ReverseVelocity
ReverseVelocity
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- ReverseVelocity
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@UndeddJester said:
TBH, both of them have the potential to be pretty good anti tunnel perks if you make the condition that they trigger when you unhook a survivor...
Considering that they deactivate on a lost health state, I don't think that'd work all that well.
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I think it's fine. Not great, but not terrible. 6.5/10
I personally think a lot of your points are overexaggerated. I don't think Made for This "killed killer diversity". I can still play basically any killer fine and I still face a decent range of killers (Wesker's massive popularity extends way further back than End Transmission anyway).
I wouldn't call Xenomorph a dumpster fire either. I'm not struggling a massive amount against it, and once the cooldown bug is fixed, I think people will stop complaining for the most part.
My biggest issue with the game currently is the sheer number of underwhelming perks. There are a lot of downright terrible perks, and a lot that are just "meh". I would really love to see a lot more perk buffs, as the amount of bad perks outweighs the number of good ones. This is exacerbated by the fact that the majority of recent perk releases just haven't been very good strength wise.
Buffing a large number of perks would help build diversity a lot, and I'd like to see it become an even more common thing. BHVR included a good chunk of nice perk buffs with the 7.1.0 update, but in my opinion we need a lot more.
I don't know how long it'll take to get that point, as designing changes to perks is a pretty long process. I just hope we keep seeing a good chunk of perk buffs with every midchapter (more along the lines of Trail of Torment and less of whatever happened with Hangman's Trick, though).
Changing the meta is a difficult task, but we've reached the point where we need a lot more perk buffs than perk nerfs. Only a couple of perks either side need toning down, but there's a LOT more that need a facelift.
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Bots are very scared of the pods in general and will avoid them at all costs I think.
They are also kind of unreasonably good at doing so.
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@Aven_Fallen said:
What I wonder is - when they decide to give out BPs, why such a low amount? 1 Million. Still not as good as cosmetics or a Rift Pass, but at least a respectable number. 400k BPs is like 2 hours of playtime.
Yeah, it should be at least 1 million. 400k isn't enough for a single prestige.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535360#Comment_3535360
Oh so you mean, the perk activates only 1 time so when everybody have been hooked its all over?
So its a perk to make it easy to start the game and it buys some time in the middle of the game?
Yeah the gen blocking would still be a one and done thing. It's just hooking a Survivor would reveal all unhooked Survivors to the killer as well. Once every Survivor has been hooked once the perk would be used up.
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If I have a game that sucks I usually just say "g".
game. that's it that's all you're getting out of me. one of the games of all time for sure.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535349#Comment_3535349
What if Grim Embrace revealed the auras of Survivors who haven't been hooked yet upon hooking another survivor?
Do you mean every time? like on every hook and not when the perk activates?
That would make this perk better than BBQ & Alien Instinct. It would be a pretty good Aura reading perk with a build in Deadlock.
That might just be too good really. bHVR would never implement this, if they did Im going to eat my socks.
I don't think it'd make it better than other aura reading perks, as it'd ramp down in effectiveness as you hooked more survivors. If a Survivor gets hooked at all then they wouldn't be revealed by Grim Embrace anymore.
It'd be really effective at the start of the game but it would eventually do nothing as the match runs its course. BBQ and Alien Instinct work exactly the same every time, but this proposal wouldn't.
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@Emeal said:
Problem is the perk only works if you can find all the Survivors at the right time, it also means you cant switch to someone else.
This perk would be so great if there was another perk which could be synergized with it. A perk that reveals the aura of the least hooked Survivor.
if that was the case buffing this perk to activate twice a match and you might have a meta strategy.
What if Grim Embrace revealed the auras of Survivors who haven't been hooked yet upon hooking another survivor?
It'd encourage spreading hooks while making the perk easier to activate. Sounds like a win-win situation to me.
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I wouldn't say that the decision requires balls, more stupidity.
Cutting off a good portion of legitimate players from being able to use crossplay in a game's early stages is not a very good idea at all. Damaging a game's reputation like this in it's infancy is potentially going to have long lasting effects on the playerbase, there's already been quite a significant drop in Steam playercounts not even a day after the change.
This is a massive kneejerk reaction from GUN, and a result of their own incompetence. I don't think I ran into a single cheater once across my time of playing and all of a sudden they decided to take the nuclear option of segregating an entire platform from crossplay.
