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BlackMercury

BlackMercury

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BlackMercury
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  • There already is an Alessa skin. Big agree on Cybil though.

  • If the trails did not have any effect besides torment, then they would be useless against people who are tormented, they could just clean up all the trails they see. The killer instinct effect doesn't do much but it at least gives you some map knowledge, and can be used for tracking around loops. If it were a loud noise notification, that would just be annoying. I agree though that the killer instinct duration addons are pointless, and giving them aura reading would be a good way of improving them.

  • Rather than quiet his screams, I think it'd be better to remove the portal travel audio cue. The map-wide screams are a fun part of the experience, and they give information that swf would normally have regardless. But the traveling audio is overkill. Rather than having the screams be random background noise, and the travel sound be the one to look out for, it'd be much more interesting if the survivors had to pay attention to the screams. If you hear the screaming you're fine, but if it stops suddenly, then you should be concerned that he might be portaling somewhere. Would really add an extra dimension to vsing him, pun intended.

  • It still gives more opportunity for saves than previously.

  • The movie skin is pretty close to the skin we have in the shop, main difference is the pyramid being pointed at the front as well, which i would also really like. Don't know if it's coming soon, however it is quite close to pyramid head from the 3rd game I believe? So it shouldn't be out of reach.

    Another skin has been confirmed by Masahiro Ito. Doesn't look to be based on an existing appearance however apart from the spear, which he uses at a point in sh2

    image.png


  • A killer who could work really well is Wilbur Whateley, a half-human "fathered" by Yog-Sothoth, one of the greatest of old ones. He was also twin brother of the invisible giant monstrosity - the Dunwich Horror - also half-human but taking more from his father's side. Wilbur wasn't a great old one and was entirely mortal, but still had plenty of eldritch horror in him. He's also from one of Lovecraft's oldest and best known works, its the one included in the keeper's guide for Call of Cthulhu 8th edition.

    He was characterized by extreme intelligence, an oversized, barely human form, and was well educated in eldritch magic. His main goals were taking care of his brother, and possibly working towards summoning his father. He could easily have a very interesting and unique power, either involving using eldritch magic from the necronomicon, or summoning his brother, possibly both. Imagine a power like oni's where you gain magical energy, but instead of going beast mode, you summon a great invisible wrecking ball to wreak havoc somewhere on the map.


    H.P was just a man absolutely terrified of everything he didn't understand, which was other races, poor people, outside, the ocean, air conditioners, math, nearly everything tbh because he was also sort of an idiot. He did have a great talent with prose though can't deny that. But the main reason his works are so remembered and influential is because he got his friends to all write in the same universe as him, many of the most influential works weren't written by him. His particular lunacy did lend something to the genre, but the work of many others went into it as well.

    Also don't forget that despite being an omnipotent incomprehensible alien god, Cthulhu did get koed by a boat to the noggin in his titular story, so there is in fact an upper limit to their power.

  • Stop treating kills as your win condition. Instead, focus on something else as your objective.

    Focus on getting as many hooks as you can, or as many downs, or on keeping the gens unrepaired for as long as you can, or just on trying to minimize the time you spend at each loop in a chase. These are things that will earn you more points, they will actually help you improve your gameplay, and they'll be more entertaining to get good at.

    Camping for a kill doesn't have any challenge, there's no skill involved, and it's garbage for points. It might be more satisfying than just letting them go, but you'll get bored of that. If you focus on something else as your objective and don't get any kills, it doesn't matter, you're playing for your own objective. If you keep that in mind, you'll have much more fun in games where you get no kills than games where you get them from facecamping.

    When I first started, I was garbage. I would have long ass queue times for matches where I wouldn't get any kills. But it didn't matter because I wasn't playing for kills, I was playing for hits, and every match where I got some hits was a victory. I got better at getting hits and I started getting hooks, and then I started getting kills, and now I get plenty of kills, even if I hook everyone twice before anyone dies. I guarantee you that's the same way otzdarva and other top players began with the game and began improving, and that's the reason they're as good as they are.

