The Hillbilly Feedback

Grab your Chainsaw - the changes to The Hillbilly are now live! Overheat is in the past, we've added a new Overdrive mechanic, and adjusted his Add-ons.

dead-by-daylight-the-hillbilly.JPG

Please share your feedback on The Hillbilly's changes in the comments.

Comments

  • Please do NOT touch him again!!! He is AMAZING!!!!!!

    I love him so much he actually feels amazing to play as.

    EDIt: actually there are some things.

    his miss cooldown on objects is strange, in the ptb he would still be able to move when crashing it was to remove clunkiness.

    I noticed his hit box is a lot smaller I kept missing survivors even when I slid past them. Maybe make the hitbox a tad bigger

  • @dance said:

    Grab your Chainsaw - the changes to The Hillbilly are now live! Overheat is in the past, we've added a new Overdrive mechanic, and adjusted his Add-ons.

    https://us.v-cdn.net/6030815/uploads/WZIMPFV3NAOI/dead-by-daylight-the-hillbilly-jpg.jpg

    Please share your feedback on The Hillbilly's changes in the comments.

    He feels great

  • Missed hit recovery is too fast, especially with add ons involved

  • I love the update overall. The only thing that needs to be addressed imo is the chainsaw miss cooldown being way too forgiving now. There's almost no punishment for missing a chainsaw anymore and survivors get very little distance after a miss (especially during Overdrive, but even without it too). It was a bit too punishing with the old Billy but now it's way too far in the other direction.

    Other than that, I'm very happy with the changes and I'm excited he's finally a good killer again.

  • The penalty for missing or bumping into objects should be increased, right now it feels too forgiving.

  • @sizzlingmario4 said:

    I love the update overall. The only thing that needs to be addressed imo is the chainsaw miss cooldown being way too forgiving now. There's almost no punishment for missing a chainsaw anymore and survivors get very little distance after a miss (especially during Overdrive, but even without it too). It was a bit too punishing with the old Billy but now it's way too far in the other direction.

    Other than that, I'm very happy with the changes and I'm excited he's finally a good killer again.

    absoluetly agree. I played around 7 matches now against him and his cooldown is definetly too short to be punishing while he just walks behind you. So even for looping well you get punished. Especially combined with the new map reworks where you only get clutter there is sometimes nothing you can do.

  • His recovery is perfect, it helps for the amount of bad maps he has. If you touch the recovery he will be dropped just like alien was after you nerfed his cooldown.

  • Please dont need the missed cooldown, it's frustrating already colliding with non existent things on maps like badham, also many indoor maps.

  • His only problem right now is his cooldown when missing, it's so forgiving that no mather if you make him miss or not, especially with addons

  • @adam1233467 said:

    His only problem right now is his cooldown when missing, it's so forgiving that no mather if you make him miss or not, especially with addons

    Play him on indoor maps, rpd, badham etc. It's needed, if they nerf him he will go back to being unplayable

  • @Rumble said:

    His recovery is perfect, it helps for the amount of bad maps he has. If you touch the recovery he will be dropped just like alien was after you nerfed his cooldown.

    And Alien is still a perfectly strong killer with the nerfed cooldown.

    You should not be rewarded for misusing your power.

  • @Rumble said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638282#Comment_3638282

    Play him on indoor maps, rpd, badham etc. It's needed, if they nerf him he will go back to being unplayable

    You are overthinking, he's not going to die if they increase his cooldown after a miss, and all killers should be punished for missing his power

  • @adam1233467 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638295#Comment_3638295

    You are overthinking, he's not going to die if they increase his cooldown after a miss, and all killers should be punished for missing his power

    Billy’s power isn’t just anti loop, it’s utility and mobility, he’s cooldown is fine as is, and nerfing it would hurt all of the 3 other aspects. He should not be touched, he’s been in the dirty for too long, he deserves being a little above average in some aspects

  • I am not, I've been playing Billy nonstop, the hitbox is smaller and there's more room for error, also, again indoor maps he will still struggle, increasing his cooldown is punishing for his bad maps.

  • Missed hit recovery IS FINE BASEKIT, but the addons feel terrible to play against and shouldn't exist. It's been just fine playing against him without thompson mix + the other one, I feel like I'm still allowed a normal amount of distance.

  • @adam1233467 said:

    His only problem right now is his cooldown when missing, it's so forgiving that no mather if you make him miss or not, especially with addons

    I really do not feel this way facing the basekit recovery. Facing the addons feels awful, not fun at all. The basekit recovery feels like a normal recovery, I make distance against it. Are you sure you haven't just been facing Thompson Mix spamming billys lol?

