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Iron_Cutlass

Iron_Cutlass

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Iron_Cutlass
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  • Pallet Stun => Aura Reading.

    It's nothing insane but it energizes with Enduring and makes looping feel a bit better since you can mindgame pallets easier.

  • @Marc_go_solo said:

    What's your favourite Demogorgon Shred launch? As in shredding from a higher floor to a lower floor such as RCPD.

    Launching myself from a Hill through Shack window and hitting a Survivor in Shack.

    Literally nothing will be able to top that.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/401913/im-a-demo-main-ama

    did u really get cook up by a local sheriff in season 3?

    I feel like the comment Ill link below explains how I feel:

    @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623802#Comment_3623802

    This may sound weird, but Ive never actually seen Stranger Things... I main Demo because I love their power and I love playing monsters (and I love his visual design), I know little to nothing about actual Stranger Things other than the lore for Hawkins Lab (thanks to make descriptions).

    (I dont know anything about the show, Im really sorry. I want to watch it but Im too broke for Netflix atm.)

  • @Majin151 said:

    How do you feel about the stbfl nerf?

    I made a post about it already, should be able to find it on my profile.

  • The perk does not require "the Obsession to be Healthy for this perk to work"? You only lose stacks once a Survivor loses a health state but you can still technically hit them and keep the perk's effect if you have enough stacks, you can also pair it with Exposed perks/Killers to save on stacks.

    You only lose stacks whenever you hit the Obsession, it wont "encourage" tunneling since the perk was already used with tunneling to begin with. I think people are just more likely to use other perks to pair with it, like PWYF to get Haste from ignoring the Obsession.

  • @AbsolutGrndZer0 said:

    How much do you want to chase Robin in her Scoops Ahoy uniform?

    This may sound weird, but Ive never actually seen Stranger Things... I main Demo because I love their power and I love playing monsters (and I love his visual design), I know little to nothing about actual Stranger Things other than the lore for Hawkins Lab (thanks to make descriptions).

  • @NomiNomad said:

    How much do you place portals?

    I play Demo a lot, I would say I co-main him with a few other killers, and I have a tendency to not place portals. I don't like the set-up aspect of his power, and I prefer chases - so oftentimes, when I need portals, I don't have them.

    I normally place 3-4 Portals at the start to get a decent spread, Ill use the other 2 on the Exit Gates later on in the match if I feel like it.

    Rotten Pumpkin is a good choice for portals if you dont want to rely on Survivors cleansing Portals so you can replace them.

    @Xernoton said:

    Why did BHVR remove the ability to carry survivors through portals? It was so nice when a Demo would show you his world.

    Still in the game but it is harder to pull off.

    Also has unintended side effects like making the Killer stuck on a completely black screen or making the Survivors unable to move so I would not recommend doing it, it's the main reason why you never see people do it.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/401913/im-a-demo-main-ama

    Would you consider Demo to be a good killer for beginners to pick up, if suppose they came to Dbd for the Stranger things stuff? Is he good to learn the game with?

    Thanks! :)

    Demo is a good Killer for beginner players though bc they cost money I normally recommend people to play Wraith instead. I want people to at least check and see if they like the game before suggesting they spend more money, it's just a smart thing to do with any game.

  • @TheArbiter said:

    Are you pro STBFL or anti STBFL

    I think you can check the replies and get my stance... Im anti-STBFL.

    It hinders people's ability to play by trapping them into never using Demo's power, and in my opinion if people play Demo without using his power they might as well just play a different Killer at that point bc Demo is clearly not for them (may come off as harsh, but I feel as if it is the truth).

  • @Huge_Bush said:

    Why is demo such a good boi?

    They ated all the Rat Livers.

  • @adsads123123123123 said:

    Do survivors still BM you and complain when you play nice?

    Yes. 95% of the time I dont care about being "BM"ed so to speak.

    Im moreso just annoyed when Survivors waste my time, people who wait until the very last moment to leave are the bane of my existence, same reason why I hate being bleed out as Survivor.

