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FireHazard

FireHazard

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FireHazard
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  • @Tipper117 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1140158#Comment_1140158

    Hey, debating is fun : )

    But anyways, I thought it might also be useful in countering dead hard. You'd have to keep up the pressure to try keeping them from stopping to get rid of exhaustion, but it's not something I've tested allot yet. I agree though that's it's probably best used on other killers like clown for longer exhaustion times. I did pair the perk with exhaustion add-ons for portals, and add-ons that make destroying portals take allot longer. They seem to waste more time really attacking those portals more than normal. Putting one in my totem to keep them from sprinting away seemed to work too. I don't know, I'll keep tinkering with it. Just trying to mix things up as little.

    Whatever works for you, you'll eventually find a middle-ground or give up on it entirely, but that's for you to figure out in the end.

  • @FilledPizza said:

    @FireHazard @Fibijean Thanks guys! I leveled up Ghost Face a bit and Blood Warden has appeared. Thanks for all the help!

    No problem, glad we were able to help AND that it showed up for you.

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1140098#Comment_1140098

    Its 3 seconds. If anything its only a buff. It will give them sprint burst on will. When i was reading that perk description i was kind of like " yeah that perk truly blew my mind ". Like its so complicated and doesnt make much sense. I think a person who got that idea for a perk was not very good at being creative.

    I mean, the concept is in the right place so it's indeed creative, but the time that's applied is a bit short... maybe 10-15 seconds would be more useful and reasonable for the perk slot. It's not too short and it's not too long either to make it OP.

  • @Peasant said:

    Mindbreaker is actually a solid perk for stealth killers. The biggest obstacle for most stealth killers is survivors sprint bursting away right as they go for a grab. However, since Mindbreaker makes survivors exhausted they cannot Sprint Burst away from generators that are not past 50% repaired. This is where T1 Myers, Ghostface, and Pig can get some real power.

    I'd argue that this effect can STILL be circumvented entirely.

    Yes, it's good for a sneak-up scenario on a Survivor, but all they have to do is run to a pallet, walk for 3 seconds/stand in place on the far of the loop, and than activate Sprint Burst by running away. At the end of the day though, if you can make use of a perk that's not entirely used, than more power to ya ha ha.

    But in the case of THAT being the biggest obstacle for stealth Killers... i'd have to disagree. It's only an issue for someone like Wraith who has to uncloak, for Myers, Ghostface, and The pig, they can just walk up and hit you without anyone even noticing until it's too late, the only case where this is an issue is when they see you before-hand. But again, they could just run to a nearby window/pallet, stand or walk for 3 seconds, and than Sprint Burst away.

    at the end of the day though...

    You're not here to debate that with me, i'm just giving my opinion on it, whether you care or not is up to you. If there's nothing around for a Survivor to use, than I can see this working yeah, but if they didn't have Sprint Burst in the first place than... why use it?

    Mindbreaker is kind of niche with how it works, I personally only see it working with pre-existing exhaustion builds that some Killers can utilize with their add-ons, since working on Generators under 50% will stop your exhaustion timer from decreasing.

  • @Tipper117 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1139927#Comment_1139927

    So maybe for the demogorgon,I need to use those add-ons that put the exhaustion status effect for anybody on a portal, and place portals directly on the last few gens. That's probably the best use with him. Thanks for the ideas though!!

    If I may, I wouldn't use that add-on if I were you.

    The effects of that add-on only last for 5 seconds at best, and portals that haven't been traveled through are less likely to be walked on as a result. Even if they did walk on the portal and ignored it, the effects only last for 5 seconds, so it's not really going to combo well with Mindbreak as a result.

    Your best option when using Mindbreak is to place portals around the 3 generators that're close together and just defend them like normal, Mindbreaker will sort of do something. To be honest, it isn't really going to do anything... even in that scenario when you realize that Mindbreaker at Tier lll only applies the exhaustion effect for 3 seconds.

    If you want to use Mindbreaker, use it with Killers that have 30 second+ exhaustion add-ons, that's the best case scenario that you'll get with this perk, since it stops the exhaustion timer for any Generator a Survivor works on that's below 50% progress... meaning if they want the exhaustion to vanish, than they'll have to stay off a Generator for 30 seconds or more, depending on the exhaustion perk.

  • @Tipper117

    That's probably the best you can do with it on Demogorgon exclusively, but where it really shines is with Killers like The Clown or Huntress who have exhaustion add-ons.

    Any Killer with an exhaustion add-on will work, but applying an exhaustion debuff WITHOUT forcing them to use the exhaustion perk itself will limit their recovery while working on Generators, since Mindbreaker pauses the exhaustion recovery speed for any Generator that's under 50% progress. Your best bet is to use it in a 4-3 gen scenario, since that'll offer you the best "bang for your buck" in terms of how practical the perk is. If you use it outside of this scenario it's not really that great... someone like The Doctor might get use out of it in his 3 gen build, or anyone who uses exhaustion add-ons like The Pigs Slow release toxic, The Clowns Solvent Jug, or The Huntresses Berus Toxin/Venomous Concoction.

    If you look around for other exhaustion add-ons on other Killers than that should work as well, but these are the three Killers that come to mind at the moment.

  • @Raven9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1139776#Comment_1139776

    I did not see what they talked about bunny feng in this forum, but this was expressed on another platform. But I am impatient like everyone else, and I think they will release the update when the rift is closed.

    We'll have to see, no promises.

  • @Raven9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1139755#Comment_1139755

    I don't know about you, but it was a highly demanded costume. I don't know 2 years, maybe 3 years, but I don't want to wait any longer.

    Feng released in May of 2017, so I doubt it was 3 years tbh.

    And I never heard of the cosmetic being highly demanded until it was mentioned around the 3rd Year Anniversary. I don't doubt it's something that people really want, but all things come in do time. As the "old saying" goes, waiting won't kill ya.

  • @Raven9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1139713#Comment_1139713

    I didn't know there was a rumor, but I will keep my money ready when the update comes. I can't take it anymore!

