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Archol123

Archol123

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  • @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661759#Comment_3661759

    but to be fair the visual terror radius is stupidly good. that thing goes off the mili second even the faintest sliver of terror radius is getting to the survivor much sooner then the normal player would pay attention to it under grunts of pain and gen sounds that just gives the ultimate time to pre run

    Fair but then again ore running as soon as you hear the heartbeat seems to not be the best idea anyway.

  • @Sngfun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661949#Comment_3661949

    No that far lmao, I meant this one, the 6.7.0 one, with the ambush buffs

    Check some of Scott Junds Vods, he played her quite a lot during the past week...

  • @Crowman said:

    I really love how anytime a killer QoL suggestion is made, it's always "just bring x perk" or "it would be too complicated" as if that has stopped BHVR from adding QoL stuff for survivors.

    It is not really quality of life, it is a straight up buff, because missing a sound that gets swallowed by the other sounds around is rather easy but missing a visual indicator in the middle of your screen is really not.

    The visual terror radius on the other hand is different in that sense that you will not really miss it, because it stays when you are inside the terror radius, survivor noises are not that constant.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661577#Comment_3661577

    Again, it doesn’t matter if something is easier to implement. I’m sure BHVR could figure out how to make visual footsteps work if they wanted to.

    Maybe in 5 years or so... Considering how long it took them to put the option for anti aliasing back after accidentally removing it and stating it being a priority to being it back... Given the limited amount of time and resources I'd prefer other things to get implemented before this decade ends.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661517#Comment_3661517

    It doesn't matter if it's hard to define. If BHVR can figure out how to make it work with terror radius noises, they should be able to figure out how to make it work with footstep noises.

    The sound occlusion code should actually have the sound volumes for footsteps, and BHVR could say if it's above a certain threshold, then the visual footsteps can happen. And even if the visual terror radius is more clearer than its audible counterpart, we've been told it's fine, and I don't see survivors complaining that they've been given too much information.

    Th terror radius does not get affected by walls around it and what not, which makes it probably easier to implement. Besides that I still don't think it is a good idea from a gameplay standpoint.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661479#Comment_3661479

    The visual footsteps can just appear if the footsteps should have been audible to the killer.

    …Just like how the visual terror radius is supposed to work. The current footstep noises can cause a health danger, because some people have been setting their game volume to extreme levels, just to give them the maximum chances of hearing faint noises like footsteps.

    Such a health danger is people's own choice though... They have autonomy over that and I don't think that is an argument for anything.

    Besides that the word "audible" is hard to define in this context, because not only is sound very inconsistent, depending on the map, walls and certain other aspects, but also in the sense of just because something produces a noise, does not mean you would hear it... Same goes for the terror radius technically... I think the visual is much more clearer than it's audible counterpart.

  • @Callahan9116 said:

    Since survivors get visual cues, as to terror radius its more than killers get the some with grunts, breathing, and footsteps. Its ridiculous this feature isn't already here.

    I mean don't get me wrong, I hate to play against stealthy survivors, because I really don't like that hide and seek gameplay... But that is a little bit too much... It is completely fine if the survivors is able to lose you via great pathing or corner tech or whatever...

    If you add those things you make the stealth playstyle impossible and you make spirit very easy to play... I mean just follow the visual sound cue...

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661441#Comment_3661441

    It was a flippant remark there was nothing serious behind my comment but since you mention this "The game duration on average has been increasing" you piqued my interest. I'm curious if this is true. Where did you get this information?

    After the gens duration got increased to 90 seconds from 80 and the change to several Gen speed perks it should have increased solely by that, but if I remember Correctly the devs even stated at some point that those measures were effective and increased the time a game takes on average.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661433#Comment_3661433

    How fast games go now it would most likely be a waste of the time. By the time you are reconnected the match is already over.

    What do you mean by now? The game duration on average has been increasing, even so it still shows that you want to continue playing the game... You don't need to reconnect if you don't want to?

    Also nobody said it would always take that long to reconnect... Maybe you are back within a minute...

  • @Khastrx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661412#Comment_3661412

    Many games still cannot tell the difference between a forced disconnection or a genuine one out of the players hands, so this would be open to being abused. The DC timer starts rather generously, if it keeps happening, then sorry no, punishment is deserved.

    How is it abusable to have a reconnect function? I'm not saying you should not get a penalty, but you should get some time to reconnect before that penalty, maybe 5 minutes or so? Not as killer obviously, but you need some time to restart the game and what not,and a survivor bot can take control for that time.

  • @Khastrx said:

    No. Your connect is not stable, and you ruin it for all the other players, stick to offline games. Harsh but it's a fact.

    I mean many games have reconnect functions... I don't think there is a good reason to not have one in this game...

