ReverseVelocity
ReverseVelocity
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- ReverseVelocity
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@D0NN1ED4RK0 said:
That used to be a perk
I mean it still kinda is. They just moved it from Left Behind to Sole Survivor.
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@Venusa said:
You cannot "tunnel" gens if we're going by the real definition of tunneling.
It's a flawed equation used by killers of this forum so they feel like they have a tangible argument meanwhile they just sound funny.
I'm built different actually, I do the same generator 5 times in a row (I have Technician and a dream).
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@Venusa said:
That PTB was such an awful experience. So happy they decided not to implement that system. It would officially ruin DBD.
Yeah the way they implemented it first wasn't great. I just think it'd be cool if Moris could be part of the base game without affecting the gameplay as much.
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It's variable depending on how long the patrol path is. It speeds up as the path length increases.
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Yeah the old map filters were great.
I've seen the old map filters alongside the updated textures and honestly it goes hard. I miss Macmillan's old filter the most.
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I can't see anything!!!!
I get that that's the point but it's just not my thing i guess. As killer anyway.
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@Rick1998 said:
It was just an idea which they tried and it didn't work. Very similar to the trials warm up idea they had way back.
We don't know if they've decided to take a different angle yet. It's almost guaranteed that we won't see anything like that one PTB but the idea of moris being basekit hasn't been officially scrapped yet.
@sizzlingmario4 said:
Hopefully it's just scrapped. It was a bad idea and making moris basekit doesn't make them more exciting anyway. IMO part of what makes moris cool is that they don't happen in most games and making them more common would take that away. They wouldn't be interesting anymore.
That's just my opinion though.
Having Moris be basekit would open up an incentive for BHVR to start making new ones for all of the killers. It could become a fully-fledged customization option instead of just being attached to a single outfit currently, which would be cool.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647049#Comment_3647049
I've met killer mains before who said they don't use them because they consider it toxic. Its like fatalities in Mortal Kombat. You don't have to do them but a lot of people do them to bad mouth their opponent.
Eh, they're not really automatically toxic, same with fatalities. Making them basekit would probably help with that perception too.
I kinda want Brutalities in DBD now actually, imagine chainsawing the last survivor and they split in half at the waist and the game's over. No idea how that'd work in practice (in terms of inputs and stuff) but it'd be funny.
@Shroompy said:
The Finisher Mori I feel like is something thats gonna suddenly drop on us like they did with the Endgame Collapse.
Before we had it there were I believe 2 PTB's which experimented with closing the hatch. One that was literally just, closing the hatch. Nothing else happened. The 2nd one had the added effect of instantly powering the gates. Then there was radio silence for roughly a year, and then we all of a sudden got a trailer for the Endgame Collapse.
True, but it's been longer than the time between the first PTB and release of the EGC. It just concerns me that we might hear nothing and then it'll be announced as cancelled as a side note on a stream somewhere.
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@Krazzik said:
I mean the basekit UB was scrapped and that was inda required for the Finisher Mori to work or else killers would just slug every game. I can't see it happening anytime soon if ever.
They can add basekit moris in a different way than how they did it on the PTB. I just want the Cypress mori basekit.
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@KateMain86 said:
I hope the next update we get is that it has been scrapped.
I don't want it to be scrapped entirely. Having moris be a part of the base game would be really cool, but the way they did it was really weird.
I think it would be a good idea if the Cypress Mori was made basekit, and anti-slug mechanics would activate when 2 Survivors are remaining. That way we'd see the animations more without affecting the base game so much.
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Leatherface and Trapper would very much enjoy this idea...
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Artist is kinda boring. Dredge's daytime teleport feels too slow.
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@MikaelaWantsYourBoon said:
I really don't understand this type questions.
DbD is really big game right now. We have +30 killers in game. So let's say, even most popular killers are feeling like a bit rare. If it was still 10 killers, you would see any killer pretty often. But now, maybe 2 - 3 games in 100 depends to their popularity.