  • If survivor takes no skill, why am I so bad?

    Checkmate atheists.

  • I love how everyone brings up ghostface as evidence that bhvr nerfs everything, when the changes only made him easier to face at low ranks and had almost no impact at rank 1, which is apparently the only rank that matters.

  • My wraith build is all instadowns: Haunted Grounds, Make your Choice, Hex: Devour Hope, and Chilli for the points. Definitely the most fun way to play imo. Sure you'l lose hex early and have a bad game every so often, but that's no different from normal. It's made up for by how great the good games are.

  • I have positive post-game experiences much more frequently than negative ones, especially as killer. I've made a number of friends during it even. I'd hate for it to go.

  • Maybe thrice total? Recently I was accused of lag-switching. It's extra funny because another survivor from the same match actually became friends with me after I 'lag-switched'. The accuser also admitted that he had once been banned for toxicity for 300 hours, so it's cool to hear that reports work.

  • Poor Freddy was such a unique killer. As simple as he seemed, he played in an entirely different and exciting way from any other killer when you knew him well. So many interesting tricks and aspects of his ability, vanishing asif they were never there, like some kind of dream pallet.

    But there is no doubt, Freddy was clunky and ugly and simply not good for the game as he was. So many parts of his power were so offensive to survivors and killers alike, he couldn't possibly be allowed to survive. I'm sad we will lose him, but I'm glad we won't have the issues he carried anymore. I hope one day we can get a new killer with a more elegant version of his power.

    I just finished playing my final game of OG Freddy, but now we have the New Nightmare to enjoy, with still a very unique and interesting play style, and enough familiarity to make a Freddy main feel at home.


    I just hope they fix the awkward placement of his snares, they're so finicky right now.

  • Mine changes pretty much bi-weekly.

    The last few weeks though, it's been Freddy. He was my first p3, so I'm enjoying his swan song while I can.

    I also play plenty of Legion and Wraith, recently I've played a lot of Bubba too. I expect I'll play plenty of ghostface when I get more perks on him too.

    Pig's my favorite killer conceptually, but I don't find myself wanting to play her too often, even though I love everything about her. I think it's the deviousness points honestly.

    I'm very much an M1 kinda guy.

  • Honestly I'm relieved.

    I've always respected his opinion, but lately his pessimism has been getting absurd. There really is nothing enjoyable about watching someone play or talk about a game they clearly don't care about anymore.


    I've always felt the worst part of this community is the rampant pessimism and distrust towards the devs. More and more of the creators I like are becoming harder to listen to as they blow up every little fault and quickly forget about the many improvements that have come to the game. It's getting seriously hard to find a creator that seems to actually like this game.

  • Imo there are plenty of great shard skins, and I've managed to collect all the ones I want without having to play too much more than one would expect someone to play their favorite game. That's including skins for characters I don't even play too, so I don't think the shard grind is nearly as bad as everyone thinks, unless they're expecting to get every cosmetic they want in a couple of months.


    There are only a few cell exclusive skins that I honestly prefer over all the shard skins for the same character (namely Hag, she needs a really nice shard skin)

  • Sounds like Jigsaw.

    But yeah, all the voice actors are just people from the offices. They can only do that though because no one speaks, if they did this they'd probably have to get real voice actors.

  • I'd say Kate has the best chance of irritating the Entity. But when it's between a country singer who's great at lifting spirits, and a literal malevolent dimension of intelligent cruelty, I think positivity's just gonna be one small ingredient to beating it.

  • I like to think each trial is like its own slasher flick. The main character is the Killer, because that's how slashers are, but the protagonist is whichever survivor either escaped when their friends were killed, or managed to save their friends.


    If we're talking about the Lore as a whole with the Entity as the antagonist, then the main character has to be someone that can actually stand up to the entity in some way. Benedict is the first option, being someone who learns about the entity and may have learned how to escape. Vigo is another, one who learned how to manipulate the entity. Vigo's apprentice, the character from the hallowed blight, also stands a chance. And the new guy, the Archivist, who can steal memories from the entity, and actually damage it in the process, though I think he'd be more like the overpowered supporting character, like 11 from stranger things.

