Mercury
Mercury
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- Username
- Mercury
- Joined
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Comments
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I'd rather have it, like other people often mention, reducing the of other Survivors working with you.
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The game wants you to support other people. Live up to being the Hero everyone needs, lad.
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@Sn0wJob said:
@MegaWaffle said:
As fun as this video was lets all remember how the full version ends....
We still have a ways to go.I'm hoping it doesnt end the same way LOL
Actually it would be nice if it ended the same way, since if we fast forward Survivors and Killers would be on one wave length at some point, actually trying to work together.
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Killer starts with a brown toolbox.

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@Mesme said:
So I kinda main the Pig and I'm not trying to be that guy who's like "Oh pro here" I'm not and well I had this idea but what if the boxes were in the basement? Because the issue I have with the pig is her traps they are too easy to take off so maybe the locations should be more risky? if not perhaps they should have attempts like if you guess the wrong box or fail the skill check it may shorten the timer if not kill you out right?I've seen the SAW movies and the traps aren't this lenient and so I feel if we can address this maybe the pig would be better? Also I thought about this aswell umm but what if a survivor had to be at full health to do a box? Like isn't the box hurting the survivor and if so shouldn't it put them in injured state and dying if they attempted the box in injured state? IDK just some ideas...
Having all the boxes in one place could quickly lead to problems though, either by the Pig or others blocking the basement stairs or simply that it would be way too easy to camp the boxes. I really wouldn't enjoy instant death by guessing wrong on the boxes either. To me RNG(random chance) isn't fun at all.
About the full health to do a box- I don't know. You are pressured for time already, this truly could end fatally. A little rough for something that is meant to stall for time. It would also be impossible to ever get a trap off, if you don't have teammates or any form of self-heal.
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The thing about predator is, that it's harder to see scratches from a distance I believe. I have only tried it once and it seemed to be very small and could mislead you sometimes.
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To initially find survivors you could try Stridor for enhanced breathing sounds. You'd need a got set of ears though, so be warned.

Other than that there is Bitter Murmur now, that when a gen is completed you see their aura for 5 seconds.
And as you mentioned Whispers. If you get the hang of it, there is little chance for the Survivor to hide effecitvely inside your Whsipers radius.Edit: Brainfart, forgot about your BB&C question. It would help you find them afterwards, so yes. It can help, but some Killers can use it better than others, ie. Nurse and Billy.
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@Blueberry said:
Rule set #2 should be baseline. It’s new effect for the addon is that the traps will never kill a survivor. However, they cannot be removed by any means until the timer ends and it just falls off. Essentially making the survivor think they are just getting unlucky with the boxes while in reality they are completely safe but wasting a ton of time with all the boxes and panicking thinking they are about to die. Gives up their kill potential to waste a lot more time.That would be giving up A LOT of power though, especially once Survivors find out that you have the add-on equipped. And at that point it definitely no longer deserves ultra-rare status.
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@PhantomMask20763 said:
As a pig main these changes sound amazing!!! They would definently bring more variety into the game and her character. I don't think she would be that much of a pain to go up against though. This would definently bring in some fear to one of my favorite killers. One question though does this mean survivors can only die by the bear trap during end game?I'm glad you like the suggestions. And about the death by a RBT- I don't think I can purely judge this all by myself. I would like to see how it plays out during a ptb or something. We could judge afterwards. We could try out both cases, where the RBT snaps shut if they are on their death hook- or where they are simply put into the dying state and the RBT snap only hapens when the end game timer runs out. I would be fine with either of them. ^^
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@Abyssionknight said:
So I down someone, trap them, hook them, and now if they get unhooked, and a gen procs before they get a key, they're death hook. If two gens pop at once, or one after another, they instantly are death hook, because they can only hold one key. Once they're death hook, they ignore the trap the rest of the match.Does pig get entity progress and points when it partially opens? If not then this power is utter garbage, since it costs the pig BP and emblem progress. If it does give them free bp and emblem progress then it might be a little too powerful.