  • @Smoe said:

    What makes you a good Demoman Demo main?

    What separates a Demo main from other Demos is how they view Demo's power.

    Picture this, ahead of you lies two paths.

    One is the STBFL user. They only M1. They never use Demo's power unless it is to hit the Obsession. They turn their brain off and dont understand Demo's power.

    One is the Black Heart user. They constantly go for M2s and get rewarded for using Demo's power effectively.

    Demo mains typically lean a bit more towards the Black Heart crowd.

  • @CorvusCorax86 said:

    How successful are you with Demo in terms of wins? What was your best streak?

    Can SWF give you a hard time? What is your experience?

    I normally do Perkless Winstreaks when Im in the mood to do a Winstreak. 37 wins in a row without perks, 71 wins in a row with perks.

    Yes SWF can be pretty rough but if you focus on setting Portals early on you can normally get a decent bit of pressure going, Demo can get into chases faster than most Killers. Only downside to Demo is that his chases can last long with experienced players which can result in gens flying, so knowing when to drop chase and where to portal to is important.

  • @Xxjwaynexx said:

    What would you consider the hardest thing to master with demo?

    Making the fullest of Demo's range and hitbox is probably the hardest part.

    Once you understand the Shred timing with range you can get some nasty hits with his power, especially involving windows since Demo has an extendo grip with his hitboxes.

    There are also "SkyDemo" places as well, like the hole with the pallet on The Game, throwing yourself onto map-geometry can help, learning how to do it is also kind of advance.

  • For Demo?

    Perks:

    Enduring is a must pick. Using Shred through pallets sometimes throws you onto the other side if you are stunned meaning you can use the quick recovery to get a hit, can lead to getting a hit/down whereas without Enduring you wouldnt.

    BBQ/Thrilling Tremors. Down a Survivor, hook, used the information, get into a chase. Demo can also use BBQ effectively since you can pressure Generators with portals.

    Spies From The Shadows is an underrated pick since you can get Crow Notifications while traveling in the Portal.

    Addons:

    Black Heart ~ Basically STBFL but rewards you for using your power.

    Rat Liver ~ Helps on certain loops but not necessarily needed.

    Rat Tail ~ QOL addon.

    Rotten Pumpkin ~ Portals require more effort to manage but you have more control over them, recommended for more experienced Demos. Pairs with pretty much all Portal addons.

    Barb's Glasses ~ Breaks pallets faster.

  • @Astel said:

    What is your build?

    Thrilling Tremors, Spies From The Shadows, Enduring, and Nemesis; Black Heart + Rat Liver.

    No STBFL in this household.

  • @RFSa09 said:

    why is demogorgon (not the best killer in the game) better than nemesis (the best killer in the game)

    Demo has his power right out the gate.

    Nemo has to work for his power only for it to basically do what other Killers (including Demo) can do.

    Only redeeming quality for Nemo is the zombies and even then they tend to be a bit subpar... but they are kinda funny.

  • @[Deleted User] said:

    Do you agree Demo is the most Jack of all trades type of killer? OK at everything but master of nothing?

    Depends.

    Id argue that Demo has one of the better chase abilities in the game, obviously nothing insane like Blight or Nurse but Demo has a good enough power to hold their own.

    If you go for a lot of shreds (which means missing a lot), Survivors start to become conditioned to you using your power, which means you can bait it and/or force Survivors to play around your presences at all times which not too many Killers can do (or have limitations to doing it).

    His mobility is... alright. The prospect of Survivors being able to destroy portals can be frustrating at times, especially if you are wanting to use BBQ to get right into a chase, but if they couldnt be destroyed addons like Lifeguard Whistle and Lichen would become problematic so I understand the balancing.

    Demo is kind of like Xenokitty honestly, difference between the two is what you are willing to trade since both fill a specific niche. Want mobility? Choose Xeno. Want a chase power? Choose Demo.

