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Archol123

Archol123

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  • @KaTo1337 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/397200/i-hate-nurse

    We cant win against Nurse - please delete it.

    Bruh thats the mentality xD

    Not like there are many guides out there how to do it and for some reason people that are able to loop nurse for quite some time, but we don't want to spend time and effort to get good at the stuff that works against her because obviously some things work against her otherwise she would win every match in general and I'm comp...

  • @CookieBaws said:

    I wish scourge hooks were not a thing, just make 1st hook thing and done.

    For real tho, half of scourge perks alredy limited to 1st hook, and they are meta.

    Would kind of rob you of the decision if you want to use it though, in the case of pain rez you might just loose a charge because there is no progress, are you supposed to slug then because you don't want to waste that? You might just add the option to use or not use in that specific case.

  • @CookieBaws said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587248#Comment_3587248

    Do you want every killer to be a punching bag?

    It's not about YOUR fun.

    Is my statement true or not? Stealth killers are usually not very fun to go against, that's all I said... If the statement is that he would be more fun to against as a stealth then obviously the answer is no, that's not true... He is already rather stealthy if you run monitor on him in crawler mode and comes out of a tunnel there is not much of a warning.

    Do some of the other parts maybe improve the gameplay for the survivor side, perhaps, but that does not change my statement.

    Also it is about my fun just as much as everyone else's, both sides are supposed to be fun, and despite liking killers like Myers and Ghostface I can still acknowledge that when played correctly they are not very fun to against because they pop up from an unseen angle and Oneshot you, not really fun gameplay is it?

    Also Alien is not really a punching bag as it is? The killer ist probably still around A tier and at least in the top 15 of killers so I don't see how anything I said can be interpreted in that direction? A killer can be strong and fun, those two are not exclusive...

  • @EvalionVelmore said:

    Wiretap: Can see Survivor aura’s within the radius, buff radius from 14 to 24 meters. 

    Wake Up: Increase opening exit gates to 50% (Slight buff so that it's as good as sole survivor in that area but remove the ability to stack it with sole survivor.) Also Survivor’s are alerted to you having the perk when standing near an exit gate near them. (this one is a QOL change so survivors can get off the gate to let you open it.)

    Visionary: Now shows you the aura of a random Generator and gives you a 3%/6%/9% repair speed bonus to repairing it by yourself. The Generator’s Aura and your Aura are hidden from the Killer while you are repairing it. The effects of this perk transfer to another random Generator whenever you stop working on the Generator by any means or if another Survivor joins you on the Generator. (Slight rework to make the perk more interesting.) Survivors will be notified of your perk with a perk icon when they are near you. 

    Up The Ante: 2 additional chest spawns on the map. Luck also increases the chances of something good happening and the chances of finding something of higher quality from opened or rummaged chests. 

    Dramaturgy: Chances of good effects are increased based on Luck. 

    Scene Partner: Chances of screaming and revealing the Killer again are increased based on Luck.

    This Is Not Happening: Whenever you are within the Killers terror radius, increase the chances of triggering a skill check by 6% and the success zone of Great Skill Checks while repairing without a toolbox and healing without a medkit by 15%/25%/35%

    Technician: In addition to its current effects, While repairing a Generator sparks will fly from the Generator as if it is regressing.

    Teamwork: Power of Two: Remove the stay healthy condition. The condition of needing to stay within 12 meters of one another is already limiting enough. 

    Teamwork: Collective Stealth: Remove the stay healthy condition. Hide pools of blood and Aura from the killer as well. 

    Spine Chill: While healthy and in chase your vault speed is increased by 3%/6%/9%, and whenever the Killer is looking at you regardless of line of sight the perk lights up. So it's the same as old Spine Chill but only while healthy and in chase and only the vaulting aspect of the action bonus. (This perk will have value for higher skilled players as you can use the info it provides to help you ascertain if the killer is mind gaming you or not, but is also usable as a crutch perk for new players that don't look behind them often in chase. Also the action speed part doesn't stack with Resilience anymore since as soon as you become injured you lose the effect

    Solidarity: The effects are given to your ally if they heal you and vica versa. So it doesn't matter who heals who first. 

    Small Game: Gives you an auditory warning when looking in the direction of a Totem within 12 meters, however now it stays at a base 35 degree cone. The new effect is that whenever you cleanse a totem, gain a Token up to a maximum of 5. Any time you enter chase with the Killer a token is consumed and the Killer’s aura is revealed to you for 2/4/6 seconds. Only 1 token can be consumed per chase. 

    Self Preservation: Activation range increased to 32 meters (now it's in line with reactive healing and inner focus.) Gain a 7% haste status effect for the duration of its current other effects. 

    Self-Care: You are immune to the effects of mangled in addition to its current effects. 

    Second Wind: Time to heal reduced to 24/20/16 seconds. Will heal the deep wound effect in addition to healing you to full. 

    Scene Partner: Screams from scene Partner will no longer interrupt actions. 

    Saboteur: No longer goes on cooldown unless sabotage action is completed. 

    Resurgence: In addition to its current effects, you are immune to the hemorrhaged status effect for 15 seconds after being unhooked or unhooking yourself. 

    Residual Manifest: Gain a basic Flashlight if you don't have one already at the start of the trial, no longer can rummage for a Flashlight. 

    Repressed Alliance: In addition to its current effects, while standing next to a blocked Generator press the active ability button to unblock the Generator (This includes Killer perks that block Generators). Unblocking a Generator this way puts this perk on a 45 second cooldown. Unblocking can only be done after the perk has been charged on a Generator.

    Red Herring: The perk is now a locker perk. After hiding in a Locker for 3 seconds this perk activates. The locker becomes highlighted in Yellow. While healthy, crouched and motionless press the Active ability button 2 to create a loud noise notification and locker animation at the highlighted lockers location. If the Killer opens the locker within 10 seconds their Aura will be revealed to you and your team for 2/4/6 seconds. Red Herring has a cooldown of 40 seconds. (Reworked the perk to have more practical uses.)

    Reassurance: Increase the activation range to 14 meters. 

    Reactive Healing: In addition to its current effect, become immune to the Hemorrhaged status effect for 20 seconds after a Survivor loses a health state within 32 meters of you. 

    Quick Gambet: In addition to its current effects, while the Killer is in chase with you, the sounds of Generators within 24 meters of your location are muted for the Killer and Survivors can see your Aura while working on Generators within 24 meters of you. 

    Power Struggle: Full rework. After being in chase with the Killer for 60 seconds this perk activates. The next time you stun the Killer by any means the duration of the stun is doubled and this perk is deactivated for the remainder of the trial. 

    Potential Energy: Instead of it converting 1.5% of progress into token it should convert 1% of progress. Simple change to make it not take more time to do Generators. 

    Poised: In addition to its current effects, your grunts of pain and pools of blood are also hidden and its duration is now 5/10/15 seconds.  

    Overcome: Now activates off endurance hits. 

    Open-Handed: In addition to its current effects it also extends the duration of Aura reading abilities against the Killer by 2 seconds. 

    Light Footed: Works while injured. 

    Left Behind: Unlocks the ability to open the Hatch over 25/20/15 seconds. No longer reveals the hatches location. 

    Inner Focus: Aura reading duration increased to 4/7/10 seconds. 

    Hyper Focus: No longer works with Toolboxes or Stake Out or This Is Not Happening. Now Hyper Focus triggers its own unique skill checks minigame to differentiate it and prevent its synergy with other perks. Because of this its skill cap has been increased, thus its potential can be increased too. 

    Max token potential increased to 10. Bonus progression increased to 50/60/70% Skill-check trigger odds 5% and Rotation Speed 5%.

    Hope: Every time a generator is completed, gain a 3% haste status effect for 10 seconds. When the exit gates are powered gain a permanent 1%/2%/3% haste status effect. Haste effects no longer stack with Hope. (Slight rework)

    Head On: The locker you are in is highlighted in White to your team once Head On is active. 