If traps can't be removed until all the gens are done, it seems as though a pig with noed and blood warden would be insane. No one would have time to look for your noed totem, no one would want to spend time opening a gate, and you'd know where everyone is going to be, since everyone is guaranteed to be going for the boxes. Having that delay, plus noed, plus bloodwarden as a fall back seems like you'd have to be really bad to not get a 3k or 4k.
Quite a few points. Like I said in the original post. They wouldn't be deadly, if played accordingly. Survivors can see a key icon in the status bar, once they found it in a box. Anything after that is the fault of the other Survivors.
Yes, the Pig would gain 500 for the 'hook' and the 200 for reaching the next phase. Why would it granting BP or Emblem progress be too powerful? Elaborate, if possible.
Yes, the end game would be powerful, if she managed to get a trap on you. NOED, Bloodwarden all end game perks would be powerful, of course. But each has their counter. Like NOED, which you can comepletely prevent from activating in the first place... Bloodwarden- as you mentioned Survivors would be looking through boxes instead of trying to open doors, so I don't know how this one would be any different than a normal game.
Lastly, let's not forget there is only one Killer and at least four to five boxes. She can only check one at a time, so I don't see how this is a problem either.
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While we're on main menu music, I hope we get the Halloween main music theme soon.

I love that theme. -
@Nickenzie said:
Basically if you don't find a key before the next generator is powered, you'll proceed to the next hook phase without needing to be hooked. I love the idea but it can cause trolls, AKA survivors that want to ruin your game and be douche bags. They would run around and complete generators just to screw with other survivors who haven't yet found a key. If you can solve that issue then I'm 100% fine with this complete rework, great idea @Mercury
Question: If your on death hook and you fail to find a key before the next generator... will the RBT instantly kill you?
Both valid and very good questions.
About the Survivor trolls:
This can go either way.
If a Survivor should activate a generator while another has a RBT on their head and is missing a key, the entity spawns a RBT on the other Survivor's head. (The one that activated the gen.)
Or
If a Survivor should activate a generator while another has a RBT on their head and is missing a key, the RBT is transfered to their head and they suffer one hook state.
In both cases, if they already have a RBT on they suffer one hook state, even if they have collected a key.
About the death hook question. This one is tough. I'd like to see it played on a ptb first, since it technically should kill you on your death hook. But I also would be okay with it only snapping shut to a degree, where you are in the dying state. The death snap could then potentially only happen in the end-game when the timer is ticking.
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@PinkEricka said:
No, but can you explain further how the scenario would work out?You can't interact with a Jigsaw box until your traps timer has started.
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I had an idea going through my head for some eons now, don't know if people would like it...
SWF groups now share their hook progression. This way they would probably be a little less cocky with their lifes, since you can go for the weakest link and drain the hooks out of them. At one point the hooked guy dies, since they've run out and all the other SWF players would be on their death hook. To clarify, the hooked guy can be on the hook longer, but he drains the others hook progression as well as his own.
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I once had the exact totem locations. But I don't use Hex perks for this exact reason.
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@EpicFailTryHard said:
80% of the population is playing survivor. make sense now?No just even more confused. That- what? This doesn't have to do with the population.
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@Tsulan said:
I still think we'll get AI killers at one point. He only needs to know how to run in circles anyway.There's simply not enough time to do 12 hooks during a match. Unless survivors are rank 20.
But the devs don't want to introduce additional objectives. So they give killers a reason to leave the hook (BBQ) but slowly nerf it until no one uses it anymore. Since survivors hate it more than camping.Well it's not supposed to be 12 hooks each and every time. But it should be a bare minimum of a flat six hooks- for BaLaNcE. I still would like to know what their 2-2 equals in hooks.
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Perhaps.
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It would be funny if survivors either used it on the killer or when they enter a locker they fall asleep in there, passing out and are ready for pick-up.
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@Master said:
At the moment it looks like the 2 kill average is reached via hardcore camping the first guy and then killing the 2nd one with NOED
If you look at the official tournament, then we are really far away from a 2 kill average balance for all killers
That's exactly what I'm fearing here. The sad truth.
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Gimme, Gimme.
