ReverseVelocity
ReverseVelocity
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- ReverseVelocity
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That is a real damn shame.
I've been inactive since I've been on hiatus from DBD for a long time now, but I hate to see the trend away from self-hosted forums to third party messaging platforms that aren't purpose-built for that kind of structure. Live chats and the lack of any kind of permanence or a decent search feature makes it feel a lot more fleeting.
No shade, but the lack of a cool-down on warnings and the like eventually lead to a lot of regulars getting banned, and those were the people who were really driving the discussions. It's no wonder engagement went down over the years.
Is there even a ban appeal system for the Discord? I got permabanned genuinely like >5 years ago for posting wiki screenshots in response to player questions, and the moderation team has basically changed entirely since those days.
One more question: Will the forums be left read-only for archival purposes? There's a lot of valuable posts regarding the history of the game here, and it would be a massive shame to see that all go.
Either way, it's been a good six years. It was a pleasure to meet some of y'all.
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Someone might want to test out the new perks on a killer that would work well with them, or see how well their killer fares against new content.
Survivor queue on PTB is generally always instant, so it doesn't really matter.
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I don't think those names are very good.
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@Filipino1490 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044795#Comment_4044795
how exactly? you just press a button
All Exhaustion perks are "just press a button" if you want to boil it down to that.
Sprint Burst requires managing Exhaustion to use effectively, unlike Lithe for example which can be saved until you're in a chase.
Finesse requires you to stay healthy to get maximum use. Which means the better you are at avoiding getting hit, the more Finesse will do for you. New players that get hit in 10 seconds will get next to no use out of it.
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@Filipino1490 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044789#Comment_4044789
i see what you mean but still those are kinda perks that have almost no skill compared to other perks while killers have to do a dirty work
Sprint Burst and Finesse generally require more skill to use well than the average chase perk.
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@Filipino1490 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044785#Comment_4044785
and they have been a meta for a QUITE some time so they need changes.
Changing things purely for the sake of changing them isn't a good balance strategy.
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I think both can be frustrating to face but I don't think either really need changes.
Finesse is the first good chase perk we've gotten in a while, and it's really fun to use, and pretty balanced with all of the requirements.
I really don't like facing Sprint Burst due to how much you can greed on gens and be safe, but all nerfing Sprint Burst will do is make everyone switch to Lithe, which is arguably equally boring.
They're not overpowered, though. Just very very good.
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@Philscooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044460#Comment_4044460
https://us.v-cdn.net/6030815/uploads/M67QHR8QQ5FC/smartselect-20260102-172442-brave.jpg
And i still completely agree with OP.
Survivors got absolutely trash perk selections since taurie, and she only had shoulder, the rest didnt do anything useful.
Vee's perks are mid (1234) to trash (roadlife)
Lara gave Finesse...but also gave complete trash, (hardend and specialist )
Orela adds more healing perks that the game doesnt really need (do no harm) to trash (rapid response, duty of care) (duty is trash because half the roaster can ignore the bodyblock with their power)
Astri had only trash perks.
Trevor had also meh (Eyes of belmoth) to trash (exhultation and moment of glory)
Twd had 5 trash perks and 1 decent perk...which got nerfed.
And now again with ST, 5 trash perks with 1 meh perk (rip-off chem trap for windows..., aka bada bada boom)
Its either not useful enough to bother useful or extremely boring to use when it is decent.
I mean it is equal, since most killer perks we've got have been equally bad.
In the past two years we've only really gotten three really "good" killer perks. Weave Attunement (which got nerfed), Unforeseen and maybe Forever Entwined. None of the three are meta either.
The rest are either niche, or just okay. I'd say we've gotten more good Survivor perks than killer perks, but not by much.
BHVR are simply far less likely to release perks that compete with the meta, since those are much harder to get right.
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Neither should be 115.
Slinger needs buffs to make his ability better, but that should absolutely not come in the form of a Movement Speed change. We don't need another repeat of the disastrous Trickster rework.
Huntress is fine.
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Good suggestion, I don't see why not.
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Playing The Twins full stop would count as taboo depending on who you ask.
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It's pretty reactable, and he's 4.4m/s. I think if they make the cooldown long then he'd suck.
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@Senaxu said:
The upcoming DLC will sell just fine. Same playbook as Ghoul: a very powerful, flashy release and the numbers will spike.
Cheat prevention does not bring revenue; inflated player counts do. Give cheaters a killer that pairs with wallhacks and call it a “win.” Real protection will not be added any time soon; that investment does not pay off.
