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Mercury

Mercury

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Mercury
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  • Maybe introduce something like an equalizer. Since it's a 4vs1 situation, at the beginning it would be in the Killer's favor, but gradually as Survivors lose their hook stages, the equalizer slowly tips in their favor. So the Killer would start out superior and then balance out when about 8 hooks have been accomplished.

    This can vary from buff to debuff, don't want to get specific, otherwise people might claw yer eyes out.


    And it would have some Lore to it, too. Like the Entity wants to feed on all the emotions and wants to make it 'fair', because that allows for the tastiest meals in the trial. By starting off with a strong Killer and slowly balancing it out, the survivors grow hope since they feel like they might have a chance.

  • If this was ever implemented then only, if they can't interact with the objective or unhook survivors.


    Make them more of a "lost soul" that wants others to escape. Like when a downed survivor is 99% they can help them up or they can show people things like totems or something. But don't make them come back as a full survivor. And make the Killer able to disperse the survivor when hit, giving them a 45 sec cd on coming back to 'physical' form.

  • For me it's Meg, thinking mainly about her sick mother she had to care for. (If that lore is still correct?) And I think that all of the other survivors have something that they can find in each other, but not Meg. She feels like she would kind of keep to herself most often. Just zooming and running past her problems.


    On the Killer side it would be Nurse or Leatherface. They both endured hell in their lives and now are forced to do its bidding. They deserve to be realeased from their pain and hopefully end in a more peaceful life or other setting.

  • Remember the post about: "Now that ruin is gone the trash Killers are going to the rank they should be at"? They should finally balance it out so the people in high ranks are not potatoes. Too many people 'THINK' they are a good survivor just because they reached the high rank easily. It's too easy to pip and this heavily influences stats, feedback and thus balance.

  • Bold of you to assume the entirety of the community wants actual balance. xD

    Changes to Survivors:

    -Make D strike deactivate when a new survivors is hooked, but remain active when the survivor is being slugged.

    -Change keys to work on exit gates instead of hatches, give them like 20 to 25% faster opening. That would be major changes I'd like to see, the rest can wait for now.

    Changes to Killers:

    -Rework Iridescent hatchets of the Huntress to increase her speed during wind up to almost normal walking speed and give her a max of 3 hatchets with that.

    There is so much more I have in store for both sides, but damn. I don't even want to write it out. Hope they are fine.

  • @ppo8820 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1033569#Comment_1033569

    You literally called me a “stupid entitled survivor main” in my post and now you’re saying devs are the problem?

    And you went 'wha wha fart noises' in another post. You are just as much of a problem. No body here seems to be able to keep it civil.

  • Ye it's part of the perk, you can dead hard over traps.

  • They could just give Hexes themsevles lingering effects. Like once ruin is broken the Killer at least can kick gens worth of that 200% faster regression. He'd still have to haul over to the gen and can't keep doing it to call gens at once...

  • Hopefully not in the way it was with the pustrels. Damn playing survivor at that time was just maddening...

  • The sad part is long ago I was on board with these things being in the game. I even made fun of how easy it was to use brand new parts. Even taking four into the game with some friends, each getting to a gen and then insta popping four of them. You can't tell me that it was balanced or fun in any way... that's not how this game should work...

    I only came to realize how imbalanced every thing was when I started climbing Killer ranks.

  • There is a bug currently, it seems to not work with madness skill checks. There will probably be a hot fix soon, hang tight until then.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1036452#Comment_1036452

    Yeah because running around a huge map looking for 5 little totems and cleansing all of them to stop the killer from having godlike power is so much easier than.....simply not picking up the guy who got off the hook for 60 seconds just to avoid a 5 second stun lmao

    The thing is: It's a four vs. one scenario. Four people can go look for five totems hidden around the map. They have several tools to make it even easier to see them- like map addons and detective's hunch. As a Killer you have to wait 60 whole seconds after an unhook in which the survivor is free to do what ever he wants, since you can't do anything to him except mori him- and we know how survivors love that right? Now let's scale those 60 seconds up to how it would be ingame: 60 once unhooked, make it 240 for every one of the survivors side running the perk, make it 480 for two hook stages in which it can activate.

