ReverseVelocity
ReverseVelocity
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- Username
- ReverseVelocity
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@ThatRyanB said:
Me: Trawling the forums to make sure I'm reporting serious and important feedback back to the team
Also me: "📝Beam good. Got it!"You can't remove it, it could be load bearing for all we know.
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I've seen a bunch of complaints but honestly I've seen them be hit-or-miss. A lot of the time the Fog Vials don't really sway the killer at all, but sometimes they can be very useful.
I think they've struck a good spot balance-wise. They're fun to use but it's not a "press button to end chase" tool like the Void Crystals were.
They're also VERY cool thematically, it's nice to have some fog back in the game for once.
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I have a million BP worth extra of addons on one character alone. They should've really personalised the compensation.
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The linger change still needs to be reverted. Very sad that it went through to live.
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Agreed.
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I'd rather see 4 SB + Botany every game than the 1-2 syringe lobbies I get constantly.
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@MarbleThrone said:
I always wonder why people feel the need to announce their departure to the whole wide world.
Like, what are we supposed to do. Argue with you? Hold the door for you?
This isn't an airport. You're free to depart without letting everyone know.It's a forum. If people are dissatisfied with the game, this is the place to voice that.
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@PleaseRewind said:
I don't recall. Have they ever compensated for retired offerings?
Only with Hawkin's back in the day, I think.
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@MrPsych said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927819#Comment_3927819
Quoting this because this comment is too good.
Really Behavior… you are forgetting how your killers are working now? The power is to allow him to get hits around pallets and vault points. By removing half his power, you've made Doctor worse than Trapper in one fell sweep.
It's referring to Shock Therapy cancelling vaults that are already being performed (as in they'd do the animation but not cross the window). Pretty sure his power still works as intended elsewhere.
At least that's what I'm hoping because otherwise they just undid the Doctor Cube LOL
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I think there should be extra locker spawns around objectives when a Dredge is in the trial. There's a handful of maps that are a nightmare for Dredge to play on due to massive locker deadzones.
Have some lockers show up with the same kind of spawning rules as Sadako's TVs (or a similar prop), especially on maps with a small amount of lockers.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927156#Comment_3927156
From what I heard, BHVR stopped funding the game half-way through the development which left Supermassive Games to try their best and stretch out whatever remaining funds they had to develop the game. Because of the overall lack of funding, the game came out really bad (poor optimizations, issues with storytelling, and character deaths that were laughably bad and poorly thought out often feeling "forced" deaths) and the game's advertising was also very minimal.
Keep in mind that most of this is anecdotal or based on what information has been provided by BHVR or Supermassive Games, but we dont entirely have an entire picture of the development timeline and/or it is possible for not all the information to be accurate/correct. Please take any information regarding the development with a grain of salt.
Considering BHVR's way of working with other games, this seems true (my subjective opinion here, not saying this is "absolute fact"), since BHVR has consistently ran away from projects as soon as there is the slightest issue or push back though.
- Death Garden? Conceptually good, but abandoned.
- Meet Your Maker? Conceptually good, had a ton of potential, but the development was unbelievable terrible with how little content was added and such as a small time and was thus eventually abandoned because it was unprofitable. On top of that it did not help that they let an exploits completely ravage their game for several months upon the launch of the game.
The way the company approaches risk (on a corporate level) feels like a "one step forwards, two steps back" kind of thing, since they dip their toes into other projects, but never really commit to making them anything more than just a side project. BHVR constantly shoots themselves in the foot because of this.
Keep in mind, when I say that, I dont hate BHVR or anyone that works there. There are a lot of people at BHVR who are really kind, talented, and amazing people; but it seems that on a corporate level, there are issues with the company that cause them to fail time and time again with their side projects, and they need to do something to address this.
This happened with Islands of Insight too. Incredibly fun and beautiful puzzle game which tried a cool gimmick of being online so you could see other players going about the puzzles too. Dead in less than a year of launch. From what I heard they laid the ENTIRE studio off as well.
In fact, the window to get your save data from the servers before they closed was only ~1 month, so a lot of people had a lot of online progress straight up deleted (some in the ballpark of over 100 hours). The community made their own patch to try and restore some online functionality but any official support is gone for good, and any data that was on the official servers is lost.