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If you factor in other survivors it quickly feels flawed to me. Their footsteps would sound identical, so how do you distinguish the ones you are looking for, rather than going for the guy trying to block and hinder you?
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Agreed. Some weapons look kind of stupid. For some I'd rather just have the blood, not the veiny stuff dangling all over it. It just makes it look... unpleasant.
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I agree that Philip needs some love, but this would truly make him into a burning effigy of survivor tears. And we all know how that story ends...
The speed suggestion is way too much, as the Wraith would have a too easy time to catch up with a wounded victim, effectively killing all the fun of a chase. I can agree with the invisibility past thirty meters and the faster vaulting speed. The terror radius things is not too much of a deal I think, but meh... maybe.
I once suggested something that I think would work great for a predator like Wraith. It's something along the lines of 'Death's gaze'. Basically when you look at them while uncloaking the survivor is slowed down. This could be altered with addons, such as one hit downs and exhaustion triggers.
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Played too much Soul at Stake, I assume?
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All it really needs is to reduce the tokens to two, worth 50% each. A bonus would be to hide the unhook audio cue for the Killer. That's all.
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I was always hoping for something like this:
Losing a survivor in a chase grants you one token of Play with your Food.
Losing your obsession instantly grants maximum stacks of Play with your Food.Hooking your obsession, but not killing them outright grants 2% extra movement speed per hook.
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@Master said:
@Mercury said:
@Master said:
@RSB said:
@IronWolf115 said:
So, I personally don't think this has helped Trapper THAT much. Don't get me wrong, he is a little better, but he still suffers from fundemental issues. Things like how survivors can get out of a trap immediately and how he is still very add-on reliant.I really like the Hag buffs so thats why it is a little disappointing that Trapper still didn't get that much to help him
What do you guys think?
Yeah, while Hag is at the right spot now, the Trapper is still useless. I think that taking his traps from lockers, not from all across the map and harder escaping from trap would help him a lot.
And dont forget the exploit that survivors can around the traps, but the trapper will get traped in his own trap is he tries the same. It literally makes using his power a bad idea at some choke points (you can never tell before placing the trap though cus RNG maps)
You call it an exploit, really? I bet you're just setting them wrong, if they can run around them that easily. Then again I can't see your placement, but if it happens this frequently, please post a screeshot or smth so I can understand. I never had this problem... I am curious to see it.
There you go, here is an example
Aight, that's an issue. Gameplay wise that is a bad spot for a trap though....
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I don't know... not really on par with your suggestions here. The first one would lead to heavy trolling and griefing in matches. We all know Dead by Daylight.
The suggestions I would have are these:
Make combat straps part of her base kit.
She moves at a faster speed in crouch, like 4,3 instead of 4,0 I believe. New combat straps would allow you to traverse faster slightly, like 4,4.
She doesn't make the insidious noise but keep the roar. -
@Master said:
@RSB said:
@IronWolf115 said:
So, I personally don't think this has helped Trapper THAT much. Don't get me wrong, he is a little better, but he still suffers from fundemental issues. Things like how survivors can get out of a trap immediately and how he is still very add-on reliant.I really like the Hag buffs so thats why it is a little disappointing that Trapper still didn't get that much to help him
What do you guys think?
Yeah, while Hag is at the right spot now, the Trapper is still useless. I think that taking his traps from lockers, not from all across the map and harder escaping from trap would help him a lot.
And dont forget the exploit that survivors can around the traps, but the trapper will get traped in his own trap is he tries the same. It literally makes using his power a bad idea at some choke points (you can never tell before placing the trap though cus RNG maps)
You call it an exploit, really? I bet you're just setting them wrong, if they can run around them that easily. Then again I can't see your placement, but if it happens this frequently, please post a screeshot or smth so I can understand. I never had this problem... I am curious to see it.
