ReverseVelocity
ReverseVelocity
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- ReverseVelocity
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This thread is once again relevant, as Last Stand is confirmed to be out of the game for at least another week.
I hope there's a Hotfix 3 coming up with this patch cycle, otherwise it might be even longer.
Having brand new content removed for this long is really not acceptable.
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A lot of the time it's console players who can't change their name freely like on PC.
They go "oh yeah I'll put my twitch in my name for when I'm streaming" and then they never end up streaming, and they can't change their name because it usually costs money.
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I'm having zero issues playing against him, personally. His counterplay is basically a watered down Huntress since he doesn't have the range capability, and you can see and hear the doors open. He's also quite loud ambiently, so the massive amounts of Undetectable matter less.
A lot of people are sleeping on the ability to reveal him with the Security Cameras too, you can give the entire team wallhacks on him (and kick him out of Undetectable). The actual teleport function is a lot more risky but for sure comes in clutch if you know he's distracted for a fact. I've coordinated a couple of endgame saves because he was too busy camping a hook to notice me sneak up through a door.
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@UndeddJester said:
Invocation Burning Hands for a healing Invocation maybe? 😅
Honestly, with how dangerous buffs to healing can get, I'd be wary of any kind of healing invocation.
If it was a flat heal speed increase to everyone, that'd make resets leagues faster for the rest of the trial, making it incredibly hard for the killer to maintain pressure. We don't want another OG Circle of Healing situation.
Unless it made the healing bar slightly shorter like Weaving Spiders does to gens, but the effect would have to be minimal, and thus hard to balance with the harsh downside.
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You can see the "Valentine's 2024" in the collection in-game.
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@thrawn3054 said:
I don't see that as a worthwhile trade tbh. Invocations are pretty bad and I don't see a way to make them worth using without a massive overhaul.
I think with this change, Weaving Spiders would actually be kind of worth it. Treacherous Crows needs it's own buffs separately.
I think Invocations kind of need a heavy price to keep their identity. Otherwise Weaving Spiders would basically just be a basement generator.
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@Rudjohns said:
Yellow activation is the true culprit here
But people love to bring up the "haste stacking" argument that makes 0 sense
Yeah, like I said, it's not the Haste value that's the issue. It's the ease of activation.
The yellows going to 12% would be a reasonable buff by itself, but the activation speed is far too strong.
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@100PercentBPMain said:
you avoided him until now? that's some pretty good luck.
I know, right! I've been playing pretty regularly too.
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@Aven_Fallen said:
Eh, to be fair, you really only have to play the game to get those Milestone Challenges. Not really a big deal when they require a high amount of Trials.
Yeah, but the Rift progression seems so much slower this time round. It's kind of annoying.
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They should at least add an extra chest so Perks like Moment of Glory or Apocalyptic Ingenuity at least have a chance to activate twice without any other supporting perks.
Appraisal is basically a prerequisite to running these perks and I think they should do something about it.
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They do have the same weighting. However, they're not guaranteed to appear every time.
It's just a fact of statistics that equally likely events can still go on big streaks when they do or don't happen. You're just getting horribly unlucky unfortunately.
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@GeneralV said:
Unfortunately, it isn't a bug.
Her drones cannot detect you if you are doing an action, they cannot detect you if you are standing still, they cannot detect you if you crouched and, the most insulting one, they cannot detect you if you are fast vaulting.
Her manufacturer stopped making her Drone Sensors and she had to switch to Temu… tragic.
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This was a thing since her inital rework. They don't detect stationary Survivors or Survivors performing an action.
@PetTheDoggo said:
They can't even detect survivors fast vaulting… That's way bigger issue.
Just act like her drones don't exist and it only gives you undetectable on command.
Yeah, this change really hurt her massively. It needs to be undone until they finish the rework (which was delayed).
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Release Freddy.
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An opinion on a skin? Sounds awfully vague. Care to share?
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@SAWII said:
Lmao the compensation is getting to enjoy the game without game-breaking bugs.
