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Chordyceps

Chordyceps

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Chordyceps
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  • I was actually really excited for the Dredge. He looked unlike any killer we had ever seen before, and brought a power I'd been wanting to see for a long time (cloaking the map in darkness). I was a huge fan of Haddie's design too, and overall liked her perks, even if they were kinda weak.

    So I know DBD can pull out some cool OG Anniversary chapters. That being said, I would be kinda dissapointed if the upcoming chapter was OG, but that's because we had two of them in a row and I would like to see a liscensed killer come in. OG chapters can be fun, but seeing how the devs design a power for an existing character is a different kind of fun, one that we've been lacking in lately.

  • A small part of me thinks it could be the Terminator, don't really have a lot to back that one up though. I think Alien is more likely than that though.

  • @Caiman said:

    If you want a mall, use the one from Dead Rising.

    Personally I'd like to see a beach. Not a pretty beach though, one of those overgrown beaches, maybe in like an abandoned seaside fishing village or at a shipwreck.

    A shipwreck could be a really cool location. I imagine some really cool things could be done with that lorewise too. Like what if The Entity straight up put giant walls of sand and drained out a section of the ocean in order to have a trial take place there? Could be some puddles of seawater throughout too to serve as an audio cue for the killer to listen out for?

  • I agree with OP here, and want to voice my appreciation too. When I saw the recent patch notes it made me really happy because all the listed changes looked good to me. Especially the fixing of the second wave corrosive traps. Also that boost in prestige gained from first kills by your bases I really liked. On higher rarities, raids on your bases can be few and far between, so making those raids more valuable in terms of prestige is a huge help for letting my bases stay up.

    Good job devs! Excited to

  • Old Anti-Hemorrhagic Syringe. That combined with old Dead Hard basically made for 4 health state chases, which was not fun to put it lightly.

  • @IWasLeft2Die said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423695#Comment_3423695

    I've seen some buzz about the grudge as well as FNAF. I'd prefer alien or grudge for sure though

    Yknow, Im not super familiar with the grudge/ring movies. What actually is the difference between The Grudge and Sadako?

  • @Maperson said:

    God I'm hoping for Chucky, i would come back instantly

    That'd be pretty cool! Alien's my primary guess though, been a lot of buzz about it lately.

  • 14th of June, yeah

  • @I_am_Negan said:

    If I had to guess this Thursday or Friday they drop the news for the PTB next Tuesday.

    It would be awesome if it's that soon. Cause if the PTB is Tuesday, that would likely mean the stream happens that day too. I feel like they'd give further notice, but I could be wrong.

  • I can't imagine it'll be too long, it did just wrap up yesterday. Could still be gathering data maybe.

  • @1ettuce said:

    Something I worry about with this is if the survivor is right inside the killer, will the killer just immediately hit them the moment they tap m1? I agree with the intention 100000% tho

    I imagine there could be a way to set it so that attacks would ignore an entity with a hitbox that is overlapping your own.

  • @whimsigoth_angel said:

    personally i think you should be allowed to try every killer at least one time in a custom game, just like you can try every perk, it wouldve been good for me before i bought michael lol

    I'm on board with this. You can hear all there is about a killer, but the best way to know if they're for you is by playing them.

  • @Dream_Whisper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422576#Comment_3422576

    I don't recall any devs mentioned that. When did they mentioned that?

    It wasn't during a stream or anything, it was a dev commenting on a post someone made here on the forums.

  • TLoU is a chapter I want to see come in a lot. Since double survivor chapters have been prominent lately it would be super cool to get Joel and Ellie together. A Clicker would be an awesome killer, easily my favorite zombie type design in all of media.

    TWD definitely has a LOT of strong contenders for survivors, im not sure it has great options for killers though. Also the prison is probably my most wanted location to come to DBD. Absolutely iconic place.

  • @TheRealConsent said:

    4 stack distortion + 90's cordless phone = +7% faster repairs the moment you start the game. Stack that with prove thyself and you have yourself a killer stomping session.

    Or again, distortion + 70's phone + Hope = 110% speed, equal to ranged killers.

    Or again, distortion + phone = permanent distortion.

    Distortion would be a powerful pairing with it yeah, but it would require using one of your perk slots. And maybe the call time could be longer, so that it isn't all covered by distortion.

    For the 90's phone, I'm not married to the 7% number, I just wanted it to be a number worth the time you spent on the phone. I'd be fine with it being lower so it doesn't get out of hand with 4 mans.

    For the 70's, a 3% boost would make your movement speed 103%, not 110%, definitely still slower than every killer that's not nurse.

    And for the 00's phone, I felt that one would be balanced out by the fact that you're kinda taking a risk with it. If the killer doesn't have aura reading, it does nothing, but if he is it's a powerful effect that I think is worthy of the time you'd have to spend on the phone.