    Friendly Competition: The Repair bonus remains indefinitely until injured. 

    For The People: Survivors that are injured near you are alerted to you having this perk with an indicator icon. 

    Fast Track: For every Survivor sacrificed or Killed gain a 15% repair speed bonus. (Slight rework to make it a decent solo queue perk that helps as your ######### teammates start dying. Now only gets value when your allies actually die tho not when they are just hooked.)

    Empathic Connection: Healing value increased to 15%. 

    Diversion: Now just a 40/35/30 second flat cooldown instead of a terror radius perk. 

    Distortion: Now start the trial with only 1 token with a maximum potential of 3. Works the same just less to start off with for free. This is to make Survivors have to like to go and actually build up their perk rather than just getting 3 for free at the start. (This perk is actually good despite what people say as it can now be refilled so I think a lil nerf to make Killer Aura reading perks more viable is fair and still counters Lethal Pursuer.) 

    Desperate Measures: Action speed bonus is now 5/10/15% (So a very tiny buff.)

    Deliverance: Works the same except now works during the second stage of the hook sacrifice as well. Once this perk is used it is permanently deactivated for the remainder of the trial. (So can still only be used once.)

    Decisive Strike: In addition to current effect, Gain a 10% haste status effect for 8 seconds after escaping the Killers grasp with this perk. (Instead of buffing the stun duration which fully removes the killer's agency we just make the Survivor a bit faster after escaping the grasp of the Killer so they can reach something and prevent situations where the Killer just instantly downs you 5 seconds later. 

    Deception: Suppress pools of blood, grunts of pain and footstep sounds for the full 3 second duration. So you can actually use the perk to try and create a deception instead of the killer just hearing you running after you do it and so it can still be used while injured. Perk will still prob be a meme but at least this gives it more potential. 

    Dance With Me: Suppress pools of blood, grunts of pain and footsteps sounds for the full 3 second duration. Similar to Deception just making the perk be more usable by itself and just in general. 

    Cut Loose: Once Cut Loose is activated (so after the initial vault) your vault speed is increased by 10% for the duration. 

    Counterforce: Aura of the furthest totem remains permanently. (Minor adjustment.)

    Corrective Action: You can now use your own tokens to get the effect it gives. 

    Camaraderie: Now alerts your entire team to you having the perk with an icon on their screen while you are on the hook regardless of where they are on the map. Your aura will also be highlighted in white to your team when the perk is activated by someone near you. 

    Calm Spirit: Remove the action speed penalty and silent chest opening and silent cleansing aspects of the perk. You still no longer alert crows but now, Whenever you would Scream; do to an effect, the Scream is suppressed and you instead suppress all your auditory sounds (footsteps/breathing/grunts of pain) for 6/8/10 seconds. (Slight rework and more honing in on the perks main theme.)

    Breakdown: In addition to its current effect when the broken hook respawns it becomes weakened for the remainder of the trial and is highlighted in white to your team, the next time you or an ally are hooked on it gain the ability to unhook oneself with 100% success in either the first or second hook stage. (Just making the perk more interesting, this aspect of the perk is much more situational as the chances of you getting hooked back on the same hook are very low especially with the hook being out of commission for 180 seconds.)

    Botany Knowledge: In addition to its current effect, healing in tall grass increases the bonus by an additional 25% (something fun to spice up this perk)

    Boil Over: No longer has the increased wiggle meter aspect when falling from great heights, instead obscure the Killers ability to see Hook Auras entirely and gives the Survivor the ability to choose the direction that the Killer is tugged in from struggling effects. While carried during the struggle phase Hitting the left skill check zone tugs the killer left and hitting the right skillcheck zone tugs the killer right. Struggle effects are increased by 60/70/80% (Struggle effects are basically the same but the Survivor has control over which direction the Killer is tugged rather than it being random, and it becomes a literal battle of movement control between Survivor and Killer. Killer tries to hold on to the opposite direction that the Survivor is tugging towards.) 

    Blood Rush: Should become active off of every hook, but only be able to be used once per trial. 

    Blood Pact: Should completely prevent you from being the Obsession at the start of the trial. 

    Bite The Bullet: Should hide Aura reading as well for both yourself and anyone you heal or when healing yourself. 

    Better Than New: Actions speed is now 3/6/9% but now only increases Healing Speed, Vaulting Speed, Pallet Dropping Speed, Unhooking Speed and Locker Entry speed. Does not stack with similar effects.  (This makes it fit more with the perks goal which is making the healed Survivor more physically fit and able to take on the trials and less about doing mundane things like opening chests and doing totems. It won't stack with Resilience or the reworked Spine Chill.) 

    Better Together: While you are working on a Generator, when a Survivor is put into the dying state you see the Aura of all other Survivors until they are picked up and for 3/5/7 seconds after they are picked up. (Slight rework.)

    Balanced Landing: Like Smash Hit getting to use this perk is so situational, not as situational as Smash Hit but still very situational thus its exhaustion duration should come down but not to the same levels as Smash Hit. Become Exhausted for 50/40/30 seconds. (So very slight buff to bring it up to equal levels as Sprint Burst, Smash Hit etc.)

    Background Player: Survivors are alerted to you having this perk with an icon indicator. (Reason for this is they will then know to go down in open areas for flashlight saves. Communication that SWF would easily have.So this just bridges the gap between Solo and SWF and only buffs solo Queue.)

    Babysitter: In addition to its current effects suppresses grunts of pain as well for the unhooked Survivor. 

    Appraisal: Shows you the aura of the nearest chest at the start of the trial and each time you finish opening a chest. 

    Any Means Necessary: Resetting a pallet shows the Aura of the Pallet to your allies until it is dropped again. 

    Some are OK others not so much...

    Visionary is not a good choice, would be super annoying in indoor maps and you always need to keep in mind which gens were done and which gens you just cannot see, also if you remember the positions it let's you know where you are working on the Gen...

    Technician is problematic because checking the sparks I what you usually do, you don't go close enough for the sound, with this change you cannot trust that anymore and need to check more close up, wasting a lot of time running around.

    I would like to keep the token counter for small game to know how many are still up and if your teammates did a Gen, but we could have that as a general UI thing, I guess in that case it would not be too bad, still not much of a fan.

    Repressed alliance is busted and completely counters DMS and Deadlock, making them both practically worthless...

    Left behind is kind of problematic in the sense that you cannot protect 3 spots and cannot know if the perk is in game, so it gives you a fairly easy escape if it comes that far, especially in combination with a hatch offering.

    Hope seems like a nerf, despite all the perk needs is to not stack, so I don't know why... Nobody used it before MFT anyway...

    Breakdown is really busted, sometimes you can only hook on a specific hook, so if somebody decides to go down in that spot he can automatically unhook himself and lift all pressure the hook generates by itself, horrible idea.

    Boil over is a perk that is either worthless or super annoying, the steering is alright but not seeing hook auras... Great so you need to look for them first and waste time and what not, it is probably not even that strong, just annoying to go against.

  • @Zaken said:

    I think Alien is in a fine spot but the problem with Xeno is the zero counter play in chase besides turrets. If you loop her you'll always get a hit guaranteed. If you vault you get hit; if you don't vault you get hit. Not just that it would be nice if she was more immersive!

    Some Changes:

    Xeno has to go get out of crawler mode if she wants to get a basic attack hit. It would have half the cooldown as it nomrally would.

    Xeno's terror radius is removed completely. (We'll have more things because of this change)

    Turrets cannot be destoryed anymore but still has a cooldown when you hit it.

    Survivors walk normal walking speed while using the turrets.

    There is a sound cue to when the xeno is about to strike with her tail. Or a better visual que.

    Make emergency helmet base kit or partically basekit.

