ReverseVelocity
ReverseVelocity
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- Username
- ReverseVelocity
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Comments
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Old Freddy
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Ah yes, let's make one of the most annoying killers in the game even more annoying. Twins aren't weak at all, they have crazy snowball potential.
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Map Offerings should be disabled in general.
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I would unrework Freddy right there and then. No questions asked.
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He's fun, but way weaker than Snare Freddy.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1898189#Comment_1898189
Nerf?
Why would Overwhelming Presence need a nerf?
I was being sarcastic, don't worry.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/221777/franklins-demise
Items aren’t mandatory to repair and escape. You’re being unreasonable letting Franklins tilt you.
This is why we should nerf Overwhelming Presence, smh. /s
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@TheClownIsKing said:
I like the idea that Overwhelming Presence could cause items to lose charges.
What if Overwhelming Presence kept its existing function, but also caused items not currently actively being used to slowly lose charges at a slow rate whenever they happen to be in the TR?
This would be a good idea tbh. Throw on aura reading when people are using items in your TR and you've got a pretty decent alternative to Franklin's.
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Twins. I never see them. If I didn't play them sometimes I would probably forget they existed entirely.
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I mean, I've had people DC against me because I used Mad Grit.
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@FFirebrandd said:
Overall I really like this concept. I do have 2 concerns about it.
First, I think you need to change your reduce search time add-ons to be percentages instead of hard numbers. Otherwise you've got stuff like a Satchel with a Shiny Zipper being able to be searched instantly. I do not believe that was intended.
Second, is more to do with Survivor Bloodwebs than the actual idea. Bloodwebs are already kind of watered down and difficult to find the one add-on you actually want. As cool as your backpacks are, they'd make it worse. Any new items might have to happen after something is done about that.
The instant searching wasn't unintended, the satchel is supposed to be a bag that you can search quickly, and even moreso with addons. Having the addons be a percentage would be cleaner than allowing it to reach a flat zero (or lower, having a negative search time would be weird), but the numbers aren't final, it's just a concept.
The bloodweb concern is gonna pop up with any item suggestion, and is probably a reason why new items haven't come sooner. I don't really have any ideas about that, though.
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@RamblinRango said:
I like this idea but it should slow you down so there's some risk to the reward, maybe even make you permanently exhausted
I think giving a permanent debuff would be a bit too much. There's a risk involved in accessing your items, because you have to put the bag down and then search it, leaving you vulnerable. If you're caught while you have your bag on the ground, then you have to leave it. The search time is obviously not a final figure, and could be tweaked after gameplay testing.
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@Wiliam_Bill_Overbeck said:
this is cool +1
thank you :D
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This post inspired me to write out a new item concept, it's a bit long to post here, but I'll link the thread.
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You see, there's a VERY good reason that Deep Wound isn't tied to chase mechanics anymore. A (way too common) scummy tactic was to hit someone with Frenzy and moonwalk, following their blood with Bloodhound. The game wouldn't count it as being in a chase, but they were still being followed. They'd either go down to Deep Wound or be forced to mend where Legion could just hit them anyway.
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Absolutely. Playing Ghostface without recovery addons is a huge pain. It should be reduced to 20 seconds by default.
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Kinda feels like I'm giving feedback to the void, to be honest.
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That sounds like Old Freddy with extra stuff, so I'm 100% down for it :P
Will Freddy still have the tracking he got, as in being able to see asleep survivors outside of his terror radius? That was my favourite part of his Old kit to be honest.
I think sleeping survivors not being able to see each other is a bit over the top though.
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I've seen more Plague players than Twins. I play the Twins occasionally, though.
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@TheClownIsKing said:
I just want old Freddy back.
He was a true stall beast when used properly.
I miss him a lot.
Same, dude, same.
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I love Open Handed, it's such a great perk to use when you're running Aura reading. I'm glad it's getting buffed.
