Eninya
Eninya
About
- Username
- Eninya
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Comments
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Given the game is, like, $20 base price ($10 on sale), and DLC isn't some ElectronicActivisionUbisoft sh*t, it's really not bad for players that get interested to buy a couple of things down the road on top of earning other things.
For starters, the licensed stuff cannot be earned with Iridescent Shards.
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As I became a better survivor, I just started repairing generators in the killers' face if they were chasing someone. They would have to keep juggling which survivor to chase, and whomever he commits to just leads them away.
I feel like Technician is only good if you're excessively bad against Ruin/Overcharge, but also ridiculously bold to repair generators close to a killer, too. There's better perks for accomplishing stealth and staying alive.
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Hillbilly -- Ludicrously easy.
Nurse -- I haven't played her in over a year. Blink hits for daily are easy, but I'm too rusty to 4K, so I just farm now.
Hag -- No lunge out of teleport is the most miserable thing about her, and then her ridiculous hit box sizing making her take pallet stuns from around corners away from them. -
It's like 1.4 seconds and requires extremely tight timing. I've only ever done a single flashlight blind, and it's extremely rare now. Failing to blind-stun-save a survivor basically nulls the point of flashlights beyond destroying Hag traps, as following footsteps once blinded is easy.
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Hatch standoff next to half-repaired generator on Azarov's with a Jake Park.
I went to the generator and did the partial kick animation, and he tried to jump in, but since generator kicking isn't a locking animation, I turned and grabbed him out and hooked him right in front of it. Afterwards, he complained that he deserved the hatch and that I was wrong to bait him. I even took the screenshot. lol

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@P3Myers said:
its called 99% the saw they wont know when your releasing it. you still didnt counter how you cant lose him. hes the easiest killer bc you can just hit with ur primary and use the power for speed and nothing else which helps ALOT where time is the most important thing. in fact thats how most people use him when they cant land chainsaw hits or are around stuf lmao. it requires the least amount of effort among killers.You'd honestly be lucky enough to get as far as juking the saw. It has a 120~ degree conal cleave attached, so his ability to "miss" is almost entirely based on whether the player owns a cat and it jumped on the mouse as the saw went off.
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I oppose this because sometimes it's most effective to take a quick hit at another survivor and injuring them before hooking the aforementioned downed survivor. A change like this would be absurdly easy to abuse for survivors, especially SWF that intends to try and work to flashlight stun or body block for hooks. Any time the killer is forced to peel away, even for a few seconds, that's plenty of time to get enough "heal" for the struggle once picked up.
This is worse with the crawl perk and Unbreakable, where they can potentially self-recover a sh*tload before getting up.
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I get sandbagged so absurdly much at high ranks as a survivor. There's no reason to care about ranking on either side, since there's no reward. I really only aim to survive, and get as much bloodpoints as I can while doing it. If I somehow depip doing that, I don't care. High rank is just getting sandbagged for points by other survivors, or facing Hillbilly/Doctor 85% of my games. Even Nurse is rare, but I go into that expecting to die from the first wheeze she makes, but there's always a chance to actually make it out against one, whereas Hillbilly gets a down in the first 8-15 seconds most of the time thanks to spawn RNG.
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I don't use it because there's no restriction to it beyond a single use--which can be game changing. Playing with my friend (whom also doesn't use it), we both agree it's pretty nuts when the first person is caught, runs the killer for 1+ gens, finally goes down, and gets it off to go run some more gens, it's pretty broken.
At least after the nerf to Borrowed Time it's pretty balanced and has some drawbacks now, but DS hasn't received any nerfs like that, yet. The devs are working on it, though, so it's only a matter of time. I expect it to get f*cked after Brand New Parts get nerfed next patch.
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Maybe it's just me, but every time I face The Clown that fat f*ck is faster than Usain Bolt. Even with Sprint Burst, he closes insane distances in just seconds without his poison.
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Slugbox (Pig)
--Third Seal
--Knockout
--Ruin
--NOED
+1 trap, and Mangled on trap.Alternatively, you can replace Knockout and Third Seal with Coulrophobia and Distressing.
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As much as I'd like WGLF to do more, it's hard to say it should. Getting 4 tokens isn't easy in most games, especially when you're competing with others for them, or constantly chased by the killer. Most people don't run it, and a fourth perk would likely aid your average survival much more if you cannot consistently survive or get 3+ tokens in most games.
