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Mercury

Mercury

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Mercury
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  • @brokedownpalace said:
    Oof. I'm not sure why someone like lowbei was unbanned, but if you community managers are truly looking for ways to cut back on community toxicity, you might try cutting the head of the snake off first.

    I'm not sure of his other posts, might not have read them all, but why is Lowbei supposed to be toxic here and deserve to be compared to a snake? The other person clearly started it... he really was just poking with some fun and then megdonalds comes along to call him a low life? Cutting toxicity- right...

    And Lowbei be careful, before you're entirely flooded with love. :P

  • @kazzymoyashi said:
    What do you mean, Mercury?

    What I mean is that the Hillbilly's perk Enduring, which should let you recover from stuns by pallets and perks by 75% faster, does not work when you are carrying a survivor and then you get pallet slammed. Shouldn't this recovery be faster like the normal pallet slam, since as far as I remember it does not affect a pallet save.

  • @Bravo0413 said:
    Mercury said:

    @Bravo0413 said:

    Mercury said:

    The whoosh is being adressed mid-chapter patch, it's on ptb right now. There won't be any whooshing sound when within husk terror radius. There's a ton more mind game potential with this already. And the sound is no longer coming directly from her when outside of husk's terror radius.
    
    And to be honest, I played the Spirit quite a lot recently and she is really really great and a lot of fun too. From my perspective the ONLY thing she really could use is a little splice with the lunge out of phase walk. Tune down the add-ons afterwards, but she really is fine otherwise. Maybe if we want to get freaky, give her a 'passive', that if she hits out of phase walking she regains 50% of the ability cooldown instantly.
    

    Can you tell where she is while she's phasing this is something that I've heard mixed on.. can you still hear her while she's in phase?

    You don't hear her direct location, only the whooshing sound all around you.

    Gotcha so you can't hear her moans or footsteps etc... ?

    Not entirely sure to be honest... I imagine they are drowned out by the sound itself. It is quite loud. Still weird, since I thought they initially wanted her to make a moaning sound instead of the whooshing... like there is literally an add-on to make those moans less audible.

  • @Bravo0413 said:
    Mercury said:

    The whoosh is being adressed mid-chapter patch, it's on ptb right now. There won't be any whooshing sound when within husk terror radius. There's a ton more mind game potential with this already. And the sound is no longer coming directly from her when outside of husk's terror radius.

    And to be honest, I played the Spirit quite a lot recently and she is really really great and a lot of fun too. From my perspective the ONLY thing she really could use is a little splice with the lunge out of phase walk. Tune down the add-ons afterwards, but she really is fine otherwise. Maybe if we want to get freaky, give her a 'passive', that if she hits out of phase walking she regains 50% of the ability cooldown instantly.

    Can you tell where she is while she's phasing this is something that I've heard mixed on.. can you still hear her while she's in phase?

    You don't hear her direct location, only the whooshing sound all around you.

  • The whoosh is being adressed mid-chapter patch, it's on ptb right now. There won't be any whooshing sound when within husk terror radius. There's a ton more mind game potential with this already. And the sound is no longer coming directly from her when outside of husk's terror radius.

    And to be honest, I played the Spirit quite a lot recently and she is really really great and a lot of fun too. From my perspective the ONLY thing she really could use is a little splice with the lunge out of phase walk. Tune down the add-ons afterwards, but she really is fine otherwise. Maybe if we want to get freaky, give her a 'passive', that if she hits out of phase walking she regains 50% of the ability cooldown instantly.

  • If there were any more prestige levels, they should only be for items. Imagine getting rid of the owned items and gaining a bloody version of those items with the next level. You wouldn't lose perks, offerings or add-ons, only items. Like you lose all your flashlights and gain the ability to find bloody flashlights in the bloodweb and chests. They could have some other effects too, like a different color when shining it.

  • @Nickenzie said:
    CoolAKn said:

    @Nickenzie Survivor main here. Interesting concept you have in regards to Decisive Strike.