  • @GeneralV said:

    Why does your fellow Demo mains always tunnel?

    1. Not everyone who plays Demo is a Demo main.
    2. Not everyone plays the same, some people dont tunnel, some people do tunnel, etc, it happens with literally any Killer, this obviously applies to Demo which results in people tunneling.
  • It extends the duration of the Endurance AND Haste.

    It still is a good perk, can be nice to have since Killers just wait out basekit BT but never wait the extra duration since they never expect it.

    Also stacks with other perks like No One Left Behind and Babysitter.

  • Im mixed about it.

    Yes it does not make sense for them to have clothing that does not matches their location and time of origin.

    At the same time, we do not really know what lore implications cosmetics have, we dont know if they are alternate timelines/versions of characters being pulled into the Entity's realm or just clothing/outfits the Entity gave them.

    The lore is pretty muddy in that regard so I think it's hard to say for certain.

  • Iron Maiden.

    I run it on Demogorgon to punish Survivors who try to dodge Shred while healthy by using a locker. Got a DC and some very unfriendly words thrown towards me in the post-game chat.

    Deathbound.

    Survivors died because of the Oblivous effect and I got called "used antique farm equipment" in the post-game chat which honestly I cant even be mad with it since Ive never heard an insult like it before.

  • Honestly Shattered Hope is in such a weird spot.

    It did not solve the Boon Totem issue back when it came out due to the amount of investment needed to actually stop a Boon Totem from being lit via breaking all the totems combined with the perk economy at the time.

    Nowadays it's own use is useless since nobody brings Boon Totems outside of maybe B: Circle of Healing but even still I rarely see it. It's a perk that is just simply a relic of its time and even then it was still incredibly flawed and was kind of left to collect dust.

    To put it bluntly, I do not think all Boon Totems should have the Shattered Hope effect, but maybe individual Boon Totems can be given their own effects, like if X Boon is too strong, it will break the Dull Totem when it becomes snuffed out, kind of like Hex: Ruin's cleansing condition if a Survivor dies, but Y Boon that is too weak wont have that effect.

  • @09SHARKBOSS said:

    can i get filled in what w or l means?

    Edit: wait is it win or loss?

    W => Win

    L => Lose

    Basically do you think the new cosmetic set was good or bad. I personally think it was good.

  • @Jay_Whyask said:

    Backpacks🤮

    Although I dont mind backpacks in DBD, I think they should do what DBD Mobile does and give people the ability to remove them and put them on other cosmetics.

  • As a former Console Billy main, I have suggested this many times in the past, and it's still something that should be changed!

    In the meantime, I can recommend anyone trying out Billy on Console, you can set your sense to 80% and still get amazing control with your curves.

  • @Peanits said:

    Speaking objectively, it has never been accepted. As long as it has existed, there have been people who did not like it and people who disagreed with them.

    For me personally, I do not tunnel whenever I play Killer since I can play however I want and I find that tunneling makes my Killer matches too boring since the pacing gets thrown off too much when a Survivor is dead early into the match, but I try to avoid imposing the idea that "people must play X way" or "do Y instead of Z".

    Though I do think tunneling should still be a choice, it can still be decentivized with certain game design elements, i.e. tweaking Killer powers or perks to reduce their effectiveness at tunneling. You can also try incentivizing spreading hooks as well, like rewarding more Bloodpoints for hooking a unique Survivor each time or buffing perks that reward spreading hooks (Grim Embrace).

  • @humanbeing1704 said:

    Presumably to make being fully infected actually threatening

    From my matches, all it does it just making tunneling way too easy. The Survivor who is unhooked is bound to go down eventually since being unhooked does not remove infection and 8% Hindered in inevitable as a result.

    I just think it makes him a bit too strong in that regard. He already has a good chase power, having an 8% Hindered effect on top of it seems a bit excessive.

  • You realize that the Queue Incentive is individualized since it heavily depends on the MMR for either role and the demands for players at that MMR.

