ClickyClicky
ClickyClicky
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“I hope you guys be ready for the tunneling, camping, slugging, moris and iri addons.”
So business as usual then.
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@OtakuFreak I agree it does suck when the killer is punished despite not tunneling, or not having the intention of tunneling but the survivor throws it in the killers face.
I do hope there’s a good compromise one day. I don’t think the “hook someone else deactivates it” is the answer for the reasons I mentioned but I do hope some compromise is found.
I can’t see this perk being changed for a long time though, if ever. It took them over 2 years to find a replacement they were happy with, I very much doubt anyone will be wanting to change it any time soon.
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@OtakuFreak said:
https://forum.deadbydaylight.com/en/discussion/comment/1012396#Comment_1012396
The survivor who went for the unhook clearly made a mistake here. If you're aware that the killer is camping, especially if it is a Bubba, why are you going for the unhook?
You made a mistake, or got outplayed by the killer - why should he be punished for something the survivor did wrong? Plus, BT does exist.. which would completely remove this situation from ever happening. (i.e the hooked would escape).
The example you gave can go the other way as well. You can ignore the survivor who was just unhooked, hook someone else and watch them come back 30-40 seconds later aggressively (only to be downed) and stun you with a perk that is supposedly ''anti-tunnel'' yet you never actually tunnelled them.
A lot of survivors try for the unhook because...
1) It feels crappy leaving someone on the hook to die. It’s not fair.
2) You take a big penalty to altruism if you leave someone on the hook. So survivors are kind of forced to unhook just to negate that penalty.
Its a lame playstyle and often used by people who can’t be bothered playing normally to either troll or get easy kills. Why shouldn’t they be hit with a DS? Its designed to punish players like that.
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She? Was it a Claudette by any chance?
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1) No. I’ll give an example...
Survivor is on hook. Killer is proxy camping or whatever. Second survivor goes for unhook before second stage. Hillbilly comes sprinting across, or Leatherface comes out of insidiuos, instadowns second survivor, hits down first, hooks fresh survivor, now first survivor goes back on hook again.
These kinds of situations happen. Killers with instadowns that camp could benefit greatly from this idea. Right now DS is the only way you can ensure you get out of the basement, since you can’t guarantee the other survivor will be running BT.
2) Partly agree. Survivors shouldn’t be cocky enough to go gen rush. At that point they aren’t being tunneled. Not sure if I agree about unhooks again due to campers but at the very least there should be a limit on how much they can do.
3) Undecided either way. Sometimes its exploited, other times the killers deserve it based on the way they play.
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How do you “vote up” a comment 50 times?
I swear they put this in on purpose. Theres no way a skillcheck just happens to pop up as you let go so often. I’m convinced the game is designed to have a 15% chance to blow the gen if you let go.
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The “most balanced killer” was just something that got parroted around and spread enough times that people started to assume it was true. I’ve certainly never thought that.
Billy was generally number 2 on most tier lists before Spirit with a minority putting him at 1.
For quite a while he was still number 2 and it was only in 2019 when the Spirit fad started that people began putting her above Billy consistently in tier lists, but again people tend to follow the trends they see online. I personally would have always put Billy above Spirit.
To say its a recent thing is not true. The Billy controversy has raged for a long time now across the dbd fanverse. If anything it was the Spirit hate that came out of nowhere because nobody had an issue with her until last summer deapite the fact she had been that way for half a year. Again people tend to parrot what they hear online. Although to be fair what probably triggered a lot of that was that Spirit got VERY popular and seeing the same killer game after game would tilt anyone.
I have a different take on Billy. It was only when I truly got good at the game that I started to feel like Billy was cheap BS. He felt cheap as survivor being able to cross the map back and forth in seconds, and as killer changing from killers like Clown, Pig and Trapper to a guy who could instadown one survivor, sprint across the entire map in 5 seconds and then instadown another before they had even unhooked the first guy....it felt like I was playing with hacks. Or at least an unlockable boss character like in a fighting game. Thats why I’e never enjoyed Hillbilly because he never felt rewarding in my opinion.
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Ruin was dull but boy did it feel far more fair than NOED.
Shame they nerfed Ruin and not NOED. I didn’t mind killers taking Ruin but some people would take both Ruin and NOED, on top tier killers too. At that point skill was being taken out of the equation.