People want variety in their games. It makes sense to see more killers than others but when you get a super long dry spell against a certain killer it does make you wonder if anyone is playing them.
As for the OP, I saw a Doc like 2 days ago. I think he's more common on EU than NA from my experience of playing on both regions.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646383#Comment_3646383
You crouch-walk up to Victor and kick him, putting him on cooldown. Charolette either has to wait and send him back or come over, allowing you to try the other gate.
If it were up to me, all killers would have their killer powers disabled when there is only 1 remaining survivor and the hatch has spawned, and make the 110% killers 115% movespeed.
Right now, Trap and mobility killers have it easy while Deathslinger has to slowly walk back and forth.
Pretty sure you can't crouch walk up to Victor in the time it takes for the switch to come off of cooldown.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646328#Comment_3646328
In both of those first 2 cases, the survivor could crouch-walk to the switch and try openinng it. In the case of Freddy, the survivor can use an alarm clock before opening the exit gate. Meanwhile, bear traps HAVE to be disarmed, and doing so notifies the killer.
Would it be better if survivors could safely crouch-walk over bear traps and stand up in them as long as they're busy interacting, like they can against Hag marks?
You cannot crouch-walk if the Twins player is constantly switching between the two. It doesn't make you invisible.
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"It's time to nerf the Trapper"
Also I'm pretty sure Hag can put a Trap close enough to the gate that the trigger range will overlap with the switch. Victor can also be placed close enough to detect survivors (plus you can just keep switching between the two anyway and you don't need the detection). Freddy can also place a snare on an exit gate switch as well. Singularity is great at this too.
There's a bunch of killers that patrol exit gates better than Trapper. He doesn't really need that aspect removed.
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@KoreWaPantsu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645811#Comment_3645811
That's why I talked about unique ability/abilites for survivors, just like the killers.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645819#Comment_3645819
Then we can work out a solution, as I said: it's easier without perks. And as I said, again: no perks BUT unique abilities.
If you want unique abilities for survivors I'd suggest playing Identity V. That's basically guaranteed to never happen in DBD.
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Perks are a lot of what make the game fun, imo. Even if some of them are too strong at times, or annoying, I'd rather have a game with perks than without. It'd get stale quick if they were removed.
Also Perks are like a significant part of each DLC's content. You can't fully remove them as that would remove content people had paid for.
It's fine as a modifier but removing Perks from the base game as a whole is out of the question entirely.
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@BLACKMENACE8086 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645664#Comment_3645664
This is simply untrue. He has 8 cameras or something and puts them all around the hook so anyone approaching gets gooped then he teleports and you're just screwed.
No, it's true. Once you successfully unhook a Survivor (or when a survivor gets close enough to a hook i think), the lock on time increases significantly. It's not enough to heal under the hook but it's enough to get away easily.
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645560#Comment_3645560
It's hardly a strict time window though. They come back every year.
They said they make some collections time limited to streamline the shop a bit more. So the amount of options that you see in the store are not overwhelming. I think making stuff like santa clown limited to the season it is tied to, to support this effort is a good and reasonable idea.
The Christmas in July collection just proves that this specific reasoning isn't true.
Once a year is a pretty strict time window, and limited time cosmetics are lame in general. Less of them is a good thing.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645299#Comment_3645299
Yeah but when you think about it if im reading it right. Say you have both of these addons. They dont work in overdrive. So your cooldown on miss and hit is actually longer in overdrive than out of it if you have these addons.
Yeah, it's kinda weird, but it's whatever I guess. You still get all the other Overdrive bonuses as well though.
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It's because the addons stacked ridiculously with Overdrive.
They're probably fine outside of it.
(and we still have Apex Muffler it's just purple again)
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They only blacklisted Freddy because the Dream World effects clashed with the Darkness, not because of any gameplay reason.
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Boon: Illumination could do with a lingering effect once you leave the Boon's radius, and the bonus action speed should be increased to like 20%.
Deadline should provide a bonus to Great Skill Checks while active.