    I.E. I have Queue Incentive on Doctor but not Demogorgan, I have Queue Incentive on Survivor and Killer at the same time, just the +100% will only display for one.

    The main menu Queue Incentives it displays is incredibly misleading compared to how it actually works, Im tired of people pretending like it means something.

  • @MikaelaWantsYourBoon said:

    Failed? No. Breaking them makes some loops more tolerable.

    Annoying? Yes.

    Sometimes they open up God Loops as well? Dead Dawg Saloon is a perfect example, you shouldnt break all of the walls because it opens the loop up to be stronger.

    I think the idea of maps being able to have a bit more control and decision-making is cool but a majority of breakable walls are simply just "dont break this one, it makes the loop stronger" or "do break this one, it makes the loop weaker" which makes them a bit flawed since there is never a situation where Im forced to weight the costs/benefits of breaking them when the consequences are very cut and dry.

  • @Hi_Hello_Gooday said:

    Hi Hi,

    Before I begin, yes pyramid head doesn't need a buff, but he also isn't the strongest. A buff isn't an insane idea. Pyramid head currently sits as one of the least played killers, and BHVR wanting to make Pyramid head a more fun killer to play as and against is an idea I'm up for! As long as it's done correctly.

    Let's start off with Introductions, I am a Pyramid Head main with 4.5k hours on the character alone (5.5k total) and have been playing the game since it released on consoles before quitting after around 100 hours then resuming play of the game on PC in late 2018.

    I've been through every meta with this character from his release in the anniversary event being infatuated with his ability to hit a ranged attack through walls at first and now being addicted to it and unable to find any other character quite as fun. I also rigorously play survivor and played both pyramid head and survivor in the comp scene at a high level (consistently placing 4th or higher in every event we participated in including DBE which was the biggest in terms of competition at the time) during 2019-2021. However I have since quit so don't think I'll leave the casual players behind with this post.

    So to start us off how about we have an overview of what BHVR have already done to try and address pyramid head and his state in the meta:

    https://us.v-cdn.net/6030815/uploads/Q1CD3NPV9LK4/image.png

    This patch was to discourage the accessibility of camping and tunneling for pyramid head by disallowing camping within a certain range and preventing pyramid head from seeing the aura of the caged survivor. However, only camping really was impacted as an experienced pyramid head can find out where a caged survivor will end up by the placement of the survivor when they were downed (it always spawns as far away from pyramid head as possible).

    https://us.v-cdn.net/6030815/uploads/PEIZH64918HV/image.png

    This patch was to discourage the m2 fake mind game that pyramid heads could do for free, obviously the nerf aspect of this patch didn't get rid of that play style (you'd need to make the duration like 5 seconds to do that), but the buff to make going for shots less punishing was much more impactful in getting rid of at least the popularity of that playstyle. There are some issues with how they went about this alteration, but I will go into that later in the post.

    https://us.v-cdn.net/6030815/uploads/4ADNOZ7R43GD/image.png

    The recent PTB change that was tested went against the precedents set by BHVR and was promptly reverted. For those who don't know why this was a bad change allow me to explain:

    My average time for 1v1 chases against comp survivors is 44 seconds, this is with all resources on a map up, the survivor fully healed, and starting a shack distance away from the survivor. After those 44 seconds one double gen may be finished but I have guaranteed a kill since even with an instant save I can catch up to that survivor who was caged and immediately down and cage them again before a 2nd generator pops then do it again by the time the 2nd generator pops, turning the game at minimum a 3v1 at 3 generators remaining.

    I have done this with only caging the second hook stage for a survivor on the live patch and even without this buff I can turn it minimum to a 3v1 at 2 generators remaining if I chose to play this way. This is super unhealthy for the game and requires too much teamplay to counter than that we should reasonably expect solo queue survivors to be capable of as of now.

    So, now that we know of the past and what BHVR'S design philosophy is when it comes to pyramid head lets talk about some ways to buff pyramid head in a meaningful, interesting, and fun way.

