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Archol123

Archol123

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Archol123
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  • @fake said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250025#Comment_3250025

    Is that so? I don't think so.

    I wrote that the penalty for a failed blink attack should remain as it is now.

    I wrote that the recharge for a successful blink attack should be longer. The dizzy time should remain as it is now and the recharge should start when the dizzy ends.

    Why should the recharge for a successful blink attack be longer? My thoughts are the opposite of yours. I believe that we should give the survivor more possibilities to buy time.

    You believe that the penalty for a failed nurse blink is too great. While that may be true, it should be reasonable in relation to the ability of Blink itself to ignore all pallets, windows, and walls. And currently, the recharge is so fast that you can challenge the blink instantly in succession, regardless of whether the blink attack succeeds or fails.

    Yes, the nurse is slow. As an alternative, it is given the strongest ability in DbD. The nurse's way of playing is to hit the blink attack without missing.

    If the nurse is slower than the survivor, and you are 7~8 meters away, do a blink instead of just walking.

    I don't necessarily think the penalty is too great, I think it is in an ok spot but can be rough sometimes... Changing her basekit in that way will just make her more addon dependant... The 7-8 m thing is more like the distance until you get in blink range than the actual distance to the survivor...

    About the change to the blink attack penalty... So we are on the same page here that the blink attack means swinging and either hitting the survivor or missing, right?

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250393#Comment_3250393

    If its taking you 30-40 seconds to catch up to a Survivor as Nurse.. I'm sorry but you're doing something wrong

    You gain roughly 20cm/s on the survivor when he is running in a straight line... during 30 seconds that would add up to 6 m of distance... So no, I don't think you're doing something wrong... But you seem to overestimate the distance you gain with the whole blinking process and fatigue afterwards...

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249384#Comment_3249384

    thats completely throwing out the window the fact that she doesn't give a damn about the terrain for movement

    Yes it does, but then again you can just run in a straight line and it is not much of an advantage anymore... Basically any map gives you a corridor to just walk along from one side of the map to the other side... And it takes ages to catch up... You basically only start looping as soon as you're in range of her blink... Unless you just want to go stealth before she can even reach you... Besides RPD I cannot think of a map where this is not a thing you can do... at that point you don't even need to care about line of sight blockers... As she is gonna take 30-40 seconds anyway just to catch up... Even the game basically gives you somewhat of a more or less straight corridor to run from one side to the other...

  • @Evil_one said:

    Most survivors dc because they don't want to go up against specific killers so give them a chance to dodge the lobby before the round starts! Put a picture of the killer you have to face somewhere on the lobby screen and they can decide to play or dodge the lobby , just like killers if they see 4 flashlights most of them dodge . I think this would prevent a lot of dc's . Games where survivors dc in the beginning of the round are no fun and just punish the other 3 survivors!

    But then again it may be used to just jump to a build that hard counters that killer... imagine hag vs 4 flashlights, doctor vs people with calm spirit... and so on...

  • @Krazzik said:

    At top level Bubba is below Billy and is infact in the bottom three killers in the game.

    No he is not dude... Even then he is still above Billy is way harder to pull off and mistakes get punished even top players make mistakes... When Otzdarva made the showcase match between a great billy and a great bubba it became very clear how easiert much more straight forward bubba is without being weaker... (Video got linked before already)


    Also bottom 3? Are you joking... He is an insta down killer that just melts pallets... Which 2 killers do you think are below him in that scenario? I mean sure he is not S and probably not even A tier... But is somewhere on the better half in B tier probably...


    @NoOneKnowsNova said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249725#Comment_3249725

    My guy thinks two matches from ages ago seriously decides which killer is better than the other lmao

    It is not about the match itself... It is more about what you can do with the killer that is shown in the video... And while Billy has to to outplay you while the player basically always can do something against a curve (e.g. going wide or looping tight) Bubba can just follow you and not have to deal with that problem while he can cover a large distance with his addons... Also ages ago? It was like one year and basically nothing changed with those two killers... So what does it even matter that it wasn't yesterday?

  • @jmwjmw27 said:

    If it were up to me, I'd just remove her recharge add-ons and make her lose her power's tokens when stunned. Nurse without recharge and range is still extremely strong but not without counterplay, and you can actually gain distance against her.

    I would not entirely remove them, but make them weaker, since she kind of struggles against just holding w without those addons... And I think she would probably loose her Nr. 1 Killer spot against (at least) MDR Spirit without those addons and Blight with strong addons as well... I think we could remove one one the range addon and give her one with 25% as a purple or 15% as a green, but not both... And then do the same with recharge... Give her 15 % as green and maybe 10/8 % as a yellow and then come up with other ideas for her addons... There is one purple that when you press a button after blinking brings you back to your original spot... I would like some more addons like that... Those who don't just increase or decrease numbers but actually do give you something else...