If anything, BBQ & Chili should lose its vision and give more BP, and survivors should have another avenue to get tokens. They should be strictly farming perks of high reward--you're risking your effectiveness by coughing up a perk slot for a greater point reward. That's what those perks should exclusively affect.
After all, almost every killer defending BBQ & Chili says they only use it for the points, so they should have no problem giving up the vision for more points.
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I've been accused a lot of SWF when I just happen to get games with team-conscious survivors. No use running to a hook save if I see someone far in front of me on their way, or looping a killer around a generator almost done with another survivor there.
The irony is that I do SWF with 1-2 friends (one being decent, and another who is a newbie still learning), and they call it SWF with the PUG player(s)... XD
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@Tizzle said:
@ShrimpTwiggs said:
This is ridiculous. It's already a 4v1 and there are four killer perks against sixteen survivor perks. Killers can't afford to waste perk slots, so they need the advantage of knowing when to alter their build. Killers should know when they're going into a game with four flashlights so they can equip lightborn and not get blinded whenever they break a pallet.Most Killers do not use this information to alter their perks/addons/offerings, they use it to dodge.
Thats the problem.
Flashlights don't scare me anymore, and I usually bring Franklin's Demise to screw with everyone. They'll waste time picking up their items, and even if I'm blinded on a pallet, that's time they aren't using to run and juke. Even before the sound changes it was easy to follow a survivor's footsteps.
4 toolboxes/medkits cause me more apprehension than 4 flashlights. It's worse to run against a bunch of Syringes and BNPs/coordinated Sabo teams than a 4 flashlight trolling squad.
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I don't think I've ever seen a Leatherface even use Tinkerer.
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My last hatch standoff was last night on Badham, where the hatch was in the school basement. He stood in the path, so it wasn't even possible to get to it. It was also a Hillbilly, so ######### him. I did the CLOSEST generator to the hatch, and then stealthed around a bit. After he couldn't find me, and I didn't immediately take the hatch, he left to check exit gates and I got it.

There wasn't even any pallets left, so if he hit me with his saw I was doomed.
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@Tsulan said:
What you experience is called latency.
All weapons have the same range, but it might look like Freddy has a longer range than Trapper, because of the height.50 ms and hatchets can still miss 1-2 feet to my side and hit me. Killers can reach all the way through windows and hit people on the other side, even if they're not close.
The way the killer's "attack box" works for recognizing when a lunge will hit is... strange. Latency is a pretty tiny factor in its function, but visually it's so different for the killers. I still believe the killers have varying lunge ranges, with Freddy (for example) having a huge attack range. Hag's lunge feels solid, but her own hit box is bloated, so she has a tendency of eating pallet stuns while being substantially farther away than other killers, on top of her being able to hit walls through survivors for some reason.
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Survivor: Escaping, pipping, and getting 16k+ points where I actually touched some generators.
Killer: 3 kills, preferably without using a Mori. Alternatively, 1 kill where I brought Franklin's Demise, and nobody escaped with an item.
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@Spaaaaaace_steam_ said:
@Dwight_Fairfield said:
No thanks. Would forever be on the Game if they could.Whats wrong with that map i don't get it?
No stealth; audio makes it easy to find where people are and defend generators, half of the pallets are completely unusable, no fog, blood trails are visible from a mile away, there's a hundred good totem spawn points...
About the only bad thing for killers is that the basement is always in the corner, but it's a death trap to survivors caught there once the pallets are burned.
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Instant blinds are gone, and BNPs are getting nerfed pretty hard next patch, but the other things are still an issue. Killers shouldn't have to rely on Ruin and its RNG placement; it should be built into the game or removed and generators rebalanced. The removal of the pallet vacuum helped more than most killers want to admit, since it had a pretty significant effect on looping, especially if survivors started the chase in a bad spot.
I feel like Ruin and Bloodlust's place in this game are the biggest problems to balance. Bloodlust is almost useless, and Ruin is mandatory, but such a liability to itself.
There's also a concerted effort by the devs to keep camping in the game.
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@Doom_Punk said:
@whyareyoutunnelingme @Mr_Jay_Stark In regards to that, it is not at all bannable, UNLESS you take it so far as to not even attempt to kill anyone.An example, you've locked three really close gens as Doc that makes getting them really hard. But instead of killing them, you just shock them off of the gens whenever they get close and always stay in Treatment mode. This is bannable, because you can keep the game going for practically forever.
