ReverseVelocity
ReverseVelocity
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That's unfortunately unlikely to ever happen. With licensed content, with every purchase that's made, a portion of the money spent on it goes to the respective license holder. If you could buy licensed content for Shards, then BHVR would likely have to pay royalties anyway while making no money off the purchase.
They'd essentially be losing money with every Shard purchase, but with the original stuff that's fine since they don't have anyone to pay. They can afford to give a couple outfits out for free every now and then as a reward for playing the game for an extended period of time, as the longer you're playing, the more likely you are to spend money on DBD.
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@lvcian said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889566#Comment_3889566
people with motion sickness cant bear the new fatigue??? any bug should be fixed
Pretty sure the FoV being lower than intended would count as a visual bug.
And "any bug should be fixed" is entirely subjective, apparently, considering that they've made bugs features in the past.
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@lvcian said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889542#Comment_3889542
No worries, and yes, she's been bugged since Chucky released back in 2023.
Her fov has been reduced, her first fatigue is a nasty 2.8 seconds instead of 2 seconds, she has no animation while blinking, her hitting animation isn't correct, she can look through walls.
Hens talked about it in a video, Knightlight stopped his streak because of that, Otz told me he already reported to DBD already, but it's been 1 year and 5 months so… :(
https://forums.bhvr.com/dead-by-daylight/discussion/411740/nurses-fov-and-fatigue-are-buggedI don't think we need even more Nurse buffs under the guise of bug fixes. +0.8s of fatigue on the best killer in the game is fine.
The visual bugs should be fixed, though.
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Oh dear, this bug is back.
There was a bug a while ago where you'd get stuck at Patrol Path speed even outside of your power. Looks like that's what's happening again here.
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I think that you underestimate the amount of people that'd dodge over their teammates running bad perks. Not even the "selfish" ones like the ones you mentioned, but non-meta perks will probably get dodged by a good amount of people.
It should be shown in the pause menu in game, but not in the pre-game lobby.
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Lara does not approve of the spinning ethereal hatchet of doom, it seems.
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You can still hit the skill checks on struggle phase if you go second. You get a whole 70 extra seconds even if Slippery Meat fails.
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Incentivize killers to spread hooks…
Did you miss the whole other half of the image where it said anti-tunnelling, anti-camping and anti-slugging?
Extreme Hiding: BHVRs own words are "Survivors drawing out an UNWINNABLE match" So we have determined the survivors cannot win by your own words, so essentially the fix is to say hurry up and lose.
I don't know where you're getting the implication that BHVR are saying every match is unwinnable for Survivors. They are talking about games that have specifically entered a state that is basically lost and instead of letting it go to hatch (which is the lifeline for those kinds of matches), they just hide for 30 minutes.
There's already mechanics to help a Survivor escape a lost match. This change is for hostage situations.
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They are aware of who is queuing with who. The logs will show that it was a random teammate and not a premade.
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Not a Clown main, but I have a lot of experience on him (I was playing him back when throwing the tonic slowed you down).
I wouldn't recommend the Parade Gloves personally. Arcing bottles over walls is pretty important to cut off loops even if you do not have line of sight. Removing the arc hinders your ability to setup bottles at a long range, which is important as a great strength of his is zoning with the bottles. Try learning to use him without them, it'll feel bad at first but once you learn more opportunities for bottle setups you'll see what I mean.
Flask of Bleach is a very good pick, though, I run that every game.
Expect predrops. It's the most effective way to last in a chase against a Clown. You should be running Brutal basically every game. You can reduce the effectiveness of predropping strong pallets by applying a bottle (either the Tonic if you have LOS, or the Antidote if they're predropping out of your view) and then immediately breaking the pallet after they predrop. This will cut down on the distance they can make on you.
As for your perks, you have a good selection overall, except Bamboozle imo. Bamboozle is kind of redundant since his window denial game is insane. Just make sure you throw the bottle just before the window instead of directly on top of it, you'll want to Intoxicate them before they can get the vault prompt.