But hey, we will get another five Feng or Sable skins.This is such a weird conspiracy that really doesn't make sense if you think about it for more than 10 seconds.
Cheaters cause people to not have fun. No fun means players quit. Less players means less money.
They have an obvious financial incentive to prevent cheating.
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I generally end up dunking on most Ghoul players I come across. He's strong, but not the free win people make him out to be.
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Just wait like a week and Decisive Strike will be free.
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Knowing internal tiles names is very helpful when submitting a bug report, that's why they make that information available.
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4042034#Comment_4042034
The map did get totally changed in The Realm Beyond, so I don't see why a few design changes would not allow the map to stay. Like get rid of the things that associates it with the licensed Haddonfield, and keep the map under a different name and realm.
Pretty sure it could be done in some way, shape or form
Unlikely. They don't like removing content from the game like this, so if there was a way around it, they probably would've done it.
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The actual design of the map is probably linked in the contract, so I doubt it.
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This is the same killer that will bounce off of survivors vaulting windows, and have survivors slide off of hard walls when thrown against.
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@FerrousFacade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041486#Comment_4041486
She's a perfect example of a poorly designed killer. Tiny number tweaks push her from totally broken to incredibly weak. I still think she's busted at a bunch of tiles in the hands of someone that has practiced the lunge but just a bit of help from a decent teammate makes that moot.
Remaining infected off hook and the egregious auto aim needed to go but she does need something infection related to help her with that macro. Problem I see is that once again what sounds like a little help could easily push her right back over the top. Take away the bodyblocking and she loses most of her counterplay.
I've seen a few suggestions that instead of infection being removed completely when being hooked, it'll be transferred to the unhooker when you get unhooked instead.
Not sure how fun that'd be but it seems reasonable on paper.
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I like to run Streetwise sometimes so I can get a Fog Vial with a bunch of uses.
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@Amanova said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041495#Comment_4041495
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041486#Comment_4041486
This doesn't justify the fact that she should have such an unfair hitboxes, especially when everyone I face plays has 100 ping, here you are both completely wrong and speak from the point of view of the killer and don't forget solos can't bodyblock like that and play optimal
solos can't bodyblock like that
I can, actually. I bodyblock for my teammates and sometimes they return the favor.
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"that squirming twink" is crazy 😭
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She's just not a very well designed killer, and this is the only thing she has going for her at this point.
She suffers incredibly from bodyblocking, has to essentially eat a 5s stun to deal with pallets she can't mindgame, and has trouble keeping infection going ever since her nerf.
While she's crazy in chase, she's super easy to counter from a macro perspective. One bodyblocker can cause her so much trouble. She somehow manages to be able to be super unfun for both sides at her extremes.
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They occur in way more than 1% of my solo queue matches because I know how to use a flashlight.
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041335#Comment_4041335
If it didn't exist then lunges would slide off of Survivors by default. You'd have to let go of M1 at precise moments instead of it hitting automatically.
Sounds like some kind of ridiculous implementation of lunge, even for BHVR standards.
That's just how hitbox detection works though?
If a lunge detects it's in a Survivor's hurtbox, then it ends the lunge with an automatic swing, since it's going to result in a hit. It only becomes an issue if you encounter an environmental hitbox during the small movements during the swing, which can be the case with tight corners and the like.
People act like the mechanic exists just to spite them or something, which doesn't make sense. It's just one of those things that isn't noticed when it's going right, and stands out when it's going wrong.
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it has never once helped me
It's probably helped you many times. Aim Dressing is one of those features that is only visible when it breaks.
If it didn't exist then lunges would slide off of Survivors by default. You'd have to let go of M1 at precise moments instead of it hitting automatically.
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I use it when I'm feeling dangerous.
It has a couple of unique advantages, but requires some very aggressive and risky playstyles.
You can't be slugged:
Ironically, taking protection hits with No Mither can be effective if you have less hook states. If the killer is trying to tunnel someone else out and you take a hit for them, they HAVE to pick you up and hook you, or the hit is completely free.
It's incredibly effective with Scratch Mark hiding perks:
Since the perk hides Blood Pools and makes you silent in one slot, any perk that hides Scratch Marks (Poised, Boon: Shadow Step, Distortion, Dance with Me, Lightweight) makes you genuinely untrackable.
It also pairs well with Tenacity, since you don't leave Scratch Marks when dying. You can also use it with Exhaustion perks while keeping the silence unlike Iron Will.
It puts a massive target on your back:
If you're real good at looping, this is a benefit. The amount of killers I've had ego chase me for game throwing periods of time because I look like an easy target is pretty crazy.