  • @jayz666 said:

    Dead hard can only be used twice so cry about it we have to accept it so do you

    Have you considered the fact that you also can posts your opinions on the Dead Hard nerf on here and maybe the devs will listen? They've been shown to do that from time to time. Nothing is set in stone and you can be an agent of change.

  • I haven't read all of these yet, but I saw the No Mither one and needed to point out that the devs have actually commented on that exact proposal before. They're not going to do that because starting off injured is an important part of its effects for survivors that base their build around being injured. It allows them to get the benefits of their other perks immediately instead of needing to wait to get hit.

  • I'd quite like to see The Baker estate tbh.

  • Honestly, I also think that abandoning an outpost shouldn't count as a kill for the raider. It essentially rewards the builder for making an unfun outpost that people want to leave.

  • Hi, just dropping in to say that this bug is still present and it is costing me hits. I have experienced this happening in a match today so it definitely wasn't an isolated incident.

  • @sizzlingmario4 said:

    The 12 token idea would be a straight buff from the old one. The first 5 hooks would all be worth more than 15% and overall it wouldn't give you less regression than the old one did until you get 11 scourge hooks (you'd break even on the 10th) at which point you've already won anyway.

    Also, it does not need a buff at all, if anything, the regression being increased to 25% made it remain overpowered.

    It doesn't need to be those numbers specifically, those numbers were more just to illustrate the concept. Maybe even 1.5% could work. In 3 hooks that would bring it back in line with the original 15%. Really the main important thing there was trying to make sure you get use out of every scourge hook while still keeping the perk in the general direction the devs are taking it.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422043#Comment_3422043

    It would be really bad idea.

    why? Hooking survivors should be rewarding. I am do not know how to write this without sounding insulting. Survivors could run 0 good loops and the survivor still has potencial to escape killers because generator progression does not have a great enough correlation to killer's micro chase gameplay. To put mildly, you could run 0 loops correctly as survivor and you will still win like 50% of the time. that should not be the case... Being successful at downing survivors quickly as killer should be rewarding and survivor's chasing skill should impact their ability to complete the generator objective. Its why killer used gen delay perks...

    I agree pain res is best regression perk still but remember what dev wrote in both the healing update and 6.1 update. Running regression should be optional, not mandatory for killer. a change like this would make it more optional rather then mandatory.

    I'm not sure I agree with the sentiment that hooking survivors should be rewarding. It's your main objective after all. And it "rewards" you by getting closer to having a survivor deas, and even one survivor being dead is a huge deal.

    This is probably why hooking doesn't offer any additional rewards outside of perks and Im fine with that. Each hook related perk rewards you for hooking, but you have to do something to get that reward. For scourge hooks its hooking on specific hooks. For make your choice its not camping and then hitting the unhooker. For pgtw, you also have to kick a gen. For DMS you have to force survivors off gens somehow.

    Perks that rewards hooking can be powerful since it requires a little extra besides just hooking. I dont think the base mechanic of hooking should ever be messed with honestly.

  • I like the Macmillan maps quite a bit, but as a killer I'll never run a Macmillan offerings. That's cause there's a 1 in 5 chance that I'll have sent myself to Groaning Storehouse, which is my least favorite map by a significant margin. I'm talking insta-DC upon loading in disdain for that map. All the other maps in the realm are rather well balanced and likable though.

    I also quite like the Red Forest maps.

  • @DBD78 said:

    No because if they were they would not keep adjusting, reworking, nerfing, buffing things all the time. They try and things get better and other things get worse.

    I don't think that just because they're adjusting things that means they're unhappy with how things are. That's just part of developing a live service game. The devs can be happy with the general state of the game, but there will always be something that can be improved upon.

    I've been playing this games since 2017, and I can honestly say this feels like one of, if not THE healthiest spots the game has been in, even if the last two chapters were kinda a letdown. If the devs say they're happy with the state of the game, I'm inclined to believe them

  • I'm with you on wanting to see a chapter based on stuff from that part of the world. I have my doubts that the devs are intentionally ignoring any demand for it, but it is something I'd like to see for sure. Definitely before we get another chapter based on Asian culture, since we've had 3 of those already.

    Although you could make the argument they did delve into middle eastern culture a little bit with the Plague, since she hails from Babylon. Something from the middle east from more recent times would be nice though.

  • @Gandor said:

    I don't know the game, but seeing what you wrote - maybe a few skins on doctor would actually do the trick (think the same thing as attack on titan collab)?

    I was thinking about that possibilty, but I'm not sure I'm sold on this thing zapping people with electricity.

    image.png


  • @Smoe said:

    Well that depends on what amnesia game we're gonna adapt as a chapter because as far as i'm aware, only The Dark Descent has the insanity mechanic when looking at an enemy, which yes you can still make such a mechanic work in dbd.

