ReverseVelocity
ReverseVelocity
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- ReverseVelocity
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They're still in the game, they just don't activate on every pickup/hook. Box teleports will still play a voice line every time though.
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I'm always willing to support the return of Old Freddy, he was my favourite killer and I wish I could play him again.
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4 is just a stupidly high number for something so uncommon. It should be 1-2 at most.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/2814372#Comment_2814372
Because somehow people said that "it looks better" when most just wanted the extra advantage, it was horrible for my eyes, I tried it and gave up because of how ugly it really looked.
https://us.v-cdn.net/6030815/uploads/ZPI24FU9KKN4/image-283-29.png
https://us.v-cdn.net/6030815/uploads/0QD3Z86CNTX2/image.png
Sorry, forgot "stretch res do not give an advantage, I only stream and play dbd Also with filters so I have to stretch res so I can do both"
You can see him just fine on native LOL.
You don't even have to look up, he's right there, and if you did look up you'd see pretty much exactly the same amount of the killer.
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Tinkerer.
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@[Deleted User] said:
This has existed since 5.4.0 PTB. I think it's intentional for performance but i might be wrong.
I hope it's not intentional, that'd suck.
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Still hasn't been acknowledged or fixed as of the PTB.
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@Lenox said:
https://forum.deadbydaylight.com/en/discussion/comment/2806515#Comment_2806515
Hmm. Really? I'm not talking about the blue-ish chain outer-area.
I'm talking about when it's gold and someone is mid-solving the box.
When it's fully filled in, it means chain hunts are already going?
Damn, I thought it was a distance thing.
While someone has the box, Chain Hunt still progresses, just only on them. The timer can still fill up while someone's holding the box.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2806396#Comment_2806396
Oh, SWF ain't cheating. I know that.
Using discord for voice communications is the textbook definition of cheating. 'Using a third-party program to gain an unfair or unintended advantage over the other players'.
And let's face it; when the devs added SWF; they did not think about discord, or how it would break the entire damn game. At that point, the game worked on 'information blackout'; the Survivors being unable to communicate verbally. Unable to tell each other where the Killer is, or the trapper's traps. They weren't supposed to be able to tell each other where lit totems are. Or if the Killer is camping. There's ENTIRE PERKS to do those things. Meaning they never planned for voice communication.
So discord is an 'unintended advantage', and therefore; cheating.
The fact that the devs KEEP balancing & creating Killers around this 'information blackout' that has not existed in years is also why playing Killer sucks; they're balanced around what the game is SUPPOSED TO BE, while Survivors play the game as it IS; with discord cheating & the 500 information perks they get for free by using it.
My guy, they literally have SWF voice channels in the official DBD Discord.
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I honestly think it'd be fine at 20 seconds. You don't exactly have a huge window to break line of sight and it doesn't hide blood either.
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It varies wildly, sometimes they get cleansed at the start of the match, but sometimes I have solo Ruin up all game.
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Honestly, I love the wiggle skill checks. The small speed bonus to wiggling on hitting greats gives you a reason to go for them without having too powerful of an effect. Wiggling actually feels kinda engaging now.
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I run Double Engravings as often as possible, it really opens up a lot more opportunities for curving.
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Right Click on DBD, hit properties and then type "-novid" without the quotes in the launch options box.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2803388#Comment_2803388
Sobs dramatically
It's ok they might throw in 50k bloodpoints on top after making us wait a month
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I think that the wiggle progress should be 50% of the current instead of 33%, that way it still won't be as useful if you go to a certain spot to die but will be actually significant if the killer decides to drop later while carrying.
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@GeneralV said:
They only removed the basic attack requirement, that is hardly a buff.
Remember Me must be reverted back to 30 seconds. That nerf was never logical or reasonable.
Yeah, I wish Remember Me could get 6 stacks again too. I was surprised they didn't buff the duration, to be honest. The nerf doesn't make sense considering they've introduced No Way Out. The perk got Power Crept and it's really annoying.
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The mangled addons aren't quite the same, one applies when you reel in and hit and one applies when the chain breaks.
I wouldn't want him to have a 28m terror radius either, to be honest, Starstruck is just so good on him now.
All I really want is a reduction to his reload time, maybe 0.5s.
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I wonder how long this will take to actually resolve, 2 weeks and still no shards.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2798360#Comment_2798360
Sure, if you ignore that the 75% wriggle effect can FORCE the Killer off a pebble high enough to make the boost come into effect.
50% is way too much. That's just stating 'I want to never be hooked again'. More so if you have a friend hleping you and/or pair it with Flip-Flop
What? The worst Boil Over has done in terms of the increased strafing is made it a pain to get through a door. I've never been flung off a platform because of Boil Over.