  • His Recovery is too fast. There should also not Add Ons exist for that. They 100% need to go.

  • slightly overbuffed tbh.

  • Make the cooldown addons not stack with overdrive otherwise he'll be fine.

    Replace downside for tuned carb from 4.4 to disables overdrive and then lower the charge time to 10%.

    Also his revving animation when he’s walking has been bugged since patch 3.7.0. It made him look more menacing to go against.

    Heres a gif to see what I’m talking about.

    BillySurvivorPOVanimation-Trim- gif.gif


  • Can we make Q and E curving with Hillbilly a feature again? While curving with a mouse is not impossible, it makes sharper curves much harder and less stable and accurate.

  • Time to my dear Hillbilly to glow up <3

  • I don't think he needs any more changes moving forward other than the overdrive dissipation add-ons that are completely useless and Counterweight being god awfully useless. What I suggest is to make Counterweight disable Overdrive completely while giving a 100% bloodpoint bonus like Speed Limiter in order to help beginners learn the basics of regular Billy.

    The missed chainsaw cooldown is fine, it encourages using the chainsaw more often rather than playing M1lly, and allows him to navigate through indoor maps such as Lery's and RPD W/E. Survivors still have very much room to utilize a window or a pallet in order to outplay him.

    Billy is perfect now and has been in the gutter for the past 3-4 years, it's about time he finally got the justice he deserved!

  • I APPRECIATE THE BILLY UPDATE, BUT EVERYTHING FROM MY PTB FEEDBACK THREAD IS STILL ACCURATE AND NEEDS TO BE CONSIDERED GOING FORWARD!

    I would post it in regular feedback with some tweaks if I could access it, but I'm unable to. I did however realize that I could embed it at the bottom of the thread, so you can read it there!

    Most skilled Billy mains do agree with my points, because I got the majority of that feedback from discussing the Billy changes with them and their communities.

    There are slight tweaks that I'd like to add, though.

    • I greatly appreciate the volume adjustment, even if I do wish it was about 10% quieter. HOWEVER, something I've noticed since the change is that you left Billy's yelp on KILLER SIDE loud enough to overcome the old chainsaw volume, so now it's just insanely loud out of nowhere. It can stay the same volume for survivors, but his yelp when starting a chainsaw sprint needs lowered to match the new chainsaw volume.
    • PLEASE REVERT THE CHANGE TO BILLY'S STUN ANIMATION! I normally try to be constructively critical, but this change is horrible. It looks terrible and on max FOV his arms even dislocate. The change of the animation also makes bonking feel MUCH more punishing. Please revert this change, the animation didn't exist on PTB and it felt a lot better.
    @DeadByDaylight can we please get confirmation on if this new bonk animation is intentional? It looks terrible, & I'm really hoping it's a bug / being reworked. Also, just another reminder that I miss when snow / picnic tables / chests weren't suffering. #DBD #DeadByDaylight
    • Thompson's Mix - One of the things I was worried about on PTB was how over tuned Thompson's mix felt when paired with LoPro, especially if in Overdrive. It's just insta break pallet and free zone. You guys ended up buffing TMix, but removing Billy's movement speed during recovery and this was the OPPOSITE way you should have went. Billy felt so much less painful when missing due to being able to move during recovery, but now if you bonk, you FULL STOP during recovery and it feels horrible. Allowing Billy to have movement during his recovery not only made him overall much more enjoyable, but let him feel like he had add-on freedom. Now we're in this awkward mixture of Tmix is over tuned and miserable to verse, but you feel like you need to run it, because it makes up for how miserable it feels to be stuck in place when in recovery, etc. Please consider reversing this change. A small numbers nerf to Tmix would have been fine, and you could have kept the movement speed Billy had in recovery.
    • Sensitivity during Curving - I go in depth on this in my PTB thread (seriously, please look at that thread, I spent HOURS ON IT, and it's well outlined), but there is something wrong with how Billy sensitivity feels now. I assume this has something to do with the conversion of making Controller sens wrap up into just KILLER SENSITIVITY, so it doesn't affect curves anymore. I've always used 80% Killer Sens/80% Controller Sens to curve on Billy and no matter how high I turn my sensitivity up or increase my DPI, it still feels like HALF OF MY SENSITIVITY pre-patch. It's very frustrating. I don't know if this is a bug, or whats causing it, but it feels VERY inconsistent. Sometimes it feels fine, then the next game it feels like I have no sensitivity, something is wrong. It does not matter if I'm no engraving, engraving, or in overdrive, it feels off.
    • Speaking of sensitivity, let's talk about the sensitivity during the curve window. Overdrive is fantastic and frustrating all at the same time. It can feel so good, but also make you feel like you can't use your power at loops you normally would be able to. It will also kick in right as you're about to curve and you don't expect it. Because of the increased speed/sensitivity/velocity during the curve window, it leads to missing a down that could have possibly been very easy to achieve. The biggest QoL you could give Billy right now is to not have Overdrive affect the curve window. The speed happening just after the sensitivity period is fine, but the change in velocity makes you feel punished for trying to use your power at so many loops. This also leads to many curves being MUCH wider than you were planning, because, the increased speed leads to you not being able to curve fast enough without throwing your mouse across the desk. If you know Overdrive is about to happen, or happens before you commit to a curve, you can prepare for this and go wide to try and make up for it, but if it happens right as you're about to commit to the curve and you don't know it's coming, it can be VERY frustrating. Simply making the velocity/sensitivity during the increased sens window not affected by Overdrive would make him feel much better. The only other way to solve this feeling so frustrating would be to do as I mention in my thread and make Overdrive feel more like "Main Event" and allow it to be activated, but simply adjusting this sensitivity issue within the curve window would just overall make him feel MUCH more fluid and enjoyable, please consider looking into this.
    • Add-Ons are VERY repetitive - It was highly requested that you combine some of the Overdrive rate/dissipation add-ons, so you could keep other niche add-ons like "Leafy Mash" and "Big Buckle". These were silly add-ons that didn't get much play time, because Billy felt required to run one of two add-on combos, but that is no longer true. It's sad, because we're finally to a place where it feels like we could have had fun with those add-ons, but you removed them.


