ReverseVelocity
ReverseVelocity
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- ReverseVelocity
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Then you'd have people just inputting whatever they can click to get the BP code as fast as they can. It'd poison the dataset.
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I think Blight is generally fine, and adding extra cooldown to Nurse won't really fix her issues.
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While he doesn't have sustained mobility like Blight or Billy, his burst mobility is incredible.
He's 2m/s faster than an Overdrive Billy. Without a big Terror Radius he'd be able to appear basically instantly with no warning.
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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.
Bots were removed entirely after a week.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893689#Comment_3893689
Or they'll double-down like they've done in the past and refuse to scrap it.
I don't know. I don't work there. They seemed pretty adamant on adding bots to 2v8 and they ended up backtracking on that.
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893688#Comment_3893688
That system does nothing to make matches more playable. Oh, boy, a BP bonus on my next match. That doesn't help at all with the current miserable match, which is what they need to fix.
You've gone from "Survivors need more BP in general" to "BP bonuses don't help at all".
Besides, there are a whole set of changes on the roadmap aimed at making Survivor gameplay better. They're helping with the three biggest complaints Survivors have in a short timespan.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892915#Comment_3892915
If you truly believe that finding survivors who are out in the open is the pinnacle of the hunting skill, then I can't help you (and the devs aren't going to be capable of giving enough hand holding either).
Again, there are perks that can assist with location, including auras, screams, killer instinct, and more, even if you're struggling. Part of the "game sense" mechanic is knowing where survivors were, and where they are likely to be given where you've been.
If it's getting to the 10 minute mark and you're still guarding gens instead of opening lockers, that's not the games fault. Nor are survivors required to give themselves up.
I can't emphasize this enough, distortion was nerfed for exactly this scenario. And if you're struggling with this scenario often, iron maiden is basically a hard counter also.
Why do you seem to take issue with a mechanic that is designed to prevent behaviour that is straight up against the rules of the game? Every time a thread is made about excessive hiding and hostage situations you seem to show up crying "skill issue".
It is not about people only guarding generators for 10 minutes. It is not that hard to hide from the killer for massive stretches of time if you ignore the objective entirely. You don't even need lockers to hide, just find one of the plentiful secluded corners in the map, and maybe move every now and then.
People who are asking for AFK Crows to be improved are not asking to make it easier to find Survivors in the terms of intended gameplay. They just don't want to deal with situations where the Survivors hide until the server closes and refuse to play the game.
Also, Distortion did not get nerfed "for exactly this scenario". It was nerfed for being far too effective as a counter to aura reading across the board.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893586#Comment_3893586
If those people are the overwhelming majority, the game will die with increased DC penalties and no hook suicides.
I do not think that is the case, but time will tell, I suppose.
I don't think the game will die as a result of this.
At the very worst case scenario, there'll be a very dramatic drop in playercount, the devs will freak, turn the system off, and put far more resources into fixing whatever is wrong with Survivor gameplay, since that would indicate that it is genuinely unbearable for a lot of people.
This'll either have not really all that much of an effect on the playercount, or it'll shift the dev's priorities.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893543#Comment_3893543
No.
What you would end up doing is playing wac-a-mole with issues. People DC? DC penalties. People suicide on hook instead. Okay, well, let's remove the 4%, now they can't do that anymore. Now people are AFK'ing. Okay, well, let's ban them for that as well, easy enough. Now they are running into the Killer. Well, let's ban them for that too, oops, now we are starting to just ban newer players who don't know better yet.
When you keep addressing symptoms, without addressing the root cause, you just end up hurting innocent players without actually changing anything.
You're also forgetting that there are a bunch of points in the roadmap aimed at addressing common issues with Survivor gameplay.
Even if Camping, Tunnelling and Slugging were magically fixed overnight, people would still go next. With such a large playerbase, you can never make anyone happy all the time, and some people are just inclined to ragequit if the match isn't entirely in their favor. This problem exists to some scale regardless of the issues the game has.
Either way, people tend to follow the path of least resistance. The fact that there's an easy way to circumvent the DC penalty will mean people are inclined to take it if they're annoyed. However, in the case of just straight up going AFK and waiting for the killer to hook you and then for you to die, that takes a BUNCH of time. It's not convenient, it's likely more annoying than whatever's going on in your match.
A big part of live service games is, essentially, playing wac-a-mole with issues too. It's a lot of weighing up whether a problem is big enough to require "wacking", and in this case, it is. We can't know for certain if there'll be another way players will start quitting matches, but there's a very good chance that it'll be far less effective than what we have currently.
There is no way to completely guarantee that people will stay in matches. That doesn't mean we shouldn't take incentives to discourage behaviour like this.
