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ReverseVelocity

ReverseVelocity

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ReverseVelocity
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  • It does seem like with the way it ended that they were kind of setting up for that to happen in the future.

    I'd love to play as Linda honestly, she's really cool.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794739#Comment_3794739

    Yeah but if the opposition is crutching on an auto-pilot perk, then no matter how much the add-on sucks, the Survivor will suck more without their crutch. It shakes out net positive for Killer.

    image.png image.png image.png image.png image.png image.png

    Good luck getting any of these to activate in any meaningful way mid-chase.

    A bunch of the other ones either have short timers, or are kind of situational. The only really good Blindness addons are like Unicorn Block, Amanita Toxin, Cremated Remains, stuff like that.

  • @mizark3 said:

    If people are this paralyzed in fear of Windows, why not just run any of the trillion Blindness add-ons? It only takes 1-slot and counters (allegedly) 25% of all their perks, not even including things like Bond/Kindred/etc..

    Most blindness addons are weirdly situational or just plain suck.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794484#Comment_3794484

    I want more consistency, in essence he perks max. impact stays the same as it is now, but the instances were you could waste an entire activation of the perk without any benefit from it would be avoided. Right now the perk does a maximum of 100% regression with 0-25% per activation and one activation per unique survivor.

    My dream version of this perk would have a pool of 100% maximum regression, with no lost percentages at an unfavorable hook, but with the caveat that you loose all remaining regression token when you tunnel a survivor. I bet the anti tunneling aspect of my idea could be fine tuned, but

    I think that this is exactly what the game needs: an incentive not to tunnel, while not making the killer throw the game in the process. But most people are too shortsighted to see the big picture and only hear "a net buff to that perk? Nuuuuu!"

    Like when people complained that they ended up with their DH wasted on the ground, before the server updated the hit validation. That was also a net-buff, but it also made the perk fairer for the user and increased its consistency.

    I mean adding mechanics to allow Pain Resonance to continue being used on one single survivor isn't an incentive to not tunnel, it's the opposite.

    I don't think you can really incentivise people out of tunneling. 100% extra BP every match wasn't enough to stop tunneling. Either the incentive would either have to be so good it's obnoxious, or it wouldn't be enough to deter tunnelling at all.

    The only way to deter tunneling at this point is, well, a deterrent, not an incentive.

    (also I'm not sure if you missed it but PR only does 20% regression now, not 25%)

  • You're basically suggesting that the perk be rebuffed to 25% when it was overperforming in that state, and allow it to be used for tunnelling again. You can tunnel someone off a hook, and either wait 30 seconds or hook them on a different Scourge Hook, and keep regressing gens by up to 25% at a time.

    This just isn't a good idea in anyway, especially considering that Pain Resonance is genuinely the last perk in the game that needs a buff.

  • @Jay_Whyask said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794430#Comment_3794430

    For what purpose? Did they explain?

    Having no recoil is nice but that alone doesn't warrant such debilitating changes.

    Does main event deal more laceration damage?

    They said they wanted to make him faster, but all they did was make his power terrible just for the excuse of making him 4.6m/s.

    Main Event only increases throw rate, nothing else.

  • @Gorik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794428#Comment_3794428

    A full heal takes 16 charges it says it on the med kits

    A full heal takes 16 charges, yes. However, a self-heal with a medkit is 33% slower and requires 33% more charges.

  • @Gorik said:

    Since when, it's always been 16 charges to heal yourself with a med kit

    Medkits have a 33% speed and efficiency penalty to self healing now. It got changed mid-2023.

  • This tier list is kinda cooked I'm ngl.

  • Haddonfield got nerfed a few months back, there haven't really been many balance changes on maps as a whole though.

    They also nerfed Background Player, DS and Buckle Up with Vecna's release, and I don't think there's been many specific perk nerfs since that patch.

  • I think they pushed forward some Badham changes coming soon™ because of the feedback from that section.

  • @[Deleted User] said:

    It deactivates if I do anything productive for a millisecond. Not an issue if I'm being tunneled right off the hook. But if 15 seconds go by, I'm still not in a chase, and I start to heal myself for a second, DS is gone. And if the killer decides to chase me then, I have a useless perk. It's easy to get caught up in a situation where you're trying to preserve DS and then end up being really inefficient.