    If the xeno hits you with a turret you'll drop it not break it. (Could still break it)

    Maybe even have it to where the motion detector still goes off while holding it! (Could still scare the surivior knowing the alien is getting closer and closer)

    Another fun thing I think would be replacing the hooks with some kind of hive. Since it would be hard to implement face huggers without making xeno unbearable or not true to the source material.

    Now hooks are replaced with hives.

    Stage 1 is where the the ovomorph will slowly open

    Stage 2 it will launch on the survivor while you are trying to pull it off

    Stage 3 The chestbuster will come out the survivor sacrificing them to the entity

    I think these changes could make xeno more unique and fun to go against. Replacing hooks and having no terror radius would be super fun. We have never seen a killer with no terror radius base kit wise. Let me know how you guys think of it or some changes to make it more balanced! :)

    Killers with no heartbeat are not really fun to go against because they just appear out of sight and get a free hit, that I combination with the tail attack will be more frustrating...

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586780#Comment_3586780

    Spirit phase attack is M1. She's still get the benefit. Blight can M1 then use the weapon cool down buff for M2 to shorten the distance even more. Its not like they need the perk. But aint doing s is wrong.

    On M2 killers, If they miss M2 trying to save STBFL stacks, its on killers' fault. Not "nah STBFL isnt good on Demo because I miss alot of M2" on another topic. Its the lack of counter to the perk (by Obsession taking a hit to reduce stacks) against actual good M2 killer players.

    The perk isn't good because you barely get value from it on those, because you have the opportunity to get the hit with your power way earlier and safe time that would be otherwise spend on getting closer to m1.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/397287/stbfl-and-uw-nerfs-in-next-big-patch-just-watch

    Both perks are fine. NWTH is much better than UW and STBFL is really only good on the killers that need the most help. On nurse/blight/spirit it aint doing #########. On demo/neme/wesker they want to use m2 anyway, so only bad players rely on STBFL. But on trapper/myers/doctor/Deathslinger? Those killers that need it the most are the ones that benefit from it.

    Who runs stbfl for last on an instant down killer like Myers? XD You Oneshot people regardless so why would you need a short attack cooldown ^^

  • If they are just evenly spread 4 is enough, unless indoor map or huge map, the problem is just that they are some times all on one side of the map or in one god forsaken corner...

  • @masonsunderland said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586964#Comment_3586964

    No one has trouble using singularity emps.

    Just make sure to highlight them with an aura so survivors know to get them.

    Yeah, didn't say that either, but to burn a nurse you needed to have timing, so you just want an item that disables her when you press a button? That's horrible, there is no skill involved or anything... Like sure you make her worse this way, but it is not really interactive nor fun to use the thing because there is nothing to learn, you just press a button and it gets disabled... I thought it would basically be flashlights but you would not need to bring one, so there is at least something to learn...

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586855#Comment_3586855

    Most of these filters are either done via a GPU driver or via the monitor itself.

    Anf both do not change files, they change how the desktop looks in it's entirety as long as you play.

    So if you make it more bright during playing and you tab out to open the browser everything will be brighter too.

    I'm sure you can make it so it only applies to specific programs and not everything but yeah...

  • @masonsunderland said:

    I think it would be a pretty smart way to go about nerfing her, without strictly making her feel worse to play by default.

    Also adds a direct point of interaction for the survivor.

    Similar to how EMP's help prevent overclock mode.

    That's basically the same issue as with Nurse in general, you need to actually learn what to do and how to do it, and most people didn't do that, barely anyone could consistantly burn the Nurse with the mechanic and similar to that most people don't know how to play against Nurse, so adding another mechanic that people probably won't use because they don't know or don't want to know probably won't help.

    But the idea is not bad, it is just I don't believe people will learn how to use it, as it requires timing and what not, and as we have seen with flashlight blinds getting changed.. That's not something the average DBD player has, otherwise we would not have seen such a dramatic increase in flashlight blinds.

  • @Caiman said:

    Who ever successfully used Lightburn on Nurse? It was borderline suicidal to try. It charges too fast and recharges too fast.

    If you are good enough it works fairly well, but you need to be good enough and barely anyone is that... So outside of comp and people with several thousand hours it is not really a thing...

  • @Avo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586532#Comment_3586532

    Nah man, I have more than 10k of hours in this game, and I mastered nurse for just 10 hours by playing with her. The reason Nurse was called a difficult killer was because the old maps were too dark. But for now, she doesn't require any skill to play. You can master her easily, please stop with that saying Nurse is a difficult killer to play as, you know it's not true.

    Did you know all the maps layout + indoor maps layout before putting those 10 hours in or not? I'm not saying she is the most difficult or anything, but she is surely super easy as well and there are different levels of mastering the killers, Nurse is not one you only put ten hours in and then go on a 500+ win streak without perks or addons.

    Also how about you explain your reasoning instead of just stating it like that, at least I took the effort to explain why I think there is more to her than just knowing the blink distance...

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586472#Comment_3586472

    Yeah I think it might actually be cool if big buckle *increased* terror radius by say, 12 for synergy with other perks

    And also mabye an addon that has both hemmorage and mangled like wraith's one addon?

    Would be better than some of those he has, but I would rather have some addons that actually do something with his power instead of just slapping status effects onto it, because that is quite the boring way to make addons. An example of what I mean would be something like the chainsaw becomes audible map wide but he gains xy benefit. Something that either enables another playstyle or makes his power usable on more tiles or gives him an even higher skill ceiling and what not, some of that kind of stuff... And not just you gain sloppy butcher if you hit the chainsaw... I guess you know what I mean.

  • @Fef_Jones_Drew said:

    Hello there,

    I always joke with my friend about playing Clash Royale after I die in a DBD match, but I found something in Clash Royale that I actually think DBD could incorporate.

    Clash Royale uses a system similar to DBD's rank system. You rank up all month and then once that month ends, then your progress is reset, but Clash Royale makes this reset easier. Clash takes your previous month's rank into account and give you a multiplier for the new season. For example: One season I was ranked very high in Clash and then I was a bit sad about going back to bronze. They started me at an 8x multiplier. My first win in ranked was equivalent to 8 wins, my next win was 7, and then 6, etc etc.

    I was thinking about how to apply this to DBD and I think it would be quite simple. You could do something where the pips in the game are on a 2x multiplier for "X" amount of games. Obviously the values could be different, but for example it could work like this -

    Previous Season - How many games you get Double Pips

    Ash - 0

    Bronze - 3

    Silver - 6

    Gold - 10

    Iridescent - 15

    This is encouraging players to still play and not be so worried about the hard climb back to red ranks if someone doesn't have time every month to play that many games. Also someone could build up, so if they were Bronze and they only played a limited amount of games those 3 2x multiplier games could be a big difference in possibly getting them silver. This also isn't just a free handout. You still have to play the game and pip to get the double reward (which actually encourages people to play those games for pips). I think it would make rank reset more fun and also help those higher ranked players get back to their desired ranks without lingering in ash tormenting a portion of the player base for too long.

    What do you all think? Would this serve it's desired purpose or would it have some kind of unknown side effect on the game?

    (Also I wish we could see rank of others as well as MMR, but that's beating a dead horse.)

    Thanks for reading this far if you have. Have a wonderful day, especially if you're a Billy main!

    You misunderstand something here, that for some reason many people still not get... There are no ranks anymore in DBD, the grades only affect the amount of bloodpoints you get at the end of the month to motivate you to play the game. The matchmaking works with mmr, so your incentive does not work in that sense, because the whole purpose of grades is already to motivate people to play...

  • @Avo said:

    I think Balance Landing needs a buff since it activates after 40 years later you hit to the ground.

    So are you not basically calling for more of a fix than a buff since the activation delay probably is not intended?

  • @Avo said:

    Nurse is easy to play though. I'm a survivor main since when I started to play DbD, when I tried to play killer, I couldn't. I'm a very bad killer, that's why I mained the nurse when I play as a killer. She is easy to master and doesn't require any skills at all.