    Understandable, unless something is officially announced than it's a rumor at that point, just keep that in-mind.

    Players love to speculate cosmetic releases, DLC released, etc. Forum users do it SO much that it starts to become a fact when it's just speculation at the end of the day.

  • @KingOfBadRNG said:

    Well that's depressing I'm on console where its 100

    Also, the achievement can sometimes bug out when counting towards it's completion, so don't freak out if it suddenly stops gaining points for some reason, that happened to me on PC and than it just randomly completed itself.

    This might be different on PS4, since steam achievements are naturally buggy by nature, but if it does happen to you as well than I wouldn't freak out about it, just keep working towards it and you'll be fine. Unfortunately though, you'll have to do this 100 times, so it's best to keep that achievement on the back burner UNLESS you want to spend a lot of time working on it. You can either have it gradually happen on it's own, or just do it in one or two days, that's up to you.

  • @animalmak said:

    https://forum.deadbydaylight.com/en/discussion/comment/1139727#Comment_1139727

    Yeah, I'm pretty good at getting found aha. I'll have to try this build once I get Inner Strength though, thank you!

    No problem, just making sure you don't cripple yourself for little reward... but that's just my opinion.

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/1137630#Comment_1137630

    I don't like either Mori's or Keys, but Keys having the ability to retain use after an escape? That makes it have insanely more potential than a Mori.

    Both shave off 1/6 of the Killer's/Survivor's goal. Thing is, with a Mori, you get killed off right away, and yeah its frustrating, but you can hop right into the next match.

    As a killer, you sweat your ass off the whole game to protect the last three, three survivors left, only to find out they're camping hatch and -all three of them- get to escape without a hitch. Not only that, but they can open the damn thing multiple times if more than one survivor has a key

    It's not known if they retain use after unlocking the hatch in-game, I doubt they would since they're only used for THAT scenario, but I believe this retaining mechanic only applies to when you're using it with the charge mechanic, which is activated by putting either a Blood Amber (to see the Killers aura within 32 meters) or by using a Gold Token (to see your fellow Survivors auras within 48 meters).

    That's the only time I see this mechanic apply, if it applied to opening hatches than that would be kinda OP and defeat the purpose of one of the add-ons the key has... aka the Milky Glass.

    I don't disagree that finding a key in a chest and having 3 Survivors escape is unfair, but I don't think that's more OP than something that could remove a player from the match in 2-3 minutes. If you tunnel them off the hook that's even shorter... so in-general there's a reason WHY it doesn't have add-ons. Also, the obvious reason it doesn't have add-ons is because it's an offerings, not an item.

  • @animalmak said:

    https://forum.deadbydaylight.com/en/discussion/comment/1138954#Comment_1138954

    So extra long broken but eventually a full heal so long as I don't get found again? Makes sense, thank you!

    With how DBD is, I feel that's too big of a risk if you want my honest opinion.

    You could gain a lot more results from Deliverance and than using Inner Strength, it won't heal you during the broken state but it's a safe an fast option while you wait for the broken state to dissipate. Simply jump off the hook, break a totem to activate Inner Strength, do whatever it's you want to do, than once the broken state is gone you jump in a locker and get a full heal.

  • If you just stand somewhere as Wraith during his cloak, you'll never be found lol.

  • @Raven9

    That isn't an official date, that's just speculation from how previous Chapters have launched.

    At any rate, we'll have to see when that cosmetic comes out, since it's entirely unknown if it will launch with Chapter 15 or not.

  • @KaceSpireh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1139167#Comment_1139167

    Did the devs take notice of it? And are they going to change it or nah? Because if they won't I'm going to delete this post to make sure nobody who plays PS4 knows they can body block the chain. I cba to deal with that

    That's already public knowledge from various videos, deleting the post itself won't stop it from already being known.

    A lot of people have done that in the PTB as well, and even before Deathslinger came out with simple body-blocking at hooks... it was only natural that players would do this in the PTB.

  • @jjayy

    Yeah, the "teleportation" is caused by lag and bad connection with Dedicated Servers as a whole, it's either caused by your connection, which might not be bad itself it's just the connection to DS's, and/or the host themselves that's lagging periodically in chases.

    It's not AS common as the rubber-banding used to be before Dedicated Servers, but it's still something that happens from time to time in-game against players OR from your connection itself. Lag will always make games a lot harder or "unplayable", eliminating lag entirely is a hard feat in itself.

  • @FilledPizza said:

    https://forum.deadbydaylight.com/en/discussion/comment/1138591#Comment_1138591

    I'll try to get the perk to appear on my Ghost Face. He has a lot more perks then my Legion so it'll probably have a better chance of appearing.

    Sounds good, good luck!

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1138531#Comment_1138531

    I don't think so, since Blood Warden isn't supposed to appear in survivor bloodwebs. The description being inaccurate wouldn't be considered a bug, just a transcription error.

    Well, I got confused and thought he was referring to a normal Quinten perk.

    But yeah, Blood-Warden is exclusively for Killers only, as every Killer perk naturally is. What he should do is check if it shows up for his Killers, than we'll know if it's bugged or not in terms of actually appearing.

    The description error won't change the fact that it's still a Killer perk though, that's just an error in itself. It'd be funny if Survivors could use Blood Warden in-game though, but no, it's just an error in writing and that's about it.

  • @FilledPizza said:

    https://forum.deadbydaylight.com/en/discussion/comment/1138452#Comment_1138452

    Alright, I leveled Dwight up one level. Only 2 perks appeared, and they were Small Game 3 and Dark Sense 2. Looks like it's not bugged. I'm at level 50 so 4 perks would normally appear.

    Wouldn't that mean it IS bugged since it didn't appear?

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1138458#Comment_1138458

    That's fair enough, it comes down to what you prioritise, but I felt it was worth pointing out that while Shred may give you a versatility advantage, it does in fact give a disadvantage in speed.