    Plus, 60 seconds isn't that long. Functionally, it's more like a 30 second anti-tunnel window. I have to be in a pretty bad spot to go down in 30-45 seconds. I can go down intentionally or jump in a locker to force DS, but there's risk with that. You can get an unlucky 11 o'clock DS and miss it. It happens. I've seen players on Eternal and Elysium miss DS. Not saying it happens a lot, but killers have to remember that they're not noticing the DS's people miss

    Yeah, I do think the window is a little short compared to OtR. Maybe it could do with an increase? Idk.

  • It is decently common, but I guess it's mainly a combination of the fact that people prefer running other perks over DS, and that DS isn't as good at stopping tunnelling as it once was. It's only one second from the old 5s DS, but that makes a pretty big difference.

    Nightlight ranks it in #10, so it's for sure one of the more common perks. I see it a bunch still as well, just not in like every other loadout.

  • I mean this is the section where people give their opinions on things they think need changing. People are allowed to voice their dislike for things in the game, and this is the place to do it.

    Besides, they don't just change things because people "scream the loudest" about it, it's a pointer to what might need changing perhaps, but something being complained about doesn't necessarily mean it'll be changed. It's a mix of feedback, data and back and forths between the designers that decide what gets changed.

  • I'd like to see a range buff, as well as what you suggested. There's a cap on the aura reading duration, so it won't be as good as Weave Attunement either way.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794013#Comment_3794013

    Yup, odd wanting balance instead of broken things.

    Dont see that, really at all on reddit/forums.

    Just a bunch of people asking for buffs to their side.

    I just want broken things gone or fixed

    No, your definition of "broken" is extremely generous.

    Plus those portmanteaus are just plain terrible.

  • @ChuckingWong said:

    Not calling nemesis broken. Calling the distance to TIII tentacle unnecessary and broken. (which they just changed)

    Vecna is broken, you have a free hit around pallets, a ranged attack, traversal, and killer instinct. Why? Why do you need all of these?

    Unknown is just an easy mode version of artist. You two hit and you dont even need to aim properly. Theres a reason her pick rate is in the lowest and its because stupid killers like this exist.

    And he has map traversal, seems to be mandatory to give ALL new killers traversal for whatever broken reason.

    Billy is being addressed so yes hes broken.
    Blight is still way too oppressive, not long enough cooldown, and traverses the map too quickly. Yes hes broken.


    For reference okay?
    I play legion. Feral frenzy is the ONLY power, I have 20 seconds of cd on it. I cant even damage hit across a pallet or vault, I can only mend.

    I play plague, I have a CONDITIONAL AND LIMITED, power; red puke, otherwise I have a single power. And you can knock me out of it with a stun.


    Both of these are fine the way they are, with no map traversal and not a free hit around a pallet, or some stupid spamable power. They actually have counterplay and a proper cooldown as well.

    Yeah I play the hell out of Legion too. Just because they're kind of bad doesn't mean that all of the other killers you mentioned are broken lol.

  • It's not really an easy thing to implement as a basekit solution if you think about it. When you take into account the difference in power between the S tiers and someone like Ghostface or Trapper, then it becomes very hard to manufacture a solution that is good enough for the low tiers while not being insanely busted for the high tiers.

    It's why they scrapped the whole "early game collapse" thing. They couldn't find a fun and elegant solution for it.

  • @ChuckingWong said:

    No its not the penalty is not astronomical at all.


    -9 movementspeed?


    Just run PWYF like every other Meyers in existence.

    You also get the +200% Stalk Requirement increase. Another +200% if you want to have Infinite Tier 3 (and honestly solo Judith's Tombstone is not that good).

    @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793979#Comment_3793979

    Okay,
    Killers:

    Painres+dms+grim embroken combo

    Franklins+Weavabroken


    Billy rework and his overdrive, completely broken.

    Unknown and his kit, completely broken. Easy mode version of artist with a teleport.

    Nemesis unnecessary distance to TIII, completely broken.

