ReverseVelocity
ReverseVelocity
About
- Username
- ReverseVelocity
- Joined
- Visits
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Comments
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I think a character-specific banner + badge would be cool.
I'd love to show off my dedication to Legion on my profile. As long as the art's good I'd be happy.
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None of them, really.
The one I play the least is probably Hag, but every now and then I get possessed by some evil spirit and that's all I'll play for a few days. Then it's back to normal.
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@Aceislife said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006740#Comment_4006740
With the new and old Monitor & Abuse the reduction in terror radius out of the chase is the same with 32m, and in-chase it actually extends less than before. So for 32m terror radius killers Monitor has actually been buffed.
He shouldn't need to run a perk for a 24m TR. Prerunning against him is too strong at the moment.
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It feels like all of that feedback they collected was for nothing.
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Monitor getting nerfed should mean he gets his 24m TR back now.
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Shame to see another long-time user go. From what I remember seeing you around, you seemed generally very reasonable too.
I've definitely noticed a shift in atmosphere around here lately. Downvotes probably contributed to that, as such a system encourages dunking on people over having a conversation.
Hope to see you around again sometime o7
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@BorisDDAA said:
The game brightness is scarier than the two pallets
Lore-accurate Swamp.
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It's actually wild. You just can't keep up as an M1 Killer.
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God I hope not. I love that perk.
They could honestly just replace her Terror Radius in Head Form with a Lullaby and that'd fix this.
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I agree. It's kind of been overshadowed by the fact that the new killer can fly over pallets, but it is ABYSMAL for any remotely low tier killer. Some of the setups feel like 2018-tier. They NEED to review this.
@BbQz said:
Do you not realize what's happening? New killer that vaults pallets is super busted and has little to no counter play!!
Damnit this isn't enough incentive!! Wait!! Let's add a bunch of pallets to worsen the experience of the killers people want to play!! That way they will buy our new killer!!!
High fives all around.
Reminds me of how Ormond was on release of Darkness Among Us. Except now it's nearly every map.
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I do not like the turn rate cap.
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@cogsturning said:
I've been downing people at some new pallets that are just straight up goofy. They added some pointless death traps.
I'd like to see some of those in my killer games.
Even so, map generation should not be this varied if this is the case.
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It gives me Autodidact stacks.
AND summons the killer.
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@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005859#Comment_4005859
this. they may have increased the number of fillers but they heavily reduced the safety of them. idk where everyone is getting this image that the devs added a bunch of god fillers on every map and called it a day. multiple maps even got their main buildings updated to help out killers such as the god window on chapel’s bottom floor being removed, both god windows in the back of mothers dwelling main building got removed, the breakable wall next to the god window on gas heaven got removed, disturbed ward got smaller and the pallets upstairs in main got removed, etc.
idk where everyone is getting this image that the devs added a bunch of god fillers on every map and called it a day
Because those are the kinds of setups I'm seeing consistently.
They did not reduce the safety of fillers in general on the most part. On Disturbed Ward I've been seeing multiple completely safe pallets right next to each other, the long-loop filler styles. The size decrease does not matter if it comes with setups like this.
@steezo_de said:
I did notice these changes. I can tell right now that for veteran survivors, this is pretty big. I think they put this in for the newer and for solo queue experience. It sucks because I think with all the other changes before, like shrinking the maps and removing a lot of safe tiles to replace them with ######### tiles, it really screwed up the game loop.
So, I do think something needed to be done, but I'm not sure if this is the right way either.. then again I only swf these days so maybe this will have a good impact on soloers because I hear that aspect of DBD is not in a good state right now. Time will tell.
Yeah, I really don't think this is the play. I don't want to be forced to play high tier killers all the time at my matchmaking level.
I really think they need to take another look at the generation to stop these kinds of insane setups. There's no room to play around them if a Survivor is good.
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@Foggyguy said:
Eh, most of the pallets aren't that safe? You can pretty easily just lunge to hit most survivors thanks to the ping only validating killers side. Just lag the game and none of the pallets will be safe.
"Just lagswitch to play the game" is absolutely insane advice???
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I swear it feels like the game's netcode was created for exactly 60 ping.
Anything lower and your weapon starts bouncing off of Survivors, anything higher and you start reaching 3 meters through the window to beat up Survivors.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005509#Comment_4005509
What counterplay she has?
I know about bodyblocking, but that's kinda useless when I don't play SWF. Is there really anything I can do about her myself?
The fact that she's unable to break pallets without going through a lengthy transformation is key.
Her vault speed being nerfed from the PTB makes this even more effective.
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I think these are pretty bad ideas.
I think much like Nurse an addon can be added to allow players to see where they are going to hit
This already is an addon, and not a base feature.
I think all she needs is a slightly increased cooldown on the projectile, and infection to be cleansed when hooked.
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I don't think Krasue has zero counterplay but the Infection should definitely cleanse when hooked.
