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ReverseVelocity

ReverseVelocity

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ReverseVelocity
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  • @D0NN1ED4RK0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552858#Comment_3552858

    what do you think if the 48 meter radius gets reduced?

    and I don’t think it will be too good on any killer other than pyramid head, nurse and maybe dredge (altho it feels abit situational with dredge’s teleporting ability)

    and the lethal synergy (from my experience atleast) won’t really affect the perk that much.

    I think a radius reduction would end up being a nerf to be honest, idk.

    I'm All Ears is super good on a lot of ranged killers where you have to make predictions for prefires around corners. It'd remove all the risk from it. Huntress, Slinger, Wesker, Artist are a few outside of the obvious Nurse + Pyramid Head.

    Lethal makes the perk significantly better as well, it essentially increases the duration by 33%.

    If you decreased the cooldown to 20 seconds and had it with Lethal you could basically have survivor's auras revealed for half of the chase, which wouldn't be healthy. It's not like Dance With Me where the effect is short and less significant, 6 seconds of Aura reading passively is really useful.

  • I don't know. It'd probably become too good with a shorter cooldown, and it'd be unreasonably good on some killers, especially with Lethal.

  • Stingers are supposed to play even if you're Undetectable.

    Undetectable or Oblivious doesn't stop chases either. The Visual TR isn't showing the TR, it's showing that the Survivor is in chase.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552290#Comment_3552290

    even without some kind of rewards for the achievements.

    Oh no here we go again, there is already a debacle brewing about Prestige, Devotion and Rank about Cosmetics missing for these.

    Guys, its just a little goblin number to occupy the little goblin parts of your brain, it was never meant to mean anything or reward you.

    image.png

    That'll be 300 million bloodpoints please BHVR.

  • Are they going to replace this challenge with another one like they did with the Residual Manifest one?

  • I think the last major nerf to a tracking perk was Object of Obsession, but don't quote me on that.

    Most of the nerfs are to tracking Addons I think, Leprose Lichen got nerfed very recently.

    Distortion getting a big buff could be called a nerf to tracking perks in general? Maybe?

  • @Emeal said:

    I don't like using Hex perks cause they are gone in a second, not even Hex:Undying makes it worthwhile- most of the time they find Undying first so it does NOTHING. Like if Hex:Undying was the original 4.2.0 design it would actually be useful-

    https://us.v-cdn.net/6030815/uploads/Z6AB1HJ2BO1D/image.png

    But I dont even use Hexes anymore and maybe bHVR is happy they killed that strategy off cause now Ruin auto disables on kill so that synergy is dead. The reward is not good enough and the complications are way too big to take the risk.

    It wont help to let the Killer place it personally cause Survivors can EASILY follow and observe the Killer and destroy the Hex.

    It would be nice if bHVR could make me reconsider Hexes, but there seems to be no incentive.

    Hex: Undying in its release state was super flawed for a large number of reasons.

    It was RNG based, with the best case scenario being absolutely ridiculous (5 totems to cleanse Ruin). It didn't work with token-based perks at all (which was a good fraction of the available Hex perks at the time). It gave you the opportunity to interrupt every single cleanse attempt by showing you the Survivor's Aura, which was even better on super high mobility killers.

    Undying is still pretty useful with things like Devour or Blood Favor. Having an extra chance for a powerful perk to stay in the game is good. It's just that a lot of Hexes are either rather niche or a bit underwhelming. There's a good list of Hex perks that could do with a buff in my opinion.

    Undying also lets you see people blessing Dull Totems as well, which is nice I guess.

    Do Hex perks need a little bit of work? Maybe, but let's not go back to the disaster that was release Undying. That was a pretty miserable time to be playing Survivor.

  • Nurses can hit you in one Blink IF you're super predictable.

    You really need that second Blink if you're up against a player who is decent at running Nurse. There's a reason you don't see Matchbox much even though it makes you 110%.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552077#Comment_3552077

    I feel many of the people that ask for P100 rewards would be very upset if it was ‚only‘ currency or charms. But yeah, something like that would be reasonable. Add playercard stuff in between as well.

    Currency would probably not be an appropriate award because that's a one time thing.

    I'd be perfectly fine with a Charm for P100 if it was cool enough though. Make it animated and flashy, I love those charms.

    Playercard stuff would also be cool as well, I would love a flashy Legion icon for mine.

  • These aren't QoL changes, they're buffs (which is fine, DS is a little underwhelming but they're still not QoL changes).

    Increasing the Stun timer to 4 seconds is probably fine, I agree with that one.