Champion of Light is pretty good.
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Is it removed or is the bar just not there?
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642190#Comment_3642190
And both can only reveal you once per proc. Once you scream, you're invisible again until the killer can reactivate it. Of course DR is map dependent, while UW isn't. But UW has an effective radius, and DR doesn't. And with UW, the killer gets the scream, but that's it. I would argue that in most circumstances, the five seconds of aura is more useful. With the scream, you know where they were, but not which direction they were moving, etc.
As others have said here, the main reason people are more up in arms about UW than many of standard aura perks is that you get immediate feedback when you're revealed. With most aura perks, the survivor is blissfully ignorant that the killer sees them. Like half the time survs are like "oMG, hOw dId the kiLler knoW wh3re i wUz? hAx!" is because of totally legit aura reading that they had no idea was going on.
And the scream itself is useful info for the surv. You know your location has been revealed and can adjust accordingly. With most aura perks, you don't get any warning that the killer knows where you are.
Any survivor who runs Distortion consistently could tell you that killers are constantly seeing you. There are tons of aura perks out there, and many of those have more utility than UW. I get more value generally out of Nowhere to Hide than UW.
The only situations were UW is exceptionally useful is finding hiders/immersion gamers. And if you're the last surv alive, UW is your worst enemy. Beyond that, the value the killer gets from it is pretty mixed.
Again, the issue is the uptime. Almost every other aura perk has contextual counters that you can play around. For example, BBQ you can hide behind a gen or in a locker when it procs. They have a much shorter window to reveal you than UW, and it's usually only in one moment.
With UW, you have to hope you're nowhere near the killer for every other 30 seconds potentially. It needs its duration taken down significantly.
Also, just because it's scream based doesn't make it inferior to other aura reading perks automatically. With every reveal you can pretty much always make it into a chase because the killer can make it to the scream bubble before Scratch Marks fade, and the Survivor can't make much distance at all from walking.
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With Freddy it really doesn't feel like you have control over when you can use your power. It doesn't feel fun at all from the killer's point of view.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642190#Comment_3642190
You scream for 30 seconds?
A scream, with a bubble notification that snapshots a survivors location in a single moment, is actually far less useful info than an aura that lasts for 5 seconds (7 with LP) that the survivor is unaware of.
No, you don't scream for 30 seconds, I think you know exactly what I mean. The uptime is far too long, which is what makes it obnoxious. Darkness Revealed only has a moment to reveal Survivors, as opposed to the 30 seconds that UW has.
I don't think the scream is far less useful considering they'll always be near you. Darkness Revealed won't necessarily provide good info if the survivor is too far, there's a lot of time to move and make the information outdated in that time. UW's reveals will almost always be useful due to their proximity.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642048#Comment_3642048
What is the counterplay to every aura perk?
You just hate Ultimate Weapon because you're aware of it's existence when you scream.
Why is UW a problem but Darkness Revealed isn't?
UW lasts for 30 seconds, Darkness Revealed lasts for 5.
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That looks fine honestly? The cooldown reduction is limited-time and isn't even majorly significant without addons. The cooldown addons are likely getting nerfed to not work while in Overdrive.
You healed in a deadzone against an instadown killer and then ran into a haybale. You made several mistakes in this clip (and still managed to keep him busy for a while considering the situation you were in).
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They should make it not activate if a survivor is forced off of a gen, only if they choose to let go.
Then they can buff it back to 45 seconds like it was before.
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Yeah, play your Killer p100.
/s
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@NerfDHalready said:
survivors are already complaining about grim embrace, the one perk noone ever used?? ofc they do. and this takes 2 (two) T-W-O perk slots so it's basically fair. can killers not find useful, smart, niche combos with the very few useful perks they have left? are you gonna get all of them nerfed?
A basically guaranteed DMS proc on every generator currently being worked on at once 4 times a game is pretty overtuned. I don't think anybody is complaining about Grim Embrace by itself, it's just how it interacts with Dead Man's Switch.
