ReverseVelocity
ReverseVelocity
About
- Username
- ReverseVelocity
- Joined
- Visits
- 8,155
- Last Active
Comments
-
I would rather they make the maps good instead.
That, or at the very least, put an equal amount of biased maps in a realm or something. So you can't completely guarantee you'll get a good map. Greenville being added to the Withered Isle made the Ichorous Loam offering less good for Survivors just by existing.
There's too many achievements etc that require you to go to a specific map for them to axe map offerings as a whole, imo, and it would only treat a symptom of the underlying problem, which is bad map design.
-
@GroßusSchmiedus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730464#Comment_3730464
Okay then, thats good to hear, i don't trust BHVR when they don't give numbers to something. I thought they planned to gigabuff it or something.
Yeah, it's +15s → +20s. It's a minor buff.
-
Grip Wrench already did that. They just added an extra 5 seconds to the timer. That's it.
-
@Ohyakno said:
Best totem perk in the game, hands down. Best not use hexes for a while.
It doesn't reveal Totems though? It's just Generators and Chests + The Killer.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730373#Comment_3730373
Why do people keep using the word “chase”? The issue with this perk is with survivors trying to hide from the killer, that aren’t repairing generators because they are trying to hide from the killer.
I was replying to two people at once, the other person was talking about how it would be like Old Object. You, yourself also said that SWFs could use it as a "lookout perk" as well. If you're chasing someone while another person is stood still as a lookout, then that's a two-for-one chase for the Killer.
Anyway, I explained the downsides of trying to use this perk to hide. You can't change your position at all without turning it off for a bit.
The perk just isn't that good.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730297#Comment_3730297
It’s free wall hacks for survivors that are trying to hide, or for SWFs that have someone using voice comms to tell their teammates where the killer is.
I mean it's not exactly free as it's a perk. A lot of stealth gameplay also involves moving a little bit, which would deactivate the perk instantly. You wouldn't be able to adjust your hiding position at all without turning the perk off for a bit.
@Rickprado said:
Yeah, we need this to hit the live servers to test. But in SWFs we will have and Object of Obsession "situation" all over again, where someone can pinpoint the killer location while the team does the work. And the killer won't have any notice of was is happening because there is no indication to the killer that your aura is being read for this perk (Old Object at least gave away the aura of the observer).
Also, this perk will make game hostage situations worse, because the person can hide into a corner and stall the game until the kiler DC or just plain give up.
Lets hope we are wrong.
I genuinely don't think this will be anywhere near the levels of Old Object.
Old Object had a 72m range and could be used while progressing objectives. Still Sight has a range of 24m by itself, and 40m with two perk slots. It also requires you to be stood completely still for 4 seconds to activate, you're basically getting a two-for-one chase at that point.
It'll be a weird gimmick at most.
-
gonna copypaste my other comment onto this thread:
I don't think Still Sight will be that good even with Open Handed. You have to be standing completely still for 4 seconds (you can't be doing an action either). It's 2 perk slots for a pretty clunky way to see Auras.
It being techincally infinite doesn't really matter when you have to be as useful as a tree on the map to get value out of it.
I personally think they should bump it down to 3 seconds. 4 seconds is too long and 3 seconds keeps it from being free wallhacks mid-chase.
-
@Coffeecrashing said:
Survivors getting on-demand 40-yard killer aura revealing, with infinite duration, just happened with Still sight + open handed.
And Alex toolbox + sabo speed addons is still a free sabo for survivors, because they can sabo a hook and move away before the killer can recover from hitting them.
Yards? C'mon DBD has used the metric system forever.
I don't think Still Sight will be that good even with Open Handed. You have to be standing completely still for 4 seconds (you can't be doing an action either). It's 2 perk slots for a pretty clunky way to see Auras.
It being techincally infinite doesn't really matter when you have to be as useful as a tree on the map to get value out of it.
I personally think they should bump it down to 3 seconds. 4 seconds is too long and 3 seconds keeps it from being free wallhacks mid-chase.
-
We'll probably get something before the week ends.
That or Monday.
-
Singularity is one of my favourite killers to play. I can really get into the flow of his power and keep up with his fast pace well.
I'm a big fan of the micromanaging-type killers. The ones that can spread pressure to the entire team if you have good macro play. It's part of why I loved pre-rework Freddy so much.