    Personally however, i'd much rather see Amnesia: Rebirth be the pick for an Amnesia Chapter.

    I think there's only one game that doesn't use Insanity in some form, and that's A Machine For Pigs. Rebirth has the whole Fear mechanic, which is slightly different but essentially the same.

  • Cause a very large chunk of the userbase is

    image.png


  • @Sharby said:

    I'm on my 6th right now. Its so funny watching them get mad when you afk at a hook at the start of the game.

    I have never seen a single killer get mad about an afk survivor.

  • Male survivors in general area a lot rarer to come across in general tbh. A solid 80% of the survivors I play as/against are playing Feng, Nea, Claud, Kate and Zarina.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419352#Comment_3419352

    What? A 4% change is a remnant of the initial game design. The game is no longer based around something so outrageous which is majority used for exiting the game.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419437#Comment_3419437

    You can't in any game, the point is to have a real deterrent from screwing over 4 other players. Players that would dc so often they couldn't play without hook suicides shouldn't play the game in the first place.

    These comments just show how selfish and conceded this playerbase is. Bhvr really just has to step up.

    There are times where trying to escape the hook is a reasonable move, even if it's only 4%. Like if no one's coming to get you, the killer's guarding you hard and your teammates are too scared to just rush to you, or everyone else alive is currently in the dying state.

    Also having interactivity at all points of the game is important. No one wants to go "well, guess I'll just sit here for a minute since there is literally nothing else I can do".

  • For me its Wesker by a decently significant margin. There are skillful plays to be made on both sides in those matches.

    My friend I play with most often absolutely loves facing Nemesis. I dont think its for any gameplay reasons, I thimk its just cause its freakin' Nemesis.

  • Because there's not really anything you can do to target hook suicides specifically that wouldn't affect people trying to actually attempt to escape from hook. Hook suicides are annoying but it's something we just kind of have to live with.

  • He needs a CAR, HE DRIVES A CAR IN THE OG MOVIE, IT SHOULD BE AN INTEGRAL PART OF HIS POWER

    #CARFORMYERS

  • I'd like to see it return for sure. It was actually going on when I first played DBD through my PS+ Subscription so I have a lot of nostalgia for the event. The slushie machine generators looked really cool and added some much appreciated color to the game.

  • @PinkiePie said:

    False, if the builder does not kill enough he loses rank points

    Oh, you mean that poorly implemented system that was put in entirely as an afterthought?

  • @MadMoeZel said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/374394/the-reason-why-killboxes-exist

    at 405 hours, you make several good points and several bad ones. i stopped caring about accolades a long time ago. nobody gives them, they aren't worth it. my focus now is on making outposts that are just lethal enough they get me kills, but also look easy enough that they make the person think they have more hope than they do. i've started making designs that re-use assets from the previous room in the next one, i've gone to wave-ambush to discourage slow dismantle, and i have anti-speedrunner halls. but the biggest thing i do is that the player always has OPTIONS. not one time in my dungeons do i force a player to sit still and WAIT for a fire effect to end, or for a patrol to leave. there is always somewhere to go, something to do. and as a result i have people sticking around for 50+ deaths out of a desire to win. my quitters normally get to 10-12 before giving up on these maps. and on occasion i get the accolades i actually want to get, Brutal, and Ingenious. because i'm not here for the casuals. i'm here for the people who want to be the best.

    the double standard between builders and raiders is real. and everyone says builders are in the wrong because builders set the map up. but when raiders can demolish every single map with EITHER patience or skill with no exception. the builders, aren't in the wrong guys. there is NOTHING a builder can do to stop a raider who won't give up. but a raider can always conquer a builder who does everything in their power to protect what is THEIRS TO BEGIN WITH.

    YEAH I SAID IT. THE BUILDER OWNS THE GENMAT YOU DIRTY FKING THEIVES

    "Raiders can beat every single map with either patience or skill".

    Yeah, that's kinda the point. Wouldn't be much point in raiding if you couldn't. What's the fun in a challenge that can't be overcome?

    Builders and Raiders have different jobs too. Builders don't make bases just to give people genmat, and raiders don't raid bases just to be resource/XP cattle.

    And unless you have Overdrive on, you don't lose anything when the raider escapes with the genmat anyways. The only one who loses anything is the raider, who loses rank (which is a poorly implemented system anyways) if he dies too much.

  • It would be nice to give raiders some feedback along the lines of "I didn't realize that flaw existed" or "Your run helped me realize a way to improve this base"

  • @AMOGUS said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3417610#Comment_3417610

    Your players sound really bad if that works or they're console players, without needing to see how you deal with it, you can just turtle and bait every trap into going off, or just poke with a weapon from the bottom of the stairs. Or just rush in, deal with the small one there, then grapple to down the stairs. Or grapple to the ceiling atop the big one, then dodge the attack through strafing around him and hit him with the sword.

