ReverseVelocity
ReverseVelocity
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- ReverseVelocity
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Absolutely zero colorful or weird skins in Netease DBD. Nope.
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It didn't make me want to uninstall when I played Killer on it so that's an improvement. I can't say how good it is for Survivor though, haven't got it yet on that role.
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@Xernoton said:
Please tell me these aren't seasonal cosmetics. 🙏🏻
Nothing about these being limited time anywhere in the news post.
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That BFFs suggestion is super busted, and I doubt they'll want to change Slinger's ADS speed at all.
The issue with Slinger's movement speed addons was that the increase was super marginal. 0.5% is basically nothing.
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@Maelstrom808 said:
Please don't be locked sets.
Please don't be locked sets.
Please don't be locked sets.
Please don't be locked sets.
I have bad news for you.
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I mean being a setup based trap killer, she's always going to be pretty good at 3 genning.
She's just around the same level as Trapper or Hag in terms of that now, not the 1 hour hostage situation old SM had.
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Pray.
(ground moris do not count as far as I'm aware)
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Poised doesn't really need Haste, it just needs to hide blood pools and pain sounds.
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Nah, WGLF is still worth it. The heal speed on downed Survivors is nuts and it still gives some Endurance.
Buckle Up just isn't that useful by itself. It needs For the People to shine, and even then you might not even get into a position where you can use it, which means you have two dead perk slots.
You kind of need to dedicate two perk slots for Buckle Up to rival WGLF. While the Endurance is really good, it doesn't give you any bonuses to actually getting someone off the ground at all, so you're a lot less likely to get it to proc without a supporting perk.
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@Devil_hit11 said:
he had something like that. i believe add-on was called death throes compilation. if i remember how it worked, each hit would gain +25% laceration as long as you did not miss. i think it stacked 6 times up to 250% damage.
i remember trying to make that add-on work but it played just so weird. it might been an interesting grey meme blood-point add-on if it did not fully reset your stacks for a single miss.
an add-on that i wish was more interesting was his trick blade add-on. the bounces are so random that you cannot use them in a consistent way because of how unpredictable they are. trick blade would be more interesting if you could bounce blades and curve them to homing effect onto the survivor. it would take away his slow m/s throwing mode weakness and create new alternative type ranged killer that can curve projects behind walls.
Yeah, Death Throes was an interesting addon. However, the penalty was kind of severe and the range component wasn't really all that prevalent (it was like 32-40m or something to activate, I think).
It would start you off at 50% Laceration, and ramp up to 200% for each consecutive hit. You could potentially shred survivors but it would generally put you at slightly worse than average since Trickster's blades are designed to miss.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559190#Comment_3559190
I would argue the real skill expression of the Singularity is positioning the pods in the first place, the tag is kinda a formality in between that and deciding to use the pod to teleport or going back to HUX to use your launcher. I'd even be fine with charging the pod slowing you down substantionally to mirror the need to stay still while tagging....
However point noted... if this were green add-on even, I'd accept that too, just anything to make it so it doesn't suck so much on console.
Positioning the pods is a big part of it, but being able to quickly jump back and forth between views and keep track of where you are (and where the survivor is) is also a big part of the skill involved. It's what makes him really fast paced, and introducing an auto-tag would undermine that, in my opinion. It'd also let him Slipstream Survivors without losing any distance which would be a major issue.
He does need controller improvements though, but so do a few killers. Some small tweaks to the inputs could go a long way, I think. Like I said, maybe making the reticle "stick" to the Survivor a bit when you target them on gamepads would make up for the less precise input potential of the controller.
However, it might be kind of tough to find a sweet spot. You don't want him to straight up have Aimbot (even though he's a computer himself).
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Yeah, I think if you're slugged for an extended period of time you should be able to give up. It's not really fun for anybody to be stuck in a 2v1 for ages.
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I don't think automating the Slipstream tag process would be the way to go. The fast paced gameplay of switching between cameras and tagging people is a pretty big part of what I find fun about him, and is his main skill expression. Your proposal would potentially dumb him down quite a lot and I don't think that's something we should aim for.
