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DawnMad

DawnMad

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DawnMad
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  • @Diosama48 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1483983#Comment_1483983

    Its not about missing the attack, its about how he hit me then recovered almost instantly and catched up to me. There was a nancy in the other corner of the map and he downed her supper fast without the use of the chainsaw to move

    I would need to see what happened to you, it could easily be a case of bad movement on your part and him cutting you off. As for Nancy, these days its harder to find solo queue teammates that don't go down in 2 seconds than ones that do.

  • Unrelenting makes him recover much faster if you are talking about missed M1 attacks.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1483700#Comment_1483700

    @DawnMad

    Usually when I think of an iridescent add on, I think of something that makes the killer stronger. Even if they made it to where he can put players into the dying state when not sprinting through a pallet. That is still strong, but it isn't exactly making him OP.

    Like, he is far from that as it is, but one of the coolest aspects about Hillbilly is to be able to chainsaw people. It is very evident that using his chainsaw comes with a big drawback now, so the problem I have with them creating even more add ons where the survivor only gets put into injured state is that it diminishes that cool aspect.

    That's why I think it is a good compromise if they were to only go into injured state, IF you sprint through a pallet, not if you just chainsaw them like normal. I don't think is asking for much.

    Fair enough, I would need to test both cases to make a comment. To me it sounds like with your choice if the survivor doesn't drop the pallet they get downed, if they drop it they waste the pallet and still get hit. But I may be wrong on the timings, I would love to see someone actually test it.

  • @Widden said:

    He needs more buffs. Leave him alone

    Learn to read.

    @Diosama48 said:

    So i just ecountered a hillbilly going at the speed of a chainsaw while carrying a survivor and running, he also recovered super fast after a hit. I checked his perks and addons and none granted speed bonus or recovery after hit. This is on ps4 btw

    First one sounds like a visual bug. I don't know about the recovery though, I would need to see it. If you recorded it in any way you should use the bug report section in the forums.

  • You people are too invested in a post that wants a Doctor nerf and a Nurse buff.

  • @Kees_T said:

    I guess not. After the bad PTB we had with horrible pings they said the test was going to be delayed. So maybe in the next PTB.

    They said it was going to be this patch so it will HOPEFULLY be in a few days.

  • According to the patch notes, yes.

    @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1483841#Comment_1483841

    I don't know. I do my best not to play Dwight. He looks too much like Mcote and I'm decent at the game, so I feel like I'd be representing him incorrectly. So I leave Dwight gameplay to the pepegas.

    As a Dwight main I am hurt by this comment, but I understand. I will go back to my locker.

  • Nothing mentioned by the devs, so probably not.

  • Someone didn't try Billy after the patch I see. He is absolutely fine even without the anti-overheat addons. It's more difficult to overheat than not overheat.

    The Billy music is a preference, but I have mostly heard positive feedback on it. Myself included.

    The auras are a problem but that doesn't require everything else to be reverted. People are already complaining about it constantly here.

  • @zoozoom6 said:

    doing 2 gens solo is above and beyond 2 safe unhooks isnt much 2 chases doesnt tell me anything its all about that chase time, pallet stuns ect. safe hooks dont mean much more than regular hooks maybe heal them too it sounds like you are low on altruism points

    Safe hooks are the only points you get when unhooking. Unhooking itself only refunds point your team lost when that person was hooked.

    @28_stabs said:

    My preparation for farm (my own rules, dont get overtriggered xD):

    Rule No1 - Botany+Self Care = you are back in the farm as quick as you can and you farm those sweet heal points 30+% faster.

    Rule No2 - Borrowed Time for safe unhooks. Now you can rush unhooks. It just works.

    Rule No3 - Dead Hard or Iron Will. They are not op, but they can decrease killers mood to chase you, because DH allow to make more mistakes in general and IW can force killer to guess what you do around corners. If survivor make good use of DH and IW, chases will be 100% longer. Killer look for quick chases and quick hooks. Killer is likely to go after someone else after you DH away.

    Option No4 - Decisive Strike. Another thing that is not op, but if someone is obsession, killer must assume that anyone can have DS. If you get the obsession tag, killer will think that you 100% have DS. Higher chance that you will be ignored and allowed to farm until the end. VS top tier killers DS can be useless, because they dont have to tunnel, so I mention it the last, but, if you dont have Dead Hard or Iron Will, its a good choice.