Their project management at a corporate level for anything outside of DBD is very concerning.
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@Mandy said:
I am going to throw a potential spanner in the works on this - please no hating me, but I do believe there's a bug attached with this perk that means killers who have vault in their power - so Wesker, Legion in Frenzy etc, are benefitting from it when they shouldn't be. So think of it working in a similar way to Bamboozle in that respect.
Man…
That's disappointing to hear that that's considered a bug.
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It's highly unlikely that they actually know where you live and even less likely that they'll do anything even if they did. They're just a coward on the internet trying to scare you.
Pretty sure making these kinds of threats will result in a permaban for them either way, so I hope they enjoy losing their account over trying to be a big man over the internet.
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@Raccoon said:
I have a feeling that this issue will be boiling over very soon.
Kate Denson reference.
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@BlackRabies said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916032#Comment_3916032
I don't remember that at all the only thing i remember that they've done for free character try outs were Splinters as Iri offerings way back years ago and that was a rather bad introduction imo since had to play with no perks or add-ons.
It was a couple of months ago:
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They did this for Blight and Jane for the tome a little while back. It's not a constant rotation but it does happen at times now.
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The block function stops them from sending you friend requests, not from being in a game with them.
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@Emeal said:
Oh I wanted to report this to, Yeah its really annoying and seem very un-necessary for the Ghoul.
As well as the Hindered for 1 second he gives Survivors. Its absurd and Ghoul is very much able to Kill without it.You can also use it to freeze a Survivor in place past the vault, and then vault into them, causing a loss of health state.
Its aggressively unfair as it requires no skill from the Killer and the Killer isn't denied anything in return.
https://us.v-cdn.net/6030815/uploads/N3KWLIM8TZDX/medaltvdeadbydaylight20250403154156.gif
There is no other Killer made so far that makes a Pallet this unsafe.
I think the Community wants Killers with less BS unfair tricks, I know I do.People will say, "Oh well you should not have been near the pallet or dropped a pallet right in front of the Killer"
But Ghoul can do this THE NANO-SECOND your are done with throwing the pallet. Its not fair then is it?https://us.v-cdn.net/6030815/uploads/NCN6DQT8LJVC/desktop-2025-04-19-13-47-18-04-dvr.gif
I'm convinced the lil Mobility Goblin has some glaring flaws and the recent nerfs will only discourage lower tier Ghouls.
If he didn't have this mechanic, then Survivors would easily be able to clip into him and vault back through.
The only reason James got downed in the first clip was because he stood still and kept trying to heal the downed Survivor that he was aiming to pallet save. If he'd kept running then he wouldn't have been downed. I'd know considering that's my clip.
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I honestly think the main issue with the perk is that the blind time is shorter than the default pallet stun. Even with Enduring it's barely longer.
If the blind time was ~2.5-3 seconds then I think it'd be good.
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Aw hell nah they're going to cover Freddy in gasoline and light him on fire again.
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❗️
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Talk about overkill.
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@PetTheDoggo said:
I think you forgot Babysitter. That should be set to 17% to match current outcome.
They forgot about quite a lot of perks/addons overall, which I see as quite a big issue.I'm not sure if Babysitter applies it's own Haste effect or it just increases the strength of the base Haste effect in terms of how it works technically.
Either way, it should be changed to match it's current behaviour if the upcoming changes will result in it being nerfed at all.
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The fact that she missed the pallet save 😭
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Tragic. This should be reverted.
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I hope this doesn't take an eternity to fix, I want to get my 100% achievement status back…
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Lockers have hidden your aura since 2018.
Killer Instinct shouldn't be blocked by Lockers, however, since it's a core part of certain Killer powers.
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@Langweilig said:
The haste of batteries include should be given to the killer based on the gen progress. Then it does something in the early game.
I hope for vault speed increase rather than more haste for dark theory and that they fix the general boon problems (too small range and too loud).
The idea for Batteries Included seems a little overcomplicated. I think it's fine to have perks that aren't as effective in the early game and ramp up as the game progresses, it's just Batteries Included is a little underwhelming in its effect.