    Seems like an awful long time. An awful long time in which a team of four people can easily cleanse five totems.

  • Man it's like you see 'Killer' written in a tittle and instantly copy and paste it every where. Not funny and not productive.

  • @hex_genrush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1036534#Comment_1036534

    That’s the point, the games balance system is reverting back to how it was in 2017 and survivo egos are SKYROCKETING because they escape almost every time

    Not only their ego sadly, their rank too. Which in turn sends them a wrong message. That they are ready for high rank play, even though they are NOT. They see the oggly woggly nice red number one in the top right and think they did it, even though not skill- but imbalance got them there.

    Here is where we take off in the direction that we actually take advice and even the game devolopers take the feedback and stats of these very 'rank one' survivors into consideration for balance. This game was rigged from the beginning. And to be frank I'm slowly getting burnt out on one of my favorite games.

  • The sad thing is there are very little people that actually seek a discussion and want to talk in a civil manner. Most of them just watch the flame wars happening, whether 'Noone Escapes Skill' or 'Adrenawin' is more overpowered. People have different emotions, thoughts, life cycles and ideologies. They all clash here, starting an endless cycle of 'no u'. I understand then that most of them aren't keen on sharing their true ideas and feelings, because their words will be twisted and their motivations disregarded. There is no escape, once even one person starts. It's like this forum on its own is a twisted deathmatch. The only ones standing at the end are the ones being silent- and that really, really hurts.

  • That's exactly the point though. Don't you get it? They need to be nerfed!!! Quickly at that. The only way we can finally have fun while butt dancing is when all Killers are nerfed to oblivion. Don't mind actually learning to play. Gimme ez esCAPE.

  • Kind of reminds me of that situation where Survivors felt the need to blow all of their insta meds, before they were taken, tweaked- but still second chances. Almost like they are being just, as riddiculous as these Killers now. Hm...

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1036428#Comment_1036428

    All I heard when viewing your post was “ wha wha whine....fart noise”.

    You deserve and award, Dwight. Have a nice day.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1036403#Comment_1036403

    Of course he is. Billy and NOED, the two most balanced things in the entire game.

    It’s Decisive strike that’s the problem! That 5 second stun really does make Billy, NOED, Iri heads, instasaw and moris look tame in comparison.

    Yeah that perk that can be prevented from the get-go, right? Man if only there was a way to counter it- like Killers can counter decisive, right? Oh wait...

    I'll agree that insta hatches are in need to be nerfed, but Billy and NOED are no where near a problem. His addons need to be looked at- but his base kit is fine and should be left alone.

  • The conclusion being what exactly? The wha wha fart noise?

    Because that conclusion is not something he should be proud of. Those were game breaking things and were not fun to play against. It should be human to understand that others want to enjoy something too and not ridicule them for feeling someone else is being preferred unfairly. When put into the role as Killer, they aren't supposed to be your play thing. Same goes for Survivors, they aren't the killers play thing either. This forum really takes the cake for both roles showing off their best though.

  • @Lucama said:

    Honestly, Legion. Such an OP killer, can just keep stabbing people and then they have to spend time off gens to mend, and gens already take so long. We should honestly nerf them. And Leatherface, an AoE oneshot down has no place in this game, he can get the whole team at once.

    You got it all wrong! Let's nerf Nurse. She is still playable. Sluggish, but I still sometimes have to go against this OP killer. I don't want to learn mindgames against her, it's frustraiting game design. Please just nerf or delete her at this point. :(

  • @ppo8820 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1036374#Comment_1036374

    All I heard when viewing your post was “ wha wha whine....fart noise”.

    Thanks for proving the point though! :D

    "I really can't stress this enough, both sides have had things taken from them and each time they simply laugh at the opposite, they feel no remorse or anything for it either. They ridicule them afterwords of what 'babies' they are for having relied on something that was meta for such a long time."