    POWER IDEAS:

    https://us.v-cdn.net/6030815/uploads/FILJKIAJAPJY/image.png

    Addressing current issues:

    Clunky-ness/quality-of-life:

    I have heard many complaints from the general audience I interact with that while pyramid head seems fun to play when they tried it he felt unbearably clunky. I believe this issue stems from the changes introduced in patch 4.3.0.

    I love the direction BHVR was intending to go in getting rid of the fake m2 "mind game" and it definitely introduced more counter play when it comes to pallets for survivors. However that comes more from the inability to m1 during this introduced cooldown and less from pyramid heads immense - plague like slowdown introduced alongside it.

    Currently when entering or exiting your power you move at 3.68 m/s before you would only endure this slowdown when entering your power and could freely place trails while traversing the map without having to endure two slowdowns and could exit your power while in chase and continue to set up a shot on survivors around said loop efficiently.

    https://us.v-cdn.net/6030815/uploads/ZDUDD5T6VPTE/image.png

    Because of this added second slowdown it is almost always a bad idea to place trails while traversing and promotes only entering your power when a survivor is at a pallet or window instead of going in and out of your power to set up a shot anywhere in a loop.

    Let me make it clear I believe pyramid head should still not be able to m1 after exiting his power, but removing this second slowdown would go a long way to making him feel less clunky and promote going for m2s at places other than at pallets/windows.

    Fake M2 "Mind-game" Playstyle:

    Players can "fake" the use of their power by holding their rites of judgement while a survivor goes through a pallet or window then exiting it after the survivor leaves the pallet or window or the pyramid head themselves goes through the pallet/around the window. They then can follow up this interaction with a m1; essentially gaining a free hit because the survivor couldn't drop the pallet or vault the window because of the risk of an m2.

    This is one of the most boring yet effective ways to play pyramid head, and while it's not healthy to completely rid the possibility of this playstyle (because it would require gutting pyramid heads power) it is definitely possible to make other playstyles more effective.

    One of the hardest things to do as a pyramid head is to get hits outside of loops and outside of "choke points" inside loops. This is because it is ridiculously easy to either prediction dodge a punishment of the dammed or simply reaction dodge at shots that are anywhere past the first 3 meters of his attack (pyramid head rotates slower than survivors requiring a flick upon activation of his m2 from the pyramid head in order to hit a survivor that is dodging. Meaning pyramid head will have to guess where a survivor will end up in order to get a hit).

    There are two very apparent ways to fix this issue that would make going for shots that aren't at choke points, pallets, or windows more appealing:

    Decrease the delay before the activation of pyramid heads power and between subsequent sections of his power spawning

    https://us.v-cdn.net/6030815/uploads/V5FSUC3NFH7D/image.png

    Currently the time it takes for a damaging trail to spawn is .267 for the first then .033 seconds for subsequent parts of the trail. Even a small shortening of these numbers would make reaction dodging a pyramid heads power much much harder, while these values could be tied to addons allowing reaction dodging at some distances of his power would undermine the goal of trying to get away from the fake m2 midgame.

    Increase the width of the Punishment Of The Dammed Attack

    Exactly what the header says, tying this to addons would create an interesting trade off between range and width since it would decrease the effectiveness of prediction dodging and would make it easier to aim at short ranges for new pyramid heads making him more accessible.

    "Hold W" Counter Playstyle:

    Survivor's best counter to pyramid head is to simply hold w and force pyramid head to waste time following them while their teammates do gens. This playstyle also punishes the pyramid head for using his power since it slows him down and allows the survivors to gain more distance leading to a very boring trial for both sides.

    This problem would take the most work for BHVR to fix but one idea to fix this would be allowing pyramid head to teleport to the cage locations around the map on a long cooldown, of course limiting this ability once pyramid head cages a survivor in order not to strengthen his ability to tunnel. This wouldn't act as a way of catching up to survivors but more so to rotate around the map faster after chases, and start chases at closer distances to make holding w not always the best option.

