ReverseVelocity
ReverseVelocity
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- ReverseVelocity
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@albertoplus said:
I would say is 50/50 on killer and survivors fault on that case. Yes the killer chooses to slug when the 3rd survivor is hooked, but for some reason a lot of hooked survivors decide to keep struggling until the end instead of letting themselves get killed, after all they are not going to escape anyways.
They should make it so if the only people left in the trial are either on the struggle phase or in the dying state, then the finisher mori should be available. No point making people wait for ages.
It's no fun dying near a killer until your teammate gives up, and there's a good number of killers willing to wait to get the mori, it's really frustrating for the person on the ground and it needs to be streamlined.
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Due to how positive and negative modifiers affect each other in DBD, Counterforce's +20% does not really counter Thrill too significantly. Also:
Simply ignore the totems.
Lol, lmao even.
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@vBlossom_ said:
No, Thrill should be reverted back to 10% as it was fine there.
Idk why BHVR added buff, BBQ didn't get any buff after removing bloodpoints incentive and Prove even got Nerf.
Probably because these perks were very underused, BBQ and Prove were not.
This change is too much by the looks of things, but it does need something to buff it from it's previous iteration.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849543#Comment_3849543
Myer’s add-ons were just changed so I feel it’s still a pretty relevant example. The point is that it was super impactful, they were literally the old Moris that let you completely bypass hook states to kill survivors on first down. Syringes were also nerfed although you may not be old enough to remember. They used to be an instant heal with no delay.
Oh yeah I've been playing for years so I'm well aware of how syringes used to be.
The last time they were changed was over 5 years ago, though. They're well overdue a nerf in my opinion, they're extremely strong.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849232#Comment_3849232
I don’t find syringes gamebreakingly impactful. Maybe if there are four of them in play and the survivors are excellent loopers they could be, but this hypothetical scenario invokes the seal team 4-man SWF boogeyman trope. If it happens it’s absurdly rare.
Many killer iri add-ons however are far more powerful, common and more impactful; tombstone, tuft, and iri head to name just a few. I understand that killer iri add-one isn’t your gripe but as you have responded to me I am going to respond to you.
Syringes are pretty easy to use, you just predrop for ~24 seconds and then you heal a health state. That, or, pop it and get on a gen for an essentially zero-time heal. I think they should give an instant 50% unregressable heal instead of passively healing you, and make it only consume the addon instead of the whole medkit.
I think the examples you listed aren't great considering that all of them got nerfs to make them significantly less effective (although I'm not sure how Myers addons currently stand since their nerf was recent). There's only a handful of ultra rares left that are genuinely overpowered, imo. Stuff like Engineer's Fang (yes, even after the nerf), Black Incense, Iri Uroburos Vial, stuff like that.
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@Ayodam said:
You are complaining about p100..?
Are you spiraling? This seems like a cry for help in a way, like when content creators run out of things to make so they make weirdly trivial content
I think they are talking about the fact that you can get practically unlimited Ultra Rare addons once you hit p100, which can be problematic in some cases where addons are overtuned (and kind of left that way due to their "rarity"). Not just for Survivors specifically, although lobbies with multiple p100s tend to come with more syringes from what I've noticed, which makes it more noticeable.
Syringes are far too powerful, and I'm surprised they evaded any sort of nerf alongside the rest of the medkit addons. They were far more problematic than, say, Gel Dressings giving an extra heal alone. They are far too prevalent and need toning down. I could run a syringe (or a BNP, but honestly they're worse in comparison) for every game for the forseeable future if I wanted to, since I have a huge stockpile on Sable.
@GoodBoyKaru said:
Considering that P100 webs are about the same as the old P3-50 webs, I'm not convinced this is a massive issue. Definitely not more of an issue than it ever has been, if it is one.
Kind of, P3-50 was before the major economy changes and incentive bonuses. There was old BBQ but I think it's probably still easier to obtain items/addons today. There has been an uptick in people running Ultra Rares over the years, not sure why, but this might be an influencing factor.
This whole thread would probably have been better if it asked for a Syringe nerf, not a p100 complaint. Syringes are just busted and seeing them frequently is super exhausting.
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BHVR clearly do not have the capacity to balance maps properly in any reasonable amount of time.
Map offerings getting removed doesn't mean that the devs will suddenly be completely blind to a map being an issue. Player feedback is still reliable on that part. However, what it does do is stop them from being abused.