@Pulsar said:
What other posters here do not seem to account for is that this is likely not the first strike in these players' minds.
Yes, there are some people that will DC for nothing, but they are the VAST minority. Most people hop on to try to play some DBD and are met with frustrating match after frustrating match.
That causes burnout over time. Matches where you feel it was unfair or got tunneled or got camped or got slugged AND you don't get anything more than a paltry smattering of points for your efforts in being a good sport and playing them out, well, those matches add up until you eventually get something like this. All we see is someone raging after being downed, but that's all WE can see, not all that they've experienced.
A good start is addressing some problematic mechanics, true. I think they need to look at rewards for Survivors as well and scrap the MMR system entirely. Survivors get such low BP in general, which is a real kick-while-your-down when you just endured a whole bunch of miserable matches. Imo, BP cap should go, and max BP should be 64K for a perfect match. BP boosting offerings should be more common, BPS shouldn't be rarer than Syringes.
As for MMR, they either need to commit to the game being "competitive" and show us MMR or scrap it entirely and go back to an Emblem-esque system.
Also, to address the part in this post about rewards for Survivors, an overlooked part of the blogpost is pretty important to note:
This is not just a uniquely punishing system, you will get rewards for actually sticking around in matches that are a bit rough. I hope the numbers on the bonuses aren't too conservative, but we'll have to see.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893415#Comment_3893415
I don't play anymore either, but I still care about the game.
Giving up DBD means giving up the asymm horror genre as a whole. There aren't any competitors, there are no alternatives. If I get burnt out on OW, I can go play Marvel Rivals. Burnt out of Warzone? I can play Apex. Not feeling ARMA? Let's try Squad.
People keep bashing their heads against the wall because they like the idea and concept of DBD but have nowhere else to turn when DBD gets bad.
I very much care about DBD, but ruined matches due to people who are burnt out the game is a massive contributor to frustration, especially in soloq. Something needs to be done about it, and the solution for it is a lot simpler than fixing everything wrong with the game all at once.
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@AbsolutGrndZer0 said:
So happy for this. It's been a long time coming for her to go back to 24m.
https://pa1.aminoapps.com/6608/93d1442c553f85462b69a651a013353f86ac4650_00.gif
go back to 24m
She was never 24m. She was 28m back in the day.
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Balancing both sides is not a zero-sum game.
The devs do not want you lobby shopping either. Backing out of a lobby exists for a reason, but it's clear that they don't want you to pick lobbies you'll exclusively steamroll. That's why they hid prestige and why they've said time and time again that they won't add an indicator for premades.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893327#Comment_3893327
If you lack so much empathy that you can't understand how multiple matches like what I described is a HUGE issue with game design and negatively impact players, perhaps it's you who needs a break. Instead, you'd rather punish players for a BHVR issue.
Can't break it down more simply than this:
What you see in the video is a SYMPTOM of repeated poor design. Blaming people for being frustrated when mechanics are intentionally frustrating is ludicrous. Blaming them after years of feedback was given on how frustrating/annoying/unfun/etc etc a mechanic and/or a Killer is; well, it's downright unfair.
People have given feedback that tunneling is an issue for years. Same with proxy'ing, same with slugging. All of those have been functionally ignored until now. People have been giving feedback that the new maps are atrocious and that map reworks just make things worse. Ignored. People have been lamenting the design of newer Killers being, by and large, unpleasant for Survivors to face. That's been largely ignored.
When you ignore feedback from the majority of your player-base, consistently, I don't think you get to act shocked when people get fed up with the exact things they've been giving you feedback about.
If people are finding the game unfun, they shouldn't play. I'm playing this game way less because I don't find it super fun anymore, I'm not going in and ruining people's matches from the get go. If I get frustrated at the game, I stop playing instead of trying to pick and choose my matches like this.
This doesn't mean they shouldn't work to address these issues, but you can, in fact, treat a symptom before the cause, especially if the cause is pretty complicated and multi-faceted.
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Probably in the next midchapter, or with the anniversary. Phase 1 is April-June after all.
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Allowing it to work on Blessing would essentially let you get infinite heals from Inner Strength, which is not something they want.
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We don't know the new value of Mural Sketch but in percentage terms this takes the default speed increase from +5% to +6%.
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Those Legion changes look pretty good! Making them less reliant on Slowdown and more effective in their power is what I've wanted to see for a while.
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They want to patch out the extreme cases. I don't think they think regular slugging for pressure is an issue. If you're going into the game with the intent to leave everyone on the ground, THAT'S when it becomes an issue.
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They're reworking both the shrouds with the Spawn Rule Changes coming soon.
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@Cypherius said:
The usual counter argument to these types of suggestions is that people would only play the survivors with the best passives/abilities/etc potentially lowering variety.