    ADD ON IDEAS:

    There are many ways to alter pyramid head's add-on arsenal and many changes to be made, however I will try to keep this list brief and only include the most useless/unhealthy addons.

    https://us.v-cdn.net/6030815/uploads/IV1V7KTZHKN1/image.png

    Original Idea :

    Aura reading on a successful cage, show where survivors are where they're heading and what they're doing, but only if they're tormented.

    Problems With This Idea :

    1. Firstly even after getting rid of the ability to see the survivor that is caged, this ability can promote tunneling more by showing which survivor is going for the save on the cage since survivors who are tormented are more likely to be the ones going for said save in order to rid themselves of their torment.
    2. It is incredibly hard to purposely or accidentally inflict multiple survivors with torment. It is easy to zone a survivor into your trail within a chase but doing that to multiple survivors takes a significant time investment not worth 6 seconds of aura reading, especially when the act of receiving this aura reading is also what allows survivors to get rid of torment.

    Ways To Rework This Idea :

    I this add-on believe cannot exist in a healthy manner, buffing this add-on would promote tunneling more and nerfing it would make a weak addon even weaker.

    Allow me to suggest an idea then,

    IRIDESCENT SEAL OF METATRON:

    A talisman with an odd design inscribed on it. The Entity's influence seems to have altered it.

    • Survivors who successfully rescue a survivor from a Cage of Atonement are inflicted with the Broken status effect until they are next put into the Dying State
    • Survivors while using this add-on will gain Endurance and Haste for 10 seconds after being rescued from a cage

    This redesign of the add-on would promote spreading pressure instead of tunneling and offers a strong effect worthy of an iri add-on. It also provides some protection to survivors however to prevent the amount of snowball pressure a pyramid head can build up. If you think this effect is still too strong however, an easy way to nerf this idea is to require the savior to be inflicted with torment in order for this effect to work.

    (Side note: This add-on would also act as a mini-extension to his teachable Forced Penance)

    https://us.v-cdn.net/6030815/uploads/OJDNA3GM39DQ/image.png

    Original Idea :

    Undetectable while on trails, creating a network of trails allows you to move around the map stealthily.

    Problems With This Idea :

    1. It acts as a semi built in insidious promoting camping, a strategy even more boring then tunneling.
    2. It takes ridiculously long to setup the trails around to map in order to move around stealthily
    3. It is undermined by the loud breathing and sword dragging that pyramid head has
    4. It isn't that strong of an effect in the first place
    5. It doesn't meaningfully impact his game play

    Ways To Rework This Idea :

    This addon should receive the buff initially intended to be base kit in the last PTB, but with the same restriction we gave the Iridescent Seal of Metatron.

    Obsidian Goblet:

    An ancient looking goblet carved from pure obsidian.

    • When hitting a Survivor with Punishment of the Damned, that Survivor is inflicted with Torment.
    • Survivors while using this add-on will gain Endurance and Haste for 10 seconds after being rescued from a cage

    This add-on allows pyramid head to more effectively spread his torment while giving survivors protection from being tunneled and not negatively impacting pyramid heads base - kit strength.

    https://us.v-cdn.net/6030815/uploads/MHUBMLTOEGMF/image.png

    Additionally reworking the Rust-Colored Egg, Lost Memories Book, and Crimson Ceremony Book to all apply once a survivor is tormented, not just stepping on a trail, it gives a fun synergy and allows these add-ons to experience a semi buff without completely reworking them. However because these addons need an iri add-on to maximize their strength I would drop their rarity.

    https://us.v-cdn.net/6030815/uploads/8Z712I6XU56H/image.png

    https://us.v-cdn.net/6030815/uploads/2CSE12OTK7BU/image.png

    https://us.v-cdn.net/6030815/uploads/HGG7DEU6FZB8/image.png

    These add-ons currently suffer from a bug that makes them less useful than the current duration add-ons for recharging the pyramid heads power (detailed in this video by Otzdarva: https://www.youtube.com/watch?v=pJgGiEzw-Do)

    If a teleport system is implemented these could be used to reduce the recharge on that power or they could be significantly buffed in order to give more value that duration does.

