HatchIsMyMercy
HatchIsMyMercy
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- Username
- HatchIsMyMercy
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Comments
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Lol its amazing
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Ummm, can we talk about flashlights, they are just impossible to use right now, I use half of my flashlight for 1 blind because of how bugged the angle is.
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@AestheticCharms said:
Whenever I see people who have self care I either kill myself on hook,dc or just let them die. They deserve it honestly
Oh, well I'm sorry I can't rely on my teammates to help me in this game.
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@EuphoricBliss35 said:
https://forum.deadbydaylight.com/en/discussion/comment/1608052#Comment_1608052
Yeah Blight will have a learning curve, but he’s not awful like everyone freaked out about. Badham is awful. Yamoaka looks weird. Bugs are crazy.
As killer, unless you are perfectly lined up with a hook, you can’t hook (animation starts, then stops). Bloodlust is awful. If they’re keeping that effect just turn off bloodlust. On console it’s just a free escape for the survivor, because FPS drops right when it procs, then you get this weird tunnel vision...I don’t get the point of it.
This game really is turning into a hot mess. I’d love some working sound again, it who knows, that’ll probably delete something
Yes they really need to fix this game, but one positive thing is the graphics update, I really like it (except for medkits). They made the game look nicer and more polished, but they need to fix the many bugs that come with it. Also the new hatch spawn offering needs to be removed, there is no reason to have it and it just buffs keys
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My only problem so far is how much the sound is bugged, and unhooking people is also bugged, they will be able to move after 2 seconds of me after unhooking them, but I've only played 4 games so far, but I can tell that there are soooooooo many bugs
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@OllieHellhunter said:
I personally find Oni very unfun and boring to both play as and against, and I dont want to learn to play as or against him better, and given that many people have wanted to buff or nerf things because they don't know how to use or counter it effectively or don't like using or going against it, I feel that Oni needs to be heavily buffed and nerfed simultaneously.
The only thing I find wrong with oni is he doesn't suffer anything when he runs into a wall, he just keeps running which is too much in my opinion
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@Feet_Blossom said:
can confirm multiple instances, more than 1 person can get stuck on the hill as well, any map as long as it's that specific spot on the hill, occasionally can get a killer stuck as well. It also holds the game as well after the exit timer runs out
https://us.v-cdn.net/6030815/uploads/XL8XR0LA4PQI/stuck-glitch.png
I tried on swamp, I'm pretty sure it doesn't happen on swamp
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Yeah, I'm on xbox and this happened. It seems that it doesn't happen on hills in swamp though, or if there is a hook there, did I mention that if you wiggle your way into a certain spot you are immune to the EGC? Yeah either the killer has to dc, or the survivor has to dc to end the match.
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They really need to fix this
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Ok, a little off-topic but what if during the legion mori the survivor like ripped the mask off of the legion and after the mori they would put it back on?
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@LiunUK said:
its because for every survivor repairing a gen you repair 15% slower you are still repairing faster in general but the bar becomes red to indicate you yourself are repaining slower here are the numbers behind multi repairs
1 survivor = 100% repair speed or 80 seconds repair
2 survivors = 170% repair speed or 47 seconds repair
3 survivors = 210% repair speed or 38 seconds repair
4 survivors = 220% repair speed or 36 seconds repair
the more survivors repairing a gen the less efficient it becomes.
unless you bring prove thyself which completely removes the stacking repair speed downside
Actually prove thyself is bugged right now and it gets rid of most of it, but not all of it.
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@xGodSendDeath said:
Yeah! We need it to be easy to go gg ez baby killer, ######### trash camper
Did you really have to write this? Not all people do that.
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Yeah, nurse really depends on the skill of the person playing as her.
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They need to find a way to make dead Hard more reliable, like I dont wanna be hit after I hit dead hard and get exhausted on the ground.
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@LethalPugy said:
https://forum.deadbydaylight.com/en/discussion/comment/1566036#Comment_1566036
You could easily open up loops on the new badham.
Exactly what I was thinking!
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1566059#Comment_1566059
Lol you beat me to it. If you took out a lot of the trees there would be nothing left. Just open space and rocks.
