ReverseVelocity
ReverseVelocity
About
- Username
- ReverseVelocity
- Joined
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Comments
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Buff Up the Ante. They can't kill themselves if they Kobe.
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It was never a thing.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3227183#Comment_3227183
To be fair, the wiki is right a lot more often than it’s wrong. But yeah, in this particular case the original entry for Wesker was either wrong or from an early test build or something.
The original entry was from Datamined numbers iirc. The Hindered before Critical Infection was a disabled feature that never made it into any playable build.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3226934#Comment_3226934
It's not that complicated. Have y'all never seen 2 tiles spawn next to each other?
Yeah let me just chain this Z-Wall real quick
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Just a heads-up: Lullaby is broken at the moment, it doesn't reduce the time between skill check sounds and the actual skill check.
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They didn't quietly nerf anything, Wesker was always like that.
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@Xernoton said:
Am I the only person genuinely enjoying her new music? I think it fits her well and I love how abrupt it ends in chases because that also suits her. Although it is a bit fast which is weird considering that Hag moves at 110% speed.
No, I love it too. I think they nailed it with this one, hell, it's making me play more Hag at least.
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Good news, Custom Game bots are on the roadmap! They'll be added in the coming months.
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She's still due her balance pass, but it's been pushed down the line over and over again.
She'll get buffs one day... in the years to come :(
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/350455/nerph-no-end
You must be very fired up if you have that many spelling mistakes...
It's a shame they didn't have you on their team, there would be no totems to speak of.
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NOED reveals itself in a range of 24m 30 seconds after the Exposed is revealed, and that's a pretty big radius. It's a lot easier to cleanse now.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3226295#Comment_3226295
I suggested that you'd use it with other nearby tiles, or use it with Lithe, since Lithe makes any window a quick getaway. But all you took from that is, "Oh, you have to use Lithe just for it to be good?"
https://forum.deadbydaylight.com/en/discussion/comment/3226367#Comment_3226367
I don't know how you're meant to chain it with other tiles when this one gives you zero distance lol.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/3226757#Comment_3226757
So I played a match earlier against Trapper and the trap sounds were like this underwhelming realistic sound. Whenever my teammates stepped in them or someone disarmed them would hear it and it was just sad.
Just played a match now against the Trapper and it was the normal snap which made me happy. Not sure what was up with the other sound, hoping it's not a bug where a new sound their planning is sneaking through because I don't want that sound to be permanent.
Did he have Padded Jaws? Those change the sound of the traps.
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The This is not Happening buff we need...
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Why is she mad about a Dead Dawg offering? That map is good for killer.
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@Jangles said:
https://forum.deadbydaylight.com/en/discussion/comment/3226282#Comment_3226282
Its a good transition tile like a TL but it seems to always spawn at the end of tile sets. Problem is it seems to (I could be wrong here) have the same tile budget as a short wall jungle gym. Sometimes you get lucky and get a window into shack door.
I don't think we know the tile budget that tile uses. The only way to get that value would be through datamining anyway.
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@jajay119 said:
https://forum.deadbydaylight.com/en/discussion/comment/3226314#Comment_3226314
Stuns were reduced from 5 to 3 seconds and killer speed for vaulting windows were buffed in the update that people hated.
Decisive Strike was nerfed to 3 seconds, pallet stuns weren't changed at all.
Killer vaults were buffed... 4 years ago?????
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@jajay119 said:
I think stuff like this is just more noticeable since stun and vault times were reduced for killers. It definitely feels There are a lot of unsafe areas and dead zones around the game at the moment .
Neither Stun nor Vault times were reduced. This tile is just bad.
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I think 2% is too small for a Boon. However, this is a tricky one to balance since having it be too high would make the perk broken. It could be a little faster though.
I saw an idea I liked a little while ago, where Dark Theory would give you a vault speed increase while under it's effects. I think that'd be a neat addition to the perk, and would make it's effects much more noticeable.
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Sometimes they just add music because they feel like it. Huntress got Lobby music recently and she hasn't received any changes in a while.
I think Hag's chase music is dope, it fits her really well.
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I don't think you know what a strawman is.
@blue4zion said:
I mean, its refreshing. But they're not good.
I like that they're trying to add new tiles in to mix things up, that new double window tile they added to Macmillan (and I think Autohaven now) is fun to run. However, this newest tile is just really bad.
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@Jangles said:
This and that weird 3 wall double window deal on macmillan that counts as a jungle gym without a pallet.