    (Also, just for your reference, that's not actually what semantics means; ironically, now I am arguing semantics by bringing that up 😋)

    I guess a better term would be to say "Well, you can argue the facts" or something.

    Anyways, it really does come down to personal preference yeah, but it's indeed slower as your math shows, so it really just depends on what you prioritize overall in a chase.

  • @FilledPizza said:

    https://forum.deadbydaylight.com/en/discussion/comment/1138425#Comment_1138425

    Thank you! I'll try that with my Dwight because he has almost every perk I have maxed, and I'm at level 50 so one of the 4 perks might be Blood Warden if it's a glitch.

    Alright, good luck than I hope it works out for you.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1137651#Comment_1137651

    I've done the maths for this before, and Shred is only faster than kicking a pallet if you already have it mostly charged, and it's never faster than Brutal Strength. By default, it takes a total of 2.7 seconds to break a pallet. With T3 Brutal Strength, I believe it's about 2.27 seconds. Shred takes 1 second to charge, 0.5 seconds to perform the animation and 2 seconds to cool down after hitting a pallet, so in total it takes 3.5 seconds to break a pallet with Shred. Even if Shred is already fully charged by the time you're standing in front of the pallet, it still won't be quicker than using Brutal Strength.

    Of course, there may be other reasons to use Shred on pallets over Brutal Strength or even kicking the pallet at default speed, such as if you were going to use Shred on a survivor and they moved so you decide you might as well use it to break a nearby pallet instead. But mathematically speaking, action speed is not one of those reasons.

    The versatility alone really makes it better than using Brutal Strength tbh.

    If you want to argue semantics than yeah, it's slower than Brutal Strength, but only by about a second which isn't entirely game breaking.

  • @FilledPizza

    Yes, when you get a teachable on the Shrine of Secrets it will eventually show up in your Killer/Survivors Blood-Webs. They probably don't mention Freddy or Quentins names because of licensing issues, hence why they're not on the Switch version in the first place. You probably won't see it immediately on your Killer blood-webs because of RNG.

    If you want to be 100% sure, than you can level up one Killer/Survivor that's maxed out with perks, if it shows up than you're fine, if it doesn't than it's a bug. If the latter happens, than please do go to the link below and report this as a bug for the Switch version. Also, Blood Warden is a Killer perk, not a Survivor perk.

    here's the link to the bug report sub-forum

    https://forum.deadbydaylight.com/en/categories/bug-reports

  • @BeardedMenace said:

    Thank you all. Friend was trying to say let them bleed out would work. I tried telling them no lol. Thank you again

    No problem, glad we could help you out.

  • @BeardedMenace

    Yes, "By your hand" means Mori in Devour Hope's description, the mori's description, etc.

  • @Mo4ntus said:

    https://forum.deadbydaylight.com/en/discussion/134853/need-some-feedback-on-a-clip

    Basically think about it like waiting for the doors not to hit you not the survivor

    Like a revolving door? Yeah, that's one way to look at it, except just remove the door with an invisible hitbox that's linked to the animation itself and you're golden.

  • @Kyxlect said:

    https://forum.deadbydaylight.com/en/discussion/comment/1137982#Comment_1137982

    I don't believe I'd have to worry about it. Because I don't boost/farm and never have in any game, in fact, I despise the act of doing it. So in this hypothetical scenario, I would have either done all the gens myself and left or irritated the Killer and killed myself on hook since disconnecting would get me a ban.

    Well, you do you I suppose.

    It's entirely up to you on what you want to do in-game, but farming isn't really something you should worry about, which you've stated you're not. In any case, lets get back on-topic with the main question.

    Anything you do in-game that could make it impossible for the last Survivor to escape is considered holding the game hostage. The exception to this is IF they can die, like a bleed out timer, the EGC timer, dying on the hook, being mori'ed, etc. If you stand in a corner and body block the last Survivor in said corner for 5 hours... than that's 100% holding the game hostage with no benefit for either side. If this happens to you, than please do record it, file and in-game report, and submit a ticket to the support team which I will link below for you.

    here's the link to the support team

    https://support.deadbydaylight.com/hc/en-us

  • @Peasant said:

    @FireHazard The absolute biggest impact Nvidia's GForce filters can have on a game like Dead by Daylight is they can make the game brighter. Here is a screenshot from a test I did ages ago on "How bright can I make DBD with Gforce?"

    https://us.v-cdn.net/6030815/uploads/981/6RO0OAGJ28DS.png

    Don't play with this though, does a number on the eyes.

    That's not anything drastic though, you can easily change the lighting on your monitor from just the settings alone.

    When i'm talking BIG impact, I mean something that could give you a big advantage in-game. While yes, this is somewhat of an advantage... it isn't really anything that's noteworthy or bannable, since anyone can change their brightness settings.

    Gforce doesn't really offer anything game breaking anyways. I mean, why would it? It's just to enhance your graphics, maybe stabilize from frame-rate, etc. I'm not entirely vested in Nvidia Gforces settings, but I don't see any signs to this being an issue. If it was an issue, it would've been mentioned on the Game Rules page.

  • @Peasant

    Yes, that's correct.

    The hitbox for Head-On lingers for how long the animation lasts, if the animation ends, than the hitbox will end with it. It's not entirely known if Dedicated Servers caused this, but it's something that Survivors utilize when bringing in head-on frequently.

    It's recommended that you wait for the animation to end BEFORE hitting a Survivor, if you lunge during the animations end frames than you'll still get hit by head-ons hitbox.

  • @Kyxlect said:

    @FireHazard

    Thank you very much for this information, FireHazard. I know I saw a post somewhere on here from @Peanits saying no one's going to care if you farm some BP. Pretty sure that's what all farmer's on DbD refer to if you call them out at the end of the game and take it as "Dev's say farming is not a bannable offense, it's frowned upon, but not bannable." due to again, a lack of clear cut examples. I myself saw it that way and figured no wonder the matchmaking system is all screwed up. :(

    Thanks again though!