    CRITIQUES


    * Positive: Changes the perk from free-use to earned-use.
    * Adjustment: Given this change, the DS skill check should be immune to all modifiers that would make the skill check easier or harder.
    * Alternate Adjustment: Have the user just press E at any point while being carried to jump off, that way the killer can't constantly be dropping the survivor to prevent it's use.

    • Positive: Charging the perk based on proximity to the killer.

    • Adjustment: Change the range to 12/24/36 meters to create a synergy with Spine Chill; if Spine Chill is active, you are charging DS, assuming the tiers are the same.

    • Negative: Bleed-out timer upon use.

    • Adjustment: Replace bleed-out timer with Broken for 100/80/60 seconds (same values as Deliverance). This change would also keep up with the lore of the movies, where after Laurie stabs Michael, she was injured for the rest of the first movie and for the entire duration of the second movie.

    • Neutral: Time required to charge.

    • Adjustment: Reduce the time (obsession only) to 45 seconds to charge up the perk.

      Oh, the perk automatically stuns the killer and frees you the moment that the pick up animation is finished. Meaning the killer can't dribble you to a hook because there's no moment where the killer can drop the survivor.

    I wasn't the one suggesting the spine chill thing, messed up the David's, lad. :P
    But yeah, you are right, bleedout would cause for a lot more pressure and would add some more stakes to it.

  • @Nickenzie said:
    Mercury said:

    Is it like Diversion though? Couldn't the Survivor just loop you for a whole minute and still get the benefit? This would still be a nightmare for m1 Killers then.

    The perk won't charge up when in a chase, just like Stake Out. I thought that I put that in the Rework, I'll check it again lol.

    It's alright. Since you planned for it, I can definitely agree this is a nice and well thought out change to dstrike. Would definitely like to see something along the lines of this.

    And whether it's bleedout or broken would have to be tested, whatever feels better.

  • Is it like Diversion though? Couldn't the Survivor just loop you for a whole minute and still get the benefit? This would still be a nightmare for m1 Killers then.

  • To be honest some time back I thought of a buff/shift of power on Sloppy butcher. The description literally says something about being good at inflicting pain. With the new status coming in, I thought of something like this:

    You know where to hit to make them bleed. Hits inflicted make it awfully painful to heal.

    Wounds inflicted by successful attacks slightly/moderately/considerably increase the Survivor's Bleeding frequency and cause the broken status effect for 30/45/60 seconds.

  • @Dabrownman1812 said:
    Mercury said:

    @Dabrownman1812 said:

    No multi stalk meyers, god no

    That's how he was when he first came out... it's not too strong.

    @deadwolfwalking said:

    Mulistalk Myers might be a nerf more than a buff. Its nice to 99% him and then have the ability to flip the switch at will. But what if you were 99%'ing off of one guy and then suddenly 2 or 3 ppl popped into view? You'd tier up promptly without a planned strategy. As it stands, its a constant and controllable rate. I do like the unlimited stalking idea though.

    It would only take some time to get used to and like mentioned, the multi stalk only works up to two survivors.

    When he came out no one knew how to use him, it would be strong now yes. And was it like that really, I will check. I heard it split and divided the evil amongst those stalked. And faster trapper? Interesting, but following that logic freddy gotta be sanic. 

    I beleive it was, there was multistalk on ALL survivors. :p
    I just wish for something entirely different for Freddy. There are more than enough awesome suggestions out there, devs just have to look.

  • @Dabrownman1812 said:
    No multi stalk meyers, god no

    That's how he was when he first came out... it's not too strong.

    @deadwolfwalking said:
    Mulistalk Myers might be a nerf more than a buff. Its nice to 99% him and then have the ability to flip the switch at will. But what if you were 99%'ing off of one guy and then suddenly 2 or 3 ppl popped into view? You'd tier up promptly without a planned strategy. As it stands, its a constant and controllable rate. I do like the unlimited stalking idea though.