    Missing the Skill check not deactivating the perk is also a feature I'd love to see (totally not because I miss DS skill checks nuh uh).

    Not sure about allowing it to be used twice, though. That might be a little much. It'd probably make it better than the pre-nerf iteration.

  • Both of them are fine at 105%, I think.

    Carnifex can still catch Survivors due to the sheer amount of time he spends in a Hunt. He's pretty relentless.

    Jailer isn't great at catching Survivors but his massive radius and patrol time makes it basically guaranteed that he'll get into a Hunt. He excels at finding Survivors and keeping them busy, but not so much catching them like the other two.

    You have to remember that each Guard has their specialty. Carnifex is best at Orders, Assassin is best at Hunting, Jailer is best at Patrolling. It's just they gave Carnifex an extended Hunt time (which I'm not complaining about but it makes him a good middle ground between Assassin and Jailer when it comes to Hunts).

  • idk i'm doing perfectly fine and I play basically every killer.

    Buckle Up and For the People is a largely overrated combo to be honest. Like it sounds super scary, and can be nasty in certain scenarios, but it's a lot harder to proc than one might think. You basically have to be right next to the killer for the entire chase, and then if there's not really that many resources nearby you can just count to 10 and down the Survivor again.

    A decent amount of the time I see people running Buckle Up + FTP, it just never comes into play. That's 2 wasted slots for every survivor running it.

    Also, MFT is getting a change. You won't have to worry about that one for much longer.

  • @Venusa said:

    They literally have time limited cosmetics to prey on FOMO but fear that creating a permanent reward for P100'ing would cause people to "feel like they're missing out"... LOL. It's giving 🤡.

    We don't want people to feel like they're missing out :( unless it makes us boatloads of cash in the process

  • @LOVeMe said:

    @ReverseVelocity , @Emeal

    Thanks friends, I have read both of your comments carefully. Since you both share many points of view, I will respond simultaneously. I respect your opinions, but I still believe that [AVOID ANON] mode is necessary.

    I have expertise in handling statistics and data, and I would like to provide further explanation.(as a Korean, I place a great emphasis on politeness and manners. Please consider my words to be as polite as possible within my knowledge. If there are any expressions that could be interpreted as insulting or sarcastic by native English speakers, I apologize in advance.😞)

    First, you are trapped in circular reasoning. Your argument can be summarized as 'AVOID ANON will delay matchmaking because AVOID ANON delays matchmaking.' You fail to explain how [AVOD ANON] actually delays matchmaking in reality, and you are making an inappropriate conclusion based on amphibology, leading to an irrelevant conclusion.

    In my opinion, you seem to have a lack of understanding when it comes to matchmaking and MMR. Additionally, you appear to misunderstand the concepts of population and sample, and you seem to be confusing causality.

    We can categorize all DBD users into three groups with different opinions on ANON mode.

    Group A consists of anonymous users who desire anonymity and are willing to play with other anonymous users since they themselves value anonymity.

    Group B includes non-anonymous users who are comfortable playing with anonymous users.

    Group C strongly rejects anonymity and refuses to play with anonymous users altogether.

    However, this fact does not mean that Group B is compelled to reject or be forced into matching with either Group A or C. There exists a significant gray area between A and C, and this gray area is represented by Group B. I believe there would be no disagreement that Group B constitutes the majority of DBD users. Therefore, your argument that 'AVOID ANON MODE creates four completely blocked slots for anonymous users,' lacks persuasiveness.

    A and C won't meet each other (just making the process much more efficient), but similarly, they both end up sharing the largest group, B. Therefore, the argument that the AVOID ANON system narrows down the matchmaking pool is an argument from personal incredulity.

    Furthermore, dividing the people within the matchmaking pool into multiple groups does not in any way imply a decrease in the absolute number of the matchmaking pool. (Everything has a purpose.) Do you believe that the MMR system is causing significant delays in matchmaking? We must not forget the fact that the matchmaking system already matches five users selected based on MMR.

    Another rationale for the necessity of AVOID ANON can be found in MMR. If Group A users with similar MMRs and Group C users meet in the same lobby, and 'C' leaves, the remaining 4 players must wait meaninglessly until another user with a same or similar MMR as 'C' appears. Similarly, since 'C' who left will be pushed down in the matchmaking queue, longer waiting times will be required. In both cases, the quality of the gaming experience is likely to be severely compromised

    On the other hand, the 'AVOID ANON' mode fundamentally eliminates the situation where Group A and Group C meet in the same lobby and, by expanding matchmaking to the 'entire group,' paradoxically allows for faster matchmaking for both Group A and Group C.