That double window tile on Macmillan is really fun actually (if we're thinking about the same one). It's a nice variation on an LT wall.
@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3226038#Comment_3226038
I think this is a new autohaven only tile. I might be wrong tho
Yeah, I've only seen it in Autohaven.
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Take your pick bestie.
We'll get a werewolf killer one day, maybe his Mori will be him taking you out behind a Waffle House and my lawyer has advised me not to finish this sentence.
@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3225566#Comment_3225566
clown and Jonah are the best we are gonna get
Wait, Jonah???????
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She's part of the older roster, she was released in 2016.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/350095/open-handed-not-stacking-with-wiretap
I believe that was intended.
Yeah, the devs have said it's intended.
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Get rid of the range requirement and I think it'd be a pretty ok perk.
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I think the Finisher Mori mechanic is really cool. However, I'm kinda sad that it's replacing all other Moris. The offerings and perks like Rancor and Devour should keep the ability to kill by your own hand.
@Aven_Fallen said:
Pretty bad sounds about right. Sadly BHVR is pretty proud about the mori animations so they want a way to shove them onto the players. And since Moris itself are pretty weak and not used as much anymore (thankfully), you dont really see the animations anymore.
I also feel that the Mori-System drives them into some problems, mainly due to the different strength of Killers. I think 45 seconds to pick yourself up can be too less for Killers like Nurse or Blight, but too much for basically everyone else. But something like this would be needed, otherwise we end up in endless slugging-games until the Killer has all downed, which ends in a Sacrifice/Kill of all Survivors.
I also dislike that the Finishing Mori ignores basically everything you can have. You can have Deliverance up and it would not matter. You can have Unbreakable, but if you are the last person downed, it does not matter.
Really hoping that they will scrap the idea and just make the yellow Mori Basekit if they want more Mori-Animations.
I don't really get the complaints regarding the Finisher Mori overriding certain perks. The ability to pick yourself up is being made basekit, so it's not like you can "use" Unbreakable anymore. All the survivors need to do is run the killer for a decent amount of time and you're up again. Deliverance you can use in front of the killer now, since self-unhooks give you Endurance, so there's not really much point in waiting to use it on the hook.
That said, I'm not sure how overbearing 45 seconds will be. From my games on the PTB, I didn't have too many issues, games played basically as normal, but since matchmaking is turned off that really isn't a great representation of how the mechanic will play out with good teams. Two things are pretty certain though: Hooks being permanently broken on sacrifice needs to go (just revert Scourge Hooks to normal hooks instead), and Unbreakable is too overtuned.
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I'd increase the range and allow survivors to see the progress of generators through their aura. It still wouldn't be amazing but it'd be a lot more useful.
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Yes, they do. It takes around 9 seconds to open a gate with both of them I think.
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I really hope they reduce the numbers on this one, but they won't.
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@IlliterateGenocide said:
Even then i think it would still be kinda bad
Eh, it wouldn't be meta, but distraction perks are really fun to use. It'd make it a lot less clunky, and that's a good thing.
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@Crowman said:
Pentimento is the most overrated perk on the forums. No one really runs it because it's too much effort to set up.
All you really need to do is run Hexes with it. The 1 token effect is the most significant anyway.
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If Solidarity was 100%, then it'd be kinda stupid. It'd allow for lightning fast resets, especially when stacked with another healing perk, since you'd get it's effects twofold.
I think that Solidarity should have the healing progress gained from it be immune to regression from haemorrhage. I'd throw in a secondary effect too. Perhaps if you're injured, all other injured survivors within 32m of you can see your aura, and you can see theirs. This would let randoms know that you have Solidarity while also making it a bit easier to get it's effects.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3221415#Comment_3221415
0_0
I literally never thought about Call of Brine. Going to be trying that tomorrow.
Yeah, it's a really nice perk for Nemesis.
For reference, here's a full list of things that attract zombies (from the DBD Wiki page on Zombies):
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@KrazyKatFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/3221400#Comment_3221400
Does discordance really attract zombies? do you know how the actual mechanics of that actually work?
Note: genuine curiosity as I've not heard of this before, my text may seem like I'm calling you out which is not the case
Yeah, Loud Noise Notifications will attract zombies. This includes perks like Tinkerer, Discordance or Call of Brine.
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Yeah, it's possible. I've run into people on my friends list in a public lobby quite a few times.
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@AverageAshEnjoyer said:
It works when the pig isn't playing like their life is on the line
So it basically never works? LOL
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I think the update is likely scheduled to drop one or two days before Haunted by Daylight. They also mentioned Archive QoL updates in the blog post for the event.
