Leatherbilly
Leatherbilly
About
- Username
- Leatherbilly
- Joined
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Comments
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4k safety
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Killers can control Gatekeeper lmao.
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3k.
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Another 3k depip
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3k depip
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@miaasma said:
thank you for the confirmation
it's super not fixed though and it makes me hate playing against doctor, like seriously hate it
like i want to dc hate it
You did earlier :P.
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I can post these all day. A majority of my 4ks safety.
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I know they hate to hear this suggestion but they need to just delete it and accept it was a bad idea to even attempt.
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Yet another survivor agrees I should've pipped and didn't on a 4k.
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4k 4 gens left safety
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4k safety
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4k 4 gens left, safety. Lmao.
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I'm curious to know when the ETA is on LF's rework.
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3k depip.
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@Groxiverde said:
https://forum.deadbydaylight.com/en/discussion/71982/the-cannibal-rework-concept-updated
I hope the devs see this post dude. I did a couple of them too suggesting changes for our beloved bubbaboi. I'm a LF main since 1 year ago too. Btw how can I join that discord server? uwu
Sorry this got buried in notifications and I didn't see your question lmao. The text itself is hyperlinked.
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@suffering23 said:
https://forum.deadbydaylight.com/en/discussion/comment/553824#Comment_553824
I just wished they would have done the same about my ideas on legion
Sorry to hear. I know LF is one of the next few killers to be getting work.
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Second survivor agreeing I should've pipped.
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@KaoMinerva said:
These changes just sound weak and still won't make him a threat. All this isn't even needed
1. No slowdown on rev or rev cancel
2. Baseline green scratch marks
The green baseline add-on would be substantially more powerful than people think it would be. Imagine that with both speed add-ons stacked together.
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@Peanits said:
These sound like pretty reasonable changes. The ultra rares scare me a little bit, but I suppose they probably should (though I can see how they might be really cheesy if they're too good). I'll share this with the team.
The ultras were largely meant to be memes, if they need to be nerfed that's completely fine, they're not really the draw to the rework, the base changes and a couple add-on changes are what facilitates viability here.
I can't thank you enough for dropping in and sharing the ideas! I know Leatherface is on your radar, if there's literally anything we can do to help test the rework at any point or contribute more ideas, please let us know. We're all ecstatic our favorite killer is getting attention!
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MFW even the survivor agrees I deserved a pip.
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4k safety, nearly depipped.
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I honestly doubt BHVR wants to radically change his power, both because it's consistent with the source material and because it'd take much more in the way of resources.
I'd love to hear BHVR on the prospect of a dramatic power change, I'm curious if that's the way the winds are blowing.
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4k safety again lmao. No NOED, just my traps.
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@OMagic_ManO said:
All cool but I still think that Leatherface should get stunned from walls only, his chainsaw movement speed should be 120% or 125% and his revving movement speed should be 90% or 95%.
Wall tantrums are something I want gone for two reasons.
Firstly and most importantly, it's counter-intuitive to his intended design; his primary advantage over HB is that he has control over his chainsaw but sacrifices map pressure and mobility. Wall tantrums prevent Leatherface from wall hugging to catch up to survivors, artificially lowering his movement speed whenever a survivor loops an object, even if it isn't a pallet loop, such that he can't catch up without speed add-ons. LF is intended to chase around props in a way HB cannot, but he is inhibited by the tantrum in its current iteration.
This issue is compounded by the second issue, glitchy hitboxes, that would take entirely too much effort to fix. Tantrum is intended to punish you for mistakes to reward survivors for playing well, but right now it just punishes you at random intervals due to bugged hitboxes.
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@AStupidMonkeyy said:
https://forum.deadbydaylight.com/en/discussion/comment/549856#Comment_549856
@Leatherbilly Yes but I also don't want Leatherface having a 8 meter terror radius with perks and add-ons. I want him to be known as a feirce chaser, not a camper anymore. Muffler can do something else but the terror radius.
It wouldn't be for camping, but if the concensus is no TR reduction LF, then remove the noise reduction line of add-ons entirely. They're completely pointless and facilitate no new, interesting play styles.
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@AStupidMonkeyy said:
https://forum.deadbydaylight.com/en/discussion/comment/548932#Comment_548932
@BunnyTheHutt I didn't read the muffler one because I saw reduced noise like the original version and skipped it after that. I think just reducing the noise is fine. He wouldn't benefit from a lower terror radius. It would just make him more likely to camp. (Edit: I also do not believe anyone wants a 8 meter terror radius Leatherface up your ass while you're on a gen without knowing it for a 1 shot down XD I can hear it now. "You came to the wrong gen, motherf*****!" XD)
Reduced chainsaw noise is completely pointless on its own.