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This is exactly why I'm not too bothered about it getting changed. I never had any luck with it and most of the time survivors would either spawn on the gen next to it, or it would be located in a jungle gym the survivor would run to in their first chase.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1012196#Comment_1012196
How could adrenaline be fixed?
Instaheal needs to go.
I don't like NOED or Adrenaline because they can drastically change the outcome of the game at the last moment. It's like the blue shell in Mario Kart and nobody likes that.
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@DeathBeam said:
Honestly I'm just going to face camp, use moris, tunnel, and slug as killer instead.
Profile pic fits 😅
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The idea about survivor doing a gen deactivating it early would be good. If you can do a gen then you aren't being tunneled. Most people off hook just want to heal and get away from the killer. This would stop it being used offensively.
Personally though if I could remove any survivor perk it would be sprint burst, dead hard or adrenaline.
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I agree that it is becoming problematic. If used for distance rather than evading then it essentially gives a survivor a free pallet/vault which can extend the chase for some time depending on location.
It's starting to feel quite unfair to play against as killer. When you catch a survivor out of position but DH gives them that short boost they need to make it to a safe pallet.
People complain about enduring/spirit fury but that requires 2 perks and you need to kick 2 pallets before it does anything. DH essentially does the same thing but with 1 perk and no requirements to earn it.
I know it's controversial because exhaustion perks have been nerfed over the years but perks like Dead Hard and Sprint Burst are really showing their 2016/2017 roots.
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Hag is fine imo
Trapper, Pig and Wraith I would agree. Add in Clown too.
I'd throw in Doctor but he has a rework coming. That one all hinges on what the new delay after shock feels like since they changed it since the ptb.
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1011905#Comment_1011905
It is getting old. So just get better at the game instead of demanding nerfs to everything you don't like.
People are entitled to give their opinions on balance, just as you are entitled to give yours.
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Did they ever fix that bug where you can hear her phasing while within terror radius? it happened around the demogorgan update I believe.
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1011114#Comment_1011114
https://forum.deadbydaylight.com/en/discussion/comment/1011772#Comment_1011772
If you think Billy needs a nerf, you need to get better. ONLY bad survivors think Billy needs a nerf.
This is really getting old, accusing everyone you disagree with of being a bad player and needing to "git gud". In fact it's really childish.
People could say the same about killer when it comes to the maps, ruin nerf and survivor perks ya know...
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@EZ5k said:
https://forum.deadbydaylight.com/en/discussion/comment/1011530#Comment_1011530
We get it, you can't hit greats so you need the devs to cater to you by lowering the skill ceiling
Why are you “killer mains” I guess I would describe you as, so toxic and obnoxious to everyone else on the forum?
Why does everything boil down to telling everyone else they’re bad at the game?
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Ruin is still in almost every game I play.
In fact past 2 days when I try to play survivor the first 2 games each day were ebony moris. So much fun queuing close to 10 mins for that.
At least with Ruin going maybe we’ll have a chance to rush those gens before we’re hit with the mori. They feel like they make up at least a third of my Survivor games on some days.
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Scratch marks have been weird for a long time now. At least the best part of a year. They just stop even when you see the survivor running in the distance.
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There's nothing wrong with discussion. It's not like our discussions are guaranteed to have a direct effect on the future of the Hillbilly.
It's interesting how he has always been such a divisive character, with some saying he's outdated 2016 design and OP and others saying he's the most balanced killer.
At the very least we all seem to have agreed that instasaw is too much on him.
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@MysterTal said:
https://forum.deadbydaylight.com/en/discussion/comment/1010696#Comment_1010696
You keep saying things like "he has an instadown available 24/7" and yet you thought my challenge to only use the instadown is "trolling"?
Interesting.
Available =/= ONLY use that.
Billy has access to it at any time, other killers such as Myers, GF and Oni do not. LF has a more severe movement penalty and cooldown penalty if he misses so it's not comparable.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1011072#Comment_1011072
https://forum.deadbydaylight.com/en/discussion/comment/1010859#Comment_1010859
What points have been made? I don't see any all I see are baddies making up stuff because they are bad at the game. I looped at a rank 15 billy yesterday forever because he had no clue how to use his chainsaw and was bad at mindgames.
