GargledFire
GargledFire
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- GargledFire
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@M1MASTER said:
https://forum.deadbydaylight.com/en/discussion/comment/2149526#Comment_2149526
You guys should seriously stop going against trash survivors who don't really know how to play against him and then come here saying Billy is A tier.
His antiloop is not great lmao. Not having any charge add-ons to compensate for the penality of the Engravings can be a big deal against good loopers and the roar makes it easier for survivors to react to you coming around corners. It just takes people who actually know how to play against him to show that.
Bubba, Oni and Blight are better killers with much better add-ons.
Billy has been outclassed by his similars and other killers that are way easier to play while still being very good.
People just don't understand how much not having any charge time and cooldown add-ons at all hurt him.
He went from having too much to absolutely nothing.
Imagine if Spirit roared when she started phasing...
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Someone brought this up to me, but I believe Billy wouldn't have been nerfed so hard if at least a single developer at BHVR mained him.
Many developers main huntress, and you can see the disparity between her OP addon nerf, and Billys OP addon nerf. If someone at the studio was a true flick Billy they would absolutely see this as unfair.
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Just make him overheat only near hooked survivors.
On top of overheat his power lost its aim dressing. Even if you get a perfect curve without "Spamming" your power you can SLIDE off survivors, ruining any mindgames you put in and time in the chase as well.
Billy already had a cooldown, I don't understand why he needs chainsaw cooldown and chainsaw overheat...
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@ShamelessPigMain said:
Don't fall into the idolatry trap. Even Otz himself says take things with a grain of salt.
The overheat mechanic does practically nothing to a good Billy. It regulates how often you can use your chainsaw, but if you're half decent, you won't be spamming it 24/7. Newer players are going to feel the sting, while skilled Billies have adapted and done just fine.
The overheat mechanic does nothing but HURT good Billys who didn't sit at hook with their chainsaw 99ed. Newer players will not play him at all when you can play a killer that aims his M1 for you. If you are half decent you will be using your chainsaw 90% of the time, 10% they are vaulting a window or pallet and you can sneak a m1 in.
All the "skilled Billys" quit. They didn't adapt to a dumpster fire of a killer, they switched to Nurse/Spirit/Freddy in public games. Those who did "adapt" did so purely for the nostalgia and the sheer amount of time they invested into this killer. He has a higher skill cap for less reward.
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It really goes to show how little people play and understand Billy's power when you have those saying his new update is because he was balanced for old DBD. Ok, now Billy doesnt have to deal with infinites and pallet vacuum lets destroy his power and all addons because we forgot to add "Does not stack" to his addons.
Against GOOD survivors Billy is C tier. Being able to get around the map quick so you can M1lly everyone doesn't mean anything. The amount of time and skill required to be able to curve anything consistently is the highest in the game, more than nurse or spirit. And all that practice and time gets thrown out the window because you hit a single invisible pixel on a collision box, and the survivor gets a 5 second head start. Even if you manage to down them, you can't down any of their friends nearby because you will overheat unless you wait 15-30 seconds, allowing the downed survivor to recover 9 times out of 10.
Billy was balanced, you could escape him if he messed up, and you could mindgame him as well and sidestep. His cooldown alone was long enough for survivors to make it to another loop. Now you get punished for mistakes twice, with cooldown and overheat. Survivors prefer autoaim m1 killers because you can be braindead and still win against them.
I'm tired of these M1lly mains thinking they have a say in how powerful his power should be when they can't even curve autohaven cars. And for those who think the overheat is the problem, It wouldn't be if his hitboxes worked like they used to. Now you literally SLIDE off survivors you would have snapped to and instadowned. Backrevving M1llys won't notice a difference.
For those who don't know Billy was nerfed twice, the 4.1 update and the 3.7 update. Both absolutely gutting what made Billy fun to play. Let's nerf huntress basekit because Iri head exists, and then remove iri head. Let's nerf Myers basekit because tombstone exists, and then remove tombstone. I wish half of the people thinking they know what is best for Billy would go and play him pre patch 3.7.
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7 Day bump.
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Huntress arm should get tired after holding a hatchet for 5 seconds. She becomes fatigued and cannot use hatchets for the next 15 seconds. Also, she can drop her hatchet when it is almost fully charged and have to wait 15 seconds as well.
I think if we are "standardizing" all killers, we should be impartial to who it happens to. Spirit should scream when she starts phasing as well.
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I notice if I try and give the killer a few good chases instead of hide all game on a gen they are less likely to camp me, regardless of if I win those chases or not. A lot of the times its easier to stay by hook than play hide and seek with 4 survivors in each corner of the map, and the longer a killer must do that the more frustrating it gets.
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I think without a key, these offerings are detrimental to survivors. Killer will know exactly where hatch is, and killer gets to define when hatch opens/when 2nd to last survivor dies. 99% of the time, not including keys, a survivor has escaped through hatch against me when I didn't know where it was and didn't want to slug and and play hide and seek for the 4k.
The issue is when keys are involved and it forces the killer to either focus on guarding the hatch or stopping the last gen or two from popping. Survivors don't have to look for hatch and can rush gens if they see you guarding it, and as soon as you leave they can pop hatch open, creating a lose lose scenario. This would make keys the issue imo.