  • @IIMSGII said:

    I consistently feel at a disadvantage using controller vs keyboard players. Without being able to afford a PC, there’s not much I can do but to deal with it. I don’t understand why K&M isn’t compatible with console yet. If it is cross play issues can you just make it so that when having a K&M plugged in you can’t do console only? This would be a huge add into the game, please behavior make it happen!! ;(

    That seems like a hardware issue where the devs cannot really do anything right?

  • @Versalord said:

    As a Nintendo Switch Player and P100 Freddy Main, I STRONGLY feel that Freddy needs a Buff, NOT a Rework.

    Here's proof of me being a P100 Freddy Main:

    https://us.v-cdn.net/6030815/uploads/C2XAYN7I1QTU/firstnitendoswtchp100freddy.jpg

    Let's begin, shall we?:

    BASEKIT: Red Paint Brush Iridescent Add-On

    Red Paint Brush is now incorporated into Freddy's Baskit. Survivors start in the Dream World and cannot Wake Up via Missed Skill Checks.

    REWORK: Red Paint Brush Iridescent Add-On

    Red Paint Brush now functions as follows: Asleep Survivors can only see their Personal Alarm Clock from within 32 Meters.

    BASEKIT: Dream Pallets

    Dream Pallets are now incorporated into Freddy's Basekit.

    Since Dream Pallets are now Basekit, the amount of Dream Tokens has increased from 5 to 10 Tokens.

    Placing a Dream Snare or Dream Pallet after all 10 Dream Tokens are spent will remove the earliest placed Dream Snare or Dream Pallet and place the new Dream Snare or Dream Pallet at the current chosen Location.

    BUFF: Dream Pallets

    Dream Pallets can now be placed at Locations where a Real Pallet is currently vacating.

    When an Asleep Survivor goes to drop said Pallet, they will drop the Dream Pallet instead and become Incapacitated for 3 Seconds, being unable to drop the Real Pallet, giving Freddy enough time to strike.

    If a Survivor drops a Dream Pallet and becomes Incapacitated, Freddy cannot place another Dream Pallet at said location for 20 Seconds.

    Asleep Survivors can still drop Real Pallets after the Incapacitated Effect has ended.

    REWORK: Garden Rake Common Add-On

    Garden Rake: Increases Incapacitated Duration by Dropping Dream Pallets by 0.5 Seconds.

    REWORK: Prototype Claws

    Prototype Claws: Increases Incapacitated Effect by Dropping Dream Pallets by 1 Second.

    REWORK: Paint Thinner

    Paint Thinner: Increases Incapacitated Effect by Dropping Dream Pallets by 2 Seconds.

    BUFF: Dream Snares

    REMOVED: Dream Snare Wind-Up:

    Freddy no longer has to wait to place a Dream Snare

    REMOVED: Dream Snare Activation Time:

    Dream Snares become Active the moment they are placed.

    BUFF: Dream Snare Hinder Amount

    Dream Snares now Hinder by 20% instead of 15%, allowing Freddy to strike a Survivor more frequently.

    END OF CHANGES

    That's all I have for what I would do to Buff Freddy or "The Nightmare" if anyone has any Constructive Criticism or Suggestions for my post, feel free to comment below!

    Thank you all for Reading this, and Stay Golden!

    Those changes are horrid... Blocking real pallets with fake ones, great now not only do you need to know where a real pallet is you also need to predrop the fake one first, make another round and hope you make it and not get slowed by the dream snare enough to not reach the pallet... This makes looping pallets almost impossible. If it is a weak pallet this is basically a guaranteed hit every time. Now windows are all you got and with the higher slowdown of the snares it is questionable what loops are even playable, this basically removes everything the survivor can do in a chase while he is in the dreamworld, which will be harder to get out of because you don't even know where your box is unless you are close enough, this will be especially hard on new players.

    I don't know if Freddy needs a full rework or if he is salvageable, but these changes are not it.

    The issues with current Freddy are that his chase is too similar to clowns but weaker, his addons are all weak, almost completely useless and his gameplay in general is not really engaging from a mechanical standpoint, all he does is put stuff on the floor or teleport... Besides that he has basically no skill expression maybe aside from managing your teleport. If you watch a really good and a really bad Freddy player the killer specific skill that is not general m1 killer gameplay or general macro play is very limited because his power is not versatile enough to be able to show skill properly. Compare this to other killers and it is a different world, you can immediately tell whether or not a player is good with the killer specific stuff (take Huntress or Billy for example). To sum it up he needs a better (preferably more versatile, or even different) power that allows for skill expression, his addons need to be reworked entirely to not be completely useless anymore and his kit should be designed in a way that not only allows him to show skillfully killerspecific gameplay but also allow to survivors to express their skill when playing against him. I don't know if this can be accomplished by small changes and I tend to think he needs a full rework.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660581#Comment_3660581

    doctor's ability to facecamp two survivors was removed long ago. it used to be possible because you could shock 1 survivor and play hook-grab game before but they removed hook grabs for hooks

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660719#Comment_3660719

    his video is showcasing two survivors unable to save on the hook which is not true. you can spread out, let doctor shock one of two people and then unhook. one person can start the unhook, he get shocked, 2nd person unhooks.

