ReverseVelocity
ReverseVelocity
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- ReverseVelocity
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I've 4ked like every killer match of lights out I've played so far.
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@th3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797328#Comment_3797328
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797268#Comment_3797268
"only option to understand". For a massive majority of aura revealing perks/addons without revealing what they are, and that number is increasing after this next update. I'm just not a fan of the paywalled options now that distortion has been changed.
…but you'll still be able to see when Distortion activates?
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@th3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797284#Comment_3797284
Not what I was complaining about
Then what are you complaining about?
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@th3 said:
I love having the only option to understand that the killer has wallhacks on me is a licensed perk now. Especially with how bad distortion is now.
Distortion still works just fine though, you just can't be immune to auras for the entire game anymore.
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@sizzlingmario4 said:
Yeah most of these are really good changes. I'm impressed. New Blood Rush is interesting, Distortion got a needed change, Teamwork perks might actually be usable now, the new Genetic Limits and Leverage sound cool.
I think the only one I didn't like was Blood Echo, I don't think it was strong enough to warrant reducing the duration, and removing the cooldown only matters if you actually get another hook within 60 seconds. Overall I think it's probably sidegraded or slightly worse than before.
I also think Lucky Star is probably still a bit too awkward to reliably use. 30 seconds of no blood is good but only if you preemptively activate it, it's not like you can really do it in most cases if you are already being chased. And it no longer has the aura-reveal part which makes it worse.
I'm gonna miss the Aura Reading on Lucky Star……. It was so good.
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It won't let me post the link but click here and go to "Game Info"
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@caipt said:
You're so right! I was reading through the patch notes and was surprised by just how well they changed each perk to be useful without removing their identity. As a sprint burst user I'm especially excited to see blood rush become a proper anti tunnel perk worth using over others in certain builds. Forced hesitation is actually useful now, machine learning is smoother, and zanshin tactics is (somehow) useful.
I've been waiting for this exact change to Inner Focus ever since it released. I'm so happy that they finally ditched the range requirement!
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These perk changes are fire though, shoutout to BHVR.
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Undo the scanline nerf and she'll be fine I think.
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@fussy said:
20 sec cooldown on crushed Victor without any buffs + 0,5 to crush him. Twins are dead lol. I'm done with learning killers in this game.
Yeah they really said F those 3 twins players in particular. 😭
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That scanline nerf…….. I don't know what they thought they were cooking with that one.
The rest are whatever. Revert that one change and she'll be fine.
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@ChuckingWong said:
Yea I mean I dont blame them with the direction things have gone against soloQ.
If you are going next then you are part of the problem soloQ has.
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@GonnaBlameTheMovies said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796705#Comment_3796705
Both those mapsets are more Survivor sided and are used to blatantly give Survivor side more of an advantage; I don't see anyone other than SWFs tend to use them. Never seen a Killer use one…
If you think Macmillan and Autohaven are survivor sided especially after all of the tile updates idk what to tell you. Probably some of the most balanced realms at the moment.
I see plenty of killers burning offerings to go there as well.
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A big chunk of map offerings I see are just Azarov's Keys/Phalanx Bones from people who are bored of getting bad maps.
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@Iron_Cutlass said:
Here is an easy way of explaining this.
Imagine if playing playing a character with a X addon became so necessary that youd see X on that character for most of your games against them.
If BHVR wanted to make X not feel necessary, they would take some of the values of X and make it basekit.
In this instance, if they dont nerf X while making the value basekit, the values of the basekit changes stacks with X. People will still run X since it would still be the best addon to use, but now the strength of X is amplified by basekit changes.
By nerfing X in this example, it discourages people from using it, while also giving them the benefits of X as a basekit effect. It promotes using a more diverse set of addons but still leaving room to use X if you want to, it creates a situation where you actively weight the cost and benefits of using X in comparison to Y or Z.
I'm mainly just annoyed that they tend to not add the full addon basekit. It's always like half in a lot of cases.
Imagine if they'd given Wraith like half of purple Windstorm back in the day, people would've been mad.
They didn't do this with Dredge and it was amazing. He got the majority of the addons basekit, and in some cases even more, which made him feel so much better to play.
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The heal goes through while you're healthy, and then it injures you. Because you technically heal them while healthy, it doesn't activate Made for This. That's how it's meant to be.
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If the mislabelled addon for Unknown is anything to go off of, then they're about to do the exact same thing with it.
Honestly I'd rather they just make the whole addon basekit and rework its effect.
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@Rokku_Rorru said:
He should lose his power after a scamper, no lunge. literally 0 effort to do well as him.
What would scamper even do then?
