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ReverseVelocity

ReverseVelocity

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ReverseVelocity
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  • @BlightedDolphin said:

    Someone said before that they also reduced the repair penalty to 9%. Was this just a visual bug or did they actually nerf it?

    Visual bug.

  • Not as far as the devs have said, no.

  • @Peanits said:

    Those stats do exist. 👀

    As you can imagine, there isn't a significant difference in escape rates between Survivors. But I'd love to share some weird stats like these in the future if that's something y'all would be interested in.

    I'm a fan of all stats! Even the silly ones.

  • I mean I love going against Pinhead and absolutely can't stand Pig. Is that anything?

  • I have every achievement and the one that gave me the most trouble of all was Outbreak Breakout.

    20 times is so overkill. Even if it was only like 5 it'd still be pretty hard.

  • @ArkInk said:

    Pal I looked up the word Flagellant and I'm not sure what there is in this game that affects hooks in a sense where that's an accurate adjective.

    Probably a mistranslation of Scourge.

  • @Gabe_Soma said:

    It's going as well as the Boon : Exponential and Soul Guard meta.

    It's going much worse, actually.

    image.png image.png image.png


  • @mikewelk said:

    It's such a weird bug because how did it even happen? It's like when Wesker became invisible with the Xeno release, what causes such things lmao? Spaghetti code in action is so funny to witness.

    Most of these bugs come from changes under the hood that aren't noticeable I think. They probably changed something very minor about Lery's that wasn't worth documenting and now we have two basements.

  • I can't believe they'd add a killer that can injure you for free! Literally just have to press m2 a few times and you're guaranteed to be injured.

    image.png

    wait uh who were we talking about again

    Anyway, my point is a lot of killers are going to have situations that feel unavoidable, but the choices you make beforehand lead you into that, which you can avoid. Doctor has existed since 2017 and sometimes playing against him is "guess i'll die". She got tagged twice beforehand, we only see the final tag in this clip.

    No idea if she'd have had the time to stand still for a sec in the doorway to avoid the final scan, but it might've been possible.

    Also what the hell does "mixed race checkspots" mean??? Is dbdtwt ok?

  • At least 50% of the time I see this combo, the first time I see it all game is on the endgame screen.

    If it gives me remotely any trouble then I just hard tunnel.

    Considering you have to be orbiting the killer to use it, it's kind of using 2 perk slots when you could just take a protection hit.

  • @Blueberry said:

    I’d just like them to make survivors have to pull the knives out in an animation. Gives him a little extra slow down and makes even non injures with knives mean something. Make it optional though, so they can choose to be faster to down next time they run into him or do the animation.

    I don't think that's a good idea. His counterplay is all about breaking LOS and making them have to perform an action to get rid of knives reduces that even further.

  • The entity punished her for running Self Care...

    @Hexonthebeach said:

    Noob question: Hitting someone after unhooking gives deep wound?

    Yeah, you have 10 seconds of Endurance off of the hook by default. If you get hit in this time, you don't go down and you get deep wound instead.

  • The difference between 4.4 and 4.6 in terms of holding W is pretty minimal.

  • @theTARNavsky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669863#Comment_3669863

    Not sure about all of those stacking, but I really like the broken hooks idea, not hard fixed on 10s though. I think it would be a far too great counter to Breakdown. Though something like making them come back like 33% faster would still be nice.

    I mean, it existed alongside Breakdown for quite a long time (all hook sabos were 180s but took longer by default), and it wasn't a massive deal. It'd be a relatively niche counter.

    (Old Hangman's Trick)

    image.png

    ("Old" Breakdown, functioned exactly the same as it does today, though)

    image.png


  • @[Deleted User] said:

    This is now working as a BNP but on all generators. Before it only added progress (which could be removed by damaging the generator), now it actually reduces the charges needed to complete generators permanently.

    I know... The repair time is still less efficient than Potential Energy now, though.