I don't think this kind of decision making bodes well for the future of the game as a whole. It's a damn shame because the game is great, but if they keep doing stuff like this it'll send it to an early grave.
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I'd say Pain Resonance and Deadlock feel a bit overtuned at the moment. Apart from that, not really. A lot more perks need buffs than nerfs, for both sides.
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Well damn, I thought they didn't like to make exceptions like this. Literally every other instance of screaming is suppressed by a locker so this one should be too.
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I'm pretty sure this is a bug and I'd make sure to report it in the appropriate section.
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@NomiNomad said:
I think a few mori's could definitely be updated, but I don't really see the point of a mori shop. Mori's are something you see maybe every 10-15 matches, at least in my experience.
A mori shop would make perfect sense considering that they want moris as a part of the base game instead of an offering. I think it'd be really cool to see what they'd come up with.
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That's actually pretty sick. The other tables they showed off look fun too.
Looks like you'll have to buy them all as DLC, though.
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@[Deleted User] said:
I want my prestige shown and I want to show it off.
Here's hoping it becomes an opt-in setting. I have never been tunneled because of my prestige level. I doubt anyone these days are. It's just all copium tbh
Same. People who want to show it off should be able to. People who don't want to get lobby dodged or whatever should have the option to hide it, but it shouldn't really be a forced thing.
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@Peanits said:
This is a potential change that we're testing among a small set of players. The idea is to make it a little clearer- at least for less experienced players- how many generators need to be powered. With a single number (the normal counter), it's not immediately clear whether that number is supposed to go up or down unless you've been actively watching it. With this, you not only see how many have been powered, but also what the goal is, making it a little bit clearer for someone who's just started out.
Any feedback you may have on this is appreciated!
I don't really like this change. This is something that should be made clear in the tutorial, not with a global UI change.
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Resilience has always been fine and probably always will be. It's gotten indirectly weaker over the years with changes to healing and status effects like Hemorrhage.
I don't think it really needs a direct nerf in any capacity.
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@UnknownKiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/389904/this-is-rather-misleading
Licensed stuff are always set btw they arent lying u get skin
It's down to the discretion of the license holder. Not every licensed skin is a set.
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@IlliterateGenocide said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520526#Comment_3520526
Yeah I really don't understand the lengthy cool down, same reason why I don't use oppression more even if I like the effect, tho I think it had an even longer cool down
It's kind of crazy, it has nearly double the cooldown of Oppression. I think it's currently the longest cooldown on any perk in the game.
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@rha said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520569#Comment_3520569
Well I'm not affected, I'm not even on Steam, but I don't read anywhere that BHVR pretends that Steam changed their guidelines. I don't read anywhere that BHVR voluntarily changed this either. Do we know that they were not approach by Steam to change this to comply with the family sharing rules? The Steam rules don't read to me as if players have no right to share DLCs in this case but devs may be nice enough to allow it. It sounds as if it simply isn't allowed by Steam.
From what I can see, you're allowed to share DLCs as long as the account you're sharing to doesn't own the base game. If they do, the DLCs won't transfer. After the recent Steam maintenance, they patched it so it works accordingly.
It sucks, but it's not BHVR's fault. They initially thought it was a bug but unfortunately this is just Steam updating the family sharing to match what the policy says.
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@Hester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520560#Comment_3520560
It's been written like this for 9 years and they still haven't fixed
It's almost like they finally fixed it...
@Hester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520560#Comment_3520560
Behavior has changed it and is now pretending that steam policy has changed, and steam policy was changed 9 years ago.
idk where you're getting that number from, Steam policy changes pretty regularly.
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@Hester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520555#Comment_3520555
This behavior has changed, steam policy last changed in 2014. They even announced on social media that they were turning off family sharing
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BHVR can't do anything about this, it's a Steam-wide change.
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It's probably Borgo at the moment.
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Maybe if they didn't have a cooldown that lasted half the match and had consistent activation conditions (as in healing or being healed like Blood Pact), they wouldn't be so terrible.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518868#Comment_3518868
Are you also going to tell me there was no anti-regression revolution in the 2nd meta shakeup, and BHVR was just nerfing the popular killer perks?
Can people just admit they want calm spirit buffed so they can excessively hide from the killer, and try to avoid any interaction with the killer?
I really don't think Calm Spirit getting buffed is going to make Survivors entirely untrackable. The things Calm Spirit counters are relatively niche, it's just that the speed penalty heavily outweighs the benefit given to totems and chests and defeats the point of the buff.