    I never said anything about hook grabs but alright :D

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660581#Comment_3660581

    It only matters if you can shock them before the shock effect has worn off. The shock affects survivors for 2.5 seconds. In that time you can easily shock them again. So they basically never get rid of the shock's effect and therefore cannot unhook.

    But it's really not much of an issue because it requires you to shock them before they actually start the unhook animation. Once started, it doesn't matter if you interrupt them. The other survivor will still get off.

    Which is one of the points why I disagree with the statement that just because of his basekit changes and solely because of then it is supposed to be impossible to unhook now.

  • I play for hooks not for kills... Below 6 is a loss, 6 or 7 is a Patt and 8 and above is a win.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660382#Comment_3660382

    He can make unhooks impossible on live. But it only works, if you already shocked them shortly before they would start the animation because it seems that once the animation begins it can no longer be interrupted by any means. This is probably why nobody has an issue with it.

    See I don't know about that... Because if we look at the addons we have like 50% decrease on live and 55% on PTB, if they stack entirely.... But otherwise we have like 30% of 1 second, making it 0.7 and then 20% off of that making it 0.56 seconds on live. On PTB we have 0.8 base, taking off 20% makes it 0.64,taking off another 15% makes it 0.544. If I didn't make a mistake here the difference is reeeeeally low and I don't believe that there is any issue here... Think about it, the show delay difference is 5.6/100 second... I just don't think that this is big enough of a number to even notice.

  • @Skillfulstone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660382#Comment_3660382

    Don't take it from me, some guy posted a short video demonstrating it in the "Killer tweaks" thread iirc.

    Yeah I saw that, but I don't it is a complete overreaction... Like the total change is really minimal, either it is already problematic or it is not all... Depending on how the addons stack it might even be completely the same shock delay reduction...

  • @Skillfulstone said:

    On many loops, the Doctor shocking you is distance enough for an extra loop.

    Doctor has 0 answer to Hold W. When in doubt just go forward.

    Unless you have a whole build around it, weird skillchecks are a minor inconvenience the moment people start to get good at skillchecks.

    While it's true that the Doctor (in the PTB) is able to completely prevent unhooks and as such should be tweaked further, he is currently sitting at the bottom of the killrate list (in part due to bots in certain parts of the world) and is effectively an M1 Killer with no map mobility, in this day and age, especially with the recent ill-thought-out "Anti-3-gen system" (that should only activate during the last gen to truly be what it is advertised to be) Killers with no mobility and no way to end chases quickly struggle greatly.

    Slugging for the 4k is a global issue and imo would be simply fixed by making (when there's only 2 people left OR if every Survivor is slugged) Survivors able to get up by themselves OR a "bleed out" button to just make the game end already and not waste 4 minutes of everybody's time.

    The prevent unhook thing is probably untrue... If you compare the current values to the ones on PTB it is a difference of 5% so like 0.05 seconds... If he makes unhook impossible on PTB he would do so on live, but apparently nobody noticed in that case?

  • @Snowbawlzzz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659579#Comment_3659579

    Her dash is still the worst chase power in the game, survivors just run as soon as you lower and you lose distance

    I don't think so... You can use this to your advantage and just uncrouch and follow, and with the right addons you may even still get the hit and if not you have a really short miss cooldown and follow up with an m1.

  • @Snowbawlzzz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653300#Comment_3653300

    Ranks 20s inflate the killrate a lot and that should be obvious

    There are no ranks anymore, but mmr... Soooo phrasing...

  • @NerfDHalready said:

    buffs were qol improvements AT BEST and didn't warrant compensation nerfs at all. i run the glue add on and only play chases as pig so ambush buffs are all welcome even at the cost of rbt nerfs, but at least buff their slowdown aspect in return. poor pig tasting it once again.

    How is longer dash and faster crouch qol and not a buff? What exactly is your definition of qol and what differs front hat and a buff?

  • @Snowbawlzzz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653183#Comment_3653183

    The last part of your comment was an absolute lie because the buffs are microscopic

    She got 15% longer dash, 25% less miss time and 30% faster crouch and uncrouch... How is that microscopic? Those are quite some big numbers dude...

  • @monochromeworld said:

    Pig needs serious buffs not a nerf. the dev patch notes is complete joke. Game is already survivor side and they nerf already a weak killer. They need a buff her traps for example: They should activate immediatly after unhooking and timer should be 1 minute 30 second.

