GrimReaperJr1232
GrimReaperJr1232
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CoH could be acquired by shards.
Ignoring that, a perk being paid is irrelevant. DS used to be permanently active, 5 sec stun, and had literally 0 counters or deactivation conditions. MoM used to work off 3 basic attacks, resulting in a free additional health state.
They were licensed perks. They were still changed. Why? Balance comes first. Otherwise, literally no perk after Huntress' chapter would be possible to change.
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@brokedownpalace said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404925#Comment_3404925
Victor is a full grown man!
I mean... he's technically a zombie, so does it really matter? Just pint the little gremlin and be done with it.
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@Emoba said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406785#Comment_3406785
Snare Freddy has depth though. You could have chosen a better analogy.
Whenever I think of Freddy, I think of him freshly after his rework where he was so simplistic that you could probably fall asleep while playing him. I can't think of any other killer that's simplistic to that level for the comparison.
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As a killer main, I... yeah, no, I hate her too. Her ability is so passive and basic that it makes Freddy feel like he has Billy levels of depth. She's so boring to play as, tedious to play against, her lore is dreadful---is there literally ANYTHING good about her other than, "ooh! Look how hot she is!"
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This... hurts to watch.
The direction of "archive after release" has to be one of the most misguided things I've seen in ages.
There's no time for community feedback on a character, no time to know what works and what doesn't. Knight's tome doesn't really emphasize his relationships with his Faithful Three, despite that arguably being the most fascinating aspect of Tarhos: how such a cruel man could form three genuine friendships.
Instead, his lore tells us what was more or less already implied. He's a cruel misanthropic man that enjoys violence and thinks everyone else is just lying.
Skull Merchant, meanwhile, was an absolute disaster from the get go. Look at the devs describing her: she's an "apex predator," descriptions go on about how she's the character from her father's manga but she's.... really not. She's just cold corporate liquidator that gets away with what she's does due to plot armor and everyone else on the entire planet holding the idiot ball with her targets making her killings more blatant than Trickster's but without some selfish manager to cover for her.
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@Devil_hit11 said:
I don't understand this thread. sadako has always had directional lullaby. Are people that bad or something? Day 1 from PTB, she was never able to stealth good players....
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403940#Comment_3403940
Ghostface lullaby 20 meter lullaby PTB was the best meme ever. that ptb was biggest laugh I ever had in a ptb. GF only needed to experience it for PTB. Dredge and Sadako had to experience for 1+ year on live servers. will they remove it? they probably should but they likely won't because the stats say dredge and sadako are top 5 deadliest killer with among highest kill-rate......
Dredge... doesn't have a lullaby? He's loud af, but it's not a lullaby.
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My lawyers advised me to emphasize that Victor is not a baby. Now go Kick the Vic
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@AetherBytes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401355#Comment_3401355
I think DS should go back to 5 seconds because (sigh) nurse. 3 seconds is jut not enough against her.
Fam, 5 wasn't enough against her. Blight either. She would literally need to stand still for 7~8 seconds to get out of her attack radius (roughly 32m)
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Was there Hemorrhage?
If not, it's Fragile Wheeze.
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The problem was it being active in endgame essentially granted a free escape. Especially with a 5 second stun, if you were unhooked in endgame, the killer would not be able to hook you. This already led to some awkward moments where you stand awkwardly at the exit gate, watching the survivor crawl out because you need their perk to expire.
So, DS turned off in endgame. And they reduced the stun. And now people are split if DS should be reverted, that it's fine because anti tunneling shouldn't rely on a single licensed perk, or that it could get minor buffs rather than a full reversal.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398493#Comment_3398493
No, I understand a 70% nerf to the non-unique aspect is the exhaustion timer. The unique facet is the speed boost activation method and duration. Sprint Burst is 3s on hitting shift/run button for console, Overcome 2s (extra) on getting hit, Smash Hit 4s on pallet stun, Balanced Landing 3s on a drop, Lithe is 3s on a non-slow vault, Head On is instead a stun for 3s, DH is instead Endurance only usable while injured.
You are making a false equivalence of the regression numbers being the sprint/stun/endurance duration. The actual equivalent is the shared feature, the cooldown, the exhaustion timer. The intel on CoB isn't lasting for 15s, and the Skillcheck from OC isn't a 30% chance to be placed on the gen on kick, they both function fully still (albeit OC dropping from 15% to 14% regression on failure).