  • Roll all of the iterations into one.

    Reveals Survivors within 12m of a Scourge Hook, 6m of Regular Hooks and make broken hooks come back in 10 seconds regardless of how they were broken. All at once.

  • Meanwhile Trickster is still stuck at 44 knives by default.

  • Don't worry, you can still learn the spawns and they're quite loud honestly.

  • @Zeidoktor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669797#Comment_3669797

    10 per gen that, if achieved, the Killer can't really do anything about because it's locked in, vs the 15 per gen they could potentially just regress off with a kick or gen perk.

    I like the change myself. Not sure if it's worth risking a lengthy Broken period, but it's a bit more viable this way, nonetheless.

    Me own idea had been spread all the potential charges (105) over the currently incomplete gens, making it more powerful the later it's used.

    Yeah, I know, like I've said multiple times before I like that change too.

    Not sure if it warrants a counternerf though.

  • @MechWarrior3 said:

    How is it a nerf? They’re slapping on more charges to all gens. Brand new part to every gen. I run books usually so I am making a whole magic build hehe

    It's less charges overall. 10 per gen instead of 15.

    They buffed it and nerfed it, but I think the nerf will hurt it a lot.

  • @MikaelaWantsYourBoon said:

    I am curious if it is working with No Mither. If it does, then it will be fairly decent combo. High risk but high reward.

    Pretty sure it does.

    I'm probably gonna quickly check the basement a minute or two into the trial when I see No Mither though LOL.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669708#Comment_3669708

    I think the progress would be too easy to remove. With 5% base gen kick now, and if the killer had surge they would probably just counter it automatically.

    Yeah, it not being able to be regressed anymore is a good buff. I just think it doesn't warrant a reduction in charges granted. A big point of complaint about the perk was that it didn't give enough for the time spent, and they've made it give less charges now.

    It should permanently reduce the required charges of all generators by 15 instead of 10.

  • @OrangeBear said:

    No i think the perk is better for this change.

    I don't think it's really that much better considering the charge nerf. It's less time efficient than Potential Energy now I'm pretty sure.

  • Can they just rework it entirely already? This addon is never going to be well balanced in any capacity. Nobody will use it like this.

  • @Chocolate_Cosmos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669692#Comment_3669692

    Oh no! Let me kick that gen rly quick with my regression perks oh wow it's gone and now that person is broken for the rest of the game hell yea.

    I mean if you want to completely glance over how I think it's cool that they're making the progress not regressable then sure, knock yourself out. Doesn't take away from the fact you're basically repairing at 60% speed in a risky area for two minutes and having to be broken for the rest of the trial anyway.

  • @Chocolate_Cosmos said:

    Lol what? That's a huge buff.

    Now that perk is kinda scary tbh. Once people stop counting on it (few weeks after chapter hype ended), it might be legit good perk.

    You think giving EVERY SINGLE gen on the map brand new part is like nothing? What...

    They nerfed the charges granted from 105 to 70. That's a pretty significant nerf to the amount of charges it provides. Keep in mind you're broken for the rest of the trial.

  • @UndeddJester said:

    As someone who is not part of the LGBT community, I want to say I have no issue with more characters being homosexual, trans, or whatever.

    What I would say though is there is an argument for less is more and being subtle. One of the big failings of modern entertainment in both movies and games is where people try too hard to meet diversity quotas, and end up forcing it unnaturally, and peiple can smell that BS from a mile away. When you set out to make a character specifically to fill a diversity quota, it is very hard to make the character genuine, because there is this natural need to highlight which diversity quota you're hitting.

    Most characters in the game have no mention of their sexual orientation whatsoever... because it isn't important to their character/story. Take anyone's backstory and try to find a place to slot it in naturally... it's very hard to do without it being forced.

