ReverseVelocity
ReverseVelocity
About
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- ReverseVelocity
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@Bodark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902144#Comment_3902144
Playtime is completely irrelevant to this community. Coco has 5k hours on Huntress and everybody flamed him for saying the Huntress buffs were fine.
Meanwhile people who never played her before said she was OP and needed to be nerfed and everyone agreed with them.
The only thing that matters is “does this person opinion benefit my side?” So no playtime doesn’t matter even remotely to the vast majority of the community.
I mean, some people will always have differing opinions to yours (or your favourite streamer's), and they are entitled to have them, regardless of the difference in expertise.
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Not necessarily.
It is technically possible to get P100 on a character without playing them a single time, since bloodpoints can be spent on anyone. However, P100ing a character is a pretty big dedication, and likely indicates that they have at least a good amount of experience with the character. It's not entirely indicative, though, more of a correlation.
Playtime on a specific character is a far more reliable metric. I'm not a Legion expert because I chose to P100 them, I'm a Legion expert because I've been consistently maining them for 5 years.
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902113#Comment_3902113
Calling a better wesker a worse demo is crazy work, you genuinely just ignoring the second dash huh?
Wesker's dashes are just straight up better, though, by a mile.
Dracula has 2 dashes at a 6m range. Wesker has 2 dashes at a ~7m, and then ~14m range. They're also faster. He also has the ability to walk backwards, and vault windows and pallets. Their recharge times are also quite similar if you account for both the individual killer's reductions in cooldown (the orbs for Dracula, and the Infection for Wesker).
The only thing Drac has Wesker beat on is charge time, in which case, Demo is markedly better in that category too. Demo also has them both beat in regards to the actual speed of the dash too.
The pounce is just average, but that's fine considering that it's not a standalone power. It's the last thing about Dracula that needs a nerf, though.
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He has a limited reserve of bottles before reloading, that's where the cooldown lies.
Getting hit with the tonic doesn't prevent you from vaulting pallets either, it just prevents fast window vaults.
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902072#Comment_3902072
True being able to brainlessly zone with no punishment is fair, also wolf is literally dracs best form so idk how ur coming to that conclusion
I'm genuinely unsure how you're coming to your conclusion.
You've got a ranged attack that ignores windows and pallets, an insane catchup tool that ignores windows and pallets, and then a worse Demo shred.
Wolf Form has amazing info potential, but the pounce is his worst chase tool out of the three.
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901971#Comment_3901971
Top 10 killer mind u xdddd
I mean to be fair just because a killer is in the top 10 doesn't mean they need nerfing.
Plus Wolf Form is the last place Dracula has any issues at the moment. They don't need to nerf the dog.
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No. Because if you spam M2 as the dog he does a little dance and I need to be able to do that.
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first main: Freddy and Feng
current main: Legion and Sable
fav map: Nostromo Wreckage
fav perk: Enduring
fav item: Brown Medkit (old reliable)
fav chapter: Darkness Among Us
how many p100s?: 2, Legion and Sable
hours: 4363
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Aura reading on Drone hacks could potentially be problematic. Stealth Drones should not have their rotation speed reduced at all, either, since they only provide info and nothing else.
I'd like it if they managed to keep Claw Traps in the kit somehow, since they are kind of iconic to her kit. I'd understand if there isn't space in the design, though.
Only being Undetectable when controlling a Drone I don't like either. She should keep it when placing a Drone, as the ambush gameplay is a very fun part of her kit without being particularly unhealthy.
I like the idea of being able to control the Drones, and also the global scan. The global scan should reveal Survivors who are moving at all (not just sprinting), and working on objectives, though.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898319#Comment_3898319
I'm sure there are a few scenarios where it's 100% crystal clear the survivor is intentionally bodyblocking.
And for reals, what percentages of games do you really think involve players accidently leading chases to a DS survivor, and then somehow the DS survivor coincidentally gets between the killer and their teammate? I'd say that would be super rare, and not really that much of a concern.
The bigger concern are the survivors intentionally bodyblocking with DS, which happens far more often.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898331#Comment_3898331
That would be worse, because if the killer knocks one of their teammates to the ground, and the DS user is threatening a flashlight/flashbang/pallet save, then the killer is literally forced to slug because the DS survivor is immune to damage. Survivors would absolutely weaponize that.