It is just madeup nonsense from baddies such as that guy.
So you looped a rank 15 who you say had no idea how to use his chainsaw and was bad at mindgames?
Oh, well that proves Hillbilly is perfectly balanced then.
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Personally I would nerf Billy a bit, change Ghostface because he's awful and rework Legion entirely because he's dull.
Outside of that the rest are fine though a few could probably do with buffs. (Clown, Pig etc)
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@Endstille said:
Imagine how bad you have to be to complain about billy.
It really doesn't help your argument when everyone else is giving reasons as to what they think but so far everyone in defense of Billy have just said some variant of "you're bad" "you suck" "git gud". It's not a very compelling argument.
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Well lets establish the problems with it firstly...
1) - Gives 3 SWF players information on the killer all game with none of the downsides of running the perks themselves.
2) Used constantly to t-bag and taunt the killer just to try and ruin the game for them.
In regards to point 1, the answer would be to stop it from being active at any point in the game. Maybe only for x seconds after an unhook or gen is completed etc something to take away the 24/7 aspect of the perk.
In regards to point 2 it needs a downside. Although the killer can see the survivors aura lets be honest this perk massively favours the survivor as they get a heads up on when to run to a loop. So an added downside would help.
What if it was alternating in some way? so at some point only the survivor can see the killers aura, and at some points only the killer can see the survivors aura?
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@ad19970 said:
I mean there's no reason to get offensive towards these people or anything. They are allowed to voice their opinion.
However, if the devs agree with those people and start nerfing killers like Hillbilly I do fear about survivor queue times at some point becoming unbearable. Maybe not if only Hillbilly gets nerfed, but other killers as well. There are still posts about Freddy and Spirit needing nerfs as well.
Personally I think all killers should have at least a similar power level to Freddy and Hillbilly. Their chase potential and map pressure is what allows them to combat the fast gens. Who wants to play killer if at some point no killer is viable anymore?
I could understand if killers like Hilbilly or Freddy did receive some very small nerfs, no doubt. They are really powerful. But now that Ruin has been nerfed, that's not a good idea. More maps need to be reworked, and weaker killers need to be buffed first.
The thing is once Freddy teleports he can't go back to his original position without walking all the way back. Map permitting Hillbilly can get across and back in seconds.
If Freddy does teleport and finds a survivor he still has to hit them twice to get them down. Hillbilly can potentially zoom across and have another survivor instadowned in seconds.
Sure you can loop but even good survivors make mistake, and good Hillbillys know how to get people with that chainsaw. Add in Billy's ability to be so fast he catches people out of position and it starts to become a problem.
The thing I've noticed is that Billy will consistently be able to capitalize on this. Game after game Hillbilly tends to wreck the teams I get faster than Freddy or Spirit. Are they all bad survivors? every game?
It's that snowball which comes out of nowhere, it's like hitting a brick wall for survivors. It's why I feel Freddy is fine but Billy needs some tweaks. Because when Billy is on a roll it's very hard for survivors to come back whereas the fact that spirit and freddy have cooldowns on their map traversal and still have to hit survivors twice is what keeps them feeling less cheap than Hillbilly, even if you want to argue they're potentially stronger in chases it still takes them longer to get things done which at least gives other survivors a chance to unhook and heal.
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@NullEXE said:
The Issue with Hawkins is no one is taking the time to learn it. Killer's have an easier time because any time a survivor get's chased they run like a chicken that just lost their head, instead of towards the good loops, and the map has some really strong loops.
haha that's me. It barely comes up so I've never really had a chance to learn it.
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@underlord99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1010958#Comment_1010958
the difference between billy and Myers and oni is those two have to work for their power.
And this is the key point.
An instadown is an incredibly powerful ability. Killers aren't designed to be getting an instadown on every hit. That's why when you look at instadowns they normally come with restrictions.
Perks
Haunted Grounds - One time activation, 60 second time limit
Devour Hope - Requires 3 stacks, hex totem so likely to be taken out before it's active
Make Your Choice - 60 second time limit, only active on one survivor at a time.
Killers
Myers - Has to "earn" his ability by delaying chases to stalk survivors. Ability has a time limit.
Ghostface - Same as Myers but to a lesser degree
Oni - Has to collect blood orbs, Ability has a time limit.