Is Visionary any good? I'd run Deja Vu over that personally, it's really underrated for stopping 3 gens, even if it only works for 60 seconds at a time (it's one of the many perks with unnecessary limitations, unfortunately).
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/1885358#Comment_1885358
He WAS a lot better than what people thought. He needed tweaks and some smoothing out, define his power a little better, and he would've been fine. Hell, could've still given him the damn teleport. Just...why snares and pallets?
Current Freddy is good at tunneling cause no BT, but the fact that you could just make the game a 1v1 and ignore everyone else was something people hated. I got tunneled by old Freddys, and nobody could really help me out except just doing gens and leaving. He was simply just BETTER at tunneling than most killers, but once he'd dedicate to you, you could still waste his time if he was bad and didn't use the transition to mindgame (the fun part of Freddy, what they should've focused on with a little rework IMO).
But overall, old Freddy could've been a far better designed killer, but they just abandoned him. His rework didn't have to completely keep his power, but man, it could've at least been something creative, something that other killers don't have. Clown already fit the concept of "slow survivor movement speed in chase," why do it again? It's trap form, but it doesn't matter. The effect is still there. The fact that he slows survivor movement speed is his chase power, the gameplay is TOO similar to another killer, yet they went forward with it. Mind-boggling.
Plus, current Freddy's addons. #########?
Yeah, here's hoping that they return to the original concept with his changes. I'm ready to be disappointed, though. Knowing BHVR, they'll just slap a movement speed penalty on him when he places a snare, which would make him boring to play AND play against.
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/1885327#Comment_1885327
Maaaan do I wish they just made old Freddy a good killer and not a tunnel monster. They COULD'VE kept pulling people into dream, being invisible, etc. That didn't have to go. He didn't have to turn into Clown with traps and 10 more easy abilities. Idk how that rework ever got through. They made the simplest, most boring, and uncreative killer out there man.
He needed some minor tweaks, but he was a lot better than people thought he was, he just required a different playstyle. I'll never forgive BHVR for removing everything that made him unique. Unless they add him back, of course.
I don't know why people called him a tunnel monster though, current Freddy is WAY better at tunneling than the old one lmao.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/1884705#Comment_1884705
Oh it looks so good returning to old freddy until you sat there staring at a survivor finish a gen because your dream transition is still occurring. Likely its the last gen and boom everyone adrenalines and the game reminds you why old freddy sucked booty. I mained the guy on account of him being the killer that introduced me to the horror genre and I can safely say new freddy just needs some of his gen repair slow downs reduced that's all. Don't pull a billy or nurse and mess this up again small tweaks to the slow down gen repair effect that's it. Remember we need freddy to exist as a new player killer nerfing him into an underpowered state is not good for the currently garbage survivor queue times.
I'm not asking for current Freddy to be replaced with the old one, I want an option to play the old one. A lot of people miss him, including me, but I understand that a lot of people love playing the current Freddy. The Kid's Drawing addon isn't doing anything useful at the moment, why not use that if the devs don't want to implement an option for it? I'd rather have a button to switch between the two though, a lot of his addons were really cool and I'd love to use those.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/1884699#Comment_1884699
You would probably change your mind pretty quick with some of the perks we have now, imagine a squad with desperate measures, wglf , and soul guard , they could just keep picking each other up to full health before you can even put someone else to sleep and stop it and even if you did manage to re sleep the recently downed survivor they would just start the chase over and you wouldn't be able to sleep the healthy survivors fast enough to injure them and trade out
If the devs made it so that survivors who were picked up from the ground didn't automatically wake up, that'd prevent that entire problem.
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@[Deleted User] said:
The Freddy rework.