    I would say Sprint Burst instead of Dead Hard for chase points since you lose a bunch of points when getting hit. Iron Will is a good choice since it lets you be close to the killer without being noticed.

    If you are farming for a pip cleansing totems also help a bunch.

  • Well I don't think its as bad as most people think. Billy still keeps all of his mobility, he just exchanges his ability to insta-down to be an m1 killer who can hit through pallets. Since good survivors don't let a Billy use his chainsaw most of the time and since the insta-saw is basically dead, I think this addon can be pretty good. It just changes the play style of Billy without nerfing or buffing him, which is my favourite kind of iridescent addon.

  • Nope, its in the patch notes.


    "Blood Stain VFX: Disabled the blood stains on clothing for injured survivors. This feature was only being tested and is still a work in progress."

  • So she used Mettle of Man.

  • @claudetterealness said:

    I just had a match where I did 2 gens, 2 safe unhooks, 2 chases (one ended fast because I got body blocked) and I didn't get a pip @DawnMad it's confusing

    I can't work off of just that, if you hover over the emblems you can see what gave you points and what took points away from you. Also I still don't know what rank you are, if you are red/purple then yeah its normal to have difficulties pipping without escaping, but it should be doable especially in purple ranks.

  • If you have long chases and safe hooks, you should be easily pipping if you are at least green rank or lower.

    Those plus surviving for long and either doing generators or running the killer around while generators pop should be enough for you to pip in any rank. If you aren't you are probably missing something.


    You can read this for more detailed information: https://deadbydaylight.gamepedia.com/Emblems

  • But here is the difference, the survivors can't see what killer they are facing. I don't see a problem not being able to change killers to counter the survivor items, I would say its even fairer that way. If its such a big problem you can just bring the new Lightborn or the new Franklins, which will most likely delete those items from existence.

    @MusicNerd_TC said:

    It would be less piss, if survivors were locked as well.

    Why even do that, that's like saying changing skins should be locked. You realize all survivors are just cosmetics right?

  • @Peepo said:

    Every week I see a post about WGLF buff and I guess our request is being ignored :)

    Yeah this has been the case for years. Im not gonna give up though, I really think this is an important change.

    @ZandoFox said:

    Additionally, making protection hits or something else give stacks for this perk would make it easier to use and therefore make it more fair compared to B&C.

    Protection hits already give stacks for WGLF.

    Oh right totally forgot about that. Then I take back the things I said about the difficulty.

  • The only way to fix this would be to allow killers to kick down the levels. But unlike generators once kicked they should just be unusable for the rest of the game, that would balance Wake Up.

    Now on to the real problem, survivors need a way to counter Autodidact, its too strong for the killer.

  • Another change that gives solo queue players the information swf already get. As a Head On lover I would love a QoL like this.

  • I don't understand the people who says gen tapping should take longer than 2.5 seconds or whatever. It takes only 2 seconds default for a killer to kick the gen, how do you think its fair for it taking survivors longer to stop it. Maybe something around 1s could be good but personally I don't see a problem with it at the moment. This change would make kicking generators mid-chase a valid strategy for killers which means they can just let a gen regress while chasing a survivor right next to it and that survivor can't do anything about it.

  • If you are playing as a SWF and running the killer to your team that's a communication problem you guys have that needs to be fixed, Bond would just be a band-aid. Its always good to have one exhaustion perk with you.

  • Depends on the killer, I chose Sloppy cause it's a good slowdown perk for most killers.

  • There is no auto aim in normal m1 attacks, if you are still missing the survivor in point blank range its on you. Just play the game and get better at it.

  • @YaiPa said:

    actually I'd rather comment on a low commented thread, just to somewhat give it a chance to be seen and so that I can give a contribution to the thread and not repeat something already said 40 comments before (because yeah, I don't like scrolling down 50 comments).

    Exactly the same here. Honestly that's why I'm replying to this post too. Also I don't usually even click on those complaining posts.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475187#Comment_1475187

    https://www.youtube.com/watch?v=YQomQu_e-KI&t=0m55s

    About 30 seconds and no down.