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@LordGlint said:
@Leatherbilly just curious, what was your leather face build in these games?
BBQ/Enduring/Spirit Fury/Bamboozle.
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@ChrisFuFuu said:
EAC stated, that they do not care about changing the icons. The devs do not care either about that, so it's completely without risk.
I found this reddit thread about it: https://www.reddit.com/r/PerkByDaylight/comments/bnukl6/not_mine_an_email_response_from_eac_regarding/
I read that and it basically said "Ask BHVR" and they in turn say "Ask EAC."
This is a Mom: "Ask your dad," Dad: "Ask your mom," loop.
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@miaasma said:
https://forum.deadbydaylight.com/en/discussion/comment/549006#Comment_549006
i don't know how to better explain this for you
in your rank 10 scenario, if the survivors are being destroyed so handily by a rank 10 killer then they're obviously bloated and should derank, which they will. honestly given how rank works in green ranks the killer will still probably rank up, but this scenario is more of an indication of the survivors giving the killer the game for free than the killer demonstrating any sort of skill (think everyone farming each other in the basement without BT and getting 4ked at 5 gens. all the killer had to do was hit them down and hook them, the survivors did the rest of the work). again, why should the killer be rewarded for this?
your rank 20 scenario actually occurred; a while ago, zubatlel did a perkless climb from rank 20 to rank 1 playing primarily huntress, nurse and billy. of course, he did rank up despite beating people who were obviously far inferior in skill to him, but eventually he had to play the game in a way that facilitated ranking up, not winning. for example, as he climbed higher in rank he'd play less billy (because billy sucks at ranking up) and more nurse. as a killer, if you care about ranking up, you can play the game in a way that allows you to even though the survivors are basically donating you the game
your argument ultimately doesn't really mean anything though because ranking up at rank 20 doesn't function the way it does in red ranks, purple ranks or even green ranks. it's purely an academic discussion point. i haven't been in rank 20 in a long time, and certainly not with the new emblems, but i don't imagine it's possible to 4k and not rank up at that rank even if you just 1 hook everyone. this is why in my previous post i mentioned a red rank killer going against rank 20s, because then you're dealing with the killer playing at their correct level against survivors much worse than them, rather than a killer playing at an artificially lower level with survivors who are correctly ranked
you can equip an ebony mori on any killer, tunnel everyone off first hook and kill them, and "win the game". should you rank up for this? i mean, you're 4king, right? but you took a shortcut to the 4k and thus wouldn't be rewarded in most emblems, so the game treats you as such. same goes for if you just 1 hook everyone
like i said, this rank system is not flawless. i'm just pointing out that not pipping for a 4k isn't a universal bad. sure, there are times when it's kind of outrageous (billy's called safety pip king for a reason), but if you insidious camp with leatherface and let the survivors kill themselves with altruism then you aren't going to rank up because nothing you've done demonstrates that you should and the emblem system is reflecting that
You think Billy is a depip king? Least he has the map pressure to farm hits, Leatherface doesn't. That's neither here nor there though, we all know how to exploit the Emblem system, and we all know which killers are better at it.
That's our whole argument; it isn't judging if we played well, it's judging if we conformed to the hold-hands-and-sing-Kumbaya playstyle or not. Unfortunately, that playstyle arbitrarily favors the killers that are already stronger and completely shafts the mid to low tier killers for using their power the way it was designed to be used, barring Legion whom receives artificially inflated emblems.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/549008#Comment_549008
Using bloodpoints was even worse. You could farm with the Killer in order to have everyone double pip which means you don't have an actual competition
To add to this, the objectives were NOT diametrically opposed in the bloodpoint system and they absolutely must be.
If the killer's sole objective is to kill, then for the Killer to win, the Survivors must necessarily lose; their victory conditions are mutually exclusive. It's possible that none of the survivors nor the killer outperforms the other side and everyone safeties, which means they're all at the rank they belong at.
However, a killer consistently 4king means they aren't where they belong and the rank should be adjusted.