    If the timer was 90 seconds and you would have to do 4 boxes to get rid of it, which takes 12 seconds each, you now have 42 seconds to go to all 4 of them... That basically guarantees a kill on every survivor that has to do 4 boxes, without any killer input... So yeah you might want to think that through again...

  • @BugReporterOnly said:

    This should have been addressed way before Med Kits/healing. I'm sick of getting gen rushed at this point. I barely find a person once gane starts and one or 2 gens pop before I can start my first chase. The sabo boxes need to be seprate from the gen repair boxes and all gen repain speed removed from gen repair toolboxes. Also gut Comodius already. Also can we get most co-op perks to be done with an empty hand? I don't get why Clarvoyance has to have an empty hand of all perks when you need both hands for Potential Energy's animation for example. You shouldn't be able to progress a gen fast with an item in your hand it makes no sense. Also you can make skill checks harder to hit if you don't want to touch them for any reason. I think toolboxes need to be addressed already especially with how janky mmr is I get the sweat lords.

    How do gens pop before you even find someone? Are you perhaps not running corrupt?

  • @Beatricks said:

    While it is definitely true that people got tired of the game in general, one aspect that gets overlooked is that back in the old days much of the content was about dunking on players who were significantly less skilled than whoever was recording. With SBMM it became harder to pull off the 10 360 spins in a row type of vids. Now we are in the "Salty survivors don't want to play against my knockout nurse slugging everyone until they bleed out lmfao gg noobs" arc of the content creation and it's just so meh.

    I would watch someone trying to pull off knockout Nurse... Considering the perk does not work with her blinks anymore...

  • @jamally093 said:

    Mainly Monto and No0b3 does anyone have any info on what happened to them? Since I kinda miss their old dbd content Monto with his builds and Noob with his well just overall quirkiness.

    Both of them shortly came back like 1 or 2 years ago, but only for like a week or so... Monto even announced another video for a few days later, but then it just stopped... Kind of sad, but I have not been aware of anything else :/

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3657223#Comment_3657223

    And how do I change perks mid-match to equip Bond AFTER the match starts?

    Bond is a great perk regardless and typically you don't need bond to run away from your teammates, if you have some game sense you should always look around to get an idea where everyone is... Bond is just the easy way out for this if you are newer... It is a great perk anyway, because you can avoid running the killer into your teammates while looping and also help you find people when you need them to reset.

  • @Nos37 said:

    Wallhacks. Mending simulator. ZERO counterplay.

    The Legion was destroying us. 2 survivors were on hook and we only had 1 gen done. The Legion tagged me and ran off.

    The ONLY way to be invisible to Legion's STUPID WALLHACKS is NOT to mend, so I didn't mend! BUT, I have to keep moving so I don't bleed out... I ran to the basement and started running laps to keep from bleeding out.

    The Legion found the last survivor and slugged them. I waited to fully mend myself just in case they had Unbreakable. Otherwise the Legion will just tag them again and then use WALLHACKS to find me. When I saw their recovery stop at 95% I fully mended myself. But no...

    Even though they did not crawl toward me while slugged or run straight to me after the Legion let them wiggle free, the Legion just had to simply tag them with Feral Frenzy and come straight to me with WALLHACKS!

    ----

    The ONLY counterplay to Legion is being extremely good at playing injured and looping the killer. "Spread out" doesn't mean jack when it comes to solo q because I cannot physically keep my teammates away from me!

    I am NOT extremely good at playing injured or looping M1 killers, so I should NOT be facing Legions until then!

    Back to maining killer for the next few months.

    Legion is one of the weakest killers in the game, you completely counter his power by doing what you should do in any match, just spread out... If you need help with that just run bond and as soon as someone comes to your Gen just go to another one... It is really not that hard if you have some clue what you are doing... Against people who are remotely decent he will almost never get a down with his power and aside from that just plays like any other medium sized m1 killer...

  • @ays12151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654212#Comment_3654212

    Like I have no power to make them read every post, right? I just want my Killer to be fixed and I did everything I could to make it real and that's all.

    Sure, but bug reports/tickets should be read... What else if not those at least?

  • @ays12151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654108#Comment_3654108

    The idea of the post is the same, but now I prepared more things. I created ideas to the new addons, base kit changes, QoL changes with accuracy and with the specific numbers.

    Additionally, sometimes we need to spam a little bit - why? Because I posted the same bug or whatever 30 times they finally fixed that. The Mod even said thank to me to nor giving up and constantly reporting the same bug and others bugs.

    My posts fixed Carburetor Tunning Guide on Bubba and his cooldowns afer successful Chainsaw Attack. So please, do not change the idea of this post and you can share with your thoughts about the concept. Thanks.