    Tru3 is not experienced enough for you? How about Scottjund?

    https://youtu.be/v8XcQoJHauA?t=13722 even downing this ABSOLUTELY terrible kate takes in total 20 seconds even tho she is playing as bad as possible.

    Depip Squad already showed that if you just piss out gens and split up you'll win so this isn't new.

    Okay first of all learn to stay in topic. Early game for killers is already a whole different problem, him taking 30 seconds to find a survivors has nothing to do with my comment of "no experienced killer would chase a survivor for that long". If you want the proof keep watching that video after the first 30 seconds. He finds a survivor, gets a hit but is unable to down him for the next minute or so. So he doesn't keep chasing him like a zombie and goes straight for the gen that's being worked on and pressures it. That decision making is what I called being experienced, not getting downs left and right with every killer in any map. Your point has nothing to do with my previous comment.

    Also sorry but I don't wanna spend time watching the second clip, I'm not that invested in this argument, just typing this mainly for other people to understand my point.



    @Khakuate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475187#Comment_1475187

    This!

    Btw... uhhh guys, this post is from march 19 lol

    Well he put all that effort in to this post, this way more people sees it. But yeah, didn't even realize that myself until you said it.

  • @Sunbreaker7 said:

    For people who think this is about smashing in literal meaning to point where I break my keyboard like a raging little kid, come on guys... What I meant was that over the years as I have played this game almost daily, these two buttons wear out to a point where it is no wonder why my A and D keys suddenly stop working where as other letters work just fine. It is just the nature of this game that rapidly tapping A and D is bound to wear them out over time. Same is true for the space bar when struggling on hook.

    Also, even if we ignore the breaking part, can we just agree that the struggle mechanic is simply not fun nor smooth. I doubt that many of you can get the bar to progress in steady clean pace if not using some bot program that presses the keys for you that some people like to use.

    Nope, never had a problem struggling smoothly before. Like the people above said, if you are damaging your keyboard spamming those buttons you are doing it very wrong. You don't even need to press them that fast, you just need to be steady which isn't hard to get used to.

  • The server-side hit registration will be implemented as a test when the patch releases too. It was going to be in the PTB but it was delayed. Also around 6 or so perks are getting reworks.

    They haven't even mentioned an upcoming training mode yet. There are some leaks on a new little system with a red glyph and bots replacing disconnected survivors (I think the later was already in the PTB) but I'm not sure if either of these will be in the patch.

  • For killer, killing 3 or 4 survivors is winning for me.

    For survivors its a bit more complicated. If I escape that's a win on its own, if I don't escape but last long enough to let my team escape (and get at least a black pip) I count that as a win too.

  • Well this is not an actual strategy, no experienced killer in their right mind would chase a survivor for that long without pressuring the gens. Healing, unhooking and especially running around is what survivors end up doing most of the match instead of the generators. Props to you for putting that effort in the math though, that's basically the worst case scenario for a killer.

  • Same lol. Making the perk increase the rate of healing skill checks or guarantee at least one would be amazing QoL changes.

  • I would love to see this, but pirates aren't really horror themed sadly. Maybe they could make an original character like they made a samurai one, but if nothing else works that map and maybe some pirate skins would make one spectacular event.

  • We know. The devs know. You could post this in feedback if this is pointed towards the devs but it wouldn't change anything. They said they were working on a new MMR system a while ago and they will finish it when they will. Nothing any of us can really do other than complain to each other and deal with it.

  • He is strong, he is not broken. He is an M1 killer out of his power but very strong in his power. This means he is both fun to play as because of that power rush you get and fun to play against because of the difficulty and the different mechanics. No nerfs are needed, a killer doesn't need to have many restrictions to be considered "balanced".

    Also don't use that "my friend" excuse, no one posts an idea like this in a forum if they really dislike it/think it is stupid or whatever. If you want to share your idea be open to criticism.

  • My god most of these comments are so one sided. "Killers should be able to dodge bullies/SWF etc" goes both sides may I remind you. Then why don't we let survivors killer profiles too so they know when they are facing mori users or iridescent head using huntresses. Contrary to the general opinion, survivors aren't the "evil side" who does the only bullying. But we can't give both sides this much of information, even survivors being able to see each others ranks around a year ago caused so many lobby dodgers and such long queue times. If you really wanna make it viable and fair, neither side should know much about what they are facing.

