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ReverseVelocity

ReverseVelocity

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  • @GonnaBlameTheMovies said:

    Speaking as someone who mains a Killer a lot of people say is "too weak to be viable" - Ghostface - and as someone who prefers "weaker" M1 Killers with stealth?

    You're tripping. There's comp Ghostface players. There are comp Sadako players. There's even comp Legion Players. Pretty much every Killer can win against a top tier team if they have the requisite gamesense, skill, and ability with that Killer. It just takes time and knowing what you are good at. I'm certainly not a comp Ghostie but I do well enough even against decent teams, he isn't as weak as people say when you're decent with him.

    And in pubs? Oh I can destroy pubs, because I am very good with this Killer. I know what I am doing. I mained him exclusively for years. And in general that's also true, of every single Killer - not a single Killer is too weak, too map-dependent, or too outdated to be viable if you know what you are doing with them. Every single Killer in the game can 4k, consistently, though it's harder with some than others.

    In pubs, which most people play, everything is viable and anything works. In pubs, there's no such thing as a "trash tier Killer". Only Killers you are good at and Killers you struggle with.

    I mean those killers only really work in a comp setting because there's a pretty significant list of banned perks against them, and they get a good map. There are some times as the weaker killers where you'll get a team that is basically impossible to beat because of the things they bring.

    Most pub lobbies aren't generally that good, though, so that doesn't really apply to most players.

  • A lot of these are kind of contextual, honestly. For most of these cases it's more they interact with pallets differently, instead of ignoring them entirely.

    Huntress is pretty significantly slowed while charging her power, so if you don't drop the pallet she doesn't gain any distance.

    Legion and Slinger can only injure over pallets, not ignore them entirely.

    Trickster has to hit 8 knives.

    Nemesis has the whole contamination thing, and you can greed pallets to force a stun or keep looping.

    Wesker only vaults pallets and then goes immediately onto a cooldown, so they're still an obstacle.

    Singularity breaks pallets faster, but you can still certainly use them to stop him to an extent by greeding them, or timing the stun very well.

    Chucky just straight up doesn't ignore pallets anymore, that was the point of his changes. Pallets are like his biggest counter now.

    Unknown has to weaken you, which can be removed mid-chase.

    Vecna can only hold one pallet for a short time, if you greed the loop you're fine, especially if you have Interloper gear.

    Dracula is also significantly slowed when in cooldown from his power, kinda the same situation as Huntress.

    The only killers that straight up ignore pallets on that list in basically every scenario are Nurse, Artist and Pyramid Head. Artist and Pyramid Head both don't have mobility at all so you can prerun from them, and Nurse is Nurse yeah I'll hand you that one. I hate Nurse.

  • They haven't added that feature yet, it's coming in a hotfix.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792182#Comment_3792182

    If it wasn't significant then Huntress would be 115% but they deemed her to remain at 110%. Also 15-20% of the loops in this game she has to M1 at, not to mention having to run to poorly placed lockers and the occasional W Keying from survivors. It is very significant and ads up greatly over the course of a match if you pay attention.

    Trickster definitely generates more pressure now and it's not even close. That mainly comes from and 8 blade main event AND being 115% which makes him significantly better than his old version. Not to mention makes basement saves literally impossible. I main Huntress and Trickster and I feel he is way better now except for his base throw rate which is too slow imo.

    It's not significant for macro play. It's significant for chases. It doesn't matter when travelling across the map, the difference is minor.

    @Predated said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792182#Comment_3792182

    then you have no clue about how mobility works in DBD. By buffing him from 4.4 to 4.6, they also buffed all other movement speeds, which is very significant. So lets say Trickster can be a lot better in moving around the map, sure, fine, I can agree he needed that, but now he also moves fast enough in chase to basically ALWAYS gain from throwing knives whenever. If he hits 1 on a loop without having to break the pallet, he can quickly get another 6. Not talking about how it makes him an even stronger tunneller than he already was.

    The difference between 4.4 and 4.6 from moving from point to point is pretty insignificant, it's only when you're trying to catch Survivors.

    He's also still 3.86m/s when holding Blades, that didn't change from the rework at all so I have no idea what you're talking about there. The throw state movement speed is exactly the same. You just don't have the ramp up mechanic anymore, which reduced his movement speed while increasing his throw rate as he threw for longer.

  • @HexHuntressThighs said:

    Bhvr is very anti hinderance when it comes to killer powers that aren’t clowns. Huntress had an add on that hindered survivors by 3% for 15 seconds and it got nuked from orbit.