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@Gardhome said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848480#Comment_3848480
30% gen slowdown penalty is good punishment for ignoring totems and just seat on gens. It gives survivors side objective, counter annoying genrush strategy and actually punish survivors for ignoring this totem with huge penalty. Hexes should be a threat that survivors cannot ignore and no untill gens stop pop every 5 sec and game over in 5 minutes this perk does not need changes.
Ignoring totems by…. doing the totems? You do know Penti requires you to actually take out totems to work, it's punishment for doing the side objective.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848389#Comment_3848389
I would also be fine with that. I just hope they do not only revert it. I never understood why it is a hex.
Why exactly is pentimento problematic? You need two or more perks just to get some slowdown, which can easily get removed by survivors.
30% gen slowdown is insane. Combine that with the fact that there are perks that can light up every totem on the map, and that are hexes that you absolutely HAVE to cleanse, otherwise they're game ending.
They are not very easily removed provided the killer plays around them, a Pentimento totem near a hook or in the middle of a 3 gen is extremely hard to deal with even for very well coordinated teams. You could argue that this is RNG dependent, and to a degree it is, but the killer can mitigate it by only lighting the Totem when they're in a favourable situation to do so, for example hooking near a rekindle spot and only lighting it afterwards.
Best case scenario, it's a very good amount of guaranteed slowdown as a fallback on some already great perks. Worst case scenario, it drags the game to a complete standstill until it's over. Either way, it's extremely obnoxious.
This isn't even mentioning the fact that keeping track of cleansed totem locations as a solo player is inconsistent at best. It gets leagues worse in this case.
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I'm almost certain they've been debating the issue internally. Sac Wards getting dropped to Common rarity could possibly be a sign of more things to come. It's no guarantee, though.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848317#Comment_3848317
If the survivors repair one generator per person and 2-3 generators are ready for the first hook. Then this is a gen rush that hits the killer's morale very hard. It's a matter of technique to repair the remaining generators. M1 is the greatest weapon of the survivors. The main thing is to use it wisely. Isn't it fun to crush the hopes of the invincible tactics of the Skull Merchant chess? This is the true potential of the survivors.
Problems arise because the survivors do everything but repair the generators. I've seen many of these in solo through Bond.
Perhaps because I first played as a killer, I got used to the eternal struggle. I see an opportunity and will do everything to win. Mine or the team's depends on what Bond shows me. For me, it's not a problem to repair a generator in the face if it ensures victory for the others.
The surviving side, on the other hand, sees only the basic quality of life sets. It does not have to make an effort to become better. All that is needed for the victory is given to the survivors by the balance of the game.
Survivor victory by using a competent M1.
You are simply afraid to see the truth. Your right. In the end, thanks to this, I will always win against survivors due to their lack of adaptation.
These two screenshots clearly show what I mean by the power of Genrush, and where the death of the team due to fear and aversion to responsibility. Who has a better chance of surviving?
Those 2 screenshots are at least over 4 years old?
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848402#Comment_3848402
Thats why I said as long as totems are available. There is no cap to counterforce.
I mean it does have a defined hard cap. 5 in regular games and 10 in games with Pentimento. (well, 4 and 9 since you can't cleanse another totem once you've done them all).
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@Brimp said:
Counterforce doesnt really need a buff. It already can scale infinitely as long as you have totems available to do.
I don't think you know what infinitely means.
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No idea, but I think they've done something. My killer games were all unbearably sweaty. Most of them felt like I had no chance winning.
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What if it went back to 10%, but was no longer a Hex? It'd still have the counterplay of getting rid of dulls to lessen the penalty, while not having massive penalties to speed like the current iteration does.
It might still have problematic synergy with Pentimento, but that perk is probably one of the most unhealthy perks in the game currently and needs addressing itself. You could just make it not work with Rekindled Totems for the time being.
Could be an idea worth considering, I'm not sure.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847688#Comment_3847688
No, they're basically the same, because you're getting 4 kills. The bunch of time wouldn't be wasted if hatch didn't exist as a free insta-escape for whichever survivor happened to be the last alive. I think the hatch being in the game so long, and people accepting it as normal, has warped your minds. If you would just imagine a game without hatch, suddenly the killer trying to get 4 kills is just normal, and he's doing what he has to do to get it. But that's exactly what's happening now, and y'all won't accept it because you're letting hatch skew what the end of a match ought to be. It's such a an uninteresting and bothersome mechanic. And it may be less BP to have someone bleed out, but it's more BP to get the 4th sacrifice. You see the logic flaw?