I'm not saying to take out a ton, just enough do it isn't annoying to play on
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@Pipefish said:
https://forum.deadbydaylight.com/en/discussion/comment/1565590#Comment_1565590
My reccomendation as someone who plays killer is to wait for console players. This isn't always the case but they generally struggle more in chases because they use a controller. Not to mention they aren't as often SWF. Not a perfect fix but hopefully it'll helps. 😅
I find it easier and more fluent to play on controller, but that's my opinion, plus I was raised as a console player so....
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@Zeus said:
Should any means necessary perk let survivors break breakable walls? Just a fun little thought.
Hmm maybe, it sounds fun and might be a good idea, plus it would make the perk more useful when the new chapter comes out.
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@Bard said:
Power Changes
- Hatchets that do not hit a survivor are now lodged into the ground or wall in which they landed. They will remain for 30 seconds, and The Huntress can see their aura within 12 meters.
- The Huntress can recover lodged hatchets by approaching them and pressing space to perform a short action.
For the most part, Huntress is fine at base, so just minor changes will suffice.
The purpose of this change is simple; to lessen the pain that is playing Huntress on maps with few Lockers. Pale Rose is still going to be a little bit rough in that sense, but this should mitigate it somewhat.
Add-ons
Common
- Songbook Page: Decreases Lullaby radius by 4 meters.
- Berus Toxin: Survivors struck by a Hatchet suffer from Exhaustion for 10 seconds.
- Bandaged Haft: Reduces cool-down time between hatchet throws by 10%.
- Leather Loop: +1 Hatchet
Uncommon
- Oak Haft: Reduces cool-down time between hatchet throws by 20%
- Amanita Toxin: Survivors struck by a hatchet are Oblivious and cannot hear your Lullaby for 30 seconds.
- Manna Grass Braid: Reduces hatchet windup time by 8%
- Deerskin Gloves: Silences noise made while readying and charging hatchets.
- Yew Seed brew: Survivors struck by a hatchet recieve a 5% Hindered penalty for 20 seconds.
Rare
- Yew Seed Concoction: Survivors struck by a hatchet do not receive a post-hit haste.
- Rusty Head: Survivors struck by a hatchet are mangled for 120 seconds.
- Pungent Phial: Hatchet auras are revealed within 36 meters. Reload and recover hatchets 50% faster.
- Flower Babushka: Reduces hatchet windup time by 12%
- Shiny Pin: Move at 4.2 m/s while readying a hatchet.
Very Rare
- Infantry Belt: +2 Hatchets
- Glowing Concoction: Survivors struck by hatchets have their auras revealed for 5 seconds.
- Begrimed Head: Survivors struck by hatchets are broken for 90 seconds.
- Russian Songbook: Decreases Lullaby radius by 8 meters.
Ultra Rare
- Phantom Head: Hatchets can pass through terrain once before stopping.
- Iridescent Belt: Successful Hatchet throws are refunded.
Perks
- Beast of Prey: Your lust for a kill is so intense that your connection with The Entity is momentarily lost, making you totally unpredictable. Become obsessed with one survivor. After leaving chase with your obsession, gain the Undetectable status for 10/15/20 seconds.
- Territorial Imperative: Unlocks potential in one's aura reading ability. Survivor's Auras are revealed to you for 3 seconds when they come within 16 meters of a hooked survivor and you are more than 32 meters from the hook. Territorial Imperative has a 30/25/20 second cooldown.
- Huntress Lullaby: Your Hunt is an irresistible song of dread which muddles your prey's attention. Increase missed skill check penalties by 6%. Gain a token each time you damage a survivor, up to 1/2/3. If you have at least one token, survivors who receive skill checks will not receive a warning. If they fail the skill check, consume a token. Does not apply to skill checks that come from interactions with killer belongings.
Phantom head would be overpowered though, if a survivor hides behind something the hatchet would go through and still hit them.
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I need to run into more of these people in matches.
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Well, that escalated quickly...
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@HatchIsMyMercy said:
Any killer, Freddy especially though like, they will lunge from pretty far and hit me, it's annoying.
Wow, next game I got a freddy, soooooo many shots that should have missed.
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Any killer, Freddy especially though like, they will lunge from pretty far and hit me, it's annoying.
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This has ruined so many of my games, this needs to be fixed. The worst thing is, multiple people can get stuck in it too, one match, we were down two teammates because they got stuck.
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To never run Franklin's unless I'm trying to get adept bubba.