    BOTTOM LINE

    Billy is in a much better place, but I do wish that you considered more of the feedback that was echoed among many Billy mains during the PTB. I appreciate you listened about the volume, but there were so many other things that would have taken Billy's rework from being "GREAT" to a "MASTERPIECE". I implore you to read my thread from the PTB forums, because I spent a very long time providing constructive and helpful criticism based on a LOT of crowd sourced feedback in the Billy community.

    Lastly, HUGE thank you to the devs for the Billy update, it means more to the BIlly community than you could possibly understand. I just hope it's not a 1 and done, because he still needs some more tweaks to get him perfect.

    -RealSlowLoris


    I've inserted my PTB thread below! Even though I'm not able to view it any other way, it did let me embed it!


    @SlowLoris said:

    Hello all!

    I'm RealSlowLoris and I have a chunk of feedback for the Billy changes!

    Before getting started, here is a small bit of background on me. I have 7k hours in DBD and a good chunk of those are Billy. I've taken breaks from him due to meta changes, etc, but I always come back to him and get to relearn him all over again. I play a lot of survivor AND killer, while trying to be a mostly 50/50 player. My goal with my suggested changes and points below is to make him fun, balanced, fair and no longer clunky feeling for BOTH SIDES. I am not even 1/10th as skilled on Billy as players like @ZainM ,@gtVel , @SofaReks , @CertifyDBD, @Lynnziezie, @alranican etc., but I've learned a lot from them and watch most of them as much as I can when they're live, so I can learn even more. So, please understand, even if I am not mechanically as sound as the people mentioned above, I'm very knowledgeable about Billy's strengths, weaknesses, and issues.

    I waited until the end of the week to post my opinions on the Billy changes, because I not only wanted to test things as much as possible myself, but I also wanted to see how lots of Billy mains were adjusting to new Billy and what their thoughts were.

    A lot of topics, a few differing opinions, but the points below were CONSISTENT across the majority of Billy conversations and debates about the future of PTB Billy, so I wanted to bring this feedback directly to the devs. I felt it was important to see how the majority of GOOD BILLY players feel he should be adjusted. I also wanted to keep in mind that it's important for you guys to also make Billy feel more accessible for new players, so you don't want him ONLY balanced for high skill gaming. Luckily, with the addition of Overdrive, you've helped A LOT with this.

    With all that said, let's get into all the different points that were commonly brought up!