    Is this the "smart setups" that all Builders should aspire to do and get away from those meanie killboxes? They seem to get dismantled easily by 5 of 10 possible Raider strategies to this setup.

    I mean, it's a normal base. Meaning it's largely newer players playing them, so.

  • @AMOGUS said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/374367/normal-outpost-building

    But if you place too many traps together, then you're making a killroom. And that's not fun for the poor Raider.

    Not to mention that I would love to know how you place traps to kill Raiders when traps are too slow and the grapple hook exists tbh.

    Traps are at their most dangerous when threats are coming from multiple directions at once, forcing the raider's attention to be divided. This doesn't have to mean killbox though.

    I can give a screenshot of this part of my base thats been getting good results as an example (with some blocks removed to make it easier to see what's going on)

    20230502152325_1.jpg

    At that midpoint of the stairs there, the raider's attention would be split in 3 directions at once. An enforcer on the left, a warmonger ahead, and some traps to the right (a grapple hook, corrosive cube and self-destruct impaler). The imapler on the stairs is second wave so doesnt matter here.

    If the player moves forward to deal with the warmonger, he becomes vulnerable to the grapple hook and enforcer. If he tries to deal with the enforcer, he has to deal with the warmonger and grapple. If he deals with the grapple first, by parrying it, he still has to deal with the guards. And if he gets grabbed he has to destroy the impaler, and deal with an enforcer waiting to shoot him in the back if he hasnt handled them yet. If he does that it will start to self destruct, so he has to leave, which is made more difficult by the corrosive cube and enemies if he hasn't dealt with them yet.

    Yet there are still ways to deal with this with planning and/or skill. You can deal with the warmonger by either shooting him or allowing you to follow you to a more advantageous position. If you then take out the enforcer, you can either quickly turn and parry the claw, or you get grabbed by it. Then you can destroy the impaler and then grapple out without having to worry about guards. This whole process will usually take players some trial and error to figure out. It's a section that can be challenging for a normal outpost, with all of these traps/guards complimenting each other without being a killbox.

  • If I have fun playing a base, I give it a fun. Usually for me that involves the opportunity to use my full loadout. I like using the Plasmabow a lot, so bases with more enemies are typically more likely to get fun accolades from me. If a base has an excessive amount of stall I'm a lot less likely to give it fun.

    Brutal is one I only give to bases that I think actually earned their kills. Sure shoving a ton of plasma sentinels and hornets into one room fits the definition of brutal, but I'll be damned if I give a base like that a single accolade. If I'm giving a base a brutal accolade, it will pretty much always be accompanied by a fun or ingenious. If it wasn't either of those things I'm not giving it brutal accolades because I will not encourage cheap kills. Probably my least given out accolade.

    The more open space there is in a base, the more likely it is to get ingenious from me. Hallways are fine, they can work well for some traps, but it gets old if the entire base is a hallway. If a trap genuinely catches me off-guard its also a lot more likely to get ingenious. Some bases have made me say out loud "whoa, that's really creative". Bases that do that are guaranteed to get ingenious from me.

    Artistic is probably the one I'm most generous with. If it's notcibable that you put at least some effort into the base's visual design chances are I'll give it an artistic accolade. Interesting base shapes (both interior and exterior) strongly increase the odds of getting this one, while very flat bases might not.

  • I'm fine with the idea of a base not producing any more genmat at tier 10, it makes sense to encourage players to try things. What makes me disappointed is that they are completely useless after a tier 10 depletion. I'd honestly like it if they were able to stay up but only give you parts and synthite from the raiders they killed. That way people who prefer building to raiding still have a way to go with their preferred playstyle.

  • I do really like the idea of a trap like that in the game, like a reverse grapple hook. It being able to push bombs would definitely lead to a lot of fun shenanigans as well, could make the bombs more viable. I think it would be cool for it to be able to stun the player for a brief moment upon hitting a wall, either as an upgrade or as base kit.

  • I'm not sure who I would want to get a drink with, but I can definitely tell you who I wouldn't want to get a drink with: Clown.

  • I don't mind the new meta at all honestly. I've never taken issue with Lithe, and it's actually decently easy to bait sprint burst out. Just let em burn it, act like you're dropping them and then get back on them and now they have no exhaustion perk and way less distance.


  • twinsLoadout.jpg


    I like to run this loadout on The Twins. I dont have the addons I normally bring with this build equpped though. For addons I use the ones that make me wake up faster and give me undetectable when I wake up. Third Seal really enhances her slugging capabilities, and retribution and gearhead give me intel after waking up, so I know where they are but they don't even know I'm coming. And then Oppression is for gen pressure, and potentially providing some intel for either me or victor to capitalize on.

  • I think slurs and death threats is about what it takes for an actual ban

  • The Zombie and character designs of The Last of Us are absolutely iconic

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