    Let's assume you're picking up 5 pebbles of similar size from a gravel field that contains white, gray, and black pebbles of varying sizes. However, there's a rule that you can't pick up white pebbles together with black pebbles. Now, would it be faster to randomly pick up pebbles of similar size and then discard the black pebbles, and then try to find white pebbles of the same size as the black ones you just discarded? Or would it be faster to start by not picking up black pebbles at all and instead pick up 5 pebbles of similar size from the white and gray pebbles?☺️

    Assigning responsibility for issues arising from anonymity to users who want to 'AVOID ANON' is a typical 'Ergo Decedo' style statement and represents a narrow-minded mindset that dismisses opinions different from one's own.

    The issue is that Group A and C cannot share a lobby. This creates a disproportionate effect towards both Group A and C based on how many players are in either, as if a lobby as a player from Group C in it, no player from Group A can enter the lobby even if they are a good fit for the matchmaking, and vice versa.

    This disproportionate effect would be forced onto Group A players, as both sides would suffer from the same thing, however the Group C players would have chosen to exclude themselves from matching with Group A players . The Group A players would have done no such thing, which is unfair.

    Also, it would end up affecting the Group B users too. Since Groups A and C are mutually exclusive, only one of them would be available at most in one lobby. This essentially cuts off at least one chunk of the playerbase to EVERYONE at one time.

    The pebble analogy falls apart when you consider that you don't really have a good reason to separate players from each other. If an Anonymous Mode player is either cheating or harrassing you in the endgame chat, or breaking any of the game rules in some sort of way, then they are just as reportable as any other player. If anything, the introduction of Anonymous Mode caused BHVR to streamline their report process and make it easier.

    Not wanting to play against Anonymous Mode users is primarily a perception issue. They are not unreportable, and if they break game rules they can still be banned. Even if they aren't in Anonymous Mode, cheaters can and will change their profiles regularly to avoid suspicion. Filtering out users from these groups doesn't really accomplish anything in the end. Cheaters will still cheat and people will still be mean. It will only degrade the quality and speed of the matchmaking by restricting the pool for no reason.

  • Ripley.

    She's just like me, as in I'd also risk my life for a cat.

  • Clown's Haste was 10% and unintended.

    MfT's Haste is 3% and is currently intended.

    That's the big difference.

  • I don't know, it depends.

    If I'm playing Killer, it's clearly the Survivors.

    If I'm playing Survivor, it's clearly the Killers.

  • @LOVeMe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551474#Comment_3551474

    If my words sound aggressive, I apologize. It's because of my limited English proficiency, and I hope you understand that I couldn't find the appropriate expression.

    However, it's you who doesn't understand the principles of matchmaking. Rejecting anonymous users does not in any way reduce the matchmaking pool, and even if it did, it wouldn't be a decisive factor in matchmaking times. Matchmaking times are primarily influenced by whether 'Survivors' and 'Killers' have a 4:1 ratio.

    If a player has to keep manually leaving a room because of unwanted anonymous users, this will actually result in delaying the matchmaking for anonymous users. Do you agree?

    Having an option to avoid anonymous users would have a much more significant effect on matchmaking times.

    Take your example: If someone backs out because they see an anonymous player in the lobby, someone can just fill that slot right back in and the lobby continues mostly as usual with little disruption.

    However, if just ONE person in a lobby has the "Avoid Anonymous Players" option on, that means the other 4 slots would be blocked to anonymous players, regardless if the other players had that option on or not.

    It's quite simple, it's one briefly empty slot against 4 completely blocked slots.

    The only way to do a feature like this is without major disruption is to create a separate matchmaking pool for people who want to enable this option. So only people who specifically select this option would be matched with each other. This would increase queue times massively for people who selected it, though, as to be honest, I don't think enough people care about Anonymous Mode THAT much.

    No matter what way you put it, an option like this is not a good idea.

  • @LOVeMe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551425#Comment_3551425

    Thank you for your opinion. However, your words doesn't make logical sense.

    Fundamentally, there is no significant difference between not encountering anonymous users at all and manually leaving a room after discovering an anonymous user. Instead, it would result in repetitive and unnecessary actions that would lower the quality of the player's experience.

    On the other hand, the [AVOID ANONYMOUS USER] feature can reduce matchmaking time with unwanted anonymous users, benefiting both anonymous users and those who do not wish to be matched with them by reducing matchmaking delays.

    I don't think you understand how matchmaking works, less people in the matchmaking pool means more time spent looking for matches.

  • Just because I don't want harrassment on my profile doesn't mean I should have my queue times skyrocket.