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@Coordi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796341#Comment_3796341
I can confirm, though, how it works with Dark Sense! Aside from Eyes of Belmont extending aura reading duration, Dark Sense activates when a gen is powered and only reveals the killer's aura when they approach you. Eyes of Belmont will reveal them immediately no matter where they are. So, together? Amazing.
You know, I haven't actually tried them together yet. I've mainly been running it with Alert and Troubleshooter. Sounds like a fun combo though!
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@Hex_Ignored said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796341#Comment_3796341
Technically, it doesn't reveal the killer's aura directly. It reveals the survivors aura and then through that indirectly the killer's aura.
I guess, it'd just be a neat synergy to have.
I think it worked on the PTB? I might be misremembering though. Either way, I hope people being disappointed with these two perks not working together is passed onto the design team for consideration.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796368#Comment_3796368
Zombie addons are just not good when zombies aren't good to begin with.
Zombies are a good timewaster, and the addons make them better at doing that.
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I'm doing just fine without bleeding everyone out, it might just be you?
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I mean he's got a good amount of decent addons still. Marvin's Blood, Damaged Syringe, the zombie movespeed addons, the wristbands, Ink Ribbon and Licker Tongue is still pretty good I think.
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Surely this should be a thing since it's an instance of the Killer's Aura being revealed to you?
It'd be really cool if they did work together, Object is a pretty underutilised perk as it is.
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I'll be fine with that as long as they bring back release Legion too. >:D
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I mean we already have Undetectable. That's basically what that does.
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He's pretty solid. I'd like to see some minor buffs to Dispelling Sphere and Fly but I think the other two spells are fine at the moment.
They should also probably nerf Interloper Boots since that basically makes using Mage Hand impossible against anyone with them unless they're dispelled.
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@ShadyC said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795615#Comment_3795615
Pallets? Why?
He gets 6 daggers during pallet animation. He has no reason to respect. Best you can do is fake it and hope he stops, and gain like 3 inches on him. In that situation, he still gets 6 daggers on you, lol.
Then greed the pallet.
Trickster's movespeed while holding knives is still the same, he just doesn't have the throw ramp-up mechanic anymore.
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@k3ijus said:
Allow some implementations for allowing 2v1’s allowing some way for both to escape, currently being found at all is a deathwish
Unless you're at like 1 gen left, it shouldn't really be possible for both players to escape in a 2v1 unless the killer is bad. The killer has basically already won at that point.
However, it should go to hatch quicker. Slugging for the 4k excessively or hiding excessively are both extremely lame.
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@Backmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795802#Comment_3795802
If by noboly use you mean use it offensive so yes this would be good change and make this perk for anti tunnel and not bodyblocking. And again why this nerfs to much for you?
A 2 second stun would make zero distance. I'm pretty sure you'd actually still be in lunge distance by the time the killer recovers LMAO.
It would become completely useless for any means. Genuinely.
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Maybe the title should have been something like: "DS should be being changed (to obliterate it and guarantee nobody uses it again)"
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@dwight444 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795750#Comment_3795750
use mindbreaker and now you've countered sprint perks and woo
if we're talking about those new long walls w/ unsafe pallets then yeah those suck and not even woo is helping you there. Well, besides letting you know to not run to that bad tile I guess
but seriously, woo is more of a hindrance to a team and player than anything. Bad teammates will W and pre drop everything while putting their team at a disadvantage later. Occasionally a good player uses it but chances are this guy already knows his tiles and you're just being denied a hit in a dead zone because he won't go there
Mindbreaker's Blindness only lasts for 5 seconds off of a gen, it doesn't do anything in a chase.
I also don't want it to be extended because why did they give that perk Blindness my poor Fogwise value -
Kind of like the scent orbs? Would be pretty neat. Would be really nice looking with the particle effects as well.
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@SolidRazo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795447#Comment_3795447
They would only be able to hold 2 at a time
You can stack as much Flashbangs but you can only hold and unload 2 before you have to go back to the locker to restock
A duo could both get in lockers with Flashbangs and locker save each other until the tokens are depleted.
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I don't think it's overpowered, but it is kind of "autopilot mode" in a perk, and I'm kind of averse to that as a concept.
@dwight444 said:
between blindness add ons and perks, run one of them
anytime survivors nag about a killer perk, they're told to use ____ perk to counter
when killers nag, they demand a nerf because why should they opt to use a perk in the same scenario
you're not getting looped cause of woo, you were already struggling at chase. Bad survivors will gain a few seconds and good survivors will just not blindly run into a dead zone and loop you nonetheless
There aren't really all that many reliable sources of Blindness.
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I can imagine the kill rate has dropped off a bit since then, the first month of a killer is usually higher than what it rests at iirc.
Also, 3% isn't all that bad considering that A) there's like over 30 killers in the game and B) this also excludes the first two weeks of his release.
