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Exerlin

Exerlin

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Exerlin
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  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1797002#Comment_1797002

    Agreed. It only needs the most minor number tweaks. Personally I feel its effects by mid game. It’s most underrated yet most useful feature is the grab, pick up, drop speed increases. This can totally catch coordinated hook save survivors off guard when they think they’re being clever taking advantage of animation lock.

    Don't forget the vault speed buff. That really catches good survivors off guard, and with my proposed buff, it would be faster than bamboozle

  • 5% per token, and make it affect opening lockers. That's all it really needs honestly.

    EDIT: and also hooking speeds, that would be nice

  • Make it a flat time increase, like 30 more seconds for each phase. That would make it pretty good.

  • They're super buggy, but I played like 20 twins matches and had a great time! Although in about a fourth of those games, I got completely screwed over by Victor getting stuck in the floor, Victor's attack not hitting despite the person being directly in front of me and facing me, weird hitboxes on terrain that caused Victor to whiff and get kicked, and not being able to (accurately) control Victor's vertical direction while lunging, especially over pallets.

    It's a bit of a pain in the ass to play them right now.

  • I went ahead and grabbed it from the steam store yeah. I've been looking forward to four of the six perks in this dlc since the ptb, and the twins have been fun for me so far. I'm just hoping they fix the bugs and add the Victor locker blocking action soon, and that it is strong and not like 10 seconds or something

  • I hate the new Freddy. I liked old Freddy. It would have been nice and they kept that as an option, since he is completely different now after the rework

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1780307#Comment_1780307

    I've been trying to get infectious fright on my Oni, but the game is so damn grindy it punishes you for having every DLC.

    I dropped 3 million BP into ONI AFTER level 50 and I still have not gotten infectious from the bloodweb.

    haha that's really unlucky! Same thing happened to me with Wraith and Surge

    If you have these perks unlocked, maybe you could try:

    Monitor and Abuse (helps get first hit, useful with Oni's quiet music too)

    Deathbound (a little information, a little utility, and a good way to find a nice blood pool)

    Tinkerer (great information and a bit of stealth)

  • Thana isn't good at all on Oni, you didn't slug nearly enough, and DS cost you some time and a kill because it's a bullshit perk that needs to be addressed. You also didn't do a good job camping the Dwight at around the 8 minute mark. You should have gotten at least one hit on a survivor before he got saved.

    You seem to know when to drop chases, but you don't seem to know when it's best to use your power. For example, why did you use it at 8:35 just to go after the guy that literally just got saved? You are activating it way too early when you get it, and you are dashing with it way too often in tight jungle gyms.

    Here's what I'd do if I were you:

    1. Replace Thana with some other perk. Surveillance, Infectious Fright, and even something like Sloppy or Coulrophobia would be much better than that perk. Your other 3 perks are fine on Oni.
    2. Learn when you should slug. You did not output enough pressure because you were hooking, getting your power, using your power, picking up and losing your power, repeat. No slugging from what I saw, and that really hurt you.
    3. Tunnel more. You need to get DS out of the game if you see an opportunity to do so. If you do that, you know that you have someone that is vulnerable in the endgame, and you should prioritize hooking them if they are on their second hook. There are very few cases where respecting DS is the right play (the endgame here with Dwight being one of them), and you can always tunnel and knock that person out to your heart's desire as soon as you know they do not have that in their pocket.
    4. Use your power less. On loops like the one at 4:40, you really don't need to use your power to get a hit on even the best survivor. Same with the killer shack, although you can do some great stuff with your power in that scenario. Perhaps you should practice your fundamentals more with a killer like Wraith?
  • I'd imagine Knockout would be good on them... If it didn't require a basic attack to actually do something...

    Other than that, I'm at a complete loss.

  • @ZaKzan said:

    https://us.v-cdn.net/6030815/uploads/A8L1MZBNNZAR/untitledfwef.jpg

    I just use afk killers as an excuse to find map exploits. 10/10 reworked map btw

    Yamaoka is full of rock climbing and other weird things, i love it

  • It is absolutely NOT #2. I think that it's actually just horizontal distance, but I could be wrong about that

  • @Falkner09 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1765836#Comment_1765836

    four actually. notice that the shack is next to this spot as well.

    I think shack is far enough to count it as "outside" of that cluster of pallets. Although, there might be a pallet in the top of the house that would definitely be a part of that cluster if it was there

  • Just break the pallets! All 3 of them, that are right next to each other.

    I definitely see double pallets like that every now and then, but it's like once every 200 games. The last time I saw one was at Coal Tower, pre-rework.

  • Easily Surge. Less easily, Mindbreaker. Been playing around with that one recently and it's been working surprisingly well!

  • I don't know. It's a bummer, too. Those are the two perks I was really looking forward to using

  • This sounds like a fantastic idea!

  • I'd be down. 24m would be the best range imo, but maybe also have it trigger inside the heartbeat if the killer is farther away than 24m

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/207187/bloodlust-experiment

    I honestly never expected that they would do something like this.