It's probably less BP/hr if you consider what you're getting for the time spent. If you're bleeding out the last person for the 4k, then you're spending over 4 minutes at least to get like 4000 extra BP at most, usually less considering a lot of killers max their Deviousness before a match is over. Not to mention the lost bloodpoints from a bleedout.
At the end of the day it's still pretty likely to go to hatch either way. There's zero point in slugging unless you specifically know where the last Survivor is (or if you have an adept or something). That is, unless it's an ego thing where you can't call a 3k + Hatch a win since you didn't "technically" get the 4th survivor, even though you categorically won anyway.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847819#Comment_3847819
Its a simple argument that nobody has been able to refute yet. You cannot hold the simultaneous belief that the game should be balanced around average level players, but also think that nurse also needs nerfs. If you do, you are biased and misguided.
The fact that you think there's zero potential for nuance in balancing strategy is misguided at best. That, or, you're deliberately ignoring that fact to try and get one ups in arguments.
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Slugging for the 4k and not letting the last live are different. One wastes a bunch of time, the other is just playing the game normally.
It's a non-issue if you let it go to hatch and kill the last one anyway, but if you're slugging for the 4k literally every game then you probably need to find something better to do with your time. It's genuinely more efficient bloodpoints wise just to take the 3k + hatch instead of bleeding someone out for 4 minutes.
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If people are very obviously giving up for no reason then I don't hook them at all. The DC button is there if they want to go next, a bot will be better for their team than nothing.
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It kind of comes off as a cashgrab excuse to up the price. Pretty sure Viscerals were always meant to be extra moris only.
It doesn't even match the criteria for Legendary since it isn't licensed. It should be just a regular Ultra Rare. That's just nitpicking though since the prices are the same.
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I'm running it with Calm Spirit and Eyes of Belmont. You can't stop me (and honestly it was really effective).
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If two instances of the same timed status effect are applied at once, the longer one is given and the shorter one is ignored. It would give 60s of Exposed.
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@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844429#Comment_3844429
"all your ideas seem rather overpowered."
Isn't the point of this mode that *everyone* is overpowered? 🤨
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844444#Comment_3844444
"Skill issue" is not a valid criticism in a fun arcade mode where one side or the other can choose to push so hard, the other has no chance. Either this is the fun chill arcade mode or it's as sweaty as normal Pubs can be, pick one.
No, the point is for there to be 2 killers and 8 survivors. Some changes need to be made to accomodate for the faster-paced nature of the game, and a lot of those are buffs, but we don't need genuinely OP things in the mode.
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BT was such a must-run that it became basekit.
There's a part of Bill in every game now….. o7 soldier
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@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844362#Comment_3844362
That would be nice to do if 2v8 were a little slower.
It's not. Killers need this sort of gen control if BHVR insists on making the gen progression this free in 2v8. We all know Guide is overtuned and the catchup mechanic wasn't implemented correctly, if BHVR wants this to be the fun chase mode we need to give Killers a reason to do that and actually be rewarded.
Because waiting 20 minutes for a 6 minute round where gens pop faster than a teenager's zits before Prom and the Survivors can undo every single bit of pressure possible in about five seconds, isn't fun. And neither is kicking gens.
Kicking gens and leaving them for even a small amount of time absolutely decimates their progression. It might not be fun but it's really good at keeping pressure up.
All of your ideas seem rather overpowered, and there's already plenty of slowdown as-is, it's just people refuse to kick gens for whatever reason. They just need to nerf guide next time round.
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Every class already gets pre-nerf CoB and Overcharge in terms of regression. We don't need abilities that shave off 50% of a gen's progress instantly as well.
Just kick the gens.
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844126#Comment_3844126
So what did killers use to do before aura reading exists?
They ran Spies from the Shadows and Whispers, mainly.
Tracking perks have been in the game since the start.
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liker for real who wants sm or houndmaster
I do!!!!! I really like this upcoming chapter a lot.
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Boons are pretty mid at best compared to a lot of other perks. We don't need basekit nerfs to them.
(and also Shattered Hope hasn't been in the game for 6 years, it's been here for 2.)
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She's not on the list but Houndmaster has one of, if not the best Layer 2s in the game imo.
Violin is a criminally underused instrument in TR/chase music and I'm glad it's front and centre in a lot of her motifs (especially her menu music).
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It would be a huge help to solo queue players!
No, that's a basekit buff to all Survivors. Don't frame this as "helping solo queue" when it would buff both solos and SWFs equally.