    Well, the match-making system is screwed up for a lot of different reasons, farming really doesn't tie into why this is the case. It's mostly due to the match-making being buggy atm, which is why hey're just overhauling the whole system entirely to give a fresh new outlook for the future generation of players in DBD.

    As for farming itself, it isn't inherently bannable yes,but BHVR isn't really into it either... so that's why it's frowned upon. You hardly see reports on it because... why would you report the Killer or Survivors for farming when you joined in? Wouldn't that defeat the purpose AND also get you in trouble? (if hypothetically it was bannable).

    I wouldn't worry about that though.

  • @MysticMusician said:

    @FireHazard Thanks so much! I gotta get some levels on Billy and get some addons. The first time I ever played him in a custom game with my friends I was good with him. The first and few times I've played him in public games I'm lucky to get one kill. I don't remember what addons I used lol.

    I mean, playing with friends lets you know their skill-set, in a random match it's entirely unknown and based on just how they loop and use each pallet efficiently.

    If they go down in a few seconds, don't do gens, and hide around alot, than they're usually new to the game still. If they do gens when they know it's appropriate, know how to use almost every loop/ever loop, and don't play "immersed" a lot, than they're usually more on the mid-tier skill level to pro.

    You'll eventually get to pro, no matter who you're, it just takes time and practice. The tips and guides above should give you a general idea of how to play Billy, what to use, and all his techniques. He really is the most balanced Killer in the game, so practice yields results BUT his power doesn't make him insanely OP to face if you know what to do, that's what makes it fun and predictable/unpredictable sometimes.

  • @Kyxlect

    No, letting someone bleed out isn't against the rules since there's a definite end to the trial.

    If say, one Survivor remains in the game and you're in the corner of the map with no hook nearby, than you can let them bleed out since they will eventually die. An example of holding the game hostage would be if you stood in-front of the Survivor while they were in the corner and say... went to get Mc Donalds or something for 30 minutes. They have no way of getting out of that corner and the only way to "escape" is to DC, so in that scenario the Killer WAS holding the game hostage. (When they're not downed btw, if they're downed they can just crawl away)

    In the Bleed out scenario above, the Survivor eventually will die to EGC or the bleed out timer, so it's not holding the game hostage as a result. Also BHVR isn't really into the idea of farming in-general, so I wouldn't say it's allowed. But that's another topic, lets focus on the one your questions about.

    to summarize my answer...

    If the Survivor DOES eventually die, than it's not holding the game hostage because there's a definite end to the trial. That may be from EGC, dying on the hook, or bleeding out on the ground.

    If you force a Survivor into the corner while they're injured or healthy and than leave the PC for 1 hour while the games running, than that's considered holding the game hostage since they have NO CHOICE but to DC. There's nothing they can do to get out of the corner, nobody is nearby to do gens, it's just you and the Killer waiting an hour...

  • @PeenutsButt3r

    I believe I tested this in the past through another question about this...

    From what I could find, both The Demogorgons Shred and a Brutal Strength kick are almost exactly the same in terms of how fast they break the pallet. The shred ability gives you more versatility too, so using Brutal Strength on The Demogorgon is not recommended.

    Also, no, it doesn't increase the shred speed. Brutal Strength only increases a Killers kicking speed with Generators and pallets, that's it.

  • @return_the_slab

    The offerings themselves are fairly outdated at this point and as said above fairly buggy at most. You could list of many reasons why they're being disabled in version 3.6.0, but it's most commonly accepted that they're just buggy and outdated at this point in DBD's life... since you can easily find any video on any Killer you want to review before purchasing for example.

    Other cases like above show that the offering doesn't entirely work most of the time either and will usually not actually activate itself BUT still consume itself after the trial is over. Meaning, you could burn the offering and you still won't go into the match as The Nightmare or The Pig for example, depending on which Splinter you used.

    In some cases if you bought the DLC through the shop than the Splinters will still show up in your Blood-Webs, even if it's the exact Killer that the splinter is used for. So if you bought the actual DLC through the Steam store itself, than the offerings will cease to spawn in your blood-web. But as said above, they're being disabled in Chapter 15, so I wouldn't worry about the offering anymore anyways, since they will cease to exist in future blood-webs.

  • @UrbanEvasionGamer said:

    Personally, I think Clown is one of the most fun killers to play, plus you get an amazing perk with Pop Goes the Weasel.

    It's subjective tbh, the worst Killer's usually do bring in a niche crowd that love how unique they're... despite their powers being underwhelming in most areas.

    That's why a niche crowd of Killers loved old Freddy, despite his power being fairly weak before his rework.

  • @PeenutsButt3r

    Yes, they do indeed stack.

    Usually if a perk doesn't stack with other perks, than it would usually indicate this through the description itself. Something like "This perk does not stack with others" or "This perk isn't stackable" would be written under the perk itself to let you know if it stacks or not.

    That doesn't mean EVERYTHING stacks without this description, it just means most things should stack with each other if this description isn't present.

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/1137053#Comment_1137053

    Why is that an addon?

    Killers don't have addons for Moris.

    It's to give players an option to use their key but not run the risk of losing it. It's odd to compare a key to a mori, since one is an item while the other is an offering. Both are one time use items, but they don't really act the same in what they're for. A key gives one Survivor or many Survivors the chance to escape through The Hatch, The Hatch won't spawn unless certain conditions are met.

    These conditions will be listed below for context. A certain amount of Generators NEED to be repaired depending on how many Survivors are left in the trial.