    That s just flatout wrong, to master Nurse you need to know every map in the sense of what is behind a wall before you go there so your blinks can be accurate even on indoor maps and that is incredibly hard... Sure you will get somewhat of an idea how far your blink goes after some time, but that is the smallest part of the skill you need to play Nurse.

  • @sabinianmoonstone said:

    Greetings everybody! In this discussion, I would like to address to some changes to our beloved Hillbilly.

    Ever since BHVR introduced The Hillbilly to Dead by Daylight, many players have expressed their love and appreciation for the chainsaw wielding maniac. Not only is Hillbilly generally agreed to be incredibly fun to go up against, but he is also one of the top mechanically demanding killers out there. 

    Unfortunately, BHVR nerfed our beloved Hillbilly by adding the infamous overheat mechanic to his base kit and changing multiple add-ons. While some changes to the add-on were deserved for the health of the game, mostly the insta-saw add-ons, it still didn’t warrant a beloved killer like this to be nerfed heavily. 

    In this discussion, I’ll be detailing some changes to Billy’s base kit and add-ons that will hopefully bring back Hillbilly close to his former glory.

    Base Kit Changes

    Recently, in Patch 6.7.0, BHVR gave Hillbilly a buff alongside a nerf to his base kit. The buff, overall, was to make Billy’s overheat mechanic less of a detriment when playing him. Specifically, they did the following: 

    • Reduced the heat gain when starting the Chainsaw from 5 charges to 2 charges.
    • Reduced the heat gain when revving the Chainsaw from +8 c/s to +3 c/s.
    • Increased the heat gain during a Chainsaw Sprint from +2 c/s to +5 c/s.

    With the info above, BHVR buffed Billy while performing curves, but nerfed Drift King Billy. According to a Developer Update published in April 2023, BHVR stated that they wanted Hillbilly to, “feel better to play,” by making the overheat mechanic, “less limiting than before.” As of now, this does seem to be the case, but why not just remove it completely? Why nerf another aspect of his playstyle that mostly consists of fun?

    Change: With the info mentioned above, the only change I would make to his base kit is to completely remove the overheat mechanic. With this change, the only things we have left are his add-ons that affect the overheat mechanic.

    Add-on Changes

    As stated before, some of Hillbilly’s add-on did deserve a change such as his well-known insta-saw add-ons. As the name suggests, this allowed Hillbilly to rev his chainsaw faster before entering a chainsaw sprint. These add-ons, paired up with the old version of Tinkerer, allowed Hillbilly to down survivors before you could even blink.

    As of 2023, Hillbilly currently has three insta-saw add-ons: Tuned Carburetor, Mother’s Helpers, and Black Grease. As of now, these add-ons go from being good, to niche, to downright awful. Time to address the changes of his add-ons if the overheat mechanic were to be removed. 

    Junkyard Air Filter

    This add-on increases the overheat limit of the Chainsaw by +20 charges. 

    Change: Reduces the cooldown on both missed and successful Chainsaw hits by 0.4 seconds.

    Punctured Muffler

    This add-on increases the cooling speed of the Chainsaw by +50%.

    Change: During a Chainsaw Sprint, pallet stun durations are reduced by -50%.

    *Doesn’t stack with Enduring.*

    Off-Brand Motor Oil

    This add-on reduces the range within which Chainsaw noises can be heard by 30%.

    Change: Reduces the cooldown on both missed and successful Chainsaw hits by 0.6 seconds.

    Big Buckle

    This add-on reduces the terror radius by -8 meters while overheated.

    Change: Reduces the terror radius by -4 meters while revving and during a Chainsaw Sprint.

    Black Grease

    This add-on increases the charge speed of the Chainsaw by +18% for 30 seconds after being blinded.

    Change: Increases the charge speed of the Chainsaw by +18% for 60 seconds. You see the aura of the survivor who blinded you 6 seconds after the blind ends. 

    Spiked Boots

    This add-on increases the turn speed during the Chainsaw Sprint by +44% and increases the cooldown after hitting an obstacle during a Chainsaw Sprint by +28%.

    Change: Simply remove the cooldown after hitting an obstacle. Makes no sense why Drift King Billy should be punished. 

    Pighouse Gloves

    This add-on increases your action speed when damaging generators and breaking pallets or breakable walls by 20%, and reduces pallet stun duration -50% if and only if the Chainsaw is overheated.

    Change: Reduces the terror radius by -4 meters while revving and during a Chainsaw Sprint. Reduces the range within which Chainsaw noises can be heard by 50%.

    Apex Muffler

    This add-on silences the Chainsaw for all survivors outside of the terror radius.

    Change: Silences the Chainsaw for all survivors outside of the terror radius. Gain the undetectable status effect until you stop sprinting after maintaining a Chainsaw Sprint for 2 seconds. 

    Iridescent Brick

    This add-on makes you gain the undetectable status effect until you stop sprinting after maintaining a Chainsaw Sprint for 2 seconds.

    Change: Reveals the auras of survivors within 18 meters of your position after downing a survivor with the Chainsaw.

    Conclusion

    Hillbilly is a beloved killer by the community. Seeing him getting nerfed was a great pain to us all. Especially when BHVR decided to nerf his other add-ons while his most problematic add-ons were his insta-saw add-ons. Hopefully, these add-on changes will restore Hillbilly close to his former glory, but nowhere close to being frustrating as some thought with his insta-saw add-ons. 

    Additionally, and as always, I'm always open to being wrong and corrected about these changes as long as everything is civil.

    Thank you for reading.

    All you need to do is give him back charge time addons but without the ability for them to stack, so you have basically old crack Billy, but without the ability for instant saw, would be completely fine.

    As for your proposed addons changes, some of them are alright but some are still useless, I will go over them in a second. I would like it if his lower rarity addons were solid as well, similar to Ghostface addons, where basically the browns are some of his best but just increase numbers, you could do the same for example decrease charge time and cooldown by a bit and maybe add a third weaker engraving so you can run those two together.

    I would maybe make it so decreased cooldown doesn't stack because a 2 second cooldown might be a bit much.

    Big Buckle is still completely useless..

    Black Grease:

    I don't really see a reason to put any condition on a charge time decrease, if it does not stack with other addons of that kind, needing to get blinded is just way to situational to be considered a good addons.

    Pighouse gloves seems to be even more useless than right now, a 4 m terror radius decrease really is not worth much.

    And Iridescent Brick just seems like a worse version Infectious, sure you get aura reading butHillbilly isn't much of a slugging killer anymore, he is not Oni or Nurse in that sense.

    Like I said before you could basically bring back all of his old addons and just make it so the charge time decrease does not stack so Insta saw is not a thing anymore, that would be the easiest solution and you could still just run crack Billy and be fine. I think the curving is the kind of gameplay most people like to go against and I am not particularly a fan of the stealth gameplay because getting hit by a cross map chainsaw from an angle you could not see without much of a visual/audio warning is not really fun.

  • @lukeneves said:

    Set an auto-close timer (reasonable amount of time maybe 3 mins) to the hatch so that the killer cannot take the game hostage on end-game. (Bonus option: Timer can start if the killer is camping the hatch within 16 meters.)

    But he is not holding the game hostage? You can just do the gens if you prefer that, also depending on the map size and position of the gates you might get a free escape if he closes the hatch because they are too far apart to patrol... I don't really see the need for this feature so...

  • @ghouliese said:

    The biggest draw about DBD for me, outside of the characters, are the perks. I change my build up for every match, and never stick to just one build. However, there are far too many perks that are either completely useless or might have interesting effects, but are too weak to consider using. I took a few perks that have weak effects or are highly situational, and either added new effects or reworked them entirely. I'd love to hear what the community thinks about these possible reworks, if they're too weak, or too strong, etc. etc. I also hope that some of these effects might be taken into consideration by the dev team for any possible reworks or new perks.

    Blood Pact: When a survivor becomes injured, Blood Pact activates. Auras of injured survivors are revealed to you within a 24 meter radius.