However, I can empathise with the difficulty on controller. Maybe some small form of Aim Assist for Controller players would be beneficial. Maybe an increase to the detection zone as well? Something to bridge the gap between the input methods. Making him flat out easier wouldn't be fun though, he's a high skill, high reward killer.
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They should give her Zangief's grabs.
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They should probably just focus on fixing the Zombie AI.
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Yeah, Ruin does feel rather underwhelming for a Hex at the moment.
However, I think putting it back to 200% without any other changes would be a bit much. The pressure Ruin would generate from a Hook was absolutely insane and would lead to "gens before friends" play out of necessity.
If it were to go back to 200%, it should temporarily deactivate when a Survivor is hooked, and block the totem for the duration of the deactivation. This would keep it a very potent perk for gaining pressure when the Killer needs it, but wouldn't make having to save a Survivor delete half of your generator progress.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559100#Comment_3559100
In almost any other publication, you always reject a suggestion
You also have Iron Maiden severely punishing survivors just for hiding in Locker, so I'm excited for you to reject this design.
I'm very sorry that I have an opinion. I just don't think we should be making snuffing boons more of a chore. I saw a perk idea that would reveal the killer's aura when they snuffed a boon, which would be a more appropriate idea for a perk that activates when snuffing a boon, but this suggestion isn't it.
Also, if you think Iron Maiden severely punishes survivors that just tells me you can't run a killer for more than 30 seconds without getting hit which is a skill issue, ultimately.
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I think Legion would go up a couple of tiers at least.
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No thanks.
Snuffing boons is already considered to be somewhat annoying, they don't need to explode in the killer's face.
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any Nerf you want
do I win????
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Deja Vu's speed boost is pretty insignificant compared to other perks.
It's really good for solo, where you don't necessarily have other people to call out potential 3 gens. The popularity of Deja Vu reflects the popularity of 3 genning.
I don't think it needs a nerf, it's perfectly fine as it is. Prove Thyself is still better for actually breaking the 3 gens even in it's post-nerf state.
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She doesn't need a TR buff she needs a Crouch buff.
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@buckk0097 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558159#Comment_3558159
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558174#Comment_3558174
was this issue ever confirmed to be checked on by the devs at some point ?
No.
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One word: Licensing.
I wouldn't hold your breath, especially for Quentin, he's literally never had a store cosmetic.
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Infection progression shouldn't resume until a Survivor performs a Conspicuous Action.
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Pig.
@RaSavage42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557968#Comment_3557968
I know... but some players don't realize that not tunneling is how you play her
It saddens me
BOOP
Unfortunately that is the best way to play her as long as you don't over-commit.
You shouldn't chase a trapped Survivor for ages but the fact that you're drawn to vulnerable positions while you have a trap on (and are likely injured if it's active) means she can turn 1 hook into 2 or more relatively easily.
She's just super cheesy and encourages annoying playstyles imo.
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It's probably like 3.
I'm more of a protection hit gamer than a beamer save gamer I think.
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His infection allows him to get relatively easy downs on a recently unhooked Survivor. You can hit someone through Endurance and it applies more infection, which leaves them VERY close to becoming critical.
I think the Infection should only start progressing again after an Unhook when a Survivor performs a Conspicuous Action. The window for getting healed and getting cleansed is rather tight at the moment, and this compounds with the tunneling issue.
This small change would make Wesker perfect IMO. His infection would still be a thing you really want to get rid of, but it'd give Survivors more of a chance to recover after a hook.
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Aftercare is in an odd spot. Getting your auras taken away feels kind of bad but at its full potential, Aftercare is actually really good.
I personally think it doesn't really need any changes, at least to the Aura reading component. Maybe you could get a small healing boost to people revealed by Aftercare? It'd make sense with the theme of the perk.
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@ProfessorDunwich said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554664#Comment_3554664
A small speed boost when he puts down his traps? Still needs to collect his traps as always. It is a bone thrown to a killer left to rot. He is outdated and in need of a complete rework.