Even without the speed penalty, it'd still be a relatively mid perk.
I don't think anything anyone says is going to change your mind though, as you seem to have a pretty big aversion to Calm Spirit for some reason.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518821#Comment_3518821
It removes the crow alerts for that survivor for the entire game, which is an entire killer tracking mechanic.
Calm spirit shouldn’t be removing an entire killer tracking mechanic for the entire game. If the perk only affected screaming, that would be fine.
Are we really complaining about Calm Spirit now?
Bloodhound makes being injured too punishing actually, it shouldn't make a killer tracking mechanic that strong for the entire game. See, I can make silly complaints about bad perks too.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518178#Comment_3518178
Calm Spirit does not counter Pain Res/DMS. You still get forced off the gen, you just don't scream. DMS will still activate showing the killer that you were working on that gen.
As for Jolt, Jolt on release made survivors scream. At some point it stopped causing survivors to scream and was never mentioned in a patch notes. The devs haven't confirmed whether or not Jolt screaming is intended by design.
Oh, nevermind then, it's worse than I thought.
I'm pretty sure there's confirmed bug reports for Jolt causing Survivors to scream, but I'm not sure.
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Twins should be #1 priority for QoL changes in my opinion. They're extremely clunky as-is.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518128#Comment_3518128
Surprsingly ive seen jolt,pain res, and face the darkness as more as niche. Face the darkness has been used to make uncleansable totem builds. Pain res you still take the penalty same as jolt but you dont at least get knocked off the gen and alert your location. These 3 have been the most common perks ive seen lately and they have screams incorporated in some way.
It countering Pain Res is only super useful when it's paired with DMS. Face the Darkness is also a really niche (and really bad) perk that has like 300 different ways to counter it, and you're essentially handicapping yourself due to the totem cleanse speed reduction. If the killer has Thrill then it's even worse. You counter FTD sure, but you make Thrill far more powerful which isn't really worth it when you can just heal to get rid of FTD.
Jolt isn't even meant to have a scream function, and is a bug, so that application will be useless once fixed.
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It counters a lot of relatively niche things. It's like ok at best.
It'd be a lot better if it didn't have a penalty to totem/chest interactions, and it should work on rummaging too. It baffles me that the developers haven't removed the speed penalty that only makes the perk worse. Without it, it might be decent.
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Aw hell yeah another opportunity to flex my funny blue ribbon
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They should also make Green Medkits you get with Pharmacy not take 24 seconds to heal.
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Pinky Finger is in a really weird spot. It's absolutely awful by itself and only really good with another purple addon, but even then it feels pretty terrible to use since you're down one bottle. The effect is unfair with too many bottles but absolutely terrible with not enough, and there doesn't seem to be a good in-between value.
I don't know how I'd rework it, but it needs an entirely new effect. If they really wanted to keep the exposed perhaps they could move the Exposed from Intoxicated to Invigorated and remove the bottle penalty downside.
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Eruption is in a really good spot, and doesn't need a buff.
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The Dead by Daylight Wiki contains a total of 1,997 Articles across 21,048 Pages and is continuously kept up-to-date by the Wiki Guardians and other volunteers.The Dead by Daylight Wiki is officially recognised and supported by the Developers at Behaviour Interactive.
This wiki is officially recognized and supported by the developers. It's got heaps of detailed information about basically everything to do with the game.
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@Caiman said:
Hangman's Trick should be like Forced Hesitation: if a survivor sabotages a hook within X distance of you, they're afflicted with Hindered for X seconds.
That's a really cool idea, but I'd like to see it made a consistent source of information first at least.
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Nah, Undetectable provides protection from Aura reading for a reason. Giving random exceptions to it would be a design nightmare and kind of defeat the point.
It's not completely useless as you still get the sound effect which helps you in a chase even if the killer is Undetectable.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512780#Comment_3512780
The weird thing is, that some people perform really good with Singularity. I don't know how they do it because I have the same problem. I do a bunch of stuff and then my power is disabled. But some people do get really good results.
On the PTB it didn't look too terrible for Xenomorph. At least to me. But it will probably come down to the killer playing very careful around certain loops that might block vision from the turrets. We'll see how that goes.
Yeah, Singularity actually has a lot of potential. If you can infect people quickly and you get used to infecting people mid-chase, he's a killing machine (pun intended). If you're not used to his fast paced micromanaging style of gameplay, it feels really rough when your power gets denied. However, once you get rolling, you can infect people faster than they can EMP your biopods. I really love playing him.