Singularity could really do with some QoL changes, though. Especially to do with the cameras locking on, it's too easy to have your LOS broken with a tiny twig or bush or whatever and that's really frustrating. The base Overclock duration needs increasing by +20% as well.
-
I think I have a video that demonstrates what the OP is talking about.
https://www.youtube.com/watch?v=7moh_4zHdOQGrab validation is absolutely broken. I have 30-40 ping at most.
The Ace continued repairing the gen for a full second after the grab was cancelled. He can't have cancelled the interaction. It simply does not work as it should and needs updating like they promised years ago.
-
I've always been Autodidact I think.
The perk has a really interesting design to me and the icon looks cool.
(They should bring back the old red skillchecks for the negative progression tokens, I miss those)
-
That'd be a cool idea! I like it.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728646#Comment_3728646
so why is he suddenly more fun with 3 health-states? Why don't we apply this logic to every single killer? Wouldn't every single killer be more fun for survivor with 3 health-states? Imagine nurse with 3 health-states with dead hard.
Because he can get hits easily. The developers decided he would've been too oppressive if the first hit didn't apply a speed boost. I'd have to agree with them here.
I don't think we need to expand this logic to every single killer because they're not going to do that. Catastrophizing the argument doesn't really achieve anything.
I don't think Nemesis really needs any basekit changes in regards to his tentacle, just an addon pass.
-
I mean it's confirmed the fact that I can play well without any slowdowns. It's also confirmed the fact that I don't really want to play without any slowdowns as well, though.
It's also made me learn that Rancor is really funny, and actually kind of decent.
Survivors also touch chests more often than I thought. It keeps giving me Hoarder, which has done pretty much nothing except let me know someone's doing a chest halfway across the map. I think the info has only really come in handy like twice across the 7+ times I've rolled it. Please buff Hoarder, BHVR. 🙏
-
I forgot it existed I'm not gonna lie. Thanks!
-
@JudithOhlin said:
Blight has been S tier since his release, theres nothing wrong with him being toned down…..
I never said I'm against these specific addons getting toned down at all. I'm saying C33 is getting toned down too much to be useful by itself anymore, and it could do with a different effect perhaps.
Blight Tag will be fine after the nerf. C33 is a different story, though.
-
@Archol123 said:
I don't think infinite rush was good design and I don't want it back. The issue is that you can just rush around for as long as you want until you get a rather safe hit, sure it has a cooldown but a power should not be an almost guaranteed hit only limited by its cooldown.
Eh, maybe. You can force the Blight into a situation where it's nowhere near practical for him to be able to hit you with a Rush. He'll get stuck and he can't really ever hit you. That, or you can drop a pallet and force him to break it. There's still a decent amount of counterplay, I think. Most Blight interactions do not use all 5 Tokens, and adding more won't help those.
It'd also be nice if Summoning Stone and Soul Chemical weren't limiting as well, as an aside. They only work on the first rush and don't do a huge amount for it. I don't know why they were nerfed from the PTB (or even reworked in the first place, honestly).
-
Scavenger is far too RNG dependent to work. You need 5 Great Skill Checks (only after the toolbox is depleted, any ones while the toolbox has any charges do not count), which you have no control over when they appear.
In the Developer Update, they said they wanted Survivors to "plan accordingly" and use the time the debuff is active elsewhere, such as healing, unhooking, etc. However, this doesn't really make much sense. You have no control over when it activates, and if you do get it to activate, there are a lot of times where there is nobody to heal or unhook. You just have to spend 30s with Old Freddy generator speeds, or do nothing.
In my opinion, the following changes should be made to Scavenger:
- Reduce the amount of Great Skill Checks required to 3. This will reduce the effects of Skill Check RNG on the perk activating. I've had games where the Perk never charges due to bad Skill Check luck.
- When charged, it no longer immediately activates. It now requires you to press an Active Ability Button to refill the toolbox and receive the repair speed penalty. This will allow you to activate it at times where there is something else you need to do, such as a heal or unhook.
-
I really don't think it should be a thing. It's not really a question of who "deserves" a kill or escape, and more of a question of game flow.
It drags the game out for four unnecessary minutes, where nothing is really getting done and no gameplay is being had. It's boring for both parties involved and not even really worth it for the killer bloodpoint wise.
I think some form of base anti-slug mechanic should become active when two survivors remain. Adepts could potentially be refactored to ignore Hatch escapes as well.