  • @RedditUser69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451766#Comment_1451766

    Yeah, I would take this as a solo survivor who doesn't use DS, Unbreakable or Deadhard.

    I am for buffing solo survivors, but I think this perk is just too good. Besides, imo, buffing solo survivor by giving them perks isn't what they should do. This just means solo survivors now have to take Kindred AND this perk to gain what a SWF has, that's two perks just to gain what discord gives other people.

    Very true, perks really shouldn't be used to give solo queue players information SWF already get for free... but something like my suggestion wouldn't really fit in the base kit. I would love better ideas for perks or base kit changes if you have any, that's the point of this thread after all.

  • @RedditUser69 said:

    That gives too much info to survivors, it's one of the huge reasons why SWF is so hated.

    Would it make you swap any perks out of your load out though, think it like that. Its nothing compared to stuff like exhaustion perks, DS, Unbreakable etc. Also it's a good thing to make solo queue players closer to SWF players. Devs can't nerf SWF communicating with each other, so the only thing they can do it buff solo queue and killers to balance it.

  • I find every strategy when executed well okay, slugging being one of them of course. If you aren't gonna use the game mechanics to your full advantage why are you even playing, I think restricting yourself in games like these gets very boring and stale very quick.

  • Definitely disagreed. If we will ever get to see how many totems are left in a game it shouldn't be tied to a single perk, like you said it is a crucial information especially in solo queue. On top of that, even if Small Game did let you see how many totems are left it still wouldn't be worthy of a perk slot, Maps and Detectives Hunch would still be much superior since they let you know how many totems are left and show you where they are.

  • Both are very strong exhaustion perks. The thing is Sprint Burst requires skill and management while Dead Hard requires timing and luck. Most people prefer to just time their Dead Hard and hope for the best than managing their sprint the whole game just to get use out of Sprint Burst. Personally I'm a Sprint Burst fan, I know how to use it to its full potential and its amazing when I get good value out of it.

  • @Sinister0208 said:

    Keep your distance against these two as much as you can. Not every killer is meant to be played against the same way.

    For those who don't know, PH's punishment of the damned has a 2.75s cooldown - if you run straight after he misses you can get an 11m head start (4 m/s x 2.75s) which is close to the distance you get after being hit by an M1 killer (6 m/s x 2s = 12m). It would take him just over 18s to catch up (11m/0.6 m/s - without bloodlust) if you kept on running.

    You are better off forcing a miss then 'holding W' rather than looping the same tile and letting him fake his M2.

    On deathslinger - I bought him on console and gave up on him after some time. FPS and optimisation issues make him a nightmare to play as, since you miss even at really close range with his minuscule hitbox and janky aiming - he needs the fast ads to make up for it and even then his reload speed is the same as PH's cooldown (and he moves at 60% movement speed while reloading). Plus he is also a 4.4 m/s killer so his map pressure sucks even more.

    This isn't to say either can't be strong in the right hands, but calling for nerfs isn't right unless perhaps they are buffed in other areas. I say this playing as them and against them - they aren't freddy or spirit's level at all.

    Well your arguments about Deathslinger doesn't work at all. You are assuming all of us are in console and since Deathslinger is hard to play people who play that killer will always miss, which is definitely not the case. Deathslinger without a doubt is one of the strongest killers in chases, the strongest in my opinion but that's just an opinion and not a fact. His map pressure is bad so he is pretty balanced like you said, so I agree he doesn't need a nerf. Just wanted to clarify his chase potential, its nothing to be taken lightly especially on PC.

  • I would say Spine Chill or Kindred for survivor but you can already find many people defending these two perks. I guess they aren't really underrated anymore.

    Next on my list is "Stake Out". It isn't hard to get tokens and each token basically gives 2% progress to generators and 5% progress to healing. This can stack up pretty fast, it is like an everything together perk. Also it increases great skill check bonus on gens to 2% so you get that added bonus too. I find it fun to run once in a while.

    I can't think of a killer one since there are so many killers that nearly every perk with some impact does already get used in at least one of them. Sloppy, I'm All Ears and Whispers would be my less popular choices but people already know why these perks are great.