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In terms of needing to be buffed to be more viable it would definitely be Myers or Demo. Could even be something as small as being able to replace portals, or hiding footstep sounds for demo. Something I've seen suggested here for Myers that is cool is being able to switch what Tier you are in.
In terms of needing a health update, outside of buffing or nerfing, my personal opinion is Hillbilly. While other killers have gone longer without being touched and are currently less viable than him, I believe the purpose of a rework is to improve the character while maintaining gameplay balance. The latest Hillbilly rework has basically gimped his hitboxes, animations, add-ons and base kit power with no real benefit for people who used his saw correctly(Not facecamping or perma feathering). And while the overheat mechanic and add-on nerfs would be "ok" on their own; the chainsaw connection/aim dressing being changed or outright removed, leading to a "collision" based hitbox for his saw, is the nail in the coffin.
And finally in terms of needing to be nerfed, I can easily say Freddy. His base kit needs to be looked at, and possibly make an add-on that allows you to play as "old freddy" making the best of both worlds.
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To be fair, this is Billy's home map. One of his perks being lightborn, which makes it the most lore friendly map to have bright lighting on. Billy is used to the light, unlike other killers and can teach them how to be like him lore wise.
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@Stale said:
https://forum.deadbydaylight.com/en/discussion/comment/1994450#Comment_1994450
My only guess would be that it'd have something to do with space billy.
Possibly, I mean all the spots were patched and some other things were done behind the scenes like his bump state preventing acceleration or having some sort of gravity applied.
Wouldn't be unreasonable to think the animations and all that were changed without notice at a later date too. Would explain why these bugs aren't being fixed, they were meant to be behind the scenes changes or are bugs being accepted as the new normal.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2043369#Comment_2043369
You're new, and at this point I am convinced you are posting in earnest.
There exists on this forum a few people who basically ######### post bad takes on things to rile people up. Those are referred to as "bait posts" and usually can be spotted because they make what are considered by most to be woefully bad comparisons between perks and playstyles, as well as a lot of dramatic language about how the game is "killer sided" or "survivor sided" or "unfair".
Unfortunately your initial post, while again I believe was made honestly, has a lot of those red flags that more experienced forum members have learned to identify. Not your fault, you didn't know.
Alright, I can understand that. I could have worded the initial post less aggressively but it was written after having gone through a game of true facecamping and seeing similarities to some older things in the game that weren't fair.
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@Exerath1992 said:
Sluzzys back guys, another brain dead, fallacy riddled post about how "unfair" the game is. Fun times. I guess the source of this post is frustration over the 100% fair and needed change to DS?
You can't use DS if you are hooked. This is about tactics that ensure the death or survival of survivors with no skill involved.
It's weird man, half of the people responding make up a little strawman about who I am, so they can dismiss what I say. I have no clue who you are even talking about tbh.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2043328#Comment_2043328
I love a good 3 gen as much as the next doctor main, and I gotta say, RNG can make that simply not possible. Some maps, like the Game, for instance, can make a 3 gen a pipe dream with the smallest amount of RNGesusing.
All maps let you work on gens while the killer is camping one Survivor though, even if he hooks right next to a gen, that still leaves 6 others to work on, and you only need 5.
Right, I want to clarify I am just drawing similarities between the two. Infinites are not skill based, and I feel facecamping isn't either. Neither feel healthy for the game, and infinites ruined a lot of players interactions with the game.
In the scheme of surviving or dying, as a solo survivor. It seems to me they are sort of the same strategy for each side is all.
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@Altarf said:
https://forum.deadbydaylight.com/en/discussion/236654/infinite-hooking
Taking the bait, might as well.
If the killer facecamps, they lose unless the survivors have a room temperature IQ and don't do gens, because there's only one killer. Thus, only one survivor being camped/pressured, and their objective is not being completed. Same with hardcore tunneling (if the survivor is good enough to delay the killer for a while)
If survivors abuse an infinite, they will still win because their 3 team members are doing the objective while the killer is being infinitely looped. If the killer leaves the infinite, the next chased survivor will then go to the infinite while the last guy works on gens.
You see the difference? There's no solution for infinite loops if the survivors play at above room temp iq, and no reason for the survivors to not just run to the infinite. Unlike facecamping, which is a cheap tactic which doesn't work, infinites were a cheap tactic that did work - and were extremely unfun to go against.
My point would be that a killer should 3 gen if there is an infinite on the map. You can't do gens from the infinite. If the room temperature killer chases the infinite all the gens pop. If room temp survivors try to save they all get hooked. If the survivors do gens, 3 escape. If the killer leaves the infinite, 1 survives for that time period.
I see what you mean with the 4 to 1 ratio, however, that implies the killer must follow the loop and not patrol gens.
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@MadLordJack said:
Are you seriously complaining that infinites were removed?
Read what I said. I'm complaining that facecamping is incentivized when it is the equivalent of running an infinite on a killer.
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Billy will chainsaw through survivors if you saw into them as they start a pallet vault, breaking the pallet and canceling the vault animation for the survivor. He also can't hit survivors who are up against windows reliably anymore. Sometimes even bumping when you saw into the survivor still in the animation when a m1 would have hit.
BHVR might have reasons for the animation lock, but it really is an eyesore compared to how cool getting a chainsaw used to look.