    Dracula and his kit, completely broken. Needs actual counterplay other than the dracula being bad.

    Lich and his kit, completely broken. Needs actual counterplay other than the lich being bad.

    Blight still broken.

    Nurse still broken.

    Plague Black incense, broken.


    Survivors: (mostly all fixed)
    How many iterations of broken DH?

    Buckle up broken

    MFT broken

    Brokenground player

    Finesse not being exhaustion, broken.

    Ease of Distortion charge generation, broken.


    Can think of more will post when I get to them.

    You're out here calling Nemesis and Unknown broken??? Vecna too??? That's an interesting opinion for sure.

    I wouldn't exactly call Blight and Billy broken either, Billy is still very much loopable and Blight has had a bunch of his BS removed.

  • I mean Judith's Tombstone itself is fine since it has a pretty astronomical penalty. Tombstone Piece is the busted one.

  • You're about 8 years late with that idea.

    image.png

    They already tried it and it was TERRIBLE. People were getting left on hooks for like minutes at a time.

  • Chapel needs its god windows removed. Crotus could do with a collision touchup, it feels really janky navigating around some of the entrances.

  • @Emeal said:

    Ofc it seems weird to us, but that is because we dont have stats to show how things turn out and what is needed.

    You and I may love a weird little strategy that works for us,
    but if its turns out to be a problem for the balance of the game or is unfair, it gotta change, like what else do you expect to happen?

    I don't exactly think this is a balance orientated change, since they don't make decisions about a killer's balance that quickly.

    This seems like a "see bug, patch bug" situation. I wish BHVR had that mentality for a lot of the other minor bugs that have been around for years at this point.

  • @GonnaBlameTheMovies said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793554#Comment_3793554

    OK.

    But techs relying on stuff removed from other Killers (Hugtech) and relying on abuse of collision to get unintended escapes/saves (dumbtech, Flashbang-In-Model tech, etc.) shouldn't be in the game, surely we can agree that it's not skill expression to abuse a glitch that creates an inescapable lose-lose. i don't think every tech needs looking at either - flicks are fine, I'd argue even double stunning as annoying as it is is fine, locker techs are fine, etc. But surely we don't need "techs" that just abuse nonsense that shouldn't even be possible, right? Surely you don't think we need to be able to dumbtech a Myers or slide around trees as Wesker when Blight cannot.

    When you are evenly matched using these tricks, it's skillful play. But when it is too easy for you to use S tier options on people who are not S tier, it's not skill. It's just oppressive and unfun.

    Dumb techs are not a "lose-lose situation". Every time someone dumb techs me they usually end up getting hit lol.

    Same with Drac's Hug Tech, it's not a lose-lose situation, you can still avoid it. Blight's Hug Tech was the same, but they ultimately decided to remove that. Wesker's Hug Tech is also extremely situational, and extremely difficult to pull off.

  • This is unfortunately completely intended. Blocked gens can't be affected by Weaving Spiders.

  • Whatever they're doing, I just hope they're cooking up something good in there.

    @TheArbiter said:

    I'm high on copium that the Freddy rework will come this mid chapter, but I'm also prepared for disappointment

    They'd have announced it on the roadmap. No point in a roadmap if it has surprise changes.

  • @GonnaBlameTheMovies said:

    Anything called a tech that creates an unfair double-advantage should be removed both sides. Hugtech, dumbtech, double-stun/blinds, glitches like some of Wesker's techs. Wolftech. Flashbangs inside Killer models.

    It all needs to go in the name of fairness. Nobody should be able to abuse a glitch for an advantage like these. They suck to be hit by and they aren't fun for the average player to play around.

    I don't think we should be coming for literally every single tech in the game, especially when a tech is literally just a technique/strategy used in a specific situation.

    You'll end up with absolutely zero potential for skill expression if you remove every unique interaction in the game.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793483#Comment_3793483

    Again, I understand your perspective on being able to use Resilience with a niche perk like No Mither.

    How would you change the perk, or would you just leave it the way it is? My aim was to make the perk more versatile while keeping the aim of hard mode enabled, hence the thread that was created to discuss it. I don't know of any other change you can make to the perk to make it more viable and the amount of times I audibly groan when I load into a lobby and see a random with No Mither consistently being tunneled due to no protection other than a built in borrowed time is quite frustrating to deal with.