    It would only take some time to get used to and like mentioned, the multi stalk only works up to two survivors.

  • @Bagmann said:
    I like most of these, but I'll give my thoughts on each individually

    Trapper: Trap collecting is his biggest weakness and is the only major thing basically handicapping him now, call me crazy but his traps should work like how the hag handles her traps. Also traps shouldn't be RNG based when you are trying to get out of them, should be a 20 second interaction or so with some skill checks (no great zones).

    Wraith: His base kit does need some big tweaking, maybe even a second ability.

    Billy: He's fine where he is, even most of his add-ons (except for grisly chains, those do practically nothing) although I would like for him to have an ultra rare.

    Nurse: I agree, addons shouldn't handicap killers like the nurse's do

    Huntress: I like this one

    Spirit: The bug definitely needs to be fixed, but her massive cool down shouldn't be a thing, I'd prefer something more like hillbilly's stun after he chainsaw sprints. Also 110% movement speed shouldn't be a thing

    Shape: I agree with everything except for the infinite evil, although survivors should regenerate evil while not in a chase or in the terror radius (maybe a full regen after 2-4 minutes?)

    Hag: I like this one, even though I think she is fine the way she is

    Cannibal: I agree

    Doctor: His shock therapy's 2.5 second effect where it disables pallet vaults and whatnot is currently bugged, that needs fixing. Other than that I don't think his shock therapy should not have the delay in between actually shocking and them getting hit with said shock. I agree with the add-ons though.

    Freddy: Wholeheartedly agree.

    Pig: I kinda like this one, but I feel it would be a lot simpler and take less time to just rework the RBTs so they aren't completely luck based, slightly increase the speed and distance of the dash attack, add some kind of nullification for sprint burst (maybe 3 seconds after the dash starts?), decrease the charge time of the dash a bit (maybe add an effect where it will trigger a grab if you score a hit on someone working on an interruptible action?) and give her add-ons the buffs they need.

    Clown: I love the way the clown plays out, only things I'd do with him is maybe cause his gas clouds to interrupt actions (gens, healing, etc.) for a second or so when a survivor gets intoxicated and slightly increase the speed down he has (5-10%) and change flask of bleach to do something else.

    Thanks for the feedback!

    • When you say like Trapper's traps should act like Hag's you mean all his traps (what about 6 I believe?) in his "hands" and he can place them where ever? I wouldn't mind or maybe something like they will spawn open right infront of windows or inside pallets? So they would already be open and placed somewhere where Survivors might go.

    • I actually had an idea for Wraith a little back it was like a Death gaze while he uncloaks. He would fill a bar while stalking Survivors during invisibility. The Survivor would then be slowed and this could be affected by add-ons.

    • I just had this idea for him and actually Leatherface(forgot in the original post) to do those actions just to shave off a little bit of time for them. They can't actually hit someone, they simply interact with their surroundings.

    • The Spirit for me right now is actually almost fine. I guess at this point it really is personal preferance. I don't think she needs the normal movement speed, since her phase makes up for it, but I wouldn't say no to more cooldown on her ability.

    • You are right, unlimited is rather strong on Michael. I love your idea though of the regeneration outside of chases, that would actually sound balanced and not feel to overpowered. :)

    • You might be right with Hag, dunnu. I'm not that great of a Hag to begin with, would actually need some Hag main to feature some ideas.

    • I didn't even know the Doc was bugged right now, curious for sure. Oh I think I get it, you mean the shock should be instant when released, right? Because right now it's like 0,3 seconds or something after finishing the shock. Yeah, that would actually help a lot. Then the quicker charge time wouldn't be really needed.

    • About the Pig it's just that I've loved the movies and it doesn't feel right to be able to rid oneself of the trap so quickly. This way they actually would be the slap on a Survivor and move on kind of thing they were designed for. They are supposed to grant time, so once you get someone he will need to look through the boxes. I dunnu, maybe I'm going to far from what's possible with the license, just would be awesome.