The OC and CoB survivor nerf counterpart is CoH and the basekit item of medkits in their entirety. Both are addressing 'dual-fortress' gameplay as someone else put it. There could be an argument made for DH and PR being the 'equivalent', but when I did the math, I found PR is being buffed in my games. (More when I need it, less when I don't. Also I can just avoid a Scourge hook if I get too quick of a down at the start, and don't want to waste the regression.) It is being nerfed if the killer camps and hard tunnels off hook, and nerfed in toggle tunneling at the 4th hook. In normal gameplay though, it is only nerfed by the 7th hook. If you hook everyone at least once, the soonest someone dies is at 7 hooks, and the latest is at 9 hooks. Once someone is dead, I'd argue the game might as well be won for killer at that point in the majority of cases (with the main exception maybe for 1 gen remaining when placing the Survivor on their death hook).
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398686#Comment_3398686
My reasoning for calling CoB and OC unearned, is because Pop and PR are gained on hook, and Eruption and Jolt on down. Even Ruin requires defending if you want to keep getting value, so you earn Ruin's regression through defending the Hex, and you can't defend ruin and gens at the same time. Each of my example regression/slowdown methods (other than Ruin) are gained through advancing the game (hook states, or downs which typically lead to hook states), rather than stagnation. Even with Ruin, once the hex is cleansed, it can't come back, while CoB and OC can keep rearing their heads regardless. I also think Deadlock is unearned, but I only find it a problem when paired with aggressive camping. I think Deadlock is overall healthy, because it addresses a killer dealing with survivor problem, splitting on gens. It also does what Eruption did in a healthier way, as the survivor can voluntarily 'incap' themselves by waiting out the timer, or find and progress another gen.
CoB, sure. But considering Overcharge starts as a deficit, requiring you to defend it until the regression accelerates, I don't think it counts as being "unearned."
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She.... she is invisible.
Invisible. The opposite of visible. Relating to vision. Vision meaning what you see.
You can hear her, but not see her. Hearing makes her audible. Something completely different.
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@mustdogen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398603#Comment_3398603
what?
did not i just explain in the post you tag?
the lose between 0-10sec = the gain between 10-20.
if survivor touch the gen before 20 sec
the gain from the perk is < 0
if you really need more detail,here is the math.
t = the time between survivor touch the gen and the killer kick the gen.
overchage make the regression start from 85%(-15%) and end in 130%(+30%) in 30 secs
=> the % growing rate is 1.5%/sec.
=>the lost from first 10sec =(100%(normal speeed)*10 - [(85%+100%)/2*10](overcharge speed) =1000% - 925% = the lost = 75% of normal speed regress 1sec = 0.25 *0.75 = 0.1875%
=>the gain between 10-20sec = [(100%+115%)/2*10] - 100%*10 = 1075 % - 1000% = the gain = 75% of normal speed regress 1sec
0.25 *0.75 = 0.1875%
=>it need to take 20 sec to start to gain value from perk.
Not from what I can gather.
Okay, correct. You do start at 85% of 0.25, or rather, -0.2125c/s. The gain of 1.5% is 0.00375c/s which is added to the 0.2125c/s for 30 seconds, eventually adding up to 130% of 0.25 or 0.325c/s.
If X is the amount of time the gen is regressing, I used the function -(0.2125+0.00375x)x and plugged it into a graphing calculator, and compared it to -0.25x. Both points started at 90, and the two lines intercepted at 10x with y equalling 87.5.
Obviously, the Overcharge function stops being true at 30 seconds but the purpose of it was to determine when the deficit is overtaken by the gain during the 30 seconds.
I am willing to believe I'm wrong, but there's my math.
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@mustdogen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398158#Comment_3398158
Not after 10sec.
The lose between 0-10sec is = the gain between 10- 20sec, so you will only start to gain value after 20sec,if survivor touch it before that, you are nerfing yourself.
You say that, but you're not explaining that.
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@RaSavage42 said:
Survivors don't like Killers regressing Gens... and these changes prove that
It's the same as:
Ruin- changed from .50 charges per second to .25 charges per second (excluding OG Ruin)
Pop- changed from 25% of 90 to 20% of current progress
Now...
Call Of Brine- changed from .50 charges per second to .3125 charges per second for 60 seconds
Overcharge- changed from .1875 charges per second to .2125 charges per second (at the start) then grows to .50 charges per second to .325 charges per second
SH: Pain Resonance- changed from having all 4 Hooks permanently SH to having tokens and 15% of 90 to having 4 tokens (1 per Hook) and 25% of current progress
Also the fact that when the game was released there was no Gen kicking action
BHVR needs to realize why we as Killer players run these perks on another level then "oh they are using X perk more then the others... let's nerf it"
And the fact that they even added 2.5% of current progress to the base kick is annoying to say the least
Oh... I just remembered putting COB and Overcharge together is .6375 charges per second for 30 seconds
BHVR also needs to realize that % of current progress doesn't matter...