  • I was hoping for a badass killer one, but that clown is such a glorious mismatch of tone, it's gonna be pretty terrifying in game I'm sure. It's interesting that the devs have said they don't want to make 'funny' cosmetics because that wouldn't match the tone of dbd, but Kenneth is all about mismatched tone, so he's the perfect excuse to go wild with.

  • In Oceania at least, the community is mostly very nice, and will chat after the game pretty often. There's plenty of ######### of course but good people far outnumber them.

    I'm not asking for people to have to stay, I just wanna know when they leave so I'm not waiting for a response from no one.

  • Alternate pig buff with the same idea: The trap requires 2 keys to unlock.

    This way they don't actually have to remove any rng from how her power works, but can still make its effects more consistent, because survivor's will never get it off with one box. It'd also feel better to the survivor, as they won't know ahead of time that the first box is empty, only that they'll have to search at least two.

    This might change the odds to be sort of more likely that they'll have to search all boxes, since if they don't get a key in the first box, then they'll need to find them both in the next two or they'll have to search them all. If they wanted to offset that to keep the traps from being too dangerous, make finding the first key refresh a small portion of the timer.

    This would also open up some more addon options, maybe addons that decrease the amount of timer refreshed, or make 3 keys have to be found, since some of her current addons are pretty lackluster.

  • Look away as you approach


    Cries in ghostyboi.

    To be fair, you can look away to get close then stalk while leaning and it'll probably catch them too quick. Trying to sneak up on someone without looking at them is tough though, exactly how far away do you have to look? Do you have to have them off your screen, or do you just need to look to the side of them?

  • I'm deinitely going to miss playing old Freddy (I'm playing him right now while I still can) but there's no debate that his power is bad for the game. I hope that we get to see a healthier re-imagining of it attached to a new killer in the future, or even parts of it divided across several killers, but I don't want it to remain as it is now.

  • No one's explained the full story yet.

    To make a licensed chapter, BHVR needs to negotiate with the license holders to use their license. The main things that would be important to the holders are how the license is being used, how they'll make money from it, and when the content will be released.

    The issue with Scream is that Sidney, the Ghostface killers, and the films, are all owned by the movie creators/publishers. However the Ghostface Mask, is actually a simple halloween mask they used for the movie, its license belongs to the costume company that made it. So there's two seperate license holders that would need to be negotiated with. The issue is negotiating a license costs money and time, and it's very hard to negotiate twoat once because they will have to agree on everything.

    That means they could make a Scream chapter with the movie license, but then the killer would not have the very iconic mask. BHVR decided the mask is the most iconic element of the Killer, so they went for that and created their own character and story for it.

    The silver lining is that now we have the mask, there's nothing saying they can't now get the Scream license and create a chapter with Sidney, a map, and the classic cloak. Then we'll basically have the full Scream chapter.

  • A lot of killers could definitely do with some love, but Trapper's power is just so archaic and self-destructive, it desperately needs a serious redesign. He doesn't need a new power, they just need to re-look at his power concept and redesign it from the ground up with the current game in mind. I'm sure we'd end up with a much more enjoyable and modern feeling killer.

  • Wraith flickers are always cool. I really wish you could swing right after cancelling a mostly channeled cloak though. Currently you can only swing right after if you just tap it, there's a cooldown if you hold it and let go.

  • I've heard they increase his speed while charging the chainsaw, so they decrease the slowdown. Haven't tested it though.


    Best combo is surprisingly Beast marks + blueprint. The speed from beast marks really makes an impact, you can even use it to gain ground at loops sometimes.

  • Freddy was my first P3 and remains one of my favorite killers, I have played him from rank 10 to 1. I think the rework will be an improvement. Not necessarily in terms of strength - though I do think new Freddy will be pretty good - but in terms of healthy design for the game. I'll miss current Freddy and I hope we see something similar to his power in the future, but I have nothing but excitement for the rework.