    If you are within protection hit range when an injured survivor is hit by an attack that would put them into the dying state, you are injured instead and they receive 5 percent haste for 5 seconds. Upon taking the hit, you become broken for 60 seconds.

    This perk only activates if you are the obsession. Increases your odds of becoming the initial obsession by 100 percent.

    Dance With Me: Dodging a basic or special attack gives you 5 percent haste for 5 seconds. Dance With Me then goes on cooldown for 30 seconds. Does not work if you are exhausted. Does not cause exhaustion.

    Quick Gambit: When you are being chased by the killer, Quick Gambit activates. While in chase, your aura is revealed to all survivors. While healthy, your vault speed is increased by 3 percent.

    Rookie Spirit: After hitting 5 successful skillchecks, Rookie Spirit activates for the remainder of the trial. Repairing a damaged generator within 30 seconds of it being damaged will refund 10 percent of the lost progress. Rookie Spirit applies to damage caused by the killer and survivors. After usage, Rookie Spirit goes on cooldown for 30 seconds.

    Teamwork: Power of Two: Upon healing an injured survivor, Teamwork: Power of Two activates. Any buffs to your repair, healing, cleansing, booning, recovery, and exit gate opening speeds are shared with the survivor that you healed, at a reduce effectiveness of 50 percent. This perk expires after 60 seconds or if you or the other survivor are injured. Perks that project buffs to other survivors do not stack with Teamwork: Power of Two. Teamwork: Power of Two can only be applied to one survivor at a time.

    Red Herring: Repairing 10% of a generator activates Red Herring, alongside revealing that generator's aura to you for the remainder of the trial. Upon looking in the direction of a revealed generator, use the activate ability button to trigger Red Herring on said generator, causing a loud noise notification to play from that generator. If the killer comes within 8 meters of the generator you used Red Herring on, their aura is revealed to you for 5 seconds.

    Boon: Circle of Healing: While within the boon's radius, you are able to heal yourself at 75 percent of normal healing speed. Being healed or healing another survivor is increased by 100 percent. Once placed, Boon: Circle of Healing cannot be relocated to another totem. If snuffed, Boon: Circle of Healing goes on cooldown for 150 seconds.

    Calm Spirit: Prevents crows from being alerted by your proximity, unless they are being stepped on. Suppresses the urge to scream from any cause at all times. Suppresses all noises related to unlocking chests, and cleansing or blessing totems. If you are within 8 meters of a crow when your aura is revealed by any means, your aura is hidden for 5 seconds.

    Corrective Action: Begin the trial with 3 tokens and gain a token each time you succeed a Great Skill Check, up to a maximum of 8 tokens. Each time a survivor anywhere within the map fails a skill check, a token is consumed and their missed skill check is converted into a good skill check.

    Inner Focus: You can see scratch-marks of other survivors. Whenever another survivor loses a health state within 24 meters of you, the killer's aura is revealed to you for 3 seconds. Each activation of this perk adds .3 seconds to any aura reading abilities you possess.

    Low Profile: When a survivor within 24 meters of you is downed, Low Profile activates, hiding your pools of blood, scratch marks, and grunts of pain for the next 30 seconds. When you are the only survivor that isn't hooked, dead, or dying, the same effect is applied for 120 seconds.

    Poised: Running within 16 meters of a completed generator hides your scratch-marks for 10 seconds. Whenever a generator is completed, you gain a token. Entering chase consumes a token, and your scratch-marks are hidden for 10 seconds.

    Premonition: At the beginning of the trial, the auras of the killer and all survivors are revealed to you. Receive an auditory warning upon looking in the direction of the killer. This perk has a cooldown of 15 seconds.

    Repressed Alliance: Repressed Alliance now only blocks the generator for killers, while allowing survivors to continue repairs.

    Self-Care: Fully healing one health state of another survivor allows Self-Care to activate. You gain the ability to heal yourself at 90 percent of the regular healing speed. This perk deactivates once you are fully healed by any means.

    Better Together: While repairing a generator, the aura of all survivors are revealed to you, and your aura is revealed to all survivors.

    Visionary: The auras of all generators are revealed to you for the entire trial. If the killer or survivors come within 16 meters of a repaired generator or a generator with at least 50 percent progress, their aura is revealed to you.

    I think Dance with me is alright as it is.

    As for circle of healing, this is kind of a huge buff and gives you and incentive to put the totem to a well hidden spot, I guess it also gets countered by the huge cooldown, but then again you could just bring it more than once and there keep the effect and waste much of the killers time if he has to go back to some god forsaken corner... But at least it isnt't the worst idea I have heard yet...

  • @surv43 said:

    I propose to improve the quality of the match by improving the accuracy of the selection of opponents.

    I suggest keeping separate calculations of the MMR rank for playing solo and in a group. Prioritize the selection of the enemy towards the maniac, select four survivors from the sum of their MMR rank, taking into account the option of MMR rank, depending on whether they are in a group in a given match or not. For example, two in a group and two alone.

    Assuming that there may be questions about the timing of the selection of a maniac with a very strong or very weak team of survivors, this scenario is easier to set up than the current asymmetrical situation with what is happening in the match.

    Without going into details, introducing this change (if the developers want to give the survivors a chance to open the gate) will give the game more positive feedback, increase online players and the much-loved sale of skins that our developers love so much.

    The mmr system already does not work properly and needed to have a soft cap for mmr so players with really high mmr, for example streamers or comp players with thousands of hours, are actually able to find games. When the mmr was more strict dowsey had to wait for a game on twins for like 90 mins or something absurd like that. The issue is the system cannot really find appropriate players in a reasonable amount of time in its strict version, so they watered it down with a soft cap and even lowered that mmr softcap so you have queue time of x min maximum, they did a survey on what would be the optimal queue time and I think they somewhat went with what the majority voted on that. This leads to matches that are really unbalanced, the system however is rather good at knowing the outcome beforehand, so it will tell you x will win because mmr is 1800 over y whose mmr is 1600, however it is unable to find a better match, so it will put those two together for most likely somewhat of a stomp.

    If we take all that into account having different mmr really does not matter, the issue that the mmr is not strict at all results in matches being unbalanced a lot of the time, the soft cap is too easy to reach and then you can get matched with basically everyone. So for example if you have 1600 solo and 2200 with your 4 man squad it does not matter because you will get matched with everyone from like 1500 mmr up to 3k or whatever, because of the soft cap.

    And then we have another problem, is your group mmr different depending on who you play with or is group mmr dependant on how many mates you have in your stack? Because for example in a two man stack I don't think the escape rates are that far apart, and having distinct mmrs for yourself playing with specific players sounds like a ridiculous amount of effort, for basically no gain in the end, because like I said before, the MMR does not really matter, because the matchmaking is not strict enough.

  • @surv43 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546143#Comment_3546143

    You think that the balance in the match is such that the survivors are not able to survive more than a couple of minutes.

    I offer a variety of mechanics in the match, you offer nothing and want the game to simply close due to the lack of variety.

    And who wishes the best for this project?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548339#Comment_3548339

    There are people like you who do nothing but hinder the development of the project, and there are those who propose changes to the game for which they receive a permanent ban so as not to change the opinions of people like you.

    The best thing you can do is leave the forum so as not to prevent it from changing.

    The vast majority of people find your idea terrible, apparently, besides the point where slugging is no fun and you would just slowly bleed out because the killer literally cannot hook you, this would probably shift the meta as well into a more slug heavy playstyle, because you literally cannot hook people...

    How would you know if I offer any different solution? That's not what this whole topic is about, I can sure think of some things to bring more variety, but so do many other people, but BHVR is apparently not interested in those ideas.

  • @surv43 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546146#Comment_3546146

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548627#Comment_3548627

    In your understanding, no one is interested in raising the rank of a survivor, gaining the activity points of a survivor, but only finding a hatch at the end of the match and losing the rank of a survivor at the end.