But who am I....
Regarding Overcharge, I went through the effort to graph it.
TL;DR you break even at 10 seconds. Anything after is a gain
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Blindness is weird.
It's meant to counter aura perks, and it does do that. The problem is that auras, by their very nature, are merely sources of information. With some exceptions (such as Windows in some cases), information is a resource SWFs typically have for free and is one of the major aspects that makes them stand out compared to solos. Why run Kindred when my teammates can simply tell me the killer is camping or who is where?
I wouldn't mind if this was a function of Blindness, but not the sole function. Similar to hemorrhage's buff some time back, give it a secondary effect. A popular suggestion is that a survivor suffering from Blindness cannot see the Red Stain. Believe it or not, the technology for this does exist; if a Doctor with Discipline chases you, he does not have a red stain. Other survivors will see it just fine, but you? You will not see it on him (you'll see it on your back due to how the add-on works, but Doc himself lacks it).
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Well... this was prophetic of me.
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A few things.
1. DH is a health state on command. One shot addons and perks typically have some strict condition to fulfill first. MYC requires you to be far from the hook, let an unhook occur, and then you need to find that survivor and hit them within 60 seconds. Billy and Bubba need to charge their chainsaws, meaning they're neutered by windows. Either way, it's nowhere near as simple as "press button and get results."
2. The game is a 1v4. The killer needs to have advantages over the survivors to be a threat, or they'd be steamrolled by remotely competent survivors. We see this in the form of things like Bloodlust, the Entity Blocker, and the ability to bypass health states if certain conditions are fulfilled.
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Until they do, here's advice: Let go. No, really. Just let go rather than try hitting the skillchecks. It will block for 20 seconds, but no progress will be lost.
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Not entirely sure. I have theories but they're all speculative.
I'd play her a lot more, personally, if she got a special sound effect for hitting survivors with crossmap birds (similar to Huntress).
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Dredge? Just... Dredge? Community's beloved big turkey?
Sure the new healing changes might make Malthinker's need a rework, but Dredge himself is fine. Arguably could get a minor buff or two, such as making his holding speed 3.86m/s instead of 3.68m/s
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As much as I hate Freddy due to my lingering memories before his nerf, I agree.
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Why does everyone bring up camping? Like, tunnelling, sure, but camping? Camping is the weakest it's ever been.
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@Rogue11 said:
Having tried this in a duo with comms, it was very difficult to set up and even harder to keep the buffs. Whenever a teammate got hooked, we would have to both go for the save, taking a massive efficiency penalty. And as soon as one us lost a health state, the bloodlust bonus alone was mostly countered by the complications of looping with friends.
It's a fun build and potentially has strong applications but certainly not optimal for most matches. But hey, I guess we can just nerf interesting perk combos until we're back to Windows of Opportunity, OTR, Adrenaline, Exhaustion perk...
.... windows of opportunity? I get your point but... windows? Really? Do people actually complain about it?
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@Crowman said:
It's a very conditional build that requires you to heal the obsession and stay within 12m of them. Not to mention you are playing a killer who has poor chase and works better "getting the jump on people".
I am not denying that, but... man, this sucks when you get a map that can properly abuse these perks.
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@Shroompy said:
I mean you shouldnt really be chasing people as Ghost Face, but I doubt its the build that was the main factor, more the map as the majority of gens are in cover which makes it hard to stalk
I mean, 2/4 of the survivors are faster than me, 1 of the remaining 2 has Distortion so i can't find her, and the final one has SB so she'll always have safety.
So, how exactly do you avoid chasing?
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Rip and tear
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Update: Yup, still a thing as of 6.6.0
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@Pumpkinbros said:
well it honestly just begs the question obviously, why is ghost face one of the only killers that get to see the progress of his effect on the survivors, I don't believe even Sadako can see that information
I believe if we're going to sit here and argue whether plague should get this change, then I think we should actually debate all killers with a ring effect around the survivor should get this treatment
I don't know, they're not very consistent with the rules. Ghosty and Dredge are the only two instances I can think of where the killer has more information than the survivor. Not saying it should be changed, I just wish there was a consistent precedent.