  • There's been a rare visual bug for a while where it looks like the trap stays on even after it's taken off, the gui also stays on. That's probably what you experienced.


    But yeah, if you have a question, ask the forum. If you think someone cheated and want repercussions, use the in-game report, Manual reporting will require pesky things like evidence, otherwise they don't have anything to act on.

  • Yes. Imo the nerf looks like it'll barely do anything to him.

    Every game I play him someone's complained that they were staring right at me and not breaking me from stealth, and I remember the times in game where I could tell that was happening. Regardless of how strong or weak he is, this is probably a good change.

    Everyone gets so obsessed over how strong or weak a thing is, they forget that things also need to actually work properly regardless of strength.

  • Thx devs. I know you guys are doing your best, and it's a lot harder than people seem to think.

    It's easy for people to only see the feedback that agrees with them, and ignore the feedback that doesn't because it's wrong in their mind.

    But the Devs have to look at all the feedback and still somehow judge the best course of action, and I think they've been doing a pretty good job as of late.

  • Where was the quiz? I'm obviously too late but it sounds like fun.

    Edit: I found it. It's at the top of the forum. I'm a goof.

  • What you want is one perk to shut down pallet loops entirely, but that's the main weapon survivors have. A perk to entirely shut down pallet loops with no counter-play would be like a perk that makes it impossible for the killer to break pallets.

    Most pallet loops can be countered just with clever mind-games. If you get good enough at that, then enduring and fury is enough for the non-mindgameable loops, and then you've basically shut down the survivor's main weapon. 2 perks and a bit of skill isn't crazy cost for that.

    If you're not confident at mindgames, you should use the Ghost's new perk: I'm all Ears. I can see it as basically a killer's version of windows of opportunity, in that it lets the killers see how the survivor positions in a high-wall loop. Use it until you think you can safely predict survivors in those loops, then get good at abusing unsafe loops, then use one or two chase perks, and you shouldn't have much trouble anymore.

    Pallet loops have a lot more counter-play to them than is obvious, one perk to shut them down isn't needed, just a lot of skill and maybe a few perks to help.

  • The amount of range he gets from range addons is ridiculous, he can sleep someone from halfway across the map. Like the blocks this reduces his wasted time because he'll spend the transition time moving to the survivor, and it puts them in the dream quicker because he won't have to reach them before tagging them with sleep.

    With blocks, you might spend 10 seconds walking to someone, then 3 seconds waiting for them to sleep. With range addons you sleep them before reaching them, and they spend 7 seconds falling asleep, that's 6 seconds less time they have that they can safely stay on that gen or reach that hook or whatever.

    It'll also make it much easier to keep people asleep since you can sleep people in such a larger range from you. It's like having a 40 meter zone of sleep rather than a 12 meter one. Simply put, the range addons help in more situations than the blocks do.


    Freddy has an oft forgotten ability, the transition flickering. A good Freddy will know the timing of this and be able to execute mindgames with it to get a free first hit most of the time without needing to equip blocks. Blocks may actually throw the timing off and cause him to lose out on more free hits than he gains.


    Finally the dresses are good just for security, knowing that if someone's in the dream, you can probably count on them being in it for a while unless they find an awake survivor.

  • Mild spoilers ahead.


    A key point of stranger things is the existence of a desolate parallel dimension: the upside down, that's where this thing is from. In the show there are sometimes rifts that open to the upside down where people can travel through, however this thing can pass through pretty much where-ever and whenever it wants. It can also smell blood across dimensions.

    This is the best concept for a Stranger things chapter that I've seen: https://www.reddit.com/r/deadbydaylight/comments/85e1bv/stranger_things_dlc/

  • You really don't need to press it very hard or fast, so your keyboard should be fine. It's just about maintaining a rhythm really. Try pressing it only as fast as is comfortable next time and you'll be surprised how slow it lets you go.

  • Pro tip. put /s at the end of your post if it's sarcasm, otherwise it's impossible to know.