    • Same, Clown is awesome to play and I really like him, it's just something feels odd when playing him. I don't think it's his movement speed, it's something else, but I can't wrap my head around it. Maybe a starter would be to rid of his little cough or w/e when vaulting windows...

    @IronWolf115 said:
    Leatherface I feel is more in need of just BIG buffs, to hep make him a close range punisher. But his add-ons definitely need to be reworked.

    Really like your Huntress and Hillbilly suggestions

    @ClogWench said:
    Leatherface I think needs a second ability. As it stands his chainsaw is extremely weak. As for Doctor I think his add-ons are actually really good currently (could use a second ultra rare). If anything I'd combine Treatment mode and punishment mode so he has time to hit after a shock or react to a survivors actions and shock them in time. Switching between them feels clunky and slow and makes him loose all momentum.

    Thanks for your guys feedback too!

    Yeah I really hope they look at Leatheface after our beloved Freddy. :)

  • @MegMain98 said:

    @Acromio said:

    • Freddy (full character rework)
    • Doctor (full character rework)
    • Pig (full character rework)
    • Spirit (full character rework)
    • Trapper (base stats)
    • Huntress (addons)
    • Leatherface (addons and base stats)
    • Myers (tombstone addons)
    • Clown (addons)
    • Nurse (achievements and purple addons aside from Campbell's last breath).

    Now if anybody needs an “achievement” rework it is The Huntress...downing survivors with hatchets 100 times from farther than 24 meters is a ridiculous feat. It should be 30 MAX. Yet for Trapper you only need to catch 10 survivors in traps.

    But it is the other way around... Huntress 20 hits from 24 meters and Trapper 100 times grab someone from a trap.

  • I'd actually call for a buff on Rancour. Make it so it activates either on last gen completion or when the obsession is the last survivor.

  • I play fair a fair amount of both sides, but lately this year more of Killer. I don't look at one side and say it's op, but rather I study what can be done to improve the enjoyment for both sides. Like a recent suggestion about a Pig rework. It's kind of balanced, just wish there would finally be a stealth meta and not a pallet looping one.

  • Killers' would just use you to hit other people with the movement speed. ._.

  • @Outland said:

    @Vietfox said:
    Buily09 said:

    As Pig, If you camp basement stairs when Survivor have trap on their head, can you get ban for this?

    Well it's not rly holding game because that Survivor with Trap will die anyway from trap.

    No, you can't get banned for using dick tactics.

    There is a daily that is for Survivors being Killed by a RBT. Securing that daily is a rough one. You call it a dick tactic, I just call it smart play. But we all know you hate Killer players so we'll let it go at that.

    You realize that has been changed ages ago? It's just hitting an ambush attack now.

  • I made a suggestion a while ago, that went some what like this:

    Once the Pig uses a trap on you it's going to stay on you till all generators are completed. Searching a box at this moment grants you a key to your trap, but not to open it, merely to delay it snapping shut. If you don't get a key before a generator is completed, the trap shuts partially. (Think Hoffman in the sixth movie.)

    The partial shut sends you into the next hook phase immediately, so from not hooked to summoning and from summoning to death hook. The thing I don't like about Amandas' traps are that they can be lost so early, especially with a lucky first box. This way once you got it on a survivor it will stay till late game, the rng merely affects the key search for it to partially shut. Once you have reached late game and the exits are powered, the actual timer starts. From there it goes on as normal.

    I had more ideas but those are too much to put in a mere comment.

    I definitely agree with most buffs to her crouching ambush, but the trap itself should get a small rework, not a buff.

  • @Master said:
    DS will be reworked next patch (hopefully they manage it finally).
    DS is never useless, unless you fail the skillcheck, but thats completely your fault then.

    You have 3 hooks, that means if you didnt get to use DS, then you died 3 times close to a hook, thats completely your fault too. And even if he juggled you 3 times to the hook, then this wasted so much time already taht DS was well worth it.

