Avatar

Mercury

Mercury

About

Username
Mercury
Joined
Visits
2,394
Last Active

Comments

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/985373#Comment_985373

    No, it really shouldn't.

    It guarantees that every game leaves people feeling cheated and miserable with sub 10k points for mistakes they didn't make.

    The game is supposed to be balanced around everyone getting to play, not one person arbitrarily getting 7 chances because they happened to be chases 1, 2, 4, 5, 7, 8, and 10, and everyone else dying on first hook instantly.

    Everyone deserves a fair chance to play based on their own skill, your suggestion takes that away from the game.

    What would make it so you feel less cheated, if it was implemented in a different way?

    @Fleece said:

    This just seems like something that could kill the game honestly imagine being a solo survivor and a three person swf get hooked twice and then they sandbag you.

    It's punishing players for the mistakes of others... good that you put a option out there but I can see it killing the game for a lot of people

    You are right on that one, it could be change however that, if you are solo in that group, then you have your three hooks and only the swf group share their hooks.

    Maybe even make it so the whole team doesn't have to share hooks, but two of them. So it would not mean an immediate death for someone who is caught. I really just want ideas to see your guys ideas on how the Killers objective can also change a bit with the way the game is expanding.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/985343#Comment_985343

    Ahhh, I see. I misunderstood what you meant. I thought you meant that after hooking any two Survivors, every Survivor was now primed to die on the next Hook. My mistake.

    I'm not sure I'd be too thrilled to be in a position to be one-hooked because Mr. Potato Head got hooked twice super fast. You could in theory make it so you hook two weaker players and then kick out the strongest player. Also, how would this work with someone who enters the struggle state because they were left on the hook for too long? Would this mean the next person to be hooked is dead? That doesn't seem fair to Survivors if the Killer chooses to camp. Does the next hook ignore that and go to the struggle state again? Doesn't seem fair to the Killer that the Survivor can be left on the hook for twice as long as normal with no penalty during the first -> second hook phase.

    Your team is only as strong as the weakest link. Yes people could potentially go for the weak guy of the group and then get the stronger one with the third hook. This would call for stealth play of those guys, no more toying around.


    To the suggestion with the first to second phase, I'm open to ideas. I think it would be fine for the phase to go as normal, so the third hook would count as being the death hook. Since survivors can go an complete generators, while the Killer camps just fine. It would literally be a race of objective time.

  • @anarchy753 said:

    That would be terrible frankly. Dying on your first chase of the match, in potentially a single hit with exposed effects or powers just because other people got hooked would be insanely bad.

    It's like being morid without even having the chance to play.

    That is what it should feel like though. Do you really want to risk saving someone who is on the hook in the struggle phase, knowing you could be next? You could just let them die, then the sacrifice process goes back to the dormant state. That is the risk of being altruistic. Of course some stuff needs to be looked into, but this would bring in some challenge.

  • @DocFabron said:

    Absolutely not....

    That would nerf so many perks into uselessness... And not only be incredibly boring, but also stressful and annoying.

    How so exactly? To me it would make playing survivor the challenge that it should have been from the start. And why are we only looking at the perks aspect? But if we were to: Deliverance for example would have the chance to trigger more than once, since when you are always the person hooked after one has been sacrificed you are in the dormant state.

  • @TAG said:

    To me, this reads as stronger than an Ebony Mori. I would not be surprised if a number of Survivor perks become really bad with this. DS can become unusuable quite easily, Deliverance is 100% useless, We'll Make it only works for two hooks total, Camaraderie only does anything if you are exactly the second person hooked, Borrowed Time stops working after two hooks.

    Why does it stop working after two hooks? Let me clarify, you need to hook all survivors 12 times to sacrifice everyone. The perks still have a very good chance to work and borrowed time works for eight of those hooks, since those people are either in struggle or in the dormant phase.

  • I'd really like to get some different views, because this really is a topic which interest me in this game. It is a 4vs1 after all, it's supposed to be a game with team play, but also with a self preservation aspect. Maybe there could also be the possiblity for two people to share the progress or at the very least make it so swf does it.

  • We'll I can't slay the queen then, still got cabbage. I think I'm just gonna stay under the table now...

