ReverseVelocity
ReverseVelocity
About
- Username
- ReverseVelocity
- Joined
- Visits
- 8,155
- Last Active
Comments
-
@Mystic_Mizu said:
Why would a killer use the surrender button while a survivor is on a hook to have them instantly escape just because they're annoyed at survivors standing at the gate. I don't think any killer would do that tbh but interesting thought. EGC is 4 minutes with someone on hook, and 2 minutes while no one is hooked, it's not even that bad.
There is a reason for slugging to be in the game though, especially if there are only 2 people left in the game. To secure kills and to use them as bait for other survivors to come pick them up. It's not fun at all but it's a strategy clearly intended by the devs, just like tunneling and camping... it sucks but it's a thing.
I personally say no to this, would give survivors more of a reason to just give up, leaving their team at a disadvantage because the game didn't go their way. If being slugged as a survivor or waiting out EGC as a killer is that annoying to you, just tab out and do something else.
The idea is that a Killer can't use the Concede button to quickly secure a kill. You're not meant to use it if you're trying to secure a kill, it's meant to be so you don't have to push the Survivors out of the gates.
I'm not saying to remove slugging either, it's just there's not really a legitimate gameplay reason to bleed someone out for 4 minutes other than BM. If it's a 2v1 then it should probably go to a Hatch game anyway, no need to drag the game out for minutes at a time.
-
@pigslittlepet said:
By that logic we should nerf legion and slinger basekit since they can apply deepwound. I think the reason this add on stands out is because people hate going against ph to begin with. Perks are bypassed sometimes. It's part of the game to counter people. Fearmonger counters sprint burst. Amanita cap counters windows. It's strong. But it's not overpowered.
I mean, Legion and Slinger will cause the Survivor to gain a speed boost when applying deep wound. Original Pain doesn't. I don't know how I feel about this addon personally but comparing it to Legion and Slinger is not an apt comparison.
-
The price for Pixel Sunglasses was much bigger than we had anticipated...
I hope they give out a code for 1 Iridescent Shard sometime soon.
-
Boons are perks that only apply affects to a limited range, and require time to set up through blessing.
Hexes apply their effects through the entire trial ground, and activate completely passively.
-
@sizzlingmario4 said:
Yeah, the medkit nerfs are amazing but this was the one side effect of it unfortunately.
Imo, increase the chest unlock boost to 80/90/100% (up from 40/60/80) and give any Pharmacy medkit a 50% healing speed increase if you're the one who uses it. This will offset the medkit's self-heal penalty and make it a 16 second heal only for that one medkit. It would still deplete all 24 charges, and still achieve the goal of making medkits weaker than before as it used to be a 10.7s heal with the green medkit and now it wouldn’t be.
Pharmacy was never a problem before, I don't see why the Heal Speed boost can't bring the self heal back to what it was.
-
If it was 24 charges I guess it'd make sense, but 16 isn't enough for an Ultra Rare.
-
@Devil_hit11 said:
I think their perk can get reworked to heal a full health-state upon opening a chest. No med-kit or anything like that. just full heal whenever you open a chest injured.
That would probably be a bit much (and my mountain of green medkits needs to keep growing). I think the heal speed bonus would be ideal.
-
If the perk isn't actively setting the servers on fire or something then they don't killswitch it. I like how they used the Breakdown bug as an example of something the killswitch could be used for, but I doubt they'd actually killswitch Breakdown if the bug happened today.
-
Blood Warden's aura reveal isn't working properly. It's a known issue.
-
No, the Medkit changes will cause Pharmacy's time to heal to effectively double. The perk will end up being significantly worse and it's barely used currently.
-
@Technature said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381832#Comment_3381832
I didn't say Pharmacy needed a nerf, I said Green Medkits do.
Pharmacy is fine.
A nerf to Green Medkits is a nerf to Pharmacy. That's why I suggested Pharmacy provides a +100% healing speed bonus to Medkits you pull out of a chest as to keep it around the same speed as it is currently.
-
@Technature said:
The purpose of Pharmacy is to guarantee that you have a healing item when you need it most and that you can access it quickly. If possible, you could pre-open and get multiple chests open so that several people could benefit from it and the basement having one meant you always had an easy access Green Medkit in a place the killer is probably not going to bother looking.
The fact that the Green Med-kit was the best item in the game helped with the strength of the perk.
The issue is that Pharmacy is going to do exactly what it has been doing, but now the item in question isn't as broken as it used to be. I feel this is a good thing because the Green Medkit has been the best item to take for 6 years and being able to potentially spawn one for each chest on the map is terrifying, almost as much as CoH.
And this is assuming you don't bring Ace in the Hole to potentially (though unlikely to) double its use and you don't have Appraisal to spawn yet another Green Medkit.
I never thought I'd see someone try to say Pharmacy deserves a nerf, but here we are I guess.
-
@Milo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381350#Comment_3381350
So an indirect nerf to pharmacy. The same way, base healing changes are an indirect nerf to Self-Care.