  • I don't think they would want to spend any more resources on Billy than they need to, they have new killers to work on after these changes. They will most definitely release it with Bubba as the chainsaw themed mid-chapter and maybe do some more tweaks later on.

  • High skill gap, extremely fast chases when you are good with him. His main downside is low map pressure. He is a high tier killer easily but can be pretty hard to use. Also his shots can't be dodged at all, the hook travels so fast that there is no way a survivor can dodge it after it is shot, it will only ever miss if you miss.

  • @VSchmitt said:

    @Peanits Before doing that, can you tell us if it is bannable? Since it needs do mess with use GameUserSettings.ini?

    @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/1448680#Comment_1448680

    Good chance, yea I am not Peanits but if you mess with the files in any way you are at risk of being banned

    It is not bannable, many people have been tweaking it for years. No need to worry.

    @PigMainBigBrain said:

    This is like....what people with potato computers do to get "more frames"

    You drop the resolution down to 33% <--- This isn't good. This just means you have a trash computer and need to upgrade your graphics card.

    If your computer can barely push 20 frames on this game, its likely that your monitor can't even handle an 144hz refresh rate (and if it can, your buying priorities are in the complete ass opposite order).

    Get a New GPU....get a new CPU that can handle above 100 frames, and get a monitor that can handle 144hz.

    If you're on a 60Hz monitor and pushing 100 frames its literally wasted data....

    Ryzen 5 3600's are decent, Nvidia 1660's are at a decent price point as well....just upgrade....that beat up rig....

    Also Vsync has nothing to do with poor FPS in games unless you're running an INCREDIBLY OLD card....

    I wouldn't call frames over your monitors refresh rate wasted data. By having more frames rendered you get less input lag in average. I find it better to get as many frames as you can get without any heating or stutter issues in your pc. Other than that agreed, V-Sync only really effects input lag.

  • I don't like how most people before me left out exhaustion perks, lasting long in chases is one of the best ways you can help your team.

    Also, there aren't 4 best altruism perks to play with. There are many that are useful in different scenarios. BT and Well Make It are amazing hook perks; Autodidact and Botany Knowledge are pretty good healing perks; Prove Thyself and Resilience are pretty good gen perks etc etc. Leader I would say is more of a selfish perk, most of the time it only works when you are being healed.

    Personally I think gen rushing builds are the most altruistic since the faster you can do gens the less people will die. Also weirdly I have a higher win ration when I use these perks. The combo is Prove Thyself + Stake Out which is actually a pretty good combo. I would recommend trying that.

  • Just a salty killer, most likely either lost a few kills to keys recently or just following the current trends of "tunnel keys". In my opinion, no reason to even take him seriously enough to make a forum post about him.

  • Testing for bugs and seeing the community response to the changes. What to do with this data is on them but the main intention is to just get this data.

  • You can't get banned for lagging, also more people than you see report for losing or getting outplayed so getting reported isn't that big of a deal. Just try to fix your internet connection for future games so both you and the survivors have a better time playing the game.

  • I think its on you mate. You are still in the ranks where you cant lose a pip, so you cant have had much playtime with killer (or you haven't played in a while). Either case, its very normal for you to face people much better than you since you aren't a very experienced either. I would recommend playing a high tier killer to carry you while learning and then going back to Clown. Cheers.

  • Definitely not, in chases he has nearly no counter play in most cases and is fully based on guessing. Someone who mastered the Redeemer can end chases in a few seconds no matter the survivor or the map in most cases with some perk builds.

    @Erk said:

    • He requires a good aim (therefore skill)
    • He is easy to play but hard to master (how it should be)
    • All of his addons do something (they are not trash)
    • His movement speed and TR is balanced

    Requiring a good aim means skill gap, has nothing to do with balance.

    "Easy to play, hard to master" means skill gap, nothing to do with how good the killer itself actually is.

    His addons doing something, you should have added he is also good without addons. This is pretty balanced, I agree and I like it.

    Movement speed and TR are so easy to get right by the devs it shouldn't even be mentioned. Of course a killer with 16m attack range has 110% speed, of course a 110% speed killer has 16m TR.

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