ReverseVelocity
ReverseVelocity
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- ReverseVelocity
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Comments
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Sometimes the exit gates spawn on the opposite sides of the map and the killer has absolutely no chance of patrolling them.
RNG giveth and RNG taketh away.
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The emblem system is quite annoying and needs some attention. It's an absolute pain to rank up as Survivor and certain killers.
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@Nos37 said:
And what would be the punishment for survivors who repair a generator all the way to 100% without stopping at 50%, finding a new gen to work on, and only coming back some time later to finish the gen?
Completing a single generator doesn't remove a player from the game. They're not really the same.
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@Seraphor said:
I definitely think indicating SWF/non-SWF post game would be beneficial. It would take a lot of second-guessing out of the equation, and therefore reduce paranoia, which may reduce the reaction to SWF, once killers realise that not all SWF are unbeatable ad not all non-SWF are potatoes. And if killers are 'compensated' in some way for facing tougher opponents, then they'll be less inclined to dodge survivors they may suspect might be SWF as well.
I don't know, I think it would lead to killers immediately blaming a loss on SWF instead of considering how they could've played better. You see it pretty often even now.
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@ProfessorDunwich said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422760#Comment_3422760
Nah, I just use Lightborn.
Then why are you on the forums complaining about flashlight saves?
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They should revert the nerfs to Remember Me.
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Giving him a lullaby would be a nerf. You wouldn't be able to revert his TR to 24m with Monitor, and you wouldn't be able to take advantage of the Undetectable or Oblivious Status Effects.
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Old Freddy.
That and old map lighting, I miss the old Macmillan vibes.
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@trolliant said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419677#Comment_3419677
Just thought it'd lessen the amount of toxicity, but guess people don't like that.
I don't see it lessening toxicity at all really. All it would achieve is allowing people to leave nasty comments on someone's profile if they play in a way they don't like.
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I mainly run Anonymous Mode so weirdos can't find my profile after the game and complain on it. That and to stop streamers pulling up my profile after a game.
It really seems that you're upset you can't spew vitriol in their Steam Comments section, so the system is working as intended.
If someone in Anonymous Mode says something in the endgame chat that's against the rules, then you can report them as normal and BHVR will take action as they see fit.
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They took the bug from Insidious and gave it to PWYF lmao
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Bodyblocking with BT is a high risk play, and people who do it generally know the risks. If they complain when it backfires, I wouldn't take them that seriously. You don't have to take anyone in the end game chat seriously, actually.
That said, this argument gives me strawman vibes. A lot of killers still hard tunnel off of the hook even if they make no attempt to bodyblock for the unhooker. The majority of people aren't asking for more anti-tunneling measures because they want to get away with free bodyblocks, they're asking for them because they don't like getting tunneled.
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Freddy's Dress addons increase the amount of progress lost when missing a Skill Check (Wool Shirt also does this but without the added benefit of the aura reading). They all increase the regression by an extra 4%, so running one addon will increase lost progression on missed generator skill checks to 14%, and running two will increase it to 18%.
These effects only apply to asleep Survivors, so if an awake Survivor misses a Skill Check, it will regress by the usual 10%.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414711#Comment_3414711
It doesn't actually make that much of a difference. You cover the same ground in the same amount of time.
The 5 seconds basekit and 8 seconds Guardian overlap, because the speed increases are both in effect. Instead of running 7% faster for 5 seconds followed by 8 more seconds, you instead run 14% faster for 5 seconds and then a further 3 seconds of 7% faster.
To math it out:
Sequential (basekit 5s + Guardian 8s of +7%)
13 seconds of 4.28m/s = 55.64 meters covered
Stacking (5s combined, 3s Guardian, 5s normal)
5 seconds of 4.56m/s + 3 seconds of 4.28m/s + 5 seconds of 4m/s = 55.64 meters covered
If anything, having them overlap is more beneficial, because you gain an even greater burst of speed at the start, in which you match the killers speed so they definitively can't catch up to you in those initial 5 seconds, granting you a guaranteed lead for when the speed drops back 3 seconds afterwards. While a constant +7% for 13 seconds would be less noticeable and the killer would be able to catch up to you in those first 5 seconds much more easily.