    ⭐BASE-KIT

    🛠Base-kit Speed - While I do appreciate the overall speed increase to his base-kit, he really needs to have at least the percentage increase from Death Engraving Base-kit. If you need to adjust Overdrive to account for this - THAT IS COMPLETELY FINE - but he needs this speed base-kit, so it doesn't feel REQUIRED to run new Iridescent engraving every game. You've done a good job giving his alternate play styles the ability to be played, but I still feel to have ANY lethality in my power I am required to run an Iridescent add-on, or I'll be forced to only play drift billy, or back rev people most of the time. I feel it's also necessary to say that his charge time should not be increased for having Death Engraving base-kit. In a world with constant pre-dropping + shiftW + 500 pallets, Death Engraving base-kit is necessary to make him viable if not in Overdrive.

    ⭐VOLUME

    🛠Chainsaw Volume - If there is one thing I saw in EVERY SINGLE CONVERSATION it was the volume of Billy's chainsaw. While I do agree it needs to remain at a certain volume for balance, its current volume is just not okay anymore in DBD 2024. You could lower the volume by 30-40% and it would still make it very hard to hear the survivor without being mind numbing to the Billy player.

    The biggest things I see turn people away from playing him is either

    🔧A) High base learning curve

    🔧B) Chainsaw volume

    When I'm streaming, and I go back into Billy only game-play for a while, I have so many people straight up tell me they want to be around to support, but they can't stand how loud it is. That shouldn't really be acceptable for Billy. Please consider at the minimum lowering the volume of his chainsaw by 30-40%.

    ⭐INFORMATION - AUDIO & VISUAL

    🛠Audio Feedback/Visual Feedback - Speaking of chainsaw sounds, lets talk about the change of hearing Billy's saw charge now. While I do agree Overdrive has quite a bit of lethality and the survivor needs information on if Billy might be curving, because of Overdrive, you've made Billy overall MUCH MORE predictable and NERFED him with this change. Audibly HEARING how much Billy is revved tells the survivor 100% Billy is committing to a curve and they can avoid it. The more experienced a survivor becomes, the more they will know roughly how long Billy's saw charge time will be. This is the learning curve of versing Billy, and if you consider my base-kit speed change, there will be very little that changes the charge time for Billy going forward, so it will be consistent. The survivor will have the knowledge of how long they are safe, unless Billy is faking and if that's the case, they can still get to safety, because Billy isn't fully charged. Billy would still be allowed to mind game and should be able to, because that is one of the funnest parts of Billy's chase on both sides.

    However, myself and many others highly dislike killers that have zero audio/visual feedback of them getting ready to use their power, so I have a compromise. Perhaps you'd consider instead of audible rev information constantly during Billy's chase letting people know that Billy is getting close to Overdrive, we could recycle the old OVERHEAT visuals of the engine getting more and more red/boiling, but right as Overdrive kicks in it fades to the blue. This way survivors can see that Billy is getting close to Overdrive being available, and not get 100% caught off guard by it if they just started chase with them while it's 90%+. You also wouldn't have to feel it's necessary to let survivors always hear Billy's charge time to try and balance the strength of Overdrive / giving info. On the positive side of audible feedback - The map-wide alert for Overdrive is fine, even if it'd be nice if it didn't exist while Undetectable.

    Let's summarize audio/visual changes

    🔧A) Hearing Billy's Rev Progress - This should go

    🔧B) Map-wide Alert when hitting Overdrive - This is fine, but please consider it being silent if Billy is Undetectable.

    🔧C) Billy Visuals For Balance - Recycle the old Overheat animation to start out low red and grow to the boiling/fumes to display that Billy is about to get Overdrive, then fade into Overdrive Blue, so the survivor has more information without nerfing Billy's ability to mind game.

    ⭐SENSITIVITY / BUGS

    🛠Sensitivity - There is something wrong with the sensitivity changes on the PTB. I appreciate you trying to resolve the current issue, especially since people newer to Billy struggle to understand that controller sensitivity affects Billy as well for mouse and keyboard, this isn't working properly/as intended.

    Even at Max sensitivity, and tripling my dpi, I could not get it to feel even close to 80% killer/80% controller sens/1300 dpi. It always felt half of my sens and INCONSISTENT at that. Sometimes it'd be insanely fast or rarely, feel perfect. If it was working properly I wouldn't have needed to change my dpi or sensitivity, because I've always had 80% for both sliders.

    If it can't be made to equal previous sensitivity, perhaps adding a "curve/dash" sensitivity slider as well would solve confusion and not force me to mess up my sensitivity on other killers.

    IMPORTANT TAKEAWAYS ABOUT SENSITIVITY

    🔧If this cannot be fixed before going live, please at least temporarily REVERT the change, because it makes him rather frustrating to play for those dealing with the problem.