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@miaasma said:
https://forum.deadbydaylight.com/en/discussion/comment/548974#Comment_548974
if survivors are throwing the game and the killer is taking advantage, it's indicative that the survivors are in the wrong rank; conversely, if the killer is getting absolutely stomped by survivors (who aren't in a swf and using a low ranked player to get lower ranked killers or anything like that) it's indicative that the killer is in the wrong rank. in the former scenario the survivors should depip, and in the latter the killer should depip. survivors don't pip if the killer does so badly that they don't have to go for saves and just do gens and leave, and killers don't pip if the game gets delivered to them through survivor incompetence. at best, both parties black pip in these cases. thus, your point about winning through opponent's misplays vs your own prowess doesn't hold up
if some horrible rank-related bug occurs and i (currently a rank 3 killer) end up stomping all over a bunch of survivors who just bought the game, i absolutely shouldn't pip for it because nothing i demonstrated indicated i should be above my current rank. a rank 20 killer who just bought the game should pip for that game, i should not
the entire point of the current rank system is (theoretically; whether or not it actually accomplishes this is debatable) to reward people for winning games that are more evenly matched and punish people for losing games horribly. if you're stomping all over people in a game it's indicative that those people's ranks (provided they're your rank) are bloated and they'll depip as they should, and the game will black pip you thereby not bloating your rank by rewarding you for people you are clearly more skilled than
the only issues with the current emblem system are killer specific emblems (and perhaps gatekeeper as a whole); for example, killers like billy suffer disproportionately in the chaser emblem because they have instadown abilities and chases end relatively quickly, so obviously this system isn't perfect. but in the case of a rank 10 killer killing everyone and not pipping, especially in a game i haven't watched myself, i'm going to go ahead and assume that the system is not the problem. i had no trouble breaking out of green ranks with hard to pip with killers like billy, and at that level even stompy games generally yielded pips
I have no problem breaking out either. For a few games I decided to deliberately exploit the system, and the above game was the fruit of that labor (after several attempts because I can't do literally anything about Gatekeeper and only have somewhat control over chaser depending on how badly they genrush, and I have ZERO control over whether or not I can get Iridescent Devout).
If you strip away the Gatekeeper emblem and fix Chaser, then virtually every game will follow the pattern that the Victory Cube did anyways.
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Besides, this shouldn't be the bar for what it takes to double pip. I had to literally play with the last 2 survivors to farm my hits to get Chaser up to prove my point that I am well aware of how the system works, but if I would've killed them earlier I would've gotten bronze chaser and silver malicious.
As it stands, I have 0 control over Gatekeeper, very mild control over Chaser and no control over whether I get iridescent or gold Devout since they can just choose to not save.
This took me several attempts because many times I'd just get silver or bronze Gatekeeper because I literally cannot chase more than one person at once. Gatekeeper is representative of SURVIVORS not me; I have more control over the weather than this emblem.
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@miaasma said:
killing 4 can also mean the survivors threw. why should you rank up for that? if the end of the game is more a result of survivor incompetence than your own competence then it doesn't make sense to reward you for it; they'll rank down, but you shouldn't rank up
if BHVR is trying to implement a rank system in which your rank actually reflects your own skill, then it doesn't make sense to rank you up for games you didn't even really win for yourself. games like those would just bloat your rank
killing everyone at rank 10 should almost never black pip you. the only way i can think of that happening is if you just 1 hooked everyone
The point of a ranking system is to put me against players of equal skill. It helps no one to just de-pip all of 4 of them then keep me at that rank to continue de-pipping players of that skill level.
In no other context would you apply this logic. If one team in Call of Duty beats the other because one team is just horrendous, the game doesn't say the first team tied and the second team loss, the rank change is zero-sum.
Likewise, the rank system ought to be zero-sum here, or you're going to bottleneck red rank killers, inflate queue times and get wildly high variation in skill within the mid ranks.
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@miaasma said:
i'm sorry but if you're 4king and barely black pipping at green ranks it's on you lol
like yeah the emblem system is garbage but that only really applies to purple/red ranks
I consistently hit R1. It isn't "on me" it's on poor emblem design. Killing 4 means you dominated, period.
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@Dreamnomad said:
I'm no fan of the emblem system. It does a pretty poor job of determining good play on the killer's part in particular. I would take the Victory Cube system in a heartbeat given a choice. But if you actually want to rank up (I'm not sure why really, there is no reward) then you just need to learn to game the system.
Once you have established dominance over the survivors, the trick is to kill 2 survivors and play bloodpoint farm with the remaining 2 survivors. Let them get their pallet stuns and heal up after hitting them. Let them finish all the generators and then kill them both. Doing this will increase all your emblem scores.
While it is possible to play pretend bloodpoint farm game with the survivors, it is difficult to communicate your intent with 4 survivors. But when you only have 2 survivors left and they both know good and well that you can kill them whenever you want, they tend to be more easily manipulated.
Oh I know fully well how to exploit the system, you just farm hits after killing 2. I just A. Don't enjoy it and B. Don't enjoy the Killers you have to pick to do it.
I'm posting these to show the system failing its job and why it needs to be changed.
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ANOTHER 4k safety.