    Fits what I pictured perfectly! Let's forget about being civil right? People shouldn't discuss things normally. Let's just make fun of it and ignore them. Way to go. ^^

  • @Hoodied said:

    https://us.v-cdn.net/6030815/uploads/427/F2FKM91M6FC7.png

    I'll wait for you guys to notice what is wrong with the challenge

    (This bug also came back again :/)

    What exactly is the bug? It might be hard to knock survivors down in high rank as much, if they re competent, but you should be able to knock them down at least twice each.

  • Oh yeah, please- because it was SO MUCH FUN playing against instablinds, insta heals (so the chase meant nothing). OH YES! The vaccum I really, really loved that. So balanced to literally to the other side of a pallet. Survnurse nerf when?

    Most of the examples in that pic are just an absolute joke and people want to defend them and name them 'nerfs' and not see them as the balance/gameplay issue they really were. I really can't stress this enough, both sides have had things taken from them and each time they simply laugh at the opposite, they feel no remorse or anything for it either. They ridicule them afterwords of what 'babies' they are for having relied on something that was meta for such a long time. People need to get out of their friggin comfort zone and play each role equally. Then and only then, they should be allowed to make any sort of balance suggestion.

    If it doesn't stop, which I sadly have not a lot of hope for. Then I we can begin scaling everything against each other, because both sides have been hit with these 'nerfs'.

  • How much fun you had playing the game. I want to know my chances of a nice match vs. a stressful one.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031785#Comment_1031785

    Your balance suggestions would only make it even more overpowered than it already is.

    Excuse me? That would actually balance it out, more than it is right now. It tones down what is currently in the game and in no way is it more overpowered than what the current Adrenalin is...

    You get a mere wake up and a recover when outside of the terror radius - Current live version would grant you all benefits: wake up, heal to healthy and sprint.

    I have no clue how you can possibly imagine this to be overpowered. It's already drastically toned down.

  • I would just like it if they balanced it out a little bit. Change it so when the last gen pops the adrenaline coresponds to what is happening to the survivor:

    Outside of Terror radius? It'll wake them up and allow a downed survivor to recover once from the downed state to the injured state.

    Inside of Terror radius? Wake them up and immediately heal them from the downed state.

    In a chase? Wake up, grant endurance for 15 seconds and sprint boost of 5 seconds.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1028333#Comment_1028333

    No I mean slugging as in slugging the unhooker (which tunnelers can do) then going back to the unhooked and downing them. Hook the unhooker and you're free to tunnel :)

    Easy fix then- make it stay active if the unhooked is slugged, but deactivate when they are injured or even healthy.

  • First of just ...wow... it sucks that they have to go through a match learning against people that tend to be extremely toxic once they spot someone, who has yet to get to know the game in the right way. That just blows man and it's not nice...


    Secondly: "High skill level survivors" - Sadly this doesn't always fit with 'High rank survivors', simply because it's sooo easy to pip up as survivors it's maddening.


    I don't see, how making low rank killers sit through a lobby with 4 rank 4-1 red ranks is a nice, enjoyable or learning experience.

  • I only noticed somehing like this when facing specific Killers- like when a Spirit comes out of her phase or when she is stunned. A few seconds of stutter then back to normal. Might I add, it was the halloween skin.

  • Probably just a UI bug, they used to be scrapped tape and that was yellow.

  • Quite honestly make a yellow mori basekit. Make the green one work on death hook and the red one when first hooked or smth, dunnu about mories.

    Keys however... I don't think they should open the hatch in the future. Maybe they can make it so the keys actually help opening exit gates faster, like 20% or smth. That way there would actually be a good use for green keys...

  • Most enjoyable: Before I knew anything. Was thrilling and exciting and really, really fun.

    Drop of excitement happened when I finally swapped over and tried playing killer. All went downhill from there. You begin to see flaws in both sides which before then you easily simply did not SEE, because you were too into it through the rush of gameplay.

  • @[Deleted User] said:

    i cannot be a survivor.

    however as a killer... uhhhh..

    here's a picture of a typical Iraqi father. this will help you a lot in imagining how I'd look.

    https://us.v-cdn.net/6030815/uploads/304/5OGPQU54VEML.png

    "Mom, can you come pick me up? Yea- the priest got his katana out again."