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Huh, I picked a good time to make this...
@GrimReaperJr1232 said:
The Hillbilly, once a common species now on the verge of extinction. Once, Hillbilly was a member of the holy trinity, one of the three killers considered a threat despite DBD's many balance issues. How did this poor, poor chainsaw boy go from the top to being overshadowed by so many?
Sit back, relax, and allow me to tell you about Hillbilly's fall from grace.
Original Power
Billy was one of the original three, so his power was simple. You charge a chainsaw for 2.5 seconds. When it's fully charged, you instantly break off into a sprint at 9.2m/s and any survivor in your path is immediately put into the dying state.
Simple power but a lot of use.
Lethality
Obviously, downing a survivor instantly is useful. What Billy would do in loops where you can't simply be at someone's back is "curve."
When Billy's chainsaw sprint starts, he retains his controller sensitivity (Yes, controller sensitivity; don't ask) for around 0.75 seconds before his turn rate is reduced to a crawl. You could use this around corners at the start of your sprint to catch a survivor you would never dream of hitting otherwise.
Utility
Back in the day, pallet break speeds were much slower. As of 6.1.0, a pallet takes 2.34 seconds to break. Originally, they took 3 entire seconds. How much time does it take for Hillbilly to break a pallet he collides with during his chainsaw sprint? I cannot find exact numbers, but I estimate roughly 1.5 seconds.
So, if you were charging your chainsaw as you and the survivor approached the pallet, the survivor was in trouble. Do they drop the pallet knowing you'll just break it immediately? Ideally, they'd stun you. So do they continue running, thinking you'll respect the pallet? There's a back-and-forth on both sides.
Mobility
Before the Ghost Face update, maps were far, far more open than they are now. Heck, until the Doctor, there wasn't a single indoor map. This gave Hillbilly a lot of room to sprint, making him the most mobile killer in the game, bar none. He would hold this title until the introduction of the Blight four years later.
Strong yet fair?
As you might've noticed in the Utility section, Billy's mindgames and playstyle involved a lot of back-and-forths. The Billy had to predict what you were going to do, then execute his plan perfectly, and then deal with whatever else survivors had up their sleeves such as Original Decisive Strike (5-sec stun on your first pick up with 0 conditions), insta-heals, etc.
Billy was difficult yet strong. Unlike Nurse, he was also largely loved by the community. To this day, Hillbilly is widely put on a pedestal, heralded as the sacred cow of killers, and to speak ill of him is blasphemy.
However, there were... issues.
Original Add-ons
Insta-Saw and Crack Billy
I did mention he was one of the original killers. Well, BHVR wasn't very careful with their add-on design back then.
Billy had not one, not three, but four add-ons that all increased his charge time by either 18% or 12%.
Now, you run a 12% add-on and it's no big deal. 2.5 seconds becomes 2.23. Big Whoop.
Run two 18% add-ons, and 2.5 becomes 1.8. That is a problem when the killer also moves very fast after the charge. This monster was known as "Insta-Saw Billy."
A second contentious form of Billy was known as "Crack Billy." Billy has add-ons knowns as the engravings that increase his sprint movement speed but at the cost of a longer charge. If you were to combine these with one of the better charge add-ons, you'd offset the penalty completely.
Over time, Crack Billy has progressively been seen as being strong but ultimately, still had counterplay if you were really good. How much of this is nostalgia talking, I cannot say. My time with him was so early in my dbd career, I didn't even know you could mend yourself in Deep Wound yet.
Insta-saw, however, was seen as an abomination.
Carburetor Tuning Guide
Billy had a lot of other add-ons. Cooldown reduction when he ended his sprint (hit or miss), reducing his bump penalty when he collided with an object mid-sprint, reducing the noise of his chainsaw to throw off how far he is, and so on.
Uh, the tuning guide did all of that. Really. Reduced charge, cooldown, bump penalty, and noise. It didn't affect speed or steering, but steering was largely a gimmick for "Drift King Billy" and speed could be gained by using Engravings.
It was probably the best add-on in the game for the longest time and it was only green. Did I mention add-ons were a bit imbalanced at the time?
The Chainsaw Brother
It's impossible to talk about Billy without bringing up Bubba.
Billy was designed to be a Leatherface knockoff. When Bubba was finally being put into the game, he was... a complete rush job. I've been told, and this could be wrong, he was made in a mere two weeks.