    Since I don't play on PS4 I wish you guys fun and luck. That was funny. :3

  • @Blueberry said:

    Blindness needs buffs, but honestly this wouldn't matter much for it.

    Since they can't hide totems properly they should just make all totems black and none should show as lit so they'd have to just start clearing them until they find the right one. Most the time I find it through just hearing it, not even through sight, and this would help that some as well.

    Isn't it weird that you can hear a lit totem from 15 meters away, but dear god- dare to stand above a gen to listen, if it is being repaired and you hear nothing? *fire sizzling intensifies*

  • @Cornpopers_Evan said:

    https://forum.deadbydaylight.com/en/discussion/comment/982708#Comment_982708

    Soldier, she's currently offline, this is our one and only shot. Take it or leave it!

    YES, S-SIR! *screams of agony* *lobs cabbage at leader*

    Oh my god, I can't look. Did it do anything? :s

  • @Cornpopers_Evan said:

    https://forum.deadbydaylight.com/en/discussion/comment/982673#Comment_982673

    Alright, here you go, good luck. *airdrops you in*

    Main goal: Eliminate Uni herself, take her throne away!

    But- am scared- Pretzel shank looks intimidating. :s

    Abort- *hides under table*

    I.. brought- cabbage? Pls accept cabbage.

  • @AshleyWB said:

    I DEMAND A THREE HEADED BUNNY

    Only- if he also gets three fluffly tails.

  • I'm ready sarge, put me in! *loads cabbage catapult*

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/118956/any-other-fellow-forum-member-just-hiding-under-tables

    I was watchig from a window outside, but if you still have pretzels I will go inside, just let me grab some defensive weapons just in case I need to shove one down the throath of an aggressor

    ...

    https://core-secure-graphics.grocerywebsite.com/Customizations/parent_sites/3/retailers/2579/images/Hand_Hatch_Chiles.jpg

    Done!

    Need something I could bring before enter the fray? water? more cheese? a penguin in a thong holding a signed cd of Rebecca Black?

    if not I'm in my way!!!

    Is the thong black? And does he come with any other cd's? I want something from Madonna.

  • @Boss said:

    I guess it's not really related, but this topic is close enough for me to risk it.

    I'd like to see more dead bodies added, just as a little detail.

    Like arms and legs sticking out between the rocks of the collapsed mine on Suffocation Pit.

    Or dead bodies in some trunks on Autohaven Wreckers maps.

    Uh get the mood on for some maps... yeah...

    I'd rly like to see submerges little alligators on swamp maps, would be so cool honestly.

  • @Cornpopers_Evan said:

    https://forum.deadbydaylight.com/en/discussion/comment/982571#Comment_982571

    Oh, ok then

    *gets dragged into the cafeteria

    NO ONE ESCAPES FOOD FIGHT!

    NO- DON'T YOU DA-! *looks down at the now ruined white hoodie*

    Oh it's *bleep*-ing on- IT'S ON! *smears mayonaise across his cheeks like war paint*

  • @krowzar said:

    We are going to need npcs to replace killers when killer mains leave the game due to some killer perk nerf.

    Does it have to be every post? Let's just keep it on topic for some, aight? There are enough posts talking about that. It's frustrating and not fun, we get it. I should know, I never want back to Killer red ranks, but let's keep some of the posts clean... please.

  • Oh my god... you forgot Cawcraw the crow, my dude! He and his twinsies are all over the realms, my man.

  • @Unicorn said:

    https://forum.deadbydaylight.com/en/discussion/comment/982269#Comment_982269

    Awww, hug? 💜 Me and my pretzel shank will protect you.

    Not sure, if it's really that safe under the table with someone holding a pretzel shank... don't mind me, but me and my phone will chill on the stairs, watching the chaos unfold. Too tired to speak up and intervene anyway... let's just look at some memes.

  • Well without trying to not spoil stuff from the second movie, one might take a look at the ending again and then we know why it wouldn't work. The Entities trial and playground would be IT's downfall. It would probably end up the same way it happened in the movie. Of course there is the off-chance the two entities may work out a way to work together and the entity would help IT as sort of a symbiosis, but how likely would that be?

  • @StrodeWins said:

    https://forum.deadbydaylight.com/en/discussion/comment/859281#Comment_859281

    i think it works as if you’re the obsession, only your aura will show when last gen is done. so the killer does know it’s you and will come to mori.