Even if you discount the first second of Guardians speed boost and adjust the equation as follows, it's barely noticeable loss of less than 1/3rd of a meter, and you still benefit from that initial greater speed boost:
4 seconds of 4.56m/s + 4 seconds of 4.28m/s + 5 seconds of 4m/s = 55.36 meters covered
This is actually the more powerful effect, so I imagine the reason why BT and NOLB work differently was to prevent those perks being too strong when combined together or with Guardian.
Huh? I'm talking about the fact that Guardian starts the Haste timer before you regain movement of your character, causing you to lose Haste. I didn't say anything about making them not stack.
You could have saved yourself a lot of typing if you'd just read the posts properly.
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@sizzlingmario4 said:
It stacks with the base effect, so they run at 117% speed for a few seconds. You can get even more if you have NOLB too.
You don’t really get the full 8 seconds though because it starts during the unhook animation before you have control of your character (so it’s more like 7 seconds), unlike the basekit effect which doesn’t start until the unhook animation has fully completed. So you’d get 117% speed for around 7 seconds, then be at 110% for 3 more seconds (since the basekit effect is 10 seconds total).
Kinda weird how they fixed that for the Basekit Endurance/Haste but forgot about Guardian.
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They should just add it to Head On. It would make it a lot more useable altruistically for solo survivors.
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I'd love to see Old Freddy return, he was (well, still is) my favourite killer by far.
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Nobody tell him about Nemesis.
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That is a terrible idea. Even when Frenzy counted as a Basic Attack, there was an exception for Exposed for very good reason.
Just imagine Enduring + Hubris, you get a pallet stun, the Legion vaults it and instantly downs you. Literally Release Legion on crack.
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I don't think that's a bug. That's just how Overcharge works.
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@PapaEmeritus69 said:
I think it would be nice to show its activated some way for sure but I don't really agree with either of the perks being used to incentivize your teammates to do generators, unless you're being hard camped of course. I see them as a means to help you or your teammates from dying, not promoting gens over friends. I know that's sort of irrelevant cause people will use the perks how they see fit, I just find it kind of unhealthy for gameplay personally.
Overall though, it wouldn't be a bad idea to have some kind of visual so you know.
They did quietly add a blue buff icon that shows when you get close enough to activate it. However, until you get close, there's no way to notice if a hooked survivor has it or not.
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@Kalevi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407915#Comment_3407915
It's absurd to me that Pig got her own SAW tome in 2022 and multiple updates but doesn't get her own music. 🤷
Yeah it's sad. SAW has some amazing music, so much potential there. Having unique chase music and music while you have a RBT on would make her like twice as fun to play against alone lol.
On another note, I'm pretty sure Shawnee Smith (Pig's Actor) said she was bummed out that BHVR didn't call her when they were adding Pig into the game. Having a fully unmasked Pig outfit would be cool as well.
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Probably because the license holders haven't agreed to it. Freddy's licensors are particularly strict, he still doesn't have a single cosmetic after all these years.
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Reverting Pharmacy would be a nerf. What it needs is a major self-heal speed bonus to Medkits obtained through the perk to compensate for the Green Medkit nerfs.
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405900#Comment_3405900
Why would anyone run only one add-on?
Bandages + Yellow Medkits were a pretty common combination, actually. Plus it left room for an addon with a different effect if you wanted.
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405883#Comment_3405883
Right, but you said 'the other charge addons don't do anything by themselves.'
Bandages + Syringe on a common medkit has always been an amazing combo--it is now the best medkit combo AND the cheapest double self-heal.
Yeah, the Bandages aren't by themselves though are they?
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405851#Comment_3405851
Gel Dressings could be made the only charge addon and the others reworked, as they really don't do anything by themselves at all.
The Syringe is not a Charge addon, I was talking about the Charge addons specifically.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405748#Comment_3405748
tell that to killer UR add-on that have been garbage for years. At least when survivor equip an functional add-on combination, the add-on does something in its high rarity.
The killer add-on on other hand are either total garbage or side grade. A vast majority of the add-on, I have never played against them. that's how bad they are.
https://us.v-cdn.net/6030815/uploads/0EBD6H93VM5F/image.png
Like these dredge add-on, i never played dredge that used them. I will never see these add-on as survivor and I likely never will because... well they're bad. Simple as. The newest killer is skull merchant. You think I am ever going to see these add-on in some proper serious build?
https://us.v-cdn.net/6030815/uploads/GK421LSZR417/image.png
Nope, not really. I could same for last killer before skull merchant which was knight. you won't see his UR either. they're bad.