    • 4 Survivors remaining: 5 repaired Generators / Exit Gates are powered
    • 3 Survivors remaining: 4 repaired Generators / 1 Generator left
    • 2 Survivors remaining: 3 repaired Generators / 2 Generators left
    • 1 Survivor remaining: spawns and opens The Hatch, regardless of how many Generators remain

    As for a Mori, specifically an Ebony if we're talking the strongest Mori... than you only need to hook a Survivor once to mori them... do you see why Mori's don't have add-ons now? Ebony Mori's in-general are extremely controversial, so adding add-ons to an offering would only cause more outrage about the Mori in-general. If we're talking an Ivory Mori, than why would an Ivory have add-on slots but not any other offering?

    to summarize this up

    These add-ons will probably be altered once 3.6.0 to reflect the item retention change is fully implemented. If they're not, than the Key will still be a one time use add-on with add-ons that let you run the risk of losing/keeping said add-on.

  • @MysticMusician

    I can give you some tips on how to play Hillbilly AND some guides that you might be interested in watching. Some of these guides might be fairly long, so i'll nab a shorter one below that guide in-case you don't want to watch the whole thing.

    "some" tips and tricks for hillbilly

    For one, Hillbilly is actually the most balanced Killer in the entire game. A lot of Killer mains can agree that if you're really good with HillBilly, than you'll clean house easily. However, you can still be countered by a Survivor with equal knowledge and skill, which is why he's a fairly balanced Killer overall.

    On one hand, you could dominate the entire map with your insane mobility and map pressure, on the other hand a good team with decent or advanced knowledge can negate a lot of pressure OR fail to do so through simple mistakes. It really depends on both players skill in a chase to determine if you go down or not.

    For one, Hillbilly's power "Chainsaw Sprint" can traverse almost every map with ease, some exceptions being small maps like The Game or Hawkins with a lot of walls... but on most maps, he can get to the farthest Generator in a few seconds from his spawn, so you'll always be applying pressure right outside the gate! Another thing about Hillbillies power is that he can, as said above, insta-down Survivors with a well placed chainsaw sprint. Once you sprint at a Survivor and hit them with your chainsaw, they'll go into the dying state instantly, even if they were healthy or not. I won't go into too much detail in text, since the videos honestly cover most of what I would say... so it's mostly to save myself time.

    Despite this, i'd like to recommend some add-ons you should and shouldn't use, as well as some perk combos that might interest you as well BEFORE I show off the videos below.

    add-ons and perk tips

    In this section we'll be covering some of the best combos and add-ons you can use on The Hillbilly. A lot of these combos are of course subjective and different with many other Killer mains, but this is to just give you a GENERAL idea of what to use.

    First, add-on tips

    Hillbillies add-ons are quite unique, they're fairly versatile and useful in their own scenarios. However, if you're looking for the best add-ons than that would be his movement speed add-ons.

    You might ask yourself, why would I use movement speed add-ons on someone who can get to the farthest gen from spawn with ease? Well, besides having even more speed, the add-ons themselves are not used for mobility or distance... they're actually used for "flicking", which is a term Killers use when going around a loop at incredible speeds to chainsaw someone.

    Without going too in-depth on what flicking is... it's basically when The Hillbilly is charging his chainsaw at the corner of a loop, during the START of his sprint burst he has a few frames of extra mobility when turning. During these few frames, Billy mains will maneuver themselves around the corner of that loop and actually get to the other side at an insane speed and down their target. The term flicking can describe a few other things that Billy can do, but it's mostly to describe a sharp turn around various loops like for example... some of the trash pile loops in Azarov's.

    So, add-ons that increase your speed like Doom Engravings + Death Engravings can actually be a pretty strong combo BECAUSE of this flicking potential. If you don't like the longer charge times that this combo brings, than you can try something like Doom Engravings + Tuning Guide/Primer Bulb. For a cheaper combo with Death Engravings, you can use Death Engravings + Primer Bulb/Spark Plug as well.

    Other add-on combos you'll want to use is his Cool-down add-ons and charge speed add-ons. These add-ons are naturally either his best or near best add-ons that most first time Hillbilly mains will go for. The best combo above is more for advanced learners who're comfortable with The Hillbilly by now, so this is something you'll want to actually use first. Add-ons like Thompsons Mix + Tuning Guide will actually make The Hillbillies strongest add-on combo. Doom Engravings + Death Engravings rivals this combo because of it's flicking potential, but this combo actually lets you almost instantly chainsaw someone... hence the name "Insta-Chainsaw combo" that comes from this add-on mix. It's not LITERALLY instantly, but the charge speed is so fast that you'll easily down someone close by or decently far AND have an extremely slow cool-down because of Tuning Guide and Thompsons Mix.

    Lesser used combo's for budget reasons is something like Tuning Guide + Primer bulb or Primer bulb/Shop Lubricant + Spark Plug/Vegetable Oil. If you become really comfortable with Hillbilly over time, than his brown add-ons, Spark Plug + Vegetable Oil is all you'll need tbh.

    A last part here will be dedicated to the turning add-ons that Billy has. These add-ons are mostly used to help you with flicking around loops and such OR just to make sprinting around maps a lot easier for ya. Thompson's Moonshine + Spiked Boots is the ultimate turning add-on combo on Billy, the only downside is that Thompson's Moonshine increases the cool-down when you bump into objects Considerably. Funny enough, Spiked Boots has no downside... which means you could combo Tuning Guide with it and have no penalties what-so-ever, it's a fairly solid turning add-on on it's own as well, so keep that in-mind just in-case you use it.

    Besides that, all other add-ons are experimental or useful in their own wacky combos like stealth Billy with Home-made Muffler for example. You can of course review yourself through the DBD Wiki's link below ON The Hillbilly. This link gives you all the information you'll need on his Unique Perks, backstory, add-ons, etc.

    https://deadbydaylight.gamepedia.com/Max_Thompson_Jr.

    last, Perk combos

    This part might be incredible short when comparing it to the one above... it's not really going to be that big for a reason AND a lot of the perk combos i'll show you can be subjective, depending on who you're as a Killer main.

    But, if you're looking for a standard combo that Hillbilly uses, than try Spirit Fury, Enduring, BBQ & Chili, and Whispers. This combo gives you two tracking perks AND two other perks that combo into each other REALLY WELL. To keep it brief, Spirit Fury + Enduring decreases your stun at pallets by 50% at Tier lll, while Spirit Fury at Tier lll BREAKS the pallet you get stunned by AFTER you break two pallets beforehand with your kick or chainsaw.