    Now before you complain about being camped after first hook, DS did the job too and granted the other survivors a free win

    Don't want to defend DS here, but at these times it is kind of hard to NOT die near a hook. If I recall it correctly, there are three hooks per tile now? Correct me if I am wrong. :o

  • @Beaburd said:
    I approve of this suggestion. While I cannot contribute to perk ideas at the moment, here's the model I expect BHVR to use:

    https://www.youtube.com/watch?v=sHquUKSR04M

    Oddly disturbed, yet weirdly aroused.

  • One of his unique perks.

    Fat fingered: You may be clumsy at times, fingers ending up where they're not supposed to. Skill check success zones are 15%/20%/25% smaller. Each consecutive great skill check grants a token which raises your action speed by 2% up to 5 tokens.

    Can't think of anything else right now. xD

  • @ChraizE said:

    @SoMuchBetterThanYou said:
    i doubt it is "mostly kids".  the average gamer age was 34 last time i checked.

    nope, mature aged gamers are only 11% of the dbd community have a look at the chart.

    Hands down, "Fat people don't run.", got me nearly cracking up. Still you can see that it's still flawed. This game is for adults. It's not the devs fault that kids are playing their game. The parents look after the child and should check regularily what they are up to on the internet. If they are a little more relaxed towards it but still keep it in check I don't even see the issue. They surely keep other things in check- in this case the food intake and health of their child. This game wouldn't be promoting a obsesity problem in the slightest, it would rather show that to survive you better stay slim.

  • @ChraizE said:

    @Might_Oakk said:

    @ChraizE said:
    I don't think it's a good idea to teach kids that it's okay to be obese.

    Nuh uh uh uh uh uh, you will not fat shame my ginger sexpot.

    Are you American?

    If you believe a childs obesity has anything todo with anything other then horrible parenting you are trash and shouldn't be reproducing. Blaming a video game for your kid being fat is about as pathetic as it gets...

    First of all I am Australian NOT American. Second of all you absolute dropkick I said that putting a fat person in DBD would be teaching kids that it's okay to be Obese (which it clearly isn't). Kids are impressionable so I think it has been smart for devs to put survivors in the game who are in shape and not "fat" which was the point I was making to begin with you illiterate halfwit.

    I'm sorry, but this statement is flawed from the very beginning. This is not a game for kids to begin with, why would it teach them anything in the first place. That's bad parenting to allow a child to play a game like this. And how in the hell would it teach them that it's okay to be ga- I mean okay to be fat? If anything they see the fat girl/boy/apache running and see him getting owned by the much slimmer Killer or- well the Clown spliced up on Entity juice.

  • I really don't know. I mean, bring on the achievementsto hunt, it's fun, but just survive with a set of perks is kinda~meh.

  • @MandyTalk said:
    I wouldn't call it a dead perk because it is used a lot in matches that I play at least, I think the main issue is that unlike BBQ it gives no in game effect - so a survivor is effectively using 3 perks only when playing with WGLF.

    I like the idea of it doing something other than getting points, but balancing it out would be a nightmare, I personally think giving it a healing affect would make it too strong, taking the hit and being able to be healed faster means a lot less risk to the perk - I'd like to keep the risk involved. I wouldn't be adverse to having it heal someone else faster whilst it is active but then we have We'll Make It for that. Aura reading would probably be the best option in my mind, maybe showing the aura of other survivors for X amount of seconds, but only after taking a hit - not an unhook.

    I had the idea for the perk to conceal when you unhook someone, so the Killer wouldn't have the visual explosion and no audio cue. He could still see in the status bar that the Survivor was unhooked, but he wouldn't get the explosion, perhaps giving the Survivors' some extra time. How is that idea? :3

  • @theArashi said:
    Screaming itself doesn't stop any interactions.
    Getting hit by doctors shock blocks you from any interactions for I think 1.5 or 2 seconds. Calm spirit doesn't nullify doctors power if that what you mean.