    That’s why you write that someone will hide and wait for the end of the match for fun.

    Do you think at least a little before writing nonsense?

    That is literally what people sometimes do, just hiding and doing nothing for the objective but waiting for hatch, they don't care for grades or for bloodpoints, but just for the escape.

    Also lucky you if you have not encountered stuff like that, but maybe don't be impolite about it, just be you are lucky enough not encounter people that play like this.

    Also my point was more that they would be able to escape without doing much all game long, not that they would necessarily literally not do anything but hide in a locker for 10 minutes, maybe if you thought about it this way instead of insulting people you would have realised that.

  • @iey120813 said:

    I very hate nurse. It is boring from survivors. She should get an nerf again or delete it. We can't win any round. Please nerf it or delete it.

    Nurse is fine, and I find her one of the most fun killers to against, because you can basically try everything you can think of to her off and make her miss blinks or loose you entirely, it is great. You just need to put some into learning what to do about her, what helped me most was playing her for a while and then looking at all those things that threw me off and used them against the nurse, it is fantastic gameplay :)

  • @brewingtea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585840#Comment_3585840

    This is from back when they still did "rank resets" so it is worthless.

    Also, not sure what "run away" means?

    Also the date is more accurate the closer you are to rank reset, because otherwise you would have only people in high ranks that play a lot in a short time. You would be right if matchmaking was working properly and putting together people of equal skill, but it does not.

  • @brewingtea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585840#Comment_3585840

    This is from back when they still did "rank resets" so it is worthless.

    Also, not sure what "run away" means?

    I would not say it is worthless, since MMR really does not work any better than the old ranks, also even then if everything was unbalanced you would still see a higher escape rate with more people in one group right? So why exactly did we not see it back then?

  • @surv43 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585672#Comment_3585672

    give me a source, I have never come across such sources.

    If you give the example of streamers’ games, divide the survival rate several times because there may be a lot of options why it survives like that, including cooperation with the company and tweaking the selection of players, as well as fans who prefer to concede victory to the player.

    The only way is to collect information from several sources or directly trust the developers if they provide such information.

    Since each player and account is different, some will have a better team than others and the player may play differently from other players in comparison.

    That is, we can only rely on surveys, collecting statistics from, for example, several streamers or information from developers.

    @Peanits said:

    Earlier this week, we asked you what statistics you would like to see. Since then, we have collected data on some of the most popular requests and designed some fancy graphics for them. There are a few things to note:

    • This data does not include the recent PTB.
    • Data involving rank was collected shortly before a rank reset (April 1st to April 7th).
    • These are very general statistics, so use caution before drawing any conclusions.

    https://us.v-cdn.net/6030815/uploads/719/CPIDC1XE8JBT.jpg

    Average Party Size

    This is the overall average, between all ranks and platforms, of how many other Survivors players are queuing up with. More than half of the total Survivors are playing solo, while only 3-6% are playing in a full Survive With Friends group. This is based on the group size out of the total number of matches.

    https://us.v-cdn.net/6030815/uploads/771/II0BH5BS6HP0.jpg

    Party Size Survival Rate

    This is the average chance of Survival per Survivor depending on the size of the Survive With Friends group they are playing in. This is an average between all ranks on all platforms.

    https://us.v-cdn.net/6030815/uploads/270/X1L1JQEBEOMA.jpg

    Survival Rate by Rank

    This graph shows the average rate of survival per Survivor at any given rank, per platform. Please note: The data collected is using your rank after the match, so players who depipped from rank 1 down to rank 2 would appear as rank 2 for our purposes. This is likely the reason why you'll notice a large gap between the survival rate of rank 1 and rank 2: Players who survived were more likely to pip and maintain their rank, while those who died were more likely to depip and lose their rank.

    This data was also collected between April 1st and April 7th, after the pipping thresholds were originally changed but before they were later tweaked to be more forgiving for Survivors. Because of that, the statistics at this rank are from a small sample size consisting solely of the best players that could maintain rank 1 with the strict pipping conditions.

    https://us.v-cdn.net/6030815/uploads/198/WJGATDU9GIYC.jpg

    Average Game Length

    This graph shows the average game length at any given rank for each platform. This is the time from the start of the match until the final Survivor either escapes or is sacrificed.

    https://us.v-cdn.net/6030815/uploads/103/8BOLFYNH0D9I.jpg

    Most Popular Killer by Rank

    This chart shows which Killer is the most popular depending on rank, per platform. For example, on PC from rank 1-4, nurse is the most popular Killer, while Hillbilly tends to be more popular from rank 5-12. The highest overall usage for any Killer at a given rank is the Nurse at rank 1, coming in at 22.39%.

    https://us.v-cdn.net/6030815/uploads/398/4A494UUNC0WZ.jpg

    Highest and Lowest Kill Rates

    This chart shows the deadliest (yellow) and least deadly (red) Killers per platform. These stats are an average for all ranks. Since there are four Survivors, a 50% kill rate equates to two Survivors escaping and two Survivors dying.

    https://us.v-cdn.net/6030815/uploads/928/2YVQMEWUS0KN.jpg

    Most Used Perks (Survivor)

    This chart shows the most popular Survivor perks based on rank ranges between all platforms. We decided not to display ranks 13-20 as they tend to be more random (newer, lower ranked players tend to use whichever perks they have rather than picking what they want specifically). The numbers displayed are the percentage that perk is used of all perks used at that rank.

    https://us.v-cdn.net/6030815/uploads/781/T8VE1J9V3G07.jpg

    Most Used Perks (Killer)

    This chart shows the most popular Killer perks based on rank ranges between all platforms. Like the Survivor perks above, we decided not to show ranks 13-20. The number displayed are a percentage of the total perks used at that rank range.

    Is there something that confuses you? Maybe you'd like to know a more precise number on one of these stats? I'll be doing a live Q&A in the official Dead by Daylight Discord server tomorrow at 2PM EST.

    If you are not in the Official Discord server, you can join here: https://discord.gg/549m9NT

    The Q&A will take place in the #game-discussion channel.

    Here is your source, official data from the devs, like I said 4 years old. I think this should be somewhat reliable, this poll however is not really ^^

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/397107/the-pigs-head-traps-should-pause-if-the-killer-is-still-following-you-in-stealth

    If she finally gets the buff she deserves, I would be fine with it.

    But as she gets shadow nerfed again and again, I don't see a reason to nerf her further. She is already at a pretty bad spot.

    It kind of feels like the dash of Chucky is what pigs dash should be like, and yeah sure head traps should only be game delay anyway, I don't think a gameplay element that does not allow you to show skill is supposed to be the main power... All you do with the head traps is put them on or not, that's it.

  • @surv43 said:

    Poll on the topic: What is the survival rate in the game when you play solo (without a group) and run into the gate?

    Since the developers prefer to hide statistics for 5-7 years, ignoring requests from players, I will assume that the most accurate possible option is only possible through a poll on this forum.

    Please don’t spoil the statistics with your opinion, I think that if you really don’t play alone as survivors, we have no other ways to collect statistics.

    We have data on that though... It is not 5-7 years old but a bit more than 4 years.. The escape rate used to be 42-46% percent.. Solo q being 42 and full 4 man swf was 46 I think? So since this thing is not representative at all I don't think the result we get here has any value...

  • @LilyPad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585216#Comment_3585216

    And if the doors are not close?

    If you're going to put a modifier to make 8 stack stbfl camping weaker then I can do the same.

    If the survivor is hooked in basement or anywhere not close to a door it guarantees trading and eventually a free kill or more.

    The perk currently does not align with current perk design and will eventually receive a nerf. You can count on that.

    I don't think it needs any nerfs aside from an endgame nerf.

    Nope, that's where you wrong, if the doors are not close you made massive distance the killer cannot go back to hook, so you are now closer to the gate and can hopefully reset and go again....not go back in the sense of he cannot carry you back all the way before you wiggle. It is still not the same to an instant down, something can be done here, it is just not necessarily in 1 go if you are on the opposite side of the map.