The Doctor is just cancer to play against in general. Such a ######### design. lol
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@Jack11803 said:
Identity V’s actually more balanced. But MY GOD camping is literally the meta! No joke, it’s powerful as hellSounds like Dead by Daylight. XD
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@Aari_Piggy66 said:
What are you talking about the add-ons are related to ambush are probably her best addons.Also in comparison to third seal face mask is a lot more guaranteed so again I don't know what you're talking about.
You haven't faced survivors that know how to avoid the Ambush at pallets. It becomes completely nullified by... running away. Most survivors don't bother/know this, but it's incredibly easy to avoid if she resorts to this at a pallet. The miniscule delays the addons shave off of it aren't enough, and they don't fix the issues it already suffers with Sprint Burst making them immune to it if they're running away. Ambush not working against it is a casualty of the attack recognition/hit box design within the game (based on the explanation by McLean).
Also, Facemask is bad because survivor perks trump blindness effects, and the only one they don't is Hex: Third Seal, which is why the Blindness mechanic as a whole is trash outside of it.
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Survivor:
We'll Make It - The heal speed!
Leader - A ghetto reverse Bond for genrushing.
Iron Will - I rarely use it now due to WGLF, but it's another great tryhard ninja escape perk.Killer:
Third Seal - True isolation mechanic. Absolute f*cking shame it's tied to a Hex, and Ruin feels so required.
Make Your Choice - I very rarely see this used, especially to effect, but I love it. Complete game-changer in some matches. Anti-tunnel perk, yay.
Overcharge - I see it in about 30% of my matches, but Tier 3 is actually quite good for forcing 3 gens with Distressing + Unnerving on any killer. -
All addons related to Ambush and box searching are weak, even if you build around them. They always will be due to the roar attached to the attack sequence. In many cases, it's better to simply exit stealth, and the only solid application it has after the initial sneak of the game is to mind-game some pallet loops. I mean, on grassy maps you actually struggle to see in the distance when fog is rendering correctly, so sometimes it's just as big a detriment to try and sneak and be aware of your surroundings.
Rules Set No. 2 is... okay when combined with Tampered Timer. It's not even good with +1 box because the only time seeing boxes matters is when your timer is going anyway. If the timer isn't active, you have as much time as you need (provided you evade the killer) to remove your trap.
I like that Pig's traps are anti-tunnel mechanics (granted, I see 80% of Pigs still tunnel, and often camp, with them), but they're just as limited as they can be useful. I never use the Hemorrhage or Mangled addons because the Exhaustion addon is so much stronger for catching a trapped survivor. Mangled is pointless because they will remove their trap before they're healed if they can, and Hemorrhage is almost universally unnecessary for finding an injured survivor if your audio is configured properly.
Facemask sounded good on paper, but anything not Third Seal isn't good for isolation mechanics because survivor perks beat them. It's a wasted addon slot, and it doesn't blind them from seeing boxes, either. (Ultra rare addon to increase timer, but unable to see box auras, maybe?) The problem is that you need the OTHER survivors blinded--not the one you trapped. It would make a LOT more sense to have Pig's traps prevent aura reading on her target as an addon, or maybe a reworked in feature.
I really like that she promotes even punishment with her traps enabling scenarios in which a survivor is 100% locked out of repairing generators without dying (even if it's built upon RNG). Make Your Choice further cemented this in her design when they built her base perks. However, the traps aren't as directly effective as a Trapper's bear trap is because they don't apply any immediate danger. You're also unable to control the activation of the timer until the end of the match, so if generators stall everyone can remove them at their leisure while you're hunting. This isn't a particularly good situation for Pig, even if she built for tracking.
My favorite addons are:
Tampered Timer - Versatile; always usefulRules Set No. 2 - Fun, and promotes panic
Jigsaw's Annotated Plan/Sketch - +1 box, even with +30s timer, can waste an immense amount of time
Slow-Release Toxin - Makes for catching survivors easy, and nulls Vigil's broken synergy with Sprint Burst. Great when that last standing survivor is trapped and running around. (I seriously underestimated this addon for a long time.)
If you run Distressing + Unnerving Presence, her box search addons become okay-ish at best, but you're still burning two perk slots with questionable usefulness at best. The Macabre Search skill checks are nowhere near as difficult as breaking Madness 3 on The Doctor even without Unnerving Presence.
