ReverseVelocity
ReverseVelocity
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- ReverseVelocity
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Here's the perk in question, it's from the newest survivor, Elodie.
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Running Adrenaline
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Second Wind's timer change really didn't do much for me, it's still as big of a pain to get to activate as it was before. They buffed the wrong part of the perk imo, it should charge when you complete a heal.
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If anyone's running Last Standing, you know you're gonna have a rough game.
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Old Freddy :(
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I made a thread about this a little while ago, with basekit changes and a full addon pass!
https://forum.deadbydaylight.com/en/discussion/220095/legion-changes-and-addon-pass
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With Scalped Topknot, yes.
With any other addons, no.
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I mean, I'd love a Freddy addon that gave him back his Old Power.
@Gibberish said:
Addons that completley change the Killer's power shouldnt be addons, they should be "Alt-Powers".
You press the big power icon in the loadout (next to the addon slots) and can swap between them and the normal power freely. This should also be done with all the joke "nerf yourself for extra BP" addons (Speed Limiter, Padded Jaws, ect) as well.
Or this, this would be cool.
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Someone told me that saying "gg wp" was toxic once.
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@reeves7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1979496#Comment_1979496
Instasaw billy was something very different,billy now is isnt the same so a slight charge buff wont make him instasaw billy
Reducing his Charge Time to 1.25 seconds is literally the same as instasaw.
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@reeves7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1979378#Comment_1979378
https://forum.deadbydaylight.com/en/discussion/comment/1979341#Comment_1979341
being 115 % doesnt make you instasaw stop comparing old billy to the nerfed billy
You don't understand, the charge time reduction they're suggesting is the same as instasaw. Just with and without Tinkerer.
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@ClownIsUnderrated said:
I will never understand the mindset of giving killers add ons that basically hurt them in some way, also Bubba has an add on that gives him four charges but has to have an increased charge time even though the speed add ons should only be affected by that.
I mean, the Depth Gauge Rake is actually pretty good for Leatherface. It's an extra 2 seconds of chainsaw time, even more if you throw in a chili addon.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/1979201#Comment_1979201
Ok then 1.75 seconds everyone says it’s the worst addon and when I buff it people don’t want it take it or leave it
Instasaw was one of the main reasons why Hillbilly got nerfed. They're not going to bring it back lol.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/1978563#Comment_1978563
I would buff the Tuned carburetor by making it the only charge time addon but making it so it only takes 1.25 seconds to charge the chainsaw and I would remove the 110% speed downside
"I would buff Tuned Carburetor to be the same as Carburetor Tuning Guide, Primer Bulb and Tinkerer"
You sure? If he's 115%, that's just instasaw in a single addon.
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Two of his purples are either useless or detrimental.
This one is actually the WORST at decreasing overheat, as seen in Otzdarva's comparison video here.
This addon is horrible, having Billy become a 110% killer is an absolute nightmare. It's absolutely not worth the drawback.
To think we lost the Tuning Guide and the Thompson's Mix for these is just sad.
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Survivor: Shelter Woods. Pallets are spread thin and there's so much distance between what little tiles spawn. There's a massive deadzone in the middle, which makes it even worse.
Killer: Gas Heaven. It feels borderline impossible to apply pressure on that map. Gens are easy for the survivors to find, but impossible to patrol due to the huge distance and car walls in between them. God help you if you ever get an Object of Obsession. The pallets tend to be really safe as well, especially in the middle of the map.
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That'd be cool! If only they had a perk that let you speed up when you fall from high places as well, it'd fit in well on a graffiti artist character, as they need to climb rooftops a lot.
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1) Equip Left Behind
2) Hide in a locker
3) Hope the crows don't cause your early demise
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I've already spent like 15 million Bloodpoints on Feng to have every perk unlocked, I'm good thanks.
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Nice sample size there, buddy.
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You can still hear their footsteps and see the grass they move, along with their scratchmarks. I do fine without Stridor on Spirit, and I don't play her that often. A tip I have for dealing with Iron Will players is to not phase a long time while trying to catch them, keep it to short bursts. That way, they can't make too much distance if you make a wrong read or lose them.
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@GeneralV said:
Old Freddy mains. He wasn't as bad as most people thought he was. And players who realized that, such as myself, knew they had a good killer on their hands.
He was probably the killer that diverged the most from the typical killer format. Anyone who could adapt to his playstyle and look past his weaknesses to see his strengths knew that he was very capable.
There has never been another killer like him, and I doubt there'll ever be one again. I miss him a lot.
