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ReverseVelocity

ReverseVelocity

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ReverseVelocity
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  • Specialist just isn't that good.

  • @govengoben128 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/419012/so-this-isnt-reportable

    you can counter any perks like no mither or boon, unbreakable.

    why you dont use it?

    I mean, if a Killer is intent on bleeding every single survivor out, these perks only do so much.

    Unbreakable is single use. Exponential can be snuffed. No Mither is basically handicapping yourself for the entire trial.

    It works for countering slugging in a regular gameplay sense, but if a killer is intentionally trying to bleed all 4 Survivors out to grief then it only really delays the inevitable.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750741#Comment_3750741

    yeah i think that major problem with his other items. they're too weak. they should play bigger role in outplaying his abilities. Fly can arguably get a small buff to reduce recovery by 0.75 seconds but his fly item should also maybe grant a little bit of haste.

    I would suggest like 30 second exposed on dispelling sphere. It is currently very ineffective in the chase and contributes very little to his kit in most games compare to other 3 spells. there is lack of fear element to it. you can practically put this spell on 0 cooldown right now.

    I mean, the sphere isn't meant to be a direct chase tool. It's meant to be for info and disabling magic items. I just think it'd be neat if it had a bit more utility.

    I don't think the other Magic Items need buffs at all, though.

  • @Mag1cian said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750741#Comment_3750741

    Well imo he is overbuffed and oppressive to go against but countarable, sometimes... Almost always yes , it is a guaranteed hit in most of the loops. Mage hand also stands out about the rest of the spells significantly, and?

    3 are more than enough, do you need 4? lol Well if you don't know how to use them properly, they are. Yes it is, it's a strong thing and making it need 2 addons is compeletely fine, if you don't know how to use it effectively doesn't mean it's "not strong".

    Like I said sometimes it's hard to reacts and sometimes you can use it when survs a little above of a normal ground level. And what if you weren't able to dodge them with crouch? Vecna just would've got free hits every single time so it would be OP. Pls think about this from the other prospective before you post something.

    Yes, cuz other Vecna's spells aren't OP and not as Strong as Mage Hand so that's fair, you not gonna find Interloper 100% of the times, it's like a little chance. And to all of it you can still disable it so I call it a skill issue.

    Literally every single game I've had against Vecna I've been able to get Interloper gear without much issue. You're making it out like it's some small chance to get them, but it really isn't.

    If you weren't able to dodge FotD by crouching, you'd still be able to weave in between the Skeletons. This would be even easier with Nightwatch gear. The hitboxes are surprisingly small and they spread out pretty far. Maybe it'd need some small counternerfs in return, but I really don't like how trivial it is to shrug off FotD in a lot of scenarios.

  • People will give up for literally any reason. Probably just an unlucky streak.

    As for how annoying people find her, I think she sits around the middle of the cast. Not loved, but not hated massively either.

  • Outside of some minor things, Legion are fine. They don't need a full rework or anything.

  • @Mag1cian said:

    So you basically want them to make Vecna uncounterable on loops and oppressive to go against? Something like current Billy?
    Mage Hand shouldn't be guaranteed hit every time, there's relatively small chance of getting Interloper gear in the chest and even then you can play around (haste doesn't always guarantee you gonna make another loop) and you can use sphere to disable the gear.
    Experienced Vecna's already learned how to use Flight of the Damned in a chase you can use it immediately in some loops and survivor have a little chance to react also you can use it when survivors goes above in some places to hit them. Also there's strong combo of red and green addons which almost always gets you a hit with flight of the damned. So no he doesn't need changes, or at least not this changes, you need to learn him better, right now he's in a good balance place.

    Current Billy isn't uncounterable, though? Even without Interloper Gear, Mage Hand is not a guaranteed hit. It's just far too strong for a Magic Item, and it stands out above the rest significantly.