50% would be fine, it'd solve the issue of people running to a ledge to die while still keeping the effect significant if the killer decides to drop off a ledge later into the carry.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2798273#Comment_2798273
it should be at least 50%.
Seriously? Get 50% of the wriggle progress you have because the Killer fell 3 inches or more? No. That's just as, if not more, broken than Boil Over currently is.
Do Survivors now think they deserve to get out of a grab 99% of the time, now that Boil OPver made that possible?
I mean, considering that it literally tells you Boil Over is active and it being 50% of the current wiggle progress would still prevent people from running up to a certain spot and dying over and over to get a bunch of wiggle progress, yes, getting 50% of the wiggle progress would be fine.
Boil Over isn't a reliable perk anyway (outside of a couple of now fixed spots), if you ignore the big red horse icon and decide to jump off of a height after 8 seconds of carrying (which is how long it'd take to be able to match the current 25% wiggle bonus), then that's kind of on you.
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I agree, ever since the first hotfix I haven't seen a spot where a survivor has been unhookable. 33% of the current wiggle is too harsh of a nerf, it should be at least 50%.
@sizzlingmario4 said:
It shouldn’t get nerfed again after next update.
But simply adding hooks to problematic areas and leaving boil over’s 25% height bonus completely unchanged wouldn’t have been enough to balance the perk since sabotage exists and hooks break after a sacrifice. Not to mention breakdown exists.
Isn't it meant to be a sabo perk? Sabotage existing is the whole point of the perk.
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I don't think this would make it much better at all, Object doesn't activate often enough for the speed boost to be significant.
Instead, what I think they should do is have the aura reading timer effect not be linked to the obsession, having the effect that separates the perk from other info perks be tied to an RNG mechanic isn't fun at all. Reducing the timer to 15 seconds would also improve the perk a lot, and would solve the issue of the perk not activating enough to be worth the downside of the killer seeing your aura.
The obsession mechanic could be tied to the speed boost instead, with everyone running the perk getting the passive aura reading and only the obsession getting the 6% speed boost whenever the perk activated. If this was buffed to include the rest of the actions you suggested, that would still give the obsession a pretty decent advantage over non-obsession survivors running the perk.
Currently Object is super underwhelming compared to the rest of the info perks (and most other perks by extension), and it could really use some love.
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Going for all 5 Dull Totems to prevent NOED was never the best strategy in the first place, you're better off looking for the lit totem at the endgame.
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I like playing him, getting 6 knives back to back is very satisfying.
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A facecamping Blight, a disappointing but somewhat expected welcome back :P
Count me in for a SWF sometime too if you want, one of us will probably have stupid high ping but we can both hate on Tinkerer blights together LOL
Maybe we'll go against a Freddy, but it's not likely, I think he's bottom 3 picked now (lower than Hag, that's for sure).
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@Sonzaishinai said:
The problem lies a bit that it would be kinda hypocritical to change him back now.
People are upset a killer they enjoyed was deleted. But if they just revert the changes then people who are enjoying current Freddy will also get upset that their killer got deleted.
So to be fair they would have to be both in the game. I don't see how they could do that. Outside of slapping a tweaked version of freddy's old power to another killer
I think an ideal compromise would be to give Freddy an addon or an option that reverts his killer power. I wouldn't want people who enjoy the current Freddy to have to experience losing their favourite killer as well.
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...still no shards
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This bug still hasn't been acknowledged or fixed as of the latest hotfix and is still in the game.
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Still no shards here either.
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@Ghostofsnow said:
Isn't it already kind of pointless after they added new hook locations by nearly every drop in a hotfix? i understand it caused frustrations to others but in the end i feel this is just overkill on a perk they tried to pull out of the shadows. really it should be reworked into like a flat 10% wiggle speed or something. thus it at least can get small value on any map but a killer whose smart doesn't have to worry as much and can plan better
think the biggest issue is no one bothered to test and give feedback with this and deadmans switch being around
Yeah, kind of weird now that they've fixed the problem spots. They should've waited to see how it performed after these changes before nerfing the perk. The extra wiggle won't do anything, especially not at 33%.
It was already super unreliable, and needed the killer to not see a nearby hook while carrying you (except on certain spots like RPD and Thompson House which have both been fixed).
It'll be dead until they revisit it again, which I doubt they'll do anytime soon.
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@Peanits said:
To the point of this change being an objective nerf, you are absolutely correct. There is no instance where the new version of the perk will be stronger than the current version. Best case scenario, they drop after 75% and you wiggle off instantly, but this is the same as it is now.
By making it weaker at lower wiggle progress, it effectively adds counterplay when a survivor goes down in certain locations. If your only choices are A: Drop, or B: Carried them the long way all the way down the nearest stairs/ramp, you end up with a lot of situations where it becomes outright impossible to hook someone. The only other option you have is to slug them for 4 minutes, and I think we can all agree that isn't the most exciting for anyone involved.