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This is a pretty cool idea. I think 8m might be too small to have a huge impact, 16m would probably be just right, but that's not something you can really judge without gameplay testing.
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There are really people out here who want to nerf Myers. If 4 survivors are close enough and bad enough at looping to get downed in one Tier 3, then that's their fault.
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Nightmare on Elm Street would've been my favourite, but then Freddy got reworked. I'm honestly not sure which one to pick.
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It'd love it if the devs threw in a new interesting item to spice up gameplay a bit. They don't even have to make a new one, even, just introducing Firecrackers as a general item would be nice.
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I use it very occasionally, it doesn't activate in most games, but when it does, it'll save your life. I wish it was a bit less situational, though. It's a pretty fun perk to use, but it takes up a slot for nothing 90% of the time.
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Pre-Rework Freddy
Pinhead would be cool as well tbh
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They should give him the dream beam back tbh
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I can confirm that the Twisted Trefoil Blade has no sound as well.
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If a survivor has a lot of distance on you, instead of throwing 2 tonics, throw an antidote first, THEN a tonic. You'll catch up to them super fast. Antidotes aren't good for map mobility at all, but if you can get a survivor intoxicated while you're invigorated then you can pretty much guarantee a hit at most loops.
The Antidote isn't super powerful by itself, but if you combine it with the Tonic, you become a speed demon. There's a speed difference of 1.6m/s (40%), that's pretty nuts.
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195%? The only killer that moves anywhere near as fast as that while still having full control of their movement is Spirit, and she can't see the damn survivors.
I do agree that the activation of the antidote should be a little shorter, though.
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@Peanits said:
The actual answer isn't anywhere near as shocking: It was originally planned for this mid-chapter, but due to time constraints, we weren't able to get it in on time. It's not cancelled or anything, though, we're hoping to squeeze it into a future update when we're able to.
You didn't have the time to change a number from 8 to 16 and make it not stack?
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@Lexilogo said:
https://forum.deadbydaylight.com/en/discussion/comment/1926563#Comment_1926563
That's completely true, but the issue with Old Freddy is that he was too oppressive towards these styles. Doctor counters stealth too, but he doesn't have the same problems. The same scenario vs Doctor bears serious risk for the survivor, like an illusory doctor revealing their rough location later, but it's not shut down in the same way.
I don't think this problem is impossible to solve without keeping many, many aspects of how Old Freddy plays, BTW. I'm just pointing out why Old Freddy needed some changes.
I guess it's more of a trade-off, Doctor has good tracking and a good chase ability, while Freddy had amazing tracking and no chase ability. I personally don't see his aura reading as that big of an issue, so I guess we'll have to agree to disagree on this one.
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He's one of my more played killers, and I usually have a blast with him. I'll definitely be playing him more when the rework comes out.
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I'd love to see the Dream Beam come back. Freddy should be a killer that needs to micromanage and keep people asleep, but in return he becomes way more threatening to asleep survivors. I'd personally love to see aspects of his pre-rework gameplay return to his current kit, it'd make him way less passive than he is now, which is a good thing.
However, I'm not hopeful for what they're going to do to him. My guess is just a simple numbers change: a movement speed penalty on snares or a teleport cooldown increase. Freddy won't have his underlying problems solved with number tweaks, a more drastic change is needed.
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@Lexilogo said:
https://forum.deadbydaylight.com/en/discussion/comment/1926533#Comment_1926533
If you revisit my scenario with a Survivor running a juking heavy build, and jukes Freddy to escape him- Which, frankly is a niche playstyle I want Survivors to try more... What do they do, exactly?
If they stay within Freddy's Terror Radius, Freddy can't see their aura, but they haven't exactly escaped Freddy and they're not gonna be able to get anything done. Might as well be on the hook at that point for all the good it's doing you.
If they leave Freddy's Terror Radius, Freddy sees them and can choose to begin chase immediately again. They've made distance, but instead of earning an escape, they have merely earned more distance than a regular exhaustion perk would've gotten them.
If they wake themselves up with a failed skillcheck (which already requires pretty specific circumstances. either being injured and carrying a medkit/Self Care, or being near a generator), Freddy can see the noise notification and will very, very easily be able get to your location and put you back to sleep immediately.
Essentially your only option to truly escape Freddy in this scenario is to use a Locker and HOPE he does not check it. And even then, you are once again at his mercy of potentially being spotted via aura the moment you leave, and if a Freddy really wanted to be as oppressive as possible they could run Iron Maiden to counter even this strategy. This is what I mean when I say old Freddy, despite having interesting ideas, was in execution not healthily designed, even if he were to be well-balanced.