A vault speed increase for Dark Theory is a nice idea though.
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He's definitely a "play injured" killer like Legion. He can't really do a huge amount to you once you're injured, it's just regular looping at that point.
I really don't understand the complaints of him being OP. I've been dealing with him fine.
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I think all he really needs is improvements to the more questionable hits (like going through walls etc). Apart from that he's totally fine.
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I mean, yeah, the point is that it's easy to get the first hit, since his power is nonlethal. Some of the hits can be a little questionable at times, though.
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@Ricardo170373 said:
Another killer to make SoloQ boring and impossible to play. unfortunetely, i never will try against him. sorry.
Players like you are the reason SoloQ is boring and impossible to play, actually.
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@Langweilig said:
I actually like this perk (even if it’s not that good), because it makes the gameplay feel better, a tiny bit faster and it actually safed me two times from a flashlight safe already.
The token requirement while being unnecessary is almost unnoticeable. You reach max tokens so fast. I just wished they would allow for something like 15 tokens (60%). It would feel so much better and would probably not need any more changes.
For a secondary effect I have only bad not for the perk fitting ideas, so I’m not going to bother you with them.
They've hard capped the pickup speed at 42%, so I doubt they'll want anything like that to happen.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903777#Comment_3903777
Exactly how I feel about this as well, I think they should remove Suffocation Pit 1 and put Suffocation Pit 2 back in, but other than that keep the variants gone. Pretty much every original map version was better except for that one.
Honestly, both are good maps. I'd hate to see Suffocation Pit 1 to go considering how iconic it is.
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You can't stop me, I can't read.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903693#Comment_3903693
Map Variant feedback has been inherently negative, with the majority of players disliking them, finding them not as good as the original maps and then bloating out the original map. It's why we made the decision to remove them.
I'd be lying if I said I won't miss the Suffocation Pit II variant a bunch, that was a map variation done right. However, this is an overall good change I think, a lot of the map variations were not all that fun to play on.
It also means more Ormond Lake Mine, which is a W. Love that map and I'm glad it won't be crowded out of the realm by the Resort variants.
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I wouldn't put him that high.
He struggles in downing potential compared to the other S tiers. You can cut Survivors off from heading to another loop, but if they're already injured and in an area with decent resources you kind of have to just play it like an M1 killer.
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@RaSavage42 said:
It seems to me that some players have a strict list of Killers they actually enjoy playing against…
The list:
- Trapper
(this list is void upon a 3 gen situation)
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It's because per-killer MMR doesn't really have that much sway compared to your main value, I'm pretty sure.
If you have thousands of hours, you'll also get matched against players with thousands of hours.
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@BalanceBothSides said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903462#Comment_3903462
And you are?
I was matched against a twitch streamer with 150 viewers and 15k hours and I am IRI 1…. I am top MMR. But keep resorting to ad-hominem attacks instead of actually making an attempt to intelligently engage or refute with the actual talking points of my post.
I am experienced, yes. Being Iri 1 has nothing to do with your MMR, that should be basic knowledge to anyone who has any idea how the system functions.
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@BalanceBothSides said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903452#Comment_3903452
Let's not pretend 3 survivors being able to safely do gens and do the while people hide in corners in solo queue because they don't have callouts and don't know where the killer is is anything less then a major advantage. You attempting to downplay it would suggest you abuse it, and that's why you are attempting to gloss over it.
Call me a skeptic but those numbers released were not SWF's playing at a high level.
At the very least, COMMS is equivelant to a base kit Kindred, Empathy, Bond and Deja Vu.
I mean, we have chase indicators now, so that's more down to how aggressive of a playstyle each individual player has, not a matter of Solo vs SWF.
Speculating over the statistics like that is not only conspiratorial, but pretty irrelevant in this case since I kind of doubt you're experienced enough to be playing in the top bracket by the kinds of arguments you're making.
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@BalanceBothSides said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903415#Comment_3903415
One could argue being forced to play against SWF's with instant real time communication when the dev's choose to balance the game for solo queue is also zero fun. And yet I don't see an option in matchmaking for solo queue only lobbies, or to show who is in a party.