What is undeniable, however, is that Bubba was shoved out the door as quickly as possible so the devs could work on the Nightmare on Elm Street
disasterchapter. This resulted in Bubba and Billy sharing almost all of their add-ons, with the exception of Bubba having two unique "Chili" add-ons to increase his acceleration---these also were confirmed by the developers to not even work and were never fixed. He also had his Engravings add-ons known as Beast Marks and Knife Scratches, but otherwise, fulfilled the same role and is still referred to as Engravings in some circles.So what was Bubba? He charged his saw a little faster than Billy (2 seconds vs 2.5 seconds) but was slowed much more when charging (86.25% vs 92%).
When his bar was full, it did NOT instantly start his chainsaw dash. You had to manually release it, but if you release it too early, he put away the saw immediately unlike Billy whose bar quickly begins to deplete, so you can feather it by tapping the chainsaw button without fear.
When the dash starts, what happens? You start out at 86.25% but quickly built up to 126.5%. This lasted for 7 swings and by my estimations, equals about 3.5 seconds. Did you bump into anything? Did you expect a 3-second bump penalty like Billy? Nope! Enjoy a full 5-second tantrum instead!
In short: he sucked. His faster charge barely made up for the much slower movement, was useless in loops, had no mobility, and was all around a terrible killer.
Patch 4.1.0
This is one of the most hated patches in DBD History. If you ask any player, they will point to this patch as the patch that killed the Hillbilly with the snap of a finger.
Hillbilly was stated by the devs in the notes to be perfectly fine and in a very good place, thus deserving "minimal changes" to his basekit. For the longest time when an update to him was announced, people were happy that his add-ons were going to be getting adjusted, thinking it was going to be an add-on pass.
Was it? Oh boy...
Overheat
Billy was given Overheat. As you rev or sprint with the chainsaw, a bar would fill on the hud. If the bar hit 100%, then your saw was disabled until it cooled off completely. The intent was "to add resource management" to the Hillbilly.
Why you might ask? No idea. They weren't clear on what the real goal of this was or why it was needed.
In its original form in the PTB, it was brutal. Use your saw a few times, and your saw was hotter than the sidewalk on a sunny day. It pretty much killed feathering, greatly reduced his mind-game potential, and made him infinitely more frustrating to play.
For Live, it was tuned down. You could feather and whatnot again. It wasn't a good mechanic, but it was much less invasive than before. What it essentially did was make Billy a lot more difficult to pick up, however, which was largely seen as unneeded for a killer that is widely considered to be the most difficult killer in the game to master.
Overheat did not kill the Hillbilly. What really gutted him were the add-ons.
WHAT ARE THESE?!
All of his cooldown add-ons were removed entirely.
Engravings remained, but the increased charge time also meant it accumulated more heat. Oh wait, they were nerfed too. Charge penalty increased from 12% to 20%, and the speed bonus was reduced from 15/20% to 3/7%.
Think you can use a charge speed add-on? Nope, only one left in the PTB made you 4.4m/s.
Okay, so charge speed is mostly gone, cooldown is completely gone, and sprint speed was nerfed hard. What new tools did he get?
Uh, he's Undetectable for 15 seconds after landing a saw! You know... when you down someone and want to hook them. And uh, they see the downed person's aura so they know where you are. Um... okay, they can't all be winners.
Big Buckle! It reduces your Terror Radius by 8m! Awesome---Oh wait, only while overheated. Which, btw, only lasts 15 seconds.
3 add-ons to deal with overheat. You know, giving a problem so you can grind for a solution.
Ooh, one where you're Undetectable WHILE chainsaw Sprinting. You know, when they will HEAR YOUR SAW unless you're using another one of the new add-ons.
Oh, but I saved the best for last. Mother's Helpers. You move 0.2m/s faster while a flashlight is shining on you. Yeah. Uh... I-I don't have a joke.
Rebalancing
To be completely fair, the devs did take the time to rebalance some of the add-ons.
Mother's Helpers was reworked. It now increased your saw charge speed by 12% (later 18%)... but only for 30 seconds after getting stunned by a pallet.
Black Grease granted you blind immunity after a stun, but was reworked to... make your saw cool off faster while a beamer is on you. Yeah, this got another rework to increase the charge speed by 18% too, but only after you're blinded. (Yes, blinded; not attempted blind, but a successful one)
Engravings were completely reverted. They still increased their heat but now they were usable again. Later on, they were given a buff to decrease the heat accumulated by the chainsaw while revving to offset the additional charge time.