    Another rework for these could be to reduce the cooldown of missed Punishment of The Dammed attacks. This would give players more of a reason to go for crazy shots around corners and through walls without punishing them for missing said attacks as much. This would also not affect successful attacks meaning survivors would get the same amount of distance as they do now upon getting injured.

    https://us.v-cdn.net/6030815/uploads/IGCL0P1MR8P9/image.png

    https://us.v-cdn.net/6030815/uploads/TYN0TK8TLLVQ/image.png

    https://us.v-cdn.net/6030815/uploads/X01Q9V58ZJJD/image.png

    These add-ons currently have very little use. It is extremely easy to avoid trails while not in chase and extremely easy to apply torment while in chase making the amount of time they remain in the environment not that important.

    Trails in general also are not the fun part of pyramid heads power so abilities that affect his trail I believe should not be a focus for him. For these reasons these add-ons should be reworked to increase the width of pyramid heads Punishment of The Dammed attack as previously talked about.

    A Final Note: PLEASE DON'T TOUCH RANGE ADD-ONS

    Range addons allow for players to go for wild and extremely fun shots and are the origin of a lot of fun gameplay and counter play. Are they overused ? Yes. But this is from a lack of options and not because they are overpowered. Without range add-ons I probably would have quit this killer because of the hold-w meta. So from someone with thousands of hours on him. PLEASE DON'T TOUCH RANGE ADD-ONS!!!!!!!!!!!!!!!!!!

    Honestly I really like the approach to this. You explain the ideas behind the addons and how their current designs are flawed.

    Though personally I think just giving Cages of Atonement basekit Endurance and Haste with the trade off for his power being stronger is the approach BHVR is going to make.

    I think BHVR was testing the waters with the Torment change and plan on touching up the concept a bit.

  • @[Deleted User] said:

    Decoy snowmen scare me more than any killer.

    Either that or someone camping and dropping a pallet when you cant see them.

    Makes me jump every time.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617468#Comment_3617468

    (On the insta-saw thing) Those were the days but also part of the reason the first rework happened lol. Thats why im trying to think of more unique addons. But yeah itd be fun to see the decomissioned ones return.

    Old Insta-Saw was kind of a by-product of Old Tinkerer, Old Tinkerer has been gutted.

    I think he can used one of his charge speed addons added back, not both though, or at least provide a downside to using both like Billy's current addons.

  • @Raconteurminator said:

    Does Pain Res. even work with Dead Man's anymore?

    It does, but it's not as effective as it was before since SH: Pain Res only has 4 Tokens.

    Though you can pull some nutty stuff using Ultimate Weapon and Dead Man's Switch.

  • @Xyvielia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617078#Comment_3617078

    Y’kno, it needs tweaking, nevertheless, props for having some thought processing a bit further outside safer realms than BHVR’s braved a venture, lately.

    Ji-Woon’s somewhat of a psychopath, but hasn’t quite lived up to the name Devs have bestowed upon him.

    Im full of unique (and probably stupid) ideas, just realistically these ideas will go nowhere since BHVR has a lot of limitations regarding what they can and cant produce in a time frame... BHVR is a company, time, and by proxy money, is fairly limited.

  • Honestly I wish his power was reworked to fit more into "tricking" Survivors.

    Like imagine if he could throw a knife, but it's also a smoke bomb or something, would lead to massive mindgaming potential. You could even have thermal vision to see through the smoke but it makes other stuff harder to see. They can maybe even tie the smoke bombs to his original band members and the awful fate they had.

    What else could they do? Holograms, blinding lights and lasers, stuff performance themed, stuff fire/smoked themed, advance technology, etc. And what do we have? Knives.