    The 2nd part about that mod makes me kind of sad tbh... Either there are so many bugs in the game that they just forget some and they need to be spammed with it or what not... I mean good for you if you have the energy and good will for that... But honestly if you have to force people towards their luck (in this case fixing bugs they would want to be fixed) by spending that much time on I would not necessarily think that would be worth my time...

    You should not need to spam bug reports... You should need exactly 1 for them to either tell you there is no bug, they will look into it or the fix is on the way... But spamming a bug report for weeks should not be necessary...

  • @sinkra said:

    Is because many survivors just teabag in the middle of the map and don't even try when they see I'm playing SM. Many survivors also don't know what SM does and how to counter so they immediately give up because they haven't played against it much. Like some don't even know you can just crouch under the beams when it's on a gen to completely avoid it, or they don't know you can switch off the drones. I guarantee if these players would just do basic research and not give up right away SM would have a much lower kill rate. This is why the devs said there's a lot of nuance to the stats and you shouldn't take it at face value.

    Also yes obviously her kill rate is so high because people just give up immediately, this is pretty obvious and should not be new information for anybody...

  • @sinkra said:

    Is because many survivors just teabag in the middle of the map and don't even try when they see I'm playing SM. Many survivors also don't know what SM does and how to counter so they immediately give up because they haven't played against it much. Like some don't even know you can just crouch under the beams when it's on a gen to completely avoid it, or they don't know you can switch off the drones. I guarantee if these players would just do basic research and not give up right away SM would have a much lower kill rate. This is why the devs said there's a lot of nuance to the stats and you shouldn't take it at face value.

    People just generally don't find her fun to go against, every single version of her was just boring and annoying, and people are just not in the mood to even try anymore... It is not refusing to learn something, it is just that what you could do is not very engaging and many consider it to be unfun, so they would rather go next... I cannot really blame them.

  • @tuttoinunavolta said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654075#Comment_3654075

    He came up with change suggestions he deems necessary for his favorite character, it's only right that he shares them with the community and the devs.

    It always takes a lot of time for devs to tweak characters (no offense, that's normal as it's a very dense game) and since he worked so hard on this concept it's right that he shares it periodically so it gets attention and hopefully gets taken into consideration by the team

    I don't know man if it was a relevant topic for the community it would stay up regardless and there would not be a need to just repost it every week or so... Sometimes your effort just goes to waste if people don't agree with it, even though you might be correct with your assumption and idea. I just don't see much value in such a repost, if it does not get the attention of the community as I don't think the devs have time to read every single post, and if they read a post and deem the idea good then I don't see a reason to repost either because would have probably copied the idea for later when it will be relevant.

  • @ays12151 said:

    Hello. I main Leatherface since 2019 and I want to share with my ideas to buff Bubba. I got lik 2-3k Hours experience on him and one thing is sure - he needs base kit changes. The most important - movement speed during the Chainsaw.

    My ideas:

    https://us.v-cdn.net/6030815/uploads/OJZ58BIWJZUT/image.png

    https://us.v-cdn.net/6030815/uploads/MBJX7MG7KILT/image.png

    https://us.v-cdn.net/6030815/uploads/7N481GO1QB8K/image.png

    Let me know your thoughts!

    No offense dude, but this is like the 3rd or even 4th time I'm seeing this exact same post... Can't you come up with something new?

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653034#Comment_3653034

    The things is, that she is not supposed to be a dash killer. She is a saw killer and the focus of saw is traps, that kill people and the story of course.

    Maybe the devs are of a different opinion here? And I always prefer the focus of a killer to be it's gameplay over its lore and what not. It is not like that is something unchangeable or whatever.

  • I like the direction, but I agree that the buff to her chase might not be enough to compensate, however from the standpoint of RBT mostly being gamedelay it is totally fine to reduce their lethality. Especially if this gives her more to utility to her dash... Might actually play her again after quite a while with the better dash.

  • @Zaydin said:

    Something like shutting off aura reading perks or slowing their repair speeds down because with voice comms they in effect have access to every information perk in the game.

    It's an advantage a killer has no way to counter.

    That they have every information perk in the game just by being on cons is just objectively wrong. They don't see Gen auras in indoor maps or whatnot, just to name one example, already invalidating your statement. However they are able to share the information they gather, I don't see how making information perks not working on them helps in any way, because generally speaking those types of perks are considered less good then for example chase or 2nd chance perks (as they get called, even though I don't really agree on them actually being 2nd chance, but that is a different topic).

    The solution should just be to implement some sort of communication so the gap between both groups when it comes to communicating information gets smaller or almost closed.

  • I would say it is not about synergy but about how annoying it is to slug for the 4k for this achievement. Getting the 4th kill without slugging however is way to luck based to even try it, as if it is not already hard enough to get 3k without a proper build. And even if you slug for the 4k you can still lose because of unlucky with the hatch or door placement, which is almost entirely out of your control...