I mean yeah, some Ultra Rares could do with a buff, but Ultra Rares are generally really good addons. A lot of the best addons in the game are Ultra Rare. MDR, C33, etc.
It's kinda funny how you said they've been "garbage for years" and then proceeded to use killers released in the last year for every single example.
Ideally the majority of addons should have a tangible effect on their own. I don't think anyone would really be opposed to buffing the addons you mentioned either.
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405748#Comment_3405748
The game needs to be balanced around effect stacking. BHVR has addressed this multiple times for killers, where certain slowdown perks needed to be nerfed because they might be too powerful if killers stacked them.
This is the same situation, where gel dressing needs to be balanced around a survivor stacking +charges addons.
And this game certainly doesn’t have an expectation that higher rarity addons should have worthwhile effects, because we have many higher rarity killer addons that are trash garbage.
Even if Gel Dressings added 24 Charges, there's nothing else you could stack it with that would give you 3 heals. If it even was an issue (which it isn't), then Gel Dressings could be made the only charge addon and the others reworked, as they really don't do anything by themselves at all.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405733#Comment_3405733
you get 2 add-on slots for a reason. its balanced around having 2 add-on slots. not 1 add-on slot.
Addons are generally supposed to have worthwhile effects by themselves, especially the higher rarity ones.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405677#Comment_3405677
wrap+gel dressing is 16+10 which is 26 charges. it gives 2 heals. its only add-on that allows med-kit to 2 heal fully and have little more to it. This requires 0 perk investment and is complete portable old COH for free. technically you can heal with 8 charge add-on and 16 charge for exact heals.
The only other add-on to add full heal is iri syringe which also adds an extra heal. it has negative of removing med-kit however you can use the add-on to heal within chase which is really strong as it gives 3 health-states and it can be stacked with dead hard for 4 health-states.
I was testing med-kits, its surprising how strong this item is even after its nerf. It barely feels like it got nerfed.
typically if your using build to last, your mostly camping lockers as you deplete med-kit so it means nothing. The only time it could be detrimental if killer has sloppy butcher which gives hemmorage effect where partial heals are not allowed so other 2 charges of build to last would not be usable.
I believe self adherent wrap and the minor charge add-on that add +8 are meant to be combined with the perk streetwise. I did some quick math. med-kit by default have 24 charges. if you add 18 charges. 40/1.25 = 32. 40-32 = 8 so streetwise add 8 charges in total. The result is that you get 2 heals if you use streetwise as a perk.
Yeah that doesn't change the fact that Gel Dressings don't grant you a second heal alone. By itself it's pretty useless.
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@Coffeecrashing said:
Gel Dressing allows 2 self heals, which is worthy of being an iri, because survivors decided they wanted the all the healing nerfs to be thrown onto self healing, and now self healing needs to have its mega nerfs.
It doesn't allow 2 self heals, a self heal requires 24 charges with a medkit. Gel Dressings add 16.
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I wish there were more perk buffs, and Pharmacy being left in a terrible state is disappointing.
The bloodweb changes are nice though.
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You can't heal yourself using Boon: Circle of Healing anymore.
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Call of Brine and Overcharge got hit way too hard. They're just not worth running anymore.
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If I wanted to go through every perk I'd like to see buffed, we'd probably be here all day. There's a lot of bad perks and it's honestly quite a shame.
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@Annso_x said:
On top of a buff related to the healing itself, Pharmacy should be changed to activate when rumaging through a chest instead of opening one. It's just so stupid how a perk can be negated if your teammates open chests (and yet again an other problem that affects only solo q)
Self-care is also going to need a buff tbh, I understand they want to encourage altruistic healing but if you're going to make perks to self-heal they should be somewhat decent.
The only good self-healing left is inner strength and it also has its limitations, which barely impact swf but make it quite difficult to use in solo q because they still won't let us see our teammates' perks pre-game.
Making it activate on Rummaging alone would be a nerf. Pharmacy is meant to let you grab a Medkit quickly and rummaging would add a lot of extra time.
Instead, it should have a single rummage token that goes away if you open a chest while injured, as a backup in case everyone opens the Chests.
