with complete BS with the spare time they do have.

  • She doesn't feel that weak to be entirely honest. In the matches I've played, Condemned has become a lot more prevalent, and hero mini-mori is actually happening pretty commonly now. Ive experienced this on both sides so far today.

  • So far I've played a one match as her, and one match as her.

    The match I played as her was weird. I felt weak, but the match still ended as a 4K with one condemned kill.

    The match against her was also weird. We had a handle of things in the early and mid game, but she really started putting pressure on us in the late game. It was the first Ive ever felt like I urgently needed to deal with my condemned. In the end she got two kills, and one of the escapes was very narrow.

  • I don't think it's bad by any means, but it's always struck me as odd that if a full team were to bring this perk, at least on person is guaranteed to not get any use out of it.

  • Breakable Walls. They feel kinda like a failed experiment the devs have given up on. The last 3 maps to be added have none, Eyrie only has 3 which are all in main, and there aren't any in RPD and the last map rework to add them to an existing map was patch 4.7.0 (about 2.5 years ago) which only added two breakable walls to 3 maps, 1 to 1 map, and none to the last one. The most recent map to prominently feature breakable walls was Midwich, which released over 3 years ago at this point.

  • Hillbilly: Black Betty by Spiderbait. This high energy country sounding song accentuated by a banjo is a song I can vividly picture the Hillbilly sprinting around to.

    Deathslinger: Big Iron by Marty Robins. I think this one's kinda obvious.

  • Here's another batch of musicians, this time each with very different music styles:

    image.png

    Franck Hueso, aka Carpenter Brut

    Franck's 3 unique perks, Showtime, Silent & Mysterious, and Leather Terror help him make a strong entrance, stay hidden and empower stuns.

    Showtime:

    You prefer to be by yourself, but when it’s time to be seen you refuse to disappoint. Whenever you start a chase with the killer,  you gain a 7% speed boost for 4/5/6 seconds. After your speed boost ends, your aura is revealed to the killer for 6 seconds. This has a cooldown of 60 seconds.

    Silent & Mysterious:

    You prefer to place more emphasis on your work than yourself. Your aura cannot be read while within 8/10/12 meters of the killer. For every generator that is completed, this range is increased by 12 meters.

    Leather Terror:

    Your work carries great intensity behind it. Whenever you stun the killer by any means this perk gains a token, up to a maximum of 2/3/4 tokens. Every token you possess increases the stun time of pallet stuns by .5 seconds. Getting hooked removes 1 token.


    image.png

    Kurt Vile:

    Kurt Vile’s 3 unique perks Way Gone, Pretty Pimpin and Bassackwards help him find areas of respite, and make advantages out of disadvantages.


    Way Gone: 

    You keep getting further and further away from home. While you are within 12/16/20 meters of a completed generator, your scratch marks and pools of blood are hidden.

    “I’ve been around, but now I’m gone

    Been gone, but now I’m way gone

    Watch my moves”


    Pretty Pimpin:

    You don't recognize the man in the mirror, but damn does he look good. Whenever you start a chase with the killer, you see each other’s auras for 6/7/8 seconds. Whenever the killer sees your aura, you gain a 5% speed boost for the duration of the aura reading.

    “Then Saturday came around, and I said

    ‘Who’s this stupid clown blocking the bathroom sink?’

    But he was sporting all my clothes

    I gotta say, pretty pimpin”


    Bassackwards:

    Everything is topsy turvy. Bassackwards starts the trial with 3 tokens. Whenever your movement, repair, healing, blessing, cleansing or sabotage speed would be reduced, that stat is instead increased by the amount it would have been reduced by for the duration or 10/11/12 seconds, whichever is shorter. When a generator is completed, you gain 1 token, up to a maximum of 3.

    “He was out of his mind and I was way out of mine,

    Then everything went backwards

    With words coming out

    Bassackwards”

    image.png

    Rick Astley:

    Rick Astley's 3 Unique Perks, Never Gonna Give You Up, Never Gonna Let You Down, and Never Gonna Desert You help to empower him and the obsession when working together.


