ReverseVelocity
ReverseVelocity
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- ReverseVelocity
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Comments
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I don't think they should be removed. They're accessible to all platforms now that the J-Flick was removed and Blight was improved on controller. They're fun while still having counterplay and add a whole new level to playing as and against him. They're also a part of what makes him so good.
I'd much rather go against a tech using Blight than the average braindead Ruindying Tinkerer user you see most of the time. That's way more fun.
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I'd rather see the Meta changed by making the majority of perks actually worth running half the time instead of forcing people.
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I'm having a lot more fun as killer than survivor, honestly.
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Its because Steam has to patch the entire game regardless of how big the update is, so a 100mb update still has to access 50gb of data. DBD and Payday 2 are the only games I know that do this, maybe its just a Starbreeze thing?
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I hope not, they're really cool perks that might actually shake up the meta for once.
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Meanwhile Overwhelming Presence is sitting in the corner, still being trash and having not been changed since Leatherface's release all the way back in 1.7.0 lmao.
I wish BHVR would do a pass on all of the famously bad killer and survivor perks, honestly. Having a bunch of perks be THAT bad that nobody uses them outside of a meme is a shame.
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So, you lost one match and you're immediately calling for nerfs? Survivors scrambing to rebless totems as soon as you snuff them is buying you free chase time. Imagine how much harder you would've lost if they put that time towards generators instead.
Making totems break when they're snuffed would make them really terrible.
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I honestly think they're fine, balance wise. Yeah, they're strong perks, but its nice to have something that could break the stale meta for once. I think a good thing to keep in mind with Boons is that time spent blessing totems is time spent not doing generators. If they spend a bunch of time reblessing snuffed totems, that quickly adds up to a lot of generator time lost, which can often end up playing in your favor.
Plus, they're really loud, so if they're close enough to actively bother you (like Shadow Step hiding scratch marks), chances are they'll make themselves known and you can easily snuff them out. On the other hand, if they're far away, survivors have to spend a lot of time running to them to get their effects.
I think people concerned about survivors being able to bless totems as much as they want don't really see the real cost of the perk. Time. The most valuable resource in Dead by Daylight. Survivors who spend a lot of time continually blessing totems over and over again are, as I said earlier, not spending that time on generators.
Having Boons permanently break once they're snuffed would make them far too weak, for a few reasons: One, survivors can't defend boon totems, the killer can just walk over and snuff them out instantly. Two, they have the aforementioned setup time, which is meant to be the downside of the perk. Most importantly of all, they have limited areas of effect, so not every totem placement is going to be useful. A Shadow Step in the corner of the map is going to do nothing.
TL;DR: Boons are fine, and buy you time on gens that you would otherwise not get. Making them break when snuffed would make the entire mechanic really bad.
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@[Deleted User] said:
I like them. It makes Survivor gameplay less dull and boring, and as Killer it feels good knowing that they're busy blessing totems to setup their boons, rather than doing gens.
Yeah, it adds more variety to survivor gameplay while being a natural way to slow down the generators. I like them too.
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The pre-requisite is the activation time.
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The map works as intended, they're not gonna turn it off unless something breaks.
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A funny thing I remember about Freddy was just after the Ghostface release, where you could run Furtive Chase with the Red Paint Brush to get wallhacks while in chase (after 2 stacks, anyway). Probably the only good use for the terror radius reduction from that perk, honestly.
Here's hoping we'll be able to play as him again one day. He was really fun and unique.
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It doesn't change the perk at all if you have decent ping.
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Endurance gives you WAY more distance. You have the 50% speed boost for 3 seconds on top of the killer having to wipe their weapon. Dead Hard only gives you a little bit of distance alongside maybe the killer whiffing an attack. Endurance is way stronger, there's a reason it has restrictions on when it can activate (look at how stupid Mettle of Man was).
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For Legion, Cold Dirt and Joey's Mix Tape. 4 seconds of fatigue is way too long. 3 second fatigue basekit would be so nice.
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Yeah, I agree with the fact that the hatch should spawn when all generators are done. Keys are basically useless now.
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Could be a cool rework idea for Bloodhound, where it leaves a constant trail of bright red, directional footprints instead of blood pools.
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@Wirius said:
I believe its a perk intended to help new players. Honestly, I wish it were moved to one of the starting players. If a player wants to troll however, getting rid of this perk is not going to stop them. I would much rather have the option for people to play and not worry about failing skills checks until they're better at making them.
Yeah, the perk is geared towards helping newer players, but I think it does more harm than good, currently.
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@Flowerling said:
I was ######### wondering why it felt the exact same.
Well, now you know. Hopefully it gets fixed soon.
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@Dwigtht said:
https://forum.deadbydaylight.com/en/discussion/comment/2582228#Comment_2582228
Sure. Small maps, why not?
We have:
- Dead dawg saloon
- Swamp
- The Game
- Haddonfield is considerably small with difficult 2 floor houses
The Game is pretty much the only map this applies to (Midwich being the only other one, I think) as the fact that it is 2 floors stacked on top of each other means the total area the boons need to cover is about 4800 square meters (if we go by the upper floor, which has the exit gates and an extra corner part).
That's basically half the size of Dead Dawg.
Also Backwater Swamp and Haddonfield are very far from small, lol.
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You want to use the example of basically the smallest map in the game to nerf a perk entirely? That's not really enough justification in my opinion. Plus, Boons don't have a 28m radius, they have a 24m radius. At least get the numbers right before calling for nerfs.
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@humanbeing1704 said:
https://us.v-cdn.net/6030815/uploads/9B8ZHKEFEI7H/5cd2d1ba-7b81-4e15-8cac-1e079a149336.gif
3 stabs with this combination when?