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@MashedBroccoli said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005454#Comment_4005454
survivors don’t matter haven’t you figured it out yet. Survivors suffer for years been told to adapt and yet the proposed changes may have made the killers adapt and struggle but no. Killers cry and get their hands held. Now survivoes have weaker anti tunnel and weaker anti slug. Survivors got nothing but another killer who can do way too much with busted add ons, busted gameplay mechanics because only the killer experience matters.
I don't think there's any point in getting a victim complex about it. This is just a plain Hanlon's Razor type situation.
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@solidgamer44 said:
Ngl I can't tell anymore if its incompetence or actually a sneaky deceptive way to get these changes in to nerf survivors, at this point it's exactly like the mori situation where they were gonna make something like a baseline unbreakable for the longest time along with the mori change but we still haven't gotten anything like that.
Crazy how these things happen over and over again, it's not just this but other things too.
I honestly think it's a huge oversight. Especially with the OTR/Tenacity changes.
They said they'd revert all the perk changes made with the anti-tunnel/slug system and just… didn't revert these two?
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Her chases are generally very fun.
However, her tunneling ability is not. If Infection gets reset when hooked I think she'll be perfect.
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I don't agree. Once people figure out to exploit her weaknesses, then she'll be a lot easier to deal with.
Two main things:
One, her pallet vault is slow. They actually nerfed her vault time from the PTB (1.5s → 1.7s). You can drop pallets, and she can't realistically deal with some of them without transforming back into Body Form, which takes a lot of time to do.
Two, she's INCREDIBLY susceptible to bodyblocking. This is even more true now Headlong Flight has collision with Survivors. She needs to either eat 3 hits on a Survivor or transform back to Body Form, which, again, takes a long time. I know people might have the argument that "oh you can't bodyblock if you're solo", but yes, you can go bodyblock for your teammates yourself. I do it often.
The only thing I think needs changing is that infection should be entirely cleansed when a Survivor is hooked. Chases against her when you're fully reset feel really fun, but getting tunneled down when you're already infected straight off the hook feels terrible. This one change is all she needs imo.
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I like it.
For the people who prefer the Old Myers you can always run Tuft of Hair. Freddy never got such an addon.
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I thought the OTR change was only meant to be released alongside the anti-tunnel changes. That change should've been postponed with it.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004459#Comment_4004459
They include changes that make the killer weaker.
It's very different from the "BHVR literally made zero changes" claim.
It's still incredibly bad faith to argue that he got 37 changes when the majority are just bugfixes.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004466#Comment_4004466
Which still doesn't sound anywhere near as exciting or innovative than remote generator repairs.
I suppose, but remote generator repairs aren't exactly the most "exciting". I hope the effect will look cool though.
Killers also still get the haunt projectile too. So there's that.
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…and greatly increased breaking speed.
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Those are primarily bug fixes? Not balance changes.
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Theoretically, yes.
Though I do run it alone sometimes because it makes generators more interesting, regardless of how good I actually am at hitting the Hyperfocus skill checks.
It is possible that some players are running Hyperfocus with a skill check cheat, though. Epic players are immediately more suspicious to me too. It could be nothing nefarious, though.
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I don't think that'd be a good idea, because even the "bad" perks tend to have a place in weird and niche builds, which I love using.
A recent example would be No Quarter. Generally considered a really bad perk, but I throw it on sometimes on 4 medkit lobbies, or run it on the big TR killers with Coulrophobia on occasion.
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You can't wait like 12 hours?
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004220#Comment_4004220
So now you can do it without tomstones but you need to 12 hook interrsting, hope they add that the last can be basekit moried or even if mories will work with it because mories still require survivor to be desd on hook which is same just you need to have evil incarnate activated.
I mean the last can be basekit Moried anyway, as long as you pop T3 before you down them I assume that'd count for the achievement.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004169#Comment_4004169
Can you mori someone on the floor when he is dead on hook with just evil incarnate mode on?
I dont know if evil incarnate works like that just that its like tomstone but can be preformed on someone dead on hook and he is saved with any endurance not like current tombstones which can ignore that. With normal mori like ebony or ivory it doesnt work with his achivement I believe.
Yes, you can.
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Perks that require damaging generators directly do not work with Guard Orders. So Pop, Overcharge, CoB etc are a no go.
You CAN use DMS with it, though, as kicking a gen with a guard forces any Survivors currently working on it to stop.
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@AsherBlack said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004177#Comment_4004177
Risky in certain situations, yes.
But what i am talking about with guaranteed distance is if they are somewhere like shack, and jump out of a locker they are guaranteed window and a insane amount of distance, because you either take the stun, or, you wait it out, but if you wait it out even after the animation is over you might still be stunned just for walking in the direction of the locker because of the delayed stun time. Making it a lose lose situation for the killer if they get the stun or not. Making any locker by a vault location a lose lose. I don't think Head On is a insanely op perk, i think its a perk that needs fixed and tweaked so it cant be abused like survivors have been doing in recent matches.But what i am talking about with guaranteed distance
Basically every Exhaustion perk serves to provide guaranteed distance.