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It's not a perk for everyone, and has major risks, but it can lead to some playstyles that would be impossible without it. It has a huge skill floor for a perk, but I love the kinds of perks that can be used in weird and unexpected ways like this.
I'd hate to see it overhauled, it's one of those weird quirks of DBD that keeps the game fresh, and it's undeniably iconic.
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Since the map selection is done by realm, realms with one single map technically causes that map to have a higher spawn chance.
So The Game, Dead Dawg, Lampkin Lane (RIP in advance), Midwich, Nostromo (counted as a separate realm since it has it's own offering), Hawkins, Toba and Lery's all have a higher individual chance.
However the multi-map realms you're still more likely to go to, it's just these have 5 different maps so it makes the maps feel less common.
It's like 4.65% to go to the single-map realms, but 6.95% to go to the 5 map realms for example.
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I mean, these killers are popular for a reason. Having to trudge around the map at 4.6m/s is far less fun than zooming around and getting into the action quickly.
Unless they find a way to make lower mobility killers more fun for the average player then I doubt we'll see a major change like you're suggesting. People like going fast, so they're going to release killers to support that.
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@100PercentBPMain said:
I just assumed we only post here after losing a match
If that were the case my post count would be zero 💪
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@Philscooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040760#Comment_4040760
https://us.v-cdn.net/6030815/uploads/5ZJRCCPKMVL8/rdt-20251220-210326131533930785019770.jpg
You are winning 60% of your matches no matter what.
Seems more like a skill issue to not being able to handle a little challenge once in a while instead of just going on winstreaks.
Dont believe me?, go find a swf who is willing to try this and you will not go past 20, garantied.
60% kill rate isn't a 60% win rate.
1k and 2k games contribute to the kill rate but aren't wins.
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@Crowman said:
The answer is simple. Does having people work on detection tools built into DBD's code to detect when impossible actions occur and do something about that make money? No it doesn't. Chapters and Cosmetics bring money.
It does, though? People quitting the game due to cheaters is lost revenue.
The suggestion that they just haven't bothered to implement ANY server-side checks in the whole history of the game's development is incredibly misguided. Just because something's serverside doesn't mean it's unbeatable. Not even mentioning how careful they have to be around false positives.
There were a good couple of years where the super crazy cheats weren't possible like they are now. I hope there's going to be a big release of anticheat measures like they deployed a while ago.
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This would nerf some killers and buff others, and considering that 32m is the standard TR anyway then it should stay like that.
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i dont know how balanced amulet would be if the cooldown remained 15 seconds
From someone who played before Spirit's most recent nerf, it was crazy overpowered.
Not only did it make Spirit nearly impossible to evade, since she could phase for ages, it also increased the efficiency of her shorter phases dramatically, since it'd come back way faster.
Ring + Amulet Spirits were a dime a dozen and it was incredibly lame.
I don't think she needs any buffs at all, she's still arguably top 5.
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He does have both a timer and a cooldown.
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@Divine_Dust said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039809#Comment_4039809
No I think you may be underestimating the other conditions of devour hope. It denies the killer from proxy-camping and pressuring the unhook. It basically allows the survivors to heal off the hook as the killer has to be a certain distance away. Admittedly it does make up for this with the expose, which is why it isn't a big issue for devour hope. But it does make the initial three tokens the hardest to get.
Whenever I play with devour hope, it always ends in one of three ways:- It gets cleansed before I can use it
- I steamroll and 4k
- I get annihilated in a 1-3 hook game with no kills
The reason number 3 happens is because the early game is the most difficult time for killers. Devour hope has both the active nerf of allowing survivors to reset, and the opportunity cost of another perk that hold it check alongside it being a totem. Hex: Ruin doesn't have this problem because it is active immediately, despite it being a totem.
I think that the single use, one hook state mori, and no exposure effect is enough to justify a "devour hope" -like effect. It doesn't have the crazy instant win effect that Devour hope has because it can't mori into exposed mori, into exposed mori.I don't think saying "actually, Devour Hope has way more protections than you mentioned to prevent it from being overpowered compared to my suggested system" is supporting your argument the way you think it is.
Guaranteeing someone dead at 5 hooks would be pretty crazy, and feel especially awful for the person being hit by it
if they've only been hooked once.EDIT: Actually, the way you've been suggesting it is even worse since you can use it on people with zero hooks(!)
Simply proxycamp the hook, cycle trades until you have 4 fresh hooks, down and kill someone with zero hooks and you have one dead and 1-2 people dead on hook.
That's an almost unrecoverable gamestate unless you somehow take 4-5 gens to do this.