Lopro Chains went from a barely worth-mentioning add-on to actually good. You could now continue your chainsaw sprint through a pallet, at the cost of it dealing only a single health state of damage for a few moments afterward. Originally, it removed the ability to insta-down entirely.
But, of course, Billy had to get an obligatory second basekit nerf. Chainsaw cool rate went from 5c/s to 3.5c/s, basically the max time it'd take a saw to cool without fully overheating would be ~20 seconds and it would now take ~28.5 seconds.
Outcry
To put it simply, the community was absolutely livid at these changes.
Everyone agreed that he needed add-on tweaks, for sure. However, there's reworking add-ons and then there's creating worthless add-ons, topped off with making basekit changes no one asked for or wanted.
Hillbilly is one of the hardest killers in the game. This isn't an opinion. It's a fact at this point. Adding a mechanic that makes learning him even harder was unnecessary, and since that (after its PTB Tweaks), largely does nothing to experienced Billys, it makes the entire mechanic seem arbitrary.
An infamous clip from McLean has him stating, "if you overheat your chainsaw, you're doing it on purpose." Obviously, that's not very sensical when taken at face value. If the mechanic is admitted by the developers to be pointless, then it's effectively admittedly the entire endeavor was a waste of development time.
But that's at face value. Watching the entirety of the clip, you would see that even McLean himself dislikes the mechanic, finding that it doesn't really add anything of value in its current form. However, people put time into making the system, balancing it, making the model changes at the chainsaw overheats, etc. Like it or not, it's here to stay. What he did argue is that it's far more likely we'll see improvements to the system instead, which did happen.
Those improvements being the post-PTB tweak, his basekit cooling nerf alongside the buff to Engravings so revving generates less heat.
Did Overheat kill Hillbilly?
No. Not really, no.
Was it needed? No. Does add anything? No. Could you remove it? Yeah. But that's not his biggest issue. Not even close.
Can never catch up
Billy was good but he needed add-ons to keep up. You will get survivors that play super safe and aren't afraid to drop pallets. Billy is completely loop-able, so a good looper can combine this with strong loops to make it nigh-impossible to get a down quickly.
With his new add-ons, he's barely helped at all. The move he has is Lopro and Engravings, the latter of which requiring a lot of experience and skill to use due to the added charge time. He's still decent but he's merely decent despite his extreme difficulty and a far cry from being what he once was.
Neglect and lack of QoL
Playing Hillbilly feels awful.
His camera has an awkward bobbing up and down. It makes you feel slower than you are and is just nauseating ---no, really, I personally used to get physically sick from it.
His animations were changed around the time of the rework and they're just awful. Your weapon is barely on your screen, the camera jerks awkwardly when starting/ending a sprint, the saw isn't very responsive as it'll continue to fill despite letting go of the button thanks to dedicated servers and causing you it instantly start/end a sprint and eat the full 3-second cooldown, there's the general awkwardness of the initial turn sense you'll try to use to curve, etc.
And those are just issues with him directly. We've gotten more indoor maps such as RPD, the older maps have gotten reworked with more trees with branches having their hitbox stick out/low enough that they'll cause you to bump into them, and the loops have awkward pieces of scenery stick out, making it much harder to curve.
Most importantly, there's just no reason to learn him. He has a lot of unfun aspects to him but he was previously forgiven because he was just that strong and fun to play when learned. But if you like going fast, we have Blight who is also much stronger and honestly, more fun to learn to. Want an insta-down? Play Bubba who was reworked in 4.1.0, making their strengths much more comparable while he's much easier to play.
He's been nerfed, buggy, and power crept. He went from being one of the most played killers in the game, period, to being seen as a rarity.
Almost implied disdain
Okay, okay, let me be clear: don't take this part too seriously, but this really doesn't put the devs in the best light. With the new artwork, multiple killers were shown above the four original survivors. Those killers consisted of: Trapper, Wraith, Nurse, Huntress, and Hag.
You might notice, Hillbilly is the only member of the four legacy killers missing. Officially, they wanted to show off as much diversity in the roaster as possible but can't fit everyone. I don't actually believe they hate Hillbilly, but you gotta admit, it's not painting BHVR in a good light here. Doubly so that they replaced him with Hag, a killer that is both unpopular and loathed by the community at large.
The injustice of it all
What I can say without a doubt is that compared to other killers, Hillbilly was treated unfairly.
Huntress came afterward. She had a similar issue to Billy in that she had add-ons that were outdated and/or downright unfair. She also has more basekit issues, like the ability to infinitely hold up a hatchet and either zone a survivor into a corner or just camp a hooked survivor. What did she get? Just an add-on pass, just what the community asked for previously.