    Trickster needed to be 115% because while he could be oppressive in the micro 1v1s at certain loops he struggled severely in the macro 1v4.

    In case no one realizes it, being 110% is an insane penalty that accounts for entire MINUTES lost each game. No killer in this game should be 110% without a movement speed ability like Spirit. On top of being 1 of 2 killers in the game that have to drop chase to reload, it’s a huge punishment for even using your power.

    He may not be fun for you but not every killer is fun for everyone. Everyone has their own likes and dislikes.

    The difference between 4.4 and 4.6 from a macro perspective isn't really all that significant. It only really matters for M1 chasing.

    In fact, I'd say Trickster probably had a greater ability to generate pressure before his current rework. He's lacking in basically every department now.

  • I mean, yeah, they got minor buffs to 8 underused perks that will still not be seen anywhere near as much as the meta perks, but if you want to complain about Diversion or Dance with Me getting buffed, sure.

    There's a big perk update coming soon anyway, where both sides will get a bunch of perks updated.

    Either way, balancing is not a zero-sum game. You don't have to go and buff a certain amount of killer perks just because some survivor perks got buffed.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791764#Comment_3791764

    There are over 700,000 players in this game. I can’t really see a single player blocking enough people to seriously affect their opponent prospects. Other PvP games (some with fewer players) don’t have an issue with allowing players to block one another.

    Well the developers seem concerned enough about the affects it would have on matchmaking to write it off entirely, at least for now.

    They also really didn't like MLGA back in the day once they added the feature to see the name of the killer you were up against.

    Overwatch were really careful about their implementation of it, it was originally only 3 slots. They bumped it up to 10, but it only deprioritises matching with those avoided players, not outright blocks it. It should also be noted that it only prevented people from being on your team, not being matched AGAINST you.

    OW is the only competitive game that I've seen implement something like this, and even then, they're extremely careful about how they do it, since it can heavily affect matchmaking, ESPECIALLY at the higher ranks where there are less players overall.

  • @Coordi said:

    Please uninstall, restart Steam, and initiate install again.

    Seems to be working this time around, thanks.

  • @Coordi said:

    Hi, can you tell us if you pre-ordered?

    Yeah I did.

  • It wasn't a buff, it was a rework.

    The buffs came with accompanying nerfs too.

  • Deathslinger. He's just so terrible at the moment. Easy to prerun from, and incredibly time inefficient.

    They should reduce his TR back to 24m, and his ADS speed from 0.4/0.6s to 0.2/0.8s. That way he still has his quick draw but can't spam fake like before.

    Oh yeah, also Freddy, I'm still upset about the rework even after all these years.

  • @Eelanos said:

    6.1.0 truly was a turning point for the community.

    Killers got a bunch of buffs that, if I understand correctly (Can't know for sure, I neither play 4-man nor did I play killer back then), they sorely needed to compete against premades.

    But the buffs were SO strong against solo survivor that we spent about a month and a half seeing people give up at the first down because you knew if by then you didn't have at least a gen done that match was lost, hands down.

    Many killers decided to use their newly gained strengths to bully the hell out of soloq (This is not an us vs. them, this is just my experience playing the game at the time, no need for everyone to start going "I didn't do this".) and survivors' brain chemistry has been irreversibly changed to give up the moment anything goes south out of the sheer disillusion with every match they played since.

    From then on, the game has been awful to play. It doesn't matter what you add to survivor, people are extremely burnt out. And it's not a matter of "Take a break", people still like the game, but they throw themselves at the killer over, and over, and over again in hopes there's that one golden match where the game feels somewhat balanced and there's an actual winning chance.

    And in a way, I understand. Until BHVR starts balancing depending on whether you're premade or not, the game will feel hopeless to play.

    My escape rate went to hell and never returned. I started playing killer way more because I can't for the life of me finish tomes without throwing entire games as a survivor, as most tomes actively encourage you to play badly. I get tunneled, camped or slugged on the daily and I get 10k for it, and when I complain on the forums people say "git gud lul". Meanwhile, playing killer gives me at the very least 25k every match, and I'm able to finish tome missions at about a rate of one per one or two matches.

    Survivor play is in an absolutely horrendous state, and SWF-centered balancing is gonna make sure it stays that way, with killer matches being either disappointingly easy or the worst experience ever concieved, with no in between, depending on if you're facing solo or premades.

    we spent about a month and a half seeing people give up at the first down because you knew if by then you didn't have at least a gen done that match was lost, hands down

    I've had games come back from situations like that. However, if someone gives up, that seals the fate of the game there and then.

