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LordRegal

LordRegal

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LordRegal
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  • I’m really good with the killers I’ve spent time on...but abysmal at ones I haven’t. Which makes for awful diversity in what I can play without getting bullied because I’m in red/purple constantly. I really hope the rumor that MMR is killer specific is true because damn would it be nice to learn killers in anything but a trial by inferno.

  • Had a game where a full Blendette brought a purple mist. Hid every time I got close, I found her teammates so many times I started feeling bad for them. Killed Feng and Meg, Dwight just gave up. Felt bad for him so I chose to let him live and started tracking down Claudette who at this point was refusing to touch a gen. Took a while but got her, and gave Dwight the hatch. Stealth is fine, I enjoy playing stealthy myself. Not helping your team because you want the hatch...less fine.

  • Lack of killers in your region in your rank is what causes queues like that. If there aren’t enough killers close to your survivor rank, you take forever to find a game. Same if killer queues are long but survivors are fast: just means there are too many killers.

  • Her last "add on rework" dumpstered her basekit as well, I would rather avoid hearing the words 'add on rework' in regards to Nurse at this point...

  • @Tricks said:

    I used to main Survivor. It was too stressful because /hard mode.

    Now I main Killer for a care free easy life.

    I don't get this thread.

    I have the exact opposite experience. I prefer killer, but if I want to relax I play survivor.

  • Welcome to this game, and welcome to the forums! This game is...like none other, and I mean that in both a good way and a bad way. It's addictive enough in its formula that I keep coming back to it and legitimately do have fun in it, but it's got enough frustrating features in it that it's one of the few games that I take legitimate frustration breaks from this game, and I can't say that about any other game I've ever played.

    That being said, I hope you enjoy your time in game, and best of luck with the massive grind ahead of you to get your loadouts squared away!


  • @LordRegal said:

    I've posted far more coherent thoughts about the main reasons why I don't want FNAF in DbD in multiple threads in the past, and really don't feel like going through it again. My post history is open if you want the main reasons.

    At this point though, the sheer volume of threads has turned me further away from it. If it was one megathread, whatever. But I'm completely, absolutely sick of seeing at least one new FNAF thread a day. Any shred of willingness to hear out the supporters has been ripped apart purely because of the fact going to General Discussions on any given day means seeing at least one, likely more, FNAF threads have been made. At its worst there was a spammer one night who eventually had half the first page of GD filled with FNAF. That's not how you garner goodwill towards your franchise. I am more against it now than I was a month ago because you can't shake a stick without someone else making a new FNAF thread.


  • Definitely seems like a really weird thing to focus on when we've got so many problems in the game currently...but hey, that extra $100 in revenue from the very few people on Stadia will get a whole hundredth of a new hire to help with bugs, right?

  • I don't think he does, I actually enjoy going against him when I'm surviving.

    The main problem people seem to have with him is he's very strong in the 1v1 matchup. If you're on point with your shots, it's difficult to outplay him. It's possible, sure, and it's why I enjoy going against him, but the best Slingers very infrequently miss shots and that can feel not great.

    Where Slinger struggles is the 1v4. He has no map presence, he has no mobility...so while yes, a great Slinger can down survivors quickly, he cannot be pressuring anyone else at the same time, so if everyone else is doing gens, he has a hard time winning. Therefore I personally don't see him as a problematic character. I'd much rather face him as a survivor than some of the other ones.

    Really though if you're having fun playing him, play him. I can guarantee you no matter how you play, SOMEONE will be annoyed with you at some point. There's no real avoiding it due to the competitive nature of the game. Therefore if you're not camping and trying not to tunnel, you're already being a non-scumbag killer, and that's all anyone can even kind of reasonably ask of you.

  • Nah, Otz isn't a Pig main. I think Scorpionz, though I haven't been on his stream since the Billy changes so I don't know what his opinion was.

  • The achievement was designed back when Nurse could blink 3 times as a basekit thing. Even after that was changed this achievement was a pain in the ass. I highly suggest farming for this, it's going to be far less frustrating than playing seriously and trying for it.

  • I'm frustrated they didn't say a word about the add ons, because that was one of the two major problems...but I'm tentatively ok with the changes to the heating mechanic. I still vaguely feel as though it'll be too punishing in large maps where traversal takes a good while even with the chainsaw, but it's certainly a lot better than what the PTB had.