--
As for OP, I like the idea! But I still think they should just revert or semi-revert pharmacy to it's current state (keep the effects, if you're uninjured you can only get a guaruanteed medkit on first search, if injured you get a medkit everytime)
I think a good idea for Pharmacy would be to give it a Rummage token that lets you get 1 Green Medkit, but the token goes away if you open a chest while injured. You'd always be guaranteed at least one medkit then.
It'd be a good QOL change for the current iteration of the perk, but not really enough if these healing changes go through as-is, however.
-
@philward1953 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381406#Comment_3381406
They did nerf medkits across the board, but they also shifted their focus since they offer buffs only to healing others now. Healing in general is slower, but now, medkits only give a buff if you're being altruistic. The did do this before, but there's more of an emphasis on altruism.
Considering how it isn't worth it even with the current numbers to use a Medkit to heal someone else, I don't see how nerfing altruistic heals across the board on top of base healing speeds encourages altruism.
Spending 4000 Bloodpoints for a 35% heal speed bonus on one single heal just really isn't worth it. Medkits will still primarily be used for self-healing, they'll just be a bit worse at it.
-
They've always been able to allow you to heal others faster.
In fact, this update actually nerfs that aspect of medkits.
-
Yeah, I'm not exactly sure why they decided to nerf the altruistic bonus of medkits when nobody really used them for that purpose in the first place.
-
@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381337#Comment_3381337
That's a nerf to the medkit, not Pharmacy. Pharmacy would allow you to always have a free green medkit at hand even if you don't bring one from your inventory, as it always did.
A nerf to the item Pharmacy gives you is a nerf to the perk, even if it is indirect.
Stop being pedantic.
-
@Batusalen said:
The perk allows you to come empty handed or with another item, open a chest 80% faster, and get a guaranteed rare medkit for free that you can take with you if you escape.
I don't see how the healing time change affect Pharmacy in any way.
Green medkits will take 24 seconds to heal instead of 10.5. That's a significant nerf to Pharmacy.
-
I don't know why they don't just rework Pinky Finger entirely at this point.
-
Yeah this doesn't make sense. If anything he needed a speed increase on his chainsaw, not a nerf to Engravings.
-
@CBT137 said:
Theres an add-on to do this already
Nah, they reworked Frank's Mix Tape to cause gen and wall kicks to be faster in Frenzy.
-
No, it doesn't. Maps are completely random barring the Map Repeat Prevention system.
-
I don't think the solution you're suggesting is a good idea, but having a concede button once the Endgame Collapse starts that instantly forces all alive survivors to escape would be a good thing to have. Likewise, a concede button should become available to survivors once they have been slugged for an extended period of time.
-
I am still waiting for Overwhelming Presence buffs... It's been years
-
I'd much prefer Old Freddy.
-
@BlueHorkew said:
While the idea is cool in concept, this perks will be destined to fail.
Why do this perks have 3 restrictions put on them, is crazy:
- The one that heals needs to be specific, so you can't use both perks
- The cooldown is way too long
- The range of 12m
This are 3 restrictions for those effects.
Big problem, survivors do not stay together that often. Survivors should always try and split up and only group up for specific situations. So even if this perks helped on those specific situations, their cooldown is in the way.
This perks will be very difficult to make anywhere close to viable, not meta, viable.
I am honestly surprised they didn't touched them before release
I think they're deliberately playing it very safe with these perks, like they did with Any Means Necessary. I hope they get a cooldown reduction soon, though.
-
Chief that is her HOUSE. Having a nice camp isn't fanservice, she's just rich.
-
It's not a good perk, even without the Scream change. It should lose the Terror Radius requirement, imo.
-
I don't think so, it already basically eliminates the risk from saves, being able to stack that with another exhaustion perk would be nuts.
-
@Milo said:
I wonder if 1) and 3) exist to not overshadow Quick & Quiet.
I don't know, but it has a far heftier cooldown than QaQ anyway, and doesn't suppress the first vault. The chase requirement really doesn't make sense, it's like when Lithe had one. I don't think it'd overshadow the perk since they have distinct uses.
-
You get a Loud Noise notification and 2 seconds of aura reading if they're beyond 19m. That's it.
-
@Nos37 said:
I figured they'd take shared perks like Streetwise, Vigil, Open Handed, Up the Ante, et cetra, and throw them all under this prefix. Makes them easier to find in the perk pool.
Eh, that doesn't really make sense. Teamwork perks specifically activate when you heal/get healed by another survivor.
-
I hope they revert the scream changes, they really aren't good.
-
I just wish they didn't have a 140 second cooldown. It's really excessive.
-
@IlliterateGenocide said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364231#Comment_3364231
I mean I did for Steve Nancy and demo and there perks don't get unlocked automatically. They are like default perks.. so this is still strange
If you unlocked their teachables prior to Stranger Things leaving, you get the tier 1 of their perks on every character.
-
@Steel_Eyed said:
Hey yall - Looks like on my Skull Merchant, Demogorgon's perks were added back at the yellow rarity (not purple). It also states it is Demogorgon's perks again.
