ReverseVelocity
ReverseVelocity
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- Username
- ReverseVelocity
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Comments
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I generally prefer Botany Knowledge, it's far more consistent.
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The fact that Legion Mural and the Tape Player are survivor-locked is so sad.
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@Kaitsja said:
I don't think MMR decays over time. Not 100% sure on that, but it definitely doesn't feel like it does.
Yeah, that's one of the points they've mentioned in their improvements section. There's currently no MMR decay.
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I'd imagine this is a bug, I'd report it over in the appropriate section.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2930116#Comment_2930116
This would be Onryō. Kinda.
Onryo is more similar to Wraith than pre-rework Freddy to be honest.
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@MrDardon said:
Trapper has Coffee Grounds. He moves 5 % faster for 5 seconds after setting a Trap.
Honestly Coffee Grounds could make you go faster when someone steps in a trap as well, I think that'd be a neat addition.
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It really shouldn't have been nerfed a second time.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2933350#Comment_2933350
I find it really interesting that they have all these reliable and discrete analytics, but a basic chat filter is beyond them. How's that work?
Chat filters are actually surprisingly complex (if you don't want them to be bypassed in 2 seconds), and as far as I know BHVR aren't actually developing the chat filter, I'm pretty sure they outsourced it.
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They can filter out matches with certain perks from their data if needs be.
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There is a distinct lack of pre-rework Freddy.
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You are a coward. I want a perk that makes your character louder so I can run it exclusively on Ash and Jeff.
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Bumping, this still hasn't been fixed.
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The basement is already an extremely advantageous place to have a hook, we don't need to make basement hooks better.
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Just wait two minutes, it goes by itself!
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"Congratulations on COMPLETELY killing GF!"
-Pyramid Head to James Sunderland upon first seeing him
yes i know she was his wife -
I mean, I'm having a fun time against Legion, and I've done well in my matches against them. Their counterplay is pretty simple, and hasn't really changed with the gameplay update much. Maybe its just a you problem?
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I just want an option to play pre-rework Freddy.
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Lightborn doesn't prevent Lightburn, which is what prevents Nurse from charging blinks with a flashlight shone on her.
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Hag has a lot of weird addons, a bunch of which make her worse. Waterlogged Shoe, Scarred Hand and the Trap Trigger Range addons all detriment her.
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Hold up one sec I gotta Self Care through Mangled first, it'll only take a minute...
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@EvilBarney666 said:
If I remember right, Mori's were shadow nerfed to be used only on death hook. I don't recall seeing anything about changes being made to it. Then I logged in and boom was changed.
Again. I could be mistaken... but I seem to remember people being upset nothing was said.
They weren't Shadow nerfed, it was stated in the patch notes.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2925928#Comment_2925928
On this note: We hear ya, and we'll be working on an improved version. In the meantime, we'll be turning down the volume of his chase music in the first bugfix patch.
I hope you don't change it too much, I really like the current version as it is to be honest.
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Yeah, I love these sidegrade-style addons they've been doing recently. Much better than just a straight debuff for a few extra bloodpoints.
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I'm not experiencing anything like that, but I am on PC.
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I don't get the complaints, it sounds dope as hell. I love the atmosphere it adds to the chase.
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I wouldn't even consider buffing it.
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I like it.
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I think they should revert the nerf that came with the introduction of the End Game Collapse. Maximum of 6 tokens at 5 seconds per token, making for a total of 30 extra seconds at full stacks.
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I'd add Alert to that build too.
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So you want flashlights to last 4 seconds? That's a terrible idea.
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I think Victor should have the ability to snuff Boon Totems, but that's all I can think of off the top of my head.
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CLEARLY THE MOST VIABLE DEAD BY DAYLIGHT KILLER
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@GoodBoyKaru said:
TRICKSTER???
It's ok bestie ur main is on the VIP list
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Man's really crossed out Cenobite but not Trickster lol
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Extremely goofy take tbh
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Make it happen Eric, I believe in you
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I can remove them with my foot, only takes a second.