    Also, the Iri Book and Horn makes it so only 3 skeletons spawn. They're comically easy to dodge. The only people that's going to hit are people who don't know about the addon. Also, having to dedicate 2 addon slots to make a Killer's power consistent is not a good thing.

    I know the tech for Vecna. I'm very aware of it, and I use it. It just doesn't sit right with me that that is the only way you're going to get a hit against a Survivor who knows what his power does. They don't even have to be good, they just have to know you can crouch the skeletons.

    @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750457#Comment_3750457

    nope. no change for intereloper gear. his kit is balanced around items existing. this is why it made no sense that they nerfed mage hand or anything about Vecna. the counter-play was already there for survivor on silver platter.

    0.5 second flying increased duration is an add-on.

    Flight of the damned in my opinion was designed around spawning it on the survivor. i am not sure why it needed greater audio/nerfs.

    Dispeling sphere works as intended. I personally think it should expose the survivor because it is little underwhelming.

    All of the other Magic Items give you a greater awareness of the ability itself, but they don't directly buff you. They just make it easier to see it coming. Interloper is an outlier in this regard, and I don't think it should be as it is. It'd be like if you could find an item that makes you speed up every time Doctor shocked you.

    I do also know Raven Feather exists. That doesn't change my point about Fly.

    Exposed on the sphere would be far too much.

    @NekoTorvic said:

    Ive been obsessed with Vecna since he came out. Were it not for Elden Ring DLC id be playing him more.

    Fly having a longer duration would honestly be awesome. But I like how far you go through a pallet or window. The skill expression is in knowing how to stop it just before you reach the window so that you just barely go through. And I actually like going over crouching survivors, cuz then they try to crouch or move backwards, you cancel fly and its honestly been a free hit for me every time.

    Mage hand is a weird one. I think the only thing I feel should change with it is that when you lift a pallet, it should hold on to it for a second or two. I think it's dumb that survivors can literally just stand under the pallet you lifted and drop it on you immediately before you can swing. Also it should have shorter range. There's nothing worse than having a hit on a survivor and miss it cuz mage hand got summoned on a pallet 30 feet away from you.

    There's two things I think maybe should happen with Flight of the Damned, imo. It should spawn the skeletons in 0.4 seconds instead of 0.5. Currently its just waaaaay too reactable. 0.4 is still reactable but it's harder. And the skellies hitbox should linger just like a quarter of a second behind them. Like if they had a trail or something. That way survivors actually would have to crouch for a tiny bit longer, and you'd be able to zone better just a liiittle bit better. But its counterplay is fine.

    Dispelling sphere is fine as is. Maybe it shouldn't slow you down. I made a post a while ago saying I think it'd be sick if remote hooking dispelled survivors was just a base kit thing for Vecna. Cuz I think remote hooks just fit his theme so well. I stand by this XD even knowing how unrealistic it is.

    I'm not sure if making it faster would solve the issues with it, honestly. I don't know. Having a lingering trail could be nice, but I think it'd create scenarios where dodgy hits occur often, like Huntress for example. I'd really much rather have them make the Skeletons actually able to hit people somewhat consistently.

    Remote Hooking is kind of jank as it is in the event, I'm not sure if they'd be able to smooth it out enough for a killer power. You generally can't use killer powers while you're carrying someone as well, so I think a Remote Pickup would fit better in the game's design rules.

  • They don't want to add it. They've mentioned that there are no plans for it.

    Why that is, I don't know.

  • @TheRealConsent said:

    Yeah, except there are 3 super Killer sided maps, and 6 super survivor sided maps.

    Actually, I'll just reference Otzdarva's website for good measure:

    https://us.v-cdn.net/6030815/uploads/ZIE2Y86AAT4C/image.png

    https://otzdarva.com/

    You see the imbalance in the amounts?

    This list is like nearly 3 years old.

    The following maps have since been updated afaik:

    Gas Heaven, Blood Lodge, Garden of Joy, Mother's Dwelling, Temple of Purgation, Lampkin Lane, Shattered Square (like twice), Shelter Woods.