  • @BlueHorkew said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249455#Comment_3249455

    Well, others killers give you way more time to not have to deal with their powers while also not going through walls. Blight is 10 seconds and wesker is 12 seconds, while nurse is 6. Also the recharge add-ons turn that number into 4. So yeah, i think the power has too much up-time. I dont mind the distance you get from her missing. I mind the fact that she can use her power all the time tho.

    Again i know she needs to use it for movement because she is 3.85. But things could tweaked while keeping her identity.

    Blight has 10 seconds for all his 5 tokens... You probably won't use all tokens all the time...


    @fake said:

    Opinions on the nerf regarding nurses vary, but it is certainly a good thing to focus on recharge.

    If a blink attack misses, you can still recharge quickly, but if it hits, you can recharge after the dizziness ends. I don't think giving the survivor a chance to buy time is a bad idea.

    If Nurse misses an attack after the blink it adds an additional second to her fatigue... I think you can already gain quite a lot of distance during that time, especially when prolonged by the blink attack penalty... I do think her penalty for missing a blink is quite hard already when we compare it to other killers and how much distance they will still gain on you without their ability... Nurse however looses distance when she cannot blink... The survivor can buy time all the time... that's the whole point of her counterplay... Like said before If you miss a blink by like 6-7m and the survivor just runs in a straight line away from you.. You move barely above 4.2m/s on average... How long do you want it to take to catch up? Other killers are not punished as much for missing their power... They can still catch up even without it and even get a hit if they mindgame properly... Nurse cannot and therefore I think it is rather fair what her basekit provides...

  • @BlueHorkew said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249384#Comment_3249384

    So, using your values i believe that right now, she travels basically at 4,2325 m/s now live.

    So if you make the recharge happen after the fatigue, but make her faster while charging blink or in the chain window or in fatigue, so she keeps the same distance but give survivors more time without her being able to teleport.

    It would also help against the snowball potencial of nurse as she wouldn't be able to chain hits through an entire team so quickly.

    Another side note... I just had a funny thought about changing her movespeed in the chainblink window... So she basically missed her blink and is not in hit range, but is so fast she can catch up in those 1.5 seconds and just hit you anyway... That would be really ridiculous and unfun... But a funny thing to imagine ^^

  • @BlueHorkew said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249446#Comment_3249446

    I think her power has to much up time.

    I don't play nurse, so i am not the most qualified whatsoever. But i think that the amount of snowball she can do because of her power, that is the strongest in the game, while basically not having cooldown.

    But again nurse is a really hard killer to discuss.

    I was thinking of speed him up her charging blink and fatigue movement speed, not the base speed

    But thanks for the comment and information, i really didn't think about those issues.

    The strongest power in the game is widely considered to be Oni's Demon Form... But I would also agree that nurse is one of the strongest.

    I started playing Nurse at the beginning of the year for a few months quite consistantly almost always playing without addons and I can tell you it is so rough... I'm still not a good Nurse and would rather consider myself on the lower half of the scale... Missing a blink completely makes you basically abandon the chase as you will take forever to catch up again also when survivors are rather far away from you they can quite easily loose you by walking and taking cover... You just don't have the time to look for them for long... Recharge and Fatigue Addons make it a whole lot easier and missing the blink not that punishing...

    I generally think you should earn the distance and downtime from nurse... When you juke her and she misses her blink by a lot you basically won... she will take like 30-40 seconds to catch up again especially when you manage to loose line of sight after that... And by catching up I mean being in range to possibly hit the blink again... Basekit Nurse is completely fine in my opinion... The range addons are problematic however since getting distance after loosing line of sight is the main counterplay and those addons make that basically impossible... But then again I don't play with range addons, since I don't want them to mess with my muscle memory...

    When we consider a nerf for nurse I would either tune down some of her addons and maybe make it so exposed perks don't work on her... On a sidenote here... (an egoistic one to be honest) I would be fine with the Blinks are special attacks thing... But I really don't want to change my build from Sloppy and Jolt... I don't think those perks are on the top but they allow me to just chase and not kick gens... Which is the fun part about the game... And those two not working anymore would basically force me to run other stuff... Plaything Pentimento or sth. else... Don't know yet... But since exposed is the main issue on Nurse I don't think we should get rid of the possibility of those rahter less oppressive perks on nurse...

  • What I don't understand about what you just said is... You want to give survivors more time... But without them gaining more distance... is that correct? So what would more time even do for them? Going back to my example from before... You have 4.5 seconds until she can beginn to charge her blink again... max charging blink takes another 1.5 seconds... so we are at 6 seconds now... If you didn't find a line of sight blocker within the 24 m of distance ... What would you say is an adaquate time for survivors? 7 ? 8 ? 9? Just roughly... To be honest I think 5-6 seconds is a lot of time in this game...

  • There was a showmatch between a comp team and I think also a comp Killer player playing Wesker... And even at that level the Wesker performed quite good... So I really wouldn't go as far as calling his antiloop weak... He can basically guarantee a hit at shack as well as the long wall and short wall jungle gyms, but cannot really use his power on rather round loops like the ones on ormond... I would say he is quite a good killer.