    The fact that you CAN give up that early is a huge part of what's killing SoloQ at the moment. People throwing a fit just because they're downed first and immediately going next ruins games. It's beyond me why this is still a thing in this day and age.

    It feels like you have to roll the dice whether you'll be one teammate down in the first few minutes of the game because someone got upset every time you play solo, and that's so incredibly frustrating. The only way to prevent this is to play in a 4 stack, anything less can result in a random deciding that they'll throw a tantrum and ruin the game for everyone else.

    I genuinely think this is the #1 reason why SoloQ sucks so hard right now, the fact that BHVR, for some reason, finds it completely OK to have an easy option to circumvent the DC penalty and leave the game early. Fast hook suicides need to go if they want solo to be tolerable.

  • You can either eat the DS before they're fully recovered or wait it out I guess.

  • Yeah I ran into a Weave Vecna on Midwich a few days ago LMAO.

    I just dropped an item at the gen I was working on and pre-ran when I saw him coming, he was not very happy with me.

  • If you think a complete code refactor will prevent any bugs from ever happening again then you're naive.

  • @ZamasuManzon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791768#Comment_3791768

    I bet you cried when they removed Blight's Hug Tech.
    Every tech in this game is a damn bug being exploited. You are using something that's not intended to get an advantage, which is not different than cheating.
    There are even techs that are not bugs, but are an exploit of some failure like CJ Tech which is literally only possible because killers can't map scenario interactions in one button and surv/gens interactions to another like survs can.

    "But techs are skill expression and bla, bla, bla".
    I'm not gonna start talking about this pathetic excuse.

    I mean I'm kind of generally indifferent to Hug Tech at this point. I was fine with it being in the game, and I was able to counter it well, but I won't lose sleep over it being gone.

    CJ techs are fine too, they're very easy to counter. Yes, even locker CJs.

    People finding different, unexpected interactions is just a thing that happens in video games. In a lot of cases it opens up more dynamic gameplay.

    If you want to go far back, looping wasn't actually the original intended gameplay style. It was invented. It was a "tech", some people considered it an exploit. You were meant to break chase and hide as soon as possible.

    Just because something isn't necessarily intended from the get go doesn't automatically make it a bad thing.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791770#Comment_3791770

    I don't think this is always the case, it happens really often and not much is really done about it, there was a lot of reaction give or take 6 months ago, not so much now I'm finding.

    Like I agree, but I should have some agency over people I'm comfortable playing with.

    I mean they generally get banned eventually if you report them properly (in-game + ticket). I've unfortunately had some run ins with some really nasty people, but I open a support ticket and then like a couple weeks later I get an in-game report notification that they got actioned.

    Unfortunately people would use a block list to blacklist everyone who's better than them, or plays a killer they dislike etc. etc. It'd cook matchmaking as well since people who play sweaty/good will get blocked a lot, forcing them to get matched against less experienced players, and increasing queue times as a whole.

    It sucks that it has to be this way, and I wish support was a bit faster (no shade to them, they do good work but they're swamped a lot of the time), but the feature that you suggest will more often than not be used to block people for reasons other than them being genuinely nasty towards others.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791764#Comment_3791764

    And what if they are communicating abuse and targetting people in their gameplay? That's okay then?

    Then they get banned from the game as a whole, since those things are against the rules.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791754#Comment_3791754

    Yeah I know which is why it's trash and they should think about retooling it so it's actually useful for not playing with people who take the game too seriously.

    They don't want you to be able to choose who you match against. Yes, even if they're better than you and yes, even if they take the game more seriously than you.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791737#Comment_3791737

    I wouldn’t call old Freddy to new Freddy a completely new power. Still has similar elements to his 1.0 version, it is new but radically simple in comparison to a proposed Nemmy Sprint

    There is basically nothing in common between Freddy 1.0 and Freddy 2.0 except from the fact that they have a Dream World, and even then it's only the same by name, the mechanics are entirely different.

  • @HexHuntressThighs said:

    Not gonna happen, Nemesis and his power are already made. Never in the history of this game have they completely reworked a killer and its power completely in that way.

    Never in the history of this game have they completely reworked a killer and its power completely in that way.

    If only that were true……

    oldfreddy.PNG
  • The pallets kinda suck, so it's fine imo.