    No it reveals all auras, not just yours.

  • The Killer doesn't know whos aura it is though... if you still are two people, he doesn't know which one of them you are. There is enough counter play.


  • @lynelmane said:

    https://forum.deadbydaylight.com/en/discussion/comment/789219#Comment_789219

    Let me lay this out for you.

    I'm level 50 pig, but I've been leveling up past 50 for a week or two and I bought PGTW from the shrine this week, (Tuesday) and I didn't get it in the Pig's bloodweb until about Thursday. I got level 2 yesterday. I played a lot today and still haven't gotten level 3.

    In the game I described in the op, I had 2 generators left and 3 survivors left. One of the generators (the one I wanted to kick) was across the map from where I hooked the person and killed them. Then there were 2 survivors left and one competed a generator even further away as I was walking to the generator in question.

    The perk timed out as I was in the middle of the kick animation. My suggested QoL change (get that I said QoL, NOT rework) is to have the timer pause when you start the kick animation. Letting go would resume the timer.

    I also have a lot of perks unlocked for killer and don't yet have them all on all killers, so the game loves to give me other perks that are useless to me instead of PGTW 3.

    I could not control how close to hook the survivor to the generator and there were no generators with progress that were closer to me than the one in question.

    Assuming that I "don't want" or "don't like" to do something is condescending and rude. Please do not focus on me as an individual and just focus on my suggested QoL change.

    Give up, they are not going to grasp your concept. It would indeed be a nice QOL change OP and would just go along with other things already stopping their timer when a condition is met = Pig Trap timer stopping when in terrorradius, mending not going down when in terror radius. I don't see why they wouldn't be able to make the timer stop ticking, once you start to kick the generator.

  • Conditions are that you survive using only his three perks. Unbreakable, Left Behind and Borrowed Time. Bring along any offering, item or w/e, but you can only have those three perks. People often suggest to escape through the exit gate and not the hatch, even though it both always works for me.

  • Two things, that's all.

    Was it a fair game for both sides and did we have fun?

    Did I get a lot of Bloodpoints?

    That's a win for me.

    If all had fun and everyone escaped or died I had fun either way.

  • How about two conditions for the perk. For the heal you need to be in the Killer's terror radius. For the 5 seconds Sprint burst you need to be in an actual chase with the Killer. Done.

  • It is a bit weird indeed, that the obsession has to be alive for it to work, the obsession is also not affected by it, hooking the obsession does nothing for it AND it gives them a altruistic speed boost? Okay then...

  • Maybe it's not a real Demogorgon? Remember that the entity taps into its victims memories and sometimes used them as a playing ground for its trials. Perhaps this time, when it caught Steve and Nancy, it tapped into their memory to bring something greater than just a replica of their surroundings, what if it build a Demogorgon from scratch just from their memories? Both Nancy and Steve have seen the Demogorgon up close and personal, so that could work. Yet, they are unsure of what exactly it is capable of, which helps mechanical wise, since the demogorgon would probably be capable of much more than in the game, yet Steve and Nancy wouldn't know right of the bat. I dunnu just a random thought. But this would rule out the competition factor, right? I felt like the Demogorgon needs to be bound to something to be kept alive (i.e. season 2) so the entity couldn't do it in any other way, but to create its own Demogorgon.

  • @se05239 said:

    Non-Humanoid killer, they said. Not non-human. There's a difference.

    Demogorgon is clearly not human but its definitely a humanoid.

    Werewolfs are humanoid, but didn't they say they didn't want to make that one either? :(

  • @Financial_Stability said:

    Hag, if played right, will tend to gain max deviousness throughout many games. I don't have much experience with the others, but I won't complain about more bp.

    Alright, no problem. :D

    I am not much of a Hag player myself, so I didn't know. Just wanted to give her bp gain some luv, too. :)

  • Now all I can imagine is David piggybacking the Hag or other small Killers. Wheeeeeeeeeeee~

    in G Comment by Mercury
  • Tinkerer, nuff said.