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@Divine_Dust said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039753#Comment_4039753
I haven't had the change to play against one hook moris… but I have been zero-hook moried playing against devour hope. Yes it is powerful, yes it sucks when my team feeds and I get surprise mori'd. I still remember when I started playing this game and played against and Adept Hag and my entire team got Mori'd because we cleansed the third seal and ruin before we found the devour totem.
Devour Hope is not an overpowered perk.
Devour hope has a lot of counterplay, and more importantly it is much stronger than what I am suggesting. Devour hope has infinite moris, team-wide expose, and the surprise factor of being revealed only at 3+ stacks. The reason it isn't a meta perk is because it takes time to power up, and it can be cleansed. Fundamentally devour hope is a really healthy perk because it encourages both spreading hooks, and allowing for unhooks and resets.
What I am suggesting is a weaker, single use, devour hope that can only be used while there are four survivors alive. While it can't be denied like devour hope, it can be countered/mitigated by skilful team play and situational awareness on the survivor side.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039758#Comment_4039758
I think I am suggesting something much more fair than tombstone piece and one-hook mori offerings. The killer has to both win chase, and at least hook you once. Rather than mori you out of nowhere because your team just let Myers stalk them.
But, that does raise a good point. It sucks to be tombstone pieced when you haven't even been hooked. There isn't anything you really could have done to stop it. If a system like this were to be implemented in the game, then the Moris it grants would have to be only useable on a survivor that has at least one hook state.The only thing keeping Devour Hope in check is the fact that it can be removed from the game forever at any time. Your suggestion has no such thing.
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Sometimes you can really tell when someone hasn't had the misfortune of playing against one-hook moris.
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They could just decouple the intermittent aura reading from being the Obsession, and leave the speed boost tied to it.
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DECOY snowmen.
The ones that jumpscare you, not regular snowmen.
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It's mainly due to her history.
She's not in an obnoxious state at the moment, but it's going to take a long time for her to lose that image.
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Or you could just find a SWF?
AFKing is just contributing to the problem that you're complaining about.
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@kisfenkin said:
It needs something more to really be worth slotting. Wasting less than ten seconds after the stun on average is not enough value to justify bringing.
Maybe five seconds haste as well.
How are you going down in 10 seconds after a DS?
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I think you need couple's counselling if this is what marriage feels like to you.
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@MDRSan said:
I'd say the fact that I'm not psychic and I don't know if I'm going to be tunneled prior to a given match is a perfectly valid reason to not mindlessly run DS in every build.
Perks are not valid counters to things you need to be clairvoyant to see coming.
I'd agree, but you don't need to be clairvoyant to see that tunnelling is relatively common.
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Ghoul is pretty competitive, but after the nerfs Krasue is kind of bad.
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I heavily disagree with this post.
Personally, I love playing all sorts of games in the asymmetrical horror genre. I've played Last Year, Texas Chainsaw Massacre, Identity V, Home Sweet Home: Survive, Friday the 13th, VHS, Propnight, RE: Resistance, Evil Dead: The Game, Deceit; to name a few.
The issue in this case is the developer in question. I was super hyped for and really enjoyed The Texas Chainsaw Massacre game, and it's in my top 10 played games on Steam, actually. The developers, however, arbitrarily abandoned it to go and make this new project. They still have all the licensing required to develop new content, they just won't.
It's a concerning pattern from these specific devs, I have lost confidence in GUN Media and I do not want to spend any more of my money on them.
Often with asymms, it'll be a frustrating case of the games themselves being good, but the developers in question making some kind of horrible decision that causes them to die. Basically all of these games I would've loved to stick around for much longer, but that seems to be the way these things often go.
It's honestly some credit to BHVR for not fumbling the bag this hard, as questionable as some of their decisions can be sometimes, since that seems to be a relatively easy thing to do in this market. I think these types of games genuinely are really hard to make well, and keep going on top of that.
Even if there was a exact copy of dbd beat for beat gameplay no one would play it and say “it will die within a year”
Not really true. I play Identity V a bunch from time to time, and it's been going strong since 2018. The core gameplay loop is so similar to DBD that the developers of the game collaborated with them while they were building it.
Granted it's a lot more popular in China specifically compared to Western markets, but I think it still has its gameplay merits, I like how it focuses on each individual Survivor/Hunter having an ability instead of perks (not that I'd want DBD to be that way, I like both of them for what they are).
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@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038421#Comment_4038421
Yeah just make it a button you can press. No Skill Check needed.
I think the skill check makes it more satisfying, personally.