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Yes, they do.
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BHVR have said in the past that they don't want to alter powers at all with cosmetics. Outfits shouldn't change the gameplay of a killer at all, but visual changes to powers would be neat honestly.
I wanna see Victor with a top hat.
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@Madjura said:
@GoodBoyKaru Sorry for immediately dumping a wall of text but you made this thread before I could submit the one I was going to make and they would be merged together anyway.
Tl;dr: Terrible decision. Goes against BHVRs standards that they have set a bit over a year ago.
https://deadbydaylight.com/news/haunted-by-daylight-celebrations
Under "QUALITY OF LIFE UPDATES":
Progress beyond Tier 70 of the Archives and earn new Deep Rift Outfits, variations of new Outfits exclusive to The Rift.
> exclusive to The Rift.
Exclusives are now apparently considered to be quality of life.
Overall a, let's say, interesting, decision to create more exclusives, and for Halloween to boot. The Dwightcrow charm used to be exclusive (available from codes that were given out by streamers), and it was made obtainable again for the following reason:
Not at all, there were a lot of players who couldn't get this code the last time around and we wanted to rectify that. Also we have a lot of new players since then, there's no reason that they should be denied the opportunity to get this charm.
Source: https://forum.deadbydaylight.com/en/discussion/comment/2534822/#Comment_2534822
READ THE FULL THREAD FOR CONTEXT HERE:
https://forum.deadbydaylight.com/en/discussion/284600/dwightcrow-charm-again/p1
The Dwightcrow post is from a bit over a year ago. What has changed in that one year? How did exclusives become acceptable in that one year?
🦆🦂
The whole "Deep Rift" thing is whatever, I don't really mind it. Single cosmetic pieces and charms were already exclusive to the rift, so that isn't much of a difference there. However, having time-limited store cosmetics kinda leaves a bad taste in my mouth.
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Yeah, this is certainly concerning...
Time-limited cosmetics are a pretty predatory marketing tactic, and if I recall, didn't BHVR say they didn't want exclusive cosmetics in the game?
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No, Madness has to tier up in order for Restraint's active effect to proc.
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Honestly, I think Crowd Control is alright as-is, it's a pretty good perk that's quite underrated. It'd be too strong if it wasn't a Hex, and blocking dropped pallets would probably be insane as well (imagine if Blood Favor blocked windows on hit alongside undropped pallets).
Having it passively block vaults as a survivor approaches would be really unhealthy as it would allow you to get free hits without any input.
I'm not sure if it even needs a buff, but I think a reasonable buff could be something like this:
Hex: Crowd Control - When a Survivor performs a rushed vault through a window within 48 meters of a Killer, that window becomes blocked indefinitely. This effect can only apply to 1/2/3 windows at a time. Whenever the maximum amount of windows is blocked, the oldest blocked window will become unblocked when a new vault is affected.
Survivors and Killers can see the Auras of blocked vault locations when they are within 32 meters of them. The Hex effects persist as long as the related Hex Totem is standing.
So, instead of blocking windows for 20 seconds. It blocks the three most recently vaulted windows until the Hex is cleansed. As a trade off, survivors are now able to see which windows nearby are blocked, as randomly running into a previously blocked window would be very frustrating (and especially effective against survivors without comms, which is a bad thing).
This would make it far more effective at blocking multiple windows, which is what really sets this perk apart from Bamboozle. It'd be more effective at herding survivors, as they wouldn't be able to return to windows blocked by Crowd Control after looping away for a little while, they'd have to keep constantly moving to find unblocked windows.
I don't know if this idea would end up being too strong or annoying, but it's certainly cool sounding on paper.
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You're not allowed to stand up now, disturbing a sleepy little cat is a crime of the highest order and will be punished by an annoyed glare.
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Honestly I think this one is simple. Just up the numbers. Up it to 25% or even 33% and it could be quite solid.
Oh yeah, also add Exit Gate opening to the things it affects.
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While the gen spread can be a little unforgiving sometimes (as killer), I enjoy the map overall. I'd say it's one of my favourites.
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It does practically nothing, it doesn't track the hatch until it spawns, and the only time it spawns now is when it's open.
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I'd add a way to play Old Freddy again.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/3218379#Comment_3218379
That’s way slower than I anticipated. Was looking forward to outfits on quite a few characters.
I don't think they gave a specific timeframe, they just said "gradually". The whole thing is pretty vague.