Was this an example of them just learning from Hillbilly? Maybe, but this trend continued.
Spirit was an infinitely more problematic killer with extremely powerful add-ons. She stood still, you wouldn't know if she was phasing or not, and you literally just had to guess. What did she get? A small basekit nerf in the form of directional audio, and a rework of most of her greens while keeping her strongest add-ons intact (MDR and Amulet).
Nurse? Sure, she got an add-on pass but despite being loathed by the community at the time of her last nerf, she barely got a slap on the wrist with her attacks going from Basic to Special.
What about Blight? He's in a similar situation to Old Billy where his add-ons are nuclear while his basekit is loved. While we're still waiting on the add-on pass, surely they devs are aware and improving the situation, right? Hardly, he's only gotten better. Adrenaline Vial was buffed 20 times, Summoning Stone was buffed (tbf, it was terrible before and only okay now), and C21 stacks with Lethal Pursuer. All the while, he has his outright broken add-ons such as C33 and Alch Ring.
It just doesn't feel fair. Billy wasn't just given the short end of the stick. BHVR took that stick and started hitting him with it. For a character whose backstory is defined by being unloved and mistreated by his family, it's poetic in a tragic way that Hillbilly feels neglected and mistreated by the developers.
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I think you're reading waaay too much into it.
Eruption wasn't even supposed to be changed this patch. It was being saved for the mid-chapter, but was bumped up to now due to popular demand.
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@Mandy said:
The bug fix around Leverage is not actually in the game - Leverage still applies to self healing (you can test for yourself in the live game) and there's no immediate plans to change that.
Wait, so does that mean that it affecting self healing is a low priority bug, or was it merely a patch notes mistake? I'm so confused...
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@GannTM said:
It’s already been nerfed 6 billion other times. Perk is fine.
I disagree.
It's been nerfed twice but neither nerfs addressed the issues with the perk. It's a perk that enables infinite self heals AND buffs medkits.
I can honestly accept the self heals at this rate, but I don't agree that we have perks such as Autodidact or Solidarity deliberately not work with medkits, only for CoH to. Its heal speed bonus should be altruistic heals only. After that, heck, you can revert it to 100% for all I care.
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- Let it apply on self heals again
- At minimum, let it last 60 seconds. (When if I think it should be a permanent debuff)
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Shirtless Vittorio, Shirtless David, Trickster's base design literally showing his abs, swimsuit cosmetics for the guys and girls, Spirit's default outfit....
Yeah, clearly showing Skully's buttcheeks is too far in the sex direction, right?
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363671#Comment_3363671
"why would you want a perk that slows down healing"
Um, because the killer's job is to kill. One way to do that is to remove health states and make it hard for survivors to go back to full health.
I think you missed their sarcasm there, mate.
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@bm33 said:
Because they refuse to use the kill switch. They never kill switched Oni when for months he had bug that made him get ridiculous amounts of blood orbs. There's 31 killers, 39 maps, and over 200 perks between both sides and the devs still refuse to use the kill switch when one is broken.
Oni was bugged before the killswitch was even implemented. No noticed or reported it until Scott made a video publicizing it.
Either way, Oni didn't really break. He had a bug but all the counterplay to Oni remained.
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Legion Tech
When blinded, Legion's Frenzy ends with no fatigue. So, if they're blinded mid-vault, they can down you normally (albeit while blind).
Not a hack. Just a savvy Legion.
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I think technician is mostly fine. Keyword; mostly.
What I would change is changing the additional 4% progress loss to 4% progress loss reduction. (10% becomes 6% or 5.4 seconds)
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358907#Comment_3358907
You're saying this as if killers don't already tunnel at every opportunity. Sorry that threat doesn't work when it already happens every match. Kind of reads like pre-6.1 when killers said they would stop camping and tunneling if only gens took longer and DS was nerfed.
And I don't normally run DH so I'm not being "adapted to" in your scenario.
.... who in the blazes said they'd stop camping and tunneling if gens took longer? "We'll stop this unfun strategy if you buff it!"
Ignoring that, is it really good that you could argue that the most common perk in the game encourages tunneling?
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The main counter is to apply Deep Wound. Applying Deep Wound without it being tied to your power can only be done if you have Endurance. So basically, tunnel a survivor off hook. Are you sure that's how you want people to adapt?