    🔧Overdrive velocity should not affect initial turn rate, because it drastically NERFS him and setting up curves if it procs unexpectedly.

    ⭐OVERDRIVE OVERALL

    🛠Overdrive Charge Rate- Right now it feels like you get it a little TOO OFTEN when you aren't playing drift Billy, simply regular Billy. However, it's also forced upon you at a loops, making it almost impossible to curve like normal, so your power feels pretty nerfed. Perhaps making it an activation button, or fixing the sensitivity being insanely harder to control if in Overdrive would resolve this. It feels like you just overall get it a little too frequently, but NEVER at the right time.

    🛠Overdrive Drift - This feels amazing, the rate you get Overdrive during extended chainsaw sprint is fine and makes more play styles viable, but perhaps making sprint Overdrive dissipate the same way Overheat would start recharging after a long sprint ended would make him feel more fluid. Perhaps not immediately, but taper off, so you can curve normally, etc. No matter what, Overdrive should stay the way it is WHILE DRIFTING, but the way you earn it in chase needs tweaked to feel much better to play with and verse. Possibly the point below could solve this.

    🛠Activation Option - Quite a few people have suggested Overdrive being like Main Event and I don't think it'd be horrible. You could allow Overdrive to happen during Extended Sprints (drift billy) like it is now, but have it automatically act like Overheat and end as soon as the sprint ends. When in chase you could build towards charging Overdrive with revs/curve attempts and when you "charge" Overdrive you could have an activate button just like Main Event. If you choose to go this route, THE SENSITIVITY/ACCELERATION during the curve window STILL NEEDS TO BE ADDRESSED. Drifting Overdrive would only happen with extended chainsaw sprints, so it helps Billy have fantastic map mobility and also make play styles like Drift Billy actually viable. Having the ability to "activate" Overdrive would also allow you to choose if you use it in chase or to immediately start a chainsaw sprint at high speed to get to an objective quickly.

    ⭐RECOVERY

    🛠Miss recovery - Thank you for listening that Billy felt overly punished for missing! However, there are two parts to this that need to be discussed.

    🔧A) Billy miss recovery is a little too forgiving. The movement speed is completely fine, but his saw recovery needs to be every so slightly longer - NOTHING CRAZY, just a little. I cannot stress enough how it doesn't need to be A LOT longer, just a little bit. Right now it feels like the survivor is punished for Billy missing his saw and it should be the other way around. HOWEVER, it's important to be careful with this, because Billy players use his saw simply for zoning sometimes and won't be trying to land a saw, simply cut off a strong loop, etc, so they shouldn't be punished for that. That's another reason it's very important that you're still able to move at the speed currently on the PTB even if you can't saw as quickly as before. This allows saw zoning without allowing instant back revs that feel horrible when Billy misses in normal game-play.

    🔧B) Thompson's Mix add-on EXACERBATES THIS! I'm not sure if it's intended that Thompson's mix affects Billy's missed C/D, but it leads to extremely problematic play styles that will take Billy from a mostly loved killer to one that is despised. If you need to nerf Thompson's to resolve this, or just rework the add-on, that should be considered.

    ⭐ADD-ONS

    🛠Add-on repetitiveness - While I'm very thankful for the massive change of add-ons, it does feel like they are VERY repetitive. I think partially combining a couple of the charge rate or dissipation add-ons, etc and making add-ons with other effects would be really nice, but I know that's a huge ask this close to actual launch. I also know it's hard to come up with ideas for other add-on effects.

    Some add-ons that would be nice to have back / bring variety

    🔧Leafy Mash - This add-on shouldn't be removed. It's enjoyed for more chill builds and could easily take place of one of the Overdrive c/d duration add-ons.

    🔧Cracked Primer Bulb - A suggestion I've seen a few times is to make it where if using this addon, you only do one health state of damage, but you are permanently in Overdrive. As supersonic mentions below, this would create fun play styles and allow Billy players to practice Overdrive timing more consistently!

    👍🏻New Player Friendly Add-On: I want to mention my opinion about an add-on that people keep requesting be buffed, because they think it's terrible: COUNTERWEIGHT. I feel like the entire point of this add-on is to make Billy a LOT easier to deal with until you're ready for the learning curve of...curving, etc (no pun intended). It also helps people that are just getting their adept back rev easier and I think that's an add-on that is okay for its purpose. I feel if there were less "fodder" add-ons as mentioned above, nobody would complain about this having a purpose like this.

