Kind_Lemon
Kind_Lemon
About
- Username
- Kind_Lemon
- Joined
- Visits
- 1,464
- Last Active
Comments
-
When I saw triangle, I thought Hag. Thought I'd share. Nothing else to add here except that he sounds like Hillbilly but without mobility.
--
Kind_Lemon
An advocate of place-able totems, a priming-pallet interaction, and the removal of Exposed from tier 1 Devour Hope.
Also supports changes to how many survivors need to be present to start repairs on a generator.
#revertNurseaddons #reverttieroneDevour #reverttieroneBL #nofreechaseresources #placeabletotems #revertBillysounds #workwiththemusicyouhave
-
A nice, big, fat revert sounds really tasty to me right about now. I want Jenner's Last Breath and Anxious Gasp combo back!
--
Kind_Lemon
An advocate of place-able totems, a priming-pallet interaction, and the removal of Exposed from tier 1 Devour Hope.
Also supports changes to how many survivors need to be present to start repairs on a generator.
#revertNurseaddons #reverttieroneDevour #reverttieroneBL #nofreechaseresources #placeabletotems #revertBillysounds #workwiththemusicyouhave
-
Hag is bae. And crouching in chase can totally be viable if you're going to be dead otherwise. Even attempting to prolong your doom in an area where The Hag has a lot of traps can make a great Hag trip up.
But tbh, Small Game should show auras of traps again. That would give Hags some real force to push against.
-
you don't use pwyf and stbfl on him? With an OoO user, it's free stacks for days.
Edit: The Obsession basically makes the game twice as hard for all the other survivors if the obsession is using OoO aggressively.
-
@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1676968#Comment_1676968
So she's even worse if played right. Which is what people claim every Deathslinger player does by default 'play right'. which is nonsense.
Could you people at least be honest enough to say it outright that you don't want the character (and people who like him) in the community at all? That'd be nice (some of you do have that decency at least)
By worse, do you mean more fun to play against?
Also, what? You're dismissing people's arguments like they're just opinions? There's nothing wrong with liking to play Deathslinger (there are some people on the forums here that both like and heavily criticize him, and it's okay if you're not one of those people). There are definitely things objectively wrong about how Deathslinger functions in a game where survivor gameplay is almost entirely reactionary when in chase, but that apparently doesn't matter?
If you haven't, definitely play more Huntress before comparing her to the likes of Deathslinger, and more specifically: compare your thought processes when deciding what to do next or when reacting once you've missed or hit a survivor, because those thoughts you don't really analyze will tell you quite a lot.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1676690#Comment_1676690
It's ultimately a design/balance issue. The best perks and add ons are infinitely better than anything else. Can't blame anyone for not wanting to take losses they don't have to take.
it's true.
-
@Xbob42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1676671#Comment_1676671
Welcome to the world of killers, where running an unused combo you'd like to try out means you're basically throwing the game. Isn't is so much fun?
I mean, I play more killer now than I do survivor (lobbies and that I don't like playing against the newer rigs), and I do successfully run things like Agitation, Third Seal, Whispers, and STBFL on Huntress or Unrelenting, A Nurse's Calling, Bloodhound, and STBFL on Hag or Coulrophobia, PWYF, Deerstalker, and Whispers on Trapper. My builds are very specialized for how I play the game, and I certainly wish that I could use things like Insidious or Unnerving Presence more creatively without being punished by my perk choice so much, but I would definitely say my builds are not "meta" rn and don't result in me throwing the game.
eg:
https://www.youtube.com/watch?v=8TcGXzH-BNc&feature=youtu.be -
@ClickyClicky said:
First of all this is not 4%. It's far too common for that. It's basically every other game now, in some games multiple survivors are doing it - no luck offerings or perks btw.
Secondly it's probably the worst of all second chances. Why? because it's free. Doesn't even take a perk slot, it's just the game slapping you in the face.