Just because something requires two perk slots doesn't mean it's automatically fair either. Old DS + UB was two perk slots but it was still massively overtuned.
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Every solo survivor has to release with one stupid perk (that will be nerfed in a few months) and 2 bad perks, them's the rules.
Except Nick Cage, he doesn't play by the rules.
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Yeah, I'm not sure why this perk has gone untouched for so long. This would be a pretty simple way to buff it.
It used to be pretty good before the key nerf but now it's just underwhelming. Combine that with the fact that higher-tier Medkits aren't different from the lower-tier ones as well. Plunderer's needs some love.
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Is getting complained at really getting punished for doing something?
You can play like an ass and ignore the chat if you really want to, regardless of what side you're on.
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@Chadku said:
the radius is 24m, the boon's diameter is 48m.
Back when the radius was 28m in PTB the survivors could stack healing circle for 200%.
It became 24m to ensure that no boon is overlapping with someone else's.
They made it so that Boons don't stack with each other regardless.
The range nerf was an extra thing.
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Add an extra 0 to Crowd Control.
Casually blocking windows for 10 minutes at a time.
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It feels like Snowskulls are just another way to BM people 95% of the time. The fullscreen overlay is annoying as well.
I kinda preferred the cute snowmen too. Unfortunately this event doesn't feel like much of anything.
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It's a crossover license so it won't get a Shard price.
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I mean if it makes you feel any better they're currently actively prototyping different gamemodes at the moment. Hopefully we'll see more about it quite soon.
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Just because they're all called "Infection" doesn't mean they can't have different purposes.
Plague's Infection is to keep Survivors constantly Injured.
Wesker's Infection is to add some base slowdown to his kit.
Nemesis's Infection is to build his mutation rate and to stop his tentacle from being too oppressive. It also adds some base slowdown as well.
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Trickster felt terrible to play after the rework. These buffs are actually rather reasonable and leave him in a pretty good spot now I think.
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I don't think disabling Batteries Included at the endgame is a good change. Having some perks grow stronger in power as the game progresses makes sense. It's like if they took away all of Fire Up's stacks when the last generator was completed.
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I don't agree.
I played Blight on release and not having the ability to break pallets with your power was just super clunky. If they dropped a pallet a lot of the time you'd be forced to sit through the fatigue with nothing you can do about it.
Blight's addons need toning down for sure but this suggestion is just the opposite of a good idea.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574983#Comment_3574983
And you don't need to chase deep wounded survivors as legion.
If you play them at all properly you'll find out that you actually do need to do that. Frenzy chains often do not end with a down (unless you're running Pills/Sketch but NSP is busted).
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574973#Comment_3574973
Legion isn't the only way for survivors to become deep wounded.
Yes, but it is a very significant part of their basekit. Hence why I suggested MFT should only apply alongside Endurance to prevent it from disproportionately affecting killers (current or future) with Deep Wound as a part of their basekit.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574934#Comment_3574934
This change does not target Legion.
Old Slippery Meat specifically stated it improved the odds against Bear Traps. Old Small Game specifically stated it worked against Bear Traps and Phantasm Traps. This is what BHVR is moving away from.
Deep Wound is a core mechanic to Legion. The idea behind the MFT change was to make it more avoidable, and that's not really the case for Legion compared to the rest of the Killers.
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@Crowman said:
Legion already suffers against MFT due to MFT working in both injured and deep wound states.
Legion isn't always chasing deep wounded survivors. While his power inflicts Deep Wounds, Legion doesn't have to commit to the chase immediately and no survivor is just going to stay deep wounded just in case Legion comes back.
No one is going to bring MFT just to counter Legion.
I think people are overreacting about how much this really hurts Legion overall.
It's more the fact that they've said in the past that they don't want Perks targeting specific Killers, and this change does do that.
Legion does chase Deep Wounded Survivors a majority of the time (if you're playing them right anyway), and staying in Deep Wound to prevent extra Frenzy chains is already a good strategy.