    🛠Add-On Ideas

    Like I said, this one is tough, because you don't want to make him too strong via add-ons, but his repetitive add-ons feel very uninspired.

    Perhaps add-ons that give effects that other killers get from add-ons. Something like an infectious Fright add-on, or removing Billy's Yelp when committing to saw, etc. Some sort of variety would be really nice, but I know how hard that can be.

    ⭐FINAL THOUGHTS

    While there are definitely some things that need to be tweaked, you guys really did not disappoint when you said you were going to work on Billy. Billy has been my favorite killer to play and verse for years, but as more pallets / stronger tiles were added, I'd find myself frustrated to play him at times.

    With that being said, I want to say thank you for this update, because you could have just removed Overheat, buffed/nerfed/reworked a few add-ons and called it a day, but you didn't. You added so many QoL things that I've begged for and wanted for years, so I couldn't be happier. The reduced collision is a god send, and so is being less punished for bonking. You've even made my silly meme builds ACTUALLY VIABLE now, so I can have fun without 100% throwing for stealth/drift Billy.

    I realize a lot of the changes that I've mentioned above will be very tough to tweak/make happen before live, but please don't let these changes go unnoticed. Even if they can't come this update, these are all things that really should be considered.

    You've made a beautiful work of art with the changes to Billy, these adjustments will make it a masterpiece :)


  • @Hex_Ignored said:

    Missed hit recovery is too fast, especially with add ons involved

    Agreed. This is the only real issue I have so far. Survivors should be able to get some distance when Billy misses with his chainsaw. That add-ons just make this feel too forgiving for Billy. Everything else feels pretty much perfect though so far.

  • He's waaaaaaaay to strong now, you can't even do anything in the game against him and games don't last more than a few minutes before 2 people are dead and the 3rd is slugged. Not to mention with his add ons and the perk changes you're better off just standing around doing nothing as you'll live longer

  • I love New Billy He's Perfect please don't touch his base kit at all-

    I think his Base Kit Cooldown Miss is fine and with Overdrive it's fine too!

    The addons to reduce cooldown on miss are a little to strong though, perhaps rework them and just keep the basekit the same.

    Also his dissapation add ons are all useless because you use the chainsaw enough it never decreases at all. It's INSANE that there are 4 high rarity add ons dedicated to something so useless.

  • Als please bring back the higher movement speed while recovering from a Collision, it felt so good to move like Nemi does after a whip.

  • Can you make these changes not live please? This killer is beyond broken now. Every hillbilly match is just endless chainsaw spams. They don't even use basic attacks anymore.

  • @KateMain86 said:

    Can you make these changes not live please? This killer is beyond broken now. Every hillbilly match is just endless chainsaw spams. They don't even use basic attacks anymore.

    I cannot understand how killer using their own power as much as they can is bad thing

  • @Astel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638743#Comment_3638743

    I cannot understand how killer using their own power as much as they can is bad thing

    Imagine if the doctor could use his power endlessly without a cool down. Hillbilly's chainsaw feels like it should work on charges instead of a cooldown. Have each charge cool down at maybe 15-20 seconds each and start him with 10. Something like that. It would feel less stressful if I could feel like I could be in chase with this killer without constantly having him sprint at me with an instant down power every single time he chases me.

  • Make sure you observe his Kill/winrate and figure out what is too strong on him BHVR, we dont want another long dead Billy Silence.

  • Feels overtuned to be honest. I haven't had a huge problem with most killer reworks but I do feel like you went a little too far with this one. I went 0-9 against Hillbilly today (Including four P100s who crawled out of the woodwork). Even by my own solo queue standards that is a bit absurd. I NEVER lose this much and these games were not just losses. They were absolute devastation every single match. My biggest issue is how he seems to have almost no recovery time whatsoever. I'm not sure if it's an addon problem or a basekit issue since I am not an avid Billy player. What I know from playing against him is you can just miss repeatedly with very minimal consequences. His power is too strong for that to be a thing.

  • @I_CAME said:

    Feels overtuned to be honest. I haven't had a huge problem with most killer reworks but I do feel like you went a little too far with this one. I went 0-9 against Hillbilly today (Including four P100s who crawled out of the woodwork). Even by my own solo queue standards that is a bit absurd. I NEVER lose this much and these games were not just losses. They were absolute devastation every single match. My biggest issue is how he seems to have almost no recovery time whatsoever. I'm not sure if it's an addon problem or a basekit issue since I am not an avid Billy player. What I know from playing against him is you can just miss repeatedly with very minimal consequences. His power is too strong for that to be a thing.