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@thekiller490490 said:
Bloodlust is fine. If you get a tier of bloodlust you have been awarded for keeping up with the chase and are being given a chance to get an easier hit.Bloodlust isn't really a reward for staying in a chase; it's a mechanism to prevent chases from getting excessive because a killer cannot mechanically end chases in certain map layouts in a reasonable amount of time. I mean, it's different if the killer repeatedly messes up, such as reading a survivor wrong or running into a dead end they thought looped. The Game is friggin awful at this. It's like pre-nerf Lery's.
Ex: Rank 1 grind as Pig was rough because Fractured Cowshed was a safety pip every time. Not even NOED and Ruin lasting the entire match can stop the Window + Pallet infinite at the barn. Had multiple games around rank 3-4 where people would beeline for it and loop me there. I managed to destroy two of the pallets there before the match ended, but there was still a third people could use. (Bloodlust should affect vaults...)
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Sorry to say, OP, but this community lives to suckle on every little drip of bullshit the game can give them most of the time.
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Stealth died a long time ago. Next patch shows that they don't want stealth with how much more aura reading they're adding.
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@Hillbilly420 said:
Funny, because I use Hillbilly and I've dabbled with the Nurse and guess what? Survivors still get the gens done insanely fast. I hit Rank 1 and faced plenty of SWF/Streamer guys and I still feel like I got lucky when I 4 man. Either I got that one snowball with Billy and that stopped the gen rush or I'm just playing against bads. Or, I'm facing a squad using DS...
The argument that "Oh well, if you make gen regression stronger then Billy and Nurse will be even more powerful!" Is complete and utter bullshit.
It's not because the rest of the balance on the survivor side has nothing to do with Hillbilly's balance because he doesn't function the same as the rest of the killers. The entire generator mechanic needs to be reworked, and so does Ruin and the Hex system. They nerfed pallet looping with the pallet changes, and now Exhaustion is next on the chopping block.
Eventually, we're going to need killer changes, and Hillbilly should be the first to get normalized against the other killers' overall effectiveness.
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@TheXenoborg said:
The nerf is fine, but the max 25% progression is too low. It should be at most 50%.Maybe 30-40%. 50% is a LOT, especially if there's only one survivor on the generator doing it.
As for 15k bloodpoints to get it, that's far too much.
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@AshleyWB said:
I think kicking gens should be more powerful.The problem is that not all killers can get to gens at the same speed. A buff to generator kicking/regression would make Hillbilly more broken than he already is.
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It should work. They work with Brokenbilly's chainsaw.
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Reworked. His current design is stupid, and his lullaby is still broken to this day. Invisible killer? ######### genius. You can't reliably stealth against him, and one meta perk can screw him over a lot with RNG, which is another problem: RNG can also completely lock survivors out of dealing with him. I've spent over a minute on a generator trying to get a skill check before, and other times had one instantly. There's no consistency anywhere in his power in that regard. So, he definitely needs a rework.
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She's only harder to see in blue/brown hues. With the right clothes and corner, she's very difficult to spot if you're not used to checking corners for hiding survivors.
However, Bill and David are easily harder to spot on Coldwind Farm and Azarov's, and all three can be very effective in Red Forest and the Swamps.
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Ruin should be baked into the game, and NOED and Decisive Strike could both be removed. I honestly don't think one-hit down mechanics should really exist, especially at the spam-tacular levels that Hillbilly and Leatherface have them, but they're going to keep existing as long as this back-and-forth balance goes on.
The core game needs to change on both sides. Killers shouldn't feel like they're at the mercy of how long Ruin lasts, or a last resort NOED proc. Survivors don't need Decisive Strike to stay alive. The whole reason DS is even hated is because a killer works for his down, and then you get away with no risk to anyone else, and that wouldn't be a problem if the time killers sometimes invest into getting that down wasn't obscene.
Sprint Burst is definitely too strong compared to its competitors, and Vigil just makes it absolutely broken, but a weak Bloodlust mechanic isn't helping killers, either.
So much should change...
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A good Hag will know where to place traps to counter hook saves, so camping is really unnecessary on her. Even if all three rush to save someone no one is doing generators, and they're all taking hits and slowing the game down. If you manage to get a down before they can scatter for repairs, they just wasted a lot of time for nothing.
