ReverseVelocity
ReverseVelocity
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- ReverseVelocity
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How good it was? Or how good it currently is, because my answer would change dramatically based on the timeframe.
Old Freddy and Quentin are some of my favourite characters, so if we're talking about the original content, I'd call it an S tier chapter. A range of iconic perks, with some like Blood Warden and Vigil being nice additions to the selection in terms of strength. Freddy's strength was a pretty contentious topic but I was of the opinion that he was actually a very solid killer all round.
However, the Freddy rework would bump it down to a B or C tier for me. Having such a unique character getting the charm sucked out of him only to be replaced by a cookie-cutter formula meta killer for the time, only to be nerfed and left to collect dust for years. The PTB rework solves a lot of issues with his current kit, but unfortunately his current kit will never hold a candle to what he once was for me.
I'll always love my sleepy boy Quentin though, the only improvement I'd want for him is getting his claw marks on his prestige back. (That and Pharmacy actually giving medkits that heal you at a decent speed, the medkit nerf massacred that perk)
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@Aven_Fallen said:
Flashbangs in itself are fine. The Bug that they are silent sometimes needs to be fixed tho.
The fact that you can locker save with them is also an issue, honestly. It was an issue with beamers and it shouldn't be a thing with bangs either.
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@TonTon said:
Bad take Wolf form is a straight up joke, Hellfire is slower and more clunkier then punishment of the damned and bat form is just a mobility tool
Bat Form is a chase tool too. It's like Spirit if she was 115%.
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No.
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God, no. Flashlight saves got a little too easy with the buffer in my opinion. Pallet saves do not need to be made trivial.
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@[Deleted User] said:
Really don't understand why this behavior isn't managed. As a dev, why would you want these people playing your game and ruining it for everyone game after game?
They either don't think it's common enough to be an issue, or are scared what solving the problem could entail in terms of adverse effects. They are probably super worried about trying to fix slugging like this because the last anti-slugging solution they tried resulted in a lot of wasted dev time because of how flawed it ended up being.
Either way, these cases need to be solved regardless. It's borderline griefing.
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I find the best way to pet the dog is to ready a chase, cancel it, look slightly down and you should get a prompt to pet the dog.
It's kind of janky to do, though.
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872096#Comment_3872096
Please explain to me what the goal of this is supposed to be. What are these killers achieving by playing in this way?
Making the other side miserable, generally. Some people really get a kick out of that kind of thing, unfortunately.
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Hi, this is still an issue as of the current patch.
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@Pulsar said:
Not sure if many are still around that remember it, but the awful red flashing VFX when you got stunned around GhostFace's release, iirc.
Oh god, yeah that was a pain. Glad they cut that one out.
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One change that comes to mind was the one they wanted to add to Pig with the 2.7.0 PTB Patch, but ultimately decided against it:
I'm a pretty big Pig hater but this would've straight up murdered her, glad they didn't go forward with it.
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Plague is a killer I have issues with in terms of how many things she counters, but she does have an interesting design that changes up the gameplay loop pretty significantly.
Temple of Purgation is one of my favourite maps.
Jane is an iconic Survivor, and Head On is one of the more famous perks in DBD with potential for high-risk, high-reward plays.
Plague's perks considerably affected the meta of the game. Corrupt Intervention is a mainstay perk across almost every killer, and feels far less frustrating to go against than the majority of slowdown perks. Infectious Fright still holds up pretty well today and Dark Devotion is a fun, niche perk.
I think DBD as a whole would look pretty different if some of the content from Demise of the Faithful never released, so I can't really rate it that low even if I'm not a huge fan of Plague in general.
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@Falcao said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871712#Comment_3871712
bad example. Legion can put pressure on all survivors with their abilities, running and striking. If Victor hits successfully, you will be left without the ability even longer.
Hey, you said no other killer got punished for making a mistake, and I provided an example of a killer that is punished just as hard for making a mistake with their power.
Twins are also just straight up better than Legion too.
