ReverseVelocity
ReverseVelocity
About
- Username
- ReverseVelocity
- Joined
- Visits
- 8,155
- Last Active
Comments
-
@Heartbound said:
This game doesn't even have food in it.
Hag would beg to differ.
-
I like the voices we have already, to be honest.
-
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2905298#Comment_2905298
I genuinely don’t remember him being as unpopular as that post seems to indicate, and still enjoyed playing as and against him. Without a doubt the game played differently back then, but he was so unique and fun. He was refreshing and brought an entirely new play style. We can still fight to bring him back with some modifications.
Yeah, and isn't Freddy like bottom 3 picked now? I really hope the developers revisit the original concept again eventually.
-
Honestly, getting the old trap model back for Eyrie of Crows could be nice, I'm pretty sure they'd blend in well with the sand. The trap hitbox is fine as it is though.
-
@Cameragosha said:
Current devs never buff killer.
They're literally buffing 2 of them in 2 weeks.
-
You need to sacrifice towers to turn a Super Monkey into a Sun Temple.
-
@TeabaggingGhostface said:
Survivors shouldn't be able to spin killers or moonwalk, but they do
This point is just as stupid as the OP, if not more so.
-
The only issue with buffing the timer to a minute plus is it becomes just as long as a sacrifice stage, so the killer can put up a tent and claim their free hook state, and that isn't exactly that fun for anyone.
@lauraa said:
tbh grim embrace should reveal ALL survivors instead. this would make survivors truly feel grim.
i am aware this would be amazeballs on Nurse, but not even Starstruck has gotten her nerfed and shes gained an additional blink since then.
Imagine Mikey with this
Yeah, honestly, that's a cool idea. I'd like to see it buffed this way.
-
It's probably to prevent the Trickster from sitting in front of a hooked survivor forever with Main Event up. That'd be my guess, anyway.
-
@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2902955#Comment_2902955
https://forum.deadbydaylight.com/en/discussion/comment/2902959#Comment_2902959
I am touched by your words, my dear friends. I did not expect people to care that I was no longer around, but know that I sincerely appreciate it <3
The truth is...I see no point in continuing this crazy little mission of mine. I've already spent 2 years and 8 months fighting for my old precious killer, only to miserably fail. What should have been clear from the start is that our quest is either completely ignored by BHVR, or the idea has been rejected from the start.
I know it is not right of me to say this, especially after the countless promises and the amazing support I've received throughout the years, but...fighting for something that likely won't see the light of day while being CONSTANTLY reminded that this game will never be the same game that I fell in love with back in 2018 is...difficult, to say the very, VERY, least.
I don't think I want to do this anymore. I don't think I can do this anymore.
It's a shame to see you demoralized like this, but I'll always be here rooting for Old Freddy's return too.
-
@Adjatha said:
So, killer buffs need time to breath before being considered. Don't want to make a knee-jerk reaction.
But Pinhead's critical addons got nerfed in a mid-chapter patch, because...
They actually got nerfed with the Artist's release, which is the regular time for them to review content (one chapter after).
-
I saw like 2 of them yesterday.
-
He could really do with a range increase to Shock Therapy, not having range addons hurts him a lot.
-
The Lament Configuration cannot spawn in an area 16m around the Survivors or 40m around the Killer. If you know roughly where the survivors are when it spawns, you can infer the location of the box.
-
Could be a neat rework idea for Dried Cherry Blossom. Don't think it should be basekit though.
-
Don't the Red effects only appear when you have killer instinct?
-
I have absolutely no idea how the addon has survived this long, alongside Alchemist's Ring. The pallet break is too much, it needs a different effect.
-
@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2893162#Comment_2893162
There is already an acknowledged report on the tuning guide here.
https://forum.deadbydaylight.com/en/discussion/317555/carburetor-tunning-guide-cannibal
But yes depth gauge rake has the same problem iirc. The speed penalties are supposed to be 2% but in reality it's way more than that.