There would be a few scenarios where it would be 100% crystal clear, yes. However when it comes to something like this, you need to accurately identify every scenario involving a protection hit.
There's just too many potential variables to identify this with any level of consistency.
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@Coffeecrashing said:
Intentional bodyblocking should count as a conspicuous action. If we're getting AI in DBD to figure out if a survivor is purposely trying to Go Next, then we can also have AI to determine if a survivor is intentionally bodyblocking for another survivor.
For example, a killer hitting a survivor 0.2 seconds after being unhooked wouldn't be considered intentional bodyblocking. But if the killer is clearly chasing someone, and a recently unhooked survivor is clearly trying to get between the killer and their teammate, then it should count as a conspicuous action, because if a survivor is intentionally bodyblocking, then they aren't being tunneled.
There are far too many variables to determine if someone is intentionally bodyblocking or not, at least from a game logic standpoint.
The Go Next Prevention will likely just be "is the Survivor trying to 4% and then immediately fail struggle skill checks" or "are they AFK and then immediately trying to fail struggle skill checks" etc. The logic there is a lot more binary, and the system will likely have leniency anyway.
One example: How would the system act if a Survivor accidentally (or deliberately) leads a chase to a recently unhooked Survivor with Decisive Strike, and they are then downed? The Survivor was in close proximity to a Chase, and got between the killer and their teammate and took a hit. For all intents and purposes, that'd look like an intentional bodyblock to an algorithm.
Trying to detect something like this wouldn't be consistent. Inaccuracy in a system such as this would be bad design, as you'd have the anti-tunnel perks gated behind the whim of a system that'd be rife with false positives and negatives. It'd be confusing for both Survivor and Killer alike.
The Go Next prevention can afford to be a little lenient and let people off the hook accidentally every now and then (just as long as we don't start getting false positives), however core gameplay rules, such as what counts as a Conspicuous Action have to be consistent every time.
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@Bodark said:
Getting a flashlight save should be a conspicuous action. Along with disabling killer powers. Kind of weird how I could run around the map with OTR while fully healed disabling all of merchants drones only to have 3 health states when she tries to stop me.
Saves, maybe, Killer Powers, absolutely not.
There are killer powers you absolutely need to interact with otherwise you risk dying outright. Jigsaw Boxes and Sadako's TVs, for example. They're not going to make only some of the Killer Powers count as conspicuous actions (exceptions like that are bad for design), so it needs to be none of them.
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The teleport recovery speed "buff" was a nerf in disguise. They need to make his default teleport speed what Blurry Photo used to be, as basekit. As it stands, the teleport still feels clunky.
Apart from that, the buffer for being able to break LOS and still be considered Staring Down the Unknown feels too generous. 1.25 seconds means that you can only be getting glimpses of it, but the Weakened State will be constantly draining. They should reduce it a little bit.
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@SpitefulHateful said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898157#Comment_3898157
All Things Wicked was probably one of the best chapters they've ever done, though. Great killer, great survivor, great map, great theming overall.
And then BHVR laid off the very person responsible for All Things Wicked. Shows you what you need to know about the company's appreciation for people who actually care about creativity and the game.
I mean, not the person responsible for All Things Wicked (chapters are created by a huge team of people overall), but a big part of the community team, who were behind the really cool social media campaign they did. (iirc)
It's still a massive shame. That was a pretty big part in creating the atmosphere around the chapter. Capitalism can really be the enemy of creativity, as profit margins will always take priority over talent in the eyes of executives.
Like, they completely scrapped Project T even though it had positive reception in the playtests. All that work, just gone on a dime. These kinds of events speaks to the major issues within the games industry as a whole, not just BHVR.
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I mean, we haven't had many original chapters full stop lately. There's been a lot of licenses.
All Things Wicked was probably one of the best chapters they've ever done, though. Great killer, great survivor, great map, great theming overall.
End Transmission was also extremely good. Made for This was kind of a dumpster fire in terms of balancing for a little while, but apart from that it was peak.
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There's no need to create multiple, identical threads.
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This bug is so old that the license is getting pulled before it's fixed.
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Eh, Coldwind is still a pretty good realm overall imo.
Cowshed and Torment Creek are still pretty damn strong for Survivors. Thompson House is very good if you can break the 3 gen early.