  • @SandPeepee said:

    Why Wraith is so op? Like why he gets speed boost while running? All of the killers are mostly no skill why is that? Survivor is so much harder unlike killers. Killers require minium 80 iq to play meanwhile you have to have +20 iq to play against killers. Please is there any reason that this game has so idiotic balance?

    OK buddy, if you have any arguments or anything usefull to say then do otherwise this is quite the waste of time, btw. Wraith seriously? He is around average at best xD

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585353#Comment_3585353

    the problem with clown's blur is that it is useless vs good players because you can still see him. the bad clown player don't even hide their red glow so the fog does nothing because you can see red glow on the floor. purple fog is suppose emulate that flashlight blind effect and there used to be add-on that buffed blur effect but i believe it got nerfed/removed from clown's rework. I think it was garnish kit which is now that yellow bottle boost add-on which is a joke add-on due to yellow bottles being situational to use.

    I thought they removed it because the increased blur gave people motion sickness or something? I don't know I'm really not a fan of the blur effect, it is just super annoying to not see anything and it does not even make much more with his power like he would not be much worse without the effect, i m sure there is something else we could add instead of the blur, that does not involve decreasing vision or whatever...

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/397129/remove-clowns-bottle-visual-blur

    it serves to attempt counter survivors that camp safe pallets. you can sometimes mindgame weaker survivor into making a mistake into vaulting if you hide your red glow. Only works bad players but it does have purpose. Blur needs buffs, maybe make it work like that new hex perk that flashlight blinds you for 1.5 seconds.

    Nah, that basically leaves you not much of gameplay for that time during which the clown might just catch up to you if you do nothing and you could make it even worse by doing something while not seeing what you are doing... There should be counterplay to killers powers what are you gonna do when you are completely blind? Hope you are not stuck anywhere and just run or what?

  • @ays12151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585043#Comment_3585043

    Pressing Tokens is easy? Try to get constant 89 Bloodpoints for Chainsaw Sprint without addons. Try to get constant 111-112 Bloodpoints while using Award Winning Chili - then we can talk. And on higher level it does matter - even the smallest details.

    Why Bubba is one of the hardest Killer in this game?

    1) Press Tokens perfectly - it's not that easy like I said ^.

    2) You need to zone very well with a Chainsaw - use your Tokens very efficiently - do not use your Chainsaw from far away and break a Pallet with 3 Tokens, because you are useless for the next 10-20 seconds.

    3) You need to know your distance with Chainsaw - use it from far away and catch a Survivor before he reach Pallet/Window.

    4) How to outplay Lockers (we have 3 very interesting methods to outplay them, but I will not introuduce them in here)

    5) How to use your Chainsaw in Unhooking Scenarios - how to get 2 Downs instead of 1 - even with Sprint Burst.

    6) Knowledge about bad / invisible hitboxes.

    7) How to outplay some bad hitboxes with a Chainsaw

    8) Flicking - you need to get a Pallet Side - make sure Survivor doesn't chain the loop - rev your Chainsaw - activate Chainsaw Sweep and then flick 180 in a correct place on the loop, if you do it too late Survivor can drop a Pallet from other side - if you do it to early Survivor can do another circle and you only break the Pallet with 2-3 Tokens.

    9) Knowing how to outplay most structures with a Chainsaw and more & more tricks with Bubba.

    Like I said - most of you don't know these. I don't think that average Bubba should know everything - but average Bubba should use his Chainsaw in more creativ way and feel the distance with a Chainsaw at least.

    I mean sure, there is some depth to it, but then again one of the hardest? Who would be harder than bubba then? Because the hitbox issue for example exists for Blight and Billy as well and Zoning as well as knowing distances of your power is something rather basic, sure you can master it but, I would still say there is a difference between playing properly and mastering the killer isn't there? To play the killer properly you don't need to perfectly hit the tokens, you just need to do it somewhat accurate.

  • @SimpleSage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584647#Comment_3584647

    I play Huntress exclusively and I can tell you Hawkins makes me want to jump out of a window. Rooms on Hawkins are too small, so while there are some spots that you can thread, mostly your just a 110 M1 killer because you can't get proper angles to throw a hatchet unless the survivor is running in a straight line in a long hallway. Lery's and RPD are tied for my favorite indoor maps, what both maps lack in clear hatchet lineups they make up with threading potential, and pulling off sneaky shots survivors aren't expecting is so much fun and not to mention powerful. Blocking LOS isn't just counter play for Huntress, you can use it against survivors as well. Lery's Midwich, and RPD all have Orbital potential on top of this, and let's face it most people don't remember they also need to look up against Huntress on outdoor maps, even less know they need to look up on indoor maps. RPD is the best for orbitals, all outside gens and hooks can be hit with an Orbital and depending on which wing you're on one or both exit gates can be as well.

    I guess long story short, indoor maps don't have to be game over. The best advice I can give is load up some custom matches on indoor maps and just throw hatchets at things. Is there a banister? Try throwing a hatchet through it. Window with boards or broken glass? Throw a hatchet. Hole in the wall? Weird gap in a loop? Hatchet. If you have a friend who will let you play target practice with them even better so you can take your time without the bots rushing you, and bonus if they have Huntress experience and know some of the shots on those maps.

    Well nothing new here, Hawkins is a horrible map ^^

  • @myersgoestochurch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585212#Comment_3585212

    So you admit stbfl can be the equivalent of an insta-down mechanic, thank you.

    No? Because against a myers in t3 there is no taking hits and what not, against stbfl you can still take hits and get the unhook... I already said above, the same post you were quoting that it can be done against stbfl but against insta down killers you will probably go down without getting the unhook?

    The point is against an insta down killer one person will go down guaranteed when unhooking, whereas against stbfl you can avoid that by taking hits, however in both cases you probably need more than a single survivor.

    Did you even read properly what I wrote or how did you jump to that conclusion that I would have said it is equivalent to insta down?

  • @surv43 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583832#Comment_3583832

    you must understand that any algorithm needs to be configured. but with the base MMR numbers changing greatly, it is very difficult to find a formula for recruiting opponents. I believe that I have found that error, the correction of which should give an accurate determination of the player’s MMR rank for each mode. if there are specific numbers, then you just need to set up the selection formula for all

    The system already works in the way that is able to properly call out the result of a match before it happened, it is quiete good at that according to the devs, the only issue is that it most of the time cannot find good matches... So how exactly would you get rid of the error without having more players in the game? Because that is the main issue, you don't have enough players of equal skill to get good matchmaking all across the board.

  • @myersgoestochurch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585049#Comment_3585049

    Yes I am talking about this perk, you're very perceptive. Give me a "really good" survivor build that consists in at least 2 perks released this year.

    Who cares when they got released? Just because not every perk is meta does not mean it is all terrible stuff. Also why would you need 2 perks? They can still have great synergies with other stuff just not with each other?

    Also for the in this year I'm going to take the last 4 chapters, so SM, Singularity, Xenomorph and Knight. And out of the perks we got there for survivors you can go for a build with Backgroundplayer for Flashlight saves, the perk is really strong with the 200% ms buff.

    You can use Cut Loose together with Quick and Quiet to get some good value in chases, with vaulting silent two times in a row.

    You can use Plot Twist together power struggle and others to go down under pallets and make it basically impossible to be picked up, and by itself the perk is also quiet nice.

    Fogwise together with Stake out and Hyper Focus is a nice combination to get info while slamming gens. Potential energy is alright for 3 gens, same with deja vu, but it is not a super strong perk I would say.

    Made for this was completely busted and probably one of if not the strongest perk in the game, you can slap it on everything and the build is good.

    So we have like 5-6 good or at least I would consider them pretty decent, perk in the last 12 months. I don't really see why they would need to have synergy with other perks that came out in the same time? So why exactly should that be a condition for those perks being good/alright?