    Hawkins is also back. Macmillan got variations.

    Basically all of these changes were to reduce the strength of the maps for Survivors in general.

  • She has a lot more to do with horror than Nick Cage, at least.

    Anyway, it's Survival Horror, she's very experienced at the Survival bit.

  • I mean DBD adding Alan Wake got me to buy Alan Wake 2 and Alan Wake Remastered when they were on sale. Great games, would recommend. Second one's way better though.

    Although, I think you're the first person I've seen that has an issue with how Pinhead is implemented into DBD. I think he's incredibly faithful in terms of how he plays. Lore wise, I think him and the entity have a mutually beneficial relationship. The entity feeds off of suffering, he likes inflicting suffering.

    I don't think he's doing the entity's bidding specifically, it's just they have the same goals intrinsically. They both love hooks too. It's a win-win.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750504#Comment_3750504

    I mean if it activated when you get unhooked then it is just a slightly better sprint burst in that scenario but does nothing in chase or other situations, not sure if that is a worth trade of, given that you will get value a max of 2 times and thats not even a given.

    PTB Background Player lasted for 6 seconds. It'd be very handy for being tunneled.

    They could've probably even made it activate when you next start running, so you can get healed and zip off to a gen.

  • @Laluzi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750434#Comment_3750434

    Fun fact - remember that Background Player's original effect activated on unhook, not when someone got picked up. That never made it off PTB, after everyone rightfully pointed out this perk incentivized taking TF off and leaving the unhooked player to be tunneled, but originally every single thing from that chapter was complete garbage!

    But yeah, +1. I wish they'd fix the vast multitudes of perks nobody would ever run, and perks that are directly outclassed by another perk, instead of adding 6 new perks every 3 months.

    Oh yeah, I remember that well.

    Honestly, that perk would've been fine if it activated when YOU got unhooked. Instead it was really good at sandbagging. I mean, I got decent use out of it by running at the killer after unhooking someone but 90% of the use cases were to take off and leave the unhooked Survivor to die.

  • @Crowman said:

    Dispelling Sphere disables magic items for a duration. You can combat Interloper by Dispelling the survivor you are chasing.

    I know. I do that. It just shouldn't require me to have two abilities off of cooldown to get any meaningful use out of one.

    I'm also aware of the elevation changes. That's super map dependent, though. It doesn't really change the issues it has.

  • The sheer amount of bad perks.

    The perk changes with this midchapter are a breath of fresh air, but the problem is still significant. I'd love to see perk updates on the REAL bottom of the barrel stuff. Inner Focus, Overwhelming Presence, Corrective Action, the Teamwork Perks, Genetic Limits (it was on the roadmap bhvr…… where did it go?), stuff like that.

    Honestly, they should do a pass over the Tools of Torment perks first. Literally every single perk from that chapter outside of Background Player is completely unviable.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750416#Comment_3750416

    Won't really matter if he got the writers room or not since it's the clicker that makes whatever he writes come true.

    Also because both Remedy & BHVR devs in an article have stated that Alan Wake's appearance in DBD is, or at least can be considered canon to both DBD & Alan's own game lore and main timeline as one of his many failed escape attempts from the dark place inbetween the events of Alan Wake 1 & 2, it means that he is going to canonically escape the fog too and end up back in the dark place as a result.

    True.

    Didn't know that about Remedy's decision in terms of the canon, that's really cool actually.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750148#Comment_3750148

    Oh that makes sense. Freddy and Sadako are weakened but even at full power they probably couldn’t escape.

    So then Alan Wake is probably the only other character who should have the mark.

    I mean, it took Alan Wake 13 years to escape the Dark Place, and he doesn't have access to the Writer's Room anymore. I think he's here to stay, mark or no mark.

  • @Neaxolotl said:

    Killer instinct is basically a pure upgrade over screams or auras though

    It's only an upgrade over screams. Auras are better, but Killer Instinct can't be blocked.

