ReverseVelocity
ReverseVelocity
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- ReverseVelocity
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I mean it's called "Hidey-Ho Mode" not "You can hear me Mode".
He's 110, has two tells when he's Undetectable (the footfalls and the laughing), and no mobility. I don't think it needs to go at all.
If anything, Chucky needs a few minor buffs at the moment.
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@BlightedTrapper said:
Bite the Bullet silences both players' grunts of pain during the healing interaction, negates all noise related to healing, and works while exhausted. It's hardly just a dead perk.
I mean, it's still not great. Iron Will being buffed won't change how good it is, but I'd really love to see it work when a Survivor is healing you as well.
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@Yharwick said:
Basekit photo along with longer duration is just fantastic. Being able to destroy unneeded pods from a distance will also make adjusting your setups feel so much better because now you don't have to risk losing pods you actually wanted to keep.
I don't think Singularity will be OP I just think his accessibility will go up 10x and I welcome seeing more Singularity players in the future.
The duration is the same as before, if not shorter.
Previously how it worked was you had 4.7s base Overclock duration, and +1s for each Slipstreamed Survivor. They're changing the duration to it's minimum (which was 1 Slipstreamed Survivor, 4.7 + 1 = 5.7s).
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I mean, yeah, I think that's kinda the point. Carnifex will still be able to obliterate pallets. The fact that you can freely swap between Guards will make this a non-issue. You're not meant to use him for Hunting anymore, and that's fine.
He'll still have in-chase use. Just not for Hunts.
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@Aven_Fallen said:
So being on Controller means that someone should not be able to play SIngularity?
He is unreasonable hard to play. I am all for complex Killers, especially if the strongest Killer is not as complex as others which are (far) weaker. But the effort you have to put into Singularity does not match the outcome in the slightest.
It does not. That's what the aim assist when aiming at Survivors is for.
Having complete aimbot on Survivors when switching to a pod is too much. Aim assist, if it works properly, will smooth out the controller issues hopefully, but automatically locking to Survivors when you enter a pod lowers his Skill Floor too much and takes away from his Skill Cap (since you can no longer leave Biopods aiming at a certain area).
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@Junylar said:
When you call a killer too weak, provide footage of playing AGAINST him, not AS him. It's easy to call for buffs for your favorite killer, but it's one-sided and not constructive.
I think you're mixing up "biased" and "constructive".
People who main a certain killer shouldn't have their feedback immediately discounted when talking about said killer. In fact, they can provide great insights as to what might need changing.
(besides there's like barely any people playing Slinger atm because of the many issues he has)
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I'm not a fan of this change either. It gets rid of too much of the skill requirement.
The aim assist on shooting will be fine if it works, though. That'll make him way more accessable on controller.
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@radiantHero23 said:
Is the carnifex insta break gone now??? That would be pretty bad.
Nope. Peanits confirmed it.
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I think the changes are mostly great. I'm not sure about the auto facing Biopods specifically, since it takes away too much from his skillcap and raises his skill floor a little too much. I think the aim assist when aiming at a Survivor would've been enough.
Losing the extra Overclock duration you got from successfully micromanaging Slipstream is a bit of a shame as well. Hopefully the basekit Haste will make up for that, though.
I think the EMP range should go back to 10m range, but the cap on automatic printing should be lowered as well.
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Extremely nice change.
I also think that if you sacrifice a Survivor on a Scourge Hook, it should probably go back to being a regular hook instead.
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@Kaethela said:
Double chase is awful on the survivor side and I'm glad to see it gone.
And you'll be able to avoid it since he can't instantly drop a guard anymore. There'll be a lot more counterplay as-is, this change is unnecessary.
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@Kaethela said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744722#Comment_3744722
Double chase is unhealthy and limits counterplay. Practically guarantees hits. Good riddance.
You'll actually have the capacity to escape guards now, though, since he can't instantly drop a guard.