  • @myersgoestochurch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585117#Comment_3585117

    You mean free kills? Because this is what you're talking about: free kills :)

    Sometimes you get bad games and get stomped, that's how it works :)

    I mean it is not free, you still need to down them again without their team tanking hits and what not... So you maybe wanna be a bit more specific here, your claim is rather one sided...

  • @LilyPad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584317#Comment_3584317

    So why are DS and OTR disabled end game? 8 stacks STBFL guarantees a kill if a survivor is hooked via facecamping even if the obsession takes the down.

    Huntress and Bubba facecamping is also a problem. Doesn't mean STBFL isn't.

    Much like DeadLock the perks are fine outside of camping and quickly become unhealthy when the killer facecamps.

    Because those two perks basically guarantee a free escape if they are active at the point, and 8 stacks can still be outplayed if the doors are close and you can take hits, sure it is not easy to do, but it is possible most of the time. And you need to get to 8 stacks first, whereas the only thing you need to do for the other ones is get hooked and have the perk and unhooked again.

  • @myersgoestochurch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585046#Comment_3585046

    Yes you should, which is why they removed hook grabs. You need to catch up. Unhooks by solo survs with a camping killers will always end up being a trade anyway, so what are you complaining about?

    You're not supposed to get a kill every game, sometimes you just have to take the piss and move on.

    They removed hook grabs because the mini game was stupid and because of ping and what not the whole thing was inconsistent af.

    Just think of insta down killers, if you try to unhook against them you will more often than not not even get the 1 for 1 trade.

    Also I did not complain at all about stbfl at hooks, I just said you might need more than one player to take hits so you can unhook without going down before even managing to unhook.

  • @Seraphor said:

    You realise it would be faster for her to down and hook you right? This is just tunneling in a different form, no more effective than any other killer doing the same, less so in fact.

    Any Pig doing this is shooting themselves in the foot, as they're wasting their own slowdown by pursuing the only survivor who can't do gens.

    But then again you can win a chase, you cannot win this situation, even if you outlooped her you're still unable to get rid of the beartrap. Sure it is not efficient or anything for her, but it is still annoying on the receiving end.

  • @myersgoestochurch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584919#Comment_3584919

    "Hey don't worry, there are still so many valid and fun perks to use like uhm....these 5 yo perks everyone uses already"

    Meanwhile, killers only need to hit a gen/open a locker to get free aura reading.

    So you are talking about dredge perk? Because UW doesn't give aura reading...

    As for the perks there are probably around 20-25 that can be considered really good perks, sure some of them are newer, but it is not like they are all bad.

  • @myersgoestochurch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584644#Comment_3584644

    You literally can't unhook someone if the killer is camping with a few stbfl stacks.

    You cannot solo unhook, but then again you are not necessarily supposed to get a solo unhook every time, sometimes you need your team to take hits.

  • @ays12151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584385#Comment_3584385

    I main Bubba since 2019 and I agree with the statement that 99% Bubba Players just don't know how to use their power properly.

    Bubba is one of the hardest Killer at current Dead By Daylight, because his Power at average skill level (99% of Bubba players) is good only against Low Tier Survivors players. I'm pretty sure that 99% of Dead By Daylight Killer Players can not press his Tokens at decent level. Players don't know how to outplay loops with a Chainsaw, players don't know how to avoid some Tantrum, they don't know how to play at Unhooking Scenarios, they don't know how to outplay Lockers & more & more... - Bubba's Advanced Playstyle should be more popular - especially at current Dead By Daylight.

    We received Two Showcases about Bubba

    1) Two years ago with Mathis playing against Hens, Eventic & KL.

    2) 4 Months Ago with me playing against Elysium (Top1-2-3 Team Im not sure at this moment) at "Comp Survs Vs Pub Killers" Showcase.

    We have showed how Bubba can outplay loops - even against best Survivors in the game. It's very far away from Pub Matches. Like we can not compare this even in 1%. Now we can think what strong Bubba can do in Pubs - don't get me wrong - Bubba is strong, but he requires high level of skill & knowledge. He only needs 2-3-4% Speed Buff during his Chainsaw Sweep, because without Beast's Marks addon he loses his potential to outplay loops efficiently.

    And why I mentioned Facecamping Bubbas at the start? I wanted to prepare myself to agruments like "Buuuu, he can camp efficiently, you can not rescue against him - bla bla bla" - like typical noobs comments.

    There is still a difference between being bad at Bubba and not knowing how to properly play the killer, sure just with basically every killer only a small amount of people know how to play them properly, but there are still different stages: bad mediocre decent good great whatever you want to call them, so no I don't think either statement is true, 80% of Bubbas are not bad and probably more than 1% know how to play him properly.

    Besides that I don't think Bubba is one of the hardest killers in the game, if you give me some arguments maybe he could be in the top 15 or top 10 but not even close to the top.

    I think pressing the button for the tokens at the correct time is for example super easy if you practise it for a few minutes you should not have any problems with it, unless you run addons/no addons to mess with the duration of the sweep.

    As for facecamping, you do realise though that during the PTB they had to give Bubba a window for his power so he could not hit the unhooked survivor twice during his sweep, so given that I don't think it is fair to say that it is a noob comment, sure you might be able to get an unhook if you are willing to go down for it, but it doesn't guarantee that the guy you just unhooked doesn't go down seconds later after BT runs out.

  • @KILL3RStoney said:

    firstly I like to start I’ve always loved DBD from the very beginning, near enough when it first came out. It’s been a blast to see so many new Killers and survivors come out during my journey deeper into the fog. Unfortunately now, I don’t see much point playing survivor anymore. Not only do my games involve unfair killers, but knowing that the majority of perks that were commonly used are now nerfed excessively. I feel that the developers only care about the killers, not the survivors. Don’t get me wrong. I do play both killer and survivor. After all, 100% more blood points on either category. It’s a shame that I don’t enjoy survivor anymore

    How are the perks that were most commonly used nerfed? Sprint Burst, Resilience, Unbreakable and BT for example are still there, which used to be a pretty common build, I would not say that survivor perks got gutted more than killer perks or anything in that direction and most old perks are still rather solid, they just get overshadowed by newer ones.

  • @myersgoestochurch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584385#Comment_3584385

    Okay? let's just pretend the 80% of bubba players face camping at 5-4 gens were just our imagination working overtime then.

    So first you go with an absolute and then you relativate it to 80%, also I would really like to have your data on that :) Because this just sounds all made up.

  • @myersgoestochurch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584376#Comment_3584376

    I have a simple question: does huntress have a crosshair in vanilla?

    She doesn't, therefore you're giving yourself an advantage that shouldn't be in the game, simple as that.

    What Monitor is included in the game? Are there now limitations for hardware? Can I still use a mouse that change dpi with a button? Even though it might give me an advantage when flicking?

    Also you did not once make a point that huntress should not have a build in crosshair... Your argument has only been it is not in the game so she should not have it, so my question is why not? It is accessable to every platform, everyone can tape the middle of their screen with soemthing, you don't need any software that might get you banned and what not.

  • @LilyPad said:

    It should be disabled in end-game. Makes facecamping pretty much uncounterable even if the obsession takes two hits.

    Also one day I hope people realize M1 killers can be unfun to play against and usually play in worse ways than the A tiers.

    You will only get to higher stack numbers at the later stages of the game and endgame, that would rob it of its value, also the reason m1 killers play that way is because they are far weaker than the better ones, they don't have such a good power to 12 hook and what not...

  • @myersgoestochurch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584104#Comment_3584104

    This all sounds like a skill issue to me. He's fine, he doesn't need that. Besides, players who pick him are bad at the game anyway so let's not hand hold them even more.

    Players who pick Bubba are bad at the game? What is this ridiculous claim xD There are some great Bubbas when we look at the one playing in the Bubba vs Billy Show Matches Otzdarva did...

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