But i don't fully agree. Even without a passive/ability system there is already a large difference between survivors. Feng's breathing and injured noises for example are very loud and easy to track. For tryharding purposes she is a terrible character. Despite this she is still very popular (just checked nightlight and she is currently tied with Nea for the spot of second most popular survivor). The more casual players tend to not care much about these details, and DBD is a largely casual game.
A passive system would be a good way of balancing characters with loud sounds. Characters like Feng would have slightly better passives than quiet characters like Ace and Ada for example.
But i doubt a system like this will get implemented . A lot of work for something the player base does not seen interested in.
I mean, they also want to normalise Survivor volume across the board. It's just taking them a while for whatever reason.
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@sizzlingmario4 said:
Agreed. Imo, remove the deep wound and replace it with Mangled/Hemorrhage instead, either with the same trigger condition as it has now (breaking free from a possessed chain while injured) or maybe apply on basic attacks while the survivor is chained. Keeps the theme of inflicting pain on survivors but removes the part that makes it a problem since it wouldn't bypass anti-tunnel anymore.
They could just make it not apply on Survivors with Endurance.
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@Clevarz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892207#Comment_3892207
While I can agree some people would think that way but what if the passives are more situational than relatively constant helpfulness do you think that could make it fit more or would it have the same issue?
There would end up being an objectively best passive no matter what you do. People would then feel obliged to run that Survivor because of this.
There's not really a way around that, and for that fact, a system like this won't fit in DBD. It's not the kind of thing you can retrofit nicely, the game would have to be built with it in mind from the beginning.
There are other asyms that do this kind of thing, but they started out with it in mind.
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It wouldn't encourage people to swap Survivors, it would encourage them to only play the Survivor with the best passive.
Even if the effects are minor, there are a lot of people interested in optimising their builds to be as effective as possible.
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@Mandy said:
If an achievement is no longer something that all players have the means to achieve, it does need to be changed I'm afraid, and whilst I understand that you and many others use this for tracking, this isn't the purpose of the achievement.
It'd be really cool if we could get a personal stats menu that lets us track things like this sometime. It'd prevent people from having to use achievements this way and open up the ability for console players to track their stats too.
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They are not going to remove him and they definitely shouldn't nerf him.
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@Pirscher said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890837#Comment_3890837
If the option is there for everybody to utilise, then it would be surely fair
No, since the option to have no chase music would benefit killers (especially Spirit) significantly more than it does Survivors.
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They can't change achievements as long as they're still technically possible. I think that's a platform requirement thing for either Microsoft or Sony.
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You're right, that is an unpopular opinion.
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Disagree. There's still a lot to be ironed out, and the queue time problem needs to be fixed before they can consider making it permanent.
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No Quarter is one of the worst killer perks at the moment, so it 100% needs a buff. However making it apply on every single heal might be problematic, especially for the lower skill lobbies.
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It's a very cool perk!
@danielmaster87 said:
It's just another SWF bully perk. Unorganized solos who don't even do gens will never use this perk. It's just a "win more" perk. Something as simple as breaking a pallet, which every killer bar Nurse has to do, you get punished for doing with this perk. Ironically, it's the perfect tool against catch-up killers like Hillbilly, Blight, and Wesker (breaking the pallet and still having a chance to get you before you reach the next loop). But people never mention the perk, and just complain about the killer's speed.
I run Chem Trap in solo a bunch. Just because you're solo doesn't mean you can't do gens.
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That's honestly a really good idea!
To add to it, I'd love to see it expanded to include a couple more props that it could be placed on. Hooks (which would have the sabotage animation) and Lockers (which would have the early part of the slow entering animation) would be cool to see.
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@imabakedpot8o said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890852#Comment_3890852
I did want to play but not after the killer running lethal persuer runs straight towards me bc he can noticably see im not at my monitor. I have thousands of hours bwo i know if a game is worth playing out based on how the start of the match is. if the killer didnt have lethal and i came back unscathed i would've carried on playing, but bc they made the dick choice to target the only afk person in the first 10 seconds of the match for an easy game i went to find my next game and the killer felt the need to slug me and bleed me out, as if they arent the reason im trying to go next.
Thousands of hours and can't find the unready button. Wild…
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@imabakedpot8o said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890842#Comment_3890842
????? I went to the loo be for real
Fun fact: you can unready so you won't go into a match while you're doing your business.
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Don't go AFK after hitting the Ready Up button?
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I don't think they'd ever give an option to reduce the volume of chase music, as that'd give a significant in game advantage.
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TF2 has a system like this where cosmetics have "styles" which remove or alter certain parts of a cosmetic from a dropdown menu, and it's great.
