ReverseVelocity
ReverseVelocity
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- ReverseVelocity
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1752889#Comment_1752889
I use it to counter LOTS of things. But let me put it this way, if you watch the videos put up by the Ace killers like Otz, Monto, and their ilk, you will see that they spot Survivors by crows all the time without Perks. They can hear or spot that movement half a map away. That is why I started taking it. The fact that it helps against the Doc, Make your Choice, Iron Maiden, and a lot of other things besides, is just icing on the cake. I just wish there was a version of this Perk for the Killer. Crows warn my Survivors all the time.
Fair enough, you make a pretty good case for the perk.
They should totally make Spies from the Shadows stop killers from alerting the crows, that'd be pretty decent on stealth killers.
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@Moundshroud said:
Calm Spirit at as Survivor, and Thrill of the Hunt as a Killer.
I never really got the appeal of Calm Spirit, do people run it to counter stuff like Infectious and Doc or do they just really like crows?
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That'd be cool, and it means I could stack it with Fire Up which is nice.
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@TurkeyDoughnuts said:
100% my favorite underrated perk that I hardly ever see ran, other than myself, is Wake Up. Being able to open up Exit Gates quicker and have teammates being chased know where to run can come in clutch. Running Spine Chill paired with someone else's Leader nearby helps a lot too.
The aura reading from Wake Up is nice, but they really need to buff the speed at which the gates open to maybe like 100% or 200%. I think if you're dedicating an entire perk slot for one small thing at the end of the game, it should do it really well. I'd love to run it if you could fully open an exit gate in 5 seconds, that'd be nuts. People might argue that'd be overpowered, but it's a one-shot perk (most of the time, unless you open both gates) like Adrenaline which sends you into a 5 second sprint and instantly heals you.
I could go into a whole rant about the lack of interesting (and viable) end-game perks, but we'd be here all day.
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@Halbix said:
https://forum.deadbydaylight.com/en/discussion/206152/whats-your-favourite-non-meta-perk
Are Tapp's perks meta? Because they're all really good. I always run tenacity with flip flop aswell as they have good synergy
I wouldn't classify any of Tapp's perks as meta, they just have good synergy with some meta perks.
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@James4125 said:
https://forum.deadbydaylight.com/en/discussion/comment/1751331#Comment_1751331
I've seen people getting keys in the ptb using Elodies perk when the killer had hoarder. Also plunder's instinct.
Hoarder is bugged in the PTB, it doesn't spawn extra chests or reduce the rarity of items at the moment.
Even if it did do those things, I still think it needs a bit of a buff. It'll only really be something I'll slap on if there's a lobby of Aces or I'm playing Bubba. Maybe up the range and add a cool secondary effect, maybe like trapped chests or something.
But even if they don't buff it, we've now got a better basement detection perk than Territorial Imperative :^)
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@cheetocultleader said:
For killer, Spies from The Shadows on Spirit. Who needs Stridor, just follow the birbs!
For survivor, Detective's Hunch. Great stuff on a build for chests or totems or both. I'd say Deliverance but I've seen it being ran a lot lately.
Spies on Spirit? I never considered running that, I might just give it a try.
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@TheClownIsKing said:
Killer: Coulrophobia. (plus anything that inflicts Mangled).
Survivor: Bond (plus Open Handed).
Coulrophobia and Deathbound works like a charm on Legion. Let's see you self care now, Claudette >:D
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@Gangrena said:
I really love Agitation, because i can choose hooks closer to gens that are being done, get the basement ofc, and it also helps against body-blocking-sabotaging survivors. Honorable mentions to Thrilling Tremors, Sloopy Butcher aaand Unnerving Presence but just for Doc.
Agitiation is probably my favourite perk to put on if I get a few flashlights in my lobby. Being able to catch up to survivors who think they can outrun you is so nice.
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@Marigoria said:
Killer: Bamboozle, idk why more people don't use it, it's extremely strong in certain places and saves you a lot of time.
Survivor: Pebble, not only fun as a meme but can also be handy
I'm not really a fan of Bamboozle personally, I just don't like how it plays around loops, but I can see why people like it.
Pebble on the other hand is really underrated and very fun. Plus you get to yeet a rock at a killer in the exit gates, so bonus points for that.
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@Boss said:
Absolutely Hex: Devour Hope, just for its massive potential to be the strongest Perk.
