ReverseVelocity
ReverseVelocity
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- ReverseVelocity
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It's very rare, but boy when it works it feels GREAT. I remember one time it saved me from a basement Trapper, absolutely golden.
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Nah, I really love the fast chest opening speed. Don't forget that it lets you open EVERY chest at double the speed too. I think that would actually end up being a net nerf if you got rid of the chest speed, I don't know.
Besides, they probably did it this way so the perks don't conflict. If you want to make Pharmacy really good, just slap a Gel Dressing on the Green Medkit it gives and you're golden.
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I'm not too sure about ADS speed, but Warden's Keys certainly would be welcome. The current reload speed feels too punishing.
Back when Pyramid Head's power was nerfed, he recieved a 0.5s reduction on his attack's cooldown, I think Slinger could use the same.
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They should add the original effect of the perk on top of the aura reading.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2959266#Comment_2959266
Wasn't it finish 4 at one point or was that just a nasty fever dream
Oh yeah, it was. That one was a PAIN.
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Machinist. They toned it down a little with this level but I remember in a recent tome it was finish 3 generators in a single trial.
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@Pepsidot said:
Hmm... could it be:
- A slight glow/aura around a character?
- Banner to signify you made it to P3 before the update?
- Special animation (I very much doubt this)?
- Special survivor portraits?
What else could it be?
And thanks Mandy for confirming what you've confirmed. I don't think I'll prestige any more survivors now - I panicked and started prestiging Jonah yesterday.
They mentioned that Prestige Crests will be displayed in the lobby, I'm thinking maybe a unique one of those?
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@Moxie said:
If it's not a legacy skin (which was confirmed by Mod) then it is 100% a charm.
Pass. Charms are so worthless.
It's confirmed to not be a charm either, I'm guessing it'll be a unique Prestige Icon?
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Still not fixed as of the 6.0.0 PTB.
Can this at least be acknowledged?
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@Mandy said:
There's not going to be a cosmetic for the P3 - I can't yet go into details on what players will receive but it's not "legacy 2.0" which is what I'm hearing a lot of.
Thanks for confirming this.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2956967#Comment_2956967
The closest we can say for right now is that we're hoping to release it sometime this summer.
I hope you realize that this is something that needs to be announced sooner rather than later, since it's going to take a lot of time to prestige everyone's characters.
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Yeah, I'd love to know this too.
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@Mandy said:
More information will be given closer to when it's scheduled for release. At this stage we're not sharing more information other than what is mentioned in the blog post on the website.
https://news.deadbydaylight.com/en/news/Prestige_Progression
I was asking for a more accurate time as to when we would be hearing more about it, not asking for more information.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2955869#Comment_2955869
It does, can confirm. You may want to second guess blessing a totem if they're running those two together.
That really should not be a thing.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2955803#Comment_2955803
We wanted to keep the choice for folks who like the time wasting aspect of boons. If you'd rather snuff them and force Survivors to re-bless the totem, you can. Otherwise, you can toss this on and destroy the totem outright.
Why would you make a perk that cripples all Boon Totems when 3 of them aren't even good?
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I sincerely hope that it doesn't work with Pentimento or that's going to be stupid.
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I think Rework A is the better approach, however the 5 Stack effect would be too obnoxious. Constant screaming would be annoying and whenever somebody screams, it kicks them off of the action they're doing.
Instead of making people scream when hitting a skill check, I think it could give the Oblivious status effect while working on a generator as the 5th stack effect. Having to keep a watchful eye out for the killer while being hit with zero warning skill checks would make it a force to be reckoned with.
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The issue with buffing Grim Embrace's gen blocking effect to 60 seconds or more means that a killer can camp an entire hook stage with no consequence.
I think it could do with showing you the entire team's aura instead of just the obsession's, that'd be a really nice buff.
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HE'S FLATLINING, GIVE ME THE FLASK OF BLEACH, QUICK!
Wait a sec, when did they ever nerf Clown?
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/2952966#Comment_2952966
The thing is though is that there's no clear indicator that its a bug. It's just not how it used to be before the update.
Hopefully a dev of some sort can clear this up.