  • @Peanits said:

    @purebalance said:

    @Peanits said:

    @purebalance said:

    @Peanits said:
    Send a ticket here under Additional Player Report Information: https://support.deadbydaylight.com/hc/en-us

    You can either attach the video directly to the ticket, or if the file is too large, you can upload it to a video sharing site and send a link instead. Please be sure to report them in game as well though, as this will allow us to verify that the person you are reporting is the person in the video.

    How exactly is that going to happen? Are you able to close out a game once evidence has been given? Otherwise his only option is to disconnect and then can't actually report in game.

    I had a game recently on console where I was trying to do generators and the other 3 and the killer were point trading and got mad I was going to escape and then basically body blocked and farmed me with the killer without hooking me. Absolutely no other option other than disconnecting and no way to report them if you do.

    Leaving the match through the leave match button should send you to the end screen where you can report them.

    And it still counts as a rage quit and you lose your points and you lose 2 pips. That's a bs answer.

    That is exactly why there is a threshold to DC bans, and why there is a leave button in the first place. You will not be banned for the occasional DC because someone is griefing. Things like this are nowhere near common enough for that to happen.

    I couldn't report him in game, since later on some connection issues kicked me out of the game. It send me back to the title screen and I couldn't submit a ticket. Can I still submit the video I got? I also got two screenshots who show the other survivors and the Killer in my lobby. It could still be worked out, right?

  • I never mentioned they are locked, rather that you'd continue matchmaking in the area of rank twelve and not higher. Even if your rank exceeded the limit you aren't locked out of playing them... guys, seriously.

    And yes, this is kind of a jab at that "only facing Nurses and Hillbillies" at rank 1, since then it would ONLY be them.

  • I would like the traps to be something the survivor has to worry about, not the Pig. It should be put on once and then get someone else. I always wanted them to work like Hoffman's trap in the sixth movie. Instead of activating a normal timer, until the exit gates are powered, the traps would simply 'rip' open partially. This would either send the survivor into the next hooking phase or put them into the dying state when there is no hooking state left.
    They could still look for keys and stop the trap from doing the partial rip. Once the exit gates are powered, they work as usual. Ticking timer, no passing through the exit gate, yadda yadda.
    And yes, combat straps should definitely be in her base kit. Also a higher view in crouch would be nice...v

  • But... as far as I know that is how it works. You have to listen carefully, but with stridor you can hear yourself grunt even with iron will. It does up the volume again from the 100% negation.

  • @GodDamn_Angela said:

    @Mercury said:

    @TigerKirby215 said:
    First one would be overpowered as ######### and still wouldn't be run, Second perk is the Leatherface dream.

    Why do you think it wouldn't be run? And - well we could put some conditions on it, if it's too strong.
    Like that it only works on injured survivors. It would allow to immediately grab and carry them instead of having to vault over or break something.

    You can already grab vaulting injured survivors though.

    Not if they quick vault and you are lunging. That's the thing. With this perk you would be able to lunge and get a grab.

  • @TigerKirby215 said:
    First one would be overpowered as ######### and still wouldn't be run, Second perk is the Leatherface dream.

    Why do you think it wouldn't be run? And - well we could put some conditions on it, if it's too strong.
    Like that it only works on injured survivors. It would allow to immediately grab and carry them instead of having to vault over or break something.

  • @Jack11803 said:
    I also talk to myself...

    Don't we all? ._.

    And yeah, it could have been handled a little better, like that you get half of your progress in the other category - like if you play survivor you get half of your progress towards your vial for Killers and vice versa.

    Still, there is a lot of time left and we shall see how it goes from here instead of immediately going ape cheese again like the cheese storm they got about the cosmetics.

  • The one sided thing that I hate is, that only Killers will be awarded bloodpoints even after fulfilling their objective. (As far as I know at least.) Once the survivors have all 30 vials, they will no longer be able to interact with the visercal canker, meaning no more bonus bloodpoints...
    I imagine that Killers can still hook survivors on those hooks and get the bloodpoints so.... yeah... great.

  • @Bravo0413 said:
    I mean Freddy is getting a full rework sooo..... there's your spoiler... dev's are even adding a new map and throwing in the girl everyone really wanted to come with him... k now that it's settled can we move away from tiring liscienced killer BS "I want pinhead and Jason" the 3 billionth discussion of wanting freaking IT in the game as well.. 🙄...........

    Only kidding I really want a SCREAM chapter to.......... bring Sidney to DBD!!