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Honestly, the skill check makes the perk feel more satisfying. They really need to fix skill check lag in general though.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2916863#Comment_2916863
'A little bit' is downplaying how hard this counters him.
- Yes, and? Calm Spirit is a silly example - nobody runs it because it's terrible. SC is a great perk against all killers and devastating against a few.
- It doesn't help, and if the devs aren't going to buff or rework Myers (they've said they won't be), then this perk needs attention.
- Not really. Unless they misplay horribly, you're just wasting stalk juice and in T1 you're going to get crapped on.
Sure. But where that perk is already powerful, and absolutely devastating to a few killers - that means it probably does.
https://forum.deadbydaylight.com/en/discussion/comment/2916865#Comment_2916865
I could probably hack something together from recorded matches, but I can tell you:
- I see a lot of SC.
- I run SC almost every game, and it helps me immensely almost every game.
I like the speed boosts but yeah, they could be removed. However, I'd rather just make it not work against stealth, as that's sort of the area where it becomes unfair. It's sort of crappy to have something this out of your control negate your kit so effectively.
Calm Spirit isn't a silly example, the amount that it's run doesn't change the fact that you're asking for a perk nerf for 2 killers at most.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2916733#Comment_2916733
Yeah, it is.
The fact that you got outplayed by someone doesn't mean the perk isn't a problem. It just means that someone was a bit more skilled than you.
'This perk is fine because survivors sometimes make mistakes' isn't a good argument. I saw the same damn stuff trotted out to defend CoH auras stacking, old OoO, old DS etc.
https://forum.deadbydaylight.com/en/discussion/comment/2916738#Comment_2916738
Spine Chill is amazing in SWFs, almost as good as old OoO was. And that's before we get into the bonus speeds.
It's also great in solo.
The fact that you are so dependent on this single perk probably means that it needs a look, in and of itself.
I agree that solo survivors need some help - and they are getting it. My guess is that the new statuses will be coming in a few months for the anniversary. But this one perk and the way it punishes specific killers with zero realistic counterplay isn't good for the game.
https://forum.deadbydaylight.com/en/discussion/comment/2916719#Comment_2916719
The issue isn't just marking - it's catching the marked survivor off guard.
But it's hard to talk accurately about Ghosty right now due to his rework, and how much depends on whether the changes to reveal come out to a nerf or not.
Let's talk about Myers.
How does a Myers play around Spinechill?
Myers can struggle with Spine Chill a little, but:
- He's one killer out of 27. If I was calling for Calm Spirit nerfs just because of Doctor that would be ridiculous.
- He's not bad because of Spine Chill, he's bad because of a lot of other reasons.
- He can still get a bit of stalk from a survivor with Spine Chill, and they're still vulnerable to 99s if you use the same strategy as Ghostface.
Some perks are just naturally going to be more effective against some killers, that doesn't mean they need nerfs.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2916707#Comment_2916707
How would you use ghostface’s power without looking directly at survivors?
You don't, but it takes like 2.5 seconds to fully stalk while leaning. That's not really much time to react at all.
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@StarLost said:
Completely agree.
It's unfair how hard Spinechill counters Myers and Ghostface.
https://forum.deadbydaylight.com/en/discussion/comment/2916614#Comment_2916614
...How?
Are stealth killers overpowered without SC? Because I don't think a single one of them is above 'C' tier.
Wraith, Pig, Myers, Onryo and Ghosty are all pretty crap against survivors that know what they are doing, with or without this perk.