I see people complaining about Rotten Fields having no tiles on it and sometimes I wonder if we're playing the same map. That map has very strong fillers and is very good unless you're up against a Blight or something.
Rancid Abattoir kind of got screwed though, it could do with a couple more fillers to smooth out the deadzones.
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I mean, he is more interesting than what he used to be, but he's still not the killer I grew to love back in the day.
My only complaint with his new kit (apart from the fact that it isn't Old Freddy) is that Sleep Immunity feels a bit too strong.
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@Coordi said:
Inner Strength enjoyers, I know you're out here!
Hey, don't forget about the Lucky Star enjoyers too! There's tens of us!
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@BigDvsRL said:
as i said, its dramatic….but ways to detect automaticly if someone is hacking.
The Game could check the task manager for software with kernel level permission and if its a not whitelisted software (for example avira antivir, anti-cheat or other Software that is by trusts Devs) then it'll trigger and ban the Steam id or give at least a automatic warning so the Hacker will be on the Devs radar
The only way the Hacker could trigger it for other players. The Hackerware has to change the stuff for others….like User1 has the hackerware, but user3 gets 600% speedboost, able to walk through objects. But then the Devs would have a bigger problem, since then the Hacker would really interact with the Server and not just changing the interaction from the Game with the ServerI don't think you know how a computer works.
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You are essentially asking for the game to become Malware.
I don't think I need to list the reasons why that is a terrible idea.
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I think you're ignoring the fact that you die in one hit. That's a pretty important factor you're missing in your argument.
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@SoGo said:
Now, don't get me wrong, this should get fixed.
But it also seems really fitting for Amanda to do that.
Honestly, would it even be too busted if the addon just worked like that? You don't see many Video Tape Pigs at all.
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@NarkoTri1er said:
or just nerf NTH and Predator, which are the only truly problematic aura perks atm
Predator already got nerfed, and isn't amazing due to the decently long cooldown it has.
NTH could probably use a debuff indicator like Weave Attunement.
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Bots are odd. They essentially have wallhacks but aren't very smart about them. You can't mindgame them but they will run into the edgemap for zero reason.
Just bruteforce the loops and eventually they'll mess up.
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@codebibi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896941#Comment_3896941
and killers having 100+ perks and add ons in total to see survivors aura and having infinite wall hacks is ok ?
You cannot run 100 perks at once, last time I checked.
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Distortion being able to effectively counter every single possible aura reading source for the entire game was not ok.
Putting it back to charging in the Terror Radius would make that the case again, and it should never go back to that. I can maybe see the argument of giving it a maximum of 3 Tokens again but it should stay Chase based.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896502#Comment_3896502
- A Dev has tweeted about it being intended. (Tweet is now deleted)
- This would not have been the first undocumented change.
This wouldn't have been the first time a dev was misinformed about something, either.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896218#Comment_3896218
Because it is like that.
It wasn't in the patch notes.
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Legion is one of the most popular killers in the game. They are also pretty bad strength wise, so it makes sense that they'd get buffed, especially with the Deep Wound nerfs affecting them as well.
Xenomorph unfortunately was a bit of a flop. I'm a huge Alien fan so it sucks to see, but its pickrate is terrible for a large range of reasons. I think they were trying to buff Xeno with this round of changes but ended up going about it horribly.
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Game Afoot is supposed to work on power breaks, they're just taking their sweet time fixing it.
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The extra dev time wasn't for the new chapter, it was for the QOL initiative.
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@SoGo said:
Oh, so they actually did make it killer sided.
Lol.
But anyways, I agree with @ReverseVelocity . Throwing a killer sided map into the Eyrie realm is a lazy way to balance it. It will likely get the job done and deter survivors from spamming Eyrie offerings, but they should've just reworked the original map again to make it not so overwhelmingly survivor sided.
I'm not even against throwing in a slightly more killer-sided map to balance a realm, just make it an interesting map at least.
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@Shroompy said:
idk, probably 2025 minus the year they were born. could be wrong tho
Holy moly that's basically my age too! Are you living in my walls?
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There's speculation that they're planning on doing this to more realms too, on Toba Landing and Dead Dawg. Those two maps do not need shack-only variants.