    But it is very much appreciated.One of the main problems i have with the devs is that they are taking sooo much time to test some balance changes.It's only ever for the new chapter and mid chapter ptb.Which just isn't enough at all imo

    Also,console killers won't get robbed by frame drops from bloodlust.So that's a huge plus for us :D

    yeah! I never expected them to touch bloodlust again honestly. This is a very nice surprise

    Also, even as a PC player, I know your pain. I had MASSIVE frame drops when bloodlust initiated a few months ago when it was bugged and had an exaggerated effect.

  • Devotion 3 level 80, 1087.6 hours in the game.

    I played a good bit before devotion was added, so take that as you will

  • I feel you. It is incredibly obnoxious to lose a game like that. I've lost quite a few matches from someone DSing me right outside of an opened exit gate, and even more from someone forcing it out by working on a generator while it is active. It hurts my soul every time I lose the game because of that one perk

  • One reason I can think of is that they want survivors to be the heroes and killers to be the villains in the narrative. Although, at least one killer (wraith) is a good guy in his backstory if I remember correctly, so I can definitely see an evil aligned survivor come into the game.

  • the billy became the server friendly lol

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1756319#Comment_1756319

    not exactly true. I'm a full time Community Co-ordinator for bhvr :)

    And we are aware of this issue, and it's being looked into. There's a team on it.

    Oh nice! I didn't know that haha

  • I love it on every single killer that uses M1 as their main way of downing survivors. I would run it on many other killers too if it would activate when downing survivors via other means, like Infectious Fright. That is the change I want the most.

  • Stealthy players are annoyed by his complete counter to their playstyle, and loopers are annoyed by how his power explicitly takes away their ability to preform vaults, pallet drops, and other actions easily in chase.

  • @LowSpecGamersMatter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1752536#Comment_1752536

    Why can they not? They work at BHVR, its the closest connection to them.

    Forum mods do not work at BHVR and have nothing to do with the development of the game. They are simply players and forum moderators.

    btw, if you level the characters up and get their teachables unlocked, you will keep them even if you lose them in the future. Also, if you are using family sharing via Steam, you automatically get all of the DLC your family member bought. That might be the cause of this

  • I'd say that prestige is for players that play the game a ton and for players that really like a specific character. I'm kinda sitting in the middle of those two camps and have a few characters with P3 all T3 perks

  • Because I enjoy playing as the characters I've customized

  • "if any of you think differently then you’re just a selfish killer main or a selfish survivor main."

    damn dude, I guess I'm a selfish whatever main.

    We do need an anti-tunneling perk, but we also need to make sure that people can't use it as an anti-momentum perk outside of scenarios where the killer is tunneling. Your idea would incentivize players with DS active to bodyblock for other players, get downed, and be completely unable to be picked up. That kind of thing is bad and is the reason everyone keeps talking about how DS is a big issue. The timer should never be outright paused, but I do think it would be fair to halve the rate the timer goes down while downed or in a chase.

  • That sounds like a very good nerf for it. It still screws over hard tunnelers, but it doesn't remain as the best anti-momentum perk in the game.

  • I have no idea. Some weeks I play for maybe 4 hours total, other weeks I play over 12 hours total. I normally have at least one good, long session every week though

  • @Mandy said:

    Just a reminder with one stack of Desparate Measures (1 injured) it's 10% not 14%

    It is 14% per survivor at tier 3


    I'm copy and pasting from one of my previous posts from September:

    The formula seems to be (HEALING_TIME_AFTER_DEBUFFS / (ADDITIVE_BUFFS + 1)). This means:

    Self Care: 32 / 1 = 32 seconds

    Self Care + Desperate Measures (2 injured survivors): 32 / 1.28 = 25 seconds

    Self Care + Botany Knowledge: 32 / 1.33 = 24 seconds

    Self Care + Desperate Measures (4 injured survivors): 32 / 1.56 = 20.5 seconds

    Self Care + Botany Knowledge + Desperate Measures (2 injured survivors): 32 / 1.61 = 20 seconds (19.88)

    Self Care + Botany Knowledge + Desperate Measures (4 injured survivors): 32 / 1.89 = 17 seconds (16.9)

    Self Care + Botany Knowledge + Desperate Measures (4 injured survivors) + Resilience: 32 / 1.98 = 16 seconds (16.16)


    So yeah, the perk combo is super good if healing yourself is your goal. You could probably replace resilience with something else though since it only knocks off a little under a second (MASSIVE diminishing returns)

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1753939#Comment_1753939

    How many times do I need to put the word “walk” in my post before others will stop saying “try not running”?!

    When I make posts trying to help people out, I like to be as clear and helpful as I possibly can. I understand that you already know that you shouldn't leave scratch marks when you're trying to avoid the killer, but I wanted to tell you and anyone else with your same issue what exact steps I would take to solve that problem.

    I'll be sure to just say something like "run premonition lol" next time if that would make you feel better

  • If this is something that really annoys you, try running Premonition and not running at the start of the match. If the killer is within your premonition range, you'll know where they're coming from and have a good idea of where to hide. If the killer is outside of your premonition range, then you'll know that you are safe for good moment.

