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ReverseVelocity

ReverseVelocity

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ReverseVelocity
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  • @Pulsar said:

    All of the changes are underwhelming.

    The whole update isn't going to fix anything, it just feels like they put something out there to say, "Here, we did something about it! Stop complaining!"

    I have a feeling the Survivor changes might play out to be more significant gameplay wise than you'd think, but you can't be sure until testing.

    Being 10% faster and completely untrackable for 30 seconds gives you a big chance to break LOS and get away, especially if you get hit during that window. It's not going to be feasible to wait out the Endurance anymore at least, which makes it even more likely to be hit.

    It doesn't fix tunnelling entirely, but I think it'll give the opportunity to at least waste a LOT more time. I think most killers outside of Nurse/Blight would seriously struggle to get a down at all in that 30s window, provided the Survivor doesn't run into a wall for the entire time.

  • I think it was like 28k or something stupid? Probably kept the game open 24/7.

  • @coolgue1 said:

    • 10% haste (was always in the game)
    • Endurance (was always in the game)
    • Elusive (QOL not hand holding + no longer a thing)
    • No Sound (QOL not hand holding)
    • See the killer's Aura (MABE hand hold a little like a pinky finger but far from it more on a QOL because u do anything and loose it to prevent non interactive game play)
    • 10% haste in endgame (QOL)
    • Endurance in endgame that always been apart of the game (QOL)
    • Survivors can pick themselves up if slugged too long(MASSIVE QOL u have to be down for half your bleed out timer to get it to even activate wich was state at 130S thats 2 minutes for the survivor doing NOTHING)
    • Anti face camp (QOL)
    • Seeing the resolve bar on teammates (MASSIVE QOL)
    • Pallet changes that massively increase the number of pallets on maps that didn't need it while not actually addressing the thing said changes claimed to be trying to fix. (Honestly, maps used to be like this before the devs started catering to every crying killer main. Now it’s about as balanced as it’s ever been.

    As for killer—let’s not act like they haven’t been handed massive buffs over the last couple of years. They added more hooks per map, practically eliminating dead zones. Hooks now respawn in 30 seconds. Gens take 15 seconds longer to complete. And for the last 5 patches straight, they’ve been buffing 2–3 killers every single update — making almost the entire roster more viable, more oppressive, and way easier to use.

    Maps got brighter and a lot smaller, loops (especially jungle gyms) were reworked to be killer-sided and be almost non existent on most maps now a day, and nearly every new killer released has been so simple to play that a toddler could 4K.

    Shall I go on, honey? Because it’s honestly funny how you mention all these survivor ‘advantages’ but conveniently forget all the hand-holding killers have gotten.

    And let’s be real — most of these so-called ‘extra pallets’ are filler pallets. They’re weak, short, and easily mind-gamed. Half the time they’re just two tiles laid next to each other for decoration. These aren’t strong loops; they’re fake safety nets at best.

    But honestly, there’s no changing these people’s minds. They live in their own little world where killers are the eternal victims, no matter how many buffs they get.

    Not exactly a fan of how OP is framing these changes but it feels like nobody knows what QOL means anymore. (Not even the Developers if you count the Pallet Density "QOL" changes)

    The only upcoming change that I'd say is in the category of QOL is being able to see the Resolve bar on the HUD. The rest are just straight buffs.

    I'm not really against these buffs either, but please call it what it is.

  • It's because they're reducing the time between placing Drones too.

    Currently it's 8s Undetectable with a 10s cooldown, leaving a 2s Gap where you don't have Undetectable.

    It's going to 6s Undetectable with a 7s cooldown, leaving a 1s Gap instead.

  • Seven thousand years.

    They need to drop the cooldown, remove the chase requirement, and increase the window of activation, and this perk will be peak. It's so fun to make plays with at the moment, it's just so restrictive.

    Having it work with lockers as well would be really fun. Would make it synergise with more than just Lithe in terms of Exhaustion perks.

  • @Royval said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4018632#Comment_4018632

    the hats are trash and you never get head pops they need buffs she needs 6 by default. They’ll never be good if you can remove them on the first search. I hate how the hats were used in game.

    Due to how the box logic works now, if you get a game with a hat that can be removed in 1 Search, then the other 3 hats are guaranteed to be 4/4/3 Searches respectively, which is incredibly good.

    You can absolutely get headpops or free hook stages if you pressure Active Traps correctly. You can't expect to have them headpop for free, you have to go around looking at where the boxes might be if you know there's Active Traps in the area.