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@Marcavecunc said:
It's totally fine. Not that many players run the perk in the first place.
I run it on like.. 1 killer, and honestly, it doesn't matter that much because the survivors always go back for their items. They rarely have time to despawn from the game.
And if you can't find where you dropped it, then you need to start paying better attention to your surroundings.
Yeah, I've gone against Franklin's multiple times, but the area the item is put in seems really inconsistent, it would be placed farther away than where I was actually it.
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@Venzhas said:
Sorry.
Now the crossplay is on the road, i was wondering if it was possible that console players can face the new killer/survivor with the PTB on ? I guess not but ive seen so much akward things til now
I dont know if console players can get on the ptb, I think it's only on pc, also to find questions, go to categories and scroll down until you find it.
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@Vox_Nocturne said:
https://forum.deadbydaylight.com/en/discussion/comment/1540043#Comment_1540043
Please don't sit on my hopes and dreams like that :((
I'm sorry, but its true... :(
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@Vox_Nocturne said:
I would so want Sidney!!
Sadly, we aren't getting Sidney in chapter 17... but maybe in the future!
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@Hannon said:
https://forum.deadbydaylight.com/en/discussion/comment/1532621#Comment_1532621
I mean that it’s not necessary.
just make struggle automatic
Then what would be the point of even having a struggle phase?
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@Iconoclast_iv said:
I usually play PH or Doctor, and sometimes i find myself in the 3-gen moment when the 3 are nearby, but there are 4 or 3 survivors left.
If i chase down a single one, the rest will finish a gen, if i stop chasing and disengage they will heal. If i slug, they will wait till he self heals to 99 and have a healed survivor pick him up when i'm not there.
It usually happens with survivors going 1-3/4 per gen. i have tried different approaches but i cant find a proper way to win when this happens.
Any tips? I'm still trying to learn how to play Killer properly.
I prefer surveillance in these situations, if you regress all 3 gens, you are free to chase and if surveillance tells you a gen is being worked on, you can easily move back and force them off of it
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1532625#Comment_1532625
I have lost a controller due to it already, both second stage and wiggle had broken controllers
I've only been playing dbd for a year and I mostly play survivor.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1532614#Comment_1532614
I cannot name the amount of times I have died because my finger tired out
Luckily, I haven't had any damage done to my controller yet.
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@Hannon said:
No.
What do you mean by no?
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@Hoodied said:
One of the issues I have noticed in dbd is how fast it deteriorates your controller/keyboards and I really hate it.
So I want to see how this could work by changing the second stage to work almost EXACTLY like second stage in cages WHILE still keeping the idea of the survivor doing something to keep them active during it.
When a survivor enters the second stage of struggle, you will get a skill-check every 3 seconds, everytime you hit a skill-check the next one will get smaller and smaller until you miss one, reducing the total time left in the second stage by 20% and resets the skill check size.
This is the start of making dbd more “controller/keyboard friendly” and I plan on changing the wiggle as well
Yeah, it gets annoying when you constantly have to mash a button to struggle, it tires out your finger and as you said, it takes a toll on your keyboard/controller.
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@Susinagi said:
Remove Hatch
Hatch is fine as it is, its keys that need a change.
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I've never got anything toxic from people who escaped through hatch, actually, now that I think about it... most people in my games escape through the hatch because I let them go.
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@Zeus said:
I think you made a mistake. There's no poll
When I tried to make one it wouldn't post.
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@Zeus said:
I think you made a mistake. There's no poll
I know...
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The Pennywise from 2017 would be cool, along with 2 survivors, 1 Male with legendary skins for the other boys, and Beverly as the second survivor.
Also, am I the only one who wants Sidney Prescott added as a survivor for the Scream DLC?
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1530878#Comment_1530878
Yea, I just think it would be a nice buff, it doesn't have to be meta or anything, just a small little mindgame that could throw off some Survivors.
I could agree, it would just be pretty situational.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1530590#Comment_1530590
A lot of perk names or descriptions don't match their effect, like Agitation, why would it increase your TR by 12 meters? It could increase you pickup speed by 15%, would make more sense.
But for the pallet breaking, it could help you at some unsafe or maybe even safe loops, to trick survivors into running away, or be in the wrong position.
Also why did you post 4 comments with almost the same thing?