  • I didn't install it, Windows did 😭

    I don't think I've used Skype in nearly a decade at this point, but Microsoft insist on shoving it on EVERY windows PC at this point.

  • @ZamasuManzon said:

    It's another stupid bug that people will exploit and call it "tech" to justify their wins exploiting that.

    I mean they recently made an exploitable bug used against the Knight a feature, so they can keep the Wolf Hug tech.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789594#Comment_3789594

    It’s 1% less than peak MFT. People lost their minds over 3%. If the 2% haste buff boon is in a good area, maybe DT could provide decent value.

    Dark Theory is kind of eh. I mean I think it's a cool perk it's just not very good since it's confined to a specific area + it requires setup time. Probably better than Illumination right now, though. Dark Theory on shack totem goes hard.

    I think they should make it 3% and add a vault speed bonus too. Would be cool to see.

  • Chaos Shuffle I'm really excited about, and I'm interested in seeing what changes they're making to Lights Out.

  • Maybe they could make the notification trigger on any skill check, instead of just good ones, lean into the info more than the regression.

  • @Mazoobi said:

    If B: Illumination gave a small repair increase to generators within range maybe 2-3% then it could be better.

    They said they'd never introduce a Boon that grants repair speed bonus.

  • image.png

    alright y'all we can close the thread now, i did it!

  • @TheRealConsent said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791025#Comment_3791025

    Really? Because I really don't feel represented as a killer main, as most of them don't even look human and the straight white males among them tend to be murderous. And even then, I main Singularity.

    I don't know why anyone would need to connect to a game character any other way aside from motives and personality, not sexuality.

    Thanos worked in Infinity War not because there are a lot of giant purple people with streaks on their chin, but because you relate to his ideals and hardcore commitment to his cause. And he was right according to his own experiences.

    That's how you connect. Like what, if Feng Min all of a sudden got revealed to be trans, would you be happy? If anything I'd say:

    Let's just leave sexuality out of the ######### murder game. I'm not against characters being LGBTQ, I'm against anyone's sexuality being open for whatever reason. Who gives a #########? You know what comes after an explicitly trans character gets put into the game? Then people start tunneling the trans character, causing more problems.

    But instead, if we keep it a secret where everyone sticks their genitals to, nothing bad happens.

    The characters in the game have backstories, and who someone loves is a pretty damn big part of someone's life. The survivors specifically are meant to be regular people whisked away from their lives, and the deeper their backstory, the more built up of a character they are. The point is they're meant to be mostly regular people, which isn't necessarily true about the killers obviously.

    Reducing sexuality to purely "who sticks genitals in who" is kind of a crass way of thinking about it, since for a lot of people, romantic attraction goes hand in hand with that. Love is a pretty core human experience, and extremely driving for a character.

    We can't keep sexuality out of the game at this point. It'd involve a serious amount of retconning, long before the first canon LGBT character was introduced. It's also pretty curious that people weren't up in arms over Felix having a wife and kid, but the second people start talking about LGBT representation it's "keep sexuality out of video games!!!!!!!!!" all of a sudden.

    Also side note, why do you relate to the ideals of a guy, who given infinite power, decided to kill half the universe instead of making resources limitless???

  • @Lixadonna said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790726#Comment_3790726

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790727#Comment_3790727

    What I am saying is a string of new Killers. Devs have to make sure new Killer has anti-Pallet in their Kit and do well in Chase.

    So you want killers to not have a chase ability at all? That's how we got Release Skull Merchant.

  • Continuously slapping a +33% repair penalty on one person would be extremely annoying to face.

  • Good news, she's got some tweaks lined up in the coming months.

  • Yes, it works with all Blinds, not just flashlights.

  • @bleep275 said:

    The game is literally getting a drag queen cosmetic collection. It has a ridiculous amounts of lgbt+ charms. Several characters are confirmed to be LGBT+ such as Susie (Legion). Like what else could they do to make the game "safer" for lgbt+ people?

    Why do you say ridiculous like that's a bad thing?

    Also by several, you mean 2, right? We got Susie and David. The other characters that are LGBT like Tubarao are from other IPs, not DBD.

    I just think it'd be cool to have more canon LGBT characters. I personally wanna see a trans woman be added specifically, since I'm a trans woman myself. People feeling represented in the games they play is a good thing, it helps people feel included and connect to a game.

  • Not personally but I've heard a few people I play with suffering from these kinds of issues, so it's not just you.

  • I think they are going to explode the Skull Merchant with a big rocket launcher.

