ReverseVelocity
ReverseVelocity
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- ReverseVelocity
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@MechWarrior3 said:
There’s no gen regression perks, no gen blocking perks and you only have to 8 instead of should’ve been 10 gens. There’s also like a 1000 pallets not including your windows and other resources.
Not sure how this favors killers. Just my opinion though.
regardless I am LOVING 2v8!! It’s the most fun I have had in a while!Killers get old Call of Brine + Overcharge regression on gens though.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768141#Comment_3768141
It's apparently enough of a buff that you keep defending that it needs to happen. If it's really not big of a deal, then auto-cages after 30 or 60 seconds should be a fine alternative.
I keep defending it because it gets rid of an edge case that makes the game miserable. The buff won't affect normal gameplay generally. Your idea would only encourage more slugging, which is the opposite of what needs to be done.
A small Survivor buff will not end the world like you seem to think it will.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768111#Comment_3768111
Because there is a way to correct the bad behavior without it being a survivor buff. If survivors want to be caged instead of slugged, then "the game eventually forces the survivor to be caged" is a valid solution.
Otherwise, people are just fishing for free survivor buffs.
Is it all that much of a buff if it'll never come into effect if you play the game normally?
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@ratcoffee said:
It's because the new game mode is incredibly survivor sided, which is why nobody is playing survivor.
I don't think that's a logical conclusion to make.
If anything, it'd be the other way around.
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They already tested a feature like that internally and they said it was no fun at all.
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@Coffeecrashing said:
If slugging is a problem, then the game should just auto-cage survivors that have been slugged for 30 seconds. If 30 seconds isn’t enough then make it 60 seconds.
If people are going to complain that it’s unfun to be slugged instead of caged, then the obvious solution is for the game to force the survivors to be cage.
Wouldn't that just encourage more slugging?
Realistically it only takes a couple of seconds at most when caging someone. If you don't want to put in the minimal amount of effort it takes to progress the game, then you shouldn't be rewarded for it.
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@SunaIIanu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767699#Comment_3767699
Bleed outs give a lot less blood points than hooks or moris and they do not count for the devout emblem so you are strongly encouraged to not use the bleed out timer to kill.
I don't know why the bleed out timer is a thing but it could just be to make indefinite slugging impossible.
Yeah, that's exactly why the bleedout timer exists. It's to prevent hostage situations.
@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767616#Comment_3767616
There are 8 survivors in the game. If no one out of the remaining 7 did bother to pick the downed survivor they all deserve to be slugged.
In all fairness, slugging is the way to go in this mode unless there's a possibility to get many downs quickly. The game pace simply doesn't allow killers go for cages-only most of the time
Oh don't get me wrong, people were getting picked up. For like 10-15 minutes straight. They eventually managed to get everyone down though and then proceeded to bleed everyone out. Probably one of the most boring games I've ever played.
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I've come up against a bot wraith. Didn't even realise it was a bot, just a pretty bad player. Not like, useless, but still pretty bad.
Would be nice to have in Custom Games, but please do not add these to live 1v4 matches.
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@appleas said:
If people are complaining about mass slugging which is the minority and not the majority of matches, it implies the majority of matches have been pretty chill and easy for Surv. There's the reason for mass slugging lol
No, I've had plenty of matches where the killers played regularly and still won.
Most of my killer matches I've also won.
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A) The movement speed buff is quite significantly less than what was rolled out on the PTB. So it's not really an accurate representation of how the PTB change would've ended up.
B) Nurse can get 3 Blinks and Trapper has Sprint Burst when setting a Trap. We shouldn't necessarily be adding the buffs from 2v8 into the killer's base kits. Both sides are generally significantly stronger than what they should be in 1v4 for the fun of it.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767686#Comment_3767686
Bleed out exists because otherwise survivors could "hide" forever.
Using it on purpose to kill was probably not intended.
The person I was replying to seems to be implying that bleeding people out deliberately is intended, which is what I was referring to.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767649#Comment_3767649
Not for a huge amount of time no. I wouldn't dismiss a tactical advantage slugging but it should not matter : it's both easy and fast to hook in this game. The "mass murder" case is the only exception I can think of.
I've played "solo-Q" with about 10 killers tonight and nobody tried that. The only complain I've got for my teammates is that some didn't respect my decision letting the last one go sometimes. (And one was going out of his way to try to "steal" my downs. I've almost lost that game.)
It's a fun mode and it's kind of sad some people play so "sweaty" : I haven't lost a single game tonight, be it as Nurse or as Trapper, and I didn't even play that well.
Yeah, Slugging for a little bit to get a couple of hits off of nearby Survivors is fine. However, Slugging people for over a minute at a time has no real benefit apart from annoying people. Allowing people to pick themselves up without a speed increase would allow the first, but prevent the second. It takes a pretty long time to recover to full.
It really does suck that people are playing in a way like this. It's an edge case for sure, but one that should be looked at.
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767666#Comment_3767666
you know what also gets people off generators? Making people go save people off the floor and unlike cages, You have a chance to be downed by camping killers.