    One of the best LGBT characters I remember was a character named Nader from Dirty Bomb. There was essentially nothing to tell you that she was a lesbian, except an innocuous line hidden deep in the long version of her character backstory in tne back end of her profile that said something to the effect of "when you make the decision to leave your wife to rejoin the mercenary lifestyle, there is always gonna be tension". It was something you discovered naturally without even looking for it. You could play Nader for months and never even realise she was homosexual, because none of her voice lines, her main profile, her look, her mannerisms, none of it drew attention to it. She was a character first... who happemed to be lesbian, and it wasn't at all in your face about it. David is similar in this regard. There is almost nothing to tell you he is gay without you actually looking for it.

    At the end of the day people are people, and my personal view on it is, whilstsoever you have to make a big deal out of someone's race, skin colour, sex, gender identity, sexual orientation... you're not really solving the problem.

    So sure, have more LBTQ characters, but don't force it. If you make the fact they're LGBT their entire personality, and the only reason they are being added to the game, you're setting that character up to fail.

    BHVR are very serious about making sure that they do representation correctly. At least that's the vibes I get from them. They got a subcontractor to make sure they were implementing it properly, and it wasn't rushed at all. They genuinely care about doing it right.

    It seems that some people (not necessarily you specifically) have the opinion however that anything more than a very brief passing mention is "forcing it", though. A lot of people dismiss queer expression as "making it their entire personality", which is just wrong. I've experienced this personally.

    Someone's sexuality is likely going to be a pretty big part of their identity. Same with gender, origin, etc. It's going to influence who they are as a person, and that's completely fine. That doesn't make a character one-dimensional or "token representation".

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/379129/more-lgbt-representation

    As a gay individual myself, god I hate titles but this needs to be said.

    Good for overwatch I guess? I mean no disrespect, however I will say this. It’s very clear how much DBD supports the lgbt community with everything that they do, it’s not a pressing matter to get more stuff.

    Id rather them focus on the game more that needs help. Reevaluating maps, adjustments to perks that need help for survivor and killer, helping the survivor meta, balancing killers that are struggling, working on new maps, fixing killers that got reworks that took completely away from their original design. (Trickster, Sadako, Freddy…etc)

    More gay content and representation can “come” ;) but I really think they have a lot of other task to consider first as priority.

    They have separate teams for writing character backstories/lore and game design. Adding more queer representation isn't going to slow down anything you've mentioned, they're different parts of the overall dbd team.

  • There's a lot of lockers, it would add a bunch of visual clutter. A huntress addon used to do something similar but nobody used it because of how much it filled the screen with yellow auras:

    image.png


  • @Emeal said:

    But @Alen_Starkly that is what Rookie Spirit does and even better.

    I think what bHVR needs to do is take all these beginner friendly Generator helper perks and then use Deja vu as the minimum standard and then buff them accordingly-

    • Technician
    • Poised
    • Red Herring
    • Repressed Alliance
    • Visionary
    • Fast Track
    • Counterforce
    • Rookie Spirit
    • Corrective Action
    • Inner focus
    • Fog Wise
    • Friendly competition
    • Trouble shooter
    • Deadline

    It feels like bHVR's plan is to make good perks for beginner players, but advanced players dont use them so they would not inspire beginners to use them either. I think instead of developing character perks for survivors as, one competitive, one wild card and one beginner. they should do one competitive, one wild card and one solid foundation perk.

    Solid foundation perks for Survivors are, Deja Vu, BOND (god yes), Windows of Opportunity, very good at enabling play at all skill levels.

    Rookie Spirit only shows the Auras of Generators that are currently regressing. It doesn't show the progression at all. It also has no range limit.

  • @Huge_Bush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668827#Comment_3668827

    I don’t really keep up with Dev updates unless someone mentions them on the forums. When do they usually have them? Day before the chapter drops?

    It generally varies I think.

  • No dev update yet, so no.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668090#Comment_3668090

    Ew. 🤢 You really need that piece of soap. I think I'll send you a second just to make sure. Please take a nice long and thorough shower to wash off all the blood and sweat.

    but being covered in blood is so girlboss...