    Anyway, Killer Instinct should absolutely never be used on perks. It only exists on Killer Powers for a reason. If you bring Killer Instinct onto perks, then you open up the avenue for a perk that also counters Killer Instinct, which would screw over so many killers.

  • I mean, she is by definition a Survivor.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749782#Comment_3749782

    I play on Nintendo Switch and we don't have achievements so maybe that's why I wasn't aware about this creature.

    Do the other platforms specifically tell you there will be animals to find?

    It's a hidden achievement on all platforms. A little easter egg.

  • That's a tanuki! They added those to the Yamaoka maps a little while back.

    He's just chillin there, that's about it. Doesn't really influence gameplay at all aside from getting an achievement for finding one for the first time.

  • Maybe. It's kind of on the same degree as Borrowed Time in terms of usefulness I think, if not a little better. A good anti-tunnel perk, and it has obvious tells when it's in play, so you know when to let a survivor go.

    I'm glad to see this perk actually be useful now. I don't really want it to get nerfed. I say let it go to Live and see how it plays out. If it's too bonkers, bump the duration down a little bit.

    Now we just need to buff Camaraderie and the Stevening will be upon us…

  • Survivor voicelines are for the person playing only. Killer voicelines can be heard by all.

  • I don't think he needs a full revert. A lot of the changes made were super good. The autoaim might be a bit much, though, idk.

  • @Junylar said:

    Pig didn't even get her theme, while Myers, the first licensed killer, has his theme. So no, later=better logic does not apply to BHVR.

    To be fair, Myers was a very long standing exception. No killer had a unique chase theme apart from Myers up until like Demo/Oni.

  • @Lucario576 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747165#Comment_3747165

    What i meant is the aura reading, sorry for not being clear

    Nevermind then! Sounds like a bug after all.

  • @Senaxu said:

    proper and consistent locker placement would be my first prio tbh

    Unfortunately that is unlikely to happen. It's a lot easier to do a pass on one killer than every single map.

    @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/418519/dredge-needs-some-buffs-pretty-badly

    dredge's gimmick is that he's vampire. he is strong in night time and weak in day time… right? no. that is the issue. I highly doubt they would buff his main gimmick of teleporting in day time to be same as night time. at some point, you lose purpose in having a day and night mechanic. The slower teleport is intentional because his Resign of darkness charges nightfall the more you teleport. Fallen shingle add-on is related to that mechanic. your essentially suppose spend most of your time in day-time to nightfall to prepare a play for nightfall.

    What they could do to buff his teleport speed is reduce number of charges needed to enter nightfall from 300 to 225. this allows him to enter nightfall more often and therefore buff his teleport more often allowing him to make more plays. unfortunately, having faster teleport more often doesn't help if you can't teleport to anything relevant. so he needs nightfall buffs that make his locker teleport more reliable outside of map rng in addition to variable changes.

    The video suggests reducing charge time to 175 and making injures charge 0.5. these changes are counter-productive. you should always avoid counter-productive changes that clash at each other. you end up changing very little about the killer.

    There's a LOT of room to buff Daytime teleport without it getting anywhere near Nighttime's value. 25m/s and 40m/s are still very far apart.

  • @Mazoobi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747280#Comment_3747280

    Seeing the perks of others in the lobby or the pause menu would be an amazing addition. It would make certain perks/builds viable. Like if I knew a survivor had We'll Make It, I'll let them get the save if we're both running for the hook.

    Any Quality of Life for SoloQ is welcomed but I wish BHVR made it their priority to bridge the gap between SoloQ and SWF.

    I don't think they should display it in the lobby, as that would lead to dodging based on what teammates bring. In-game, though for sure.

  • @Mazoobi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747243#Comment_3747243

    There was a time when a spirit was within range for my bar to build up but since I was in SoloQ, all three randoms that were across the map started running in but because of that, we lost so much gen pressure and two of them went down just for me to be rescued by the third which could have all been prevented had my bar been shown to them.