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Pharmacy needs a major self-healing boost with medkits gained from chests to keep it useable.
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I don't like Pig.
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I think I would prefer the old map balance wise if they'd boarded up a couple of windows in the more problematic buildings (like House of Pain and the Myers House). Currently Haddonfield is not really balanced in a good way at all.
It's a map of polar opposites that make it unfun for both roles. On one hand you have extremely strong main buildings which are a chore to chase on, but on the other you have massive deadzones everywhere else. It also has ridiculous 3 gen setups.
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I'm not sure if it's possible or not, but it's 100% not intended. I'd make a bug report.
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I think the Pharmacy changes ended up being a buff, for the most part. I get 2 medkits in a lot of my matches. I think a good QOL feature for the perk would be to give it a rummage token that could be used to guarantee at least one medkit.
However, the biggest issue that's facing Pharmacy at the moment is the upcoming Medkit changes. Green Medkits going from a 10 second heal to a 24 second heal will make Pharmacy significantly worse. The perk needs a large speed boost for self-healing using medkits gained from the perk, or it won't be worth using.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398054#Comment_3398054
To nerf 3-genning.
They didn't have to nerf those perks that hard though, they should be 150%.
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I don't know why CoB and Overcharge didn't get buffs from the PTB. They are both really bad now.
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I got the Collector's Edition through Kickstarter. Kinda a shame about all of the delays but what can you do.
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The reason nobody uses it anymore is because its a bad perk.
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@Mystic_Mizu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397852#Comment_3397852
Yeah, they sure do... but that's completely preventing any opportunity, survivors have an opportunity to do it and just ending the game with a push of a button is not a solution. Completely ending the opportunities for EGC to just prevent BM? Slugging will never go away either... unfortunately. If you're a survivor, just crawl out, or tab out. Nothing else you can do besides DC.
Like I said, BM will never go away so trying to prevent it by pretty much throwing EGC out the window? No.
You're assuming every killer will always instantly end the game when the EGC starts, which won't be the case. You've even contradicted yourself by saying "no killer will ever use this option" and "the EGC will be thrown out the window", those are literally polar opposites. People will still play the EGC for extra points and the opportunity for an endgame snowball.
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Yeah, I'm not sure why this isn't a thing already. It's not just Perks that need this either, I have like 15 pages of charms.
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@Mystic_Mizu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397843#Comment_3397843
I don't think the killer should have that much control over the end game though, just because the killer doesn't want to camp. That's denying the survivors the opportunity at trading out hooks or unhooking for BP. There are challenges that include unhooking after the EGC starts.
There are just too many things that would clash with this, and too many opportunities for the EGC would be taken away. People would let the devs know they hate it in the forums, and they would take it away.
The killer already has the ability to deny endgame hook trades though. You can't unhook a Survivor if the killer doesn't hook them in the first place.
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@Mystic_Mizu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397834#Comment_3397834
I'm not understanding the killer part correctly then. What do you mean by that? How would it work if someone is still on the hook. The person on the hook would immediately escape? Then no killer would use it that's what I'm saying. Sacrifice points.
I don't think there is a reason for survivors to give up early anyway, slugged or not. If it's an important enough reason, just DC and take the penalty. You will bleed out and the game will eventually end anyway. Rarely do killers ever leave all slugged survivors on the ground just to bleed out, they want their hook points and sacrifice points. That's happened to me, literally maybe only 3 times in my history of DBD. Survivors aren't obligated to get a chance at hatch btw, especially if they performed badly. BM will be in a game no matter what, there's no preventing it.
If someone is on the hook, then they would immediately escape. It's meant to be used if you've already got a kill and the Survivors won't leave, or if you don't want to bother with camping someone for 2 minutes for an extra kill.
While it's true that BM will always exist in games, you can limit the capacity to which it can be done. These are two pretty common complaints that can be solved quite reasonably.
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@HugTechLover said:
I don’t think a concede button to end a game early so you don’t have to see survivors in the exit gate is unnecessary. It is not hard to just push them out. Take the L and go next.
As for being slugged, I’m kind of impartial to it. I’m overall not a fan of giving concede / give up buttons, but being slugged for the whole timer can be annoying.
I mean, the whole idea is to cut down on BM opportunities. The concede button is literally a "Take the L and go next" button. That's the point.