  • Corrupt is balanced.

    Grim Embrace seems pretty balanced, asides from the interaction with DMS.

    I don't know why they buffed Pop to 30% in the first place. It was still quite good at 20%, it's a bit overtuned now.

    Pain Resonance is absolutely overtuned atm. It should go back to 15%, and get the scream bubble back as compensation maybe (so like the release version of the perk with 4 tokens still). Make it more than just a pure regression perk.

    Both Pop and Pain Res are absolute monsters by themselves and can straight up carry the game when stacked with other slowdowns.

    @humanbeing1704 said:

    https://us.v-cdn.net/6030815/uploads/5ZU4X4HDJD0D/img-6731.jpeg

    absolutely boring there’s a reason why I never use gen metas and here’s a twitter meme about it

    I love this image.

  • @Yharwick said:

    A moment of silence for all the mending survivors had to do to make this possible.

    Ok I was kinda curious about this actually. According to dbd stats, I have downed 3074 Survivors with the Deep Wound status effect. Let's assume that on average there are 2 other Survivors caught in a Frenzy chain (the downed survivor doesn't have to mend), so that's 6148 mends.

    6148 x 12 seconds = 73776 seconds of mending.

    About 20 and a half hours. (Over like 4 years)

    (This is nowhere near accurate since I can't really track the amount of Deep Wounds inflicted specifically but it's still funny to think about)

  • holy moly tatariu legion.......

    @Xernoton said:

    Congratulations on joining the P100 club @ReverseVelocity,

    your innitiation to the ranks of sweaty, toxic killer mains will commence shortly. As a welcome gift, we have marked your profile on all platforms with the words: Bleeder of Meg heads, slaughterer of Neas, enjoyer of Susie. You can expect a representative to come by later this week to receive your official "Sweaty Killer"-ID, "Trust me bro - I'm P100 Legion"-badge and a piece of soap.

    We have also informed the Toxic Nea Main Association of your recent ascent. Expect to see some very passionate teabags in your future.

    Your's sincerely,

    Xernoton,

    Toxic Hillbilly main and chainsaw enthusiast of the Sweaty Toxic Killer Main Association

    thank GOD maybe people will stand still and tbag instead of running away from my frenzy

    @glitchboi said:

    Grats. Needless to say sick Legion fit

    thank you! :3 I own the coat irl too!

    @GeneralV said:

    Congrats, my dear friend!

    I'll catch up as soon as I can.

    i cannot wait to see the world's first p100 freddy...

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666111#Comment_3666111

    I'd just like the chest opening bonus always active tbh, I miss being a loot goblin

    Yeah, no reason why not.

  • I'm gonna be first to die when the machines take over because I always leave the bots on hook.

  • It's quite clearly white...

  • @Xaggy said:

    I don't see anyone run this perk. I think the idea of the perk is really good but the requirement of being injured hurts it. I like the idea of getting addons to your medkit.

    Pharmacy sucks because they nerfed the hell out of Green Medkits.

    They need to boost the heal speed of medkits gained from this perk.

  • @skylustv said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666088#Comment_3666088

    she has 6 drones

    theres 4 survivors

    she can still use 2 drones, and drones is supposed to be used in chase, not to defend chases

    You do realise that Survivors can disable more than one drone, right?