  • The issue is during her fatigue + recharge alone you will get away at least 15m as survivors from the destination of her blink, when we imagine her blinking right on top of you but not hitting... Changing her movementspeed while holding the blink or during fatigue does not seem adaquate... During fatigue you're not supposed to know exactly where the survivors go... So you generally don't move that much anyway and just try to hear where the are running to... And I really don't like the idea of changing her ms while holding the blink... It is decreased by less than 1m/s compared to her base ms... Buffing that might lead people to just hold the blink more often while looking out for someone instead of only charging it when you have an idea of where people are... I just thought about buffing her ms while blink is recharging... But that should not get higher than 4.0 m/s... makes no sense on the lore side things and and negates her downside... Only applying that buff after double blink also makes no sense as the 2nd blink is not used to gain distance but only to get the hit :/

    I mean you already have 4.5 seconds to get away from her at least... Even more if she double blinked... I think that is enough downtime... I really do think her base stats are in a good spot. It is already punishing to miss a blink as it takes her ages to catch up.

  • 2 seconds of holding the blink while going 2.89m/s ; 1.5 seconds of travelling 13.33 m/s ; 1.5 seconds of chain blink window 1.54m/s 2 seconds of fatigue 0.96m/s and then 3 seconds of normal movementspeed so 3.85m/s (to recharge her blink)

    so the whole process takes like 10 seconds and you travel a total of 41,56m Which would be less than 4.2m/s... Congrats Nurse is now slower than Myers in t1... I hope that answers your question...

    Nurse already is not that much faster than the survivor... By giving her an additional 3 seconds instead of just 1 second extra looses her a lot of distance...

  • In short: She would probably not be able to gain distance on the survivor anymore if you change her base numbers too much... But give me a few minutes I'll do the math for you...


  • @Xernoton said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248759#Comment_3248759

    I would need to show you what I mean via video. Unfortunately I'm not able record myself right now. Its not quite back revving but going for the chainsaw when the survivor has something of about 4-8m of distance. On many loops you simply cannot hit them because the charge time slows you down too much that they will make it around the next corner before you can reach them. With the Tuned Carburator this happens less. It is situational but it should not be underestimated.

    https://forum.deadbydaylight.com/en/discussion/comment/3248760#Comment_3248760

    Yeah, sorry. I was a bit unclear on that one. I meant the 4 (still standing) stone pillars with the pallet near shack. There are quite a few more loops with similar proportions in the game and I find the Tuned Carburator actually helps dealing with them.

    Maybe I overestimate the addon a bit. But I think it has it's uses especially on harder maps.

    I don't know, on these unsafe loops I mostly wouldn't even bother, just force the pallet drop and then use the saw i guess... But I would need to try it out... But then again on unsafe loops you should get the hit anyway most of the time...

  • @Xernoton said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248696#Comment_3248696

    Most survivors are completely uncurveable at such save loops as junge gyms, if you are not running engravings. They just have too much time to react. In that situation the Tuned Carburator will not help you.

    However some loops like the stone pillars on Temple of Purgation and several loops on Eyrie of Pain are mostly complicated to hit because the short wall to long wall ratio is horrible, forcing you to basically backreff. With the Tuned Carburatot that is a lot more manageable because the survivor simply can't get around the next corner fast enough.

    This addon is not going to help you, if you have to catch up to the survivor before you can go for your chainsaw, no argument there. But when a survivor is caught a bit out of position or you run a stealth build (which is surprisingly fun on Billy) it can help you immensely.

    Also what stone pillars on temple? Do mean the ones laying on the floor the long way? or those really unsafe ones with the pallet? Because I thought the ones laying the long way were curveable? But might be wrong there... Or do you mean the arch thing? that always spawns behind the main building or on the side? with the one pallet?

  • @Xernoton said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248696#Comment_3248696

    Most survivors are completely uncurveable at such save loops as junge gyms, if you are not running engravings. They just have too much time to react. In that situation the Tuned Carburator will not help you.

    However some loops like the stone pillars on Temple of Purgation and several loops on Eyrie of Pain are mostly complicated to hit because the short wall to long wall ratio is horrible, forcing you to basically backreff. With the Tuned Carburatot that is a lot more manageable because the survivor simply can't get around the next corner fast enough.

    This addon is not going to help you, if you have to catch up to the survivor before you can go for your chainsaw, no argument there. But when a survivor is caught a bit out of position or you run a stealth build (which is surprisingly fun on Billy) it can help you immensely.

    But then again... When the survivor is out of position you will get a down anyway... My problem with the addon is that it basically makes it a lot harder to come to a spot where you can effectively use your chainsaw... Because the survivor can loop you for much longer because of the lower movementspeed and get far more value out of every tile because of that...