  • "oh no! Now all the people that bought it thinking they'll only be able to use all three pieces together will be able to mix and match them with his normal and prestige outfit! I hate when the devs give their players more cosmetic options!"

    I do not understand your issue with this positive change

  • L, but like, a super close one that I probably had a great time playing out

  • @ALostPuppy said:

    Me and several others on here have a VERY bad taste in their mouth after the garbage that's happened to Billy over the last year. First it was the camera and animations that were changed with no warning at all. We all thought it was a bug and would get fixed.

    It wasn't a bug and literally none of the devs have commented on this. Ever.

    He makes a stupid roar that annoyed me to the core after the first 2 days. I don't want to hear him shout louder than literally everything in the game when I start chainsawing who the ######### thought this was a good idea? It's also not just a cosmetic change, it literally hurts him in a chase because you react to sound faster than a visual cue, so curving was slightly shadow nerfed because of this.

    The overheat mechanic with the nerfed cooldown rate absolutely changes the way you play Billy too, and if you say it doesn't then you didn't play Billy much in the first place. I would've agreed with you in the first live patch. The cooldown rate of 5 ticks/s felt perfectly fine. It prevented people from spamming the chainsaw and facecamping with it revved, which is what they wanted to do. But then for no reason after everyone was happy with the change they ######### nerf it again a week later because the almighty stats told them people weren't overheating enough? Are we for real BHVR? Can't we just play a killer the way we want without your tedious limiting mechanics getting in our way?

    My thoughts exactly

  • Yeah, the whole thing was just really weird and uncalled for. I expected some nerfs definitely, like making the charge speed addons also decrease the billy's chainsaw movement speed, but I expected for his basekit to be relatively the same, maybe with some QOL changes. Instead, we got an uncalled for nerf to his basekit, an obnoxious scream every time he starts a dash, and a complete addon rework. Way too much effort put into a nerf that didn't need to happen. I really wish the devs would just bite the bullet and revert the scream and overheat mechanic, the two things almost everyone can agree is uncalled for.

  • Sweet! That means everything isn't locked into a set or auric cells :)

  • If you count winning as pipping and nothing else, yes. If you count winning as getting more kills than escapes or something similar, no. He simply has nothing in his kit that helps him down people, only injure them.

  • No. Certain combinations of perks are banned and can get you permanently banned from the game. Please see attached image for more information:

    image.png


  • @TheClownIsKing said:

    I am tired, tired, TIRED, of the vitriol that injured survivors doing gens is bad. I.e. FP encourages gen rush. It’s so dumb.

    Healthy or injured, survivors NEED to repair gens. They’re going to be on gens anyway. When needing to get into a fresh chase after ending another, where as killer do you go?! Sure, sometimes you can be lucky to come across survivors out in the open or off of gens, but Jesus, a killer is likely to end up starting their next chase with survivors they find on gens.

    And when a killer DOES find a survivor on a gen they start a chase with, what’s the preference?! A healthy survivor or an injured one?! Quite obviously the preference is injured. Even as an Instadown killer it’s better to have the assistance of blood trails and grunts of pain over someone healthy and quiet.

    Getting into chases against injured survivors rather than healthy ones is absolutely crucial for MOST killers.

    I agree. We have to look at it from the perspective of the best vs. the best. Good survivors know when to heal and when to not heal. If they are broken when they really need to heal up, then you are getting good value out of the perk. You aren't getting value out of the perk if they aren't broken or they can wait the 80 seconds before they need to heal up (often by working on a "safe" generator like those in corners, near jungle gyms, or on platforms). My main fear with the perk isn't that I will be forcing them to act optimally. I expect them to be doing that anyway. I only fear that they will not be broken when it would actually put them at a disadvantage.

    Because of this, it seems more like a "win harder" perk that not only requires them to take a protection hit, but also requires them to be in a situation where healing is the optimal thing to do while they are broken. It just seems way too inconsistent of a perk compared to many other perks in the game.

  • I think I'd change DS to make it basically function as a guaranteed Borrowed Time on yourself whenever you get unhooked. That way, you can reliably get to a safer place if the killer tunnels or you get farmed, and the perk is useless if the killer does not tunnel you. That would make the most busted perk one of the healthier perks in the game imo

  • I've thought about it myself, but I think it serves a completely different purpose than Sloppy Butcher.

    FP prevents survivors from healing while SB makes them take longer to heal. If you're doing what you're doing by pairing it with Thana, forcing people to be injured for a bit is definitely better than stalling them for a few seconds. I don't like how it requires a protection hit though. That makes it much more inconsistent and gives easy counterplay to the perk.

    It doesn't say that it requires basic attacks though, so it's not completely useless on some killers! woo

  • idk, I don't mind the tournament, twitch, and dev exclusives. I think they have their place in this game

  • @[Deleted User] said:

    too bad it's developer only.

    I develop things, so I should get to keep it yeah? :)

  • I don't play him enough! I don't know how far the "no trail allowed" radius is! I am doing my best

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