Brutal is a must-run if you ask me, and get some slowdown perks in there too. He's more suited for the passive ones since he's slow to get around the map. Corrupt, Pain Resonance, Deadlock, Surge, etc.
I don't have them to hand but I'm pretty sure there's a good amount of resources out there on playing Clown at a high level. There's that one guy who wrote that massive guide, and there's some videos out there too.
Above all else, though, you shouldn't expect the levels of success possible with Twins and Nurse. Clown is super fun but in terms of strength he is mid-tier. You'll get your ass handed to you at times, especially against great teams who bring busted loadouts. However, don't let this discourage you, Clown is a really fun killer with a surprisingly in-depth kit. Pulling off a double bottle setup to completely deny a loop or an escape route is always super satisfying. Having variety in the roster of killers you're good at is always great, it really helps keep the role fresh.
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Blight and Billy are fine. Very strong but healthy. Spirit is annoying. Nurse is busted.
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@SummerBBQDwight said:
Just for 1 perk slot that isnt rly worth a event imo.
However 2 more... Now we are talking!
Why not 4 more? Call it "Double Trouble" or something.
(I do understand that'd require a big chunk of technical work to make sure the game doesn't explode and also a bunch of UI work too but GOD it'd be funny to see)
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@imabakedpot8o said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888591#Comment_3888591
Which is why I said /lower. I understand that some people enjoy the fact that it's a gamble, but I find whenever I use it, I get exposed or scream more than anything, or I get a green key or a map when I finally do get an item. NGL, even if they made the sprint burst a little bit longer that comes when you activate it, that could make it feel like I'm not running 3 perks per game.
Edit. Regardless, I run it for the item bonus as it means I can enter a trial without an item and leave with something if I escape, which is why I'm probably more disappointed in it than anybody else. But still, the potential for nothing to happen/something worse than nothing (exposed) being equal to the benefits (if not worse)of the perk is very disappointing to me. So I'm not more suited to sprint burst but thanks for the recommendation :)
If you're looking for the item component, then I'd recommend pairing it with Vigil, and running on the spot while you're doing generators. Then the cooldown will be shorter and you can try again once Exhausted is up. It's even better now with the recent buff.
Plus, if you do get Exposed when rolling for the item proc, then you'll be able to use it in chase next time with 100% confidence that you won't get Exposed.
I know you're not necessarily keen on running multiple perks like that to make one perk better, but I love Drama/Vigil for that reason. It lets you have more influence over the next effect.
Dramaturgy's effect is kind of hard to balance because on-demand speed boosts that you have that much control over have to have significant drawbacks/conditions, otherwise you get something similar to old Dead Hard. I doubt it'll change at all, since it's a very well-balanced perk as it stands.
If you find Dramaturgy that annoying to work with, and are mainly just in it for the item, maybe try giving Ace in the Hole a shot. Chests are quicker to open by default and Ace in the Hole will always give two addons now, and you can nab Ultra Rares like you can with Dramaturgy.
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@imabakedpot8o said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888577#Comment_3888577
which is why I said \lower the chances, i feel like when i use it i get exposed far too much and its like why am i even using it you know? same with finesse, I find myself injured majority of the time leading to 0 value from my perks.
edit* also hot take perks arent supposed to be a gamble
It's 1 in 4, or 1 in 3 if you rolled an effect that isn't Exposed previously (or 0 if you have).
Perks generally aren't gambles, but the fact that Dramaturgy is, is part of it's charm. Some perks being gambles are fine. Maybe you're more suited for Sprint Burst, no healthy requirement, no potential for Exposed.
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Dramaturgy having a negative effect is kind of part of the fun, I guess. It's meant to be a gamble, and it's not a gamble if you can't lose.
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@Defnotmeghead said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888434#Comment_3888434
You can get them from chest, hence basekit.