If you want one for both roles, then for Survivor it's Kindred, simply for its large amount of information, whether i give it or get it.
Yeah, Devour Hope 5 stacks is probably the most satisfying way to win a game.
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I think we should bring back Old Freddy, not because I have a problem with the New Freddy, I just miss the old one :(
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You know, I think they should just add Old Freddy back. I never got the chance to play him but he looked like a blast to play. The new Freddy is kinda cool, but he doesn't feel like Freddy. Having a killer that played so differently looked like a lot of fun, and I'd love if BHVR added a similar killer, one that survivors couldn't see or hear until they were pulled into the same world that they reside in.
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Hope you get a killer with Enduring.
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@RepostRiposte said:
https://forum.deadbydaylight.com/en/discussion/comment/1748176#Comment_1748176
Can't use BT if I'm always undetectable. Triangle Man has no weakness.
You can't win fair and square if you're a triangle.
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You're wrong, Leatherface is the king of standing still with Insidious, no one comes close.
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It shouldn't be worse than EW1 Myers, he moves at 4.2m/s while the Tuned Carburettor sets your movement speed to 4.4m/s.
I've used the addon before once with the Doom Engravings and honestly, it's trash. Unless you can pull off some crazy stunts consistently with your chainsaw, the 5% movement decrease really hurts Billy.
If you want a good charge speed addon, run the Mother's Helpers, they may not be active for the entire trial, but they have no downside to them. They get even better if you run Enduring with them, and since it's a Billy perk you can run it without having to grind the bloodweb first.
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I'm Devotion 4, Level 5 with 920 hours. Apart from like the first few hours, I played after Devotion was a thing.
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They've reworked like 6 maps this chapter, that's a lot of work. You can't really expect them to build a new map alongside redesigning all of those assets for the old ones. They've done a great job with both of the realms, Ormond looks absolutely stunning (and is actually fun to play on as killer now).
I just hope that when they do release the next map, it'll be Dyer Island, that'll be cool.
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Both perks have their own strengths, I personally prefer Brutal, but that's mainly down to preference.
Brutal Strength is more generally useful, as you'll encounter many more pallets than really good windows. If you pair it with Enduring, you can practically breeze through pallets.
However, where Bamboozle really shines is loops where it's hard to get the pallet down due to a really good window. Brutal is a lot less effective at shack than Bamboozle, as you can force the pallet drop in one loop when you block the window. It's also good at long-wall Jungle Gyms for the same reason, the window is really hard to mindgame. There's also a couple of annoying vaults in the Swamp with the fallen trees that can be instantly dealt with.
TL;DR: Brutal will give you more value in general, but if you hate those hard to mindgame windows, Bamboozle is your friend.
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Demogorgon is probably the king of useless addons.
Legion, Pig, Ghostface and Deathslinger have some good addons but a lot of useless ones.
Pyramidhead has good addons overall, but most of them are quite boring.
Also Nurse, 3 of her addons are just straight up detrimental (5 if you include the ultra rares).
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I just wanna know what's on the Fuming Mixtape.
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While I agree the basekit nerf was completely unnecessary, I actually like some of the addons they made. The LoPro Chains feel so nice to use and the Apex Muffler with Tinkerer is really fun.
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I've played against Otzdarva twice, he was survivor both times (thank god). Only one of the matches was live, that was as Doctor on Midwich. Probably one of the most stressful matches of my life, but I still managed to 4k.
I've played against TheEntityLeftHand a couple of times as well, only escaped once though.
I played against Scorpionz while I was running No Mither, needless to say I got murdered very quickly.
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I usually play 2 man, but solo occasionally. It's nice to have at least one other person to rely on for heals and rescues.
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@Hunkulese said:
https://forum.deadbydaylight.com/en/discussion/comment/1730966#Comment_1730966
Pop and Ruin don't work together since you can't kick the gens.
Yeah, I know, I run Pop as a backup in case Ruin goes.
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Yeah, probably lag. When my ping gets really high the charge meter starts acting up for me.
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Tinkerer is only super oppressive on high mobility killers with Ruin. Even then, there's still ways to play around it with some minor coordination.
Once the bones are done, Tinkerer becomes a lot less nasty.
