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  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009949#Comment_1009949

    Because it has a huge downside of having to rev up the chainsaw, have little control during movement (meaning survivors need to run into him or stand still to be hit), get there, go through the stop animation, find someone, rev up again, hope they aren't running around something forcing you to M1. He has all the downsides in proportion to his power.

    If you think Billy is even remotely OP, it's just you that needs to get some practice in. Not Billy that needs nerfing.

    You're right about one thing. Most killers do need buffs.

    You act like revving up the chainsaw is a huge downside then say it’s me that needs to get practise in....the irony.

    It takes about 2.5 seconds to charge that chainsaw base, but everyone runs add ons to decrease this. He then moves at 230% speed across the entire map, and then again his cooldown is just a few more seconds.

    So about 2 seconds of charging, 230% speed travel with unlimited range and then a few seconds cooldown. You’re seriously going to act like this isn’t that good?

    Compare that to Freddy who has to wait 45 seconds before he can use his teleport again and it takes about 8-10 seconds to even complete a teleport.

    Or Spirit who moves at 176% speed but her power only lasts long enough to make it a short way across the map then she has a 15 second recharge period.

    Closest is Demogorgan with the portals but even those have a 14 second cooldown unlike Hillbilly and they can be destroyed meaning he can’t travel at all.

    Also none of the above killers have instadowns let alone an unlimited number of them.

    You’re being very defensive in your forum posts recently I’ve noticed. Not going to lie it smells of bias. I can’t believe you’re going to sit here and tell me Hillbillys power isn’t that good and then act like everyone else needs to improve.

  • So why is Billy the only killer that can cross the map and then back again with no cooldown?

    In addition he’s the only killer with that kind of movement that has instadowns on top. An unlimted number of instadowns he can swing, swing, swing all game with little punishment if he misses.

    tHe mOsT bAlAnCeD kIlLeR

    If he’s the most balanced then all other killers need buffs.

  • Well that’s quite a blanket statement.

  • I'm glad they don't. I don't mind the odd game against her but her hook game is too strong. When a survivor is unhooked most Hags come running back to the hook anyway. You can't heal the survivor as Hag will be back before the heal is completed and sometimes even We'll Make It isn't fast enough. The survivor can't run because they will set off a trap, and the survivor can't crouch walk away in time because Hag is on her way back already and they'll never get away in time.

    Best you can do is trigger a trap to force Borrowed Time.

    This is why when I play Hag I put traps around the hook to slow the rescue down but I don't normally go back as I'm busy getting another survivor. I especially do this on basement hooks because her basement game is OP, and again having the survivors have to crouch walk slows them down enough anyway.

    As for playing her, I do sometimes. She's one of the killers I use more often. I do find the weaker standard M1 killers the most fun due to chases though.

  • He's not. Best speed, best instadown, only killer with both speed and instadowns at any point in the game, Can swing instadowns all game long with no requirements to earn them and no cooldown on his map traversal.

  • I agree. I never cared about losing in games, then DBD was the first game that made me feel tilted.

    Mostly because when I started playing people would stand at the exit gates tbagging until you forced them out, then you would get the “ez ez hope you die of cancer” talk post game. That’s the difference. In CoD you get shot and its over but in DBD people would drag out the game just for humiliation and then the toxic comments post game.

    New EGC helps a bit in that regard. Also it feels like toxicity has gone down on the survivor side since 2018. There are still some but its not as bad as before where it was so many games.

    Friday 13th was another one but thats because the game was even more unbalanced than DBD was.

    It’s not so much losing as its the fact that if you lose you know whats coming post game no matter how fair you played. Its best to turn chat off.

  • IMO the only killers that make me want to uninstall the game are Hillbilly, Legion and Ghostface.

    Everyone else ranges from good to tolerable.

  • Bye bye end game crutches

  • As others have said, 8% isn't much. Either increase the amount of damage perhaps to the 12% originally intended, or reduce it but apply it to more gens i.e. 5% damage to gens within 48 meters. This would give it synergy with Surveillance.

  • @Endstille said:

    You know tunneling is frustrating when you are new to the game cause you do not know how to deal with it. You can however expect that when the next patch goes live that this is going to be default for every killer, make the weakest link go first in order to have pressure on the survivors.