    Yeah, people have been asking for a way to see if the killer is camping someone while they're solo. They dismissed the idea of Kindred basekit because, in their words, it would be too complicated to convey that kind of mechanic to newer players, iirc.

    However, by just showing the progress of an already established mechanic like this in the HUD, you won't need to do such a thing. You wouldn't need to show the aura of the killer or anything, you'd just be able to pay attention to the camp bar's progress.

    Add this feature, and the ability to see your teammate's perks in the pause menu, and SoloQ will be a decent amount more on-par with the info SWFs can have.

  • I agree. There should be a second bar either above or below the sacrifice process.

    There's still a lot of things that need to be shown to solos and this is one of them.

  • @Lucario576 said:

    Forgot to mention i was in second stage both times

    Wicked only works on the first stage. It does not grant you the ability to self-unhook in struggle phase.

  • I really do think they should roll back the "deplete Hunt timer when close to guard" change before live.

    Apart from that, I don't have many qualms with the rework at all, but this is a major concern.

  • Languid Touch is probably going to become a must-run on Spirit, but she can afford the perk slot. Honestly, I'd rather they got rid of the Exhaustion requirement over the 25% extra volume, I think that would've been a healthier change.

    Hooks should respawn after like 180s, same as Breakdown. They should also turn Scourge Hooks into regular hooks.

  • I don't think a flat BP multiplier would be the way to go, but you should get some BP for the Generators your teammates do while you're in a chase in the Objective category. Vice versa for those doing the repairing.

    They should also just increase some Score Events in general, especially solo repairing.

  • I think Reassurance is mostly fine. They could do with upping the range a little bit, maybe.

    That, and make Reassurance work once per hook stage instead of once per hook instance, so if the Survivor somehow manages to go to the next stage of the sacrifice they get to use it again.

    Most importantly, though, Survivors should do a little thumbs up as it activates while running.

  • Agreed. Make it show Exit Gates too for good measure.

    @Aven_Fallen said:

    I dont think that they would ever do that because this would make Circle of Healing even worse. I mean, all Boon-Perks are really bad, but if you put something better than the Aura Read on CoH on Illumination, you will have even less reason to run CoH while making Illumination barely more playable.

    It wouldn't really affect Circle's strength at all. Circle makes other people see you while you're in the range, but this suggestion would make you see other people. It's pretty much the opposite.

  • It's really not many at all. 125 Bloodpoints per Trinket.

  • @sizzlingmario4 said:

    This was something I originally wanted back when most hemorrhage was still permanent until healed, but now that most hemorrhage perks and addons have a time limit I don’t think this is really warranted anymore.

    Also fwiw, Solidarity already doesn’t get affected by this that much because you do not lose its heal progress to hemorrhage while it’s actively being built up (ie. for as long as you are healing the other survivor). So if you heal them and then they start healing you right away afterwards then you won’t lose that heal progress anyways.

    Pretty much every addon that just applies Hemorrhage is still permanent. It only really has a timer when still tied to Mangled.

    I think this measure is still warranted for these specific perks, especially for Reactive Healing. It literally works against you when you have Hemorrhage.

  • Nah, it's not bugged. It's just really generous unless you're literally staring face to face with a Survivor.

    You can stand more than 16m away to nullify it completely, and even standing slightly less than 16m away it takes more than a full hook stage to build up even if you're there the entire time.

  • They really need to make bleeding out for 4 minutes impossible.

    ESPECIALLY now that Hooks won't break forever on a sacrifice anymore.

  • Is the increased tantrum charge rate an actual nerf or a bug? I'd really appreciate a dev confirming that.

  • I personally think the only Moris that need updates are Trapper and Wraith. It looks like they're chopping veggies.