Most of the changes made to the game have made it better than it was before imo, so even if I had quibbles with some of them it's actually kind of hard to think of things I'd actively want to revert. The Freddy rework is one of the few changes I think actually made the game worse. Passively falling asleep and then being impacted by passive slowdown add-ons is just bad design imo because it requires no input from the killer and makes for painfully slow games. I much preferred the mechanic of having to manually pull someone into the dream world. I also loved his true invisibility because it created a great sense of anticipation. You'd hear the lullaby and then start straining your eyes for moving grass or rustling sounds and have to hide by inferring where he might be coming from. I thought that was good suspense and really fit with the theme of a dream demon. Old Freddy definitely needed some buffs but I wish they kept the core concept.
Reject Dream Snares
Return to laser beam
I hope he comes back when they change him again.
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I would love it if Old Freddy came back, I just want to play him again :(
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I already get called enough slurs in the post-game chat, thank you.
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I mean, it's literally feedback, what did you expect?
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@RepostRiposte said:
The devs have explained that they couldn't figure out how to exclude stuff like bear traps/deep wound from triggering perks like Knock-Out so they instead implemented the basic attack requirement.
People have brought this up in the past and most of the time the response is simply that they don't feel these perks need to be better/would be majorly improved by removing the basic attack requirement, which is a shame because they 𝘥𝘦𝘧𝘪𝘯𝘪𝘵𝘦𝘭𝘺 need it.
It's really annoying, I don't see why Knock Out triggering on deep wounds is that huge of a deal, considering that they scream and show their location to everyone anyway. Giving already niche perks like this even more restrictions is a great way to guarantee that nobody's going to use them on half the killers. You can't even use Knock Out effectively on the killer it comes with anymore, it's stupid.
And they said the idea behind the changes was to make more people use the perk! Perk changes make absolutely no sense sometimes.
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I love Blood Warden. It's one of my favourite perks to use or be hit by, it's probably the best perk in the game for giving you a scare. Seeing those exit gate blockers go up and going "Oh #########" is the funniest thing to me.
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God, I'd love it if Legion's Frenzy stabs applied perk effects again.
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Survivors have a lot of stealth perks, for example: Distortion, Iron Will, Urban Evasion, Off The Record, Quick and Quiet. I could go on.
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Easily over £100. Probably £150-200 to be honest.
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@AbsoluteArcadia said:
I looked through the ability change, and the very rare and up add-ons, and I have very few gripes with this. The only ones are Frank's Mixtape being way too punishing even with 2 or 3 stacks, and the basic attack ruling, which would make perks like sloppy butcher and STBFL super oppressive on legion. I do 100% agree with most changes though, legion got gutted way too hard.
The basic attack ruling would make Sloppy Butcher strong, yes, but I don't think it'd be oppressive. Legion's getting their timer removed from their mangled addon next update, so I don't see why it'd be that big of an issue to allow Sloppy to proc. STBFL would get stacks really quickly, but there'd be no way to save them like Demo and Pig can.
Plus, it'd make perks that rely on basic attacks more effective, like Hex: The Third Seal and Gearhead. I just think it'd open up a lot more creative options in terms of builds you could run on Legion.
Hopefully Legion gets some changes soon, but I doubt it, Legion is quite low on the priority list, unfortunately.
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@Killmaster said:
https://forum.deadbydaylight.com/en/discussion/comment/1877695#Comment_1877695
Is it really though? Object of Obsessions original purpose is for the killer to tunnel you rather then used as a SWF information tool. Removing the ability to hide your aura keeps the perk doing what it was originally intended to do. If four survivors equip Distortion and negate one killer perk what exactly happened besides survivors and killers being down 1 perk? It could also have the added benefit of not showing you on other survivors aura reading perks like Bond, Empathy or Kindred stopping sandbaggers from bringing the killer to you or arguably weakening your team in the case of Kindred which I think is a fair tradeoff.
It's not gonna always just counter 1 perk though, is it? It has the potential to counter every perk a killer brings, plus addons, unconditionally. That's way too much for one perk.
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@Killmaster said:
https://forum.deadbydaylight.com/en/discussion/comment/1877615#Comment_1877615
https://forum.deadbydaylight.com/en/discussion/comment/1877628#Comment_1877628
BHVR has implemented limits to perks before, Object could simply override any effects Distortion has so that you are always visible when looking at the killer.