And otherwise, why not buff Iron Will back to permanently working even when exhausted and fully countering Stridor?Because Iron Will is incredibly good and Lightborn isn't.
It's good at what it does, but relies on certain items to be in play, unlike Iron Will, which is universally useful.
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@H2H said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888161#Comment_3888161
You didn’t have to be caged first in the last one (the second 2v8 event) either. I’m not sure how that misinformation got started.
The first iteration of 2v8 only let you pick yourself up if you were dead on hook (cage?).
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@Defnotmeghead said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888367#Comment_3888367
As if Lightborn needs a buff. Nah, Lightborn needs a downside as it completely removes a basekit mechanic from the game. Even Iron Will doesnt work if you're exhausted. And the main reason to buff Lightborn was because of Iron Will.
If you wanna buff Lightborn even further to specifically block Blastmine, then stuns in general need to be increased by 33%Flashlights aren't basekit. They're items.
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I don't think it needs a direct nerf.
I am of the opinion that it's incredibly annoying, though, and maybe Lightborn should counter it entirely (including the stun) as an option for those who want to. I hate going against the perk with a passion even if it isn't necessarily good per se.
As a side note, have you tried kicking a Blast Mined gen with Lightborn? The flash is genuinely like the old Blind Screen effect back in the day, it's horrible.
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@XtremeDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888263#Comment_3888263
The queues are no where near long. If you think waiting more than a minute is too long, then try playing 2v8. It already takes ages to find a killer game, and theres no MMR or region routing in the entire gamemode (lacks quality and isn't a fun experience)
Making the killer publicly revealed isn't gonna do much of anything. If you want to run perks to counter a specific killer, then your wasting perk slots for potential meta perks that actually increase chances of escaping, plus you have no idea what the killer is going to use still. Even if there were a perk that made some killers way weaker than others, BHVR would've reworked them by now, trust me this is not an issue. Someone with experience like yours should know this
There's no point in arbitrarily upping the waiting times by a minute for minimal benefit.
Making the killer publicly revealed isn't gonna do much of anything.
No, it would guarantee the perfect counterpicks against a specific killer, which this game isn't really built for.
Legion/Plague? Unequip every healing perk and throw on Resilience. Doctor? 4 Calm Spirits, his tracking becomes completely useless. Spirit? 4 Iron Wills. Twins or Oni? 4 UB/WGLF/Exponential. Clown/Freddy? 4 Vigils.
It's not a wasted slot if you can guarantee the perk will be maximally useful. Calm Spirit sucks because there's not much reason to suppress screams, but if every killer was Doctor, I'd guarantee the use rate would skyrocket.
People will optimise their builds to counter killers as hard as they can if they are given the information. Most killers would become way harder to play, and certain killers such as Twins and Doctor would become nearly unplayable as they cannot deal with their best counterpicks in any capacity.
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Mess up the flow of the game by doubling waiting times in the pregame and make the killer public before the match starts so people can counterpick the most effective perks against them? No thanks.
The only good ideas here are removing the BP cap and expanding the tutorials. The rest are rather bad suggestions.
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I don't think so, no.
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4.4k hours, with most of them being since late 2019 early 2020.
I've got 2 P100s, Legion and Sable.
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First I try to figure out if they predrop. Then I try to figure out if they're expecting me to respect the pallet. Then I remember I'm running Enduring and I don't care.
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They've upped the game with some of the more recent moris.
Houndmaster, Xeno and Singularity are all pretty grisly. I'd love to see more like that.
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@[Deleted User] said:
I feel like downvotes were turned on by accident. We had them here years ago and they were removed.
Nope. It's deliberate.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887796#Comment_3887796
That is one of my concerns, that it will just encourage less discussion - but if we don't try it, we'll never know. It's not something we're locked into doing, it's very easy to switch off so if it does start to be problematic, it's just a flick of a switch.