    Wait, I missed something then, where did we get the info that Freddy is getting a FULL rework and they bring a new map plus Nancy? What?

  • I hoped for a rework, where the trap stays active all the time when thrown on a survivor. It would fit the theme of putting it on and going for the others way better. The trap should stay on a survivors head until they power up the exit gates. The way the trap would work would be like this:

    • Activating a generator rips the trap partially open, putting the survivor in the next sacrificing stage.
    • Keys collected from boxes prevent the partial snapping of the bear trap.
    • Once the exit gates are powered, the actual timer ticks down. The usual rules of RBT apply in the end game.
  • Still hoping for another l4d crossover, where they introduce the Hunter as a Killer. Would be awesome to pounce up walls and use echo location or something to pounce unsuspecting survivors. I mean... we already got Bill, just would be really, really awesome.

  • Agree with the end game thing, the gen 45s not so much. What might be a good balance thing could be:

    Cold generators. At the start of every trial, the five gens have gone cold, which significantly increases repair timers. At least one has to be repaired, before the gens reheat and the timer is back to normal. Cold generators can be repaired by multiple people to decrease the time to normal speeds. With three people on one gen it would repair as one person on one generator.

    This can be tweaked of course, but this would actually give the Killer some time, because Survivors have to activly find each other and work one generator all together or sneak and get one with ridiculous repair time.

  • (DETAILED) nice.

  • @Robb_Stark said:

    @TiredFluffball said:
    Seriously, I don't understand why people still go on about it.

    For me, regardless of what Killer I play, Decisive only usually wastes about 15 seconds of my time before the person who hit me with it is already back on my shoulder. And I don't even consider myself a particularly good player.

    Am I missing something here?

    I kind of agree with you. Decisive Strike is not that good.It helps when the killer downs you close to the Hatch or at the Exit Gates when they are open.

    I have recently gotten it from the Shrine.If I am not the Obsession I rarely have the change to use it, because I need to wiggle to 35% and Hooks are everywhere.If I run to a corner and get downed there I get the chance to use it, but I have nowhere to go.There are no pallets/windows in these areas.

    And then there's Rancor.
    And then the Skill Check, which for me is difficult, because it doesn't feel smooth at all( even at 62+ fps, but given that my graphics card is not the best let it be).I believe on consoles it's even harder to hit it.

    It feels good to see how you free yourself from the killer's shoulder, but that's about it.

    That is the thing. Just because someone isn't good at hitting a skill check doesn't mean every one else is. For most dstrike users it's not a problem to hit it. This game is all about time and the survivor can take the Killer's time without doing anything to deserve it. You can use dstrike just cause... If it had a condition like Deliverance, most people would see it in a better light. The way it is right now, it's just too rewarding for something that's supposed to be high risk, high reward. (High risk my a-) Besides the non obsession dstrike just feel even worse. They come when you don't expect it and hit harder than the actual obsession. With the new update where hooks are 24 meters apart it's going to get even worse.

  • Thinking about it, the new Alert would also be a counter against it. Since the gens will only be shown in red when survivors are activly working on them.

  • @Marvel said:
    Hm, sounds interesting but might give you too much information for a simple action. If there are 2 other gens nearby and currently being worked on, you will get the information that there are at least 2 survivors working on them. I think Surveillance would be fine if they increased the timer to 20-30 seconds and alert the killer with an explosion that the generator is being worked on again.

    The thing is, that most perks just feel underwhelming and not worth it. This could potentially break the meta a tiny little bit. Surveillance is already such a niche perk, so I dunnu...

  • @Mister_xD said:
    yeah, they rly need to A: rework some of the stuns or B: the description of enduring.
    So, here is how it is: enduring will not reduce a DS stun and a wiggle free stun by 75%. the DS stun will therefore be reduced by 55% and the wiggle free stun will be unaffected.
    a pallet save doesnt give you the pallet stun, but the wiggle free stun instead, so you will have to sufer through the normal stun duration...

    Yeah, I wish they went with option one, something like this:

    You are resilient to pain. Recovery from pallet stuns is 75% faster. Perk wiggle free stuns are reduced by 55% (This would remain to be tested.). Normal and flashlight wiggle free stuns are reduced by 20%.

1 2 3 4 … 6