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ReverseVelocity

ReverseVelocity

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ReverseVelocity
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  • @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989763#Comment_3989763

    The undetectable stealth mode is a plus but a miserable 4.2ms speed is not viable in all type of mmr lobbies.

    Freddies major rework has made him viable in all type or mmr lobbies againts every type of player.

    In the GIF you can clearly see the survivor did not do anything to prevent michael myers lunge attack, in current dbd everyone drops a pallet on you when you are in tier 3, im going to assume due to him showing heartbeat that will mean for the survivors to be aware his stalk meter is full and can use his lunge dash ability.

    Which btw has insane long CD in comparison to drainage of his stalk meter.

    Just look at the gif its miserable basekit.

    Obviously addon rework is coming but 4.2ms in his stealth mode is going to fully just butcher if not already killed the playerbase that only runs stealth michael, when it was already butchered before by removing map offerings.

    Scratched Mirror already made you 4.2m/s anyway, and he was like that in Tier 1 for years. Maybe they could change the stealth mode to match the current movement speed, but that'd be easy, and not a reason to throw away the whole rework.

    This rework, boiled down, is basically the ability to switch between Tier 1 and 2, a buff to his lunge, and some more buffs elsewhere.

    I'm unsure if the lunge is even draining Tier 3 at an increased rate either. That looks about right for ~5 seconds from a 60 second power meter.

  • @VibranToucan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989776#Comment_3989776

    In the past Survivors were passively exposed. Now you need to use the dash to down.

    That's literally just a change in inputs.

    The charge time for the lunge will be variable, so you can still get quick instadowns without having to go through the whole charge process.

  • It's just an extended lunge. He already gets that in Tier 3 (just not as far), and a lot of Myers players run Coup anyway to achieve something similar to this new ability.

  • What exactly has he lost? He still has a stealth mode, general buffs to his action speed and an instadown mode with an extended lunge. He still has everything that makes Myers, well, Myers, just slightly differently.

    This isn't removing the character from the game, the only rework that I think would constitute that was Freddy's rework back in the day, and this is not even close.

    I fail to see what kind of playstyles will be lost (unless Judith's Tombstone or the Mirrors get significantly reworked), and even if there is any, Fragrant Tuft of Hair will act as a rollback, something Freddy never really got.

  • @gerolau said:

    so they gave him the worst part of original doctor (clunky modes you have to swap between) and instead of applying global expose (one of the main reasons i wanted myers in 2v8) tier 3 is now just Scamper That Instas And Cant Jump Pallets So Now You Get To Play As Burger King Blight

    …are we really gonna ######### act like this is a buff?

    I have a feeling they'll be switchable at the press of a button, and rather instant. Kind of like how Freddy is with Pallets/Snares, or Clown with the Tonic/Antidote.

    The issue with Doctor is that it took like two seconds to switch and incurred a movement speed penalty. They've figured out how to have killers with two modes that isn't the clunkiest thing ever.

    As for the update, I'm pretty excited to see how it is. I think the complaints about Myers being turned into a "dash" killer are kind of overblown. It's literally "M1 lunge good, M2 lunge bad".

    Especially excited to see Tombstone basekit in a balanced way. The ability to just pick up and kill someone on a whim is very Myers.

    The only thing I'm less excited to see is a reduction in Stalk range, especially considering he'll have to be 4.2m/s to do it.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989532#Comment_3989532

    Good question! If you've been left in the Dying State for 90 seconds and self pick-up, the 90 second timer doesn't reset. That means that if you're left in the Dying State again, you'll be able to self pick-up again if you fully recover.

    Thanks for the clarification!

  • Quick question for the anti-slug, does it unlock the ability to self pickup forever once you've been down for 90s? Or is it a one time thing?

  • Myers rework looks cool!

  • Still gonna be forever mad that they don't grant login rewards automatically anymore.

  • I'm honestly not sure why they nerfed it from the PTB. It's a one-use thing.

  • Being able to break Dull totems would allow for consistent 5 stacks of Pentimento every game.

  • OP got vaporised before they could finish the post… we'll never know what they wanted to say.

  • I'd say he's good, but not amazing.

    Very rough against good teams.

  • @Mandy said:

    Hi, sorry about this, the perk should now be Kill Switched again, it was unfortunately re-enabled prematurely ahead of Bugfix Patch 3.

    Are we getting any sort of compensation for a brand new perk that we just paid for being killswitched for this long?

    It'd be more understandable if it was an older perk that became broken, but this was just shipped in a state that was so broken that it had to be removed for an extended period of time. Essentially 1/6th of the chapter's content has been locked for weeks due to this.