    I don't really know about the tiles on eyrie but as soon as you have a tile with a pallet in it the survivor will just drop it early and then there is nothing you can do about it especially with the horrible collision on some tiles on the map... If I understand you correctly on the Eyrie example... You're basically saying backreving is easier on those tiles because of the shorter activation? (correct me if I'm wrong here...) Assuming that's what you are saying... during the additional half a second chainsaw charge the survivor gains 16cm... I don't really think that is that much to be honest... and again you would need to run around it for ages with the survivor not dropping the pallet and as a 4.4 killer.... I cannot see much value there to be honest... Unless you are really close to a pallet and that's why you cannot backrev... and even then you would have caught up faster when not using it... I'm sorry man but I just don't think it is worth it in any situation so far...

    I would not even go as far as to say back revving is easier with the addon... Let's say you use it to get close to a survivor and the survivor runs in a straight line away from you... It is a complete deadzone... You have a 3 second cooldown after the chainsaw so the survivor gains at least 12 meters...(we can ignore the movementspeed you have during the cooldown as it applies equally to with and without addons...) While being 4.4 m/s you gain 40 cm per second and therefore need 30 seconds to catch up... while you only need 20 seconds with no addons... This longer catchup time does not justify the shorter chainsaw charge... When you are at their back what does it even matter at that point how long your chainsaw takes? They gain barely any distance when backreving ... They would gain like 1.5m if it took you 5 seconds to charge... and even that would not matter...

    I cannot comment on the stealth build suggestion... But I always thought you would run either steering addons or his iridescent ones when you try making a stealth build? Why would you need this addon in the situation? Are you just walking next to them and then reving the saw? xD Because that sounds terrible my man xD

  • @Xernoton said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248370#Comment_3248370

    Engravings are way more versatile, no argument there. But the Tuned Carburator gives you a considerable advantage. Often enough you'll have to chase the survivor around a loop a few times before you actually get in range for a curve. With this addon your charge time is drastically reduced, which allows you to start reffing a lot later than usual, allowing the survivor to make less distance before the curve.

    It is true that Billy has pretty bad addons overall. Mother's Helpers are not very useful imo, maybe because I play around pallet stuns and break them with a 99ed chainsaw right after they got dropped. He has only 3 addons that are really good, some ok addons and a ton of addons that are way too situational to be useful.

    You are right, however, about 99ing the chainsaw. When you do that with this addon it really doesn't help. The point is to adapt in a way that allows you to go for insta saws and that is why like the addon. It simply incentivises players to play in a different way.

    But when you loop around the object you take far longer to catch up due to reduced movementspeed in addition to your already bigger hitbox which allows the survivor to loop tighter around the loop.... I don't really see this addon as an advantage in that situation... I'd need an example to make it clear what kind of loop your talking about... Because when we take a jungle gym the survivor can just get in some aditional loops as you're 4.4 and then drop the pallet... So... Need more information on that one...

  • If I made any calculation errors please let me know...

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248411#Comment_3248411

    You logic makes about as much sense as saying pallets are useless, because they buy you only 2-3s to break it. It does not matter that it increase looping time. That needs to be ignored....

    Same thing with carburator. If that 0.5s makes difference between hitting survivor at window or running to the wall, then it's stupid to count centemeter difference in absolute numbers. Not to mention that it gives you burst speed instead of slow catching up - which works especially well on unsafe loops.

    Going back to the beginning - it's not the addons fault you have no clue how to use it well.

    Dude first: Do you think a good survivor does not know you run that addon? They can tell the difference between 4.4 and 4.6 just by looking at you chasing them... So you will not catch them offguard with it... Then the increased looping time also means they will get some windows or pallets they usually would not get... When you cannot use the chainsaw for example... Which is a massive downside...

    2nd. The thing about the centimeter difference in absolute numbers is that it is the whole of it... if you get more distance on them without the addon that means you will rather hit them without it... How does it give you a burst speed? It is literally the same speed with or without the addon? Also unsafe loops are usually round shaped and you basically cannot use the saw on those loops unless you have engravings...

    It seems to me you don't understand how Billy works dude... But let me explain further... I'll give you an example at which distance the addon becomes worthless... There is a certain distance until the point at which you want to start using the chainsaw... Let's say this point is the same with or without the addon... As it is rather a distance to the survivor then a fixed point... Now we will calculate from which distance onwards the addon will not help but hinder you in the process...

    I did the math for the distances of 20 m and 25 m, I would assume that it is probably the distance you spend in a long wall jungle gym to run around it once after vaulting the window to the window again. So here we go:

    Normal Billy with no Addon:

    9.2m (while charging the saw (2,5sec) + 4.6m + 4.6m + 2.3m (half a second of normal ms) = 20.5 m = 5 seconds

    Billy with addon:

    7.36m (while charging the saw (2sec) + 4.4m + 4.4m +4.4m = 20.56 m = 5 seconds...