    I'd hope they make her more interactive without gutting her entirely but I'm not very hopeful that they'll do that.

  • I don't think having Survivors teleport across the map is a suitable solution for camping at all. It's too abuseable.

    She shouldn't be able to snipe across the maps or over high objects.

    Then what exactly do you want her to be able to do?

  • Holding similarities doesn't mean they're exactly the same.

  • @I_CAME said:

    The survivor giving up problem is mostly an issue of lack of incentive to remain in games and broken/unfun killers. Like if you load in against a Blight, Nurse, Billy, etc who downs someone 20 seconds into the match then the game is pretty much over at that point. Then other times it's like a skull merchant or a twins match where you spend half the game being slugged. I would say 90% of games where people give up fit into these categories for me. I don't actually see people quit for no reason that often. I think giving people more reward for finishing matches and fixing things that are unfun to play against would go a long way towards fixing this problem.

    People are regularly going next against every killer at this point. For no discernable reason.

    Even if it's a top tier killer, though, that shouldn't be an excuse to quit early.

  • @Skillfulstone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789115#Comment_3789115

    It's not just that. The idea of Finisher Mori as a whole is simply unhealthy.

    By hiding the Mori animation behind a 4k, it automatically incentivizes people to slug for the 4k...and we all know how fun and riveting it is.

    Not to mention it also indirectly encourages proxy-camping/tunnelling, reduce Killer variety and perk variety in order to get that juicy animation (which I guarantee will get old really quick and will be met with more scorn than a normal 4k, it would be a matter of time before Mori animations are seen as a form of BM like "let me rub my victory in your face a bit longer with this cutscene") since when Survivors start to get better, weaker/slower/M1 Killers tend to struggle more and need to play more aggressively to compete.

    Hiding Mori behind 4k is, in my opinion, only going to make people hate those animations and will make the game even less casual/newcomer-friendly than it already is.

    There's a reason why the dreadful basekit Unbreakable was attempted alongside the Finisher Mori PTB: otherwise every single games would just end in a slugfest. Hell, during that PTB there were more bleedout games than normal even though people could get up because Killers wanted that animation after tunnelling the first 2 Survivors.

    I don't think the concept is necessarily unhealthy, it's a good opportunity to solve slugging for the 4k in a 2v1 as a whole perhaps, which people already do a lot anyway.

  • We don't know the answer to either of those questions unfortunately. Only time will tell.

  • @Leonardo1ita said:

    I think this change is BAD for the game overall, if not very bad, because:

    • It doesn't solve camping really.
    • It makes the anti camp mechanic stronger with no rebalancement of it.
    • If makes tunneling even more necessary.
    • It doesn't solve killers wanting to tunnel.
    • It doesn't give killers an incentive to split hooks, and the best strategy still remains to kill a survivor into a 3v1 ASAP.
    • It gives survivors MUCH much time to just let the survivor hang there, and finish gens.
    • It gives much more times to, after doing a gen, go for a trade last second and always be fine.
    • Hook trading now is VERY strong for survivors, because of how much times it gives.
    • It punishes low/mid tier killers a lot, where strong/S tier killers don't get affected much.

    You said it doesn't solve camping and then said it makes the anti camp mechanic stronger?

    Getting mixed messages here, do you want camping to be less effective or not?

  • Sometimes it feels like I get an alternate universe version of Rotten Fields because I see people saying that it's empty but that's just not how it is. I get a bunch of safe tiles on that map a lot.

  • It hasn't fundamentally changed much about how people play, it's just harder to force people to second stage which is good for Survivor gameplay.

  • Protection Hits are already an extremely effective timewaster. I don't think a perk like this would be a good idea.

    Honestly, just buff the range on the current iteration to like 36m or something, and it'd be serviceable.

  • @GentlemanFridge said:

    Ah yes, GenRush, the perk. From Chuck Norris, I believe.

    Don't forget my favourite perk, Totems.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790151#Comment_3790151

    considering that for how many syringes that i tend to face on average on killer, i think i am already playing vs Mettle of man every game anyway. I agree that 30 second is likely too effective but 60 second is in realms of being too inconsistent. 45 second with 1 chest search is likely what they will buff for this perk after like 1 year and half. It is new bloodrush V2. perk where effect is strong but conditions are too severe.

    I really don't know why they haven't given syringes an actual nerf yet. They're still so busted.

    Honestly Moment of Glory even standalone is way better than Blood Rush at the moment. If you build around it, it's pretty decent.

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