  • Just ignore them. Everything in this game has at least one person that it annoys, that's an inevitability with a playerbase this large.

    A small minority of people don't recognize that they can get tunneled for their own actions, and blame the killer when they literally throw themselves at them. Or they do recognize it but think the killer shouldn't tunnel anyway. Either way, they want to ######### around without finding out, essentially.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550937#Comment_3550937

    That's what I thought but then I started questioning myself. Anyway, using these med-kits, I'm not getting more than one and it's been driving me crazy. As far as you can see from my medkit, I should be good for two full heals?

    https://us.v-cdn.net/6030815/uploads/ZV0NXLU5K7WG/20230926-135029.jpg

    You should absolutely be good for 2 self heals unless there's some sort of unaccounted inefficiency or something (which is pretty much zero chance).

    You need 24 charges for a self heal. Gel Dressings give +16 charges, Gauze Roll gives +10 charges. You should have 2 heals and 2 charges to spare.

  • I thought we already had an AI killer...

    ezgif-5-ee41d45321.png


  • @CountOfTheFog said:

    Platform: Switch

    No matter what add-ons you add to the kit, you will never get enough charges to heal yourself twice.

    Gel dressing, bandages, Gauze Rolls, it doesn't matter. You can heal yourself once fully but only about 70% the next try.

    I have tried this with multiple Survivors.

    EDIT: For clarity, I didn't miss any skill checks.

    Might it have something to do with the bug report that you made (since you're using a Masquerade Medkit)? This hasn't been fixed as far as I'm aware.

  • @CountOfTheFog said:

    This is my standard loadout for item, add-ons and Terrormisu offering and it grants me one full heal plus about 70% of a second.

    https://us.v-cdn.net/6030815/uploads/08YS39UUX18M/20230926-135029.jpg

    What perks do you have? Just wondering.

  • No, nothing yet. I've reported people for chat offenses and one person for exploiting with a ticket + evidence. It's about over two weeks of radio silence from that one now.

  • @Nirgendwohin said:

    Its black for me when I close my eyes

    That's true actually. Let's replace every single cosmetic description with this instead.

  • It's certainly a bit of a pain but I wouldn't go so far to say that it makes Aura perks unplayable.

  • This would be nice, but the fact that it only hides Scratch Marks holds it back. It should hide Blood and Pain Sounds too.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550402#Comment_3550402

    If I bring in a med-kit with just that add-on, can I use the purple agent if my med-kit is empty? As in like I already healed myself once.

    Throw on a single charge addon (like the Bandages) and you'll have enough for a heal + enough charges to use the Styptic and then some. You don't even need them if you hit Great skill checks consistently, as they save you some charges.

    Either bring one of the addons or hit a couple of greats and you have a one-heal medkit with a single-use super Dead Hard. It's a really good addon.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550226#Comment_3550226

    Who decides what is a “genuine” or a legitimate reason to block? It’s too slippery slope.

    I don't think you really need to decide what a genuine reason is. If you keep the list size small enough, people will use the spots sparingly. I'm talking like 10 slots here.

    A genuine reason to block would be for example getting harassed by a player.

  • The Alch Ring 2, Charge Time addon Spirit with STBFL obliterating a poor Meg in 0.3 seconds and sending her back to the campfire.

    No thank you

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550226#Comment_3550226

    The block list is so you cant be friended or invited to their games all the time, not actual blocking from play.

    How big would that block list be then? How big a disruption in Queue time are you proposing?

    Yeah I know how the current block list works.

    I'm not sure how the block list would be, that would be down to the dev's discretion really. I think Overwatch has something like that.

  • Finally, a reason to run Corrective Action...

  • @BigChapAlien21 said:

    RPD is absolutely killer sided lol

    Idk about the Game. Personally I think it's pretty even because of the number of god pallets but it's still an indoor map so can't be too bad for Killer

    The Game is quite killer dependent when it comes to performance. If you can ignore pallets or get rid of them super fast then it's a really good map for that killer. Otherwise it's quite awful.

  • @HugTechLover said:

    Player is better than you = block

    Player is worse than you = block

    Player is using a killer you don’t like = block

    Player uses perks you don’t like = block

    Player uses strategies or play-styles = block

    Player uses charms / name you don’t like = block

    Player does absolutely nothing wrong = block

    You see what I’m getting at?

    I mean the Block List in its current state has an upper limit of people you can add to it.

    I think a small Block List reserved for people who you have a genuine reason to not want to go against would be able to exist without destroying queue times or allowing you to block every single player that's better than you.

  • Nightlight has its issues but there's not really anything better to give any sort of statistics. It's not perfectly reliable but it's the best we have.