Head On is one of the few that don't. If you wait it out properly, then they can't make window from Shack locker.
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It's September. All the kids that bought the FNAF chapter went back to school.
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giving the survivors more than enough time to run away making head on basically a auto escape perk
Are you complaining about Head On giving a Survivor distance if they successfully stun with it?
Head On is objectively the riskiest Exhaustion perk. It doesn't need a nerf.
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@Musxussu575 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003545#Comment_4003545
Right, but even so, as I said, you use an Exhaustion perk and the killer is still right on top of you anyways. That's why I was questioning the legitimacy of using them at all.
They let you chain to tiles you potentially never would've gotten to without them. They're always going to be good.
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@Musxussu575 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003540#Comment_4003540
Yeah that's what I've always heard but no one ever explains why.
Personally I see Sprint Burst as being the worst but that's just my opinion.
Balanced Landing is bad comparitively because it's quite situational. Needing a drop-down can vastly limit the use on some maps, a handful have none at all, and it's still possible to get hit during the falling time if the killer is too close.
Compare that to perks like Sprint Burst (guaranteed distance when running from a gen basically every time, with potential to be on-demand in chase if you 99 Exhaustion) and Lithe (there are Windows and Pallets everywhere to activate it), then the use cases of Balanced seem a lot more limited.
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@cogsturning said:
https://us.v-cdn.net/6030815/uploads/IPYJVAW64GUR/19965a6dc0a30-screenshoturl.jpg
I'm nearly there but the hooking one is nuts.
If old Skull Merchant were still around I think she'd get the top challenge done in 1-3 games.
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I think they are very appropriately rated, it's just you are using one of the worst Exhaustion perks out of the bunch.
It's still a pretty good perk, but by Exhaustion perk standards, it's underwhelming.
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Me picking up a Walkie Talkie from a chest and hearing every possible racial slur under the sun in the span of 20 seconds.
I think this game needs a quickchat wheel/menu, but not voice chat.
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As long as you keep running away from the guard, it's practically impossible for them to catch up to you. They follow your path basically directly, so as long as you don't double back you should be fine.
Once the horn sounds, you can run into the flag, it'll get rid of the Guard and give you a boost of speed and endurance for a short time. You should also see the aura of the flag iirc.
However, keep in mind that there are multiple factors that can influence the time it takes for the horn to sound:
- Being chased by the Jailer will cause the Horn to sound after 10 seconds, instead of 5 (by default).
- The length of the path drawn can increase the time it takes by up to 2x. So if the Knight is far away, the flag takes longer to materialise.
- The Sharpened Mount addon increases this time by a further 15% if it is equipped.
So the time can vary wildly. If the Knight draws a short path and uses either Carnifex or Assassin, then the flag will appear after 5 seconds. If the Knight draws a very long path with the Jailer, then it'll take 20 seconds.
However, like I said, as long as you keep running away, the Guards cannot catch you by themselves. You either have to accidentally run back into them, or the Knight can chase you in tandem in order to try and force a hit.
If you're being solo chased by a Guard, running around a wall in the same direction for a while until the Horn sounds, and then making your way to the flag is the tactic to use.
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I think your definition for tunnelling is too lenient if you're getting 20-30 games in a row with a tunnelling killer.
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I don't think there's much good quantative data to get from the PTB. Mainly due to the small playerbase compared to the Live game, and the lack of matchmaking in any form.
I think it was a combination of community sentiment, and the devs seeing the system in action at the hands of proper players, and the ways that they could abuse it.
I don't think it was just "killer outrage", though. I think the feedback from most figures in the community, even the "survivor mains", was that the system was very flawed in its PTB iteration.
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I HATE Blast Mine.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002591#Comment_4002591
https://us.v-cdn.net/6030815/uploads/LAS7UQ77ORBE/screenshot-20250910-031531-chrome.jpg
A week ago. Not the first time. Won't be the last. Has never, ever happened to me as killer though. The killer experience is less erratic and thus doesn't feel as miserable, even if both your killer and survivior numbers are at the average, which mine are.
I hate to say it but I think you're doing something real wrong because I cannot remember the last time I went on a losing streak this bad, if ever.
It very well might just be a case of getting tilted and continuing to play anyway, which makes you make mistakes. I make sure to take a break if I have 2-3 really bad games in a row, it keeps me sane after all this time playing DBD.
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@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002552#Comment_4002552
It's not hard to die 10 solo q games in a row with bad RNG, happens all the time :))
last time I played I had bots on my team almost every match, these games with DCs aren't even counted in killrates, the stats are misleading they don't reflect the real solo q experience
I don't know what you're doing but those lengths of losing streaks are basically unheard of for me.
I play a lot of solo.
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It's just a core feature of how lunges work. If it didn't exist then you'd slide off the Survivors when lunging instead of hitting them.