Also Flight of the Damned really isn't bad. I used to think that, but once you learn to utilise it properly it becomes a very good zoning tool.
And no, I don't think he should be simplified to be more "noob friendly", there's plenty of noob friendly killers already, let there be some complex ones as well.
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inb4 someone chimes in saying "oh so you want every 2v1 to turn into a 4k?" or something like that.
But yeah, the kinds of hostage situations that can spring up because you can bypass crows like this is extremely lame. There should be a second, longer crow timer that only goes away when you heal a survivor or touch a gen.
The whole 2v1 dynamic needs improvement, but this drags on games even longer than slugging for the 4k does (which, for the record, I also hate that in the cases where the killer doesn't already know where the other person is, that also drags out the game WAY too long).
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It was all well and good until you got a Freddy, though.
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It seems like you can't add users with Private Profiles to your ignore list, since the option is on the profile, and you can't access it due to being private. This seems like an oversight.
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We do not need Franklin's basekit, people already dislike going against the perk enough.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794932#Comment_3794932
I think noobs wanting to self-care will be ignorant enough to not know about holding Shift to prevent an ally from healing them. Anyone knowledgeable enough to do that, will also know it would be 4x (gen seconds)/8x (realtime) faster to have your buddy heal you (8s heal on 2 people each, vs 64s self-heal). To be fair though, there is the possibility for abuse, and that is already done with normal Self-Care. So principally, I would have to be against 35% Self-Care as well, which in a sense, I am, as I think it should be rebuffed up to 45%.
It's more they'd go and heal at every possible opportunity, wasting a bunch of time. Same kind of deal as when Self-Care was meta, but way worse.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794962#Comment_3794962
It could also just reactivate after a certain time. Would be fine or?
I'd honestly just rather reduce the requirement percentage to 85%. You don't want to accidentally end up with something similar to pre-nerf Tinkerer.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794954#Comment_3794954
Ok my mistake, but just having to hit the skill checks wouldn‘t be too difficult.
Yeah it'd probably be achievable for a lot of people, but for those who it wouldn't be, it would become literally impossible to finish generators. I run Merciless a bit, and people do miss those skill checks, even without going against Doctor.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794943#Comment_3794943
I thought gens can‘t regress when blocked?
In the end it would still only force you to hit the skill checks, which isn‘t really hard.
They could also just make that it only reactivates after the end of the block for 25s on that gen.
The skillcheck regresses the gen by -10% if you miss it.
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@Devil_hit11 said:
i would rather they remove condition where it only triggers on a generator once. Make it work unlimited amount of times. it might be too powerful so i am not sure.
You'd end up with a pre-nerf Tinkerer situation. Especially considering that missing the skill check would ALWAYS regress it before the activation point.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794909#Comment_3794909
I understand wanting them to be good, so maybe buff Blindness to cover up the Survivor HUD? That's kinda the problem though, is it would only hinder soloq, as SWF could still say "I'm about to pop the gen for Adren". I'm afraid any buff would be too powerful against those that it already is strong against. This does seem to be the most sensible buff to blindness though.
For Legion's add-on specifically, that does sound like a good buff/adjustment.I don't think obscuring the Survivor HUD is a good idea, for the reasons you highlighted.
I'm not even talking about buffing the status effect itself here, it's just that a lot of the places it's used, especially addons, it's either too short of a timer or far too situational for one of the weaker status effects.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794898#Comment_3794898
Self-Care would be strong, but it would still be fair at 45%. That's the important part. I called CoH OP from the onset, and I truly think adding 25% Self-Care onto it now (64s Self-Heal) would be fine (just heal your teammate, but they can keep busy while waiting).
Honestly I think adding a Self-Heal that slow would be a terrible idea. Not because it would be OP but because it'd be the mother of all noob traps. People might actually find that an appealing option and spend over 2/3rds of a gen healing multiple times.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794796#Comment_3794796
What I'm saying is that likely, we both have the game time and experience to not worry about Windows. People complaining about Windows are bad at the game, thus these are actually really good picks for them. Its like training wheels, it helps new people, but hinders the skilled users from achieving their max potential.
"You don't go and chase someone who you stabbed first in the chain…" - Etched Ruler, Stylish Sunglasses, and Stab Wounds Study disagree with you (Oblivious 60s after Feral/Aura of self-mending within 24m/Aura for 4s after Self-Mend respectively). Just because you don't play that way doesn't mean other people can't play that way with results. That's what makes the game so fun to me, not playing Meta, but making my own build (for both sides) and getting results while doing so.
I would agree that the sub 60s blindness are bad at countering other aura perks, but 20-30s are all enough for value against someone bad enough to run the perk Windows.