    So with this distance we see a very small difference of 6 cm extra you gain by using a purple addon...

    Now once again for 25 m we just add another second of the normal movement speed

    Billy with Addon:

    20.56m+4.4m = 24.96m = 6 seconds

    Billy with no Addons:

    20.5 + 4.6 =25.1m = 6 seconds

    Billy with no addons is now travelling an additional 14 cm compared to with the addon.

    So from somewhere inbetween those two distances not using the addon actually benefits you... Considering you will take way more distance to catch up to a survivor usually, since they also move so it is not a fixed distance anymore... The addon is really not benefitting you in a normal chase...

    I hope this makes it clear for you why this addon is just not good...

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248386#Comment_3248386

    For example when going for a different loop. When knowing you cat get to that T from LT because he would rev that chain for too long. For knowing you can make it in that long side of 4wall, because activating that chainsaw will take long enough. But if you are pre-reving all the time, then WHAT IS the benefit of the addon? So again. You are using it wrong and wonder why it has bad effect? Like taking scratch mirror and going for most open maps instead of lery's. You are using the addon wrong by what you said


    But is the distance you're loosing because you are 4.4m/s not bigger than the distance you gain because your chainsaw is faster? Let's do the math on it... Charging the chainsaw takes 2.5 seconds during which you move with 3.68 m/s... 20% off with the addon makes it 2 seconds... So you are basically 4.4-3.68= 0.72m/s for half a second faster... so you effectively gain 36cm... But then again you catch up 20cm/s slower over all because of the reduced base movementspeed... I mean... you are just taking a lot longer to gain the position to use the chainsaw... But a good survivor won't just walk down a narrow path where he cannot dodge left or right against billy... The situation you're describing is just mostly not a thing against good players... The same goes for the TL wall... Running it as a 4.4m/s killer is not that easy...

  • @TeabaggingGhostface said:

    Imo they could change it by making your chainsaw sprint speed a bit slower

    Basically bringing back a weaker version of old crack billy when combined with engravings... Could be fine I guess.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248370#Comment_3248370

    Sure. If you use the addon wrong, then don't expect good result. The addon is strong at surprise factor. If you rev chainsaw all the time, then how could the addon be good for you?

    Because usually you do not just get to back rev people all the time? What do you mean by using it wrong man xD If you get back rev'ed the addon really does not matter, you messed up at this point anyway and will probably go down... Especially when you're 4.4 m/s and need longer to catch up to people...

    I mean.. just what kind of gameplay are you assuming here? People just being in the open with no tiles around and you're right behind them and you just get them by surprise because they didn't start juking the back rev?? You will basically never get to just back rev survivors that know what they're doing ... Unless they're working on a gen in deadzone or something like that... What is this argument even xD

    The whole concept of billy is using your chainsaw all the time... for mobility for curving for everything... What the hell man :D:D

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248241#Comment_3248241

    When I play against Billy, I count on knowledge when his chainsaw will activate. I got instakilled quite a few times thanks to this addon. This works especially well for skilled billies that don't m1 often and use ability to move thru map a lot

    But billy players wont just activate it right away they will almost always feather it at a tile and position themselves in a way to force the survivor in a curvable spot so in those cases it really does not matter how long the charge time is... The really good billys don't even run that but use engravings... either both or doom engravings and lopro... So I can't really agree with that..

  • @Seraphor said:

    Iri Tombstone is 'fine'. In that it's fine for an ultra rare add on to provide a killer as limited as Myers with an effect like that. However pairing it with an add on that allows you to stalk more or faster is not 'fine'.

    Much like Iri Head Huntress was nerfed so that she couldn't increase her capacity above 1, Myers should also have the stipulation that running Judith's Tombstone means his minimum required stalking time never drops below a certain threshold, so it takes a minimum of say 3-4 gens or several hooks in order to acquire it.

    Syringe should get the BNP treatment. Over the next 16s, the survivor will passively gain 50% of a health state, and require a skill check or it fails. This means you need to recover 50% first, and then the survivor being healed has to complete the skill check to receive the additional 50%.

    I think since you get slowed down by iri tombstone and basically can only use it with the other iri addon it is fine as a meme combination... Nobody runs that one with increased stalking anway... Only the purple tombstone piece addon is the issue...

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248289#Comment_3248289

    I can see you are very passionate about this, since you felt the need to post it over and over and over again.

    Like I explained before, but you apparently don't read everything... I posted it once, wanted to edit it and then it said something about it needs to be approved... that was several hours ago... And then it never loaded... And now it got posted several times.. And since I apparently cannot delete a post for some idiotic reason it just stays I guess...

  • @Gandor said:

    I have seen meyers never getting T3. It included one of mirrors or killer DC. Very rarely with bad meyers and double iri. With piece? Never

    Exactly it's really not that hard to just look at people...

  • Why does it sometimes just not post what you intially wrote and tells you it needsto be checked first, just because you corrected a typo and then this happens where the post just gets spammed a dozen times...