    Another point why this ruin change will not help new players in the slightest.

    On the contrary, Ruin going will allow the other survivors to rush gens while one is being tunneled. Right now most killers tend to try and tunnel one person off hook anyway and Ruin buys them more time to get one survivor out of the game.

  • Object of Obsession is nothing more than a vehicle for toxicity. Prove me wrong.

  • I agree. Although I don’t have much trouble with them now (unless in corn) it makes the game look janky and it is something that can be frustrating and unfun for new players - as evidenced by the thousands of “t0x1c N34 so k3wl” montages on youtube where people would derank to bully new killers with 360s and broken loops.

  • At the very least if they aren’t changed then scoring should be looked into.

    Imagine burning BPS, you’re first chased, first hooked, then the killer just proxy camps to tunnel you off hook and mori. Depip and no points.

    Or as killer you have 3 survivors left, 4 gens done, 3 gen strat, then they all just jump through the hatch and again you lose a large amount of points.

    Keys and moris can be fun in their broken state but it makes the other side feel shafted. If they aren’t going to be nerfed then could depips at least be turned off and keys/moris also operate as bps and increase the amount of bp given for the game?

    If an ebony mori was equivalent to 2 x bps for survivors then I sure as hell wouldn’t hate those games as much.

  • Was there an increase in disconnects during this period?

    Basement builds are not fun for survivors but there was a number of basement challenges in this period.

    Likewise constant flashlight blinding is not fun particularly for newer killers yet we had challenges for this also.

    As both sides had challenges encouraging gameplay styles the other sides hates, did this lead to an increase in disconnects? And will there be less of these kind of challenges in future tomes.

  • @su11yboy Ghostface is barely making sounds though that’s the problem. Maybe it’s due to all the sound issues in the game I don’t know but what I do know is that his cloak is drowned out by everything else.

    The other killers were examples of fair stealth killers. Survivors were likely to take a hit but had kore of a heads up or the killers had a movement speed debuff to balance it. GF is guaranteed a free hit no matter what as you seem to imply.

  • Did you ever play against a Freddy though? He was awful. Nobody liked going against him.

    I enjoyed playing as old Freddy but for survivor it was so bad I am glad they changed him.

  • @RickJames said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008242#Comment_1008242

    The argument is that 4 really good survivors all running meta perks will always beat a really good killer if both sides play perfectly.

    But the argument put across in the topic is that you can’t use X person as an example of killer wins because they have thousands of hours playtime and know the game inside and out.

    He then goes on to say that videos done by Y and Z who have thousands of hours playtime and know the game inside and out prove that survivors can escape over and over again.

    There’s definitely double standards there. Most killers are apparently walking away with at least a 2k average, even the low tier killers.

  • ”those videos showing killers getting 100 wins in a row....they're done by people who know this game inside and out, like scottjund. That isn't representative of the entire killer playerbase”

    “against an optimal swf an optimal killer will never win , this can be shown through math88's depip squad.”

    “Furthermore if you look to noob3's 50 escapes in a row video”

    Oh but Marth88 and noob3 are representative of the entire survivor playerbase? They don’t know the game inside and out?

  • Vaults are fine. People were exploiting the vaults before the change. You just need to learn how to approach windows to get the fast vault.

  • BBQ, Discordance, Pop

    BBQ is good because after hooking a survivor you know which gen to teleport to and then if needed give it a Pop kick. Also bloodpoints.

    With Discordance you can see when survivors are rushing a gen together and then either fake teleport to scare them off or teleport and chase and perhaps even a pop kick if you have one.

    After those 3 any other perk is fine. Enduring for pallet stuns, sloppy to slow them down, anything really.

    As for add ons I’m not quite sure. I avoid forever freddy builds because it’s dull. I tend to use pallets more than snares because I find them more fun, recently I’ve been taking the teleport cooldown add on to get around the map faster.

    I quite like class photo. You lose the ability to take a teleport but it’s good at getting survivors off gens.

  • I don’t think killers would care for it as their main complaint is that Ruin was meant to slow the game down before they got the first hook which is something this suggestion and new-Ruin don’t do. Also that totem will probably be long gone before everyone is hooked and potentially gone before first hook.