    Exactly this. ^
    The perk is only there to allow better stealth all through the madness stages. You still suffer the 2.5 second
    (I believe) action halt status effect.

  • @βLAKE said:
    Also keep in mind that Quentin's vigil is all about relieving his teammates from their status effects and last time I checked Hex perks do give you a status effect such as Cursed, Blindness (Third Seal), Exposed (NOED). Therefore, Quentin should have a perk that should give him the ability to cleanse totems to relieve his teammates from their Hex status effects

    He just doesn't fit that role though. Those are litteral curses. And he never researched about Freddy's power itself, only about dreaming and how to find the exit within them, the little cracks to bend them to your will.

    Besides Vigil would have enough for a perk if they decide to go with the exhaustion going down during running AND the status it gives right now.

  • @βLAKE said:

    @Mercury said:
    This idea has been talked about for Vigil and it would definitely be a nice buff to it. But the extra cleansing speed is probably better for another perk...

    Well I say this because Quentin is all about helping his teammates recover and his Vigil perk reads, "You look over your friends even in dire situations." I would assume that breaking Hex totems or possible Hex totems could exemplify that.

    He's more of an expert on dreaming and the deprivation of sleep. It would feel odd if the knowledge of Voodoo was built into it as well. Now his Vigil is more like him looking out for his friends, so statuses aren't affecting them as much as they would normaly. He's checking if they had enough rest, if they have been treated when poisened or something along those lines.

    His other perks could use a buff to them as well, but right now it's just about Vigil. Cleansing speed for totems should rather be linked to someone who has been known to handle things kin to Voodoo. Maybe even meditation, ie. Jake Park. But let's not dive into that.

  • @Master said:

    @Mercury said:
    Nevermind me... got a little light headed. Granted the hitbox should definitely be looked at, but the pallet animation is only when standing still.

    This change will barely influence pallet looping. It's there to fix that spinning dance you do, even though you didn't run around the pallet, you're simply standing next to it. This twirl was unecessary and is being fixed.

    The oversized hitbox is necessary though?
    I cant count the times where I have looked at the pallet, seeing it drop in front of me but still it got me stuned :wink:

    Nah mate, ya got me with the hitbox. It should be looked at. But the dance needs to go.

  • Nevermind me... got a little light headed. Granted the hitbox should definitely be looked at, but the pallet animation is only when standing still.

    This change will barely influence pallet looping. It's there to fix that spinning dance you do, even though you didn't run around the pallet, you're simply standing next to it. This twirl was unecessary and is being fixed.

  • People go on and on about this, why is it easier exactly?

  • This idea has been talked about for Vigil and it would definitely be a nice buff to it. But the extra cleansing speed is probably better for another perk...

  • I think I have a suggestion, that might solve the problem everyone has by a little bit. The perk is supposed to be used to give the Killer a target and maybe get him to leave the hook, for a chance to get extra BP's. But the more Survivors' fall to the Killer's hand, the easier of a detection tool it becomes.

    I had an idea along the lines of this:
    A deep bond with The Entity unlocks potential in one's Aura reading ability. After hooking a Survivor, all other Survivors' Auras are revealed to you for a second for each remaining survivor, when they are further than 52/46/40 metres from the Hook.

    This would make it so each death shortens your aura reading by one second, giving enough opportunity to hide, as your friends fall to the Killer. This shouldn't prove to be a problem for the Killer, if he intends to go for each survivor to gain all stacks and then proceed to kill them.

    This way the Survivors' have somewhat more of a chance to hide when the battlefield gets rough.

  • I had one in mind for PWYF if you guys are interested. :P

    It would be like this:
    You become obsessed with one survivor. Chasing your prey and playing with it fills you with excitement. After letting your obsession escape a chase, gain three tokens instantly. Letting a normal survivor escape grants one token. Doing an offensive action against a survivor takes one token. An offensive action that doesn't down your obsession doesn't take away tokens.