-
@Peanits said:
Hey folks, I see a lot of questions and confusion so I'm going to do my best to clear up as many as I can.
About the program itself:
- This program is not new, it has existed since shortly after the game's release. Previously consultants were not able to confirm they were part of the group without breaching their NDA. We have recently restructured the program and allowed members to say that they are members.
- Consultants are asked for opinions on upcoming changes and invited to closed playtests where they can give feedback.
- While the program itself is now public info, the details of what they are playtesting and/or giving feedback on are not. Please do not ask them what's going on in there, they cannot tell you.
- There is no public list of all consultants, nor do we plan to share one. We leave it up to each person to decide if they are comfortable disclosing it as it could attract unwanted attention and/or scrutiny.
About consultants and requirements:
- Consultants do not need to be content creators. While some are, others are not.
- There is no application process. We select and invite people who would be a good fit for the program and fill the needs we have in terms of experience with specific aspects of the game.
- Being selected as a consultant is not simply a reward for being a die-hard fan. Consultants are contractors who are paid and have certain responsibilities.
- Consultants have varying experience (e.g. Killers they've mastered), preferences, playstyles, and skill levels.
About the consultants role & responsibilities:
- Consultants must participate in closed playtests. Inactive consultants would be removed from the program and replaced with someone who is able to participate.
- It is a consultant's duty to give feedback on upcoming changes that are presented to them.
- Consultant feedback is used to help make informed decisions, but it is not the sole deciding factor. We need to keep in mind that consultants are highly experienced players and that their impressions may not always align with the wider community (though they often do).
- Consultants do not come up with balance changes and are not responsible for how things turn out. It falls on us to decide what needs to be acted upon. (Please do not harass consultants if there is a change you do not like.)
- Consultants are not QA - it is not their responsibility to test the game and find bugs.
Qualities we look for in consultants (among other traits):
- Trustworthy, as they are given information early
- A wide range of experience within the game (and ideally experts in certain areas)
- Able to provide constructive feedback
- Able to maintain a civil discussion with people who have differing opinions
- Able to set aside biases when giving feedback or acknowledge that their biases may be influencing their opinions
Most importantly, none of this means that your feedback doesn't matter. This program helps us gather feedback for changes early on in development and make adjustments before they are revealed. Once they hit the PTB, feedback from the wider community is just as important.
Interesting. Thanks for the clarification. I'm glad to hear that this has been a thing since (near) release.
This is the type of thing I'd love to be a part of personally. Here's hoping I might be one day.
Why was the decision to make it public made after all these years, out of curiosity?
-
We do.
They tried it without the movespeed boost in testing and it was really unfun.
-
We need a Dwarf AND a Tabaxi.
-
This has kinda been done already by another asym horror game, Identity V.
It was a footrace, sure, but still funny.
https://www.youtube.com/watch?v=gqJ8xepou7s -
I have absolutely no idea why this speed penalty is still a thing. It makes the perk really unappealing to use.
It's pretty universally complained about as well.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/415165/thanatophobia
As soon as you realize the truth, you'll be much happier.
If anything exists, that makes it so survivors can't counter it, by just holding m1 on a gen, it will get reworked or nerfed. Thana wasn't THAT good, because it was easy to counter by just healing a ton. But healing, is not holding m1 on a gen, thus it is "unfun".
Everyone and their mother was running it during those two weeks. I'm not sure what the exact use rate was, but you'd see it like every other game in my experience.
It was really good. Exceptionally good on killers that could injure easily. It made the games a slog and that's why it was reworked.
As for the OP, yeah, Thana feels kind of underwhelming outside of Plague or Legion right now. They could bridge the gap by making the base injured penalty 3% at Tier 3, and +8% for all Survivors being injured. It'd still be 20% max but would do a little more for having less than 4 Survivors injured.
That said, Thana is decent, even now. There's a super long list of perks I'd rather see buffed over Thana at the moment.
-
I made a thread a little while back which explains my feelings about the lack of perk buffs.
@ReverseVelocity said:
This is just a general thing, I don't really have an issue with any of the changes made in the Developer Update, I think they're pretty good. However, it seems like a majority of the recent perk changes have been nerfs, which is a bit of a shame.
In terms of Perks, this update we're getting 6 nerfs, 1 buff and 1 rework. The last time we got a big chunk of Perk buffs was nearly a year ago now I think. Since then it's been mostly nerfs with a couple of buffs sprinkled in.