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/406963/i-still-dont-understand-skull-merchant-hate

    You can still get 96% uptime on stealth with no footsteps / sound undetctable, EVERY single other killer with any form of stealth mechanic in the game has either footsteps, breathing sounds, whoosing sounds, an uncloak, a uncrouch, a cooldown when they exit it, laughing, slower movement speeds, ect to make it stealthy but not too stealthy or to balance out how stealthy they are sm has nothing

    5 basekit status effects is still a lot

    Hacking drones can instantly be recalled so even if you hack one in advance at a loop they just instantly recall and replace it so you can't even use a loop if you took time to make it safe

    lock on stacks don't get removed which they definitely should decay or be reset if you hack a drone

    at least every other skull merchant feels like they use quad slowdown or some permutation of 3 slowdown + sloppy butcher

    It has unfun mechanics and attracts unfun players compound those and you have something that people don't like, even if you are one of the "good ones" its not enough to forgive the sins of the father

    • You can't really get that much uptime on her stealth practically. If she had infinite drones and no placement restrictions, maybe, but in practice it's absolutely nowhere near 96%.
    • Having status effects really isn't a bad thing. Like every killer comes with their own new one these days.
    • Replacing Drones isn't a huge issue because she has to be there to do it. It's not like Singularity where he can place pods at a range, she has to physically walk there.
    • I've seen people suggest that hacking a Drone removes 1 Lock On stack, might be a reasonable change. Completely resetting or having passive decay wouldn't be good though.
    • Stacked Slowdowns aren't an issue unique to Skull Merchant. It seems that every other killer in general is running 3-4 slowdowns these days honestly.

    Like honestly she really isn't that bad. Maybe a couple of tweaks are needed to get her kill rate down a bit (if the kill rate isn't just from hook suicides lol) but I think most of the hatred towards her is the post-old Legion effect.

    Most of her complaints can be applied directly to other killers who have nowhere near the kill rate/give up rate.

  • @zarr said:

    Good on you if you actually refrain from 3-genning (which, frankly, I doubt you do, sorry, I haven't seen a Merchant player that doesn't 3-gen), but pretending 3-genning is not her most potent strategy anymore or let alone "physically impossible" is nothing but Merchant player propaganda. Sure she doesn't excel at holding matches hostage for an hour anymore, but instead now she just actually kills people around her 3-gen with ease. You still get 24 regression events across those 3 gens, which is more than enough to close out the vast majority of matches, and that's ignoring that you can capitalize on and benefit from protecting a gen cluster entirely without regression too. It's also ignoring things like Ruin, Dead Man's Switch + Ultimate Weapon, Grim Embrace, Overcharge, all of which can incur regression and stalling much beyond the already more than sufficient limit. And the idea that "drones don't do anything to survivors sitting on gens so they can't be used to 3-gen anymore" is nonsense. Survivors need to move to get to and away from gens.

    Merchant simply is much too easy to play when compared to the difficulty of playing against her (both in chase and in contesting her 3-gen), and she gets a boatload of strong effects for next to no investment. Injuring without hit sprint, Deep Wound, Broken, Hindered, Haste, Undetectable, tracking. All for pressing M2. Add-ons exacerbating things. Drones can be recalled and reset at will, including hacked drones. Any group that isn't coordinated (i. e. full SWF) will lose against a 3-genning Merchant most of every time, even if the Merchant player is generally much worse at the game than them. And I don't understand why there is this mystery and discussion about this. Just do it, the "play" button is right there. Use some mix of Surge, Eruption, Weasel, Overcharge, NTH, STBFL, Sloppy, pick 3 reasonably close-together gens and keep droning and patrolling them. See how often you don't effortlessly win doing so, getting free downs left and right.

    Also, even regardless of her strength, she simply isn't engaging or interactive to play against. And not only because of her propensity to patrol 3 generators, but because the level of interaction with her power is literally "stand still". And in chase you can't really do much of anything about it, you can try to avoid the odd beam but you will sooner rather than later inevitably get clawtrapped, losing a health state and thereby half the chase, without a hit sprint, then also having to deal with Hindered, Haste and Undetectable. It's not like her chase strength is S-tier in and of itself, but it's easily the strongest when compared to how mindless it is for the killer player. All you have to do is press M2, you will injure the survivor, hinder them, become faster, and lose your terorr radius and red stain with which survivors could read your movements. You just press M2 at every loop the survivor may make it to and hold W and most chases will be over under a minute just doing that, little to no mindgaming or thinking necessary, let alone anything mechanically demanding.