  • @jiminie said:
    Lore wise, from my POV, i'd say when someone DC's he/she was unable to 'keep up' with the other survivors, being weak and out of sheer fear they suicide, there's my 2 cents tho'

    I don't think suicide in the entity's realm is possible, but then who knows.

    I don't particularly think there is something lore-wise for DC's exactly. The thing I could think of would be the entity disliking the way its game is going, taking the survivor into another trial and out of this one.

  • @FrenziedRoach said:

    @Mercury said:
    I agree with you, OP. Stealth perks should be able to be stand-alone perks and not be bound to other perks to be viable. This would be a decent buff to the perk and would make it really usefull. A lot of other stealth perks could use a re-up.

    In the right maze tile, it's actually good on it's own.

    Problem is, they're up against meta-perks like SC, DS, ect. Perks that arguably need to be nerfed so that decent perks like this one can be considered.

    I agree that the meta-perks need to finally see some changes, but these underdog perks need some, too. Survivors should have a little more help to actually escape a chase, instead of trying to prolong the inevitable. If we make these stealth perks some attractive choices, I'm certain the meta would change with them already.

  • I agree with you, OP. Stealth perks should be able to be stand-alone perks and not be bound to other perks to be viable. This would be a decent buff to the perk and would make it really usefull. A lot of other stealth perks could use a re-up.

  • @Plippy said:
    Tapp. I mean he was pretty much a broken dude before he even got there.

    You're right, the only thing that's probably keeping him up is the chance to peek under the Pig's mask.

  • I enjoy playing with Calm Spirit, Self-Care, Balanced Landing and Iron Will. If there is a change to Self-Care in the future, I'll probably swap it for We'll make it, since I miss that perk A LOT.

  • A thing I thought about for 'insta-heals' was this:

    You'd use up a part of your med-kit, just like now you'd lose the add-on, either syringe or styptic. This add-on causes the Survivor you used it on to enter the borrowed time state. The 'bleed-out' timer would run just like the BT timer, but instead of falling over cause of bloodloss this is kind of a recucperation process. If the survivor is hit during the process they immediately fall over once more.

    There would be a difference in syringe and styptic. The styptic still only heals for one health state, but syringe has the potential to heal for two. When a survivor injected with a syringe is hit, he would enter the normal bleedout timer like BT, instead of just falling over.

  • All I would want for the perk is that you have to gain less amount of tokens. Two tokens worth 50% each. It's stupid that you have to compete with team mates for stacks and four of those to boot.

    And if you really have to top it off with something else than just points:

    If you unhook a survivor there is no audio cue. The status bar in the bottom left still reveals when someone was unhooked, but the Killer has no audio cue like the explosion sound.

  • @TheXenoborg said:
    It's tough to pull off. All you had to do was crouch to the hook instead of running to it and that build would have backfired so hard on that Hag.

    Maybe it was the mint rag though, which allows the Hag to just teleport to a trap even if not triggered. But who knows, he didn't specify.

  • Save the best for last has grown into one of my fav perks, I would use it on eight of the Killers for sure. But why do you mention the Trapper's fast movement? He's the normal speed. ._.

  • Devs have been cut of from the rest of the world. Life-sign reads are bad, there's something going on at HQ. Send help!

  • He kind of looks like the thing from Amnesia.

  • You have a slightly higher chance to generate them in the bloodweb, so partially yes.

  • There is something wrong the the dropping animation while standing still, for me that's the only problem I had with the Pallets so far. It's a very small delay and they have noticed it and are working on it. And the Killer landing on the other side of the pallet is like you said lag, but you'd notice when the ping is bad enough so that starts happening in lobby.

  • It's already there- called 'Remember me?'. Adding onto that would just make things broken as... a broken thing. I think it tops of with bonus of 30 seconds, so you'd want Survivor's having to stand still at an exit for an entire minute, hell even 90 seconds with the perk on top? This shouldn't be end-game balance. This is not the way it should be taken.

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