    The other two gives you a basic or advanced awareness of where your next victim will be. Whispers emits 32 meter radius (not tied to your Terror Radius). This radius gives you a general idea of where a Survivor or bunch of Survivors will be in one area... so it's entirely dependent on listening for the audio cue it gives OR looking at the perk to see if it's lit up or not. If it's not lit up, nobody is nearby, if it's lit up, than someone or some players are nearby IN this radius.

    BBQ & Chili... simply put it just gives you an aura reading for anyone who's outside of the 40 meter radius that the hooked Survivor emits. Anyone in that radius isn't shown, and the Tier lll version of BBQ gives a 100% BP gain for every first hook you get on each Survivor (which gives a token for each one that equals 25% for each Survivor).

    Any other combos would be something like... BBQ & Chili, Nurse's Calling, Enduring, and Whispers. A slight change to the standard above which gives you a 28 meter aura reading for any healing Survivors WITH Nurse's Calling. Any other combos can be decided through self reflection, videos you see below or in the future, etc.

    and last but not least, the videos i'd like to recommend you watch!

    The guides focus on a few things, two will focus on The Hillbilly themselves and the last one will focus on Basic Tiles/loops that you should start to learn if you're going to play Killer. You might already know some of these, but this video is very informative for both Survivor and Killer, so it's best to watch if it you're not 100% sure about all the basic loops in-game on MOST maps.

    first, the basic loops/tiles guide

    https://www.youtube.com/watch?v=p6QYjInzLeM&t=20s&pbjreload=10
    SIDE-NOTE

    Some of the maps here have been reworked or don't show these basic tiles in them, such as the maps that came after like Hawkins and the reworked Lery's which never had these tiles in the first place. Other maps have been released as well like Yamaokas Temple of Wrath, so keep that in-mind when you don't see them in this video. Besides that, the video still covers the basic tiles that you'll find on most maps like Cold-Wind, Macmillian Estate, Azarov's, both Yamaoka maps, some parts of Badham Pre-school, etc.

    and last, the hillbilly guides

    Again, for context this first video is an HOUR long. If you're not interested in watching the full video, than I recommend you watch the 2nd video below it as well. I do however recommend you watch the first video, since Ohtofu knows a lot about Hill-Billy since he's been playing him since literally 2016.

    https://www.youtube.com/watch?v=Vn1Znvdifx8&t=147s

    If you want a shorter guide on The Hill-Billy than you can watch the 2nd video or 3rd below, which still covers some basic information that you'll need to know. Some of these videos are quite dated, but not much has drastically changed from The Hill-Billy since then... so you should be fine.

    https://www.youtube.com/watch?v=PgUk1f8BYUo&t=1221s

    The guide below is more of a summary, while the guide above gives you add-on information, perk information, and basic information as well.

    https://www.youtube.com/watch?v=SWBDMoIX8fo

    conclusion

    Hope this helps you out! If you have any questions than don't be afraid to ask, the guides should cover MOST of what you might ask, so I doubt you'll really have anything to ask after you review them yourself. Anyways, hope you were informed from this comment and gained some information from the guides and write up above.

    Stay safe out there, see you in the fog...

  • @TnSwaugh

    LeatherFace is good for his perk [BBQ & Chili], which gives you a aura reading for every Survivor that's 40 meters away from the hooked Survivor AND a bonus 100% BPs. You get this bonus by hooking every Survivor on their first hook, which gives you a token towards BBQ & Chili, each token represents 25% and you can cap at 100% when BBQ & Chili is at Tier lll.

    As for LeatherFace himself, some would argue he's the worst Killer in the game or the most fun in terms of defending one area like the basement, or three Generators that're close by... but besides that a lot of Killers don't like him for his difficult to produce map pressure and other short comings as well.

    I would recommend GhostFace, but he's almost the same as Michael Myers... except for some differences like having a completely suppressed Terror Radius when his power [NightShroud] is active. The only downside to this power is that he can be knocked out of it when a Survivor looks in his direction for a certain amount of time. The whole system that's based on is a bit finicky, so it's a hit or miss depending on where you're and the surroundings you have that could block this line of sight.

    I suppose you could try oni...?

    Oni, like Hillbilly, can down his victims with his M2 power instantly when aimed correctly. The only downside to this is that Hillbillies power doesn't need to be charged up and activated, but Oni's version of this is A LOT more powerful in terms of steering and maneuverability. If you can "git gud" with Oni, than you could move around loops with your Demon Dash with ease and position yourself for a Demon Strike, which will instantly down any Injured or Healthy Survivor. Some loops are too tight to make this possible of course, but most loops that have a decent amount of distance can be traversed around with The Oni.

    Since you already bought The Oni and Spirit upon further examination, you'll find these videos to be very informative.

    If you're interested, than I can recommend a few videos below to get you started

    https://www.youtube.com/watch?v=KfvciT6nnB8&t=374s https://www.youtube.com/watch?v=B90Rj0zGFbk

    Any other Killers you might be interested in for the future

    If you'd like a challenge than you can try to master LeatherFace and/or The Clown, since they're on the weaker side in terms of map pressure... but can be fun if you're pretty good with regular M1 Killers already.

    Legion is another option, since he's actually pretty fun when you know how to pressure with him correctly. Unlike The Clown or Bubba, The Legion actually can apply pressure effectively, the only downside is that you need to continuously apply this pressure through his power [Feral Frenzy] by constantly damaging the Survivor team and putting them into the injured state. Builds around this like mine, Nurse's Calling, Thanatophobia, Pop Goes the Weasel, and BBQ & Chili. I'll summarize my build below from another post, just so you can get a better idea on how it works.