He's just going to become "gen patrol" the killer, which will lead to exceedingly boring gameplay.
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"[NEW] When The Knight is within 8 meters of his guard, the guard’s hunt timer depletes 3x faster."
This change is completely unnecessary and will end up killing him. Removing the "drop a guard at your feet" gameplay is fine and will make the gameplay more healthy but we do not need to kill his double chase at all.
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They could've made it like 30% or something. 10% is just super insignificant for such a niche circumstance.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743211#Comment_3743211
It's just math.
16 hook states x 40% escape rate x 4 (SWF) = 2560% escape rate.
It takes at least 10 seconds to hook a survivor and 45 seconds minimum PER HIT x 4 (SWF) x 16 hooks / 60 minutes = 30 hours to play for 16 hooks against a top MMR SWF.
The problem? The average MMR day/night cycle is 24 hours. 24-30 x 4 (SWF) = -24 hours. Because they're on comms, they're a day ahead of killers. It's math.
Man I've gotta go back to school to learn Killer Math 101. I'm confused as hell.
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There are also plenty of clips where remote hook denies saves, and even DS.
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STOP YELLING PLEASE USE YOUR INDOOR VOICE
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16 hook stages???? no wonder you think the game is survivor sided, you've been making the game harder for yourself this entire time.
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Yeah, the snapping of the camera is part of her skillcap. Good Hag players will place traps in a way that will force you to run into walls if you don't specifically look at them. The way you counter this is by looking at the traps before they go off, so your camera will not be moved. It can be pretty hard to know where the traps are sometimes, though.
This mechanic can be used in your favour, however, as stated above.
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Weave is pretty good when paired with Franklin's. Outside of that, it's ok.
There's a couple of changes I'd make to it to make it stand out better by itself:
First, remove the "depleted for the first time" caveat. It doesn't really make much sense to have when there's a bunch of perks that restore item charges. Just make it whenever an item depletes.
Secondly, add a period of time where items specifically dropped by Weave Attunement's effect cannot be immediately picked back up. You can just pick them back up immediately in most cases because you're there when they drop.
If you wanted to make it really good by itself, you could add an effect that reveals the auras of Survivors while they're using an item. That might be too much, though.
@Rogue11 said:
"15% is to much 5% doesn't make an impact what so ever"
Weird, I was told 3% was literally game breaking and threw every semblance of chase balance out the window...
Haste has different returns depending on the role. A 5% speed difference on Killer is quite noticeable but not extremely overbearing, but a 7% Haste on Survivor for example makes them REALLY tricky to catch.
The other major issue with Made for This is that it was pretty much unconditional compared to other Haste perks. Pretty much every other Haste perk has some kind of timer or specific condition attached to it, whereas Made for This was pretty much just "be injured".
5% Haste for like 10 seconds at a time is way worse than 3% Haste indefinitely.
Anyway, I don't think Weave Attunement should get a Haste effect, it doesn't fit and there are other, more fitting ways to buff the perk like I've suggested.
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@[Deleted User] said:
The fighting game community: "Looks like I need to work on my combos, study frame advantage, and lab this character some more."
MMO community: Crowd sources fight mechanics, optimizes rotations, checks each other's math, etc.
DbD community: "I lost because comms."
The DbD playerbase is mentally cooked.
Nah you have plenty of people in the FGC crying about things like this. It's just instead of SWFs it's "cheap characters" or whatever.
You just don't really see a huge amount of organised, high-level play, which is kind of the antithesis of this attitude. DBD doesn't have an EVO. It's a relatively minor part of the community, for better or worse, and kind of stigmatised.
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C'mon you brought PUDDING to an anniversary game as Skull Merchant. I think the hate for her is overblown but please don't play into the stereotype of being one of THOSE Adrianas.
I've been playing some Skully and I haven't seen an increased number of giveups. Maybe because I actually brought Cake.