It's getting to the point where I'm having to face camp survivors just to make sure they don't jump off. If they can find hatch it's basically a free escape.
If you really don't want a survivor to leap off the hook, then ofc you're entitled to stand in front of the hook as he/she tries to escape. I'm surprised that the occasion for the 4% is happening so frequently in your games. What in the world are you and your survivors doing to have so many people on first hook needing to attempt escape?
The 4% chance is always a cool mechanic imo. It's only an issue when the survivor has DS, and since most survivors run DS...well, you get the point.
-
ThirdSeal and NoGensDone have entered the chat room...
-
I agree 100%
This is so true. Forcing me to run totem-finding perks over Slippery Meat, Sole Survivor, Lightweight, and Quick and Quiet or whatever other unused combo I like trying out is exactly what makes this game unfun. There's a very solid reason that crows were changed to not be disturbed by survivors crouching by (the interaction with Calm Spirit and Spies), and this exact same logic applies to totems and hex perks here.
I would be okay running totem perks if totems were place-able by the killer tho:
@Kind_Lemon said:
Totems
Totem spawns have been for quite some time (this has died down somewhat recently) the subject of a heated playerbase's ire. The history of totems has been difficult, and some of the more memorable highlights were lighthouse totems on hills, totems spawning in the middle of open fields, and totems spawning in LOS of survivors. The developers, since the introduction of totems, have hand-chosen totem spawns, and this post aims to finally break that tradition. Coming from a comment from one of the developers about being unsure if cleansing totems he had placed himself was cheating (humorously stated), I realized that the next step for totem placement was to give the choice to the killer player in each match. Now, this does bring up a series of necessary, complimentary changes that would be needed to shift from developer-placed to player-placed totems, but this post is going to cover all potential issues and pose solutions to each one of them.
The killer receives five dull totems at the start of every match. This is coded into every killer's power, so that just like how GhostFace's crouch is designed, totem placement requires an unused button and is completely optional. The killer may at any point in the trial place down a dull totem (Default E key) directly in front of the killer's own position (this fuctionality is similar to how The Trapper places traps, and this ability includes placing totems inside the basement). Pressing the (E) button again when within 24 meters of the totem will apply the first Hex perk positioned in the killer's loadout (as chosen before loading into the trial). Totems cannot be within 24 meters of one another (cylinder) and take a total of 2 seconds to place into the environment. Consider a summoning from the ground animation (like Freddy's snares).
These changes prevent totems from being too close together, addresses how this ability might function through killer UI, and also (negligeably) provides a potential way for killers to lure survivors (through dull totems) away from objectives.
What this means for NOED
All Hex perks may need to be slightly modified to compensate for this new mechanic, but NOED (and Haunted Grounds) is going to receive special attention in this section. NOED will can no longer be prevented prior to the final gen's completion. Instead, if there is not already a dull totem within 24 meters of the killer, the killer will first have to go through a slowdown and a 2 second animation before lighting the totem, at which point nearby survivors will have a heads up on NOED. This does mean that a killer could hook down a survivor, hook the survivor, and then place the totem right in front of the hook, but scenarios like that already effectively exist currently and do not comprise the majority of experiences with NOED. In the case that this is an issue, the NOED hex might receive a timer and only be able to be applied to a totem for the first 30 seconds following the last gen's completion.
For Haunted Grounds, the hex will not apply to a totem until there are at least two dull totems on the map with the killer within 24 meters of one of them.
Design
Having the playerbase choose their own totem spawns will always ensure that totem spawns are changing from trial to trial and prevents the developers from wasting time and resources on just moving around totem spawns to make finding totems a little harder for players. Additionally, where a killer places his/her totem now carries more meaning and requires more game knowledge and removes any frustration that may arise from particularly bad RNG.
Regardless, thx for the post. Made my day XD
-
@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/1676051#Comment_1676051
It is the game. Maybe take a break when feeling like that. Losing really badly because you just don’t participate in basics and ignore fundamentals is not going to relax you as killer.
as you said yourself, some killers can manage to ignore it, and if the survivors choose to do their best to escape chases instead of just prolonging them, then sometimes, looping doesn't even come into play.