Leatherface - Unlimited instadowns however he suffers a movement speed penalty which means he needs to get extremely close to survivors. It's more balanced as you're unlikely to pull it off in every chase when pallets are plentiful but it comes into effect later as pallets decrease. Also Bubba suffers a long penalty if he misses and a MAJOR penalty if he hits an obstacle.
Hillbilly has no such downsides really. He has no time limit, he doesn't need to earn his power, and unlike Leatherface he barely has any penalty to his movement speed or missing attacks.
I left out NOED because that's the one instadown ability that is BS lol.
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The cooldown would be worth a look at. It wouldn't even need to be a long cooldown, just something that says "right you just sprinted from one side of the map to the other, now you need to wait 10-15 seconds to be able to make it all the way back".
Freddy has to wait 45 seconds for a cooldown. Demo 14 seconds. Billy should have a cooldown too.
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The perk definitely needs a rework. Right now it only seems to be used for the sake of being toxic or to give SWF a massive advantage.
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Once again the pressure seems to be put on survivors that they need to play perfect at all times and that's what keeps Hillbilly balanced.
As I said survivors should indeed be punished for their mistakes, but a killer with an instadown available 24/7 and the ability to cross the map in seconds is able to punish perhaps a little too well for mistakes.
No other killer can turn the game around in an instant as effectively and consistently as Hillbilly can.
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/1010635#Comment_1010635
Wait, you mained Clown, what a psycho
Heh, I said the same thing when I found out people had Doc as their main.
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As survivor: Ghostface because he feels awful to play against or Legion because he's as much fun as watching paint dry.
As killer: Clown. He was my main for a longtime. Still is deep down. Wouldn't mind a bit of a buff in regards to map pressure.
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I think a key is ok for a solo survivor to escape after the killer has closed hatch as the endgame is heavily killer sided now but yeah it sucks when multiple people all get to jump out.
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@MysterTal said:
https://forum.deadbydaylight.com/en/discussion/comment/1010603#Comment_1010603
You sure type a lot.
Care to display your expertise in the form of your recorded gameplay videos?
I'd like to see 10 4k's as Billy, please. From everything you've written, it shouldn't be a problem.
And this is why we can't have rational debate. It's often just dismissive, almost trolling comments. "show me 10 4kz in a row or (insert thing) is not OP."
Thankfully the DBD balance team doesn't seem to operate under the same criteria.
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@Karl_Childers said:
You can’t balance around killers who play fair, unless killers are forced to play that way. Are we going to pretend that players who currently use Ruin, play the stronger killers, and tunnel/camp don’t exist?! You could give killers all the time in the world and guess what...that playstyle would still be widespread. Many players will always take the easiest path to victory no matter what. Gens could take 2 f’n minutes and killers who tunnel/camp now would STILL play that way. That’s what many fail to understand. The stance of “Im not going to play “relatively fair” anymore really means nothing, because tons of killers already don’t. That’s why survivors feel forced to bring DS and BT. While playing in a fair way it’s definitely very appreciated by survivors, so many don’t that it’s not expected. Its business as usual, do what you want cause survivors are already expecting the worst. The threats don’t change anything honestly.
I've been saying this to people for a while. You are absolutely correct. Even with 3 minutes per gen some people would still proxy camp and tunnel. Increasing gen times would just buff that playstyle.
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P3 Claudettes, corn, survivors getting away because sounds/scratchmarks are not working as intended, god loops, Hillbilly, Ghostface, people that loop around the hook, people that try to loop a Leatherface or Hag around the basement while injured knowing full well if they go down there's no chance they're ever going to be allowed back out.
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@MysterTal said:
https://forum.deadbydaylight.com/en/discussion/comment/1010583#Comment_1010583
Ok, how about "grabs and M1 allowed"? No Addons and no Perks like Devour Hope or NOED or things like that.
But why no add ons? why even no NOED? these things ARE in the game and people are taking them.Nobody knows what a Billy is like with no add ons and no perks because nobody ever sees one.
He does have an M1 so there is no point disabling that as if Billy is struggling to hit a good survivor he can always fall back on M1. In addition if he's getting looped he can bring some combination of enduring/spirit fury/bamboozle which a lot of Billys do.