I honestly think a Shack-Only variant in order to nerf a realm is the most boring way possible to go about it. At least add some sort of notable landmark like pre-rework Shelter Woods had. Throw in like a big old pyre covered in skulls or something.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893708#Comment_3893708
Except, they kept bots in 2v8, did they not?
Yeah, Survivors need more BP in general, a conditional bonus does not address that. That is a band-aid fix. Score Events should be increased across the board. Selfless actions should be more incentivized.
We know BHVR's track record, we will see if they actually fix things.
Looks like we're getting the best of both worlds after all.
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@SoGo said:
Friendship Bracelet (brown add-on), Coup de Grace (Twins perk) and All-Shaking Thunder (Houndmaster perk) all extend your Lunge range.
If all stars align and everything is active, you get a 315% of your regular Lunge.
But, I'd mostly count on it being only 240%, because All-Shaking Thunder is REALLY hard to get value from.
Coup and Thunder Thighs do not extend Frenzy Lunges.
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It might not be an in-game minigame, but DBD Pinball does exist, and it is pretty cool!
Would be neat to have something like this as a little minigame, though.
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@Rogue11 said:
I can't even get the forums to stop displaying menu options in french....
Every time I get a notification from you replying to a post it's in French too LOL
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I honestly think it's out of their hands, unfortunately.
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Still a good perk with a high use rate.
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It depends if the Map Selection Logic goes Realm → Map → Variation or if all of the variations are treated as separate maps to choose from.
If it's the latter, then you'd only have a 1/4 chance to go to Ormond Mine if you got Ormond as a realm, which would suck.
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@DrHyk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893849#Comment_3893849
People do that anyway because this game's community is almost as bad as Overwatch's
There's far less incentive to do it just for the hell of it, though.
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@SlowLoris said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893758#Comment_3893758
Both Chucky and Wesker cannot attack for their full c/d if they use it for traversal. Both killers that have been added to the 40 meter TR club are able to do this just fine while having insane map mobility.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893767#Comment_3893767
The thing is, using both dashes and going on full c/d saves you less than 2 seconds in travel time. I think people see Wesker as much more mobile than he is. He can be an M1 killer and waste both dashes for mobility to save 2 seconds, or he has to walk like normal cross map. With the amount of objects that exist on maps now, there are very few situations he could even possibly use his power within 32 meters to land a hit, so it'd be impossible for him to magically appear on a survivor, unless it was a few feet away with no power.
Billy and Blight are able to appear right on top of you while using their power, or have it as they arrive.
Yes, he does not have great sustained mobility at all, but if he had a 32m TR, people would run Monitor and Abuse and be able to dash at people with zero warning essentially. His dash range would be barely shorter than his Terror Radius, and he would be able to appear on top of people without any warning due to his nearly unmatched speed (in terms of the traditional "dash" killers anyway).
The only reason Wesker can't appear right on top of you currently is his 40m TR, which is why Blight and Billy are getting changed to work similarly.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893821#Comment_3893821
No, he was fine before all his add-ons got nerfed. Now he's just a "made for PC" killer like Oni, because those players can just flick their way out of the intended turn limitations.
Pretty sure there hasn't been a way to bypass the max turn rate in a while.
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@SAWII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893858#Comment_3893858
But ST left before the prestige rework, so we can’t say for sure that the teachables will remain unlocked/tier 3 for future characters.
Not for sure, but I'd say it's incredibly likely.
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No, they'll still be Tier 3 automatically.
Back when Stranger Things was removed, people who had the Teachables would get the Perks on every character at Level 1, so I'm pretty certain Pinhead's perks will work under the same system.
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@StonedHermit said:
Pick rate has nothing to do with whether Xeno is good or bad, all it proves is there are even more OP killers to choose from. Currently there is no penalty for missing a tail attack, Xeno can just spam it repeatedly over loops with no windup and thus no hope or reason for survs to even attempt dodging, it's beyond stupid. You might say "Just use turrets" well assuming you even have turrets close by, there's a good possibility unless the loop you're running and the turrets placement is absolutely perfect Xeno can just walk right through it without even having to destroy it, with no penalty to movement and not losing crawl state. 100% deserved nerf for a killer that has 0 chase counterplay, aside from mostly ineffective turrets.
currently there is no penalty for missing a tail attack
How to tell if somebody has never played Xenomorph 101.