  • @Johnny_XMan said:

    After I hadn't read much about it (as I didn't want to spoil myself) I wanted to go in with a fresh mindset and give it a go.

    Needless to say to my disappointment what I thought would be an entirely different scenario/objective. Was really a handicapped version of a normal match with a different FoV. Don't get me wrong, I appreciate the idea that "lights were out" It brought a different perspective to the view, but I was hoping that there would be a different objectives with Hide & Seek type gameplay where survivors are able to complete objectives to light up areas throughout the map to help them achieve a goal or something to that effect. OR the objective is you are able to (via a series of objectives) you can bounce between different realms, maybe the loops on the maps are structured differently... maybe there are "objects" throughout the map that can create a barrier and you have to figure out which objects they are (Example: a ladder next to a door that you interact with can be dropped down) maybe there is a light switch that needs to be fixed... etc etc

    I realized very quickly this was not the case, nevermind the fact that my very first match was a tunneling Blight. So now that I understand it more I understand why people are voicing their concerns with some of them asking for a LONGER anti-tunnel BT off hook.... to which I have to ask, What's even the point of trying to balance a mode that practically takes away all the information we have on regular mode, but that even regular mode can't get a proper balance for it?

    Maybe my expectations are too high, maybe I am being too generous when I say It's only "half good".... but there is two things I got from this that are certain for me. One, we need more than just an FoV change to call it a mode... and Two, if the devs are going to even consider something a mode that is basically just the same gameplay... Camping/Tunneling are going to become a major issue to anything they have in mind.

    Anyway, that's just my opinion.

    I agree that it is not very well made, with issues for both sides, however I like that it got made and hope that it will be the first of many custom game modes and eventually a mod support for game modes and realms? Well one can hope...

    As for the mode itself it was probably the most unfun thing in a while and I only did the bare minimum to finish the tome, I will never touch this again. However I still hope it stays, as some people seem to have enjoyed it, so I don't see a reason to not keep it as a permanent mode...

    Low visibility and no information about the killers whereabouts, resulting in constantly checking the surroundings to not get Gen grabbed, most likely still resulting in a free m1, is just not the type of gameplay I enjoy.

  • @GeneralSkien said:

    Freddy makes me sad

    There was a point where Freddy was an S tier Killer, although brief was very brutal to play against due to the chain add-ons, but those days are long gone.

    What we have now is just a worse clown, with minor movement abilities.

    Something needs to be done, it sets a bad tone that one of the most popular killers in horror history, sits in the bottom of the "Tier list" completely left to be ignored. His problems can be boiled down to a few points

    Dreamworld: It isn't scary enough to be in the dream world, you just get oblivious and you can get hit with his snares, ONLY while asleep. If you are awake this killer is just an M1 Killer.

    Snares inflict 15% Hindered same as clown, and inflicts it for 3 seconds! one second longer than clown! whats the trade off? Limited amount of active snares, slowed while placing snares, and survivors can see you placing snares and leave. Dream pallets are a joke, a meme add on, they are so useless its absolutely insane. The teleport is slow, able to be telegraphed, and just kinda slapped on to freddy.

    For a killer whose main power only works in the dream world, you don't get much

    Ideas?: Its a nightmare world, go nuts, Being in the dream world should be terrifying, you should want to be actively trying to get out of it, at any point you are in it. Make it seem more scary, oppressive, and give the survivors less control, WHILE making the dream world happen less often. These buffs are very out there, don't get me wrong, but I feel like it can make Freddy feel more powerful

    Buff: While In the dream world, skill checks have a 33% of failing, regardless of succession. This will cause all survivors involved to scream, but will not regress progress on gens

    Buff: While In dream world, Fake Freddy's will spawn periodically, and move in a straight line. Interacting with one inflicts one health state, or deep wounds while injured.*

    Buff: Freddy Moves at 4.2 M/S while placing Dream snares, and Pallets

    Buff: Freddy can place both Dream pallets and Dream snares, without the need of Add-ons

    Buff: Dream Pallets dropped, break and inflicted 15% hindered for 3 seconds. Dream Pallets can spawn in a dropped position, attempting to interact with them, causes them to explode hindering (15%) the survivor for 3 seconds

    Buff: Teleporting blocks all windows and pallets nearby (for 15 seconds) for sleeping survivors, sleeping survivors were working on the gen scream upon successful teleport.

    Buff: Class Photo Add-on made base kit, you still retain the ability to cancel teleport.

    Buff: For every survivor asleep, increase the effects of dream snare

    1 survivor: 15% hinder for 3 seconds

    2 survivors: 15% hinder for 4 seconds

    3 survivors: 15% hinder for 5 seconds

    4 survivors: 25% hinder for 5 seconds

    Rework: base teleport is 30 seconds, but reduce to cool down reduction the cool down reduction for each asleep survivor from 15% to 10%

    Nerf: It takes 90 seconds base for a survivor to enter the dream world

    Nerf: Alarm clocks take only 2 seconds to wake up

    I love making Ideas, please! give me honest responses to this idea, I wanna improve my philosophy, in balance.