    Nice idea though, I do like it.

  • Sounds are bugged so often in this game that Spirit has essentially been nerfed already.

    Not even joking. Ever since the Legion release at the end of 2018 the sounds in this game has been broken more than they have been working correctly.

  • Forever Freddy needs to go. 12% from his add ons. Take thana and sloppy butcher to stop healing, now you’re at 28%. Get a few stacks of Dying Light going and now you’re around 40% and increasing with every Dying Light stack. Add Pop too so that when survivors do make gen progress you can simply reset it.

    That builds just translates to “Get ready to hold M1 all game”.

    Thankfully at least he’s losing Ruin from it. Although I guess new Ruin will still have a place in that build.

  • @EZ5k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008120#Comment_1008120

    Not nearly as frequently though tbh, sure people take moris, but most save them for names they recognize, or for swf, makes it super easy to beef up your own pressure

    For me it was that frequent. Turn the game on and some days first thing I get is a mori.

    Because why play with skill when you can take tbe easy way?

    Funny when its ebony mori, Ruin, NOED, and then it would be iri heads, instasaw, prayer beads or omega blink/5 blink on top.

    Had so many of them. Builds that just scream “I can’t stand losing”

  • I think he will receive a slight nerf at some point. He definitely seems to be overperforming and a lot of popular killer streamers are talking about how easy it is to 4k as him.

    I don’t mind playing against Freddy too much and he’s certainly far better than old Freddy was to play against, however just like Spirit a few months back Freddy is now massively overused. Every other game will be a Freddy game.

    IF he was given a nerf, I’d love to see his gen slowdown add ons not stack with perks or be replaced by something else because forever freddy is still as dull as watching paint dry even after it received a nerf. Also get rid of that damn non-directional lullaby. He doesn’t need it. It makes sense on Huntress because she’s slow as hell and its 45m. Freddy is 32m and a fast killer so he doesn’t need that excuse to be able to sneak up on survivors unaware.

    In terms of his powers I don’t really have a problem.

  • Its been like this long before the Ruin change was announced. Keys too.

  • @MysterTal is right.

    Next up Dead hard and sprint burst should be on the chopping block. Crutches that extend a chase with no effort on the survivor side. Add to this the god loops still left in the game and with matchmaking being broken veterans can loop new killers for 5 gens. Are the new killers having fun do you think?

    Adrenaline and NOED too. You shouldn’t be able to change the course of the entire trial on one perk yet it frequently happens with these.

    Personally I won’t miss Ruin. It was so dull to face as survivor everygame. When you’re having an off-game and miss the skillchecks yet it throws 20 of them at you within the space of 30 seconds it was so frustrating. I never had luck with it as killer either. More often than not it was gone within the first minute. Hardly worth the perk slot.

  • None. Unless the killer is running Rancor.

  • Everyone is underpowered if you compare them to Hillbilly.

    Leatherface - slowed down when using chainsaw.

    Myers/Ghostface - has to stalk, instadowns only last for a limited time.

    freddy - can only fast travel every 45 seconds, no instadowns

    Spirit - has to recharge her power to cross the map

    etc etc

  • @Waffleyumboy is correct.

    In the PTB although you go back to tier 1, and "snap out" progress doesn't reset I actually had to "snap out of it" far more times in the PTB than I do with current Doctor.

    It says right there it's due to static blast increasing a madness tier everytime. You spend more time snapping out of it than you did with old Doc.

    Trust me, it's not a nerf.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1005074#Comment_1005074

    That's exactly what I think a lot of people are saying. A mediocre Billy beats mediocre survivors because that's the definition of asymmetrical gameplay when one side is supposed to be the power role. It's balance in the context of this genre. Most survivors are really bad. That shouldn't be the impetus for nerfing a killer, because those players will always find the skill floor regardless of how low it is. That's true of almost any multiplayer game I've ever played.

    As I said though killers can punish survivors for their mistakes, Billys snowball is like a brickwall. One survivor goes down to him instantly, he hooks, sprints across and before you've had time to unhook the next he's already instadowned and is hooking his next victim.