  • Ambush does last for nearly a second longer, and she has the hats as some of the best passive slowdown around.

  • We'll get it eventually, we just have to have… tenacity.

    Jokes aside it's wild that they couldn't get this one in a hotfix. Now we have to wait at least 3 more weeks until we get a chance for any kind of change.

    They're probably going to make some wild change to it like they did to OTR that makes the perk worse off than before instead of just reverting it as well.

  • That's wild that they tried to sneak that in as a "bug fix".

    It doesn't bode well for the concept of transparency from BHVR.

  • Nah, it kinda hurt to look at and made tracking difficult. I prefer the new colour palette.

  • There was news. They said they were happy with how it was, which is kind of wild.

  • @BlackRabies said:

    So a really nasty combo that could work is the auto repair for gens and that one perk from the Silent Hill girl that let's survivors trigger the entity to block the gen. How much does the auto repair even do?

    This doesn't work since you need to stop repairing the generator and perform a different interaction to start the auto-repair. Then you can't repair it anymore until the crystal is done.

    The crystals repair 24% of a generator over 30 seconds, so about 20% slower than usual.

  • @Pulsar said:

    I would like to say no, but since we really don't know how BHVR detects cheating, its theoretically possible.

    It seems like it is all based on video evidence, if I had to guess. If they had the logs, they wouldn't need video evidence and could clearly see who was healing who.

    I'd really hope it wouldn't be the case that it was video evidence only.

    I did have a game (as killer) with one cheater, and 2 teammates who were queuing alongside them and it was a similar situation. Invisible cheater, instahealing teammates, infinite invisible Head On hitboxes etc.

    Reported them all with video evidence and only got one ban in the report feedback, so it might be the case that it's not video evidence only.

  • @burt0r said:

    Damn, cheating is "getting out hand" every few months when looking at the forums.

    That's kind of how it works?

    A bunch of exploits get patched all at once, and then people find ways around them and start cheating more openly, repeat ad infinitum. We're at the "everyone has all the exploits" stage in the cycle.

  • Don't think it's intentional.

  • @Cassiopeiae said:

    If only medkits would dissapear to give the killer a visual that a strong addon got used so that they can plan ahead.

    To be fair, that literally doesn't matter if it guarantees you make it to the next window/pallet.

    It's only really applicable for Survivors who don't understand how to use them properly, and just sit there waiting for the Killer to hit them.

    @cogsturning said:

    Because strong add-ons are a thing on both sides?

    If your example is equivalent, the Exposed would only be one time use and would also have a delay in kicking in.

    I mean the thing with Survivor vs Killer addons is that there can be 4 of one type of addon in a match at once. So 4 Syringes/Styptics etc.

    I commonly see them stacked, I'll usually have at least 2 Survivors bring either a Styptic or a Syringe when I end up seeing them.

  • They also have a bug report marked as "Under Review", for what it's worth.

  • It's to entice people to spend money.

  • It's not in any patch notes, and no developer has confirmed it as a deliberate change, so I'm about as certain as you can reasonably be.

  • It's not a deliberate change. It'll probably be fixed in typical BHVR timeline fashion.

  • Inner Strength doesn't activate if you're Broken.

  • Yeah but consider this:

    Number goes up = good, number goes down = bad.

  • Houndmaster Layer 2 goes absolutely nuclear. The Violins on that are so dramatic and fitting for her as a character.

  • @Jay_Whyask said:

    It sounds like your teammates are the problem.

    Also the counter play to Myers is the same as it was before.

    1. Break line of sight
    2. pre drop, pre drop, pre drop
    3. Girl boss 💅

    The girlbossing is required, for the record. If you don't, he'll reach through the screen and slap you in the face.

  • I do like them, but they're held back too much as-is with their limited state. I generally don't run them without Exultation or BtL, or if I grab one out of a chest with Streetwise.

    If they got an opacity buff and one extra charge they'd be a really competitive item to Medkits/Toolboxes I think.

  • Borrowed Time??? Oh my god that's a DBD reference!

  • Very cool theming just… not a lot done with it.

  • What are you, some kind of [KILLER/SURVIVOR] main?

  • I don't think they should make the pallet count less than how it was before, but it is NOT okay as it is right now in any capacity. We're getting 2018-tier setups across basically every map.

    My complaints aren't echoing a content creator either, I don't watch patch note summaries or take my opinions from whoever's popular, they're based on my experience in the game. All opinions are my own, etc etc.

    Trying to label any opinion that doesn't match yours as purely "echoing their favorite killer content creators" is kind of a fallacy.