There are a LOT of bad perks in DBD at the moment, and I'd really love to see them buffed so they can shine. A lot of these perks have been bad for a long time too. Someone's still out there rooting for Overwhelming Presence after all these years (it's me, please add an extra 0 to the end of it, it'll be REALLY funny).
I don't know if it's just me, but things getting buffed or reworked feels more substantial. Like, you get more stuff to work with, more gameplay options. A nerf can sometimes feel like the opposite in a way.
Don't get me wrong, I'm happy with the changes stated in the Developer Update. Problematic stuff getting toned down is generally always a good thing, it makes the game less frustrating overall. I just want to see a good amount of Buffs to the really underwhelming stuff as well.
It's kind of funny how bad some perks are. For example, Deathbound. Chaos Shuffle was the first time I've seen this perk used in a game for literal YEARS. It hasn't seen any sort of change since Silent Hill's release, when Pyramid Head's other two perks have.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725699#Comment_3725699
weakening huntress ability to camp hook is taking away her identity. her win condition.
The ability to camp hooks isn't Huntress's identity at all. It's BUBBA'S identity. Get it right.
-
@Horrorcomicnerd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725206#Comment_3725206
Imagine getting chased and you hear the Tall Man say "You play a good game boy, but the game is finished and now you die". Stinks Angus Scrimm passed, would've been great to hear his voice, RIP Angus Scrimm
That'd be an amazing line for the mori.
Angus Scrimm did an amazing job as the Tall Man, it sucks that he's gone indeed.
-
They added a 0.5s buffer of immunity when getting hit off the hook. It's not that much.
@[Deleted User] said:
I think it was one of those that they said was fixed but never actually got fixed, like Pinhead's chains while solving the box.
I mean, they actually finally fixed that now. The portals still spawn, but they won't fire chains until you stop solving the box.
-
God, I'd LOVE to see Phantasm in DBD. There's so much to take from it. It has an unmatchable vibe.
I know it's regarded as more of a cult classic, but honestly it's a great piece of classic horror. It was released literally a year after Halloween was. Way ahead of its time.
The chase music would probably be amazing too, the soundtrack of that movie is phenomenal.
If anyone here hasn't watched Phantasm yet, go watch it.
-
Agreed. I also think that if it's active and another generator is completed, then the killer's Aura should be revealed regardless of range, so a proc isn't wasted.
-
I've seen the idea of having the Unknown have skins that replicate the OG survivors floated around a bit.
I think a Dwight-styled Unknown would be really cool.
-
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723328#Comment_3723328
Apologies if I'm being dense, I think I've got it 😅
So just to be sure, you can only rummage if you haven't opened a chest and got 1 at any point? Otherwise you only have the 3 chest opens.
This would mean if 4 survivors take the perk, a maximum of 6 injectors (3 opens and 3 rummages for the other 3 players) is possible at base.
Is there anything to limit injured survivor running across the map and just opening every chest when they're injured to spawn them all in? With 4 shiny coins it'd be be possible for a SWF to spawn in 11 of these by opening chests, and 3 more via the other 3 players rummaging.
Bit silly ofc, and if survivors do it the killer will see the offerings and know whats up, and can ensure they pressure the same injured player off hook to ensure they can't do it, so maybe it's fine... but having up to 11 of these injectors in the map sounds a little nutty 😅
Yes, you've got it now.
There isn't anything to limit a Survivor running across the map and opening every chest, or stacking shiny coins, but there wasn't really anything stopping you from doing that with Pharmacy anyway, even before medkits were nerfed.
I think running across the map trying to open 11 chests while injured is a) pretty risky and b) pretty time consuming. It might sound nutty on paper but I don't think it'll be all that concerning in practice.
-
@aewi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723436#Comment_3723436
I mean, a big complaint was finisher mori being even added in the first place, and they're still considering adding it, so… shrug.
Most of the complaints were with the anti-slug measures and all the changes that came with that.
-
@aewi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723430#Comment_3723430
I hold the same sentiment, they're so willing to scrap 2 hook mori offerings for good and turn them into bp offerings, what stops them there? 😁 It would not surprise me in the slightest if Rancor and Devour Hope also got changes.
I don't know. It seems they want to make as little changes as possible to the core gameplay or perks now when it comes to implementing moris in the base game.