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247125#Comment_3247125

    I have seen many games where Survivors get a 4E before the Myers can get to Tier 3. Your "literally impossible" claim is literally false.

    How can someone manage to be that bad? It takes like 5 seconds of stalking from a mid distance XD Or was it an indoor map and the pre run all the time with old spine chill? Because otherwhise that's just not happeneing... I've never seen that in my 2k hours... I mean infinite t3 and tombstone for sure... That takes ages... but normal t3 or tombstone piece no way in hell dude...

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247125#Comment_3247125

    I have seen many games where Survivors get a 4E before the Myers can get to Tier 3. Your "literally impossible" claim is literally false.

    How can someone manage to be that bad? i takes like 5 seconds of stalking from a mid distance XD Or was it an indoor map and the pre run all the time with old spine chill? Because otherwhise that's just not happeneing... I've never seen that in my 2k hours... I mean infinite t3 and tombstone for sure... That takes ages... but normal t3 or tombstone piece no way in hell dude...

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247125#Comment_3247125

    I have seen many games where Survivors get a 4E before the Myers can get to Tier 3. Your "literally impossible" claim is literally false.

    How can someone manage to be that bad? i takes like 5 seconds of stalking from a mid distance XD Or was it an indoor map and the pre run all the time with old spine chill? Because otherwhise that's just not happeneing... I've never seen that in my 2k hours... I mean infinite t3 and tombstone for sure... That takes ages... but normal t3 or tombstone piece no way in hell dude...

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247125#Comment_3247125

    I have seen many games where Survivors get a 4E before the Myers can get to Tier 3. Your "literally impossible" claim is literally false.

    How can someone manage to be that bad? i takes like 5 seconds of stalking from a mid distance XD Or was it an indoor map and the pre run all the time with old spine chill? Because otherwhise that's just not happeneing... I've never seen that in my 2k hours... I mean infinite t3 and tombstone for sure... That takes ages... but normal t3 or tombstone piece no way in hell dude...

  • Explain to me how you could manage to not get to t3 in a game... even with tombstone piece...

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248245#Comment_3248245

    No way are you getting to instakill mode in 10 seconds.

    I like how you ignored the point where I said "without addons" XD tombstone piece makes it 250% for the first time... so 12/15 seconds from t2 to t3... So like 17/20 in total... at least ... It's really not that much dude... You will get your t3 several times every match if you don't run addons... So you should get t3 with tombstone piece every match as well.

  • or 6 seconds, not entirely sure but still that's really that much time...

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247125#Comment_3247125

    I have seen many games where Survivors get a 4E before the Myers can get to Tier 3. Your "literally impossible" claim is literally false.

    It takes 5 seconds to tier up to t2 and 5 seconds to tier up to t3 without addons... How can you take the entire match and not be able to do that man?

  • @Xernoton said:

    Honestly, I would be fine with the downside if Billy's basekit was a bit stronger. The Tuned Carburator changes his play style and I actually enjoy using it occasionally because of that. Simply removing the downside of this addon would lower Billy's skillfloor drastically imo and I'm not sure that's a good idea. Its one of his best addons anyway so maybe BHVR should have a look at his other addons instead.

    I don't think it is even close to being one of his best addons... Most of them are really terrible besides mothers helpers the engravings there's really not that much ... I mean his iridescent ones are basically meme addons and the drift king addons as well... So what else does he have? The problem about the 4.4 is it takes him a lot longer to get to a position where he can curve the survivor... and even back reving it is terrible as you take longer to catch up... I don't really think it's a good addon... I'd be happy to be shown the value of it, but right now I just don't see it...

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247125#Comment_3247125

    I have seen many games where Survivors get a 4E before the Myers can get to Tier 3. Your "literally impossible" claim is literally false.

    How can someone manage to be that bad? i takes like 5 seconds of stalking from a mid distance XD Or was it an indoor map and the pre run all the time with old spine chill? Because otherwhise that's just not happeneing... I've never seen that in my 2k hours... I mean infinite t3 and tombstone for sure... That takes ages... but normal t3 or tombstone piece no way in hell dude...

  • @Okonar_ said:

    Honestly I don't mind getting tombstoned, is more like a meme build anyway, just don't take it serious and move on to next game. I do find syringes lame tho (too strong for little effort) so I never use them.

    I mean tombstone + perma t3 yes... Tombstone piece is not a meme though xD It's his strongest addon and can easily win you the game when you just turn it into a 3v1...

    I mean I generally don't mind if I lose a game either, but from a balance perspective that does not really get us anywhere..

  • I mean experience is all subjective and maybe it just does not align with everyone so maybe some people often get value out of it and I would assume experienced players can manage to get value out of the syringe most of the time, but then again as matchmaking is basically old red ranks you won't always get good survivors to go against and therefore often have people that don't know what they re doing... Both sides can be true but neither is guaranteed to show the real picture...