It works well on a lot of other platforms, I hope it can work here.
I understand the wanting to give it a try, but I don't think there's any way it'll work out good.
Getting downvoted inherently feels bad, which in turn will prevent people from voicing unpopular opinions. As much as I highly disagree with some users on this platform, I do think that everyone should feel safe to share their opinion as long as they are respectful.
Is there a specific objective in mind with the idea of reintroducing downvotes? What benefit do you think it'd bring to the platform? I'm struggling to see any upsides to such a thing so I'd like to hear what y'all have in mind.
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Not really a fan of this change.
The forums can already be a negative place, no need to make it worse. Don't think a button that lets people indicate "your take sucks" without any form of further discussion will be beneficial. This will probably make me use the forums less if anything.
At least say WHY you think the take sucks at least. -
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887645#Comment_3887645
It wasn't just wesker's power though that caused this, it was specifically his Superior Anatomy perk that was added.
People were running Superior Anatomy and bamboozle, along with things like fire up and specific add-ons to literally break the game.
I think it was wraith who could get vault speed down to something obscene like 0.3 seconds, and the vault animation literally took longer than the actual vaulting time. For reference, that's like twice as fast as a survivor fast vault and I think people were also getting stuck because of the animation breaking.
Superior Anatomy never actually worked properly with Legion's power. There's also never been any addons that affect Legion's vault speed.
The situation you mentioned with Wraith is still entirely possible. Same with Myers, but slightly less so.
If they don't want to add back Vault Speed perks affecting Legion's power, they should at least create an addon that buffs their Vault Speed.
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887664#Comment_3887664
No, it wasnt. It was purely meant for consistency. Why would vault speed perks work but then remove the interaction with things like Exposed and Sloppy with special attacks? Or Brutal/Fire Up not affecting pallet breaks with Demo, Nemesis, Blight, etc? Or Coup de Grace not working with powers that have a lunge like Demo and Pig? Its to make sure perks dont have an effect with powers. Theyve removed all of these in the past, and Legion is no exception
EDIT: Just want to mention that except for the pallet break interactions, all of these at some point did have interactions with powers.
It's still kind of a grey area, considering there's a couple of powers that buff Vault Speed directly, and still work just fine with Bamboozle and the like.
Exposed and Sloppy have never worked on Special Attacks either. It's just that individual killers have had their power attack changed from being considered Basic to Special. Nurse, Legion and Pig to name a few specifically. Killers like Deathslinger and Spirit still have power attacks that are considered Basic.
Legion's Vault Speed buff was intended, they even added text specifically to Bamboozle to clarify that it wouldn't block pallets for a reason. It was only when Wesker rolled around that they eventually decided against it.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887645#Comment_3887645
Its not about it being too strong, its to keep things consistent with perks not having an impact with powers.
Besides, I dont think that interaction with Legion was intended in the first place
It was about it being too strong on Wesker, which then lead to Legion having it removed as collateral.
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@Clevarz said:
Great additions I think this would be nice as well although I wasn't around for the "vault speed bonuses" can you tell me what those are
Perks like Bamboozle and Fire Up would buff the actual Frenzy Vault speed itself. This got removed with the addition of Wesker for consistency's sake, as they didn't want Wesker's vault being affected by these perks for fear of it being too strong.
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I'd like to see increased movement speed, blood pools in Frenzy, and the ability for vault speed bonuses to affect Frenzy once again.
Buffs/Reworks to the less effective addons would be very nice too. BFFs, Frank's and Joey's Mix Tape etc.
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Whose bright idea was it to place a multiple skill check on healing and gives you Broken for a minute.
Are you complaining about No Quarter of all perks???
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Honestly, if they do it properly, the Go Next prevention will result in a lot more winnable games for Survivors.