    Imagine the horror.

  • I want to survive and make the Killer scared OF me, so I'll probably ask the entity for a Fursuit.

  • @Carlosylu said:

    Statistics: You know how much time every gen takes to do all the time even when regressing, the survivor can see a counter over the gen

    Probability: God loops with pallets up turn red when going towards them in a chase

    Procrastinating: You have a 5% repair speed penalty until the last 2 gens need to be fixed, you then gain a +20% repair speed for repairing, sabotaging and opening exit gates

    Back Pain: Your back hurts from being sitted in front of a computer all the time and you have a 5%+ moaning grunts when repairing. Grants the hability to stop moaning when on a chase.

    Wanna guess what I do for a living? My perks say it all

    Something like this? https://www.youtube.com/watch?v=2wOfADLQGvk

  • Interesting...

    -A Monster is a Monster:

    You know the extend of a crazy and corrupted mind. You are more caucious when in the presence of such. Whenever you are within the Killer's terror radius any slow action sounds (slow Locker enter/exit, breaking totem, etc.) and normal breathing are 80/90/100% quiter.

    -Procrastinator:

    Finishing a project is always hard, but the less time you have the easier it goes. You have a higher chance to become the Killer's obsession. When a survivor is hooked and you safe that survivor you gain a token. Each token increases your repair speed by 4/5/6% for a maximum 3 tokens 12/15/18%. You lose a token when hooked. When you yourself are hooked all survivors suffer half your token worth of speed. (It Is A gRoUp PrOjEcT gUyS, duh.)

    -Happy End:

    Your writer mind likes to envision stories of others and processes outcomes of various situations. The first survivor you rescue in the game gets a 2/3/4% speed bonus until the next two gen repairs. The second gets a repair bonus of 7/8/9%. The third gets aura visibility of black locks and exit gates in a 32m radius. When you are hooked you enter the broken state for the remainder of the trial.

  • @VincentRedfield said:

    https://us.v-cdn.net/6030815/uploads/345/S0Y70OD1LESK.jpg

    The real reason killers mains despise SWF or adrenaline or toolboxes so much is that they loathe the game being balanced around 2 kills and 2 escapes per game. (Ideally.)

    They ignore that just as 3-4 escapes per game balance would screw over killer players and be messed up, balancing for 3-4 kills per game would screw over survivor players and be messed up.

    Survivor players aren't bots here for your pleasure. Maybe the ruin rework will sway the stats too much towards escapes and need to go who knows. But yes, the game needs to be balanced so survivor players have a decent 50/50 shot at escaping as well. #survivorsarepeopletoo

    "Survivor players aren't bots here for your pleasure.", well so are Killers they want to have fun, too. It sometimes comes down to this: All gens done when I've barely hooked all players, yet alone some barely reached struggle state. I could give two *Bleeps*, if they all escape, as long as we all had fun and I hooked everyone until they were on death hook. If the game was exciting and fun I don't give a single damn, whether anyone escaped. But since that is not a given and that 50/50 is reached not through fun but not being allowed to make any mistakes and constantly being on edge, as the power role mind you, the experience is not enjoyable.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/985597#Comment_985597

    I have no idea, i just don't like this one.

    I'm pretty much exclusively solo, so i'd be excluded from this, yay, but still nah.

    I do like the idea you got written in the edit of the Entity's growth on the Hook staying on the Hook after the Survivor gets unhooked.

    Entity progress would be like normal while the Survivor is hooked, but if unhooked while in phase 1, it instantly spawns the full Entity model on the Hook except for the stabby Entity legs.

    The model is there to indicate to Survivors & Killers that this Hook does not allow a phase 1 anymore.

    If someone is put on that Hook, they're in phase 2 except if they already had phase 2, which would mean sacrificed like usual.

    If unhooked during phase 2, it would keep the Entity legs.

    And this model is there to indicate to Survivors & Killers that this Hook does not allow a phase 1 or 2 anymore.

    If someone is put on that Hook, they ded.