Ah, I didn't realise it got acknowledged, that's great.
-
@Mandy said:
Ok I've changed the status on this bug report, yes it should be 2s. The OP was correct. Sorry for any confusion caused.
While we're on the topic of Leatherface, do you think you could take a look into the speed penalties applied by Carburetor Tuning Guide and Depth Gauge Rake? Running these addons makes your Chainsaw slower than survivor speed for a while, I don't think it should be that severe.
-
I think this should be an option when it comes down to a 2v1. Nobody wants to spend 4 minutes on the ground while the killer slugs for the 4k, give the last person a chance for hatch and don't drag the match out for ages.
-
I'm all for this change, it would make it useable in soloq without Quick and Quiet.
-
@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2890383#Comment_2890383
That's not a solution to be fair that slows the rate at which they "escape" from the trap but the number of times is completely RNG. That's a big Strawman in this community "well just use this"
I was joking, don't worry lol.
-
Well there's a simple solution to this problem, just run Wax Brick so they excape first try 33% slower :P
-
I don't think you highlighted enough things in red, could you do it some more?
-
No Mither + Poised is a funny combo. You can't get tracked by blood if there is no blood.
-
Sanctum of Wrath and Suffocation Pit are both good maps, in my opinion, I usually have fun on those. Suffocation Pit is one of my favourite maps, honestly.
Resting Place is one of my least favourite maps, and the issue stems from the overall size. Both ends are too small, and are lacking in pallets/tiles, with a pretty stacked mid section. This leads to one side of the map being camped, with what little pallets are on both sides being broken quite quickly. If a survivor ends up getting hooked on the side the killer is on, it usually ends up at least being a trade because there is simply nothing to loop the killer on.
Additionally, due to the huge size, survivors resetting on the other side of the map are basically impossible to interrupt, leading to 30 minute games that feel impossible to win from the survivor side, and with boring camp-heavy gameplay from the killer side.
The issue with ARP doesn't come from the hourglass shape inherently (as I said, Sanctum and Suffo Pit are both very fun imo), it just pushes it too far to the extreme.
I think increasing the amount of tiles each end, alongside making the mid section a little weaker, alongside shrinking the map could make it a lot more fun. I don't know, I'm not a map designer.
I think the majority of RPD's complaints come from other reasons than the hourglass shape, the main one being it's difficulty of navigation.
-
Feral Frenzy downs always make me happy.
-
Still an issue.
-
@sizzlingmario4 said:
I like the general idea, but 8 meters per token is too much. The 9 token effect is cool and imo could just block your aura infinitely at that point as well.
8 meters is a third of a current token at the moment, so it's the same effect proportionally, it just doesn't need teammates to die.
-
Pig players have an instinctive urge to chase active traps as soon as they see them, I'm convinced.
-
They don't make changes to killers this early, don't get your hopes up.
-
@GoshJosh said:
I think it’s fine as is, but wouldn’t mind if it also affected hooking speed (as someone else suggested recently on the forums). It could also speed up snuffing a totem, as could Brutal Stength.
You have to factor in that it is stackable with both Brutal Strength and Bamboozle. So you can’t make its values too high.
While I agree that Fire Up could get out of hand if the values are too high, I don't think it's fine as it is currently. I think buffing it to 5% (so the current endgame effect is present at 1 gen left, where it is much more useful) would be fine. Having it affect hooking speed too would be cool.
-
Yeah, I agree, the extra blood can really come in handy in certain scenarios.
-
Yeah, it seems pretty unnecessary. I hope it gets removed.
-
I don't think people are going to download an entire PTB just to test matchmaking changes.
-
@Mandy said:
I don't know what you mean...nothing has changed :)
If Clown's got a knife to your neck, blink twice.
-
I get freezes in both roles, most of the time in my first game of the session. Usually when a gen is done or a killer's ability is used near (or by) me in the first match.