    As long as people acknowledge the potential issues (i.e. small sample size, only covering certain regions etc) then it's fine.

  • @UndeddJester said:

    Power Struggle it should work as that's a pallet stun... if it doesn't, I'd report that as a bug...

    Head On, no, cause that perk has plenty of counter play, and is already not as useful as other exhaustion perks without heavy build investment.

    The resistance to all stuns was nerfed off Enduring back in 3.0.0, as this perk would counter all the stun affects of any perks (and flashlights) even when they are not oppressive in the meta.

    Head On is not an unfair perk.

    Enduring doesn't work while you're carrying a Survivor.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549604#Comment_3549604

    bug that evolved into feature? There is many of those in DBD, but they usually increase skill ceiling, which is good imo.

    It's unclear if it's a bug or not honestly, we've had conflicting messages from different devs over the years and considering it'd probably require a full rework of Blight's collision to remove without making it feel terrible then they might just leave it alone.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/392525/item-rework-ideas-keys

    "keys are not particularly usefull overall"

    Keys are the strongest item for a chase build in the game, with the right addons or even a build around it you can see the killers aura for quite some time allowing you to basically never fall for any mindgame and making the chase last several minutes before you even run out of juice for your key, if you pair it up with the right perks it might even last for the entire game. I completely disagree with the statement that keys are not usefull, people just don't use them properly, all they were ever looked at was the opener for hatch and not the ridiculous aura reading they provide.

    You mean Blood Amber is useful, not the keys themselves.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549751#Comment_3549751

    If it was an option, I think it might promote the idea that players who hide their prestige level are more likely to have some reason for wanting to hide it and regardless of whether that was the case or not, some players would dodge them as a result which is exactly what hiding prestige is trying to cut back on. It probably wouldn’t happen as often as it does now but I think it would still be an issue.

    I think it’s best if it just stays completely hidden from everyone until the match is over with no option to show it in the lobby. Ever since BHVR began testing hiding prestige from some players, I have noticed lobby dodging happens far less often in my games.

    If they made it so it just showed no prestige instead of a special icon for hidden prestiges then it'd be a lot harder to tell. It wouldn't be practical to dodge everyone with no prestige AND people with their prestige hidden.

  • I don't think they give refunds for Shard purchases but I have known cases where people have been refunded Auric Cells for a purchase they've made after contacting support (there is a limit to how many times you can do this though)

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548830#Comment_3548830

    The old Mettle of Man took a year?

    DH took 5 years to be changed only because since years 4 people were getting better and better making DH become used alot more and more effective. DH wasnt "strong" before because players were alot worse back then.

    David was released in year 2. Barely anyone complained about DH before year 4-5

    Old Mettle was nerfed in about 2 months.

  • @Shocke said:

    it shouldnt be a setting, it should be equal to everybody in my opinion or it wouldnt be fair. I think the best thing would be as i wrote in the title to hide in the lobby the survs prestige level to the killer and to show the prestige level of the other teammates to survs. RN its already that survs cant see the killer prestige level. It would be fair to have the same thing so the killer cant see the survs prestige level.

    Why wouldn't that be fair? Everyone would have access to the option to hide their prestige level, they'd just get the ability to choose.

  • Deliverance is, and still will be, very good.

  • @FilthyLegionRevival said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547952#Comment_3547952

    As you can see, my friend hates the looping aspect of dbd. Personally, I love it but I wouldn't be opposed to have it be more of chaining tiles.

    It kind of seems that your friend hates the fact that they can't loop and want a button to win every tile for them, at least that's the vibes I'm getting.

  • @FilthyLegionRevival said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547866#Comment_3547866

    For the last part of this burst of concerns, I'd like to say that this applies to what I said in the above reply to your initial thing regarding Clown. The duration could be tweaked or the potency in speed could be reduced. This is simply meant to add more interesting gameplay on the killer end aside from just using their power.

    "Press button to win loop" doesn't exactly strike me as interesting gameplay. There was a Survivor perk like that once, and people didn't like that very much.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547866#Comment_3547866

    sounds like clown pink+yellow bottle combination except i think his lasts for 2.5 seconds? the idea is already a power but currently killer power is not too effective at timing speed boosts. far from unloopable. that is what I will say.

    Clown is pretty much unloopable, you kinda have to predrop and camp pallets. He also has to actually set it up instead of just pushing a single button.

    You're crazy if you think this is even a remotely good idea.

  • That'd allow the killer to outplay basically every loop on command. That's like 5 stacks of PWYF and it's basically impossible to evade 3.

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