I don't think this should be a thing, with enough game sense you can play around any aura reading perk without needing it to be announced to you.
Adding this kind of thing basekit would dumb down the game and nerf perks that absolutely have no reason to be nerfed. It would make some perks borderline useless.
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Honestly, a disguise killer probably won't be hurt by SWF as much as people think. As long as disguising makes you stealthy, it will always have some value.
As for Legion, I don't think they were ever intended to be a disguise killer. That's just a misinterpretation of the trailer. The only thing that was majorly changed during development to my knowledge was that Legion would have had a Stalk Mechanic to build up the Frenzy bar, but that was likely axed because it was clunky and Ghostface was right around the corner.
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I don't think it's becoming meta, just a niche pick.
It's basically unblockable tracking with no tell at all, since Calm Spirit is barely used.
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I think they started early:
https://twitter.com/DeadbyDaylight/status/1857529406899486883 -
@Lixadonna said:
I thought the excuse for slugging was because either Boil Over or Sabotage. Devs should have left We're Gonna Live Forever at 150%. 🤡
1.6 seconds doesn't make much of a difference at all if the killer is actually slugging. It only affects aggressive plays.
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It's because it's an easy recolor. I think they should do different colours from time to time, I want to see purple because it's my favourite colour.
There's not many Deep Rift skins I've been excited to get in all honesty, except Alan Wake's one. I can run the blue hair with the default outfit and become his third alter ego, Alan Woke.
Aside from that, Vittorio's one is pretty cool, the rest are usually a bit meh though.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842259#Comment_3842259
yes the variations will count as different maps, which might be what you've experienced
That's probably the case then! Thank you for checking once again.
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I think it'd be fine to reduce the cooldown by 15-30s now that it doesn't have the lingering effect.
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@Mandy said:
Have just checked in on this, no map repeat prevention is working exactly as it should. It doesn't prevent going to a map if an offering is used and it's naturally not switched on for 2v8 so it's only on the base game, but there shouldn't be any instance of going to the same map back to back (unless an offering was used), you can of course go to the same realm, and it's quite possible to have that back to back.
I was in 1v4, and I'm pretty sure a map offering wasn't used (not certain, though, I could be wrong), different killers each time. Do the variations count as separate maps in terms of the repeat prevention?
Thanks for checking it out either way, appreciate it.
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Survivors should just lose collision when they get crows.
If they can make the Twins lose collision after 30 seconds of being dormant then they can do the same here.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840975#Comment_3840975
This honestly, I've not had any issues with gens unless my pressure is doo doo as killer, suck it up lol
I think a lot of people genuinely don't know about it, since I don't think it's stated anywhere, so they assume kicking gens isn't worth it.
It's insane how fast the regression is, though, if anyone's having trouble maintaining pressure, this is a great way to do it.
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@tippy2k2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841606#Comment_3841606
While I wholeheartedly agree with your suggestion, if 250% isn't enough to get people to fill up the queues, I doubt there's any number that will (maybe filled with a bunch of new players who just need BP but I imagine much of the player base is like me where BP means nothing).
I've got 2 P100s and I'd go nuts for that much BP. I've been playing Survivor in 2v8 a bit because of the short queues and higher BP, it's a pretty great rate.
Granted I'm trying to P9 every single killer atm but still.
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@tippy2k2 said:
What exactly do you want them to do though?
WAAAAAAAAAAAAAAAAAAAAAAAAAAAAY more people want to do the 2 killers over the 8 survivors. Short of making survivors stupidly overpowered to make playing killer less appealing, I don't know what else they could do to fix the issue.
+1000% BP on surv queue 🙏
do it bhvr -
Medkits and Flashlights are very useful in this mode.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841022#Comment_3841022
which is why best buff to this perk would be to remove 24 meter restriction for this perk to activate…
That's the opposite conclusion to what I was going for.
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I suggested this exact same idea half-earnestly in another thread but I do genuinely think it'd be a really cool idea.
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@ad19970 said:
I personally disagree. The buff to the hook timer was for good reason, a perk shouldn't counteract this buff completely.
The buff to the hook timer was to lessen the effects of camping. Monstrous Shrine can't activate while camping.
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All killers get basekit pre-nerf CoB and Overcharge in this mode, regardless of class. Just kick the gens and you'll get the slowdown you need.
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We need the option to select music tracks for specific killers, sort of like Music Kits from Counter Strike I guess.
If I had the option, I'd select the PTB themes for Pyramid Head, Alien and Ghostface (i genuinely loved that one despite what others thought).