    Idk, the potential is there, it just feels like they didnt use the opportunity.

  • @HerInfernalMajesty said:

    Thanks for the answers everyone.

    I have another question. When should I be revving the chainsaw?

    Experimentation, honestly... There is no specific distance since it depends on the loop, the map, the addons you bring, the situation, etc. If you keep going at it youll eventually pick up on the timing.

    There is no "Hillbilly bible" of what you do and dont with his power, it's partly contributed to how complex Billy's power is when you consider all possible factors, as a result, it's mostly up to the player to figure everything out.

    TLDR; The best advice I can give is just trying it out.

  • His movement speed is slower when revving his chainsaw. His base movement speed is 4.6 m/s, but he moves 3.68 m/s when reving his chainsaw, meaning you are slower than a Survivor, but if you are back-revving, the Survivor will normally move side to side and youll gain distance on them.

    During a Chainsaw Sprint, he moves 9.2 m/s, this can be further increased with Doom Engravings and Death Engravings but comes at a cost of extending his charge speed (which at base takes 2.5 seconds). 9.2 m/s sounds nice on paper but Survivors are still give ample time to reach, so his speed addons are quite strong, they let you make bolder plays.

    If you are new to Billy, I can recommend using his base power to learn how it fundamentally works, THEN you can move onto using Engravings. I can recommend using Death Engraving first over Doom Engraving since you have more control when long-sawing; eventually you can move onto learning Death Engraving and then Double-Engravings.

    His collision zones are basically the same as Blight but slightly wider at the edges (meaning youll get caught on more stuff), if this become too much of an issue, run Shadowborn so you dont hit off screen objects or use Heavy Clutch to offset the issue (Heavy Clutch only affects environmental collision, the hurtbox for Survivors remains unchanged).

    Also never use Speed Limiter, it's not a "learners addon", it just sucks, it's one of the worst addons in the game and youll learn nothing from using it.

  • @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616690#Comment_3616690

    Nooo what about poor demo/wesker/xeno/nemmy players who can't use their power 😭😭

    They need to learn.

    As a Demo main, it really pains me to see people use STBFL instead of actually learning the Killer's power.

  • Because there is a possibility that the bug/glitch can occur on more than a single Killer, it's safer to just Killswitch the entire thing.

  • Seeing these in a match of DBD is like finding a Shiny Pokemon. Most people have done the Archive Challenge by now.

  • You can hear the crackling/burning sound of him uncloaking. There are just objectively better addons for Wraith.

  • No, Splinters were incredibly buggy and often didnt work properly.

    Even though I wish all content was obtainable for free, I dont see BHVR doing something like that ever again.

  • This might just be me, but Id love if the game has Proximity Chat, it would create more funny moments.

  • @Header said:

    it is working, you just have to hit the right snowman

    This ^

    Mimics do not technically count as normal snowmen, breaking them with a snowskull does not progress the challenge as a result.

    Just keep trying and youll get it eventually.

  • @Iron_Cutlass said:

    Foxes... they are the animal of all time, being a weird mix of a cat and a dog.

    They are also very vocal and expressive compared to other animals, and they have their own set of tones and noises which indicate how they are feeling. When in an altercation, foxes will just scream at the other fox until one gives up.

    They are also the only species loosely based on Canines that can climb trees vertically, they have retractable claws that they can use to dig into the bark of trees and climb them. When nesting, they will either dig holes or live in the holes of trees (if high enough). They are omnivores and will often bury their food.

    They also are not aggressive towards humans. A lot of foxes are incredibly smart and are willing to build up trust with humans, which has slowly lead to a domestication process, you can own one as a pet but it requires a license to do so.

    https://www.youtube.com/watch?v=FZQsBI3w8ro

    Some more videos I found:

    https://www.youtube.com/watch?v=v6cCmQwOfw8 https://www.youtube.com/watch?v=3WBrmrCJ49o&t=139s


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