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@Dustin said:
@Mercury said:
Whenever you heal other survivors you keep the scraps, for the potential time in need. Healing other survivors grants 30%/40%/50% of the progression meter that you healed in scraps to you, filling up a small bar. Using a medkit on others grants you 100% of the scraps. This bar can be used as a medkit of it's own at 50% the healing speed and only goes as far as the meter allows. When it's depleted you need to heal other survivors to refill the meter.I like the idea but I'm just imagining a Claudette ripping the flesh off another survivor to heal herself with. Anyways question but would the charges you get for self-care be affected by Botany Knowledge?
Brutal... - I love it.
I'd say since it basically interacts nicely with her kit and would kind of be considered a 'medkit' it would be affected by Botany Knowledge. I believe a name change would be in order though, since I can't get that image out of my head now. Butchery Knowledge perhaps.

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@Master said:
An interesting idea, but I dont think medkits should grant 100%.Also when you heal yuorself with the scraps, then you heal as fast as you currently do with SC?
The thing with the medkit would be that for your choice of actively using up something of potential use for yourself for others instead, you are granted a bonus. And yes, the healing speed would be the same, since it's really just scraps you grabbed and not truly a fully fledged medkit. The numbers can change though, I'm up for suggestions.
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The entity doesn't do time, so there definitley could also be survivors in the entities realm from the year of 25XX, we wouldn't know. It probably keeps those who can comprehend each other together. Those that wouldn't be able to are somewhere else. The devs mentioned something about the lines of the realm not being one existing one, but rather small bubbles which can sometimes align long enough for something to come through. That's how we see new Killers and Survivors in our 'bubble'.
We can only see one corner of the entities realm, so I am positive that there is one bubble full with people from the future. Of course this would imply that the entity still has power in that time period, as it needs suffering and cruel deeds to grasp someone from the real world.
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I don't think the entity would want another of itself to exist, like offspring, if that is what you meant. Maybe just a copy, I don't know...
The thing would be that of course it's powerful enough to do just that, but it would now have to compete with 'itself' for food, the very essence of hope.
If that's not what you meant then~ yes, it can grasp into any realm or timeline that it feels like. Since it can do that it would probably stay in a comfortable place though, like its own realm.
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@Jack11803 said:
@dbd900bach said:
You don't have to unhook someone, all you have to do is perform an altruistic action such as flashlight saves or just taking a hit when someone is on the killers shoulder. I'm pretty sure people overlook this aspect of the perk and play badly because they don't know there's other more simpler ways that help your team rather than ruining someone's game by farming them.1) flashlight saves are very situational, and require you to not do gens, and chase the killer, stupid. 2) body blocking is a terrible idea, as it is a DIRECT DETRIMENT TO YOUR SELF, and it’s easy as hell to get tracked down seconds later. No. 3) ALL OF THESE ARE MADE WORSE by something you somehow and most others somehow forget. And it’s very important. COMPETITION. Not only are tokens hell to get, they get fought over too.
Preach it, my man.
I would like to see a change to it like this:
You only need two tokens which are worth 50% and when you unhook a survivor it hides the audio notification for the Killer. An aware Killer can still see someone was unhooked, but there is no audio cue. These extra seconds could mean life or death, since you can either leg it or heal the person back up. -
I suggested this somewhere else already, but here is what I would like:
Make it only have two tokens which both are worth 50% and give it the ability to hide the unhooking audio cue. The Killer can still see when someone was taken off the hook, but he doesn't get the audio notification. So if the Killer is unaware of it momentarily it gives you enough time to leg it or heal the unhooked guy. -
@MegaWaffle said:
@Orion said:
IMO, those perks should trigger from any physical hits, whether they be due to abilities or not. So Anna's hatchets would work, but Herman's shocks would not.I don't know, the idea of using the sniper build doctor with NOED shocks sounds amazing. OH I can tastes the tears now!
If that happens I cri. Every tim.
But yes, phisical contact should count. I think they mainly changed it because of Franklin's so my suggestion was to put a meter on that perk. To trigger Franklin's you have to be in an 8 meter range, thus a chainsaw would trigger it again, as it should but long shot axes wouldn't. That way we can buff these perks back to what they should be anyway.