    Never Gonna Give You Up:

    Your refusal to give up the person closest you made manifest. While within 8 meters of the obsession while they are in the dying state, press the active ability button to call upon the entity to root them the the ground, preventing them from being picked up by the killer for 16/18/20 seconds. This effect can only be applied to the obsession once per hook state.

    Reduces chances of becoming the obsession.


    Never Gonna Let You Down:

    You refuse to disappoint the one closest to you. While performing a cooperative action with the obsession, failed skill checks do not result in a loss of progress, but still result in pausing progress. The time for progress to begin being made again is reduced by 30%/40%/50%

    Reduces chances of becoming the obsession.


    Never Gonna Desert You:

    You refuse to leave the one closest to you behind. While the exit gates are powered, if the obsession is injured you gain a 5% boost to movement speed and your altruistic action speed for the obsession is increased by 20%/25%/30%

    While the exit gates are open, if the obsession is injured, you gain a 7% boost to movement speed and your altruistic action speed for the obsession is increased by 40%/45%/50%. 

    Reduces chances of becoming the obsession.

  • I've said it before and I'll say it again; game mechanics do not need to be changed just because people use them to be mean sometimes.

  • Probably Dark Devotion. I like to use it on Twins a lot, damaging the obsession with victor while being on the other side of the map has gotten me so many grabs. It can also be pretty dang good on Myers, being undetectable in tier 3 can be pretty wild.

  • I think it should be a hex totem, but it should be one of those ones that starts inactive and has to be activated, like plaything or Face The Darkness. That way it at least cant be cleansed before doing anything.

  • @MadMoeZel said:

    • I think it would be a healthy change to the game to make it so that tombs cannot be destroyed by traps. Tombs can be a good way to lure players into traps, but it shouldn't go so far as to rob them of those resources if the trap that kills them also destroys the tomb. That's essentially just kicking a player while they're down, which doesn't create a positive gameplay experience for anyone.

    i have quite the positive gameplay experience by trapping a tomb in a way that it breaks and kills the raider.

    this notion that raiders are entitled to loot and that they should be allowed to just fumble around aimlessly and die and still get rewarded is astonishing. if you don't have the presience to clear the tomb before going for it, you don't deserve the loot. oh no you lost one tomb because you didn't clear it, maybe you should be a tad more careful next time?

    are you also the kind of person who doesn't like when builders put acid under the tomb? even though the game has a shield that allows you to recover it?

    we're given options to avoid those deaths, like phoenix pod respawns so you don't lose your loot.

    making tombs immune to traps will continue this trend of encouraging lazy gameplay and entitlement. it needs to stop. people need to take pride in what they do. if you care so much about the loot, take the time to get it safely.

    Well, there's not exactly a next time for the tombs if they get destroyed by the traps.

    And quite frankly I don't think the mindset of being "entitled to loot" applies here. The raiders are trying to earn the loot of a trapped tomb in this scenario. If they manage to figure out how to deal with the traps, even if it takes a few deaths, it makes sense that they would be rewarded for it. And a death doesnt mean they were lazy, it just means the traps killed them. It could have killed them for any number of reasons. Additionally, them getting the loot from the tomb doesn't take anything away from the builder so I'm not sure why you're so vehemently opposed to the idea. Matter of facts more deaths to tomb traps actually benefits the builder in this scenario.

  • The mod for the impaler that makes the spikes stay out longer. When I first saw it I was like "what is the point of that"? But yesterday I went against a base that used it and found it the spikes stay out for a really long time. This led to me realizing that they can be used like an inverse of the death piton. The death piton is good for making sure someone doesn't rush through an area, and the impaler with this mod can be used to make sure someone has a harder time retreating from an area.

  • I love the lazer, but Im having a hard time utilizing it effectively. It has an incredibly long charge-up time. Even with the mod that makes it lock on faster its charge-up time is the longest in the game by a large margin.

    So far I've only been killed by one once too. Solid trap idea, would love it if it were more reliable though.

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