So, saying, "It is the game" is misleading at best and false at worst. It is a component of the game that comes up quite frequently, and not knowing how to interact with it properly leads to poor performance, but there are circumstances in which it possible to ignore it.
That's why most killers dislike Ormond (rock loops are high enough for survs to see over but not killers, loops are everywhere, survivors have super clear lines of sight, it causes fps drops for some players, etc), and it's why I dislike Yamaoka (both as survivor and killer).
My favorite thing to do as Huntress is just chucking hatchets across the low loops on Autohaven and ignoring the usual "round and round" movements killers and survivors do unless the survivor is clever and well aware of his/her surroundings. Then, both the survivor and I get something out of the interaction.
-
@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1675350#Comment_1675350
Sorry if I implied that, I meant that Doc is not a "easy 5 gen 4k" killer
ah, understood. Mistook what you said, so my b
-
I mean, if you time the bleedout so that the survivor is on a fraction of time left when he/she is picked up for the second time, the survivor will instantly die when downed for the third. It's pretty funny when it happens, because sometimes it scares me as killer, seeing the survivor instantly expire on the spot.
-
@CosmicParagon said:
Try playing Doc against competent survivors, see how well that goes. You may win, but they will probably get most if not all of the gens first assuming they know how to play against Doc
You speak as if having the survivors getting all or most of the gens done before you murder them all is bad? Those are some of the most satisfying killer and survivor games, and it's what I always aim to achieve (unless ofc the survivors are really bad).
-
it true for all platforms.
I'm used to how PC games go, so when console players pop in, I'm like "Wt* are you doing?", and then they all die. The only reason I turn crossplay on is to get survivor games more quickly so I can do my rift challenges and then sacrifice myself.
-
When survivors start doing that, I'm far more inclined to leave them on the hook even if I'm nearby and go back to my gen because I assume there's a stealthed killer nearby. Doing gymnastics when there's no killer around is far more likely to get you killed than the other way around.
What should be consensus by now:
arm waving (lots): killer is camping
arm waving (twitching): killer is nearby
arm movement (once or max twice): please pay attention to me dying over here on the hook :,(
nothing: just waiting for someone to come get me / someone is on his/her way.
The middle two have much more gray area and are most useful when survivors have additional info to form the context, but the first and final should be clear.
-
@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/1675300#Comment_1675300
Yeah that would scare me but I think Billy should start growling when he begins revving his chainsaw and remains so to growl until his chainsaw is fully charged as he then roars, its be cool.
I'm sure someone thought along those lines when they implemented it, and look where we are now: stuck with an annoying, detrimental-to-gameplay-and-atmosphere, repeating roar. Sounds are huge, and should not be taken lightly, and while I'm not saying that the implementation you suggest would be bad, I am saying that the DbD developers have an extremely high likelihood of doing it "incorrectly".
-
@Buttercake said:
https://forum.deadbydaylight.com/en/discussion/comment/1674001#Comment_1674001
Thank you, Kind Lemon, for your understanding.. 😳
Yeah, I completely understand.
It is one of those things that although I question it, it has never bothered me, but I wouldn't mind seeing it changed. I think I first thought about it when I wondered why there weren't more opportunities for killers to grab survivors.
-
@Decarcassor said:
There is a reason why nobody ever use Hex: The Third Seal. Its terrible. Most survivors don't use any aura reading perks, and thoses who do probably can play without them. Yes its does somewhat annoy OoO users. But you have to hit every survivor to apply it and they can just cleanse the totem. And since its token based, Undying isn't as effective. And it only work off basic attacks.
Blindness is a terrible status effect. Why do you think killers groan whenever new add-ons are made or reworked into a variant of Blindness ? The only thing its good for is slugging if you manage to get the whole team blind.