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not a single killer in the game is punished for making a mistake in using an ability
Legion has a 20 second cooldown if they miss during Frenzy.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871600#Comment_3871600
I dont think they are equal. And I wont change my mind on this, sorry. 5 seconds back then were far more valuable for the Survivor than they are now. I mean, just look at a Map like Rancid Abattoir. You cannot tell me that 5 seconds pre 6.1.0 is the same like 5 seconds nowadays on that Map. Back then you could most likely reach something to defend yourself, nowadays this is not possible anymore. (Sure, you can get to a Pallet, but a) it is harder to reach a Pallet and b) the Pallet you reach is far weaker)
What I meant with "not planning to make it 5 seconds" - the 5 seconds on said PTB were with a new animation, which was also a second longer. Currently we have 4 seconds with 1,3 seconds spent in the animation. On PTB it was 5 seconds with around 2,3 seconds spent in the animation, so the distance the Survivor gains is the same.
That DS is better than OTR is something I would agree on, but OTR is probably the most overrated Perk in the game, so convincing me that a Perk is better than OTR is not really hard to do. But IMO DS is simply not worth picking anymore. It would have needed some Buffs anyway back then already - like removing scratchmarks, grunts of pain and Pools of Blood for a few seconds to make it harder for the Killer to tunnel through DS. Or disabling the Killers power for a few seconds, which would have less impact on weaker Killers and more impact on stronger Killers (a Trapper not being able to place a Trap for a few seconds is irrelevant, a Blight not being able to rush is huge).
And even back then most people only wanted DS to deactivate in Endgame, not a reduction of the Stun Time.
Yes, but they pushed the 5 Second DS to Live without the animation. It did not get immediately nerfed from the PTB to Live. That took ~2 months to do.
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The 2v1 gameplay loop needs some major work on both sides. Excessive slugging for the 4k needs to be solved, and crows need to be improved so it doesn't turn into a hostage situation.
Some of the most unfun situations in the game come from this stage of a match and it needs addressing.
The only concern I'd have with fixing such a thing is it'd make adepts harder, but making hatch escapes count as a Merciless Victory would solve that.
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870443#Comment_3870443
WIth nonstop nerf to any survivor perk even if they are niche and rare in a build. Conspicuous actions making the niche ds and otr waste of value, the niche and worthless ub/ exp for slugging.
I'm not sure you know what niche means.
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@Aven_Fallen said:
It was obviously not needed to nerf the Perk to 4 seconds. It could have been at 5 seconds and would have been way worse than pre-0.6.1 anyway. 5 seconds nowadays are not the same as 5 seconds when Maps were much stronger for Survivors and Killers were weaker overall.
Especially if we consider that the Perk is a joke for most Killers. Back in the day it was only a Joke to the strongest Killers, nowadays a Killer should not care about DS and just tunnel through it.
(But to be fair, it was never planned to bring the Perk back to 5 seconds. It was 5 seconds for a short time, but with a much longer animation…)
Pre 6.1.0 DS and the most recent 5 second DS were pretty much equal. They 100% did plan on making it 5 seconds since the animation was scrapped from the PTB, and it was left like that for a whole major patch. They just decided it was too strong after a little bit for whatever reason.
I think Decisive is in a good spot, the jump from 3 seconds to 4 seconds is far more significant than 4 to 5. I'm not sure if the nerf was 100% necessary but it's still amazing despite the fact.
DS is a mainstay in my builds and I get great value out of it. It wastes more time than OTR because they need to go through the whole pickup animation and stun. I wouldn't call it a joke against most killers at all, and the killers that can potentially shrug it off are going to do that regardless of if it's at 4 or 5 seconds.
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@adam1233467 said:
Lightborn
Honestly I'm finding myself running Lightborn more and more these days. I don't care if it's pretty objectively not amazing, it's just such a nice feeling not having to worry about saves after getting a down. Makes the game far less frustrating.
It also helps a huge bunch considering flashbang audio is currently bugged to high hell and back. You don't have to worry about silent flashbangs if you don't have to worry about them at all.
I think getting flashlight saved when they're clearly not in your field of view is a little silly, though. That could probably do with improvement.
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@OrangeBear said:
Something to point out is, comparing Chucky from 8.3.2 to 8.4.1…
- 40% longer cooldown
- 20% slower dash speed
- 50% weaker Rat poison
- Scamper time reduced from 1.3 seconds to 1 second.Rat Poison deserved it but none of the other nerfs were at all warranted.