    *Somewhat ambitious, please let me know if you dislike it, I would genuinely love to listen to reasons.

    He still seems rather boring to play as and against, your gameplay as Freddy does not change too much, besides being far stronger, it is still only put stuff on floor... As survivor you will have to regularly go to the alarm clock as to how opressing it is, but cannot get rid of it before it activates, so you will necessarily end up in the dreamworld... Making it even better slowdown.

    The main issues with Freddy are that he is boring... His gameplay as and against are just not engaging, which is why I think he needs a full rework. Best case he gets an ability that actually allows for skill expression, because there is not much that shows whether or not you are good with him, in the sense of being good with the killer specific parts of his kit, and I don't see that changing with those buffs.

  • @Noro1207 said:

    Is reshade bannable? (EAC)

    They stated multiple times that they won't ban people for using filters... I think reshade is even whitelisted by EAC, but cannot guarantee it... You would need to check that part for yourself.

  • @Devil_hit11 said:

    I don't think billy is strong enough vs top 1% of players. Here's two buffs that to make him viable vs top 1%.

    1) Overdrive:

    Decreases chainsaw charge time increased from 5% -> 15%.

    2) Tuning guide no longer decreases hillbilly movement speed to 4.4.

    I guess that is a joke? Because basically making him have 35% less charge time overdrive is basically insta saw...

  • @RomeroJane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642322#Comment_3642322

    About turning rate, that simply doesn't work in Overdrive. Making it work like before is fine.

    Cooldown is broken, missing a chainsaw is too rewarded, same for breaking a pallet.

    Lopro, if these work only out of Overdrive, are fine.

    Pallet break speed did not get touched though? Or am I missing something? It should also not be that much different compared to Bubba.

    As for the turn rate I don't know how much it got changed if even?

    I have to disagree there, I don't think missing is rewarded... Just because the penalty is not as bad as it used to be... You still only get an opportunity not really anything else by missing a chainsaw just barely... And that is somewhat fine.

  • @RomeroJane said:

    I think he's in a really good spot as base-kit, but his add-ons are really problematic:

    • Cooldown add-ons have to go: not reduced numbers, not reduced conditions, they just have to go. Greased Throttle and Thompson Mix need changes.
    • Turning rate add-ons have to be looked at: The turning offered by the combo is too much and allows to correct the trajectory mid-run too easily. Overdrive chainsaws are already hard to dodge if not with a predict, but turning add-ons make that close to impossible. Turning add-ons also allow weird interactions like going around a full Haddonfield building without ever stopping. This kind of interaction makes building up Overdrive too easy with no efforts.
    • Lopro Chains have to still be a thing? I would suggest making these work only in normal saw and not in Overdrive. Overdrive is good enough by itself to counter a loop. His base-kit is solid enough now that extra-help feels unnecessary.

    While the Turning rate should just be looked at for potential problems, cooldown add-ons are definitely problematic.

    What kind of use full addon do you aim for then? Because those mentioned are basically everything he s got? I mean this in the sense of what effects could use full addons for Hillbilly have that are not situational, meme like, or require you to change the normal curve playstyle completely.

    The one point I agree on is lopro... I don't like the design of the addon, and basically already didn't like it before the change, because it puts players into lose lose situations...

    But then again, what potential effects could addons for Hillbilly have? I would for example like some good brown addons like 5% speed (does not work in overdrive and 5% faster chainsaw Rev (does not work in overdrive) .... I mean sure we could slap status effects on chainsaw hits, but that is just really boring...

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641495#Comment_3641495

    The issue with that is; if learning the killer yields nearly as good of a result as playing well, something is probably off. If it's a certain build (where a killer should reasonably lose a match simply because it takes them too long to down a surv that way - but certain perk combos still allow it or where a killer should miss with the M2 but thanks to some add-ons it's kinda inconsequential) or if it's once again down to maps (it's all good and well that billy needs one more lap to catch up - but that doesn't mean a surv has any chance to get away; they stay on the loop billy catches up eventually, they leave the loop they will get downed and even baiting doesn't help because even with the penalty from missing the situation doesn't actually change).

    And just so that we're on the same page: I'm not saying that Billy is overtuned or in a bad spot - just that the changes to him have lead - for one reason or the other - to a certain game experience that I wouldn't exactly describe as fun. This is a feedback threaad and this is also feedback. - It's a way of asking the devs to look into the causes of that situation.