I agree that not all add-ons are good for everyone, but it is important that there are tools for all skill levels of play. The Third Seal is basically a free win on indoor maps against the bottom half of Survivors, and even still great on many maps where they haven't learned totem spawns. That teaches Survivors to cleanse totems, so they start to run Small Game or Counterforce or Detective's Hunch, until they learn where totems spawn without those perks. Then Killer starts to run Pentimento, then Survivors learn to keep totems uncleansed, and the cycle continues until we reach the current maximum understanding of the game. Not everyone is at the peak of the mountain, some people are still climbing, and these help them on their journey. Baby Killers losing to Windows need these blindness add-ons, just as Baby Survivors need their equivalent tools like Windows.
I mean you kind of make a point with the addons, but the Blindness Pin doesn't really fit in to those playstyles very well. You're pretty much always better off running the ruler with either Stab Wounds Study or Sunglasses, Blindness Pin doesn't really fit in all that well at all.
I just want the Blindness addons to be good, or at least useable. A lot of them are so roundabout that you're basically never going to get any value out of them. Turning off Windows for like 30 seconds isn't really going to get you a down, even against bad players.
In the case of the Smiley Face Pin, if it gave Blindness while in Deep Wound and for like 45 seconds after mending instead, it'd be actually useable. Probably not worth running over Mischief + Bracelet if you're trying to play seriously, but it'd be a neat little gimmick that you could feasibly make work. I'd run it from time to time at least, but as it stands it really doesn't have a purpose.
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@Emeal said:
If you did that then it would tell you when the Killer is near or not, removing the need for players to actually orient themselves.
Do you really wish the game to be this sort of automatic gameplay instead of people making their own decisions?I mean, SWF can just call that kind of thing out, so they get that information anyway.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794777#Comment_3794777
Baby Teeth - Fairly normal use. Did they hold Victor hostage? Chase someone else for free 2 person slowdown, able to swap chase if they slam him.
Brett's Cap - Normal use. You chase a Survivor and they run towards a turret, you break it with Tail on reaction without exiting crawler form and they get blinded.
Brass Case Lighter - This is the first with a semblance of merit. This requires a playstyle shift to make portals a threat, most people just place them willy nilly, and this you have to play in a way that Survivors want to close the portals. Place it on hooks, gens, etc. Make them cleanse before doing objectives and you now get a full minute to capitalize on it.
Maiden Medallion - I mean this is on Wesker. If you are losing to people with WoO as Wesker (or any Dash Killer really), I think you have more to learn about the game before worrying about how are you going to get Blindness on them. This is fair and should be a Yellow/Brown.
Homemade Mask - So they are in a lose-lose? Don't dispel the Hallucination and you get a free TP back to hook, dispel and get blinded for a full minute. Its fine. Plus Windows doesn't matter when you have a grenade to deal damage at most loops.
Smiley Face Pin - Normal use. Stab multiple people, chase one of the first stabbed. It lasts a whole minute, so even after you hook them it should still be active on one of the other people and be able to chase and down them in time since they were crutching on Windows in the first place.
Honest question, do you play any of these Killers more than once a year? Ok nevermind, I'll give you Twins for free, but my point is all of these are pretty much normal gameplay, or minimal playstyle shifts that doesn't sacrifice anything to do. All the minute timer add-ons give you time to finish chase and hook, then start the new chase without Windows, and the ~30s add-ons give you the strength to finish the current chase. I mean I play Ghosty and pop stalks for Pressure and the final 5-15s downs, so I have that type of internal clock to track how and when to do things (because you need to account for travel time+sneak path slowdown+how many pallets/window hops they get). Develop that macro skill and you'll be able to use these add-ons no problem!
Edit: 'and most loops' → 'at most loops'
I can't believe I'm actually witnessing someone try and defend Baby Teeth and Brett's Cap as useable. They're both situational and even then the timer is REALLY short. It's not like Kerosene Can which has a short timer but is easy to reapply.
Do you play any of these killers more than once a year?
You don't go and chase someone who you stabbed first in the chain, that's not how Legion works. You either get a down with Frenzy or cancel on the last person you stabbed, and unless they mend mid-chase (which is literally never going to happen) it doesn't do anything. By the time you find the first person again the timer will likely be over, or only have a short duration on the clock. I don't think you understand Legion's gameplay loop properly.
I do play pretty much every killer, I'm a variety player. These addons are just not good at countering Windows of Opportunity or really many aura reading perks at all.
I'm not "losing to WoO" either, or even making a comment on what I think about the perk, I'm just making a point that 70% of Blindness addons just plain suck. Blindness is a really underwhelming status effect in short bursts, it has to have a long duration to be remotely good. 60 seconds of Blindness on a relatively niche condition may as well be an empty slot.