BHVR only cares about catering to survivor NPE (Negative Play Experience) . What about killer NPE! Forced to waste 10 minutes of life clock versus cheating players with 12 perks of unfair advantage. BHVR says voice comms is not cheating. Ok , but there is no denying it gives an unfair advantage. So balance the game accordingly OR at least give Killer player agency to choose if he wants to waste his life versus people with an unfair advantage.
Devs only care about the larger side, killer minority is excluded….what about the killer having a NPE, it is just totally ignored and swept under the rug.
Losing a game because your opponents had an unfair advantage is not fun.
This game was not created or designed with the survivors having 100% instanteous real time callouts of where the killer is it all times. So either they need to balance for SWFs or give killers the agency to choose whether they want to face coordinated groups! Hidden matchmaking an omission of what should be public information was the start of this. Removal of prestige mode to hide SWF bologna was the cherry on top of this.
They do regularly make tweaks to perks that are unfun for the killer to face, though. Background Player, We're Gonna Live Forever, Buckle Up etc were all tweaked specifically because they were especially frustrating to face. It's not a one way street. Buckle Up was a very similar scenario. Low use rate, incredibly frustrating when used properly, is now incredibly underwhelming as a result.
Your arguments for SWF have been done to death. Callouts are not 100% accurate or instantaneous, since people are not machines. The only time SWF gives a significant statistical advantage is a 4 man at the highest percentiles of play, which I doubt you're at considering you're insinuating that SWF is cheating. Even then it's a few percent.
@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903415#Comment_3903415
Im going to be honest, it isnt worth the time to really address this, this seems like bait. The wording posts in objectives and intentionally posts polarizing ideas to get reactions, the account is also brand new, probably a burner account if I were to shoot a guess.
DBD Forums has been getting a lot of these lately.
Maybe so. I'm having fun either way, so it doesn't make a huge difference.
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You can also just slug without running Knock Out. It's still perfectly effective against these strategies.
The thing Knock Out promoted was 4-man slugging from the get go, especially against solo players, which is zero fun. Slugging without Knock Out is still an effective way to get pressure, especially if Survivors are playing over-altruistically with sabos and Head On.
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@danielmaster87 said:
I forgot this perk existed. Seems decent to me. I wouldn't change it.
It's honestly kind of terrible. Same kind of use rate as Up the Ante.
They should reduce the activation time on it. Somewhere like 2-2.5 seconds to make it far more fluid for it's intended use while preventing it from giving constant in-chase wallhacks.
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@PinkAhnus said:
This is considered a 'feature' by the developers.
I somehow doubt that.
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Replacing facecamping with hostage situations is not an improvement.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902243#Comment_3902243
Yeah, I think League of legends have basically same thing, where you can see animation of each power.
They could even bring "Demo" mode Dota has, where you could try ANY killer against 1/2 bots on small map.
That'd be really nice to have, actually. Place a couple of Survivor bots on a tutorial-style map and let you get a feel for each killer's power before you buy them.
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Eh, they're better in chase but the passive slowdown was a big complaint, and that is getting alleviated pretty significantly.
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@PetTheDoggo said:
Even better, there should be short tutorials (video) for every killer.
Display power, say counter play, try to summarize strengths/weaknesses etc.
I don't think it would be that difficult for majority of killers and would help noobies a lot.Rainbow Six Siege has something like this. Short video clips that show how each operator's gadget works that you can see when selecting them. It's a good feature.
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@Bodark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902224#Comment_3902224
No argument there, everyone can have their own opinions. It’s just sad that we had 6 of the biggest content creators who mained her all agree that the changes were fine (except for hatchet count) but we had an overwhelming amount of people complain so it got reverted anyways.
The loud majority who hardly played her won over the people who have the most time on her.
I think it's important to consider the other perspective when it comes to opinions on balancing changes too. People do not have to be experienced in playing a certain killer to have plenty of experience playing against them. Those opinions are also perfectly valid, the killer player isn't the only player in the equation.
It's important to take all of these opinions into account, while also noting their potential biases, in order to achieve a well-rounded discussion.