    A sacrifice still destroys the Hook, no matter what Entity stage it was at.

    Hangman's Trick can revive the Hook, but not the Entity stage.

    Huh, maybe Monstrous Shrine could be reworked to work with this.

    The counter: Sabotage.

    Saboteur or any Toolbox capable of sabotaging (R.I.P. Engineer's Toolbox) is able to interact with Hooks that has the Entity on it, though it adds a few more seconds per added phase.

    This is straight from the wiki, so correct me if i'm wrong, but this is just to show: Sabotaging Hooks takes 30 seconds without a Toolbox, so every phase adds another 7 or so.

    But unlike Hooks, Entity phases don't regenerate.

    Maps would show the Auras of the growth on the Hooks, so if the Hook Aura has a wide bottom part, you know it's at phase 1, if the Hook Aura has that & Entity legs, you know it's at phase 2, and neither is of course 0.

    Maybe Flashlights should be able to burn phases away as well?

    About as fast as burning Wraith maybe, but 1 phase per complete burn, idk.

    An obvious problem i can think of is a Killer using the "Carry them to the Basement" build, and using it as a "Carry them to the Phase 2 Hook" build.

    God, i love making ideas! 🤭

    Yea it definitely has something nice to it, thanks for the input, mate.

  • @terumisan said:

    I would be 100% fine with this

    Others suggested that maybe only swf should be affected, since solo que could become a mayhem. Would you still agree to a 100% or what do you base it on?

  • @Boss said:

    A hard no from me, i prefer not to die on my first hook because 2 others got caught before me.

    Would your view change a bit when only swf were affected? (Just edited the post, since I forgot to put some other suggestions)

    If solo survivors were not affected like this and only swf, would you still have the same view or do you have a different idea how you would implement it?

  • @28_stabs said:

    No, because we have killers who you cant hide from: Doc, wallhack Myers, Wallhack Wraith, Wallhack Plague, Wallhack Oni and Legion, the cherry on top.. xD And dont forget about BBQ + Iron Maiden + Infectious Fright.. and Make Your Choice, its power will increase exponentially.

    I can see that, it was only a first suggestion. What would you change so solo que is not affected as much? Would it enough that only swf is affected?

  • @Huff said:

    I think anything that put's the survivor's life directly in another survivor's control is bad. I think the very concept of survivors' fate being decided based off how many hooks went off before just feels like the definition of "out of my control."

    When I play solo queue I'll do what I can to help my team even if I do end up dying because to me it's the BP and XP I get that matter. Thing is, I can't trust my team mates even in this current system. Some people are just bad and can't help it. People will do things like miss skill checks, refuse to save, and all this other stuff. If I already can't trust my team to just do generators and whatnot I surely wouldn't be able to trust them not to get screwed/screw other players with an instant kill 3rd hook.

    I just don't know how I would implement the system without it feeling unfair at least for me personally. The only situation I could ever be okay with that in would be survive with friends, since I can at least communicate with my team, but I don't play with a team pretty much ever so that's really not something I have much opinion over. I just think it's really important to balance well for solo queue because just like me, not everybody plays SWF. Also, not everybody plays for the team. On top of that, as explained through my camping example, there's also just plain and simple toxic players that get off on ruining the experience for others, and will abuse any small thing they can like that. Even something as simple as "farming" hooks off one of the noobier players just to prep an instant kill hook to wipe out one of the better players.

    There probably could be a more interesting hook system. Your idea is already more creative than something I would come up with, but it just has that one problem of being abusable in an anti-fun kind of way. I'm not even personally against the "having to feel that risk" feeling for altruism because I do see that sometimes altruism is EZPZ even when you're doing it running in front of the killer's face.

    You are right with the way ranking is right now, the survivors rank is somewhat easily messed up, so you play with not so aware and lower skilled players. It would make the experience miserable, I see that. Maybe once the ranking system is cleared out, we can go for a different approach to the Killer's objective.

    I have to say I do somewhat like the idea of your life sometimes being in the hand of another person though. It would be an interesting dillema and could cause for interesting behaviour among the survivors. Maybe there are other ways than just through the hooking process.