  • @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745857#Comment_3745857

    Im pretty sure even if you plug in m&k in a console you still cant play dbd with them. I think console dbd has no support for K&M. Here is a site that confirms it. It was written last year but Im pretty sure the devs have not added that support yet on console. Maybe a dev can come in and confirm this since I think it's really uncool of you to speak on this subject when you have no clue if the console version of dbd has K&M support or not.

    https://primagames.com/tips/does-dead-by-daylight-support-keyboard-and-mouse-on-console

    Yeah they said Console DBD has no MnK support and there are no plans to add such a thing.

    Which sucks, honestly.

  • Well yeah, I'd imagine there's a lot more Killers playing than Survivors, considering the fact that Killers have auto-hooks and the ability to remotely break pallets.

    The twisted skills are a lot more killer favored. The only REALLY busted thing Survivors got was the Heal + Expose card, which is random.

    The non-event mode has +100% on killer most of the time, I've been playing that for a bit.

  • @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745784#Comment_3745784

    The problem is that sometimes that mechanical skill is close to impossible for some ppl like controller players and only leads to frustration. Its not fun when you're held back just bc you play with a different input than some other ppl.

    That's why I support the idea of an aim assist just for Biopod aiming, not the idea of Biopods auto-snapping when entered. You'd still have to aim at the Survivors, it'd just be easier for controller players to keep their target.

    They could even amp it up a little bit if you're using a controller. I know Slinger and Trickster have had slightly different input modifiers based on your input type, they could do something similar here.

  • @Souplet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745659#Comment_3745659

    Idk, i find the "tech" word being so overused in dbd, whereas its absent of most multiplayer game i know

    Still, its an exploit

    It's pretty common terminology in fighting games.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745760#Comment_3745760

    Do singularity pods directly do damage to survivors like hatchets or is that comparison as absolutely inane as it comes across as?

    Yes, I am in fact aware that Singularity pods do not deal direct damage. Yes, obviously making Hatchets autoaim would be busted. That's not what I'm talking about here.

    I used Hatchets because ranged killers like that are a somewhat close analogue in terms of having to aim. I'm specifically talking about how fun it would make the killer. Mechanical skill is part of the fun for a lot of killers. Please do not misconstrue my point.

  • I'm fine with the Killer Instinct honestly. The autoaim when entering a biopod is way too much though. It'll make him far too easy to play for how much you'll get out of him, and I actually like having to track Survivors manually with a biopod. Getting rid of that will make him more boring, as it'll just be "shoot biopod and press a button" to Slipstream Survivors.

    That said, I'm glad they're adding aim assist when aiming a biopod (not entering one), that'll make him a lot more accessible on controller, hopefully.

    I agree with your stance on EMPs. We'll have to see how the Overclock changes play out in terms of strength but I also agree that losing the extra duration for more Slipstreamed Survivors is a bit of a shame, I liked that reward for micromanaging the team's effects.

    @BlackRose89 said:

    I read most of the sing main feedback post about the autoaim and it really shows that none of these ppl are thinking about the controller players. The devs even said in the blog that the autoaim isn't going to affect those who master him so why do so many of these ppl care that much that controller players will have a little more help when aiming? Honestly, it comes off as gatekeeping imo, I feel y'all want him to stay hard to play bc it gives you some kind of ego boost and holds your skill at the killer over ppl heads. All killers should be at least playable at all skill levels no matter if they using a K&M or controller.

    It's not really a gatekeeping thing, I'm glad they're trying to make the killer more accessible to controller players. However, we don't want the killer to essentially play himself. Sure, it won't have a significant effect strength wise on players, but it'll remove the need to actually track Survivors with biopods, which was part of the fun. I like the fact that he's a bit mechanically complicated, it makes him interesting and that's not really an ego thing.

    It'd be like if Huntress automatically snapped to the nearest Survivor when readying a Hatchet. Sure, it'd make her more accessible but it'd also make her less fun. Having to aim at and track Survivors is part of the fun of the killer.

    I really want this killer to be more accessible to controller players without removing most the skill required to play him. That's all.

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