    I also dislike her visual and audio design, from her model to her animations, her terror radius, chase music and voice. That is subjective to certain extents of course, but it is something rather common among people I know, talk to and watch.

    Just a bad design that regularly makes for gameplay that is tiresome and boring at best, or frustrating and obnoxious at worst. Doesn't help that there seems to be a not miniscule amount of players playing her that know perfectly well that people don't like facing her and enjoy precisely that, being happy to BM, keeping people in the match when they clearly want to get out, refusing to kill them, slugging them for minutes, then picking them up before they bleed out, refusing to kill the players left over when others have killed themselves or disconnected. Those kinds of things are much more common with Merchants in my experience.

    She isn't this irredeemable evil that some may make her out to be, but she just isn't a good design, with an ability that innately lends itself to area control, is incredibly easy to use while being difficult to play against, and doesn't promote any really exciting or engaging interaction.

    I don't think you really get how Skull Merchant works. Claiming she gets literally all of those status effects "just from pressing m2" is disingenuous. She actually has to have good Drone placement, zoning and m1 skills to capitalize off of these effects. They're not active all the time.

    Also, again, you get the hit speed boost when injured from a Claw Trap. If you actually stuck around to play a game or two instead of just instantly giving up just because it's Skull Merchant, then you'd figure that out.

    Her 3 genning is far less effective now. With the nerfs to her area control and changes to regression mechanics as a whole, there's only so much she can do. A hard 3 genning killer will exhaust all of their kicks and then lose.

    It seems like you hate literally everything about her, not just gameplay wise. I don't think there's anything they could do to make you enjoy the Skull Merchant at all.

  • Yeah, I don't really get it either. I don't hate going against her kit really. A lot of the common complaints don't really make all that much sense.

    I don't get the complaints about "too many status effects". Pretty much all of them require the Skull Merchant to actually chase Survivors, and a few of them are uncommon (as in Hindered requiring like 4 scans at least).

    The lack of feedback on Haste would make sense as a complaint, but the issue is that the Survivors get just as much feedback on the Skull Merchant's power as she does. You can see when people get scanned or are Claw Trapped, and how much Lock On progress a survivor has (which SM can't see), and play accordingly. If two survivors are Claw Trapped or recently scanned, then play a bit safer, it's not super hard.

    I think I saw someone complain about how she "doesn't apply a speed boost" on a Claw Trap. Like c'mon, that's just straight up wrong. If you stayed in a match long enough without immediately giving up then you'd learn that real quick.

  • People will DC/give up for literally any reason. One match where people DC isn't indicative of everyone suddenly hating that killer.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664686#Comment_3664686

    The perk was that you hook someone, for next 70 seconds, any pallet forces survivor to scream and reveal the aura. the perk did not deactivate. it was like 100% up time nearly.

    It did deactivate.

    image.png

    "The next breakable wall or pallet you break"

    PTB gameplay confirms this.

    @Ohyakno said:

    Ultimate weapon powercrept this perk hard

    I mean powercreep implies the perk was powerful at any point.

    But yeah, Ultimate Weapon is the definition of spammable. Even with the buff I suggested I don't think it'd get anywhere near the power level that UW has at the moment.

  • They're already doing that I think.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664503#Comment_3664503

    it used to have 70 second timer in the ptb for skull merchant. they omega nerfed it.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664539#Comment_3664539

    got nerfed from the ptb. no clue why.

    It got buffed actually, it used to have a limited time to activate it after a hook (and it was still one-use). Now it's whenever you next break a pallet.

    It's still a bad perk though.

  • @Rickprado said:

    Maybe it could grant 2 stacks perk hook. It would be a nice buff without making it too strong.

    Making it available at every pallet would be an error, since killer could just spam this the whole match

    It's not really spammable when it's reliant on getting Survivors to drop pallets.

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