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Honestly the thing holding Self-Preservation back a lot is the fact that it has a 16m range instead of 32m, or better yet, unlimited. I think it'd be a pretty decent perk that buffs protection hits.
I like your idea, though. I'd want to see it become it's own perk instead of a rework for Self-Preservation (albeit with a range increase, as it would have the same problem at 16m).
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Yeah, it's kind of silly. Pretty sure it blocks tags when a Survivor is in the process of dropping a pallet too.
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@BloodBird said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871088#Comment_3871088
lots of killers have it technically, like deathslinger, but I left out any killer that does it via a grab in chase, exception was twins since you can not be in chase and still be incapacitated.
Slinger doesn't apply the Status Effect itself. Cenobite does.
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@Emeal said:
I cant understand why bHVR the ambush be absolutely awesome to use when you have Workshop Grease and Last Will, but almost unbareably useless without those addons. Maybe BHVR knows something I don't in the stats, but it seems they have created a bottleneck with her addons for me, because I will always use Workshop Grease and Last Will on Pig before any other of her other addons.
I pray every night that they change those addons and make increase the Movement speed during the Ambush Dash Attack by +6 % to her base kit, that would solve her for me it, at least until they have the time to give her a proper addon pass to really improve her.
The Addon Bottleneck Problem in Dead by Daylight occurs when two addons—either powerful outside of low rarity types or simply too fun—dominate both gameplay and skill level for a player. This forces players to rely on these addons while limiting the use of others. As a result, variety is reduced, strategies become predictable, and experimentation with the Killer’s other addons is discouraged, making the experience feel addon-reliant, repetitive, and lacking in diversity.
It's probably because they don't want Ambush to be amazing AND have you run Timer/Gears (or double gears) at the same time. You either have to pick between buffed traps or buffed ambush.
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What did Gearhead do? He's just chillin.
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Cenobite applies Incapacitated with his chains.
Carrying Turrets against the Xenomorph applies it too, but that's not technically the killer applying that one so I wouldn't blame you if you left it off the list.
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I just had someone go next at 2 gens left, both gens had good progress on them. It's kind of wild how much this is happening.
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@CrypticGirl said:
We're talking about a game where the slightest Survivor error can doom the entire team (even without "going next"), and even finishing all of the gens doesn't necessarily mean they win. Is it any wonder why people go next?
Not really, people go next in completely salvageable situations often. I'd say about 80% of the games I see someone go next could've been won easily if it wasn't made into an early 3v1.
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DBD Wrapped? That's cool, can't wait to see mine!
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There are checkspots for loops even without holes in the walls. I mean, unless you count shack window as a hole in the wall I guess.
Do you want people to close their eyes when standing still or something?
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855115#Comment_3855115
I stopped playing entirely, honestly.
Certain events have made me lose faith in the company, but I still enjoy the community, hence why I'm here.
Ultimately, I think DBD is about to crack under its own bloat. Unless BHVR massively changes, there's no way that the current content schedule and update schedule is sustainable. We have, what, 300 perks? Maybe 25-30 of which are good on either side? Tons of Killers stuck in the backlog that need major updates.
I have to say I'm reaching the same kind of point, unfortunately.
A lot of it is due to how a lot of the playerbase seem intent on deliberately making the game miserable for other players, and BHVR seem allergic to basic QoL changes that'd prevent the more egregious methods of doing so, and the fact that every other lobby has multiple syringes or the busted slowdown build that's flavour of the month depending on which side you play (which has always been an issue but has only gotten worse with time).
There's been nothing to address 4 minute bleedouts, no way to quickly push people out of the gates without having to be BMed, and no changes to AFK crows to prevent the last few Survivors from holding the game hostage for upwards of 30 minutes at a time.
Balancing changes are at a snail's pace, and this trend of gutting things and saying "screw it, we'll do it tomorrow" is extremely concerning when there are already fundamental issues that have been left unsolved for years. BHVR seem completely asleep at the wheel when it comes to certain things, and this is one of them.