-
You have to solve the Lament Configuration before attempting to cleanse or bless a totem.
-
It's a shame all trans people have to suffer disadvantage on stealth rolls for an entire day. Makes playing Rogue a real pain.
Happy Trans Day of Visibility! :D
-
Praying for an addon that lets you swing as many times as you want in Feral Frenzy again.
-
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2872060#Comment_2872060
It's safe to say that release Freddy would not have lasted all this time. It's easy to look back and miss the things we no longer have, but realistically, he was very unpopular both to play as and against while also not managing to get many kills (aside from the glaring issue of slugging sleeping survivors). Manually putting people to sleep was a lot more brutal than people give it credit for, and massively slowing down generators ended up not being very exciting.
It might have lasted a little longer, but it definitely wouldn't stay that way even with the new process.
Not having to wake dying survivors up first was the only reasonable change (that was an issue, I agree), but even then, waking them up automatically was too much. The Terror Radius and Sleep Speed Penalty nerfs also hurt him, and they weren't really necessary.
I just wish BHVR didn't abandon the concept of pulling survivors into the dream with you. Being in your own separate world in the trial and monitoring everything the survivors do when they're in there with you was really fun. He was my favourite killer for that reason, and I believe he could've been made more appealing with QoL changes, such as reducing the speed penalty when putting survivors to sleep and making the Dream Transition visible to the killer.
I wish for his return every time I play this game. I don't even want him to replace the current Freddy, I just want the option to play him again. He was basically deleted from the game, and if you ask me, that's a massive shame. I hope he's revisited one day, even if it's pretty far into the future.
-
@Peanits said:
Generally speaking, I wouldn't expect any changes to the most recent chapter in the next mid-chapter. Typically there's 3-4 weeks between a major release and the next PTB; there's simply not enough time for everything to settle, analyze all the new content, and implement the changes before the PTB comes out (and this isn't considering the lead time we have on updates; the things in this PTB were locked in several weeks ago). If something is super pressing, we can sometimes squeeze one or two changes into the mid-chapter, but we prefer not to if it can be avoided.
We're still keeping an eye on her, but we've learned from the past not to make impulse decisions when it comes to balance.
If only Freddy didn't get panic nerfed 1 week after his release, we might have still had release Freddy today. :(
-
@DesignDad said:
I just finished writing our patch notes on this, what timing!
Sloppy Butcher is being changed to "Increases the rate at which healing progression is lost by 15/20/25%". Note that it's a % of a %, so instead of losing 7% per second, you'll lose 8.05/8.4/8.75% per second with these numbers.
As for the "Z" Block Add-on, it no longer causes survivors to bleed when healthy but still applies the new Hemorrhage as per normal.
As usual, these are the current values we're aiming for on the PTB, subject to change, etc.
Why is the Z Block losing it's bleeding on healthy effect? That seems completely unnecessary. If it only applies Hemorrhage to healthy survivors for 60 seconds then that seems even worse than the current version.
Also, will Hemorrhage still make survivors bleed more? I'm going to miss that effect quite a bit if it's going, to be honest.
-
Nope, next week at the earliest.
-
I wonder when the PTB is going to be, I'm SO excited to try these changes out.
-
Midwich. No fun to be had on that map for either side.
-
I don't think you know what QoL change means.
-
Freddy
-
Pain Resonance is one of the best killer perks in the game right now, and Floods of Rage is really good too, it's only really Gift of Pain that's underwhelming.
The fact that you either have to spend extra time getting to a Scourge Hook or you're not always able to reach a Scourge Hook is what allows them to have stronger effects. Also, wouldn't making every hook a Scourge Hook delete the perk type?
-
@Peanits said:
I can confirm that there will be a dev update, but the exact date/time is not set in stone just yet. Keep your eyes peeled (not literally, though, that sounds uncomfortable and unhealthy).
Instructions unclear, peeled my eyes like a banana.