    If you get weak survivors you can't keep up. All you can do is tbag and hope he chases me, but then he thinks I'm being toxic but really I'm just desperate to buy the rank 17s some time.

    It wouldn't be that bad if matchmaking wasn't broken and constantly putting me with noobs. A rank 12 killer will normally beat a rank 12 team, but a rank 12 billy will annihilate a rank 12 team. I just feel like his snowball is a brick wall and unless you have a team of good loopers then he's going to wreck the team no matter what.

    If these were good Billys I wouldn't be as bothered but in most cases they really aren't.

  • Trying to annoy the other side. Tbagging, nodding, hitting on hook...anything that serves no purpose in the game basically but is only done to wind up the other side and ruin the game for them.

    Also Object of obsession on voice comms. That's peak toxicity.

  • Know what else sucks?

    When you queue as survivor for 7 minutes just to be met with a mori game after game after game.

    Can someone please reduce the frequency of these in the bloodwebs? Especially when after waiting in a queue for so long I’m hoping to get a game I can actually enjoy!

  • In late 2018 they bumped the distance between pallets around 16m iirc, then in 2019 they reverted it back to 8m.

    I don't know why the game felt fine in late 2018 and much better not getting ultra safe pallets back to back in some areas.

  • No. Looks like it will be better mid game and do very little early game. With Hex perks normally being destroyed within the first minute or two you generally want them to do something as soon as possible. I don’t use Huntress Lullaby for this same reason.

    Devour is the only one worth the risk because of it’s incredibly high reward.

  • I agree about the grind. Its why I don’t buy new killers anymore as it requires so much effort to get the perks you previously paid for on them.

  • @Xerge said:

    Look at this video:

    https://www.youtube.com/watch?v=8UyEBSIUmlE

    This Plague got 5 hooks in 5:37 minutes, that's almost one hook per minute which is pretty decent in my opinion and yet all gens were still done in less than 6 minutes on a small map.

    I don't think the issue are just maps.

    Short chases and hooks sadly sometimes aren’t enough. You need more pressure i.e slugging.

    If you increased gen times for low tiers killers then you would need to nerf high tier killers that can snowball easily like Billy.

    I think that is another issue - the gulf between killers. Have do you have a maps that are balanced for both Hillbilly and Cannibal for example? Both have a similar ability, except one will be able to instadown more often and can cross any map in seconds.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006426#Comment_1006426

    I think you missread, I mentioned the game and Hawkins as a high kill ratio average, in which you'd obliterate survivors even more if gen's speed got nerfed.

    I thought you were saying gen speeds are fine currently but its the maps that needs fixing?

    If thats the case then I agree. I’m saying some maps are too big at the moment for weaker killers to effectively pressure them.

  • Its obvious when you play any M1 killer on Red forest.

    “Ok I’m chasing a survivor here, the 3 other survivors are on gens 100 miles away, all I have is a basic attack....how do I get the others off gens?“

    Some maps have too much distance between the gens.

    Azarovs resting place is a pain. You need to camp one side on that map as most killers bar Hillbilly or Demogorgan can pressure both sides. You definitely need to camp one side if you’re Huntress.

    Guess what happens when you hold a 3 gen strat? Survivors don’t have fun and complain post game.

    Now funny you mention The Game. Small area as its dual layered, easy to pressure multiple survivors since you’re near them more. Never really needed to have a 3 gens strat on that map. Bit crap for finding gens or stairs but the size isn’t an issue.

  • @Hag.is.Dtier said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006327#Comment_1006327

    I didn't know what other addons to use. Most of Freddy's are rubbish.

    Well as survivor I find that combinations of the others will cause someone to disconnect.

    Swing chains and jump rope is 12%, add to that thanatophobia possibly taking it up to 28%, dying light could be more on top. Ruin with those means that gens progress move slowly and if you happen to fail a skillcheck along the way then it gets put back even further. Then freddy comes along and kicks it with pop just when you’re 90% reseting all that progress.

    They are really boring builds so I don’t run those on him as I play survivor too and know how dull it can be. One or two like in your case those the yellow rope and Pop is perfectly fine, its just when Freddys start to combine 3-4 of them that it gets dull.