The reality of the game is there's always going to be things that counter other things, regardless of what side you're on. The fact that a killer can counter a niche playstyle isn't that big of a deal in the grand scheme of things.
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@Lexilogo said:
I don't think the developers would want to just revert their fairly ambitious Freddy overhaul.
If something akin to Old Freddy was an UR addon, that would be okay. It'd also be great if some of his ideas were implemented into a new Killer, too. And, while I did not main Old Freddy, I did play him and I will say I am very sympathetic to the idea of revisiting the concept. An Killer who is fed more information about Survivor positioning than normal, but has a disadvantage in chases, is genuinely an awesome idea that I think a lot of Killers didn't give a fair chance, even if old freddy was underpowered.
However Old Freddy WAS frankly not healthy for the game IMHO. All that aura reading that was essentially for free IMO conflicts with too many mechanics and playstyles to be a good idea. One would have to think of a way to feed the Killer information about Survivors in a healthy way, without just saying "oh yeah if they're outside your TR and sleeping, you just see them. whazzat? you brought iron will, lithe, dance with me and quick & quiet? well, gg ez, your playstyle isn't allowed to exist in freddy's presence, see ya"
Yeah, I'm not asking for the devs to revert the rework, just to let us have the option to choose to play him.
As for the concern about the Aura Reading, it wasn't really for free, as the Freddy had to micromanage and keep everyone asleep to maintain it. Survivors could wake up to counter the Aura Reading quite easily, especially if they had Self Care or a medkit. I personally don't think he was unhealthy for the game.
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It sounds like a development nightmare, but dynamic weather would be a really cool thing to have. A thunderstorm would look amazing on some maps.
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Myers got stabbed in the face, shot six times and fell out of a window and still managed to get up. If he can get stunned by a pallet and have it look fine, I'm sure they'll figure something out with every character.
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In my experience, console survivors tend to disconnect way more often, especially while they're on the hook which makes zero sense.
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Buffs:
Trapper needs a bag by default, improvements to his trap spawning logic would be nice as well.
Wraith needs to be faster in cloak, make one of the windstorms basekit.
Legion needs QoL changes - 1s shorter cooldown, the ability to use their power before it's fully charged etc.
Ghostface needs a shorter power recovery time.
Myers needs a lot of love, give him faster breaking and stun times in Tier 3, while making it easier to leave Tier 1.
Nerfs:
Hag's traps should be destroyed upon a successful unhook if they're nearby, this will make it a lot more fun to go against her.
Spirit needs to give some form of information to the survivor, whether that be if she's using her power or where she is roughly.
While this isn't a nerf, Freddy really needs an option to play the pre-rework version, PLEASE.
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I like it! Currently, the only perk that lets you directly figure out what perks the killer has is Distortion, but that has limited uses. This is for sure a more effective way to fit that niche.
The obsession part of the perk still lets you see the killer, but it makes it a lot less obnoxious than the current Object, which is nice.
This change keeps the theme of the perk nicely while making it less annoying to go against. I'd love it if this went live, to be honest.
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Garry's Mod, I racked up over 4300 hours in that game.
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Just slap the Dream Projection from New Freddy onto the Old one and I'll be happy tbh.
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Yeah, hopefully they do what they did with Scarred Hand and just remove the Speed Penalty.
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The fact that I can't play Old Freddy :(
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/1910999#Comment_1910999
A fellow Old Freddy main, I see. As much as I love New Freddy, it would be nice to play his old version again, but with lots of QoL changes.
His old power is the one thing I miss the most from this game. Despite it's flaws, it was a fun and unique power. It would be great if they let us play it again.
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Dream Demon
Death won't accept him and thus he remains, a calamity, indisputable master of his victims' nightmares. Dream Demon allows The Nightmare to pull Survivors into the Dream World.
- Survivors who are awake do not see or hear The Nightmare.
- Once targeted by The Nightmare power, Survivors enter the Dream Transition after some time.
- During the Dream Transition they can see The Nightmare intermittently.
- When the Dream Transition lapse, the Survivor is pulled into the Dream World.
Once in the Dream World:
- Survivors' Auras are revealed to The Nightmare when they are outside of his terror radius.
- Survivors suffer an action speed penalty
- To exit the Dream World, Survivors can find other non-sleeping Survivors to perform a wake up action
- Some failed actions can wake up the Survivor.
- Getting hooked wakes up the Survivor
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It's probably a better idea just to slug at 5 gens to stop the game from progressing to the point where a key can be used. 90 seconds spent pressuring nobody is basically throwing the game.