    Thanks for your input, man.

  • @Huff said:

    I still wouldn't take deliverance because I'm not going to go into a match possibly with only 3 usable perks in a system like that. I would either have to purposely let the killer down me just to make sure I don't die because I get the unlucky #3, or run the risk of just being found and instantly killed after my first chase, making the perk useless. You also can only unhook yourself on the first hook phase, so to get the perk to even work you'd have to get the unhook first, and THEN make sure you're the one who gets downed on that #1 hook, or #4, #7, whatever would be the equivalent to a "first hook." Even then, I could also be screwing over anybody else packing deliverance and make their perk useless even if I get mine off.

    This would also make camping hugely more powerful, as any killer can easily camp on their 2nd hook to threaten any person who may come to save, and tell them "Hey, if you want to save this person, you better be ready to end your game for it."

    Plus as mentioned before I'm not going to be too thrilled when my game just happens to be ended just because my potato team mates can't stop getting downed, and then I just happen to get found.

    You are right in that aspect, definitely. I would like to ask though, how would you implement such a system so it does not make solo que a mayhem? Do you think making it so you are only linked to one person in your squad or make it only affect swf groups would be an alternative?

  • @Xerge said:

    https://forum.deadbydaylight.com/en/discussion/comment/985428#Comment_985428

    Yeah. I was also thinking that it would make Jeff's perk much more useful, maybe even meta.

    To not make this to op I was thinking that the entity could start to fade away after the survivor is unhooked. If a survivor is hooked in the same hook again before the entity fades away completely he will not immediatly enter the struggle phase, but the sacrifice progress wouldn't be completely lost after the unhook.

    Yeah I like that, it would definitely give a sence of urgency. Maybe the hook closest to the Killer has a slowed down fade away, so you would have to either sabotage it or get him to go away, risking to go to a dead zone.

  • @Fleece said:

    https://forum.deadbydaylight.com/en/discussion/comment/985410#Comment_985410

    As long as solo players don't get screwed I do not care for swf. I'm just thinking of the consequences swf and solo shared this hook idea because we all know if you are the one solo player they'll see you as the scapegoat and that could turn many off.

    Yeah no, I get it. I wanted to get this out there as a first draft, open for some ideas. The scapegoat part is definitely one that should be changed and not be exploitable. Thanks for your input, man.

  • @Fleece said:

    https://forum.deadbydaylight.com/en/discussion/comment/985410#Comment_985410

    As long as solo players don't get screwed I do not care for swf. I'm just thinking of the consequences swf and solo shared this hook idea because we all know if you are the one solo player they'll see you as the scapegoat and that could turn many off.

    Yeah no, you're totally right, that's why I wanted to listen to different ideas, there is always a flaw in a first draft. The scapegoat part is definitely one of it. So it should definitely affect a swf group, but not rly a solo player as much. I like it.

  • @Xerge said:

    I can imagine it working like this; if the entity has been summoned on one hook, it stays summoned on that hook until it gets summoned in a different one. I think this would be a good thing to avoid unsafe hook rescues, farming, sandbagging, abuses of BT and overly altruistic survivors during the egc and demand the survivor to be more careful. It would also make the basement much more scarier.

    However, as much as I like how it sounds on paper, because it actually makes the killer and the game a bit scarier, it may be too op to be honest.

    I like where your idea is going, smart guy. :D

    Maybe it could not change so drastically on every hook though? What if the hook stays in the state, but if a survivor sabotages it, it would set it back one stage? Would finally give sabotage a use again.

  • @Aven_Fallen said:

    Why exactly should the Killer Objective made easier? only because the Killer is the Powerrole does not make them deserve the 4K every game.

    And to be honest, I would not like to have a Potato on my team who not only wastes all the Pallets, but also is able to put me on Death Hook right away. There would be no point in playing Solo Survivor anymore.

    It's not about 4k'ing, I'd be okay with a few survivors buffs, if it meant to make this experience more fun. About the potatoes, I get it, really. So do you maybe hav an idea, how it could be implemented, without it destroying solo que so much?

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