This a subtle clue about Stranger Things' return?
Did you have Demo's teachables unlocked before Stranger Things left?
-
I've been having fun with her too. She feels way better to play with all of the buffs.
-
@Monlyth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363592#Comment_3363592
When someone has stopped defending their opinions and is instead defending their right to have one, there's a problem.
You can't attack someone for having a differing opinion and then get upset when they tell you that's unreasonable.
I don't think you're arguing in good faith here.
-
Yeah, this is a pretty bad change and should be reverted. The perk needed buffs if anything.
-
@FFirebrandd said:
Does this affect the screams that happen when a survivor puts their foot in a bear trap too?
The most obvious cue that somebody got caught and not just that the trap got disarmed was the scream that followed. Granted you can still see it on the HUD but that's less obvious.
I think it's just the perks/addons listed, not sure though.
-
@Peanits said:
Our offices are just desks and conference rooms and a cafeteria, my dude. It's not an evil lair. We don't have even one excessively tall arm chair with an angry looking cat we cat pet while laughing maniacally.
In reality, nobody who spends 8 hours a day working on a game wants people to be upset about something, but things take time. Game devs aren't the super villains you want them to be.
It sounds like you gotta up the budget for overly tall arm chairs and supervillain-accompanying cats. Y'all are missing out.
-
@Emeal said:
How many matches of 4 Dead Hards would it take to change your tune?
I'd rather face 4 Dead Hards than 4 Sprint Bursts any day of the week.
-
@Monlyth said:
The idea that Dead Hard doesn't personally bother you, so it must be fine is a little ridiculous, and self-centered too. It suggests that "Mine is the only fun that matters".
I don't personally mind dying as a Survivor all that much. It goes with the territory when you're a solo player, what matters is that you did all you could. But I don't act like Survivors who find themselves dying over and over even when they did really well that match don't have a legitimate grievance. Which is one reason I welcomed the solo queue buffs.
So because my opinion doesn't match yours, you're saying me giving my feedback to the developers is self-centered and ridiculous?
That's a pretty unreasonable thing to say.
-
@Spectralfx said:
At least you know they have sprint burst BEFORE you commit a crazy amount of time to a chase.
you get to make what's called a "meaningful decision"
with Dead hard there just ... no such thing. you either assume they have it all the time or pay the price of a third, free health state (No, I don't consider pressing "E" a "cost", just get good.)
I mean, yeah you can just not chase them, but having a Survivor be essentially unchaseable without a massive deficit to your pressure is kinda ridiculous. If you leave them alone, they're going to continue working on generators. Sprint Burst directly makes generators significantly harder to pressure.
Dead Hard can buy you a lot of time in a chase if it procs successfully, but you can bait it out. With SB, they just end up halfway across the map and you can't really do much about it.
-
@FFirebrandd said:
Pssst
Did you know that after a survivor Sprint Bursts away, you don't have to chase them?
They'll probably come back to that same gen on their own, and as long as you also come back before their Exhaustion is done, you get an Exhaustion perk free chase.
Assuming they even come back to the same generator and don't go work on a different one, having to dance around a generator to bait a Sprint Burst user back to a gen wastes a bunch of time anyway.
Plus they can just run early until they get their Exhaustion back.
-
They've said in the past that they actually look at those. They probably get included in their data so they can have a rough idea of what killers and maps people find fun. It probably doesn't have a massive effect, but might be helpful when they're considering what needs changing. There's no way to tell for sure, though.
-
Make it 6 seconds
like the good old daysand I'm sold. 5 seconds is probably too short.It'd cover slightly less distance than default Frenzy (like 10m less roughly) but the zoom would be worth it. I'd rather have 6 seconds of 7.04m/s Frenzy than 20 seconds of 4.6m/s Frenzy for Never Sleep Pills personally.
-
This is one of the situations where DS has the upper hand over OTR, it doesn't become useless if the killer hits you immediately off the hook.
-
Make Your Choice is REALLY good on her. It makes unhooking even more dangerous (which she does a good job at doing anyway). Most exposed perks are really nice on her but MYC is her best perk hands down.
Corrupt can be nice on her but I generally go without that so I don't get bothered setting up traps. It's down to personal preference, some people like it, others don't.
Sloppy and STBFL are good picks (even though she has no way of choosing who she hits necessarily she can gain stacks very quickly).
Monitor and Abuse is an underrated pick on her, it shrinks her TR to 16m which is pretty tiny. It pairs very nicely with Nurse's as well.
Agitation is great on her, she's a killer that plays around hooks, and Agitation allows you to reach more of them. You can run it with Starstruck as well, but I wouldn't recommend Starstruck by itself.
Any perk that helps you hold a 3 gen is good on her too, Eruption, CoB, Overcharge, Surge etc.
Those are just a few examples, but giving different perks a try is the best way to see which ones fit your playstyle best.
-
I'm pretty sure losing a health state counts as a hinderance. Might just be me though.