    There are for sure some unfun things that have to go as the hinder the gameplay in many forms for example facecamping as bubba, and others are somewhat reasonable to keep... I for example really like going against Nurse or Blight , especially Nurse... And I don't think hook beating or nodding is much of a problem at all, I think nodding makes some really fun situations ... Imagine for example a Wesker accidentally vaults a window in which he got baited by the survivor and the survivor just stands on the other side, or even upstairs of the building just nodding, thats funny as f man from both sides, I just love it when that happens ^^

    There are some good ways to adress tunneling for exampel we could remove collision of the survivor that got unhook for a certain amount of time... So he cannot abuse his bt to bodyblock and take a hit, but he is guaranteed to reach a safer area, maybe even give the killer a small buff or debuff respectively for tunneling or not tunneling... Let's say the killer does not hook the same person twice in a row so now his next gen kick gets a small bonus or sth? Or the other way around he is in fact tunneling then the hook timer just takes an additional x amount of seconds, so he cannot get the person out quickly... I think we could come up with many good solutions that would provide the killer with other things to do... Or give him a BBQ on the furthest away survivor after the hook so he has someone else to chase instead of aimlessly wandering around the map...

  • @TurboTOne said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247323#Comment_3247323

    Why not ? We have actually OP Killer like Blight and Nurse with Insane Addons aswell.

    Billy takes a lot of Skill aswell so he can have some good Addons too

    That was not really a critic by me :D Just noticing it, I'm fine with it as long as we don't bring back insta saw ^^


    @TurboTOne said:

    I just thought of another thing that Addons could change.

    The Movement Speed when revving your Chainsaw. That could be an Addon.

    Might be, but then again the slowdown should be substancial otherwise it would be quite supid...

  • So Doom Engraving and Mothers helpers just brings back old crack billy? Nice XD Make Billy great again xD

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3246882#Comment_3246882

    It's not random. You let him succ all the way to Tier 3. People are acting like this is the old Mori system.

    It is literally impossible to not get t3 as Myers... Maybe it will take some time because of line of sight blockers or distance, but eventually he will get it... Also without communication how would you know if he has sucked more than he usually needs to get his t3? It is a ridiculous addon and needs to get changed...

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/3246774#Comment_3246774

    Well, my experience is that neither survs against me nor I can pull midchase heals that often, feels more like every 5th time.

    And it IS a complete loss for you, at least I wouldn't define a 12 second mend compared to a lost chase + hook state as "not a loss". Or do you consider a successful DH as "not a loss" when you could have outplayed it instead?

    And while I kinda agree with Second Wind helping out in situations like that, I disagree with calling it "deserved". I think with the current meta (and age of the game) we should be over the point of blaming officially accepted strategies.

    Btw on another thread where I said that mid chase heals are more difficult, I got multiple responses that the problem is the free heal, allowing survviors to instantly hop on gens and save 16 seconds of healing time :P

    There are even rare sights of people pulling off a full heal during a chase and not just a syringe... I'm pretty sure using a syringe in chase is possible in most games against M1 killers...

    Like I said not a complete loss, of course it is bad... but at least you get something out of it...

    No we should not... We should never accept unfun things in games and always try to improve the game itself as well as the mentality while playing it... And one of the most boring things in the game is just getting tunneled off the hook, so no matter what behaviour thinks about it I would still say it is an issue... They even adressed it in some patches, just because it is not a reportable offense does not mean they themselves think it is a healthy game mechanic...

    Ok good for them, I still don't think that's the point but whatever grinds their gears I guess... Like I said before if it could only be used outside of chase it would still not be entirely fine but better than it is right now.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/3246552#Comment_3246552

    I said that already before, healing in chase causes you to stop, then it takes a second before the healing prompt appears and then you still need to start healing and press space which might take x milli seconds, and that buys time for the killer. a second of just standing is 4m of less distance the killer needs to cut, which is a lot. It is not that easy to heal midchase.

    And btw, you could bring this argument too for Second Wind, because if the killer returns to you after the unhook, you get healed midchase. Still haven't heard any killer complain about it. Same about styptics? You get the free hit instantly and all you need is a window to vault within 8 seconds to force the killer hit you. No complaints either

    Oftentimes you will have the time to do exactly that, as some tiles offer you the time to wait and look what the killer is doing. Usually the people use it either after dropping a pallet or when they loose line of sight in a tile. I think it is almost always possible to use a styptic mid chase without much trouble...

    When you come back to the hook and go for the same person again you kind of deserve to get hit by stuff like that... You have 10 seconds of BT with 110% ms in which you should not really get hit anyway unless the killer was right next to you during the unhook, and if he hits you during the bt time you'll just get rid of the deep wound... If people would complain that it is too hard to effectively tunnel people off of the hook they kind of deserved to be made fun of...