Playing the game at the moment just has me completely bored as the best case scenario. I'm not sure how much of that is because of burnout or because the game is just objectively frustrating as-is, but I've uninstalled and moved on to other games for the time being.
If the upcoming Deep Wound changes ruin Legion then that might end up being indefinite, because I know compensation buffs would take an eternity to come.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854021#Comment_3854021
Not from my perspective. That's only the first totem, and if it's Thrill you break, you no longer have to worry about it.
I feel like most of y'all are either playing dumb with this perk, or you're trying to protect the mega casuals who can't even process doing gens, let alone totems.
That's only the first totem,
Hex: Pentimento would like a word.
and if it's the Thrill you break, you no longer have to worry about it.
Hex: Undying would like a follow-up conversation after Pentimento's finished.
People are not "playing dumb with this perk", you are either blind to or blatantly ignoring completely busted synergies.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853233#Comment_3853233
Miserable is when y'all don't get everything you want. Why don't you get some Christmas spirit.
You must allow us to run builds that end the game in 5 hooks 80-90% of the time or…… you don't have Christmas spirit?
What?
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@yocieg said:
I’m very curious as to why the weave attunement nerf was reverted?
It was only partially reverted. You still see the Aura of an item that's currently revealing you, it just went back to 12m instead of 8m.
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@[Deleted User] said:
Apparently Sac Wards aren't foolproof. I used one to cancel an Eyrie offering and we still ended up there anyways. Unless my luck is just that bad.
That's just bad luck. It doesn't prevent you from going to that map if the RNG rolls that way by itself, it just cancels the offering.
Honestly Sac Wards could probably do with preventing cancelled maps from rolling at all, because it kind of feels terrible to cancel a map offering and end up there anyway lol
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These were both things that were not in the game from the beginning. They had to be added, and they were added for damn good reasons.
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Firecrackers being a permanent item with a full addon set would be a very cool idea. It's been requested for ages.
I think flashbangs would have to be addonless though due to how Limited Items function. The concepts are not compatible.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853510#Comment_3853510
It's not about the time taken to do it, it's about getting things through certification, we have to have the builds ready early and sent for certification, we cannot make any changes after that has happened, hence the adjustment (which will be purely a number adjustment), will be in bugfix patch 2.
Hi Mandy, I have two quick questions related to Thrill:
Will Thrill be going back to 10%, or will it be greater or less than the previous iteration?
With the event coming up before the next hotfix slot, are there any plans to address Thrill in the short term? I know there was a situation recently with Apex Legends where a certain item ended up being far stronger than intended and was temporarily removed until a proper fix could be rolled out. Will a similar thing be considered in this case?
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@albertoplus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853362#Comment_3853362
I…dont understand how a 7 seconds CD ranged M2 is "spammable" when other killers have a literally 0 seconds CD ranged M2.
Mainly because Hellfire ignores practically every obstacle in the game, and is very easy to walk people down with since he does not slow down significantly while charging it. He also has a large variety of other tools at his disposal, when a lot of other killers with ranged attacks do not.
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It's super unnecessary and comes across like they don't know what they want to do with the killer at all.
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Hellfire was far too spammable. It needed a cooldown nerf.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852755#Comment_3852755
What's wrong? You have to look at the question more broadly. I look at the potential of the survivors and prepare for all the tricks they are ready to give me. Unlike the survivors who have already asked for their totem nerf ;)
A less prepared killer would simply become a funny toy for the survivors. Some are too proud to take Lightborn. Calling it a useless perk slot. I am looking for practicality. I will take everything that can bring me victory. Unlike the survivors, I am used to adapting.
Although you tactfully kept silent about the flashbangs bug that was never fixed.
No, I'm just saying you're highlighting beamers/flashbangs as a reason to slug in that lobby when they literally do nothing to you since you have Lightborn equipped.
Also nobody mentioned the Flashbang bug in this thread so there really wasn't a point in bringing it up, but for the record I think it should be fixed ASAP.
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@[Deleted User] said:
The main question I wanted to ask the opponents of slugging. What is my benefit in playing hooks?
I literally have 23 reasons to play slug and maybe only 2 reasons to play hooks. And as soon as I give hooks a chance, my lobby looks like this. Which convinces me to play slug once again.