    Every chase is a chainsaw sprint now. They seem to be able to hold the chainsaw up for much longer now so they can better time the sprint. Its all they do now and I was over it after the first match. He is so annoying to play against now. Before it felt good to dodge his chainsaw. Now every freaking chase is a chainsaw sprint and you don't feel like you gained an edge for dodging something he's just going to do over and over again the entire time he's chasing you.

    Awesome forum name by the way. 😂

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638758#Comment_3638758

    Imagine if the doctor could use his power endlessly without a cool down. Hillbilly's chainsaw feels like it should work on charges instead of a cooldown. Have each charge cool down at maybe 15-20 seconds each and start him with 10. Something like that. It would feel less stressful if I could feel like I could be in chase with this killer without constantly having him sprint at me with an instant down power every single time he chases me.

    Doctors shock does not have a cooldown though? Sure his second one does have one but not his primary... Overshocking is something to avoid on doctor, same with Billy's chainsaw, overusing it is something you need to learn to avoid, as it looses you time and distance. I think it is a good thing that the chainsaw gets used that much, because there are more than enough m1 killer where you can have that type of gameplay, but with m2 killers the counterplay to their power is the unique and fun mechanic that I want.

  • New Hillbilly is blessing and should not be nerfed.

  • The chainsaw is way too spammable with next to no miss penalty. 13m/s speed is also kinda absurd. Honestly, I think he’s stronger than Blight right now. Been getting demolished in solo queue. Not a fan of the changes.

  • He has almost no punishment for missing and also for just spamming M2 all the time.

    He was never fun to verse but at least he was rare to see before this buff

  • The people leaving feedback are not playing against him in lerys or rpd I've beaten most Billy's that aren't on open maps

  • Trying to control Billy during the curve window still feels unnecessarily difficult, compared to killers like Blight.

    Can Billy have two sensitivity sliders: one for the curve window, and one that's for the rest of his chainsaw dashing? My mouse DPI is always fairly high, and during the curve window it feels like I need to move my mouse in 1 millimeter increments so that I don't spin uncontrollably.

  • I personaly don't enjoy playing against HillBilly now. It feels like he has no penalty when missing with his chainsaw! The sound of chainsaw is not loud enough I can't understand when he will use it! Also the speed of it is way too fast to react!

  • The Hillbilly possible to delay the Overdrive Meter decay indefinitely by repeatedly "pressing the chainsaw button for a moment and then releasing it." During this time, Hillbilly only holds his chainsaw momentarily, so his movement speed will not be slowed down.

    Therefore, the add-ons "Idler Screw" and "Discarded Air Filter" are completely worthless add-ons.

    Hillbilly should either "these add-ons reworked to a different effect"' or change the specifications so that "Overdrive Meter decay cannot be stopped unless hold the chainsaw button for a while.''

    * I'm not good speaking English.

  • @Monsoon said:

    I personaly don't enjoy playing against HillBilly now. It feels like he has no penalty when missing with his chainsaw! The sound of chainsaw is not loud enough I can't understand when he will use it! Also the speed of it is way too fast to react!

    So basically just a m1 killer. I see

  • By far the strongest killer I have ever seen.

  • @Rumble said:

    The people leaving feedback are not playing against him in lerys or rpd I've beaten most Billy's that aren't on open maps

    yea but thats the map, not the killer or the survivors which carrys survivors to victory against billy. On every other map he is broken now.

  • @KaTo1337 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638918#Comment_3638918

    yea but thats the map, not the killer or the survivors which carrys survivors to victory against billy. On every other map he is broken now.

    Despite overheat one thing that held him back was his power was basically unstable on most maps. Again, MAJORITY of the maps ingame handicap him. Survivors use map knowledge to their advantage, same thing with loops.


    It's the map,killer and survivors

  • I am loving the new billy update and how many new players are drawn to play/try him out! The basekit changes are all great, however there are some criticisms I have with the rework which I shall list below.

    T-Mix is just way overtuned in its current state. I have no issues with the ending saw recovery aspect, however breaking pallet recovery is one step too far. It makes zoning with lopro way too free and awards free backrevs for just breaking a pallet, the surv gets no distance. I much prefer the movement speed mid bonk instead (which i am assuming was removed due to the bug where you bump while getting overdrive and can move REALLY fast, but said bug still persists.) Just because Billy was in such a weak state for so long does NOT mean I'm happy with uninteractive addons/values.