A big complaint with the first iteration was that Devour and Rancor were changed and lost their flair. I really doubt they'd do that again.
-
@Skillfulstone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723345#Comment_3723345
Far more than that.
Turning Mori animations into an endgame/4k thing changes many things, including playstyle and general mindset (not to mention effectively removing Devour Hope and Rancor, two already rare perks, due to their unique functionality being gone, further reducing Killer perk variety in an already declining state every update ever since 7.5.0).
More importantly, if the only way to see a mori is to 4k, it will basically guarantee that nearly every game, the Killer will slug for the 4k.
It would also makes it even worse since instead of hooking one and then killing the last, the Killer (in order to prevent a possible Hatch/Unbreakable play by the last Survivor) would down the last Survivor and then wait over the Survivor with the highest remaining bleedout timer in order to guarantee the mori the instant the other one dies (after doing nothing for 4 minutes and wasting the maximum amount of time possible).
This would eventually turn the mori animations into a chore, especially in low mmr where 4ks are common, and they would go from something special to just some endgame cutscene (likely bugged/obstructed anyway) that people would get tired of really quickly.
With Mori animations being "locked" behind victory, this will also drastically increase tunnelling, proxy-camping and slugging in order to see the "victory cutscene". I'd wager this would make many people treat mori animation as a form of bm (further rubbing in their face their loss by extending the game).
Do people really want games to be even more sweaty and stale? It's bad enough that the Killer meta is arguably the most stale it's been in years and tunnelling (and by proxy Survivors going next on 1st hook) has gone up since 7.5.0, we don't need something to encourage people to play in a way that ruins the fun for everyone involved while having even less chance to see different perks.
Why does it remove Devour Hope and Rancor? The whole point is that they can Mori people before you end the game. It doesn't make those perks less effective, and the developers will most likely not touch them.
-
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722770#Comment_3722770
Hmmm... been pondering this one. The reasoning makes sense, and a single use is probably too weak... though a potential 4 uses is pretty strong for effectively a fast medkit, that you can even carry as an additional item. A SWF taking it can potentially get 6 uses, or even 11 + 4 if they all use shiny coins.
While I like the rummage to ensure a use, it does open the perk up to being made troublesome...
Maybe it should be capped at 2 uses perk survivor, and allows rummaging while injured, consuming a use when either opening a chest or rummaging a chest. Each chest can only be rummaged once.
By default it'd only be a maximum of 3 uses. To rummage you need an opened chest, and opening a chest would disable the rummage.
-
@AbsolutGrndZer0 said:
They have said they are going ahead with the Finisher Mori soon.|
BHVR, THE MAJORITY OF YOUR COMMUNITY DOES NOT WANT THIS.It's literally just yellow mori basekit. What's wrong with that exactly?
-
@HexHuntressThighs said:
They're all survivors pretending to be killer mains to get them nerfed. Very few and I mean VERY FEW real Huntress mains were against her getting the speed increase. The ones who have thousands of hours on her said she needed it but it just needed to be toned down and Shiny Pin needed to be reworked.
But I seen people saying "oh im a Huntress main and she actually needs to be nerfed heavily!' I even talked to people who said she was waaaay to strong on the PTB and I asked them how many matches they played and guess what they said. NONE, they were console players commenting and making posts about how OP she was on the PTB and they never even played against her.
They seen that one cherry picked Twitter clip and made up their mind right there on the spot. And the backlash was enough that they didn't even try to rework it or watch the kill rates. They just nuked it. Ive said it before and ill say it again Shiny Pin has an insane usage rate for a reason.
Nah the Windup movement speed was insane. It pretty much made her zoning better than Slinger since Slinger can't hit over pallets and has a lengthy reload/miss.
The extra hatchets and windup buffs were good, anyway. She still got those.
-
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722554#Comment_3722554
Oh sorry, I thought that was what you were saying, you get 1 rummage or 1 open chest... now I think you mean you get it opening chests and you get 1 rummage?
You get opening chests, and if you haven't opened a chest yet, you get 1 rummage.
Opening a chest for the first time will consume the rummage. It's only meant to be if other people open chests first.
-
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722501#Comment_3722501
What I like most is having rewatched the Nightmare On Elm Street remake, this is absolutely perfect for the character, and with the Perk Adrenaline losing its effect vs. Freddy (for good reason), this change brings the spirit of the original perk additon back.