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The way I want them to "Buff" this perk is quite simply: Make it only 2 tokens worth 50% and make it that unhooking gives no audio notification. The Killer can still see a survivor was unhooked, but won't have the audio cue.
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@HookedonDemand said:
@feelsEUmang said:
Could we buff it like this: You get a stack, when healing a full injury state? It's like the dailies.No, you already get tons of points for stuff you are hopefully doing anyways. Healing on top of that would be way too much and too easy. Currently this perk requires you to put yourself in danger most likely and that's a good thing.
Why is it such a big problem though? I already give up a perk slot that could be used for a meta perk. It should give you a stack for healing too. All with OP here.
If they don't want to do that, they should make it that you can only get two tokens worth 50%
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@Jack11803 said:
Make him lose weight!Right, make him hit the Gym.

Maybe Wraith could show him a few things. Just look at dem legs, gurl.On a serious note, I think all he needs is the same thing as people stated before: give him the no actions for 2-3 seconds like doctor upon a direct bottle hit.
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Back in the day it was only Trapper with the four original survivors. So actually the question should be:
Where are the survivors bound to Wraith and Hillbilly? -
@Jack11803 said:
@Mercury said:
I don't know, idea came from watching someone try to mind game and I thought it could be cool to strengthen hitting around corners.Name: Silent Slice
When you draw your weapon for an attack you no longer make a sound.
Time for lunging is expanded by 0,2/0,3/0,4 seconds.What do you guys think?
It’s so small.... but such a good small....
Even small things can do wonders.

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@No_Mither_No_Problem said:
Even more important question: Do the Trapper's traps?I think only interactions from Killer and Survivor directly wil count towards this or other perks like it. So sadly no, no Trapper traps.
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@Dabrownman1812 said:
That's a bug, botany knowledge and nurses shouldn't be triggered by snap out of it. It was confirmed bug on a dev stream. It triggering nurses should be brought up to the devsIt wasn't a bug, it was a balance feature that was introduced. It came with the doctor's cube...
They may have stated it as a bug now, but back then it was intended. They simply rervaluate snap out of it since it would be hard core with Coulrophobia being affected by it. -
A nice change I would like to see would simply be, that you only need to get two stacks worth 50%. It would be nice to have something else to it than only points, but I wouldn't mind if they didn't introduce a change to that. If they did however, I would like something simple. It shouldn't be game changing.
I thought about something that could catch unaware Killer's off guard and generally help with unhooking survivors. Whenever you would unhook a person, it doesn't give the Killer the audio notification, so no explosion happens. You of course still see the person is freed and returned to the injured state, but there is simply no audio cue.
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@MasterLoli said:
what about making the range for being able to grab them when they are injured larger, or maybe make it so the lunge grabs them. It would save a small amount of killer time.When performing a lunge you are going for a hit. If they are injured this doesn't matter one bit, only saves some time. You should decide whether to lunge or grab. If anything I wish they would 'reintroduce' the grab function to fast vaulting window hops.
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@SaltyKiller said:
His design is absolutely fantastic.His gameplay is kind of meh. On the one hand he doesn't need Add-ons, especially Ultra Rare's, to stand a chance at high level. On the other hand he's still mid-tier at best so he's still going to get his ######### pushed in by Survivors who know what they're doing.
I like the idea that Tru3Ta1ent has where if you hit them directly with the bottle that it does something extra like slow them down more or blurs their vision more or prevents them from performing actions. It would reward players with good aim and it would shut down the whole "Wait at the pallet, git hit by the gas, and continue looping." Otherwise he can mitigate looping but still can't really stop it. So he's basically the Doctor but without tracking abilities.
I feel like the extra blur would not be a nice experience to the player, it might cause sickness. Like I mentioned before, I'd be down to give him the ability to stop actions with a direct hit.
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I wish they had done the thing the changed with the doctor. A direct hit prevents vaults or pallet drops.
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BONK!
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Why should it be a Hex perk? And I kind of feel like it would not be beneficial to make the radius the person could be healing in bigger. Right now if you hear the noise they must be close, this range increase would be confusing.
https://www.youtube.com/watch?v=HIHcXXyQ4c4