    Personally I like pallets more than snares so I almost always have pallet add ons. Then the last one I just cycle between his add ons as I’m not sure what else to take either. I’ve been trying the teleport add on more recently to get around the map quicker.

  • The writing of the perks is slightly clear. If you want the writing to be considerately clear you should explain moderately to the dev team the benefits of such a change.

    Hopefully they will respond in a tremendously reasonable timeframe.


    I guess I’m making the same point as @Decarcassor

  • Lol its not even a bad build to play against.

    Only freddy build that grinds my gears are combinations of swing chains, jump rope, dying light, thanatophobia, Ruin, Pop. He’s strong enough to not force survivors to hold M1 forever.

    You’ve got the outdoor rope thats 2% I believe and Pop. That’s completely fair and not something I would be upset about as survivor.

  • “I play probably 80% of my game time as killer, used to be higher before I found some friends that play DBD. But the other 20% of my time is as SWF survivor. I rarely if ever even play as a Solo Survivor.”

    I’m sure there are a number of other people like yourself as well. When people ask for SWF to be removed or easily dodged, they don’t seem to realise what would happen to the 4:1 ratio needed to maintain the game. Since only survivor allows you to play with friends it helps maintain that ratio.

  • I remember one guy following me around all game with a flashlight, clicking it for attention and trying to blind me whenever I picked up another survivor. He never got a single flashlight blind and I ignored all his pleas for attention.

    After the game when I got the 4k he moaned at me but saved most of his salt for his team who he ripped into mercilessly.

    I pointed out that the others tried and he contributed NOTHING. He didn’t touch a single generator, provided little distraction to me as I rarely chased him, and he didn’t get a single flashlight blind. The game was basically a 3 vs 1 and him not being there would have made little difference.

    This blew his mind. He could not comprehend it. The Nea who ran around me all game with his flashlight the most useless player on the team? No, never! It was all the other survivors who were to blame! They should have rushed gens harder while he was busy clicking his flashlight at me, watching his other survivors going down and getting hooked.

  • Whats the worst that can happen? The game becomes profit driven at the cost of balance?

    BHVR knowingly added Mettle of Man to the game despite everyone knowing it was completely broken and unfair just to sell the survivor only dlc. This was before Netease invested in them so I don’t see how this could get any worse.

  • You can play solo and have 3 people dc. At least it gives the last player a chance.

  • All the toxic tryhards used to use Adam, then he just disappeared. I’m guessing that’s when the cosmetics dried up too.

    There’s always hope. Remember when Feng went the best part of a year without any new cosmetics?

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/1005915#Comment_1005915

    What do you think about bad survivors carried by DS, BT, exhaustion perks, items etc.?

    BT doesn’t carry a survivor. A survivor can’t use it on him/herself, all it does is give someone the chance to get away from the hook.

    Same for DS. Yes bad players do love their second chance perks but if the killer isn’t hanging around for the tunnel then this shouldn’t matter.

    Dead Hard is infuriating I give you that. Its annoying to see someone mis-play then get a free recovery from it. I stopped taking exhaustion perks and it makes you get better at chases since there is less room for error.

    I know survivors have a lot of second chance perks but I’m not sure any of them could carry a player on an individual level the same way Ruin and NOED could carry a killer. As a team definitely 16 of those perks could carry a team to victory by wasting so much of the killers time, I’m just not sure it could do it on an individual level.

    I think Sprint Burst fits the bill closest to what you’re looking for. Sprint Burst P3 Claudette with urban evasion and spine chill. I see so many players like this. They crouch around in bushes picking the stealthiest character so they won’t be seen, then if they do they get seen they have a free escape to the nearest pallet. In this regard yes I feel that sprint burst is a HUGE crutch that carries people, as is P3 Claudette. I have much more respect for survivors who wear bright cosmetics and aren’t afraid to be seen.

    I would have put Balanced Landing in there as a crutch that carries people too before the nerf. No skill required on some loops.

  • I do feel that Bloodwarden lost its edge with the EGC as survivors mostly 99% doors now to stop the timer from starting which has hurt Bloodwarden. Killers now often open the gates themselves which gives away the surprise.

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