In regards to the Xenomorph, the turrets seem less threatening than EMPs overall, though. You can take them out without being burned with good LOS blocking without addons, and it becomes extremely trivial with certain addons. Plus getting Runner Mode back isn't hard at all (compared to having to walk across the map to reset a biopod anyway).
I personally kind of like the direction BHVR are taking in terms of Survivors having a specific item or action to hinder the killer's power, but making said powers stronger in return. It's going to allow BHVR to make killer powers that are much stronger in the moment, but can be balanced out by Survivors getting some reprieve by playing well/managing resources.
It has a lot of potential to create more dynamic gameplay if done right, which they mostly have done so far, I think.
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@brokedownpalace said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512612#Comment_3512612
I was wrong about what was nerfed but it was nerfed. It didn't originally cause you to be exhausted because exhaustion didn't exist when it was released. So you're wrong too 😉
I mean it also got the ability to be put on hold whenever you were being carried or hooked on that same patch. I'd say that's a net buff overall :P
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@brokedownpalace said:
This perk has already been nerfed. Healing two health states was arguably OP but it's fine now. If it gets nerfed anymore it'll be useless. But I know that's what a lot of people want.
What alternate universe did you come from because Adrenaline has literally never been nerfed.
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@Nos37 said:
Doesn't Alchemist Ring only slow survivors down by 3%, and only for a brief duration?
If so, it must not be a big deal since MFT is also 3% (with unlimited duration) and everyone says that perk is just fine.
You're thinking about Compound 33.
The issue with that addon isn't the hindered, it's the fact that it lets Blight obliterate pallets with a single token and no downside.
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A perk that essentially lets you ignore the need to reset for the last 1-2 generators is kind of busted imo.
I don't know how I'd nerf it but it's an extremely strong perk that gets even stronger when stacked. It's probably the single strongest Survivor perk in the game at the moment.
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I mean the map is really cool and seems balanced so I'm glad we have a specific offering for it instead of having to coinflip it with Toba Landing.
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@Grigerbest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511533#Comment_3511533
802 games from a month is pretty significant (just saying)
Now to OP:
From my personal view...
I played this killer enough to say things like:
- VERY clunky power makes him frustrating to play as. (Putting pods on objects)
- His power is not really rewarding (without 5% of haste addon is almost useless)
- Emps are OVERcounterring his power. Without any issues to get them.
- He feels really slow with gameplay loop.
- He suffers against a team of 2 or 3 ppl. (Not even a full squad).
- Very map dependant.
Why play a killer that have to go through frustration and sweat just to do the same as any other killer just pushing 1 button power?
Ps: All tho... I wanna test him with this 1 xeno perk that gives haste effect after a hit... There is a potencial...
Compared to the hundreds and thousands of games played a month? Yeah no not really.
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@ThanksForDaily said:
More like professional on pre dropping pallets and camp/tunnel.
There's no professional players in dead by daylight. The game is not esports.
The game has a competitive scene where people win money for playing. I'd say that counts to some degree.
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@Melinko said:
I still don't understand why the devs haven't done something about lingering in the exit gate area. It could be as simple as if they stay in the area beyond the gate for 5 secs a blood warden activates.
I understand standing outside the gate waiting for teammates to make sure they make it, but when all the remaining alive survivors linger there, a blood warden would be amazing.
I think an option to force all remaining living survivors to escape without having to go to the gates would be better. That way it wouldn't affect regular gameplay.
Same could be done to prevent bleedouts, if you're on the floor for too long you can press a button to die.
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The info effect is nice but the Locker effect is pretty limited in general. The blood/noise reduction should apply indefinitely while in the locker, and for 10 seconds after leaving, and it should cover scratch marks as well. If it had all of these effects then the cooldown would be fine.
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Yeah, I LOVE the unique interactions on the Nostromo. It really brings out a lot of flair and I'd love to see more thematic interactions like the pipes and the secret room on other maps.
Like imagine if you could find a key and start up the Ironworks foundry from the control room and pour molten metal onto the floor or something, wouldn't that be sick?
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511303#Comment_3511303
Prestige means nothing.
It does indicate that the player is dedicated enough to invest a bunch of time into one character. I agree it doesn't necessarily mean that a p100 player will be especially good (I've seen my fair share of not so great p100s), but it does make it more likely.
P100 survivors get dodged constantly and there really needs to be an option to hide your prestige until the endgame screen.