The only "killer-sided" change is the Spawn Rule changes, and I don't think that'll have all that significant of an effect except at the top level of play. The rest either affect both sides equally, or are pure QOL to fix the most egregious game states like bleedouts or hiding forever in a 2v1.
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I honestly think there won't be that many console players switching to MnK. It'll just be nice for the few that'd put in the effort to do so.
I'd imagine they also already have kill rates per-platform so they can see if there's a large discrepancy that'd indicate that a killer needs improvements on controller.
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The puzzle piece symbol is kind of controversial due to the organisations that primarily use it.
The DBD forums probably isn't the best place to get into the specific debate but a lot of autistic people including myself would be opposed to the inclusion of that specific symbol.
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Probably because you don't instantly die if you go second? You can just wait for someone to unhook you instead of letting go?
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886152#Comment_3886152
Release legion was admitted to be an issue on release. Even content creators like Noob3 DC'd against that killer. I'm not condoning that behavior, but those are the facts. A good nurse is a good nurse. There is no counterplay. I'm not condoning that behavior, but those are the facts. Release skull merchant was a horrible 45 minute slog because the 3 gen system was not in place and her drones acted differently. I'm not condoning that behavior, but those are the facts.
Those are very extreme edge cases. Would you care to give examples of that on a day to day basis against a killer like pig or freddy?
I have had people go next immediately on literally every killer I play. Which is all of them, I play variety.
Yes, even if I'm playing nice (which is most of the time unless it's specifically a team that knows their stuff). They just peace out the first second they can.
It's gotten so bad that I generally avoid playing Survivor outside of a 4 stack anymore, just for the guarantee that there are no randoms that'll give up early.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885940#Comment_3885940
And like I said, the whole point of my post was to gradually introduce systems to see if they are addressing player pain points. Introducing multiple systems that attempt to tackle the same issues 1) prevents any meaningful and concise data on which systems are performing their desired goals, 2) to what extent these systems are performing their desired goals, and 3) wrongfully penalizing players for making legitimate and valid plays because said systems will always be imperfect.
I dislike people leaving winnable matches as much as the next person, but any logical, scientific, and common sense view of these proposed systems would have them be added in phases and not all at once, and definitely not added if they in fact are not needed. Even if these systems are in place, do you really think they will stop players from going next? They will find new ways, whether anyone likes it or not. And if worse comes to worse, people will just stop playing. And not just the people who go-next, but people who have long since grown tired of a game that doesn't even know the source of its myriad of gameplay problems.
The surrender system and anti-go-next system in my opinion do not solve the same things. The surrender system will stop unwinnable matches from being dragged out significantly, while the go next prevention will stop people from quitting early, resulting in a lot of unwinnable matches.
I assume the system will likely be built to minimise false positives, since banning people over nothing would be a pretty terrible system. I doubt it'd be active in the cases of giving up to give your teammates hatch (which is probably the only valid tactical case for going next). If it is, then that'd be a bad thing, but the idea of a system like this is a good one, it just needs to be implemented well.
Going Next is a separate pain point than getting bled out.
Even if these systems are in place, do you really think they will stop players from going next? They will find new ways, whether anyone likes it or not.
I think these systems would significantly reduce the instances of such a thing happening, just like how the disconnect penalty reduced the number of disconnects significantly.
It would not completely eliminate going next, since people have free will to do what they so wish, but saying we shouldn't implement a system because it might be subverted in some way or won't have 100% efficiency doesn't make sense. Tweaks can be made to prevent new ways that might pop up for people to circumvent the penalty.
And if worse comes to worse, people will just stop playing.
That's probably a good thing.
If you're going next all the time, then that's a pretty big indicator that the game isn't really all that much fun for you anymore. Picking and choosing only super favourable lobbies is not a thing you should be able to do, you should not be able to instantly tap out the second the game isn't going your way, or if it's a killer you dislike, etc. It just ruins the game for the 4 other people still in the lobby.