    A SUMMARY OF MY Legion build

    This build actually works off of Survivors forcefully healing, and rewards you as such. I've used this build a lot in Red Ranks and still 4k with it. The basic summary though is this, Thanatophobia will make Survivors think it's beneficial to heal. Why? Because they want to avoid the penalty it gives to repair speeds, so if they heal I can see them within 24 meters with Nurse's Calling and than down and hook them to regress their generator by 25% with PGTW!

    BBQ & Chili comes in after the hook to get a basic idea of any Survivors that may be gen-rushing a gen together or trying to save, if so, I can chain-stab them on the way to the generator that's being worked on by 2 or the rest of the survivors, and once i'm there i'll chain-stab them all and than kick the generator with PGTW still active.

    So in a sense i'm rewarded for Survivors that heal around me, and it encourages Survivors to heal more because of Thanatophobia, so the more Survivors that are injured, the more encouraging it is to heal.

    Besides that, upon further examination you bought Oni and Spirit, so the guides above should help out. As for Spirit, I can give you a guide that I've compiled in the past for this exact question.

    a guide to help you with the spirit

    There is no preferred build to the play-style you have, Spirit is a very versatile Killer and it's best to just use builds that maximize her potential in a chase and as well as increase her distance for each phase walk.

    If you want to focus more on how to properly use her than I can provide some tips and perks to suggest below.

    TIPS, TRICKS, PERKS, AND ADD-ONS

    Spirit at her core is a versatile Killer, but she's primarily a "rush down Killer" since she can easily hit a Survivor and phase walk to them for a fast down.

    What makes her so versatile you may ask? Well, traveling through out the map is not an issue with her phase walking so that's good for your type of play-style, she can also use said phase walking to down Survivors through manipulation and mind-games of where she'll end up, and it also gives her distance to travel around large loops and meet Survivors at the other side of loops that're very strong against Killers.

    I'd like to try something different with this section though, instead of explaining it to you through text (which usually is a 50/50 on how people absorb said knowledge) or I can offer you a (slighly out-dated) video on how to effectively use her in chases. Before suggesting this video I will list down below the changes The Spirit got that makes this video out-dated, but the tips this video provides are still very solid for the most part and it should help you out with understanding where to phase and what to do at a loop.

    The video below covers the add-ons, perks, tips and tricks, so I won't be listing the add-ons below but I will be listing the perks below for my build suggestion.

    HERE'S THE GUIDE ON HOW TO USE THE SPIRIT EFFECTIVELY

    https://www.youtube.com/watch?v=7AG8v-5sszA&t=476s

    A FOLLOW UP VIDEO ON THE NERF (VIDEO STARTS AT 3:40)

    https://www.youtube.com/watch?v=MtFIFJDyqJ0&t=63s

    I'll list below what was changed on The Spirit specifically, so be sure to read this before or after the video, either times work. (Please go below for the link on the Spirit changes.)

    • The Spirits collision was changed, The Spirit can no longer bump into Survivors during her phase walk and she instead walks through them during a phase
    • Base-kit reappearance speed was changed, what this means is that her speed after she reappears during a phase walk now decreases at a faster rate than before the change.
    • The Spirits Window vaulting animation was changed, instead of having no animation and phasing through the window she now has a clear animation of her vaulting over the window from the Survivors view. You can still mind-game this because of how the phase works, but it's not as effective as before.
    • Many of her add-ons were changed like Prayer Beads, Wakizashi Saya, Katana Tsuba, Yakuyoka Amulet, etc. There will be a link below that goes further into what these changes were.

    [Here's the link to the 3.4.0 Patch notes that released The Spirits changes]:

    https://forum.deadbydaylight.com/en/discussion/108852/patch-notes-3-4-0-cursed-legacy#latest

    MY BUILD SUGGESTION FOR THE SPIRIT

    What I primarily use on The Spirit is a combination of a few different perks. I sometimes use perks like Ruin, Corrupt Intervention, etc that I swap around and mix and match, but if you're a good Spirit than you won't need these add-ons in-game and it's better to just bring Pop Goes the Weasel, which I've grown to only bring over those two perks above.

    But, these are the perks below that I use for The Spirit, some I change around and what not but the build I primarily focus on is Save The Best for Last, Pop Goes the Weasel, Stridor, and BBQ & Chili. Usually I list every perk that works with a Killer, but for the sake of not breaking my fingers every time I do this... i'll just list the ones in the build itself below and the rest is up for interpretation.

    • Save The Best for Last [A Myers perk] (This perk is amazing on The Spirit and it's a must have for your build. Every hit you get on a non-obsession Survivor adds a 5% decreased cool-down to succesful hits. Each token that's added will increase this percentage by 5% each time for a maximum of 8 tokens. Never use this perk outside of Tier lll, mainly because if you hit the obsession with a Tier l or Tier ll STBFL than you'll lose 4 tokens for Tier l and 3 tokens for Tier ll for every hit you take on the obsession. So, it's best to use the Tier lll version that only takes off 2 tokens if you hit the obsession.)
    • Pop Goes the Weasel [A Clown perk] (After hooking a Survivor, the next Generator you break is instantly regressed by 25% of its total progression. Normal Generator Regression applies after the damage is done. Pop Goes the Weasel is active for 40/50/60 seconds after the Survivor is hooked. So in a sense, on a Killer like The Spirit this perk is a god-tier combo, you can easily traverse around the map with The Spirit and break any Generators that're at 70%, 80%, etc. You can even use it during a chase and still catch the Survivor if you're good enough, it's that good on The Spirit.)
    • Stridor [A Nurse perk] (Survivors' Grunts of Pain are 25/50/50% louder and regular breathing is 0/0/25% louder. This perk is by far the best perk you'll want to use on The Spirit. I know you said you don't have it, but you should really get it for The Spirit since it not only makes it easier to track Survivors during a phase walk, it also alerts you to any nearby Survivors you walk past AND cancels out Iron Will, a perk that's essentially a counter to The Spirits phase-walking... somewhat. You can substitute it out for Corrupt Intervention or Ruin, but it's best to try and get this perk for The Spirit.)
    • BBQ & Chili [A LeatherFace perk] (After hooking a Survivor, all other Survivors' Auras are revealed to you for 4 seconds when they are farther than 40 meters from the Hook. Each time a Survivor is hooked for the first time, gain a 25% stack-able bonus to all Bloodpoint gains up to a maximum of 50/75/100%. Great perk for point grinding and for its passive ability that turns out to be more of a main ability at this point. This perk is great for where the Spirit will phase next and it also gives The Spirit a lot of spacial awareness of the map and what each Survivor is doing 40 meters away from the hook, it really is something you should add on The Spirit.)