Don't libel my baby like that! Yes, Hex: Third Seal is my precious child, and even here on the forums, it is being treated differently than other perks. DO YOU SEE MY GREEN AVATAR?!
Recently had a match against the same survivors (with one in between because survivor queues are sooo long), and one of them said, "You really like Third Seal, don't you".
It is BY FAR one of the most underrated perks in this game, and that's mainly due to the fact that everyone feels like they need to use slowdown perks (which I disagree with in full force).
-
@Clevite said:
Look, the devs try to come up with new killers. Thank them for that.
You should try to keep coming up with perfection every single time you design something. See how that goes.
The devs look at the game, design, and hope to make it better.
Doc came out during stealth urban meta.
Lastly, I'm am so tired of "this killer requires no skill" bs. Regardless of power, if you perfect a character, learn to use their individual powers and funnel them into the basic tenets of killer, especially in red ranks.
Well, you have a bit of skill.
really can't thank them for coming up with new killers and not taking better care of their current ones.
But to the OP, idk why. Doctor is designed to make everyone's skill lower. The killer's skill is just about timing a right click around loops (with free radar every so often), and the survivors are prevented from doing any sort of interesting things in chase because the doctor's shock stops survivors from performing actions all while alerting The Doctor to where exactly the survivor is in a chase.
I loved him before, and now I hate him.
-
Healing others has always seemed to me like an action that a survivor should be able to be grabbed off of.
-
Always, 100% of the time. I lose half of my frames compared to live.
I've already posted my specs previously on this forum in the graphics update megathread. I'm not looking them up again for every post. (This is addressing MandyTalk's comment)
-
@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1673985#Comment_1673985
I never said you did. I simply stated the potential value of the 3rd Seal, not the least of which when you hit everyone they can't see where the other Survivors are and spend more time looking for them for rescues. If you have everyone marked, it also works well with Slugging. Undying is just a convenient way to protect another Hex and to give you motion detection when people move too close to your Hexes.
My comment was to the poster, who titled the discussion as if the addition of Undying somehow affected Third Seal and OoO's interaction.
And I guess since you approached me first, I'll just point out that each time Third Seal is cleansed, you would need to re-hit the Obsession because Undying removes all stacks. I find extreme issue with Undying, but this post is not meant for that.
-
@Shenanigan said:
I'll probably get shamed for this but where did this mentality of, "You didn't juke him he just missed."
If you see him aiming (and using his power properly instead of faking) what's wrong with making him miss? He thought you were still going one way yet you made a last second decision and swerved to the right or left. *YOU* made him miss, now he has a shot cooldown and reload cooldown. Just the pure fact that you made him think one way instead then change your direction last second then you made him miss because of that. I can tell you, some of you guys dodged or made him miss in some way, yet it's made to seem like you didn't do anything at all in your situation because it's always the Killer making the mistake not you. You had a hand in making him miss his shot why not give yourself credit for doing so? I don't know if I'm making sense or not, but at the same time I'm not making this discussion out of anger or being upset I just genuinely want to know where this mentality came from when it does seem like you.
Because you didn't make him miss? Deathslinger treats you not as a player but as AI, and when that AI produces random motions sometimes, a Deathslinger might fool himself into missing. It has nothing to do with you, but that's true for quite a lot of things irl for which people love to take credit.
-
I mean, why do you need Undying? It's already true for Third Seal except that the survivor can still tell your general direction.
-
I agree. You failed to mention sounds, however, and they're what really gets on my nerves.
-
@JesseJH28 said:
I would like it better if it was a deeper growl kind of sound. A little off-topic but I ran chainsaw for a haunted house for three years and dabble in doing some metal vocals as well. I decided to combine the two and would let out a low growl before starting my saw and running out of the cornfield at guests. It worked surprisingly well! I think that'd make Billy's yell a little more appealing if it's not removed
https://us.v-cdn.net/6030815/uploads/8S5Z2W7E7JGQ/fb-img-1508470283234.jpg
If the growl will not be removed, I'm wholeheartedly getting behind this ^
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1672546#Comment_1672546
You are not using the correct definition of “holding the game hostage”. Holding the game hostage refers to preventing the game from being able to end. As in for example the killer somehow blocking survivors in such a way that the endgame timer can’t start. Simply slugging survivors and letting them bleed out is allowed though because the game will end naturally when that happens.