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I personally run Whispers over Distressing. The radius of the Static Blast might be a bit smaller but it lets you know when exactly to pop it. When Whispers is on, that means you'll get at least one person every time. This info lets you get into chases really quickly.
I also wouldn't run Overcharge by itself if possible, Pop (along with Ruin maybe) would be my go to. If it's the only thing you have access to (not everyone has the DLCs), it'll do, but I'd recommend running Unnerving Presence with it, that makes the Overcharge skillcheck a big deal.
Running Terror Radius perks like these is the only time I usually swap Whispers for Distressing, as it makes a big difference. If you want to go over the top, double stack the Calm addons to have a massive terror radius when your Static Blast is charged. Keep in mind that this'll tremendously decrease your terror radius while it's on cooldown, but you can use that to your advantage.
Hope this helps :D
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There's an iridescent addon that allows the last lethal rush to instantly down someone:
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Wrong, It should be basekit. The iri addon should let them scream "OH YEAAAAAAAAH!" when crashing through a wall.
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I think an addon pass and a few QOL changes would be nice for the near future, but as it stands, their basekit is in an ok spot. I think Legion is quite an underrated killer, being able to injure an entire team very quickly is quite powerful. However, they're not the best killer in the world and I can see why people are unhappy with them.
It'd be cool if their basekit was reworked a bit to make them a little more interesting (maybe making deep wound a bit more of a threat instead of "oh I have to mend in the next 30 seconds", but the devs already said they were looking into deep wound in the last Q&A), but I can understand why the devs don't want to touch them with a 10ft pole, given how much of a disaster the old Legion was.
I saw a pretty cool idea in the Feedback section that @Szarman suggested, which would punish survivors for not mending or healing by (eventually) making their power lethal. I think something along the lines of that would be a good change, but should be implemented with great care and consideration as to not make their power unfun again.
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Yeah, I wish I could've played old Freddy, he looked really fun. I wish they'd have just buffed his power instead of completely reworking it. The new Freddy, while really strong, is kinda boring compared to the old one. It'd be cool if they implemented an addon that let you get his old power back or something, however unlikely that is to happen.
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Honestly, Forced Penance is actually a decent perk. Protection hits are quite common if someone is hook-bombing with Borrowed Time (which happens like every match at least twice). I've had scenarios where I've applied Forced Penance to both the person unhooked and the guy who unhooked them. 80 seconds is actually quite a long time to be broken for.
It's still quite a niche perk compared to Sloppy Butcher, but I think it's in a good spot.
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As far as I know, yes. Perks that effect blood trails have no interaction with Oni's blood orbs. This means No Mither and Lucky Break won't stop you from dropping orbs, but Sloppy Butcher won't make you drop more.
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I think it's a little bit of a stretch to compare this game to the Sims.
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I can only get 518 deviousness points per match with Doc, this is after 2 games:
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This is how deep wound used to work (iirc) and it caused a lot of problems. Killers could just equip a perk like bloodhound to follow injured survivors and moonwalk to proxychase them. The killer would still be chasing the survivor but the game wouldn't register a chase, making the Deep Wound timer regress. The survivor couldn't stop to mend or they would be downed by the killer. Once the deep wound timer hit zero, they'd be downed anyway. The survivors really couldn't do anything against this if the killer decided to use this tactic.
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It should really be 64/96/128 meters imo.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1676678#Comment_1676678
it's not bugged as far as I can gather from the dev statements. The devs decided (for whatever stupid reason) that all "special" attacks would also consume tokens. That included things such as Doc's shock and Clown's bottle again AFTER they had specifically removed those actions from the list that consumes tokens from PWYF.
I tested in a custom game and Doc's shock doesn't consume a PWYF token. Kinda strange that they would leave clown out.
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Underwhelming Presence:
Your presence alone instils slight/considerable/tremendous disappointment. Survivors within your Terror Radius suffer from efficiency.
Affected Survivors item consumption rates are decreased by 100%, but they are slightly sad for the duration of the trial.
"Oh bother, I brought too much gauze!"
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@AhoyWolf said:
I think it's just bugged, it wasn't consuming tokens a few patches before.
Hopefully that's the case, might make a bug report if other people say the same thing.
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Purple enduring is gonna feel so weird.
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Yeah, No Mither is a bit too strong in my opinion. I think a good change would be if perk users started the trial in the dying state and couldn't get up. Then I wouldn't have to worry about slugging them, as they start the trial slugged.