SC is an incredible early warning system that also gives you hefty advantages in chase (that vault speed has saved my butt so many times).
https://forum.deadbydaylight.com/en/discussion/comment/2916628#Comment_2916628
The issue is that stalking killers are straight up blind-countered by this one perk, which is pretty unhealthy for the game. The entire point of stealth killers is that their terrible kits are somewhat balanced by better approaches. SC completely negates this aspect.
https://forum.deadbydaylight.com/en/discussion/comment/2916621#Comment_2916621
This wouldn't be so much a nerf to SC as it would be a small buff to Myers and Ghostface, and a smaller buff to Pig, Onryo and Wraith. Which is not a bad thing - all of these killers need buffs.
https://forum.deadbydaylight.com/en/discussion/comment/2916644#Comment_2916644
When you strawman, you concede the argument.
I enjoy playing survivor as well as killer, and I'd be happy to see SC not work against stealth killers, especially Myers and Ghostface.
One already very powerful perk shouldn't hard counter two entire killer kits, on top of being excellent against everyone else.
That's a bad design oversight.
https://forum.deadbydaylight.com/en/discussion/comment/2916640#Comment_2916640
See above.
The issue isn't the overall power of SC, it's that it completely breaks two killers and makes 3 others a lot weaker - all of which are already weak killers.
Even if it didn't work against undetectable killers, it would still be a five star perk.
Except it is a nerf to Spine Chill, like, objectively?
@acharliet said:
Spine Chill is great perk and its counter to stealth killers. But i remember when i was outplayed by Pig player coming to gen but not looking to my direction :D
Yeah, if you approach a gen without looking directly at it, you can actually catch people off guard better than you usually would since they're expecting Spine Chill to light up.
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I'd bring back Old Freddy.
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We really don't need to nerf Spine Chill.
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I reported this like 3 months ago and there's been no acknowledgement from the devs.
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@Lx_malice said:
I count wiggle grunts instead of seconds, and it usally takes about 10 wiggle grunts.
Yeah it's like 10-11 depending on if they hit great skill checks.
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Bond or Empathy. People used to cheat that perk in as a killer back in the early days of DBD.
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@JeanCharpentier said:
Just the fact that Corrupt Inter + Dead Man's Switch + Pain of Resonance combo became META on most killers show how broken the game is.
Equipping those 3 perks bring the gen speed to what they should be at base speed. In fact, all those perks should be base kit and still they are not enough to win against good SWFs on a regular basis (unless if you camp/tunnel of course).
DbD'stte of the game is in the worst state it has ever been, mainly because map design hasn't improved (even on new maps, most of them are beautiful but layout is garbage OP for surv) and because of the SBMM.
Survivor mains (most of the playerbase are survivor mains, let's be honest) do not even know the killers' struggle.
The only viable killers are Artist/Nurse/Oni and Blight and only if you completely master them.
Moreover, Blight and Oni needs the use of exploits to be able to compete, they are totally garbage without them.
Every other killers are way too weak at a high level of play. It would be okay if the SBMM was working but unfortunately, once you have reach above average MMR, the MM matches you with high MMR survivors to lower their queue times.
That is why most killers have left, all the remaining ones are camper/tunnelers or Nurse/Blight/Artist main, mostly.
Developers refuse to admit it but they have hardly failed and they are unable (or literally do not care) to balance the game.
It would be easy :
- smaller maps (8k to 9k m2 max)
- less pallets
- 1 LT max per map
- 1 pallet/window jungle gym max per map
- if there is a building, 1 window max
- Corrupt/RoP/DmS becomes a built in trials mechanics and are no longer perks
- DH nerf
Devs have said they have removed all the infinite but it is a big LIE. Many RNG spawn create infinites between 2 windows.
With all those changes, they can add a hook mechanic as the PH's cages to avoid the camp and the tunnel.
But no they keep releasing perks to bandaid the gen speed. To the point the killers can just use those perks and they cannot equip perks actually helping them in chase or map control. It is BULLSHIT.
"Just take the 2 pallets on Shelter Woods and put them on a map the size of Coal Tower while also making 3 amazing slowdowns basekit"
100% kill rate isn't balanced, as much as you'd like it to be judging by your ideas LOL.
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Probably because Hag's traps can't push people off of gens from anywhere on the map.