    Besides I find the styptic also annoying but at least I can somewhat ignore it... For once its duration does not get affected by anything and also even if you find a window in time the only reason you might want to hit the survivor in that case is because you think it might be a syringe... And even if i hit into it at least the survivor has to mend, so even if it works it is not a complete loss for me...

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/352225/how-would-you-buff-change-the-clown

    • 5 bottles basekit.
    • Automatically reloads all bottles when a survivor is hooked.
    • New mechanic: Jack in the boxes are spread around various parts of the map and slowly release a blue gas. This blue gas has the combined effect of the purple/pink and yellow. Hindering survivors and preventing any actions (healing, repair etc.), while giving the clown haste. This gas spreads continuously from the box, eventually covering the entire map. Survivors can go to a jack in the box and perform an action to destroy the box. After the box is destroyed it will respawn in another location after X seconds.
    • Do an addon pass to fix OP addons, and normalize all the bottles to always do the same thing. +-5% movement speed rather than having some increase the slow or speed etc.

    This basically makes his chasing power slightly better, by giving him a little extra in the bottles, and allows him to reload when hooking so he doesn't have to stop and reload constantly if he wins a chase. Reloading should be a punishment only. Additionally, he now has some map control with his power that requires survivors to do something other than repair gens. And if they don't, they eventually get punished for it similar to many other killers like onroyo/wesker/pinhead etc. that force survivors to do something other than gens.

    Good idea, but I'm not sure about the jack in the box thing... Generally speaking I also like that idea, but depending on how many of them there would be it could be a bit oppressive... (I mean imagine there were like 5-7 of those and you basically need to take care of every single one as they ultimately can cover the entire map on their own)... especially the part that prevents all actions because at some point the clow could potentially camp the jack in the box that has his 3 gen, and I would really hate that... So maybe just a noticeable penalty on those actions + maybe oblivious, exhausted or sth? So they could still play around it but it would make it really rough just like the other passive slowdown things where you should take care of them in time but if not it just makes things harder and not just impossible... I would also like it if the clown could basically teleport to one of those boxes with like a 3-5 sec teleportation time that cannot be canceled... Spreading those boxes similiar to sadakos tvs would be nice I think.

  • @DredgeyEdgey said:

    3 changes 1 fully charging a bottle allows the clown to drink the bottle by pressing ability 2 buton gaining the speed that normal yellow bottles have

    2 Clown now has stink bottles when thrown creates this green trail behind surivors ( kinda like the blught trail but green)

    That will disappear after 30s of moving around but if he hits them directly with it 3s after the survivor will stop to vomit

    3 clown carries 6 bottles that can be used any way he sees fit

    So he could use 6 slow bottles or 6 stink bottles or 3 slows and 3 speed drinks

    Giving clown 125% m/s seems terrible...Without the downside of survivors being able to also use the cloud and the rather short delay on it that seems really broken... Most tiles are designed around 115% m/s ... This makes them really unsafe but does not really add much strategy to it... As clown will be basically as fast as pre-buff wraith was while cloaked...

    I don't really understand what your second change is supposed to do? Is it basically a stun with a delay?

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/3246231#Comment_3246231

    Yeah but once a match it should normally work, and you don't have to get out of your way to force value. You just play the game and on average get 1 heal per game. Basically the same as a syringe with the potential to be twice as good. If the free heal is the problem, then Second Wind would be a game changer and heavily discussed. But in numbers it only saves you 16 seconds that you can spend on a gen instead, which would be the same like a toolbox that finishes a gen 16 seconds faster.

    I think the syringe hate is just "legacy" from what it used to be (which was definitely OP)

    That's a completely different thing... The reason why syringe is hated is because you can use it in chase, not because it saves you 16 seconds... When you're playing an M1 Killer against sb. with a syringe it can be really rough... So first of all you don't know if it is a syringe or a styptic, so for like the first 8 seconds you cannot hit him without the risk of it beeing a styptic, during that time with increased healing speed he can already be fully healed by the syringe, which makes it even more ridiculous and after that he only needs to last for like 8 seconds... Which is not too hard in some places of some maps...

    If you want to keep the addon in the game I would at least have it take more time to heal and not being able to be used while in chase or shortly after chase ended... Because that's why people really hate that addon...

  • @Marik1987 said:

    I dont think he needs major changes.

    Compared with Freddy, he has NO speed penalty while using his power (why is Freddy slowed down and Clown not, that doesnt make any sense. You get slowdowned by using a slowdown... AHA!).

    He has an One-Shot, extra-Bottles etc.

    I think he is in a good Spot. If I would do anything, the yellow bottle could increase his speed a bit more. Thats it.

    Clown used to get slowed down, but they removed it...

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3246231#Comment_3246231

    And what condition does alchemist ring have? Just a reminder - syringe is higher rarity then alch ring.

    On the other hand I agree it should be flat 16s heal

    Alc ring should also get changed dude XD The same goes for compound 33 ... all just stupidly op addons...

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