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@AStupidMonkeyy said:
https://forum.deadbydaylight.com/en/discussion/comment/548881#Comment_548881
@Leatherbilly His multi-downs is what makes him unique. Keep it. If some survivors want to test their luck against it at End Game with an unhook, I say let them try. I agree with every buff. Right now, you're better off camping with him than actually chasing someone with him because using his chainsaw around ANYTHING is just horrible. One mistake and its over. Billy does everything better. With these type of buffs, you might actually see some Leatherface competition instead of the same trio of power.
Glad to hear! This rework definitely wouldn't make him overtuned but it'd definitely facilitate both viability and alternative playstyles.
I'm honestly surprised at how many people are enthusiastic about Leatherface, he's consistently voted as the least popular Killer and he's a pretty rare sight in-game. Really glad to see the love for what is many peoples' favorite killer and favorite slasher icon.
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@Mat_Sella said:
The one and only issue people would like to hear is how this removes or reduces his camping power
If you cannot solve this issue, a large portion of people will not approve of a buff towards him, as his power in itself leads to THE most un-fun kind of gameplay in Dead By Daylight.
Kind of damned if I do and damned if I don't, because every LF main under the sun wants to keep multi instant downs despite its utter lack of practicality against survivors with a brain.
Past reworks I've proposed removed multi instant downs, but seeming as you can camp with equal efficacy as the Hillbilly by just holding your chainsaw up, I don't see it as particularly necessary anymore.
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@AetherBytes said:
EAC won't pick up on perk icons being different, as long as you don't screw with the game itself. Buta fair bit of warning, if for whatever reason it does ban you for altering them, BHVR won't unban you.
Yeah I know that's the official position but in the 3 years of this game's history has it actually happened?
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@ba_tetsuo said:
The official stance is:
BHVR won't intentionally ban you for it, but they won't undo a ban if you get flagged by EAC
Has that ever happened? Is there an actual risk to this? I'd be irate if I lost 1,000 hours of progress over custom perk icons that don't affect the game in any way.
That said if it's completely safe it'd be nice to add a few funny images.
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@her_boytoy said:
So what you want is for the killer who is a dumb ######### in lore, to not play like a dumb #########. Okay, cool, not how it's supposed to be design wise but hey, you are a dumb ######### as well so of course you'd say all this. "Give him buffs so he practically has built in perks so i can run other perks and be op" the poster screams. Fam, nobody wants to see this ugly fat thing waddle around the map and actually be dangerous. Nobody wants to see this mistake of an addition in gaming to actually be viable, nobody will derive joy from going against this pathetic character ever. Please be quiet. Thank you.
What an articulate, concise and cogent argument, eloquently rebutting all of my talking points.
Well done sir for also showing you're not a partisan hack by politely arguing that absolutely NO ONE wants Leatherface to be viable, tacitly admitting that he's currently unusably weak in the process. Well done indeed.
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This safetied.
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@Dreamnomad said:
Pretty reasonable suggestions. The things I would like changed about Leatherface are as follows:
- If a survivor drops a pallet within 3 meters of Leatherface without stunning him, Leatherface's chainsaw charge time is drastically reduced for 3 seconds. The idea being to give Leatherface an innate brutal strength to help in chases and punish survivor misplays.
- Increase chainsaw performance with each generator finished.
A few builds are possible with my rework that allows for an insane rev speed to break pallets rapidly if that's all you want your saw to do.
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A majority of my 4ks actually safety at purple and red ranks. If I get a 3k, I'm almost certainly depipping, and a 1k or a 2k are guaranteed depips.
This is not how the game is supposed to work. This was a 4k.
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Not to mention a slight movement speed buff is ostensibly minuscule but it would be the best option to ship to the PTB because over-buffing the Cannibal isn't the goal here.
It'd do substantially more than you may think considering it would allow him to actually catch up now.
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Didn't have any camping penalty. I just had the audacity to use my power.
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4k safety again.
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@Ember_Hunter said:
This just sounds like a slight buff, not reading addons since I look at killers generally without addons. The idea for the tantrum sounds nice but a nerf because the survivors will get away faster if they manage to survive.
That's the point, if you get outplayed they get away. Current Tantrum is intended to do this, but the reality is it discourages you from hugging the wall too closely, making it harder to catch up.
It's also extraordinarily glitchy and frustrating.
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@AetherBytes said:
TBH I'd just be happy if we weren't punished for releasing the chainsaw, if they're not gonna let us juggle it like billy's
That is pretty annoying but after enough trials you eventually get used to it.
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Killed all 4, but sorry, that still wasn't good enough for a win. You basically tied with the survivors. You needed 5 kills to pip.





