He can hook a survivor and then BBQ across the map and appear on top of another and start swinging instadown after instadown after instadown with little cooldown until he gets the survivor. I know some survivors say BBQ needs a nerf and I disagree, it's fine and not OP at all. However Hillbilly (and old Nurse) is the only killer where I would say BBQ feels OP because of how quickly he can reach that survivor and then he can just keep swinging instadowns at them, Likewise Tinkerer is a junk perk however there's one killer it is good on - Hillbilly. My point is there are a good number of perks which become far more useful on Hillbilly than any other killer, almost as if the problem lies with Hillbilly himself and not the perks, No recent killer has ever been designed with that ability to cross the map the way Hillbilly can and then having unlimited instadowns on top.
He can instadown a survivor with his instasaw and then turn around and blast any others in the area with Infectious Fright.
At the moment many bring Ruin to slow the game down. It's not uncommon for Hillbilly to zoom across the map from the start, land on a survivor out of position and then have them instadowned all within the first 15 seconds of the game before the survivors have even got their first skillcheck. Then on top of that if you somehow get past a Hillbilly with instasaw and Ruin, a number have NOED at the end as a crutch to fall back on.
My point is that no killer exists in a vacuum. Anyone can pick Hillbilly and any number of these builds. This is kind of the problem as all of this stacks and it's very easy to pick instasaw Hillbilly with Ruin and NOED and win any game with skill taking a backseat. I almost feel like in a way Hillbilly holds back the other killers, as certain things can't be buffed or have to be nerfed because of him.
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What a ridiculous requirement. "you need to 4k every single match with no add ons, perks, grabs or M1 hits otherwise this thing is not OP"
That's not how balance works. That's not what dictates what is overpowered.
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I think it's a combination of the post-phase lunge bug and the fact that people saw Freddy higher in the kill rate stats and via word of mouth it feels like everyone has moved onto him.
See if Spirit recovers once the update is out which fixes the bug. If not then I'd expect Freddy to be the most picked killer next time the stats are out.
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Thank God if thats the case.
I’ll take...
- Cooldown so he can’t hook a survivor, scare another survivor off a gen at the far side of the map then rush back to tunnel the survivor off hook all with 15 seconds
- Instasaw gone
- Slightly slower movement while charging so he can’t casually walk behind a survivor charging the chainsaw,
- Slightly more punishment for missing a chainsaw swing. Not as bad as LF but slightly more than current Billys
Any combination of those really. Either a nerf to his instadown swing or a nerf to his map traversal. No more 2016 design.
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@Callmehandsome said:
https://forum.deadbydaylight.com/en/discussion/comment/1010447#Comment_1010447
So why don't you accept my challenge then? according to you, you should be playing with overpowered killer against my weak, weak survivor.
You said so much yet so little. Clearly you are afraid to accept my challenge, since you know i will loop you into oblivion
Because this is petty? Its basically “1v1 me dude”
Seriously?
Why put the expectation on survivors that they need to play perfectly and make zero mistakes?
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@Callmehandsome said:
https://forum.deadbydaylight.com/en/discussion/comment/1010438#Comment_1010438
Add me on steam and try to catch me with your billy? it should be such easy task since billy is such overpowered killer. You can also record it and send it to this thread
Do you see how easy it is though? To just make that argument “only _____ players struggle to do this”.
When survivors go down to Billy they’re bad survivors but when Billy doesn’t get someone down its “billys balanced”, its never a bad Billy.
Its the opposite problem of what went on with Spirit. Where survivors going down = spirit OP, but Spirit being run around for multiple gens = bad Spirit. Basically people will use anything to justify their pre-existing beliefs.
Just because it’s theoretically possible to loop him doesn’t mean it’s always going to happen.
It’s theoretically possible to loop almost all of the killers in the game all game yet that doesn’t happen. Nobody is going into game after game and looping a killer for 5 gens everytime. There’s no excuse to go down to Leatherface but hes been getting kills since day 1. You’re basically putting this standard on survivors that they need to play perfectly every second of every game and then you’re taking the killers ability to mindgame and predict out of the equation as well.
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@Callmehandsome said:
Only bad survivors really struggle against billys. He can be looped and window cheesed like any other m1 killer.
And yet most survivors tend to godown to his chainsaw even at red ranks.