Old legion again when?
Guaranteed 30 second downs? Just like the good old days...
and by good, I mean terrible
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Doesn't it already kill zombies?
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@Mandy said:
😥😥😥😥😥
If I don't know the exact percentage that friendly ghosts in my life will be increased by if I run the Will O Wisp, then what will I do?
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Eh, 4 vaulting addons might be too much, honestly. I'd prefer a wider variety of addons. Also Joey's Mix Tape would let you use Frenzy infinitely lol.
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Back? I've been using these addons on and off for months lol.
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@IronKnight55 said:
I don't mind them either. People are just overreacting like always.
Yeah, they're a pretty nice way to naturally slow down the game. It's cool that survivors have the option to choose a secondary objective for a neat bonus.
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I honestly think the hatch should spawn when all of the generators are done. It'd give survivors an alternate escape route without the ability to bypass the generators.
Having basekit aura reading on keys would be nice, though.
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Most likely this Tuesday coming.
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Topknot was ridiculously overpowered. It's time to learn how to play the killer without it, I'm afraid.
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I don't think so, that'd make them really bad.
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I honestly think Boons are in an alright spot, they just need to fix all of the unsnuffable totems and make it so blessing a Hex totem actually gives you a notification.
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This is incredibly, INCREDIBLY dissappointing.
Not just the incredibly destructive, scummy practice that they've endorsed, but the fact that they straight up lied to our faces about the extent of their involvement.
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@Bran said:
I mean killer and surv will both have the same chances of getting hatch. So, why give survivors a free escape perk.
why give them a free hatch when the killer successfully defended the gens and killed the others?
Sure on some maps survs can't escape through the doors if killer already closed hatch and surv don't have a key, but hey...doesn't mean surv need a free escape nonetheless.
I mean, if Rancor can give you a "free" kill for failing to defend the generators, I don't see why Left Behind couldn't let you open the hatch. Besides, calling it "free" escape is pretty misleading, since the cost is a perk slot that does absolutely nothing until you are the last survivor remaining.
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@jesterkind said:
This seems pretty reasonable, it wouldn't be too strong and would be pretty fitting. Almost like the key version of Jake's sabo perk.
Yeah, that's the idea I was going for.
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I'd revert the Freddy rework.
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So you're basically asking to use Spirit Fury twice in a row? No thanks.
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@M1_gamer said:
I miss old freddy tbh
Same :/
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@JustWhimsical said:
If you want to use a perk that allows you to see the killer's aura use alert, it works every match and tells you a lot of information, and it's not nearly as oppressive as OoO was. The only reason people never use it is that OoO was just better at allowing you to get information anytime you want, I would say that every perk that allows you to magically see the killer's aura is overpowered, but only against nonstealth killers at moment due to the oblivious effect update.
I know Alert is better, I wasn't asking for suggestions for perks to run instead of Object. The point of the thread is to give my feedback that Object sucks and suggest ways to improve it.
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@n000b51 said:
Nowadays the rate of the OoO users is so rare. This perk isn't a decent help for survivors during the chases since his 'nerf' makes it totally useless (too situational, biggest cooldown to work when survivor needs it). But if I recall it correctly, this OoO doesn't work against Freddy ('Dream Land') too, am I right ?
The 'fun' doesn't take a big part of the DbD. I mean, perks aren't designed 'to be fun'...
Yeah, I barely see people running Object of Obsession now. It's kinda a shame to see another perk tossed in the trash heap.
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@SabunoHakia said:
https://forum.deadbydaylight.com/en/discussion/comment/2557328#Comment_2557328
Ruin on a blight is dangerous if it isn't immediately gone, but a pop with dying light is dangerous, but most don't understand he is damn different and difficult to play and should play him before not understanding his gameplay
I play Blight, though. I just can't stand Tinkerer on him (or pretty much any killer).
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I personally don't mind Blight, he's strong while still having a good amount of counterplay.
Tinkerer Blight on the other hand, oh boy, that makes me want to leave the game. A Blight being able to be told exactly when to force survivors off of a gen and regress it with Ruin or Pop endlessly is pretty broken.
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Honestly, that'd be pretty cool.
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Maybe consider Camaraderie instead of Spine Chill? It's really handy for when you're the endgame camp.
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@TAG said:
Legion should get the Freddy treatment IMO. Just nuke the character and start over.
######### no, Legion do pretty well even before their buffs. They don't need a full rework, just some improvements.
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I played her for quite a few matches to experiment with the new addons. People are probably playing other killers to test out the new perk changes, I know I played a bunch of matches of Third Seal + Blood Favor Legion.
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@Killing_Time said:
https://forum.deadbydaylight.com/en/discussion/comment/2531876#Comment_2531876
You do know you guys said that during the Billy Nerf and MOM RELEASE. Killers don't need a NEW OBJECTIVE! NERF THEM BOON WHATEVER!
You do realise that boon totems are more of a secondary objective for the survivors than the killer, right?
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Flashlights have a rather lackluster set of addons, I hope they'll take a look at those and buff them.
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I don't think the cooldown is going to be as hefty as people are saying, honestly. I'm kinda assuming the 50% blink recharge time is per blink.
That'd leave the recharge speed at 3/6/9 seconds for 1/2/3 blinks respectively, or 2.4/4.8/7.2 seconds with Fragile Wheeze.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2525434#Comment_2525434
He kinda does need a rework.
He is designed in an extremely unhealthy way.
I mean Legion has a pretty good 1v4 power and is lacking in chase, but I don't see how that's unhealthy. I'm not going to waste time arguing with you though, you seem to have your mind made up.