If something changes and it doesn't appear in the patch notes, I'd assume it's a bug. There's really no logical reason for the devs to Shadow Nerf things when people are going to figure it out anyway, it just creates unnecessary anger.
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@Valik said:
@ReverseVelocity @Zachcjjj @GoshJosh @Sumnox
My esteemed comembers of the community and No Mither
What do you think of this incarnation of the perk:
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Description: “You can shake off even the roughest punishment when you’re pushed.”
Begin the trial injured and Broken for 90/60/30 seconds.
While Broken, gain the ability to revive self from the Dying state and gain Endurance for 16 seconds.
Escaping and Surviving the trial grants all other survivors +100% Bloodpoints.
Once restored to full health, this perk activates:
Taking a protection hit while Healthy causes you to become Broken for 30 seconds.
Upon recovering from the Broken status, this perk deactivates.
Flavor-text: “’He lamped me good before I could do so much as stand. Didn’t let up neither. Just kept throwin’ himself at me ‘til I was on the ground. Didn’t expect me to get back up so fast, lost him some good teeth for the trouble.’ – David King”
~
Once you are healed, the next time you are Broken, you gain Endurance.
You basically get Borrowed Time+ If you take a protection hit.
The tradeoff is that you start injured and the killer knows what you're up to.
You give your allies a bunch of BP if you make it out alive, though.
By causing survivors to spawn into the match injured and unable to heal - and punishing them with prolonged injury and less pressure upon taking protection hits, this perk retains its ‘Challenge Mode’ doctrine and promotes extremely dangerous and foolhardy behavior to those who take it. Keeping in the spirit of David’s defensive and patently dangerous take on altruism allows this perk to generate high stock for survivors that are able to work around it. By granting Endurance in particular circumstances, killers will be encouraged to tunnel the No Mither user to remove the threat of the perk from the game - but will find them difficult to hold down when used in conjunction with certain killer interactions as well as synergies with other survivor perks. While there is potential to force powerful situations, this perk has the potential to backfire horribly, which also makes it less attractive for certain team types. Granting bonus bloodpoints to allies allows it not only to act as a consolidation ‘Sorry I spawned injured and possibly screwed everything up’, but it’s also a great incentive for good-willed players to bring the perk into the trial.
Thoughts?
I'm not a fan.
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No Mither is a perk I like to run occassionally, and it can be really fun to use. The fact that the killer can't slug you (and they KNOW that) can actually be of huge benefit to your team, although at a pretty big detriment to yourself.
Sometimes I throw myself at the killer while they're chasing a teammate who has been hooked more than me, and it puts them in a Catch 22, they either have to let me pick myself up, or lose the more valuable chase. It also makes you excellent bait if you're a good looper, as a lot of killers can't resist the easy looking hook. Is this more effective than regular protection hits? I don't know, but it sure is fun. Just be prepared to die for your team most games.
That said, I think it should give you a 100% Pain Sound reduction, and the ability to crawl while recovering. This would make it easier to slip away unnoticed when slugged and pick yourself up. Also, a big helping of bonus bloodpoints when you escape with the perk would be really nice.
I don't think the perk needs a full rework, a hard-mode option is cool to have and the perk is pretty iconic.
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Like most "Shadow Nerfs" this is most likely a bug. I'd open a report.
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Yeah, I'd like these changes. The perk would feel a lot better to use. A 30 second cooldown could potentially be a bit much, I don't know, but the other two changes certainly.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2952521#Comment_2952521
I don't know they banned or not but i remember they warned people for some old Legion add-ons.
That was years ago, and I think the only reason they banned for that was because the mend times were so long they considered it to be holding the game hostage.
Also I'm pretty sure they put something about it in the in-game News section at the time, not sure though, I wasn't there for it.
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They're not going to ban people for using Hug Tech. They didn't ban anyone for using Breakdown while it was bugged to break the hook permanently, or Object + Blood Pact when it gave wallhacks.
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@AnneBonny said:
i swear like half the people on this forum have a victim complex
Only half?
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@TIMOTHEE said:
Dude playing killer is the worst Gen get done so fast that there is no point to even play.. period. I brought every good perk you can think of all survivors just hid did gens and escaped. I'm so let down I wish I never started playing this game is a waste of energy completely
Holy Necro, Batman!