If bleed out wasn't intended, it wouldn't exist. For example instead of recovering for 30 seconds, you'd be send in a cage after 30 seconds. Unfortunately, this is not how it works, so it is clearly intended. Killer have a right to not hook people.
If bleed out wasn't intended, it wouldn't exist.
I don't know where you get this idea from, there are plenty of instances where BHVR have made an oversight on something that has then been patched out.
Just because something exists doesn't mean it was intended.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767649#Comment_3767649
slugging is more warranted in this version than base version because killer cannot see where cages are meanwhile the killer knows where survivor is when they're slugged. Survivor also get base-kit endurance AND are invul during the cage unhook animation.
caging people is just free unhooks. there is also more survivor in this mode so group down are more common. There is many advantage to slug and not many advantages to hook.
There are advantages to caging. You progress the game at a reasonable speed. It also gets people off of gens since they go like halfway across the map.
Playing for bleedouts is clearly not what was intended for this mode, and is no fun at all. It shouldn't be a thing.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767639#Comment_3767639
I don't see what cage state have to do with what I said.
But yes, never caging isn't fun but unless I'm mistaken other survivors can still heal them.
Maybe on the next iteration they'll add a class with unbreakable.
You said there's a basekit unbreakable. It only applies on the last cage state.Nvm you were talking about reasons to slug.Never caging anyone doesn't really add any tactical value, it just makes the game miserable. It shouldn't be a thing in this mode. Slugging for a huge amount of time isn't really warranted at all, and since there's no self-pickup boost you'd have to leave them for ages for it to kick in.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767616#Comment_3767616
There is.
When multiple survivors linger around, the best move is to dispense as many hits as possible.
I had several instances where a survivor was slugged more than a minute because of the swarm there was around.
In one of these instances, the survivor ended up being healed.
In all others, his turn being "hooked" eventually came.
Only when you're on your last cage state.
These people were deliberately never caging anyone so it'd never be able to come into play.
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@Vaimore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767576#Comment_3767576
HA! So strong as a simple M1 killer with no power? Nice one, guy.
I have to admit I was initially really confused why they took Billy's instadown, but in practice, he's still actually good.
He has the best mobility out of all of the available killers, which matters a lot more with the increased size of the maps. He has a LOT more curve potential, which lets him get easier hits. He also has the ability to quickly chew through pallets.
His team skill has some potential for well coordinated teams.
I think it'd be too much if he had his instadown in this mode. Maybe give him Deep Wound on chainsaw hits instead (when he hits a healthy survivor).
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@Mandy said:
Sorry about that, nothing we could do on our side unfortunately to fix the error - it was a "wait it out" kind of thing :(
All good! Internet infrastructure being complicated as usual I guess :P
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Surprisingly balanced? I think???
I've been having a fun time. Survivor has been pretty fun, and it hasn't really been a stomp in a lot of the matches I play. Lost a fair few, won a fair few.
I've only played one game as killer, but that was fun! Got a 7k.
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I have no idea why it decided to post 3 times lmao. The forums are having a moment I think.
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@Peanits said:
I can confirm that it is not a limited time collection.
Thank you! :D
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This is happening in 2v8 as well.
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Without gen regression how exactly are we meant to keep up with gens?
You get +200% extra regression rate on kicked gens across every killer.
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Without gen regression how exactly are we meant to keep up with gens?
You get +200% extra regression rate on kicked gens across every killer.
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Without gen regression how exactly are we meant to keep up with gens?
You get +200% extra regression rate on kicked gens across every killer.
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@DeBecker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766807#Comment_3766807
It was basically non-existent while it had a cooldown.
It was about 5%-ish, according to Nightlight.
Not super common, but not non-existent either. Perks like Flashbang, Quick and Quiet, Hope and Background Player are around those margins currently.
I'm not sure if it'd even go back to those levels either. It was super underrated at the time, people didn't realise how good it actually was even after it got buffed, with the use rate taking a little while to climb.
I think people would still use it in the event of a nerf. Whether it needs it or not, I'm personally not sure. I don't like how it's a complete substitute for map knowledge and can act as an autopilot at times, but I wouldn't personally consider it overpowered. It's for sure a crutch, though.
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@DeBecker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766365#Comment_3766365
It cant. We already had this nonsense.
It had an alright use rate even back then iirc. Even if it had a cooldown it'd still be better than before, as the range was increased as well.
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@Coordi said:
If you have any map errors or issues to report similar to this, please leave them here. Thank you!
This is happening on Ormond, in two places in the match I found:
One was near shack, the other was in another corner of the map near a maze tile.
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The eternal trend of people who say "change my mind" are the least likely to have their opinions changed.
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I'd give the FAQ a read, should answer most of your questions:
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@BlackRabies said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765831#Comment_3765831
Sure if the survivor is a potato and runs into the Knight by mistake good survivors just hold W and waste to much of your time.
You can force them to run into you. That's how you play the killer.
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@bornagain234 said:
Imagine if there was a feature - sorry bug that when the survivors did a gen it took away a health state, how fast thatd be fixed.
Probably in about a week, same as this bug.
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@n000b51 said:
I will check but I have no idea why we have a cap of blocked persons (I have 1584 blocked players actually).