They shipped brand new, paid content so broken to the point where it had to be disabled.
Having said content disabled isn't compensation, it's necessary, but there's no compensation in that.
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@gerolau said:
i feel like this cucks knight in specific if they go to pincer
Don't forget Nemesis and Skull Merchant.
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@TheGoone said:
Nerf Medkits and Toolboxes they are to strong anyway
The only thing that needs nerfing about Medkits/Toolboxes are syringes and maybe BNPs.
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@TheGoone said:
Can confirm Pallet Vaults are still insanely fast with Last stand.
Devs when you making new animations for perks make sure they are the same speed as the original vaults
I have not been experiencing this behaviour at all.
I put two vaults in a video editor side by side, one with Last Stand and one without and they were the exact same time. It just looks weird because the Last Stand animation seems a little drawn out on Pallet Vaults.
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Him being 110% for the entire game would be terrible. He gets his axe once every 7 seconds + the recall animation. It'd be like if Dracula was 110%.
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@ChucksterMainin said:
it is pretty bad like but it is alright meanwhile Clown still roaming free of unfun games
Man, you can see through the whole cloud even with the ultra rare addon…
Can we rename these to Light Mist Vials in the meantime?
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@Nazzzak said:
Instead of just sharing feedback about things they dont like, people need to start sharing things about what they do like. Because if BHVR only see negative feedback then they assume that's the overwhelming consensus. Look at how many upvotes your post has - where were all these people before when lots of us were saying theyre fine? I dont think they need changing and I prefer seeing them in my games than survivors bringing flashlights, toolboxes, and medkits. Now no one will bring them.
Survivors are often told not to call for killer nerfs too early after they're released, as they need an adjustment period. The same should be the case here.
I was on a bunch of threads complaining about it offering a counter opinion.
This is an important point, though. We need to be louder about what we think BHVR are doing right.
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I mean, they straight up did what we asked, and they're going to refine the kill switch criteria to use it more often when there's an exploit regarding the perks, and not just when they're "entirely" gamebreaking, whatever the definition for that was.
Obviously we won't be able to see what that'll look like until another perk exploit rolls around, but I think this is a win in general. When another Streetwise situation happens then it seems like they're going to be far more proactive in using the killswitch.
And right now, it feels like the only thing getting killswitched… is us.
That's corny asf man I can't lie.
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@Teroo said:
Good. Hopefully no one will use them anymore, this should never make it to live servers. This pretty much sums it:
This scenario is so cherry-picked it's not even funny.
Bro went into a custom game, picked the shortest killer in the game, went to a map with some of the densest shrubbery possible and decided to double-back over himself in the fog instead of just walking through it? That doesn't prove anything.
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@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978052#Comment_3978052
you had a minute in a half to get them off the ground at the time.
I'm aware, but a lot of the time you'd be continuing the chase after the killer dropped your item for a good chunk of time. That plus the time you'd spend on the hook means you'd often lose your item before you had any chance to do anything about it.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978049#Comment_3978049
That‘s already the case with pride flags/charms and other things, so this doesn‘t speak against it.
@Choaron said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978049#Comment_3978049
Because the you-know-what charms sure never bring up any conflict or anything.
Country flags also represent an institution behind them, which are all capable of committing atrocities on a massive scale. Flying said flag is an implicit (or sometimes explicit) support of a government's actions, and what they represent.
Countries can go to war and commit large-scale human rights abuses. They are not equivalent to a group of people living as their authentic selves. Country flags can be used to represent terrible things, whereas Pride flags are incapable of doing such a thing.
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@Coffeecrashing said:
We still don't know if the charge nerf will actually do much.
For example, will Vigo's Fog Vial have 5 charges, and one of the add-ons will add an extra charge on top of that? Because I don't think most people are using this item over 6 times in the same match.
True, but the sentiment is disappointing and I don't exactly hold much hope for them not to be overnerfed.
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Having people's items straight up deleted feels terrible.