On top of that, if being made to play out trials to completion is genuinely that unbearable for so many people that the player count starts to significantly drop, then that'll really light a fire under the developers to fix gameplay issues for good.
There's a good amount of people that have an unhealthy relationship with this game. They keep subjecting themselves to trials they find unfun and immediately tapping out in the hopes that they'll find that one fun trial eventually. If this gives them the push to finally quit the game that they don't really find fun anymore, that's a positive for everyone.
It provides motivation for the devs to address issues, prevents people that still actually enjoy the game from having their matches ruined, and pushes burnt out players to find something better to do with their time.
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Maybe they'll make Scratched Mirror not terrible once they realise it's useless outside of a handful of specific maps.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885920#Comment_3885920
Any proof for that claim? I rarely ever see someone just run at a killer they don't like. The majority of the time I see people go-next is after another player makes a massive blunder, essentially losing the entire game for the survivors.
I mean obviously it's only in my experience, but I constantly get people going next at 5 gens just because they're first downed, they don't like the killer, etc. There is no rhyme or reason to it, they're just upset. I've had people go next at 1 or 2 gens left when we have a huge advantage.
I can't count the amount of winnable, or even winning games that have been ruined by someone going next. I'm glad the developers are finally doing something about it.
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Nah, we've needed a Go Next prevention system for too long.
The majority of situations in which people go next (at least in my experience) are not because the match is unwinnable, but because it's a killer they don't like.
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@AmpersandUnderscore said:
Well, certainly didn't take long for the pre-emptive strike posts to start.
I suppose the forums meta is to get the feedback in early that the system(s) are overpowered and need a nerf because they might possibly do something under specific circumstances.
I don't think it's exactly unfair to voice concern when there's the potential for massive changes to the core loop of the game.
Obviously we can't know how it'll look without more details but there's the potential for disaster if it's done wrong.
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A big mixed bag. I was pretty consistently Rank 1 across both roles and some of the lineups were straight up unfair.
There were random grey ranks in Red Rank lobbies, and Green Rank killers would pretty often be pulled up to face full Red Rank Survivors.
As flawed as the old system was, there was something really gratifying about winning the rank reset scramble and clawing your way back to Rank 1 from the potential ELO hell that awaited you every 13th. I kind of miss it, but not nearly enough to want the system to return.
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There seems to be a wide number of changes aimed at addressing grievances on both sides.
We'll have to see the specifics, but I'm pretty hopeful for the changes. AFC was effective without feeling super overbearing, maybe these new rounds of changes will be similar. I'm somewhat sceptical until we see more details later down the line, though.
Taking aim at the major ways for killers to create and maintain pressure all at once without anything to counteract it might end up being disastrous. Despite what some may think, I am of the opinion that they are necessary in a lot of situations and removing them entirely would make the gameplay feel railroaded.
These strategies need to be less effective at their highest potential against the more casual lobbies without making Survivors invincible at the higher levels of play.
Survivor spawns being fixed will be a pretty significant buff to killers at the higher end of play, without affecting the lower ranks as much, which is the ideal target of a change.
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Sounds pretty busted.
Cut Loose doesn't need a full rework, it needs numbers changes.
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There are so many reasons why this is not a good idea.
Such a thing was tried in DBD Mobile and it was pretty universally disliked, even if the effect was relatively minor.
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They've said it's had trouble getting out to some people. You might be one of them unfortunately.
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I think you are sorely mistaken as to what "quality of life" means.
That aside, 3 dashes for 1v4 is not the way to go. They can start with making his power work, if I bound off of a pallet or window without vaulting it or hitting the vaulting survivor one more time i'm going to lose it.
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Disagree entirely. A lot of aura perks thrive on the element of surprise, and there are a lot of bad aura perks that would get hurt further with this change.
You can also identify what aura perks are in play with enough game sense.
It should be on a case-by-case basis. Perks like Weave Attunement revealing themselves is fine, but it should not be a blanket thing.