    But A. How would we now already know that that is the case? All we have is different people from different skill brackets with more or less of an idea what to do against Billy, I don't see a reason yet to think there is an issue to begin with. What do you mean by a similar result here? There are big differences between a 4k and a 4k,if you are only looking at the result you are missing the important part of how we got there.

    And B. Even if that was the case why exactly would it be an issue? We have skill based matchmaking... If you have never touched Billy before your MMR is somewhat in the middle if you have played other killers to a higher mmr (as far as I am aware, correct me if I am wrong here) so just because you as a beginner are able to 4k against mid survivors does not mean this is the same result as for example Hens who does the same thing... Just because you got the same result does not mean anything.

    Other than that I don't really get your point about perks and addons here, because what you are describing is basically what they are for... Game delay perks are for you to have more time to get a down... Addons usually improve your power to either give you hits where you would not get them with basekit or enable different strategies to be viable.

    As for the next example of Billy will catch up and you cannot get away... Yes that is generally a thing with high mobility killers... However the point is you don't need to leave the loop... You can still loop it... If the Billy is trying to curve you there you can still outplay him by going wide or going close, it just that you have a higher density of chase interaction, if you like it or not is something else, but I don't think that's a bad thing... The same thing applies to other killers, Nemesis, Alien, Deaths linger and so on... All killers with an anti loop power with a rather short cooldown, often times you won't be able to leave the loop unless they had to break the pallet or one is really close by, however you can still use the current loop until they are forced to break the pallet...

    I mean monitoring something is not necessarily a bad thing... However if this is an issue that is worth being monitored that closely then so are many other things... And I don't think the system is supposed to address such a wide range of things ^^

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641392#Comment_3641392

    Like I said; I don't know Billy well enough to put my finger on it. - But it is a new experience. The Billies I'm used to seeing had a certain kind of dedication about them and were usually rewarded for their Billy specific knowledge. - They couldn't follow you around a tile like a lost puppy with a readied chainsaw. But that's what I'm seeing a lot ever since new Billy went live.

    But Billy still gets slowed down when revving the saw, what you are describing seems more like newer players trying to learn how to use the saw and overusing it? I don't see any problem with that?

    Before the rework Billy was the hardest killer in the game and probably in the bottom third of killers when it comes to strength, and now he is a really good killer, like top third, and people want to learn him I guess? It is kind of fair... The amount of training you had to put into Billy for that little strength was quite out of balance...

  • @Halloulle said:

    I don't know Billy well enough to put my finger on it exactly - but all the matches I had during the past couple days were pretty much rinse and repeat: Bam window if there is a window to bam. Then walk down surv with ready-to-go-chainsaw until they're sniffing up your butt and down them (or eat a pallet if there's still a pallet left).

    Like I said, I don't know if it's up to the addons they got or something else - but it hasn't exactly felt... inspired or exciting.

    I don't really see how that is something new to Billy in the sense of it being something that is only possible because of the changes?

  • @vol4r said:

    how can you guys say that billy is in perfect spot if playing against him is miserable and he is stomping every game on pub

    Probably because people never really learned how to play against him, because nobody ever played him and now the Billy players, that actually know what they are doing just roll over everyone.

    In the right hands the killer was still usable, but really hard and easily outperformed by other killers, but now he is rather strong, therefore demolishing people who have no clue what they are doing. He is still not as OP as some people make him out to be, he is probably nowhere near Nurse or Blight.

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640674#Comment_3640674

    I used to be chased by hillbilly using his M1. He would usually use his chainsaw for map traversal or in open spaces without pallets or loops. Now people use his chainsaw all the time. Its actually become rare for him to use his M1 over the chainsaw. Now its map traversal and his main attack against survivors in most situations. It also just so happens to be an instant down. The last thing survivors needed or wanted was another instant down killer getting big buffs.

    Then that was not a good Billy dude... Good Billy players have always mainly used to chainsaw, as this is his chase ability. This is nothing new... Curve Billy has always been a thing and being mad about a killer using his ability to get a down seems a bit off... I don't know what to tell you. Billy was in the bottom third of killers before that buff and has always been a fun and interactive killer, I don't know what you mean by people didn't want him to get buffed? Basically everyone was annoyed by the rework from the beginning and it still took them so long to change it again.

    Unlike other killers Billy's curving tends to always give you an option, Go wide or go close when he is trying to curve and your decision really matters. There aren't that many killers about which you can say this these days. Billy is just great design and it is good to see that the hardest killer in the game is finally worth the effort again.

    Just to make this clear... Are you really assuming that even good players barely used his chainsaw before the rework? Because that is just not true and you might want to look at some older videos/streams of for example Hens or Gtvel, because as I already said, they mainly use the chainsaw. Sorry to bring it to you, but that has always been the case. Billy has always been constantly use chainsaw for everything, which overheat restricted and Bubba was the less chainsaw intensive killer. That is just the way it is, was and always has been.

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