  • This is incredibly annoying. One of my favourite perks from the chapter and it's been out of action for weeks.

    We need some kind of compensation for this. This is unacceptable.

  • I'd love bloodpoint offerings at least to be made universal. There's not much reason for me to play a Survivor who I don't have a stack of cakes on, and that's a shame.

  • There's a bug on certain realms that increases the fog permanently any time a Fog Vial is used.

    Honestly they should make purple fog offerings do something similar, it's really atmospheric. I will admit it does make navigating harder, but not impossible.

  • @Hanuka5 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987426#Comment_3987426

    Hes talking aber 0.02 per stack not 0.2

    OP is likely suggesting a permanent +5% Haste after only 2 hooks.

    No just with Bloodlust. And where are you getting the +5% haste from? nobody used that number

    Bloodlust is +0.2m/s per stack, which is 5%. There was no mention of nerfing the values of Bloodlust, so it's not unreasonable to think that OP saying 0.02m/s is a mistake, otherwise why mention Bloodlust at all?

  • @Hanuka5 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987351#Comment_3987351

    Terrible idea, this would break loops flat out.

    So as soon as any killer uses any haste perk he "break loops flat out"? Than why is nearly nobody playing haste perks? And why do we even need 3 stages of bloodlust if the first stage allready "break loops"?

    This doesn't just match the value of tunnelling someone out, it far exceeds it

    We are talking about +0.08 m/s on bloodlust tier 3 that you gain after 35sec

    So instead of the killer walking at 5.2 m/s he walks at 5.28 thats a maginal 1.15% more haste after 35secs of chasing.

    Please explain your comment how 1.15% more haste after 35sec would "break loops flat out".

    Well, OP is talking about Bloodlust, so I assume they mean +0.2m/s per stack, since they mentioned no adjustment to the Bloodlust speed values themselves.

    And yes, Haste significantly impedes looping. Loops are designed around the base movement speed. Thus Haste perks generally have short timers, difficult activation conditions, or both (which is also the reason they are not super common).

    A Haste perk that didn't have a short timer or a difficult activation condition was Made for This, and that ran rampant until it was nerfed. That was at 3% Haste. OP is likely suggesting a permanent +5% Haste after only 2 hooks.

  • Terrible idea, this would break loops flat out.

    This doesn't just match the value of tunnelling someone out, it far exceeds it, and for arguably less effort (as protection hits/anti tunnel perks generally wouldn't apply).

    Clown running around with 12% Haste after one second is already too strong, making him basically unloopable. This would end up with 15% permanently, as well as whatever killer power you have on top of that.

  • AOT skins were only removed because they lost the license. Kind of like the Pinhead situation right now.

  • I think this was intended as a nerf to generator speeds in 2v8.

  • Requiring a full altruistic heal would be incredibly annoying, it's one of the reasons I don't run Second Wind more often, because if a teammate who has no idea you have the perk joins the heal for even a fraction of a second, then the activation is ruined.

    I wouldn't like to see the recovery activation increased either, as that would cause it to have to rely on these perks to be reliable.

    Maybe a compromise would be to have it be based on the time in the dying state, instead of recovery progress. Making it take 8 seconds to activate after being downed would keep it just as effective standalone, but removes the synergy with recovery perks.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986504#Comment_3986504

    If it were one time only or it was more difficult to get used, I'd be more inclined to agree, but it has a pretty generous activation condition, that even procs off yourself.

    If it worked more like Second Wind, no argument, but you a literally final tap yourself or any heal to get it.

    This perk does create a lot of obnoxious scenarios for killer. I have managed to mitigate it's damage in some games by playing like a God. I had one game where my Trapper traps put in work against this... scoring something like 10-12 snares... I got a 2k. I've had games as Trapper where I've gotten only 1 snare the entire game… needless to say, if my trap placement wasn't as devious as it was, and they were a little more aware, I'd have been smoked... and I was downing well, I was playing really good... and this perk gave me a quite a headache on 3 players.

    I think the activation condition is generally fine, because it's kind of double-gated. You need to have it up, and then the killer has to not instantly pick you up.

    Having it be a one-time use would mean there's practically zero reason to use it over Unbreakable.

    If anything, Second Wind could do with changing it's activation condition, not the other way around. Having a perk activation robbed because another Survivor decided to join the heal for a second is really annoying, and a big reason I don't run it more.

    I think a perk having the potential to cause a bit of a headache isn't necessarily a terrible thing. It's a sign that the perk can be effective. If perks never caused the other side any trouble at all, that's a good indication that the perk is not good. It was a headache, sure, but it sounds like both sides were playing very well, and even with a low tier killer, you still got a pretty good result.