But feel free to search around and verify what I’m saying is correct, no reason you have to take my word for it.
This isn't important enough for me to go do more research than I already have. "Correct definition" is incredibly subjective, mainly because the wording is vague enough on purpose to allow the devs liberty in what they consider bannable. If you define it so narrowly, you defeat the purpose of the wording. Think of it like the US constitution, if that helps.
but w/e cya
-
@Callmehandsome said:
It's hard to balance wraith because he is a noob stomper. Low ranks survivors already hate him because they don't know if he is coming. But Wraith would be in decent spot if they added 10-15% more speed while cloaked, then you could use his power more offensively as well to close the distance while in chase
You should gain a speed boost after cloaking, not a flat increase in speed. Increases the reward for short cloaks while not making the noob-stomper more powerful.
-
Just shouldn't be in the game; it's worthless clutter. Does absolutely nothing because killers and survivors have no way of knowing if the other side will burn a map offering. And if its an SWF group and the killer burns the offering, it's pointless because the offering specifically fails in those instances.
Who in the world thought this was anything more than a bad idea?
Edit: and the one time I saw it used was when it first came out and Scott burned it. It was against a map offering (Ormond?) that he didn't want to go to. Then, he immediately said something along the lines of how he was going to get Midwich instead now. He was not proven wrong.
-
The devs have always seemed to bungle what Blindness covers. It was first only applicable to survivor aura perks (it was deemed too weak), but then people wanted it to do more, so the devs changed it and have never seemed to actually stick with the design decision they made about Blindness and auras.
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1670100#Comment_1670100
Not hooking people isn't reportable. It won't score you as many points as hooking survivors, and it is kind of boring if you're on the ground that long, but slugging and never hooking is definitely not bannable provided it's not preventing the game from ever ending.
(For example, if a killer is intentionally leaving survivors on the ground and picking them up and dropping them over and over and over just to extend the game well beyond the normal bleed out times that would be reportable. But simply leaving survivors to bleed out is legal.)
The developers said, "holding the game hostage" to avoid being too specific, and several circumstances fall within "will the game end at some point in the future even if a player takes this action?" that are would be considered taking the game hostage.
In a scenario where a killer slugs all four survivors and lets them bleed out, none of the survivors (save Unbreakable, which is meant to give survivors more tools against killers slugging for hooks and was not made to prevent this situation) have any course of action other than to wait out the (noticeably lengthy) timer, meaning survivors have no way of completing their objective and the killer is refusing to do his/hers, which is clearly kill the survivors through sacrifice (save a mori). Hatch arguments are out of the question if the killer simply follows the least bled out survivor on the ground to prevent him/her from finding hatch.
Not hooking anyone creates a situation where four other players cannot complete their objective while the killer chooses not to complete his/hers, and that's holding the game hostage, i.e. preventing the game from progressing and/or ending in any kind of timely manner.
No one slugs survivors to death without attempting to hook them with the reason, "there, I've done my goal!" No, that person is simply out to abuse the game mechanics that prevent players from ending the game in a loss or progressing the game toward a win while giving others an unpleasant time. Survivors could also do this kind of hostage situation before the EGC was introduced and just hang around indefinitely. That was also considered holding the game hostage even though probably at some point the killer could find them.
In short: yes, it is reportable (much like jaywalking but with ill-intent). Is it the devs top concern? No. Will you get banned for it? Probably not if you don't do it often enough. But don't make the mistake of thinking it's fine and dandy rain or shine.