Bur the pattern remains, Killers usually only get reworks if they have a play style that bothers Survivors.
The pattern doesn't exist. If a Killer needs to be toned down for some reason, then they are. However, the majority of Killer reworks aim to improve the usefulness and quality of life for the Killer.
Wraith, Doctor, Bubba, Clown, Legion, Plague, Ghostface, Demo, Trickster and Sadako were all purely to boost the quality/strength of playing the killer. That's not even mentioning the smaller tweaks to some killers.
I don't know what your conspiratorial line of thinking aims to achieve, to be honest. Do you have a victim complex? Do you just want to stir the pot? Either way, it's really not a great outlook to have on these things.
BHVR aren't out to get you for playing a certain role, and BHVR certainly didn't release this skin as a last-minute cashgrab. It was in the works before the rework and they will most likely Buff her in the coming updates anyway.
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@Kuffowi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554667#Comment_3554667
i went up and did the basic attack, but it did not look like it played the animation, like it just hit her and my character played the action where they like wipe blood off of the weapon. my ping is usually super low as well
I don't know then, grabs are weird in general and as far as I know they still use the old Peer to Peer netcode (unless that was updated silently).
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I don't think map offerings really need changing, just the more unbalanced maps.
Having offerings that significantly affect gameplay like this would not be good. If you want to make different gamemodes like this then that'd be fine, but springing something like entirely randomized perks on a lobby by surprise wouldn't feel good for a lot of people involved.
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Did it look like you were stuck in the grab animation for a bit?
If so, that's a latency issue and it made you basic attack to correct it.
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@ProfessorDunwich said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553154#Comment_3553154
Doctor and Sadako were reworked because they had unfun play styles Survivors did not like. 3 genning with passive permanent madness building and condemned respectively. Current doctor is okay at best, MFT completely ruins his ability to disrupt loops with his shock. Sadako’s condemned is destroyed by players who understand the mechanics. They also kept the lullaby of a “stealth” Killer.
Skull Merchant is having her ability to 3 gen removed, fair enough, but given nothing in return. Survivors won’t have to deal with 3 gen Merchant, that’s all that matters.
Freddy, Trapper, Hillbilly, Pig, and Clown have been left to rot, M1 Killers have in general. No reworks for them because they are not bothering Survivors. Sadako and SM will be in the gutter with the other trash Killers soon enough. I expect a few to try to make them work for a bit before throwing in the towel.
Doctor and Sadako were reworked to improve how they played for the Killer side primarily.
Also Trapper is literally getting buffed next week, with more tweaks to come in the near future. I don't think that's exactly being "left to rot".
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The unhooking Survivor should run in front of the chain in this situation. It breaks it and prevents him from getting a hit (just a chain break).
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Having separate day and night versions of the Farm could be cool actually.
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@huxenjoyer92 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554048#Comment_3554048
And with this, I do agree on all of these points. I hope these get addressed as QOL changes (which I did say, but didn't outline in my OP so I do apologize).
My biggest issue and hopefully the change they agree on is being able to apply the Claw Trap if a Survivor is considered being in chase, but remains stationary while at a pallet. This and scan immunity is drastically cut down, or at least cut in half from its current version.
Those aren't QoL changes, those are buffs.
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While a Nurse is in fatigue, regular stuns don't apply.
It doesn't really make sense to be that way, though.
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@ProudRinMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550080#Comment_3550080
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550252#Comment_3550252
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550254#Comment_3550254
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550258#Comment_3550258
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550260#Comment_3550260
Did i forget to mention that if you perform a lunge attack or if it’s not an instant hit ( meaning delayed hit ) that the add-on wouldn’t work and would instead deplete the entire power gauge regardless of how much of it you used? That would balance it out and it definitely wouldn’t be alchemist ring’s level of strength.
I mean you didn't mention the downside.
Even with that though, it's too much. It's really not hard to get a quick attack as Spirit at all, especially with stuff like Dried Cherry Blossom existing. Not a good idea.