@babayagasaga said:
This isn't exactly in answer to your question, but have you tried flicking your camera up quickly to bait out the dh? it looks like you're starting to swing, so often survivors will panic-dh in response!
Yes. It rarely works. Entity save you if you're a killer whose lunge makes a distinct sound such as Freddy.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358663#Comment_3358663
You shouldn't be in a position where you MUST swing at a pallet that often.
You can chase people in tiles, but try to herd and move people into areas of the map that have already had their resources used. Much easier to bait out a DH at a window
As I said, I could hit them before they reach the pallet but then I'd be lunging which is reactable with a DH. So no matter what, I essentially lose a chase I should've won then.
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@Pulsar said:
I doubt you could NOTHING about it.
It's a read. You really shouldn't be in that position so often, I'd say switch up your more macro-level play in order to help.
So... I shouldn't be in a position where I down a survivor before they reach a pallet at a loop? I can't lunge since they can react (servers/ping issues aside) and I can't M1 when I'm at their back since by then, they'll have made it to the pallet.
The only position this doesn't apply is out in the open. So, in essence, this means I should never chase a survivor in any loop or tile ever?
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That's not how it works... at all.
CoH has a 50% efficiency penalty, shared with pre nerf Self Care. However, it benefits from CoH's 50% buff, so 0.5x1.5 and we get 75%
So, 16/0.75 for a heal of 21.3 seconds.
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@legacycolt said:
Dead Hard only has a 0.5 sec duration. If you keep swinging into dead hard, that’s on you. Also dead hard is needed against op killers like nurse, blight and spirit.
I don't understand this argument. "We have something OP because the other side has something OP."
Can't they both just be, you know, OP and in need of change?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357112#Comment_3357112
Hug Tech happened, when BHVR tried to fix the M2 bug that happened when they released his secondary collision detection. Trying to "just remove hug tech" might just result in the M2 bug coming back, because the secondary collision detection still isn't working as intended, and is probably still full of bugs.
They should just remove the secondary collision detection, so they can successfully overnerf the top 3 killers. They gave Spirit directional audio, and gave Nurse super loud chase music.... why stop there? Just get rid of Blight's secondary collision detection so he can join in the nerf party.
Remind me what the M2 bug is/was again? There are way too many bugs in this game's history to keep track.
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@End_of_Slayer said:
Is there any way we could get a potential update on when Blight is going to have his exploit removed? I know it isn’t probably on the top of the priorities, but having an update that the team knows this is something that should be resolved is reassuring that it will be getting fixed so he won’t slide off every single obstacle in the game by just angling your camera at the floor
And before people come in here saying “get good” or “it’s skillful” or “it’s fun” just remember that one of the moderators stated it is an exploit and by saying that it’s skillful or fun, you are condoning an exploit just for your own enjoyment in a video game. And yes, it is an exploit, it’s using an unintended mechanic to gain an advantage by literally breaking how the character is played.
I won't try to justify hug tech, but I will tell you why this Blight's collision system is so wonky.
Unlike most other collision systems in the game, Blight's velocity and camera are not parallel. You can go straight but look slightly to the right while still going straight. This becomes more pronounced if you use Adrenaline Vial where your turning is significantly reduced but you can still look around.
Why does this matter? In order to prevent you from bumping into things off-screen and help you fit into tight doorways, Blight's collision system is partially tied to his camera. Obviously, it's not entirely linked to his camera; if you look right when you're about to hit a pallet, you'll still hit the pallet. But if you look down while turning into a corner, you'll notice you can turn just a little bit more than you would otherwise.
Because of this disconnect between the velocity, the camera, and general object collisions, Blight becomes a slippery boy. How does this factor into hug tech at all? I'm not entirely sure but I estimate it's something like this: By looking down, you essentially trick the system into thinking there is no obstacle. Since you're hugging it, by the time your camera snaps up at the beginning of a rush, you're already ignoring the collision. Fixing this, while trying to preserve Blight's ability to manipulate his collision (which is intended to some extent) I imagine is pretty difficult.
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Let's ignore that Thana sucks now. Let's look at this argument of, "Why should we suffer from another survivor's mistake?"
That's... literally the entire point of survivor. It's a 4v1. You are a team. You will suffer and benefit as a team. You work together or you die together. If someone dies early, that's bad because you're down a teammate. The gamemode, by design, already has you suffering from another's mistakes because you're meant to work together.
It is a 4v1, not 4 1v1s.
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Wdym? Knight has 3 add-ons: Map of the realm, Dried Horsemeat, and Call to Arms.