-
Wraith can be balanced fairly, sure. His entire thing is about not being tracked by survivors, and he's meant to be so hard to track that Spine Chill is needed as a clue to his presence. Going from that, it's clear that Wraith would need changes that let him more easily sneak up on survivors from all angles.
Changes:
- Wraith gains a 150% speed boost upon cloaking for 3 seconds.
- Wraith has no collision with pallets, vault locations, or any collision that will block his movement that is not terrain (This means he can pass through walls and closed exit gates much like how the Nurse uses the Spirit World). He maintains collision with survivors. When uncloaking, Wraith will be slowly pushed (over the course of the uncloak) to the nearest unoccupied side of the collision.
- Wraith experiences no slowdown when uncloaking within 10 meters of a running survivor.
- When cloaked for shorter periods of time, Wraith's shimmer is visible. After being cloaked for long enough, Wraith's shimmer completely disappears. Additionally, his growl is also suppressed for the longer he remains in cloak.
-
@EntitledMyersMain said:
It isn't reportable, but it is kinda scummy.
My advice is to stop worrying about those perks and just hook them.
Besides, if they have unbreakable, you're screwed.
Never hooking survivors is* reportable. If you make an effort to at least hook one survivor once everyone is incapacitated, then it's not reportable. Your goal as killer is to sacrifice survivors to the Entity by using whatever tactics necessary. Mori's are permission slips to not do that. If you aren't sacrificing survivors, you aren't performing your goal. It's the same thing if a survivor always runs straight to the killer and then a hook and gets him/herself killed straight away in every match.
*99.9% sure
-
So, because people would rather d/c than play the game, that means that the game is better off with more of these killers, and more consistent d/cs?
wut.
-
ah, found this post
https://youtu.be/capsov_ssWw?t=4217:00 is first instance of the problem, and 12:25 is where your video starts. Do you have any footage from when I was chasing you?
-
I always thought people were complaining about demo sounds because really loud stomping exists for the newest killer frame. Didn't know it was about the global cue. Also, I disagree with the accuracy and integrity of your list.
-
@wisdomwielder said:
https://forum.deadbydaylight.com/en/discussion/comment/1668273#Comment_1668273
Immersion is not the point of this proposed change; it's balance. Therefore, there is no logic to this change other than that. The immersive elements are just a bonus. Are you sure you read my post? The whole point was to nerf the awareness of the survivor on the hook.
yeah, I read the whole thing, but I responded to only part of it. I don't have much to say about the rest of it, because 80% of it is worded around the experience of the affair.
What I was going to say (but decided not to) was, "Thx, great to know that you recognize you're part of the problem SWF is such a pain to play against as a killer who relies on information deprivation of survivors. I'm glad to see you desire to change your ways from the backend." I thought it was too negative, but in retrospect, ehhhh.
I play as a solo survivor, and not knowing how close the killer is to me is a tiny pain in indoor maps when I get unhooked, because I have no time to prepare any kind of "escape from the vicinity of the hook" plan because I don't know if the killer is near or not. It usually doesn't make too much of a difference tho.
I'd be much more in favor of giving survivors on the hook in SWF (this would require SWF specific coding and some way of identifying SWF, which I know is never going to happen) both Blindness and Oblivious.
All in all, yeah, your post makes some sense, but I'm not super convinced by how you worded it, and I'm already predisposed to view SWF comms negatively no matter what. If there was a vote on this, I'd probably abstain.
-
@Bloodwidow said:
https://forum.deadbydaylight.com/en/discussion/comment/1667864#Comment_1667864
Na, Billy is still my favorite Killer to play against. He could even be toxic and I can't be mad at him.
I would like him if I wasn't expecting that I would feel threatened by a good Hillbilly. Expectations (of the horror part of a horror game even if it is just running around loops and stuff) make a world of difference.
Anyway, I'm glad some people can still enjoy him as he is now, and it seems like regardless of how much he gains or loses in the future from these changes compared to the old Billy, that you'll still enjoy him. That's cool.