I don't think the blocked persons are capped yet.
I can remove someone from my blocked list (1583 blocked), go to a lobby with a planet or an annon.player, click on 'block', my blocked list still will on 1583 ! And the button 'Block' will still be available in the list… So I block them but they aren't blocked yet XD
As proof, no anon.players are in my blocked list since this feature (anonymous mode) is released. Yet, I'm used to block all players that they have offensed me or abusing me ingame or whatever they did previously. I don't want to play with any blocked person from my list again. But we can't identify any anonymous mode (& that is the goal of this feature I guess).The reason there's a block cap is so people don't block over 1500 players to dodge them, I guess.
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You've hit the maximum amount of blocked players I'm pretty sure.
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He still has a 1v1 power. I don't really know what you're talking about.
I've been double chasing just fine, you just need to back up a bit occasionally but you'll zone them all the same.
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Midwich. For both sides.
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Borrowed Time extends the post-unhook Haste as well as the Endurance. Both last for 20 seconds if you're unhooked by someone with BT, it's just the Endurance didn't activate because of the current bug linked to Off the Record (and other endurance perks).
I'd recommend not running perks that give you Endurance right now, since that's what's causing you to lose your post-unhook Endurance.
But, yes, the speed was because of Borrowed Time.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764953#Comment_3764953
"Are you just going to overlook the whole survivors not having endurance effect off hook bug while you're at it?"
I've noticed people have been good at ignoring that little bug lol
I mean to be fair, it's completely avoidable.
The gen bug isn't.
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I think the idea is that your position might be given away if the killer hears your voicelines.
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@Assassin97 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764135#Comment_3764135
i don't think this has anything to do with the point of the post lol, medallion is just a feels good add on to some people, it does open up some more dash opportunity, but I don't think anyone half decent on wesker would say they need it to be good, it just feels nice.
The OP called it mandatory though.
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You can't make everything not be connected. That's not how software works.
The term spaghetti code has nothing to do with how well a program works, either. It's literally just how readable it is to another developer.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764145#Comment_3764145
So I should give the Killer Lethal Pursuer as well?
I didn't catch the time where they made Lethal Pursuer last 1 second at the most.
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@bjorksnas said:
No we don't need to buff the hardmode perk its meant to be a bad perk
tenacity would just be annoying on maps with grass like dead dog you slug someone for 4s and bam gone into the fields never to be seen again
I mean buffing it to 100% wouldn't make it any less of a hardmode perk. The whole "being injured for the entire trial" thing does that just fine.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764145#Comment_3764145
There's "might" involved if I decide not to bring an item at all. You have no idea at the lobby if this is in play or not.
The less items that are in the game, the less effective the perk is.
Even if you don't have an item, it won't take long at all to find out when the perk is active. It literally tells you.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764127#Comment_3764127
Yes, let me stop mid chase and pick up my teammates item because they didn't get the memo.
Not to mention, let's just voluntarily throw away every survivor item in the game, and give free slowdown just in case the killer might be running this.
I can see why people want to defend permanent aura reading with their lives, but we already learned that was broken af with old object.
You can tell definitively if the killer has it or not just by dropping your item at the start of the game. There's not really any "might" about it.
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If you can't play Wesker without Medallion + Egg then you're probably not that great at Wesker.
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So make the perk literally useless by itself?
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Dead Hard does not need a buff.
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They fixed a bug where his cooldown would start when he started his Slice and Dice instead of when it ended. They nerfed his cooldown addons because of this, and then said they'd roll them back when they fixed the bug.
I assume they decided on reducing his base cooldown in exchange for the bug fix instead.
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This is a case where a few small changes would go a very long way.
Here's what I'd do:
- Increase Daytime Teleport speed to 20m/s (and Nightfall to 40m/s to even it out)
- Decrease power cooldown, or make it so using the Remnant only takes 1 Token, and have his cooldown be Token based instead
- Decrease the amount of charges required to activate Nightfall
- -0.5s time to break a Locked Locker
- Remove the sound when teleporting to an unlocked locker
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@Peanits said:
We definitely see the frustration it causes and have shared it with the team, and we agree that it doesn't feel great to have teammates abandon you. I'm afraid I don't have anything more concrete to reveal at the moment, but I'd like to be open about it regardless.
It's a tricky problem to tackle since even if the option was removed, there are other ways to quickly get out of the match, such as running to the Killer after being unhooked. Ultimately if someone refuses to play the rest of the match, we can't force them (in a literal sense, they could walk away from their system and still leave the team one player down).
That's not to say that it can't help, of course - making it more inconvenient can be the nudge some people need to finish out the match - though it wouldn't get rid of it entirely.
Hopefully this sheds a little light on it, and please by all means keep the suggestions coming!
Honestly, we really need something to dissuade people from going next immediately. I know the problem can't be solved entirely, but it's just so easy to exit the match, and that's one of the biggest problems in solo queue at the moment.
The amount of times I've had perfectly winnable games lost because a random teammate has decided to tap out one or two hook stages early is more than I can count.
Thanks for shedding some light on the issue from a developer perspective, we all appreciate it.