Would solve the issues of people complaining about all the backpacks on cosmetics if they were toggleable, but it'd create a good amount of work for the devs, so I can see why they'd be opposed to adding such a thing. I'd love to see it added, though.
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@smurf said:
I kind of wonder why they put a limit. Isn't the number of each offering or item you have just a value in a file on their servers? Having 10^3 of something seems pretty similar to having 10^5 of the same item in terms of the way I'd expect item recording to be done. Maybe the bigger numbers aren't as easy to display?
It's probably due to how it's stored on their servers. I'd assume cheated accounts with incredibly high numbers of items were causing backend issues. 4 million was probably a number that wouldn't cause issues if it was reached, but also wouldn't ever be reached through legitimate gameplay (whereas 10k was, with some players getting close to 20k).
That or it was a display issue as you said. We can only speculate at the end of the day.
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If the Map Design is an issue then the Map Offerings allow that issue to be exploited. It's pretty simple.
They absolutely need to rework the Outbreak Breakout achievement, though, especially with the nerf to Wake Up for that purpose.
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@shadow_V said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885469#Comment_3885469
Biased because your gay or Biased because your gay? It's a horror game there should be no such thing as a meme haven't you ever heard of no favoritism come on these people have a whole month dedicated to them so you want a mechanic be put into the game specifically for them too do you understand how stupid you sound for that? They bleed they scream they make mistakes just like normal people do not give them special treatment
All gay people should get basekit Fixated since they walk faster. This is a 100% serious balance suggestion and I'm definitely not joking or anything.
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@Nightram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890631#Comment_3890631
Can you find where this update is released?
it dosen't matter if it is 10k 15k 20k. I would love to use the bloody party streamers on characters I don't play as, or don't like to play as. And their items etc to be transfered or merged with other characters.
I believe many would love this :)
Not 20k, actually, it ended up being 4 million.
Anyway, shared offerings/items has been something that has been suggested before. I'm unsure about having shared addons/items because that would make it far easier to run the best things every game, but considering offerings don't have as much sway over the game as they used to, I don't think I'd personally be too opposed to that.
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@CornMoss said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890335#Comment_3890335
Then they should rework how lunges detect hits, it sucks for both sides survivor and killer. They should also adjust survivor hit boxes so it is not "behind" their character model when they are running
If they don't have Aim Dressing of any kind, lunges would not finish when they hit a Survivor, they'd keep going until you let go of the button, kind of like Chucky does. All the missed hits would outweigh the annoyance that Aim Dressing provides.
They also reworked the running animation to more closely align with the hitbox alongside the animation rework YEARS ago.
It's annoying but they can't turn it off entirely. I'm not sure how it can be fixed.
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Didn't they up it to 20k?
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@Rulebreaker said:
Well, if you got the solution by all means share the code
if survivor.isGrabbed { wesker.Action("Just-Hook-Them-Lmao") } wesker.Action("play-with-chris") time.sleep(420) wesker.Action("do-other-stuff")I'm accepting job offers from BHVR. My starting salary is $100,000 CAD.
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"It'll never be perfect, so we should never try" is not an attitude anyone should have to anything.
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No.
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I don't think they can even turn it off unless they entirely rework how lunges detect hits.
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@sanees said:
+2 seconds to frenzy duration
frenzy speed buff from 5.2 to 5.8
recovery from ability to 2.25 or 2.50s (seriously, blight with his enormous strength with no addons has 2.5s recovery (and 2s with Canker Thorn), why does legion have 3s?)Frank's Mix Tape basic set
Mb shortening a deep wound from 12 to 8 seconds
Addon pass
I'm not sure Fatigue could realistically go any lower without being OP. Blight may be really fast but he can't go over pallets or windows.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889604#Comment_3889604
BHVR being lazy in the past isn't something we should promote. Bugs are bugs. Bugs need fixed. There really isn't anything subjective about it. If it becomes a feature, BHVR either couldn't fix it, or its too much $$ to fix.
Regardless, bugs are rampant in this game, usually at a constant. Would love them squashed.
I'm not even promoting laziness, I'm promoting nerfing Nurse.
Double fatigue on a pallet stun should've never been patched on her last round of bugfixes. If a mid tier killer can get a bug that was to their detriment turned into a fully fledged mechanic then the same should be true for Nurse. She needs something to even remotely keep her in check.
An extra +0.8s of fatigue is not affecting her tier list placement at all, she's still #1 by a longshot. Buffing the best killer in the game is the last thing we need to do.
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They're pretty iconic, and also relatable, in a way. The fact they were just regular people who were caught up in a series of events that led them to do terrible things makes them easy to see yourself in.
They're also 4 people instead of 1, and cover a lot of different characteristics between them all.
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Sanctum II and III are terrible. Never should've gotten variations.