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Lethal is a top 10 perk in terms of use rate according to the latest BHVR stats. Top 5 according to Nightlight. It's common, but healthy for a meta perk.
Even if Distortion gets its token recharge nerf, it'll still work amazing as a counter to Lethal.
I'd personally like to see Object buffed a bit so it's a more appealing counter to aura perks. It's way too inconsistent with it's own aura-reading timer because of it being tied to the Obsession mechanic to even function as it should. That way you'd have a good counter to aura-reading that isn't stealth focused.
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I don't know, it's kind of busted.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740460#Comment_3740460
FOTD doesn't really do an amazing job at countering pallets. Even if you're right next to the killer, the cooldown is so long the skeletons can fly over you and you can drop the pallet before the killer can get an M1 in.
But if you crouch, you can't vault, and if you drop the pallet, you can't crouch. Timed well, it's a lose/lose for the survivor.
The M1 cooldown is long enough so you can crouch and THEN drop the pallet before he can swing again. Same with vaults if you have even a bit of distance.
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He comes back up to regular movement speed faster, so it's not quite the same as a regular pallet kick.
I don't think he needs any buffs currently, just an addon pass.
(Also, something else getting buffed but another thing being kept the same doesn't really constitute a "shadow nerf". I think the DBD community misuses this term the most out of any game I've seen.)
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I really liked the old vibe of the Dream World. It felt like you were in a different dimension with all the fog. It still looks pretty cool but it's nowhere near as cool as it used to be.
The whole dynamic of Survivors being safe while awake but unable to escape Freddy's watch, fearing an ambush from any direction while asleep is probably the #1 thing I miss about his pre-rework form. I miss being able to watch the whole team at once and sneak up from weird angles.
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They could call it "Iron Grasp".
wait i've heard that one before -
It is literally the exact reason they designed the killswitch and they're not using it.
You have to wonder what the point of it is.
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@Chaogod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740963#Comment_3740963
It absolutely does not negate saves. I can assure you even with mashing it I had people blind or stun me plenty of times. You might be missing the chance to do so.
Either way complaining about an events mechanics is ultimately (I am guilty too) pointless. It's temporary and not worth investing time into adjusting it. If you hate it then the normal game is still there.
I think it's dependent on ping.
I've seen people get hooked and THEN their DS stuns the killer. You can absolutely negate saves of any kind if your ping is high enough which isn't hard to deliberately do.
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I like her. She's funny.
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I think they could probably bring window scampers back just fine, maybe. Like, that's slightly less than Myers Tier 3 Vault speed. I miss leaping through windows.
Slice and Dice Scampers should have a slightly higher turn cap when performed as well. It's currently too low to do anything useful.
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@Emeal said:
Vecna's power does not work perfectly in every instance, this is one.
No Power should work perfectly in every instance.I mean, it sounds like you can crouch literally every time he flies over a window/pallet. That means you're able to nullify it consistently every single time.
I thought he was supposed to get collision back when the Fly was over anyway?
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I don't think so.
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@PreorderBonus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740152#Comment_3740152
The Japanese DBD account posted that they're looking into an uncounterable Vecna ability. It's not Mage Hand since that's already getting nerfed, so the only other option is FOTD.
I really hope that they don't actually think FOTD is too hard to counter bc the counterplay is literally just:
@ad19970 said:
Well mage Hand definitely needs the nerf it is going to get. When it comes to FoTD I am not quite sure what I should think. I can understand arguments from both sides. But I definitely doubt that nerfing FoTD like that would make Vecna weak. Far from it. Flight of the Damned will still be really good at denying pallets and windows.
FOTD doesn't really do an amazing job at countering pallets. Even if you're right next to the killer, the cooldown is so long the skeletons can fly over you and you can drop the pallet before the killer can get an M1 in.
The amount of times FOTD will actually get hits in is rare against anyone with knowledge against Vecna. It's only really good as a zoning tool, and even then if you time the crouch well then you really don't lose all that much distance.