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I really like some of these ideas, so I'll give my thoughts on them.
Beacon of Hope: Being able to "burn" the entity off of things isn't a good idea due to balancing issues. It'd make some perks (some of which are already lacking in power) a lot less powerful. A few examples being Corrupt Intervention, Dead Man's Switch, Cruel Limits, Thrilling Tremors. However, the priming of the flashlight to sacrifice it for an instant blind I really like, it brings back the spirit of the party starter. If you removed the first half of the perk, I would really like to see this one added into the game.
Spiritual Connection: I really like the premise behind this perk, but having aura reading attached to it for that long is too strong in my opinion. It'd mean that you could almost constantly see the killer (crows are everywhere, see how often Spies From The Shadows goes off) when they are within the range. I'd personally either greatly shorten the aura reading or replace it entirely with a unique noise notification.
Frantic Dash: I agree with what CheeseAnton says on this one, it's a good idea but I'd think it'd be better if it had extra effects (maybe if it was an addition to Slippery Meat, that perk needs some love).
Escape Artist: I kinda like the idea, but giving the survivors the ability to teleport kind of conflicts with the design idea of the game. I don't think the survivors should be given supernatural powers to that extent. Cool idea, but I don't think it works with the theme of the game.
Camouflage: I'm not really sure about this perk either, but that depends on a couple of details. How invisible is invisible? Do they just turn into Wraith for a moment, or do they put on a ghillie suit to blend in with the bushes more. If it's the last of the two options, this would be a great and unique perk. I think Survivors turning completely invisible is a bit too close to the "giving survivors supernatural powers" I mentioned in the previous perk.
Cunning Escape: I really like this perk. I'd personally keep the aura of the hooked survivor present for the 5 seconds the perk is active and then give the notification. If the killer is given the notification after 5 seconds, that would be enough time for the survivors to escape from the vicinity. This would create a more confusing effect for the killer, as by the time they knew about the unhook (provided they weren't within line of sight), the survivors would be long gone. This perk is one of my favourites out of the ones you suggested.
Vile Snatch: I really like this perk as well. The relocation of the survivor along with the pausing of the sacrifice timer allows the person unhooking to be pressured for a lot longer without giving a free hook stage to the killer. To make it even more effective, I'd add 6 seconds of blindness to the hooked survivor, preventing them from leading other survivors in their SWF to them while their aura is obscured.
Obsessive Incantation: This is the only perk I really don't like. Giving free hits like that is way too strong and would be really annoying to come up against. 32m isn't actually that short, if all survivors can be hit by Doctor's Static Blast, then all of them can be damaged by this perk at once. There is nothing in the game with that level of strength, and even if the range was toned down a bit, I still don't agree with the perk's base design.
Makeshift Shotgun: Another good idea, but a couple of details need clarification. How does the perk behave if more than one person is running it? I think there should only be one shotgun per match. Here's how I would rewrite the first section of the perk description:
If Makeshift Shotgun is active, a total of two Special Chests will spawn, each containing a piece to craft the shotgun. Only survivors who are running Makeshift Shotgun can open these chests and carry the shotgun pieces. Once these parts are brought together and assembled, you will obtain a Shotgun, which cannot be dropped.
Makeshift Shotgun disables the ability to carry other items or search regular chests for the duration of the trial.
I also think that an 8 second stun could be a little too strong, that's quite a significant amount of time, especially considering how effective Decisive Strike is with a 5 second stun. There wouldn't be any way to know for sure without testing this concept in game, however.
Overall, however, I love the idea of a secondary, optional objective the survivors can do to hinder the killer like this.
Booby Trap: Another cool idea, but I'd like to know a bit more about this perk also. Is the immobilization similar to Trapper's Bear Traps, or is it unescapable? There should be a timer on how long the survivor is immobilized for. How do trapped chests react to Plunderer's Instinct? Are they highlighted?
Hex: Pandemonium: I like how this perk has a counterplay to it by punishing survivors who group up to perform actions while leaving survivors who are alone unaffected. I don't think the second part of the perk is necessary, however.
You've had some really great ideas here, I look forward to hearing more from you.
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Autodidact.
It's RNG as hell but if you can get it to 5 stacks getting that really quick healing is so nice.