Because in slug I would at least have fun like here.
https://us.v-cdn.net/6030815/uploads/TCEE7E78ZA5W/20241122203241-1.jpg
First of all, you have to understand what kind of character the person who plays slugging, camping and tunneling has. Otherwise, you simply won't understand what you're fighting against.
He's used to constantly fighting. It's literally a fight against the entire balance, survivors and the attitude towards himself. Thanks to this, the average killer player is more adaptive. The downside is that in the process you acquire a not very pleasant character. I would say a more cynical view of things in general.
I would give a simple example in how the perks of killers and survivors are nerfed. Any fun killer build that gains popularity gets nerfed. While any difficulty that survivors get is destroyed by buffs and basic kits. As a result, the killer is constantly improving, and the surviving side has no motivation to get better because the balance of the game will do everything for the survivors.
He cares about the benefit. He will not play to his own detriment. You have different value systems. The killer wants to kill. Everything else is secondary. The only way out for you is to make it so that you enjoy being killed. No matter how strange it may sound. You will not be able to bribe him with blood points and ideas of fun. They are not interested in such things. They mostly have a lot of addons, offerings and other things to worry about blood points, and they can find fun in killing. By the way, rank is just a number that killers have already outgrown.
Killers have great patience. I mean that the basic Unbreakable will not help you. I guarantee you that you will only prolong your 4-minute agony by constantly getting up and falling. Hasn't the experience of 3 generators and the Skull Merchant chess taught you anything? Understand that what you perceive as a waste of time for a killer is more like an exciting hunt. We are literally used to wearing down the enemy, which leaves its mark on the concept of the value of time.
By the way, another conclusion can be drawn from this. Those of your favorite 12 hooks and chases players simply quit playing as a killer. They do not have enough willpower to play a killer in the current balance. Simply put, they are kinder with a softer character. You kicked the fun killers out of the game with your nerfs. Leaving yourself literally in a jar with spiders. After all, only the person I mentioned above has enough strength to play DBD at the present time.
The proof of this is that all survivor games are a celebration of sad tactics. Literally every survivor game is filled with pain. The more buffs a survivor gets, the more pain he gets. After all, if this is not so, where are those noble knights who play for 12 hooks and chases? Why does the survivor lobby look more like a legion of campers, tunnelers and sluggers? Here you can clearly conclude who prefers to play as a killer.
Highlighting all the flashbangs and beamers is really funny when you have Lightborn on. They literally are wasted slots at that point.
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@AlexXHunter44 said:
At the end of the day who cares. I play about 50/50 on both sides and do annoying things to killers too. None of it is in bad taste it's just expressing ourselves through the characters.
I probably face a slugger once every 20-25 matches and I just laugh about it and think they are kinda low skill to resort to the tactic.
I think deliberately trying to upset people and waste their time is bad taste no matter how you put it.
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I think Dissolution is fine, the most it needs is a 5-10 second timer increase or the ability to refresh if you get a hit while it's active.
It's probably one of the most underrated perks in the game as-is. I swear by it on a bunch of killers and it's a powerhouse.
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I like that tile but the fact that it can just straight up not spawn a window is wild. It should be a guaranteed spawn on that tile otherwise there's basically no point in it being there. The pallet is extremely unsafe without a window to chain it to.
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The reward for p100 is simple: number go up, brain feel good.
(In all honesty I'd really love to see a small reward for hitting p100 though)
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This post sounds like it was written with ChatGPT.
Anyway, Thrill is busted atm. It needs a buff from it's previous form but this isn't the way to go about it.
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It should reveal the closest totem instead of the furthest, have a 25/30% speed buff instead of 20% and should get a token system (but that last one is more of a QoL thing).
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850368#Comment_3850368
Yeah, exactly. Counterforce is doing a really bad job at countering Thrill of the Hunt. I have seen people suggest to buff Counterforce, but this would make it harder for players who just use regular Hex-Builds, e.g. someone who just uses Ruin/Undying, which is totally fine to use.
Can you please link me to the post where they said they will address it? Have not seen it yet. EDIT: Found it :)
They should buff Counterforce even though they're nerfing Thrill honestly. That perk just isn't very good.