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@huxenjoyer92 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554045#Comment_3554045
The reason why survivors have been ignoring your power is because of a bug in the PTB regarding the Stealth Drone showing its radius on the ground for survivors, or at least, I THINK that's what the bug is.
That's only part of the issue (and I'm not even sure if that's a bug lmao).
You can just ignore the power by standing still for a second. There's no need to think about positioning when deactivating Drones anymore, you just play Red Light Green Light. The nerf makes no sense when it's now super easy to keep the Drones deactivated.
The immunity buffer is also way too generous, and the Drones also rotate too slowly.
She's just not good at doing what she's intended to do. Claw Traps take ages to apply and the fact that they have a 45 second battery AND don't destroy pallets anymore makes it a lot harder to get value out of the Hindered that they can provide.
That's not even mentioning the super annoying cooldowns that make her feel bad to play.
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It's not fine at the moment. She's super underwhelming and needs a lot of tweaks to be remotely decent. Her power is super easy to ignore and that makes her not very good at being a chase killer.
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We already have official word.
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I can bring both, don't yell at me :(
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It's already confirmed for changes.
Eruption was left unchanged for like 7 and a half months, can't you wait a little bit and stop clogging up the forums with threads about a problem that's already getting solved?
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@GannTM said:
I assume nanomachine gel can be used when playing hit and run singularity. It will need a whole build to be useful though. I would want them to buff that number up a bit though, 30 seconds is not much.
It's not even good enough to do that. It needs to be at least 60 seconds to have any sort of significant effect.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552711#Comment_3552711
Doesn't really make any sense. Do you mean the survivor standing still or the killer? In the first video, survivors get notifier that the killer is sneaking up on them while they are on a gen. So, survivors just get a free warning anytime they sre on a gen for 5 or more seconds? If you mean killer, the killer was crouch walking up to that spot, not standing still. Also check out the second video. The survivor had zero line of sight and got a stinger warning out of nowhere, though the killer was standing in place for quite some time.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552824#Comment_3552824
In the videos (check my reply video, as well), none of the survivors are in chase. You could argue on the first video that the madhatter was in chase, but the reality is he was simply running by. Survivors are getting a warning that a stealther is near undeserved. Makes it harder for a stealther to ambush if they are getting random stingers and terror radius warnings. If the stealther has come up on a survivor unaware, they should be able to capitalize on that.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552782#Comment_3552782
See above
The stinger is a mechanic that activates whenever the Killer stands still for an extended period of time. After they move again, it plays the stinger noise (which is the warning you hear). This is something that's been in the game since day one, and activates regardless of Undetectable. In all of those clips, the stinger only played after the Killer was still for a period of time, which happens often if you're trying to test things.
I think the point of the stinger mechanic is to give Insidious a bit more flair. Apart from that it just adds extra jumpscare value when you're hiding in one spot with Undetectable.
As for the visual Terror Radius, every single instance you showed of it activating against a stealth killer was when a Survivor had entered chase. You can see the chase indicators activate.
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Monitor is probably the best stealth perk for Xenomorph.
Turrets are often only really placed near generators so you still have some opportunity to sneak up on people.
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This kind of thing happened to me the other day. Have they tweaked the hit validation behind the scenes or something?
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@sizzlingmario4 said:
Nanomachine Gel is not very good, even in its original form when it was 40 seconds it wasn’t that useful. If you hit a survivor in Overclock, more often than not Singularity will want to try and teleport again and down them so the survivor is not going to be healing anyways and the effect is redundant at that point.
Yeah, it's rather odd. The fact that you have to hit someone directly makes it kind of redundant.
Twins having a short duration on their Broken addon at least kind of makes sense because Victor can hit people across the map from Charlotte and once removed people will likely just immediately start healing. Even then that addon isn't really good at all. Singularity has to hit people directly which makes the short duration not make sense at all.
Bubba's Broken addon is 90 seconds for a Purple, I don't know why 40 seconds was thought to be a good idea. Now that it's a Green it should be 60 seconds like Legion's.
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Survivors are meant to be slower, otherwise how would the killer ever catch them?