    My main gripe is this: way too many overdrive addons! We do not need so many overdrive dissipation addons. 1 or 2 would suffice, as overheat billy only had a couple affecting the amount of overheat and this would allow for the return of more niche fun addons, which were previously weak/not used to due old basekit billy not being as strong or viable. The addons in question are as follows:

    -Big Buckle: Combined with new overdrive replacing overheat, this could be a fun niche addon combined with monitor and abuse for stealth gameplay. A simple change would be to convert the values/activation from overheat to overdrive.

    -Pighouse Gloves: Again, this addon used to be way too punishing for too little of a reward with overheat due to the big cooldown, however with the newly implemented overdrive, this becomes a more viable addon. Numerical values would have to be adjusted in relation to all the numerical buffs to basekit etc, however this addon would actually be worth running with overdrive if it was re-implemented.

    -Leafy Mash: Lastly, one of my favourite niche addons - Leafy Mash. It was a fun mini stealth perk that was a unique interaction that rewarded successful chainsaw hits. The only downside was the timer, 15 seconds as soon as you enter the chainsaw recovery, was too short. I would love to see this addon re-implemented in place of one of the many oversaturated overdrive dissipation addons with the undetectable duration buffed. Even to 20-25 seconds would suffice and give you time to end your saw down recovery, hook the surv you downed and then proceed to traverse the map for a stealth snipe.


    Billy is overall, from a basekit perspective, in a perfect spot. However some addons and numbers need to be tweaked.

  • The missed cooldown needs to be adjusted if you miss it feels almost instant you can saw again leaving survivors no way of making any distance.

  • @Lynnziezie said:

    I am loving the new billy update and how many new players are drawn to play/try him out! The basekit changes are all great, however there are some criticisms I have with the rework which I shall list below.

    T-Mix is just way overtuned in its current state. I have no issues with the ending saw recovery aspect, however breaking pallet recovery is one step too far. It makes zoning with lopro way too free and awards free backrevs for just breaking a pallet, the surv gets no distance. I much prefer the movement speed mid bonk instead (which i am assuming was removed due to the bug where you bump while getting overdrive and can move REALLY fast, but said bug still persists.) Just because Billy was in such a weak state for so long does NOT mean I'm happy with uninteractive addons/values.

    My main gripe is this: way too many overdrive addons! We do not need so many overdrive dissipation addons. 1 or 2 would suffice, as overheat billy only had a couple affecting the amount of overheat and this would allow for the return of more niche fun addons, which were previously weak/not used to due old basekit billy not being as strong or viable. The addons in question are as follows:

    -Big Buckle: Combined with new overdrive replacing overheat, this could be a fun niche addon combined with monitor and abuse for stealth gameplay. A simple change would be to convert the values/activation from overheat to overdrive.

    -Pighouse Gloves: Again, this addon used to be way too punishing for too little of a reward with overheat due to the big cooldown, however with the newly implemented overdrive, this becomes a more viable addon. Numerical values would have to be adjusted in relation to all the numerical buffs to basekit etc, however this addon would actually be worth running with overdrive if it was re-implemented.

    -Leafy Mash: Lastly, one of my favourite niche addons - Leafy Mash. It was a fun mini stealth perk that was a unique interaction that rewarded successful chainsaw hits. The only downside was the timer, 15 seconds as soon as you enter the chainsaw recovery, was too short. I would love to see this addon re-implemented in place of one of the many oversaturated overdrive dissipation addons with the undetectable duration buffed. Even to 20-25 seconds would suffice and give you time to end your saw down recovery, hook the surv you downed and then proceed to traverse the map for a stealth snipe.

    Billy is overall, from a basekit perspective, in a perfect spot. However some addons and numbers need to be tweaked.

    Devs, please listen to at @Lynnziezie, she is one of the best Billys I know and played him through all of the pain Billy has faced. She also echos a lot of the feedback I have given above. Most actual Billy mains love the challenge of him, but know he needed help. We want him to be strong if you're willing to put in the time to learn him, but not broken. Billy is close to where he feels VERY good, but the stuff mentioned in mine and @Lynnziezie's post will get him in a much better place.

  • Cracked Primer Bulb is still really bad, I know that the purpose of these meme add-ons is to give you BPs in exchange for making your power worse, but common, only 15% overdrive generation increase for not being able to insta-down?

    Please increase the Overdrive generation from 15% to like 50%, so if you're forced to double tap every Survivor no matter what, at least you're cracked. :)

  • Thank you behavior you made a great rework for Billy, please give Onryo some love now!

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