  • I don't think it's even that bad. It's a whole build to save 30 seconds. You can do that with Built to Last and a Commodious Toolbox for 1 perk + item slot.

  • AI Slop post full of misconceptions.

    Once perks became shareable

    They have been since day one.

    killers now enjoy a 70%+ success rate

    It's 60%.

  • They added the ability to buffer reloads and throws, but not switching, which is weird.

  • @ThatRyanB said:

    If you or anyone else seeing this thread has player logs from when they encounter this issue (or the Play While You Wait option not showing up with an estimated queue time of over 5 minutes), please don't hesitate to share them here and I can make sure they're sent to the team to investigate.

    DeadByDaylight.log

    Got a log for you, getting Host Unreachable errors regardless of if I'm in 1v4 or 2v8.

  • Gonna post my thoughts from another thread here:

    From using it and going against it, my experience is that it isn't as good as people seem to think it is. It's only really at it's most effective when paired with an entire build around it, and even then, you can just follow the Survivor that gets up, and they are guaranteed to go back down.

    It's not like they're up and away to do whatever they like, it only buys a small amount of time, unless you somehow lose them in that window and they manage to sneak off, which is pretty unlikely if you know what you're doing.

    The counterplay is simple, and that's chasing the Survivor that gets up if you can't instantly pick up. Then they bleed out, and they don't have Conviction.

    It's a perk that seems far better on paper than it is in practice, in my opinion.

  • @ratcoffee said:

    I'm not generally one to accuse others of using AI to write posts, but I'm pretty sure the forum doesn't format em-dashes like that

    I'd rather we stick to discussing opinions as we humans write them; I can't trust a large language model to accurately describe the problems with a perk

    Good point. The heavy use of numbered and bullet pointed lists and the em-dashes are hallmarks of GPT.

  • From using it and going against it, my experience is that it isn't as good as people seem to think it is. It's only really at it's most effective when paired with an entire build around it, and even then, you can just follow the Survivor that gets up, and they are guaranteed to go back down.

    It's not like they're up and away to do whatever they like, it only buys a small amount of time, unless you somehow lose them in that window and they manage to sneak off, which is pretty unlikely if you know what you're doing.

    The counterplay is simple, and that's chasing the Survivor that gets up if you can't instantly pick up. Then they bleed out, and they don't have Conviction.

    It's a perk that seems far better on paper than it is in practice, in my opinion.

  • @Shroompy said:

    Apollyon for Knight

    Cannot agree with this enough.

    I'd also love to see Ashley Graham for one of the RE Survivors, the female Cenobite for Pinhead (as unlikely as that will ever be), Nancy Holbrook for Quentin, Elizabeth Shaw or Amanda Ripley for Ripley, and MOST importantly, Alex Casey for Alan Wake.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985007#Comment_3985007

    That's 75% of the survivors build dedicated to seeing a killers aura. It's hardly on demand, it requires you to have repressed alliance and wiretap up. I'm not sure if you've used either pork, but I can assure you they do not have 100% uptime.

    I hope you're aware that you don't need a perk to apply Wiretap to a regressing generator. You just put it on there. Repressed was just one of two examples of a way you can make Wiretap unable to be disabled.

    @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985007#Comment_3985007

    I disagree. Killers don't have feedback on most aura perks - kindred, alert, fogwise etc. so don't survivors from perks like bbq, floods, gearhead… this is poor argument. Also Wiretap is completely countered by damaging the gen or blindness status effect.

    Yes, but those perks are generally active for 10 seconds at most. Wiretap can be up for a full two minutes, and having reach over 30m basically unconditionally would probably be too much.

    Kindred is an exception because it requires a killer to be actively camping, and a Survivor to be actively dying on hook.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984892#Comment_3984892

    Considering how trivial it is for the killer to disable I don't think it would be too strong at all.

    A 30m, on-demand circle of aura reading would absolutely be too strong. Especially considering there's no cue that Wiretap is active for the Killer.

    Stick it on a generator that's already regressing or bring Repressed Alliance and then it becomes impossible to destroy.

  • It's been long requested, but it's unlikely to happen. Which is a shame, because it'd be awesome.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984892#Comment_3984892

    Was it always like this or they changed it? Cause if yes, I was such a dumb person using two this perks together when I firstly started to play this game…

    It was always this way. It's a relatively common misconception to make.

  • Probably would be too strong, honestly.

    @tes said:

    I thought it already works

    No, Open Handed only works on aura reading that emanates from a Survivor.