Yes, but survivors have plenty of options when they get caught out like you said, there's Dead Hard, they could have DS up, their teammates could be there, there could be another loop close by, you get what I mean.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1530571#Comment_1530571
The second option, you could cancel the pallet animation, but the pallet would still be there, so you could trick Survivors into running away
Plus, they would notice you canceled the animation if the looked back at you. And once again, this change wouldn't match the name of the perk. Plus having a perk to cancel the pallet breaking animation would be useless and very situational.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1530571#Comment_1530571
The second option, you could cancel the pallet animation, but the pallet would still be there, so you could trick Survivors into running away
What would you gain from tricking a survivor to run away though, when you didn't even break the safe pallet.
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@HatchIsMyMercy said:
https://forum.deadbydaylight.com/en/discussion/comment/1530574#Comment_1530574
Yes, but how would having a perk called brutal strength allow you to cancel breaking a pallet, it doesn't sound like the perk and what it does match up.
Plus, what would you gain from tricking a survivor to run away from a loop when you didn't even break the pallet, unless it's an unsafe loop.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1530571#Comment_1530571
The second option, you could cancel the pallet animation, but the pallet would still be there, so you could trick Survivors into running away
Yes, but how would having a perk called brutal strength allow you to cancel breaking a pallet, it doesn't sound like the perk and what it does match up.
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@AhoyWolf said:
All Huntress' perks, all Steve's perks, Solidarity, No Mither, there are so many of them...
Since you said you like to hear perk buff ideas, I will share some small perk tweaks / buffs with you.
Survivor perks
Windows of opportunity
- Removed the cooldown.
- Aura of pallets and windows are shown to you when within a 16/20/24 meter range.
Dance with me
- Cooldown reduced to 30/25/20 seconds from 60/50/40 seconds.
Any Means Necessary
- Cooldown reduced to 60/50/40 seconds from painful 140/130/120 seconds.
Fixated
- Works while injured.
Lucky Break
- While Lucky Break is active your Grunts of Pain are reduced by 75%.
Killer Perks
Zanshin Tactics
- Removed the cooldown.
- Aura of pallets, breakable walls and windows are shown to you when within a 16/20/24 meter range.
Thanatophobia
- Works for dead and sacrificed Survivors.
Distressing
- Your terror radius is increased by 8 meters.
- Gain 50/75/100% more bloodpoints for actions in the Deviousness category.
Brutal Strength
- Allows you to cancel the pallet breaking animation.
Territorial imperative
- Kicking a Generator will make it "marked", Survivors within a 8/12/16 meter range from that Generator will have their aura revealed until they leave the area, or finish that "marked" Generator.
- This applies only for one Generator at a time.
Side note: I really don't know how to buff Territorial Imperative, it's such a garbage perk, so I reworked it instead, not sure if it is op or worthless tho. (Maybe it's too similar to Surveillance)
Hope you enjoyed these perk buff ideas!
One more thing, how would brutal strength work? Like would you just instantly break the pallet, or does it let you cancel it mid animation and keep the pallet there, I feel like brutal strength is a good perk the way it is. It gives survivors less time to make distance when you break a pallet. (On most killers who can't ignore pallets like clown or trapper, you get the idea)
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@R52G said:
One perk I’d love to see get revamped would have to be Bloodpact. I hate that if you’re the obsession it just cancels a perk. I would love it if instead of the perk being cancelled if you’re the obsession, if you’re put into the injured state then you can see everyone else’s auras within a certain range or vice versa.
Yeah, it would be nice for them to change that part of bloodpact, it's kind of stupid to have a perk that actually does nothing if you are the obsession, plus using DS makes you the obsession making the perk useless with DS. Unless you dont use DS in the game and someone else is the obsession.
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@HatchIsMyMercy said:
https://forum.deadbydaylight.com/en/discussion/comment/1528413#Comment_1528413
Yeah, but off the record completely removes grunts of pain, which means It kind of counter stridor but only when its active unlike iron will, which is still a very good perk.
Iron will reduce grunts of pain by 100% and if I'm correct, Stridor increases the volume of grunts of pain by 50%, so iron will at tier 3 will only be as effective as tier 1 against stridor.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/1527564#Comment_1527564
Off the record is just a Walmart version of Ironwill
Yeah, but off the record completely removes grunts of pain, which means It kind of counter stridor but only when its active unlike iron will, which is still a very good perk.