    I'm not sure personally. Having it start you off injured, and stay injured, is kind of the core identity of the perk, it's iconic and removing that would be kind of a shame, in a way. I think a good start would be making it reduce Grunts of Pain by 100%, bringing it in line with Iron Will. It wouldn't be much but it's a start.

    They'd probably have to give it another ability on top of everything else to make it good. It could be anything, really, could be a big permanent healing speed bonus (like +100%), which would fit in with the theme of the perk (i.e: I'm fine, go on ahead).

    Maybe it could give you 10 seconds of Endurance once you unhook someone else. You're already very vulnerable going in for a save, and you can't hook trade, since you're one shot, but you'd be heavily rewarded for being able to get in there. You'd also have the self-pickup as a threat or a fallback if you went down. I know old BT was busted as all hell, but maybe it'd be alright with the caveat that you're injured for the whole trial? I don't know.

    Something that revolves around really risky altruism would fit really well. No Mither is meant to make you the center of attention and place a massive target on your back, to draw attention away from your team. If you go down, they HAVE to deal with you, otherwise you just get back up and keep on going.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793472#Comment_3793472

    I get that, but like I mentioned you can get value from it by simply being hit and put into that one health state.
    Even if someone is running resilience on No Mither, it shouldn't make you that much of a detriment to your team — especially if the person in question isn't that good of a looper and gets focused on to have an easier match for the other side. As it stands now, No Mither is a drawback considering it lets the killer know that you are permanently broken, causing you to be an easier target. There's a reason why No Mither has such a low pickrate.

    The point is that you can use those perks from the start of the trial, remove being injured from the start and that goes away.

    Adding one single health state to the entire game doesn't really achieve much, while also defeating a large point of the perk.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/426130/no-mither-has-to-go

    I think a good change for No Mither would simply be to start healthy and then stay permanently injured, maybe even hide the icon from killers to prevent them being a tunneled target as most killers will target a No Mither player if they're caught during the game.

    I doubt Behavior would honestly touch the perk given that it's considered a "challenging" perk to make the game harder, but I agree that it needs to have some security to it for yourself to be perma one health state. Even with the suggested change I've mentioned, it still would hold the "challenging" aspect as you can't heal yourself or have others heal you. A No Mither player can be quite detrimental unless they're running Boil Over, Power Struggle, or anything that can troll the killer in some way.

    I think being injured from the start is one of the points of the perk. So you can get value from things like Resilience, etc from when the trial starts.

  • I don't want to see any major changes whatsoever. Pinhead is pretty much perfect as it stands.

    I'd like to see improvements to support chain placement, and maybe the ability to not break chains if you walk through them yourself.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/426100/it-kind-of-bugs-me-how-killer-specific-techs-are-being-handled-lately

    We call it techs but they are actually exploits that are not intended. There is also the issue that these techs unreliable and difficult to predict from the survivorside. It is the best when the developers remove it from the killer and then give the killer a buff that is intended and fair for both sides - the wolf is rather weak and needs a buff . This in case of Dracula's hug tech. Same for Wesker. It looks cool and everything but from the survivor pov it is just bs when the killer makes a move that you can't predict because it is not intended.

    In case of Knight: I personally dislike this change because it is such a lame counterplay - tip a window and Call it a day. There has to be a better solution but I guess the developers are either too busy or cannot remove from the game and made it a feature. However, I will never stop complaining about it.

    Yeah, I've been able to make Guards path around entire buildings just by running into a window/pallet weird. It can break their pathing entirely.

    It's extremely lame that a bug like this is made a feature, especially with other bugs like Dracula's Hug Tech getting patched out like this so quickly.

  • Still a false equivalence either way. The severity of a bug can't just be blanket discounted like that.