-
@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/1667832#Comment_1667832
About the sound, I can really understand it, I kind of hate it as well, not like hate hate, but I ask myself Why? It is unnecesary and doesn't really scare you or something, and before you needed to look back to check if he already was sprinting to go to the side, right now is keep running until you hear the "GRAWR"
And I can understand you, but many people were let's say very good at him and, don't missunderstand me, he takes skill, but he wasn't punished enough if you made enough mistakes, also, devs wanted to "nerf" his ability to camp with the saw (that's why it overheats when you press M2)
it's probably one of those things that some people hear and hate, some people hear and love, and some people find neither (eg. nails on chalkboard). I have the same issue with the (completely obnoxious) gen sound of sparking when undergoing repairs. It's a bad idea to include sounds like those in a game that has a lot to do with atmosphere.
I've actually not had that much interaction with bad Hillbillies (not sure in what kind of sense tho) that end up doing well just because of the instadown, but I have had at least one time where I felt like the player did not deserve the power he/she had by playing Hillbilly. I would argue, however, that that's not a problem with Hillbilly but a problem with how survivor positioning influences so greatly how well a survivor fares (around hooks, gens in dead zones, etc.). Very rarely would any Hillbilly rev a chainsaw while camping, and when he/she did, it was usually a given that there was a possibility of making the Hillbilly miss and then unhooking afterward. The change to not rev while camping actually made the problem worse because now killers won't give survivors that opportunity to attempt to force the killer to miss and will instead ensure that the unhooker will always go down. i.e. it doesn't make anything about the situation better and might make killers more effective at camping in many scenarios.
In short, the changes didn't make anything better for anyone. All that they did was make Hillbilly less popular and reduce the frequency with which survivors would face the problems still there with Hillbilly (chainsaw hitbox size, how stuns interact with the chainsaw sprint on dedicated servers i.e. the killer gets pushed back and breaks the pallet after the survivor gets the stun point score, how Hillbilly is still able to slug extremely well, which was an issue that many survivors found with him even though I didn't mind it so much).
The same exact thing happened with Nurse, but that's for another time, and it's something I've already written repeatedly.
-
yes
-
Somewhat unrelated, but I often repeatedly slug the weakest link in an SWF squad for the inherent extra pressure it gives me. I operate by the motto that it's better to slug someone than hook them repeatedly if you want that survivor to have the most chances and potentially the most fun he/she can have in that game.
-
But...it's not the killer's heartbeat. It's your own due to you sensing the killer's proximity. Your logic inherently falls apart because any mortally injured person often hears his/her own heartbeat exceedingly clearly.
It's a feature that survivors can't hear the terror radius when being carried, but it was never announced to be a "feature" for not hearing the heartbeat radius on the hook.
-
It's always been small, but recently, terror radii have been changed to be effectively around 4-8 meters smaller. I don't know how, and I don't know why.
-
@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/1667873#Comment_1667873
And yet still noone wants to play her.
I play her :D
and then most players say something that amounts to, "You dirty Hag player, you killed us all. You should be ashamed of yourself. So boring."
She is a mean, lean (on the side of far too skinny) killing machine with good add-ons.
-
@Steel_Eyed said:
The stronger the base kit, the worse the addons. Hillbilly has a similar issue.
tell that to Hag
-
Second to last sentence of the first paragraph is the only line which could count as a ban-able offense.
The other stuff is....ehh...it's "toxic" but not reportable.
-
@Bloodwidow said:
Help me please, I can't stop it!...RAAAAWWRRR...They glued me to this chainsAWRAAAAWRRRR!!!
haha 🤣
yeah....
I can't enjoy being in matches with Billy anymore 😥. Having these kinds of images forced on me in DbD make me just want to d/c and go make a sandwich or something.
but it is funny out of the game! ;D
-
We already have "reworked" Billy as our joke character. We don't need another.
-
or, just don't buy it at all. That's always an option.