  • Here's some facts that I haven't seen brought up or confirmed yet in this thread. These could of course be changed before the release, but this is information we have currently.

    1. The devs have confirmed on the Q&A stream that Freddy does not need to stop moving or even slow down to place his snares. He places them while moving at full speed, and they take 2 seconds to arm. He is meant to be able to use them during chase.
    2. You don't need to teleport to gens that people are on. While holding your power, you see the auras of gens you can teleport to (presumably all of them, even completed ones). If you want to get survivors off a gen asap, target that gen. If you want to cross the map and get in a chase, target the closest gen to it then walk at them, you'll still have the benefits of either the lullaby or micro-sleep as you approach.
    3. The Gen does not spurt blood for the entire duration. If you watch the stream footage at 1:19:50 on youtube, you can clearly see that the gen is only bleeding for 2 to 2.5 seconds at the end of the channel. This doesn't quite match what Stefan says during this, but it's well known that the devs don't always word things exactly how they work.
    4. This has been mentioned but there's still some confusion about it. Dream snares are his base ability, he doesn't need to use an addon to get them. He can swap his dream snares for dream pallets by using an addon.
    5. His terror radius will still affect you whether you are asleep or not, so bt will always work if he's in range. This is the same as how he works now. The terror radius still exists, you just cant hear it when the lullaby is playing.
  • When Freddy is reworked will there be an indicator for him of when he is 'flickering' during micro-sleep so that he can take advantage of the flickers for mind-games.

    Current Freddy can count during the dream transition to know when he's flickering and use it to mind-game or move sneakily, but it doesn't seem like that will be possible in the rework if he's always flickering.

  • It looks like waking up will be easy, but he can still attack you even if you're awake now remember, being asleep will probably only make you susceptable to his dream powers. They did confirm the action-speed reduction will be gone, but they didn't mention his tracking.

  • It was when the dedicated servers were being tested on the ptb, the killer not hosting caused projectile hits to register multiple times before the server realized it had happened, hence the insta-downs.

  • I've taken to focusing on just infecting survivors early on, not even chasing or fully breaking them. Once they're infected, they'll either have to clense or they'll stay injured, either way they're giving you power and all you had to do was hit them with a puke.

  • I only use it for gimmick builds. It barely feels helpful when I run it, let alone necessary. I much prefer to use perks I'll notice and get to actively play around, even if it's supposedly very good.


    If you feel it's too neccisary, start playing without it. Get used to the first 2 gens popping instantly, switch up your playstyle to focus more on slowing the game than just hooking survivors, and run other perks that will have enough of an impact to make up for the lost time. You'll realise how optional it really is.

  • I don't get how a power bar could be an issue, it's literally just a gui element of a power, it's not like they all work the same. Ghostface's power bar is literally just an indicator of the 5 seconds it takes for his cloak to fade after someone sees him, would he be better if it didn't tell you and you just counted for yourself?

  • I bought Ash for Ash. Buying him just for the perks seems pretty foolish, especially knowing they could be changed at any time, and especially knowing that MoM was already going to be a divisive perk that would very likely be changed.

  • I'd love to play, but it's 2:00 AM to 8:00 AM in my timezone, and I don't think I'd be able to do 15 games in the time I'd be awake for it. Hope that I don't miss out on an exclusive reward because of that.

  • Absolutely, playing Joey or Susie feels like a waste of time to me as long as they don't have unique voices.

  • The survival rate in matches with:

    4 Mettle of Mans,

    3 Mettle of Mans,

    2 Mettle of Mans,

    1 Mettle of Mans,

    0 Mettle of Mans

  • It's basically a conceed option, prevents the survivors from doing nothing for 10 minutes before the gates open since they can't do it after now

    What I don't understand is why the collapse doesn't just start when the last gen is completed. That is more in line with most other end game effects, and it'd mean the killer wouldn't need to be able to open the gates. 20 seconds to open a gate is a crazy short time, and they already said Remember Me is getting changed so that's not going to break it. It seems so odd that the collapse is only when the gates open.

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