This way, finding the closest ledge and letting yourself go down doesn't work. You need to put some thought into it and either use teamwork (take hits, sabotaging) or combine it with other perks to get full use out of it (e.g. Flip Flop, teammate with Breakout). Alternatively, the Killer may have to take the long way around hills, drops, and the basement stairs to avoid the penalty, but that's still more time for you to wiggle.
That graph is great for showing when you'd instantly wiggle out, but what it doesn't do a great job of showing is how long it would take to reach a hook after dropping. Very rarely is there a hook directly under a drop (and it's absolutely criminal that the Space Jam theme doesn't play when you dunk a survivor onto a hook). Most of the time, you'll still have to walk a bit before you get to one. It doesn't really matter if you're at 80%, 90%, or even 99%, if the Killer can't get you to a hook before that bar fills up, you're still going to wiggle free.
To give an example, if the Killer drops at 50%, that's an extra 16.5% progress (about 2.6 seconds). That may not sound like a lot, but that leaves them with only 5.36 seconds to get to a hook. Toss in a teammate taking a hit for you and you're golden.
In short, is it weaker? Yes, absolutely, and that intentional. Is it practical? Remains to be seen, but it should still have some utility. Will you reliably be able to get value out of it every single match? No, but dare I say that being able that being able to reliably do something as impactful as wiggle out on your own just by slapping on a single perk and dying in the right spot is way too powerful on a fundamental level. (And apologies, I don't mean to make it sound like you're suggesting that it should. Not trying to put words in your mouth!)
That said, would 50% make it overpowered again? Who knows. Probably not, since you still won't get a ton of value just by going down near a ledge, but it's better to err on the side of caution and start with a safe number rather than a high number and risk not fixing the issue to begin with. We can always revisit it and fine tune it down the line if need be.
Hey Peanits, thank you for the reply!
I understand making it weaker at lower wiggle progress, making it so that you can't immediately run to a ledge and become unhookable just because you have the perk isn't the most fun thing for the game (even if those spots were few and far between).
However, considering how rare it is that a killer will drop from a great height while carrying a survivor unless you specifically force the killer to do so, and the fact that the perk explicitly tells the killer that it's active, I don't think it'll be practical at 33%, and should be made more significant considering that the perk now has counterplay for people throwing themselves at ledges. Boil Over wasn't a reliable perk if you weren't going out of your way to die in a certain spot.
That said, I can see the reasoning behind wanting to start at a safe number, considering the situations Boil Over could cause. I just hope that it'll be tweaked sooner rather than later if it isn't useful. Boil Over was a pretty bad perk for years, and it'd be a shame if the new effect it was given was useless for a while after this.
Again, appreciate the reply, it's always nice to hear the dev's reasoning on things.
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@PleassBuiltInNoed said:
isn't that kind of the point? the perk is supposed to be possible clutch, not escape grasp every time
my first question would be why did they make a perk that can completely negate whole chase a killer has to go through
With my proposed changes, it will still be an unreliable clutch perk.
However, 33% makes it far too unlikely that the perk will do anything significant.
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@Laluzi said:
While I wouldn't hate this, I don't think it'd help Boil Over either.
Whether it's 33% or 50%, Boil Over just isn't attractive. The important thing to keep in mind is that the current Boil Over with a flat 25% isn't attractive, either. You're seeing people run it because it's new, it's making a hubbub, and because it's abusable. But once the first two faded, you were only going to see it in occasional troll squads. It wasn't a good perk to use in ordinary play because it's too situational that the killer will drop off a ledge and have that four seconds make a difference, and the only way to change that is to stop playing normally, cheese, and hope the killer gives up on you instead of slugging you to death. That's still the case, but now running into corners doesn't work.
People were running Boil Over because for once in the perk's lifespan, you could guarantee value out of it. You can't do that anymore, so it doesn't appeal. People don't like unreliable perks. Look at Devour Hope - it's the strongest perk in the game in terms of its effect, and yet it's not a common sight in loadouts. Well, you're likelier to get Devour Hope to 5 stacks than you are to wiggle off with Boil Over (without a friend group and offerings, and at that point, it's probably the friend group and offerings that got you off more than the perk itself.) And if you do wiggle off - okay, you accomplished what's essentially a Decisive Strike with different conditions. Does the killer go right back after you? Can you do it again? Is your team in a position where the extra chase time makes a difference to them? The risk/reward is just way out of whack when you can't reliably make the perk do anything and it starts to hinge on whether or not the killer gets knocked into a doorframe or off a platform by your swaying.
Power Struggle is better at giving you surprise escapes than 33% or 50% Boil Over ever will, and you don't see people running that either.