    The wiki explains it in more depth:

    image.png
  • Have you seen the state of queue times whenever 2v8 rolls around?

  • Bad idea. The core concept of the game, and the perk balancing revolves around there being 4 perks per loadout. Upsetting that balance would create busted synergies.

    The Item slot serves as the Survivor counterpart to the killer power, essentially.

  • Crouch Tech has already been fixed up.

    Window techs and CJ techs don't need to be removed. They're very easy to counter if you have at least a little knowledge.

    #4 just sounds like a detection issue with Wesker's vault hurtbox, so yeah that should probably be fixed.

    Wesker's Hug Tech is so niche that it doesn't really affect gameplay significantly. It's not like Blight's Hug Tech where you could do it on every tile effectively. A majority of Blights I was up against pre-hug tech patch used it, but I've only come across a handful of Wesker players that use his hug tech.

    "Momentum Tech" literally just sounds like a core feature of killer movement? I'm not exactly sure what you're asking for here.

    Just because something is a "tech" doesn't mean it should be removed. A tech is literally just a specific interaction or technique for a certain situation.

  • Sounds like the stress of being chased is getting to you a bit, and making you blank out.

    Maybe consider getting a friend to practice with in a 1v1 environment? Something low stakes and chilled out. Then, as you get more confident when the match isn't necessarily at risk if you go down (since there's technically no match to lose), then that'll transfer to the real game.

  • @TragicSolitude said:

    Twitter is a really bad platform for DbD to focus on for news updates because viewers have to be logged in to see more than like one Tweet from ten years ago followed by a "sign up" button. It wouldn't be so bad if it were like the old days where it was open to anyone to view, but requiring people to sign up makes it a bad option to force players to rely on.

    It's also, like, just straight up a terrible place to be. They should really move their main presence elsewhere.

    They make posts on the twitter that they don't mirror to the Bluesky account. It's real annoying. Their official website is also terribly optimised, and barely updated.

  • Unless you enjoy hearing every slur under the sun every time you down a Survivor, I'd say it's a bad idea.

  • @Mandy said:

    What platform are you on?

    PC. Can't get into a game at all.

  • @ThatRyanB said:

    I totally hear the frustration here and know I personally can't change how these nerfs feel for you, but I do want to make sure the feedback I'm bringing back to the team is as specific as possible and as representative of your experiences in the game as possible. With that, it makes it easier to advocate for changes.

    If you don't mind me pulling this back a step to dig into the details, I'd like to ask two specific questions:

    1. Of the two recent nerfs to Fog Vials (reduced opacity; max 2 charges), do you feel that one of these in particular pushed the item from feeling viable to feeling like it's not worth using? If so, which was it?
    2. If you could make one specific change to Fog Vials that'd push them towards being an item you'd enjoy using, what would it be?

    I hear the more general feedback (and rest assured, it's being collected and shared with the team), but if there are specific facets of the recent nerfs that felt most impactful, I want to make sure I'm giving them my particular attention. That, and things that could make Fog Vials feel better for you (like the great suggestions of increasing the total charges a little more).

    1. The opacity change was the one that made the item unviable. The charge nerf seems far less significant in a vacuum.
    2. I'd revert the opacity changes to the base item and the ultra rare addon.

    I think if the opacity changes were reverted, the charges were increased slightly, and the cooldown was reduced significantly to compensate for the limited charges (having two things that limit an item's use feels bad), then they'd be in a perfect spot. They wouldn't be spammable for the entire game, but would still allow for a chance to evade the killer in a chase.

    I'd also like to take the time to thank you for being so thorough with collecting feedback on here. It really makes it feel like we're being properly listened to as a playerbase and I appreciate that.

  • m65g7g72albf1.png

    BHVR to the Fog Vials 0.001 seconds after hitting live servers.

  • Not only did they add limited charges, but they STILL have the >1 minute cooldown!

  • @ThatRyanB said:

    Hey folks. I totally hear your concerns here, but also want to give some background. Balancing is an iterative process that takes time to find a sweet spot, and this is very much another step in that process. To quote one of my favourite fantasy series', "journey before destination".

    We 100% want to hear your feedback once you get a chance to play a few Trials with this new change, so please let us know how it's feeling. We're here to grab that feedback and make sure the team is made aware.

    I appreciate that, but the overwhelming feedback (at least on the forums, unsure of other platforms obviously), was that Fog Vials were rendered ineffective with their most recent nerf, even with unlimited capacity.

    I'm not sure how making a bad item worse would garner any sort of differing response. It's pushing it further away from the sweet spot, not towards.

  • Man…

    You'd think it'd be 3 at least. No revert on the opacity changes either.

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