  • I do wonder what happens to you to make your escape rate that low.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011558#Comment_4011558

    Thanks for catching this. This was a mistake on our end. It's the entire perk duration (including aura reading and suppression) that's been reduced to 30/35/40 seconds. We're updating the patch notes now to fix this.

    Why not just make the Endurance 40s, and leave the other effects at 80s?

  • Do we still have the lack of scratch marks and aura reading/pain silence effects at 80s?

  • Yeah, I've noticed this too. The free to keep thing just handed cheaters thousands and thousands of free accounts to use to cheat on.

  • Well, he's one of the more difficult killers to learn, and if you prefer a killer being simple to learn, then he isn't for you.

    Not every killer has to be super easy to pick up, more mechanically complicated killers do have a place in the game.

  • I'd love this! Pretty good mockup too.

    Should be toggleable in the settings to prevent stream snipers obviously, but I have no such concern myself so I'd have this running all the time.

    Could maybe go as far as to have your current hook states displayed as icons next to the Survivor/Killer as well, there's plenty of info you could relay.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010457#Comment_4010457

    It doesn't matter how your order it. Having 15-20% of the roster far outperforming the rest will never result in a balanced game when maps and survivor strength are held relatively constant. By your logic we should never nerf anything. Alch Ring is S tier but meh we shouldn't nerf it. Insta gen BNPs are S tier but we can't nerf them because then people will complain about flashlights. Absurd.

    By your logic we should never nerf anything

    No, it's just we shouldn't necessarily nerf something just because it's one of the best. That leads to a weird, inverse power-creep where everything just gets worse instead of better.

    There are absolutely reasons why S tier things should be nerfed, but it goes beyond the fact that they are S tier. If the power difference is objectively too high, like in the cases of the examples you mentioned, then yes, adjustments are necessary. However, just because something is in the top range of effectiveness doesn't mean it immediately warrants a nerf, you need a more nuanced approach than that.

  • @Rogue11 said:

    The same logic applies to every S tier killer. A-B tiers should be the goal for killer balance and maps/perks could then be fairly balanced for both sides

    Tier lists are, by definition, relative. There will always be an S tier.

    If you nerf all the S tiers, the current A tiers will become the S tiers, and people will demand nerfs for them next.

  • I don't think either of the perks need specific nerfs. They are perfectly fine by themselves, or even in tandem with each other.

    If anything, they need to find a way to make it not work on Krasue specifically. The fact that she can vault pallets and continue the chase freely makes it especially good on her. It's fine on every other killer.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010198#Comment_4010198

    That has nothing to do with it, they still listen to them, it's why the anti tunnel didnt go live. Hense how a killer like Krasue comes out and Dead Hard can't exist how it was before.

    Also one two three four is badly designed and doesn't even work lol, and if it does its multiplacitive. I'm tired of bad survivor perks, same with the new killer hex perk

    it's why the anti tunnel didnt go live

    No, because it was obviously overtuned to basically anyone who reviewed it.

    Hense how a killer like Krasue comes out

    I don't think any reasonable comp player would've playtested Krasue and said "yeah this is totally fine". Most opinions have been that the killer is kind of busted, and that's not on "comp players", that's BHVR dropping the ball.

    Dead Hard can't exist how it was before

    Are you talking about DH for distance??? I think it should be blatantly obvious why that one was removed.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010155#Comment_4010155

    What have I written that says everyone should play as much as I do?
    If you only go by what I have written, what have I written that says that?

    If you are in doubt about what other people believe, you could ask you know.
    Its better than assuming something and then giving me your assumptions, like I would recognize them.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010141#Comment_4010141

    You didn't seem to note my explanation of the deal you accept in Battlepasses, I ask you again to please tell me if you understand the deal or you choose to gloss over the details and requirements of the deal and you seem to claim you or anyone else are entitled to the rewards of the paid track even tho someone might not have met the requirement. Because that claim is what, "I have paid for…" means in regards to Battlepasses.

    Anyway back to the real meat of the discussion, BHVR will have to pick a number for the minimum possible requirement, my friend told me he spent minimum time in the events and finished all the quests in the last week. says he spent 15 hours on it for the last Rift. I don't know if that is true.

    But as an example is 15hours in 3months the optimal commitment that BHVR should be looking for?
    Too much or too little?

    You didn't seem to note my explanation of the deal you accept in Battlepasses

    The matter of fact is that if the time investment required for said deal is too steep, then that's just a terrible deal. It makes the playerbase unhappy and should probably be changed.