Only bad Billys struggle to land chainsaw hits, it only takes a second or two to land that chainsaw hit and it has a very generous hitbox at windows especially combined with his dash.
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@newavitar said:
https://forum.deadbydaylight.com/en/discussion/comment/1009977#Comment_1009977
First off, the insta down isn't his primary attack. It can be dodged and can be done so very, very easily. Second off, several killers can cross the map in seconds. It doesn't matter how fast you can travel because you still waste time looping and the generators are done so fast that you could be everywhere at once and you'd still not be able to stop all the generators.
Second, you literally just contradicted yourself. You tried to describe Billy and then say it's "balanced for a 4k". If that was the case, wouldn't Billy 4k every single game? Then why do I rarely, rarely, rarely, rarely see him 4k ever? Why do I see him rarely played if he's supposed to 4k every game? Wouldn't he be played every game then?
Recognize the double standard.
I call it the primary attack because in most games most of the hits he lands on survivors are instadowns. I get M2 is his power but when every hit is an instadown its a little too much. Only really bad billys tend to land M1s more than M2s.
I see Billy wreck games all the time. According to stats he has the second highest killrate in the game so.... even more than Spirit who was “overperforming”.
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1009971#Comment_1009971
Spirit's phasing also makes her totally invisible and gives her complete control of her movement. Don't try and pretend she's somehow weaker than Hillbilly when her power can be used to reliably counter looping, just because she moves slower or doesn't have an instant down.
Hillbilly is in a fine place. As long as the Survivors loop well and play smart as a team they can do well against him.
It's like all the people complaining about Freddy. Yes, you will get downed and hooked if the Killer commits to chasing you. But there's a reason you can get hooked 3 times.
Getting Chainsaw downed isn't instant death and it's not the end of the world. If you're teammates are doing generators and both they and you can waste the Killer's time before going down, you can get people out.
The game isn't balanced around 4 Escapes or 4 Kills, but 2 of each, and Hillbilly is in a good spot.
Billys snowball is too powerful though. Spirit can win a chase but she still has to hit people twice.
Survivors can be dominating but once Billy gets one survivor down, then sprints across and instadowns another all within 10 seconds the game drastically shifts.
I’ve played thousands of games and Billy is the one that can wreck a team the fastest out of all the killers. Nurse theoretically could but it was rare you would ever see a player do that.
Say its bad teammates all you want but it has been pretty consistent so they can’t all be bad players. Also these Billys when they chase me I notice they are not exceptional players at all and normally mediocre.
Billy is too strong for how easy he is to use. That’s all their is too it. People say Spirit is easy to use but thats not the case thats why low rank Spirits resort to camping the hook. They don’t have the confidence to use her power in a chase because they always miss survivors as they don’t have the experience to predict survivor movements. As she is 110% speed then killers can’t just cheese the chase through luck as shes too slow.
Stronger killers should have a higher skill requirement like Huntress, Nurse and Spirit all do.
Billy does not have this. While a good player is obviously noticeably different to a new Billy player the fact is that Billy is a character where anyone can pick him up and still do well. God help you if you get low ranks on your team. I remember every rank reset Billy was the one you had to watch out for because if the survivors weren’t expert loopers they were all going down within 10 seconds of each other. I’ve always noticed that with Billy the survivors skill always needs to greatly exceed the Billys skill to win, which goes back to my original point of that he’s too strong in relation to how easy he is to use.
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From my experience a lot of killers camped and tunneled anyway and Ruin bought them more time to do it. It stopped the other survivors from using that time to rush gens.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/1007927#Comment_1007927
Let me link you some "optimal freddy" gameplay, with me as the freddy. I haven't even played him in months, and here is what you do. Spam M2 as you walk, collect your free downs. You can try to be creative with the snares but since it takes about .5 seconds to lay one, it's easier to just spam them at all times.
I normally use pallets as I find them more fun but I might have to give snares a try XD
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@Groxiverde said:
https://forum.deadbydaylight.com/en/discussion/comment/1009949#Comment_1009949
You are right, all killers but spirit, nurse and huntress need buffs to be at hillbilly's level.
But not straight up buffing them, they just need their skill cap increased.
Yes all killers need to have an instadown as their primary attack and be able to cross the map in seconds and back again.
Balanced for a 4k.