    As said above i'll only be listing the 4 perks of my build and the rest is up for interpretation. You can try swapping Stridor out for Ruin or Corrupt Intervention, but it's best to just try and unlock the perk, since it really is that good on The Spirit.

    But you can swap it out for something else, it isn't going to ruin your entire build if you do.

    CONCLUSION

    This guide was taken from a previous question which was made by me, so it's not like I wouldn't re-iterate the same things if I rewrote it again. This just saves me time and gets you your answer as quickly as possible. Hope you enjoy it!

  • @Mo4ntus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1135683#Comment_1135683

    How do people still not get that monitor boosts your terror radius by 8 while in a chase

    I'll edit the comment above so members stop saying that.

    If you look at my recent comments after that comment, you can see that I found that that Furtive Chase only works IN a chase, which would be counter-productive to how Furtive Chase works if you pair M&A with it, since M&A Increases your Terror Radius in a chase while Furtive Chase decreases it in a chase, making it only 16 meters through out the match with 4 full stacks on Deathslinger...

    Which might be useful I guess? But it's not really useful if you're going for a stealth Killer tbh.

  • @PigMainClaudette said:

    Sony and Microsoft are very particular with things like this. I think that it has to do with the updates and their frequency that won't allow them to be included.

    Believe me though, I'd be nice to have the PTB available on console. Even if it was it's own separate thing on the Xbox store.

    I mean that's a good guess as to why it hasn't happened yet, especially with how Sony is with things like this.

    But it's entirely unknown as to why it hasn't been implemented in the 2 years that Console has been around... Limitations? the Consoles themselves not allowing it? It's basically speculation at this point. A lot of Console players want it yes, but we don't really have any information as to why it's not a thing yet.

    Maybe it'll happen some day though.

  • @Awkward_Fiend said:

    https://forum.deadbydaylight.com/en/discussion/comment/1135607#Comment_1135607

    Fair enough, it'll also become much more powerful once the sabo changes go live.

    That too.

  • @jellybird said:

    https://forum.deadbydaylight.com/en/discussion/comment/1133153#Comment_1133153

    It seems like lots of people are triggering this accidentally actually, there has been a recent spike of streamers getting these lobbies. And if you pay attention to Otzdarva he had 2 2-3 killer lobbies in a single day when they were playing ad killer

    It's unknown if it's accidentally happening or not, or if it's being caused by players that're intentionally doing it.

    I believe it's the latter since it's Otzdrava, a known figure in the DBD Community now... so of course these players would do this to get some attention. Even if it's happening to random people, there's no solid evidence that it's 100% on accident or if it's from someone in the lobby that's doing this.

  • @Zeidoktor said:

    Say they did report the guy playing killer, wouldn't that run the chance of also exposing the hacker, assuming they, at bare minimum, look at the game chat which sounds like it mentioned them? I say let them do it in that case.

    I don't think that's how it works, since the report itself doesn't really let BHVR know that they were hacking in the first place, unless the anti-cheat picks it up and notifies them.

  • @ViciousRaptor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1135817#Comment_1135817

    I know a few developers have had their games pulled off the GFN platform as they were not even aware it was the case. On top of that, some might consider playing through it some form of proxying, hence my concerns about the whole thing

    I'm not entirely aware of what proxying is, but as said before it hasn't really been brought up as something that's ok or not in any dev stream that I'VE seen, so that's why it's not really known as far as i'm concerned.

    It's also a really rare question, since I rarely see anyone really talking about playing through GFN on DBD, but I also haven't seen anything about it being "not ok" to the devs either so...?

    I don't see WHY it wouldn't be ok either, as the option itself isn't really adding or taking away anything from a major stand-point... so it's an unknown answer that only a Mod or Dev can give you.

  • @ViciousRaptor

    I don't see why not, Geforce doesn't really add anything that would give you an advantage anyways... maybe some lighting and graphical enhancement I guess?

    I personally don't know, and I haven't see anything from BHVR saying it's allowed or not, but from an outside perspective I don't see why you wouldn't be able to play through it?

  • @White_Owl said:

    You could add Nemesis to a have a 4s aura reading on the unhooker, helping you find them if they try to be sneaky.

    That, or you can use Nemesis AND Dark Devotion for a pocket 0 Terror Radius.

    You can reel the obsession in, hit them, than reload and go for someone who's injured or something with 0 Terror Radius. Nemesis is just there for an alternative Undetectable status effect bonus when you switch Obsessions from a stun, which I believe breaking Deathslingers chain WILL do... but i'm not 100% on that.

  • @Peasant

    Look, if you're looking for an answer to this combo than I personally wouldn't use it. It was my mistake for not knowing it only masks your Terror Radius IN a chase, but it's still a fairly bad combo anyways in my opinion.

    If you're using a ranged Killer, than use perks that focus on tracking like BBQ, Whispers, Nurse's Calling, etc. If you REALLY want to use stealth deathslinger, than you can pair M&A with Make Your choice. You'll still need to get close to your target, keep track of who unhooked that Survivor, AND if they're injured or not to know if the perk even did it's job...

    Personally, I wouldn't use it, but it's entirely your choice of course. If you want a solid build for DeathSlinger, than use something like Nurse's Calling, BBQ & Chili, Brutal Strength, and Whispers OR the new Hangmans Trick... depending on how far the Aura Reading is in the live version now.

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