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@GoshJosh said:
I just want that fog and ambiance back... 😞
Same 😞
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@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/323480/why-this-feature-got-removed
It probably was removed because it let Survivors know they were being stalked without having to look around.
I remember Patrick saying something about potentially adding it back just for the killer side. To be more specific, he said he'd "write that one down" when someone mentioned it in a Q&A. That would be pretty cool.
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For the 1290391023th time, they have matches where these perks aren't present so they don't need to disable them.
Also stop tunneling lol
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I love having 0 perks outside of a 24m radius. It really does wonders for my gameplay.
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Still not mentioned anywhere in the patchnotes afaik.
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Honestly I think upping each token to 8m might make it at least decent.
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I prefer the old one, and I wish there was an option to switch between them.
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@[Deleted User] said:
I would be in support of changing mending time, or making the mechanic more engaging.
Simple solution would be to reduce the time it takes to mend (again). Rather than 12s and 8s for self-mend and altruistic mend, the timings could be set to 8s for both. Would take as long to mend as it would to cleanse yourself with a fountain against Plague.
The downside to this is obvious, less time mending means a nerf to Legion, but also Deathslinger (and any future killer that uses Deep Wound). Although, I would be personally fine with this sort of change, I know many people would be very angry if they changed mending again.
I don't think changing mending time again would be a very good idea at all. That would nerf Legion too much and would also buff BT in the process, which isn't really necessary.
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@Mandy said:
To stop the argument that is brewing here, "hug tech" is not intended and is classed as a bug and will be fixed.
It should be a feature tbh.
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@IlliterateGenocide said:
Alternate Mori's 2.
I like ghost face new chase music.
but his washing machine one grew on me
Alternate moris would be very cool but it'd be more effort than just switching out some audio.
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I prefer the old one to be honest.
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Yeah, I just experienced this bug. Had to disconnect. Video and logs attached.
https://www.youtube.com/watch?v=Bmdv7rXwunk DeadByDaylight.log -
Yeah, I agree. Currently the perk is pretty much unusable in soloq without Quick and Quiet. This change would make the perk much more useful by itself in solos.
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I think they should have a setting to switch between alternate chase/TR music. I'd much prefer to have Pyramid Head's PTB theme, and I actually like Ghostface's current chase theme.
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I'm not a fan of how it hurts Solidarity and Resurgence, 2 perks that were already underpicked. That's my only complaint with the new status effect, though.
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Yeah, I'm really not a fan of it either. It just feels way too empty now. That map puts Wretched Shop to shame in terms of deadzones.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2938005#Comment_2938005
https://forum.deadbydaylight.com/en/discussion/comment/2938120#Comment_2938120
I’m all for a surrender option for killers after 15 minutes into a trial, but there’s a big difference here between pushing survivors out of the exit gates and slugging. Killers can pick up and hook slugged survivors, they can push survivors out of the exit gates in a matter of seconds. But survivors in the dying state cannot help themselves without perks, cannot force killers to just end the game for them, can be waiting up to four minutes vs. four seconds.
I don't know how that changes the fact that both of these issues should be addressed in some way.
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Yeah, I think this would be a good idea and would help to cut down on a lot of timewasting annoyances. Likewise, the killer should also have an option to push out all survivors still remaining in the trial during the Endgame Collapse.
Nobody wants to be slugged for 4 minutes or have to watch people tbag at the exit gates. Cutting out both of these chances to BM would improve everyone's gameplay experience.
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For the 15th time, they do not need to disable perks as a whole because they have matches without those perks. Bloodlust was a different story entirely since it's a mechanic present in every trial inherently.
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I'd love some unique chase music for Freddy to be honest.
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@sizzlingmario4 said:
You counter it by doing gens and not wasting time healing unless you need to in order to go for a save. Excessively healing against Legion is the easiest way to lose to him.
Yeah, powering through the slowdown is the best idea against a Legion with Thana.
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It's pretty nice against medkits, especially if they only have 1 heal left in them. Interrupt them for any amount of time at all and they can't finish the heal, so it'll regress back to 0 anyway.