  • @Triplehoo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793354#Comment_3793354

    Probably unintended, but it's not because some zeros and ones are wonky in the game's code. Hug tech is. Saying exploiting a bug in a code to use hug tech is skill, is like saying that it is skill for survivors to go a certain place in Swamp map where killer can't pick them up (which they luckily patched up)

    I don't think a bug where you can slide off of objects is comparable to a bug that makes you literally invincible and holds the game hostage.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793351#Comment_3793351

    The invocation takes 60 seconds and is still not worth the time sink. No one runs it for good measure. Wicked has aura reading but so do other better perks that don’t require being in the most dangerous place on the map. And it can only access the aura reading twice per game.

    Yes I still see people using the perks I’ve described. Not often, but occasionally. I do not however see Soma’s perks.

    Wicked's aura reading works on every hook, not just the basement. It's only the self-unhook that has the basement requirement.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793245#Comment_3793245

    Sure. The Unknown’s chapter dropped a survivor with a perk that took 90+ seconds in the basement to remove 1/10th of a generator’s progress & left the survivor broken for the entirety of the trial; a deliverance that only worked on basement hooks, and a self care that required being in the basement. The killer’s perks weren’t great (except unforeseen) but none of them, not one, helped the survivors in anyway or required wild stipulations for value.

    People still run Genetic Limits (at least, I also see Machine Learning consistently used). No one uses Soma’s perks anymore.

    The generic perks are largely the same: worse for survivor, better for killer.

    I mean Weaving Spiders only takes 60s now, Wicked you forgot about the 20s of aura reading after every hook, and Strength in Shadows is actually really nice.

    Also who are you running into that's running Genetic Limits???? I haven't seen a single killer outside of adept Singularity or Chaos Shuffle run that perk. I still see Made for This somewhat often, and Troubleshooter occasionally, Scavenger just sucks though.

  • @Triplehoo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793069#Comment_3793069

    It's not skill… It's a bug. If everyone is able to do it, is it really a skillful play? No

    What kind of a take is that? That's like saying everyone can use a killer's power, so there's no skill to playing any killer.

  • I mean they're patching the Hug Tech and insta hit, so.

  • Yeah that's impossible. The minimum a character can be to have any piece of Legacy is Prestige 3, since you got 3 Prestige Levels for every 1 you had on the old system.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793241#Comment_3793241

    For DBD words like Tech and Exploit and Toxic and Tunneling all pretty much have lost all meaning over the years.

    For me, an exploit is something the devs themselves define as unintended and targeted for removal, and from time to time ban for still using after declaring it so.

    "tech" just means a specific method/strategy/technique for a specific situation. It's quite a broad term by definition.

    @Spare_Them_Mori_Me said:

    The hate for hug techs is just sad.

    Wolf Form will be pretty bad without it, honestly.

  • @ppmd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792975#Comment_3792975

    There are 4 now with Billy Nurse Blight and Spirit. Before at most before there have been 3(nurse spirit billy OR nurse spirit blight) or 2 before that with nurse and spirit. I have been playing for over 4 and a half years, which is a fact I don't think is relevant to the discussion but does mean that I have been playing for quite some time.

    Some people put some of the A+ killers into S but I do not do that. Anyway this is a bit of hair-splitting don't you think? The point was more about killer strength overall and especially in chase being at its highest now than at any other point in the games' history, which I would think still holds true even if you could convince me about the S tier thing.

    The S tiers of old were an entirely different beast. If you think killer strength is at the highest it's ever been, then I doubt you remember the days of no-audio Spirit or instasaw Billy, or even double range Nurse very well.

  • Not sure what solo queue has anything to do with a specific killer being half decent. Dracula doesn't even have any mechanics that affect solos disproportionately.

  • 2 years, if we're being generous.

  • We're getting Castlevania outfits on the next Rift.

  • @ppmd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792967#Comment_3792967

    In a game with killer powers constantly getting buffed, and the most number of S tiers in history, and maps getting nerfed so chase is the weakest it has ever been you are saying this.

    I see what's going on now.

    If the game goes your way there will be no survivors left.

    The most number of S tiers in history???

    I don't think you've been playing DBD for that long.

  • wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwam i doing this right

  • Yeah, BHVR are actually a shadowy cabal of Killer Mains, they sit in cloaks around a large obsidian table all discussing how to bring the kill rates up.

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