A few tweaks I might suggest now I've slept on it (and this is more to keep the theme of the perk more on healing yourself than anything else).
Pharmacy
New Quote: "You know what, side effects are kinda the least of my concerns right now..." - Quentin Smith
- Increases the speed of unlocking chests by 30/45/60% (6.25s)
- Reduces the hearing range of noises related to unlocking by -8m.
While injured:
- Increases the speed of unlocking chests to 60/90/120% (4.54s)
- Once per trial opening a chest or rummaging an already opened chest grants an Adrenaline Injector.
This gives it a desirable passive effect, but sticks to the theme a little more. I hope this is introduced, cause the changes to higher tier medkits has made this perk a little blech.
If you wanted to get whacky, you could add an additonal effect to the Adrenaline Injector... like for 30s skillchecks move like Deadline/Madness or something xD
Would the Adrenaline Injector be once per trial in your idea? Because that's basically just Old Pharmacy and that perk wasn't very good. It'd need multiple heals otherwise it's just objectively worse than Inner Strength. The idea of increasing chest unlock speed further when injured is a pretty neat idea though.
Maybe an additional effect, if you wanted one, would be to make you hear the Terror Radius as if it were right next to you for, like, 10-15s. I don't think a debuff would be really necessary but the idea of your heart pounding because you just took a shot of Adrenaline is a cool one thematic wise.
-
@Pixelguy said:
Actualy, after looking into it further, it seems like this is the case for any perk introduced from the Alien chapter onwards. So, rather than an oversight, it seems to just be an inconsistency.
Yeah, I think they should apply this kind of formatting retroactively to the older perks so it makes more sense.
-
@aewi said:
I actually never really thought about this. Pharmacy really took a dive in value ever since green medkits lost the healing yourself speed bonus, huh? I just never use the perk so that slipped my mind. Damn. This seems like a better idea than what Pharmacy is, for sure. Making a whole new item might not be high on their priorities list but I could definitely hope, this sounds really cool lol
Thank you both! :3
-
@UndeddJester said:
Actually very thematically on point for Quentin, a unique item is cool. Couple of clarifications if you wouldn't mind: -
- Is the faster chest unlock speed and noise range reduction at base, or only applied when injured as it is now?
- The Adrenaline Injector is a temporary item like Flashbang I assume, and can be carried along with another item?
- Can you keep using it on unopened/unrummaged chests, or is once per trial? Maybe once after being unhooked/unhooking yourself? (2 uses).
But yes, cool idea.
- It's a base thing, you won't need to be injured. This is a pretty common complaint you see about Pharmacy, so I made it base.
- Yes, it's a Limited Item, it works like Flashbang in terms of being carried and can be taken alongside a regular item.
- The rummage is only once per trial, and is made to eliminate the other common complaint about Pharmacy, people opening the chests before you can. It's meant as a last resort kind of thing in case everyone else has opened the chests. I'll edit the description to make it more clear.
-
@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721797#Comment_3721797
They wouldn’t do that because there is an 8 regression limit. Surge would eat that limit so fast that pop and pain Rez wouldn’t be useable. Having surge would literally shut down the other two.
They would.
The 8 regression limit is still pretty difficult to hit even with a huge amount of regression like that.
-
@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721435#Comment_3721435
I was thinking so only because weaker killers use it. Let's be honest Blight and Nurse are not using surge. They use Rez and Pop lol. And the new 8 gen regress limit.
Do you want them to be using Pain Res, Pop AND Surge? Because they will.
-
Surge is a top 5 perk in terms of use rate, I don't think it really needs any buffs.
-
GRAHHHHHHH WHY ARE WE YELLING???
i think they could maybe do with a small range buff overall and dark theory and illumination could get buffs as well.
-
It's random. You just got really unlucky.
This is an example of the Gambler's Fallacy. Just because something has occurred more frequently than expected, doesn't mean the inverse is any more likely to happen.
Like when you flip a coin and get Heads several times in a row, it feels like you should get Tails to "even it out", but you're just as likely to get either choice. They're statistically independent, all of the previous events have no effect on the next one.
It's also known as the Monte Carlo Fallacy, named after an event that happened at said Casino where a roulette wheel landed on Black 26 times in a row.
Wild Streaks of unlikely things are (unfortunately for you in this case) possible. Here's hoping you don't get it a 5th game in a row :3