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@Crowman said:
I think a lot of people have an unfair expectation that killers are going to start "farming", because it's an event that awards a ton of BP.
I don't really expect anyone to start farming. I don't really like farming as a whole, I think it's boring. I just don't want people to play in an unpleasant way that ends the game super fast.
@TheArbiter said:
You can test this yourself during the event actually since there are separate queues now for regular and event DBD
True! I might give that a go.
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@Coordi said:
Thank you! I will pass this along to the team.
Thanks!
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Anyone who votes yes hasn't experienced Old DBD in any form, imo.
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@Jeff_Jay said:
the problem here is… strong killers wouldn't be affected and the weaker killers would only become more weak. And for exemple, allow trapper to have 3/4 slowdown perks, it would become an artificial way to balance the game, because Nurse an Blight would have 1 or none at all, that would suck.
I mean, it would affect the strong killers, since they too can run 4 slowdowns. Saying they wouldn't be affected at all isn't true when there are people out there in matches running 4 slowdowns on Nurse, Spirit and Blight.
As for the OP, I do think there needs to be some limitation on stacking slowdown. It makes the perks trickier to balance and makes the average length of generators far too varied.
However, I do appreciate that it's going to be very difficult to do something like that design-wise. Limiting perks like that opens up a ton of complexity and issues by itself. But I do think something needs to be done in some way. I don't think we'll ever see a "perk type limit" in any form, though.
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@Peanits said:
Sorry to hear you aren't enjoying the event so far. Is there something in particular that people are doing that is ruining it for you?
I don't know what it is about an event but it always seems to bring out the worst in people. Everyone's always bringing busted builds/items and sweating as hard as they can. Killer or Survivor.
It doesn't really help that a card that heals the entire team was added either.
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@Coordi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739538#Comment_3739538
The Susie voice requires the Backstabber mask to be equipped.
Why? The Legion's voice is always tied to the body. That is an extremely weird inconsistency.
It's a Susie skin, I shouldn't have to wear a specific mask to get Susie's voice. Even Susie's other masks use the Male Voice when run on this skin.
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@Coordi said:
Hello, can you confirm you are using the full skin please?
The person I was against had the anniversary mask on I think.
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Sable! I already got p100 Legion so Sable is my next goal.
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All of em :3
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I really don't know what the point of the killswitch is if they're not going to use it.
It's a super exploitable bug.
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Weave Attunement is fine. It literally tells you it's in play.
You can pick up the items and drop them on the edge of the map.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738593#Comment_3738593
That’s what I’m saying! What a lame Ultra rare! It’s the worst imo!
I mean, it does something. It's bad for an Ultra Rare but it doesn't actively shoot you in the foot or do literally nothing.
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@[Deleted User] said:
What would be the point? You've made up an MMR number for yourself (unless you really understand networking), and you'll make up an MMR number for the devs that is arbitrarily lower than your made up MMR number.
Uh, actually, my MMR is 999999, and yours is 3.
I know this because of reasons.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738454#Comment_3738454
Original pain is better for camping and tunneling. Have you ever tried catching someone around a loop with this ability with 2 chains? You lose more distance then gain distance. It is atrocious. The 2 chains is so bad that you might as well use Bent Chain(His grey add-on) for 100% blood points.
Yes, I have tried catching someone around a loop with 2 chains. I run the addon from time to time.
Fun (sort of related) fact: Engineer's Fang actually stacks with Bent Nail, as in, when you hit an injured Survivor, no support chains show up.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738302#Comment_3738302
Do you think Legion is insane? That's basically engineer fang. a harder to legion that doesn't even have remote chance at downing survivors.
You still have a decent chase power with 2 chains. The downside hurts but it's still more than Legion gets in terms of following up on a down.
Legion also doesn't have Chain Hunts. Or the ability to injure at a range. Engineer's Fang is also great for camping, since the cooldown for exiting the chain is a LOT faster than Legion's fatigue.