Having exceptions like that is bad perk design. Even if Object didn't exist, there are far too many perks and addons that involve aura reading to have an unconditional counter to. I'd be all for giving Distortion a way to get a couple of extra tokens in the trial, but removing the tokens entirely would be too much.
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"small buff" yeah ok.
Just run Object and you'll be able to see the killer with zero downside. No thank you.
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They should give us an addon to play the pre-rework Freddy. Kid's Drawing isn't doing anything useful at the moment, why not use that?
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@QwQw said:
I main them, they're definitely "viable". I still wish they could get an add-on pass and some QoL changes though.
Yeah, Legion's in a decent spot. Their addons could use a bit of love and their basekit could use some number changes though. We need 3s fatigue and the ability to use Frenzy at 10% again.
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Are you asking for an unbreakable buff? You know, one of the most powerful perks in the game.
Unbreakable in it's current state allows people to win matches that they already would've lost, giving it multiple tokens would be insanely overpowered.
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This bait post was brought to you by the maker of "Killers controlled by the player should be replaced by AI"
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I honestly don't know why they haven't done this yet, it's way overdue.
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It looks very promising. I think it'll make a rather underrated killer even better and increase his skill ceiling a lot. It seems like a rather simple solution on the surface, but I think it has a lot of potential in chase and out of chase. I can't wait to try it out!
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I don't care what they do with him as long as they let us play the pre-rework version.
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@Seanzu said:
Ahhh yes, two killers vs 4 survivors sounds really fair.
Not being able to hook survivors isn't a good enough excuse to warrant victor being played by a second killer, most players slug anyway, and do well with it, I don't see how having two killers slugging survivors at the same time would be any weaker than one killer slugging.
I swear some of you don't play this game at all.
Not to mention that'd it would take a heavy rework of the queue and lobby system just for one killer. The entire game is built and balanced around the 4v1 dynamic, changing that would really screw things up.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1862174#Comment_1862174
I would rather see the devs spending their resources on things that will actually have impact on the game honestly
Yeah idk why people make a huge deal over it, it's kinda annoying sometimes but at the end of the day it's insignificant. Players are always going to find a way to taunt other players, it'd be a waste of time trying to "patch" teabagging.
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/1862143#Comment_1862143
Yep. Loved playing as old Freddy. Yeah he had a significant weakness. But really they just needed to tweak his power a little bit instead of a complete rework where they gave him a ton of artillery. Oh well though.
I like playing as clown as well, looking forward to the rework as it doesn't seem as drastic.
Yeah, Clown's just getting tweaks to his power and extra mechanics on top, which is what a rework should do. That's what they did with Doctor and Bubba. I miss the Old Freddy :(
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How are survivors meant to abuse the speed bottle? It's not like they can make you throw it. If you throw a bad antidote and it benefits the survivor, then that's on you.
@MrGrizzly said:
"Clown rework"
Expectation: An actual rework, like freddie.
Reality: An extra bottle and reload buff.
And this took them 8 months, nice.
Don't get me started on Freddy's rework, that was a crime against him. A Freddy rework on Clown would be like taking his tonic and giving him a gun instead. Boring, and it would take away what makes him the killer he is.
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I kinda see your point, but Undying will make sure that Ruin won't be the first to go. If you run Devour and Ruin, there's still the possibility that Ruin will disappear at the start of the game. If you run Undying and Ruin, Ruin will be up for a guaranteed two cleanses.
I honestly think that the Undying changes open up more potential from the perk. While it's a nerf to Unruin, it's now compatible with token-based hexes, which are a big chunk of the non-defensive totems.
Hell, throw Thrill of the Hunt in the mix and you can defend every totem really well. Thrill will give slowdown and notification when they're cleansing a hex totem and Undying will let you defend the Dull totems.