A more reasonable alternative would be having the item unable to be picked up for a period of time. It could be blocked by little entity claws rising from the ground.
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Nationalism just leads to conflict. You'd have people getting tunnelled just because of the country they're from.
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@ImWinston said:
I'm just baffled. Are they already nerfing fog vials? Well, it's back to the old ways with medkits and toolboxes. Remember, change everything to change nothing.🤣
Syringes have been so overpowered for so long, but Fog Vials are the problem apparently.
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@Crowman said:
BHVR loves the double nerfs. It's really the most frustrating thing about their balancing.
My personal opinion is they should limit the charges first and then see if fog vials need more changes whether buffs or nerfs as a result. Because I think fog vials will never be balanced with infinite recharging.
Iron Will getting nuked and then reverted two years later and it being mostly fine anyway comes to mind.
STBFL is still in it's double-nerfed state for so long. It's really annoying.
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@Rapid99 said:
Fog vials never should've even made it in. It's not a fun item to play against.
Like other items when they happen it's like "ah that sucks, but ay it is what it is". With fog vials… it's just genuinely annoying. I don't feel like "oh it is what it is" I feel like "oh this is just not enjoyable and just obnoxious to be playing into".
Most of the time I encounter a Fog Vial as killer it's more like "Oh no, anyway!", and then I continue the chase unimpeded.
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@RizeKagune said:
Doing invocation while having two hook states then immediately sacrifices the survivor after completed. 😂
Bubba would be so sad to find someone in his basement dead on the floor, there are perfectly good hooks right there…
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Remember when they killswitched Knight for being able to spawn all three guards, which was an impractical bug that took a solid 15-20 seconds of standing still and vaulting windows?
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Yeah, it's a (very heavily tweaked) ReShade setup. It's allowed.
Most people use it to increase brightness/tweak the colour balancing on certain maps but there's a minority of players who will crank down literally every colour and crank the red alllllllll the way up.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976756#Comment_3976756
Sure, thats why I am advocating for the buffs, not a complete rework
Keys and maps needed a buff. What they did are completely new items that are not enticing to use anymore
What is the issue you have with the Key rework exactly? They maintain their identity from before.
I agree Maps were changed in a way that kind of lost their identity and they need tweaks to restore that, but Key functionality is basically the same, but better in almost every way.
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I do have to say I love them as a Survivor, and they don't feel particularly obnoxious as a killer. I've played plenty of both this patch, and the item seems balanced overall.
I'm also just really glad to have some fog back in the game. It's been stripped away slowly with the graphical reworks, so having some more fog to spice up the trials is a welcome addition.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976493#Comment_3976493
Old keys would reveal survivors aura as well
Only with an addon, and it required at least a rare item as well.
They're far cheaper, and better at what they do.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976455#Comment_3976455
How are keys useful now? Can you elaborate?
They maintain all of their original functionality in terms of being able to open the hatch, and have the ability to find teammates which is incredibly helpful for gauging where a chase is taking place, or where to go to heal an injured survivor (or be healed).
The fast unlock is a little more niche, but it's good in a pinch to maybe find a medkit. Far more useful for providing items to your teammates incredibly quickly, which is useful in itself, just not directly to you. It also opens up interesting synergy with perks like Ace in the Hole, Specialist, Moment of Glory or the new Apocalyptic Ingenuity.
Hatch opening they're exactly the same essentially, which is good. Being able to keep the key after you escape is very nice as well.
They're basically the same item as they were before, but with a bunch of added functionality added on top. Getting bumped down in rarity means you can realistically run one every game now, so I'm getting way more Hatch escapes, on top of just having a useful info-giving item alongside it.
They're perfect for getting crucial info on demand, and have the hatch escape for those SHTF situations.
I'm genuinely not sure how people can think the key rework is a nerf. They made two+ addons basekit, added the chest functionality, and greatly increased the maximum duration of aura reading (Dull Key went from 5 seconds to 45 seconds, Skeleton Key went from 30 seconds to 60 seconds, Broken Key went from 10 seconds to 48 seconds).