Yeah, unfortunately, this is true. Even in it's current state, it's not a good perk. However, making it 50% might make it work occasionally, having it at 33% makes it even less likely to work than it does now (which doesn't happen often unless you sit in a specific spot all game which is now patched).
Unless you give it a completely new effect, it will never be good. However, making the change not an objective nerf from an already bad state would make it at least useable in niche scenarios. Maybe.
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@jesterkind said:
Your maths is sound as far as I'm aware, but I think this is focusing a little too much on that one aspect of the perk- as Mandy said, it's still going to have the buffed +100% stagger and the 16m hook aura cloaking, so I think the abusable portion being worse is pretty fair.
It may definitely still end up being that it'll need something akin to the buff you proposed, but that part of the perk is not the only part and isn't the only thing it's supposed to be doing for you when you equip it.
You make a good point, those aspects of the perk do exist, but the increased strafing and aura cloaking aren't that good by themselves. There's a reason Boil Over recieved an entirely new effect instead of just numbers buffs. The point I'm trying to make is that it's entirely possible to have the wiggle part perk be somewhat significant at times without being abusable. I think 33% of the current wiggle amount is far too harsh.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/2788122#Comment_2788122
Yeah, that's true. Good write up, btw. It's not every day I get to see graphs on here!
Thank you! I put quite a bit of time into this so I appreciate that. Hopefully the developers read and consider it.
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@brokedownpalace said:
Honestly even if they buffed it to 50% that would mean maybe 10 people would run it instead of 5. Aside from devoting an entire build to the perk, and having friends run stuff like Breakout, Boil Over will be forgotten within a couple days of the change.
Yeah, it still wouldn't be a good perk, but nerfing an already bad perk is not a good thing either. Considering that they can't just entirely rework the perk overnight, I feel that this is a good compromise.
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@Advorsus said:
It might make it a lot worse, and useless again. But I'd rather them release it like this, with it seeing niche play at first, and then buffing numbers as needed instead of just re-releasing it with possibly over inflated numbers and then waiting for them to Nerf it while it gets abused for weeks or months on end.
The fact that the extra wiggle gained scales with the current wiggle progress would still prevent people from running to a ledge to die and become unhookable in certain spots, regardless of numbers. That's where basically all of the complaints for the perk come from.
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I just restarted my game and I haven't got them.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2787590#Comment_2787590
Less abusable for sure. 33% of the current wiggle progress is a very healthy change - it means that in the most instances, the wiggle when the drop occurs will be a smaller amount. But you still have the other benefits of the perk as well...so definitely not a dead perk.
The other benefits of the perk not doing enough was what made it a bad perk in the first place. Now that the wiggle progress won't do much, I don't see a reason to run it.
33% is too harsh, it should be 50% (at least), that way people won't be able to get a bunch of wiggle progress by running to a drop down to die, but it'll be significant if the killer decides to take a drop down after carrying someone for a while.
That said, the perk didn't need a change after the RPD fix. That's the only map it was problematic on.
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@brokedownpalace said:
So we'll go back to seeing this perk as often as before the recent buff, which is never.
Yeah I'm not a fan of this change at all. 33% of the current progress makes the drop down part of the perk pretty useless. I doubt we're going to see the perk that much anymore.
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Freddy.
A fun and thematically cool killer, deleted. Replaced with a strong and boring killer, now just boring. I miss Old Freddy so much.
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Honestly, the way they should rework Freddy is by making him pull people into the dream himself, but he can't hit awake survivors to make it more thematic. To compensate, there should be an action speed penalty to asleep survivors and he should see their aura outside of his Terror Radius. On top of that, they should reduce his Terror Radius to 24, maybe 16 meters.
(fr I just want my boy to have a good set of addons and a way to play old freddy again, keep the current one for those who like to play him but just let me play my favourite killer again please D:)
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2785527#Comment_2785527
Yeah man I play with my cousin so ppl can’t accuse me of SWF.
sorry, that's survive with family, same acronym, get in the bin
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You do realise that cheat manufacturers are going to give inflated statistics as to how many people cheat, so they can encourage people to buy their cheats right? Dowsey just taking that unverified number as fact is pretty stupid of him, stop spreading misinformation.
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I just want to play release Freddy again :(
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It's ok, they'll let him out of the cell they're holding him in for the anniversary stream, probably :P
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Only a few times, and the only times I've seen it it's been a benefit to me as a killer. It's a terrible perk now.
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@BirdSpirit said:
I was glancing through addons for multiple killers and it seems like most killers have some addons that are useless. BHVR just needs to do an addon pass for everyone.
The issue with Freddy is that the majority of his addons are extremely underwhelming. He only has 2 or 3 decent addons. Pyramid Head has the same issue but Freddy's addons are in worse shape.
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Even better question: why isn't there an addon that lets us play Old Freddy?