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Aura reading should be rare or sparing, but the next patch is stuffing gargantuan amounts of it into the game for both sides. You should be evading and hiding from the killer. The game is taking the "You can run, but you can't hide(, b*tch)" adage too far.
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As a killer, I don't even look for my totem unless it's in an obscure spot, or I spawned near it. I just assume it'll get merc'd within 1-2 minutes.
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Hexes should be removed and the game rebalanced accordingly. Ruin is so necessary, and so is NOED on some killers.
BBQ & Chili is broken as f*ck on Hillbilly in particular.
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Heroes of the Storm (retired from LoL)
Path of Lagxile (also D3)
Hollow Knight (god-tier indie platformer RPG)
Dark Souls 3
Rain World (a game harder than diamonds that I didn't get far in)
Pillars of Eternity - Sank 88+ hours into this inside a month just before getting DbD. -
Hag doesn't chase like other killers. You should only be pursuing chases off of a Phantasm Hit, or to burn up pallets without going far. She's slower than other killers, so longer chases aren't good for her, and not where her strength lies. Once your traps are out, you can initiate and try to herd people into them.
She can get a lot of easy hits and sneak up on people with Monitor & Abuse after they reduced her Terror Radius to 24 meters baseline.
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With a one-handed gaming pad and some practice, you could probably do well.
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Myers with the addon that lets you kill in EW3 at the exit gates.

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There's already counters to being carried to a hook, and you should honestly be mindful of where you're going down. I hate people that run a killer for miles, only to end up in the basement because that's where they decided to go down.
Flashlight saves, sabotage, body blocking, and the rare pallet stun are all counters. A lot of carries for the distance will result in 80% struggle, so only a single body blocked hit is needed to free someone.
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No room for it in my Nurse builds. Tbh, I think M&A would be better, since the safety threshold and synergy for spotting people with A Nurse's Calling is very strong. Easy to turn and gank unsuspecting survivors.
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32 second Sprint Burst can die in a fire. Even from a survivors' perspective it's broken. It's easy to buy enough time for it to trigger again. Those 8 seconds matter a lot.
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Totems seem relatively the same, and I would argue that hill totems are very dangerous. They're open for being spotted or defended at range. Furthermore, they're incredibly dangerous to cleanse if a killer is actively keeping an eye on it in the area. Dropping off of a hill can be fatal for any survivor not running Balanced Landing, and greatly reduces the effectiveness of Sprint Burst if they're forced to run off of it.
However, I've seen some bad totem placement, too. Rolled MacMillan with the warehouse of windows in the center. There were two totems within 5-8 feet of each other, and my friend (that I frequently co-op with) said he'd cleansed a third one inside the same building that wasn't the two clustered. I mean, I understand two totems potentially spawning near one another, but three? That greatly reduces the chance of NOED being effective, or increases the chance of a Hex getting cleansed quickly due to its proximity to other totems in a high traffic area. That's virtually indefensible for most killers.
Personally, I'd rather see the hex system die off and get baked into the game, so that killers have more reliable perks. Or that totem effectiveness should be proportional to the number of totems remaining, so that survivors are forced to cleanse totems against them. (But then this further increases the power/value of hex totems--another problem to fix.)
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And bear traps were already near-invisible on MacMillan with just the good darkening addon.
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@Pirscher said:
He is the official easy mode copy+paste killer with BBQ and Ruin. Its also no coincide that is says 'Easy' next to his name under killer selection.So many people seem to have fooled themselves to thinking that if you dont use him with this setup at high ranks, that you have no chance - but its not true.
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A little originality wouldnt hurt instead of always copying trends/the masses
His mobility breaks him, or his instant downs. Compare him to Wraith, Leatherface, Myers--he's a thousand times better than all of them in every single way. Hillbilly gets way too much free #########, and his power comes with no drawbacks. Other killers can recklessly spam their power and be punished? Hillbilly? LOLNO. He never has to M1 if he doesn't want to. Other killers have to walk to cover terrain, and even Nurse cannot cross the entire map easily without her fatigue slowing her down, and she requires addons to grant this. Hillbilly? LOLNO. Just fire up your chainsaw, charge away, cancel it for free without penalty, and turn around to do it again.
The only other killer as ridiculous as Hillbilly is Doctor. Nurse can be, too, but there's several asterisks attached to her.