  • If you look at the massive differences between Competitive rulesets and how Public matches function then you'll very quickly see that they do not exclusively listen to comp players.

  • @Crowman said:

    It's silly how often BHVR creates more work for themselves by touching things that didn't need to be touched. There was no reason to change Myer's power to be a chargeable dash attack. It was perfectly fine that he was an M1 killer who stalks to become stronger.

    I honestly think the Slaughtering Strike would've been fine if it kept the lunge feel.

    Instead, they gave it a turn cap and a 6 second cool-down, which feels DRASTICALLY worse. If it had a reasonable turn cap and no cool-down (like regular lunges) I doubt there'd be many complaints.

    Most Myers players I've come across lately have been using Tuft of Hair. They really need to make this attack feel better to use.

  • I honestly think that just allowing him to dig on the spot and leave a portal behind if he has one available would immediately make Demo feel much better.

    The whole setting and then digging thing you have to do when you're not near a portal and want to place one down anyway is clunky.

    Maybe this would be balanced even without placing a portal, but the whole reason the teleport is so fast and frequent is that it has to setup beforehand, so who knows.

    I don't think he should be able to place down Portals infinitely either. That'd probably be too flexible.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010061#Comment_4010061

    Please don't call me insulting names on the forum. Thank you very much.
    I am here to have a productive discussion as much as anyone else.

    The free track is free and you are not forced to buy anything. You could choose to buy it at the end of its life cycle and make an informed choice if you want those paid track cosmetics or not. I buy it because I know I am likely to complete it. How is that really weird and elitist? It isn't.

    What you buy is clearly stated, its a play track, it means its purpose is to reward you for playing the game.
    The paid track is extra cosmetics which you can buy depending on how much you played.

    I think you kinda just want to confuse what deal BHVR offers here, the narrative that you say that you paid for the track somehow entitles you to cosmetics you have not played and earned yet is false, but I can see why you make that argument.

    It sucks to have bought a paid track and then realize you cant finish it, somewhat losing money on what COULD have been gained. Ofc the wise decision is to hold your money until you know what you can reasonably get. But BHVR does also like to put enticing cosmetics ready on Level 1, encouraging you to buy in. I don't think we can persuade BHVR to not do that.

    This is why I ask so what amount of game time should be enough to finish the Rift?
    But rarely gives a serious amount, because I imagine they don't accept the deal of the Battlepass, having not understood what you accepted or maybe you don't care and see it as a bit of a protest against the Battlepass System.

    Either way is fine, but its a different discussion and BHVR is probably open to dialing back the grind.

    I'm not personally insulting you, I'm just saying what vibes your points are putting across. It is a super elitist attitude to think that other people "aren't entitled" to content they paid for because they can't put in multiple hours of game time per day, that's an unreasonable ask, especially compared to other industry standards.

    This is a video game, not a job.

    This is why I ask so what amount of game time should be enough to finish the Rift?

    I think they already had the sweet spot beforehand.

    It should require some amount of effort, because that's the reward loop battle passes provide. You feel like you're earning the rewards more. However, it should absolutely be reasonable to take a break in the middle of a battlepass cycle and still be able to catch up with relative ease afterwards.

    That's kind of the point of time-gated quests in these contexts. They provide a steady level of progression for active players, and a bank of fast progression saved up for players who take a break. If you fall behind on progress because of an extended break, then you have a big burst of progress available for you.

    For the record I have been sat at Tier 100 for the past few weeks. These changes did not affect me as much because I'm a pretty dedicated player anyway. However, this is the first rift in a long time where people have consistently complained that it has felt too difficult to earn the rewards, and that means they've done something wrong with these changes.

  • I honestly hope they have some kind of change lined up for Fog Vials soon. A lot of people were really unhappy with the nerfs.

  • Playtime doesn't really mean anything in this context. You both bought the rift, that's the exact same amount of money in BHVR's wallet, it doesn't matter to them if you finish it or not.

    You're coming off as really weird and elitist. It doesn't affect you if people who can't play quite as much as you get the cosmetics too.

    @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002875#Comment_4002875

    Yeah I kind of suspected it to be a personal.

    Rift should be possible to finish at almost any point

    In how many hours?

    because honestly that sounds less than a Battlepass and more like free goodies.

    free goodies

    Chief I don't know why this needs to be explained to you but the battle pass costs money.

  • I hope you like coal. We're never gonna see this rework in a timely manner at this rate.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009848#Comment_4009848

    Got any particular ones? I once had a Kate with the name "Better Kate Than Never." XD

    I love to run "Alan Woke" with his Deep Rift blue hair.

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