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Nah, I love the key rework. They're actually useful now and I'm finding myself infinitely more likely to bring them into a trial.
Maps do need work, though, specifically on the aura reading for props with the beam. It needs to be a longer range and reveal more stuff.
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Literally anyone and Pain Resonance.
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Still want a Knight Legendary skin that turns him into Apollyon…
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@Some_Dood64 said:
Like I said with another discussion about more or less the same, we got Singularity and Xenomorph, Freddy and Pig, and also Deathslinger and PH's maps back to back. All of which were vastly different than a majority of maps, though I admitably don't remember the period of time between the chapters coming out. Having Theater but with a pizzeria (admitably cool, I just wish the outside reflected that) or a tower (It's one loop lol) instead of said theater is just lazy, especially for two of the biggest series to ever exist in horror/TV.
Even if a new realm is coming and/or the new original map is something amazing, it'll just make these two stand out more in a negative way, and it moreso worries me what'll happen for future crossovers. Imagine Jason gets in, but it's just Huntress' shack replaced with Jason's. If they can't handle making a map because of future plans, then they need to slow their roll.I'd rather have the map than not, honestly. It wasn't planned on the roadmap or anything so it's a bonus, but I would love to see it revisited later on down the line.
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@MechWarrior3 said:
I don't get it though. His hindered is only 1 or 2% less than what it is? How is that so terrible? They just made his yellow bottles stronger. The purple gas after leaving it doesn't hinder you as long but there is an addon for that for an extra second no?
They slashed the linger time in half, and the only way to increase it is with a purple addon and they nerfed that to 0.5s too.
This change needs to go back to the drawing board, they ruined the skillful parts of his power, and made the yellow bottles too easy to use to the point where he can basically be 15% faster for the entire game.
The Hindered being reduced at all is not good because every Clown was running Flask of Bleach, indicating that the default Hindered might very well not be strong enough anyway.
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@ThatRyanB said:
I appreciate the different perspectives in here! If you don't mind me interjecting to ask two questions (since I'd love to share this feedback with the team):
- What is one change that would increase your enjoyment of the Map item rework?
- What about for the Key item rework?
I'm honestly a big fan of the key rework. They are far more useful throughout the trial and feel like they fit a proper niche.
However, Maps on the other hand feel like they've had their identity stripped from them. They don't track nearly as much anymore, and the range is very lackluster.
I personally think the beam mechanic needs looking at the most, a big range increase would be very nice to see (maybe to 64m?), as well as being able to reveal things like Chests or Exit Gates by default.
Perhaps it could reveal the progress of the generators through aura intensity as well, or show the actual aura of the beam of light to all Survivors (which would be handy to call for a heal or help on a generator etc).
To condense it into one concise point (since I know you asked for one change, and I kind of rattled off a few), the beam needs to have a bigger range and reveal more props. The window/pallet reveal is pretty nice but maps lost too much of their identity in return.
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@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974638#Comment_3974638
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974678#Comment_3974678
map boosted yet still not getting it even with map offering lol wow.
Yeah, since they've removed map offerings being guaranteed they should at least run an event queue whenever there's a new map so it's easier to get the achievement when it releases.
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973824#Comment_3973824
Can confirm, the increased map weighting for Fallen Refuge is currently active. And that's great feedback! I can absolutely bring that back to the team. Thank you!
Weird, I haven't seen it once in like two days. I've been burning offerings for it too.
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@IlliterateGenocide said:
sure they are spammable but they do nothing against a killer with a pair of eyes so everyone playing this game. a annoyance at most.
when people get used to facing them they will just keep getting weaker and weaker.
Yeah, I really don't get the major outcry. My experience from both sides is that they are generally hit or miss (and that's fine for an item with unlimited uses like this).
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Having any of the tiers be a one-time use would make them terrible.
I don't think they warrant being limited use, they're just not that good on an individual level. Making them reusable gives them a higher chance of influencing the match at all, most fog vial uses I see either barely influence the chase or do nothing.