  • As a colorblind player, I am 100% ok with not getting changes to blood because I recognize that could be unfair. HOWEVER, I would LOVE to get the option to turn all glowing red auras/scratchmarks to blue. It would be so much easier to see the damn things, and unlike blood, it's SUPPOSED to be visible when it's glowing. This would be a fair change that wouldn't give anyone an undue advantage. If the tradeoff is we don't get blood, I'm all for it.

  • Clown has one extremely meta perk (Pop) and one perk that some people like but imo isn't extremely amazing (Bamboozle). Legion has one semi-meta perk (Discordance). I personally find Legion way more fun and effective to play, but there are Clown mains on here who I'm sure would disagree with that opinion.

  • I enjoy playing Wraith, and I LOVE playing against him, but I fully recognize he's not a strong killer. It's an uphill battle playing against even decent survivors, which is what makes it so satisfying when I pull out a win anyway.

  • I've posted far more coherent thoughts about the main reasons why I don't want FNAF in DbD in multiple threads in the past, and really don't feel like going through it again. My post history is open if you want the main reasons.

    At this point though, the sheer volume of threads has turned me further away from it. If it was one megathread, whatever. But I'm completely, absolutely sick of seeing at least one new FNAF thread a day. Any shred of willingness to hear out the supporters has been ripped apart purely because of the fact going to General Discussions on any given day means seeing at least one, likely more, FNAF threads have been made. At its worst there was a spammer one night who eventually had half the first page of GD filled with FNAF. That's not how you garner goodwill towards your franchise. I am more against it now than I was a month ago because you can't shake a stick without someone else making a new FNAF thread.

  • Nurse basekit rework

    OoO

    Midwich (because while I love the aesthetic holy hell do I hate playing on it as both sides)

  • Just TR, any other noises made by killers are still made. Makes Oblivious pretty useless on Huntress, Freddy, and other killers with easy ways to hear they're close.

  • Part of the problem I think is perspective. From the survivor standpoint, the killer comes back, sees them fresh off the hook, and chases them again. Seems like intentional tunneling. From the killer standpoint, however, they wasted a good few seconds looking for the unhooker who has now disappeared into the ether, who was their true target, and now the option is "go after the unhooked" or "lose any pressure you could have gained from going here." At that point, it's the intelligent play, even if to the survivor it looks like intentional douchebaggery.

  • If the concern is that they can rank up "anyway" by not camping in other games...then I fail to see what the problem is here...you punish them in the games they camp, this forces them to play without camping in more games to retain their rank, which means they play fewer games where they camp. Keep that going long enough and they may just get tired of losing every game they camp. Positive reinforcement from playing normally and negative reinforcement from camping both contribute to this change in mentality.

  • @WTBacon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1433406#Comment_1433406

    Because for the most part, they are happy with the way Legion and Pig performs. In the future they plan on making only minimal changes to their base kit.

    Ah, the reverse bear traps have an engine that overheats now and Legion trips and falls when they fatigue? What a nice balance pass.

  • Meh? Unpopular opinion but I really don't think TLOU was a great game. A great narrative, yes, but the gameplay was extremely lackluster. It's one of the very few times I can say with honesty I wish it'd been a movie rather than a game. As is I can't claim it's in my most wanted for this game.

  • Nope, I'm tired of needing a PhD to KIND OF be effective with killers...raising skill floors continues to hurt people trying to pick up the game, and Billy's listed as EASY currently...he certainly won't be easy to pick up if the PTB hits live unchanged.

  • I long for the day the words "add on pass" don't mean a total rework that's a heavy nerf. Bubba came out ok, but that's still a 66% rate of the add on pass neutering killers. Fix the problematic add ons, leave the base power alone.

  • F to another good killer murdered by the mysterious “add on pass” serial killer.

  • @PissedWraithMain said:

    it pisses me off when I gotta walk all the way over to the exit just so the game can end

    This is pretty much how I feel. They don't even give hits most of the time anymore, it's just a "hey, we won, now you have to chase us out!"

    I don't bother going to the exit gates anymore, if I've got no pressure and no survivor I'm chasing, I go as far from the gates as possible. Certainly not going to give you more than your 5k escape points for the two minutes of all of our wasted time.

  • Absolutely. This is the most unified I've seen the community in a long, long time. If the changes go to live without some serious tinkering with numbers, it'll be a major blow to the morale of the community and a major blow to the trust the devs have.

  • I can't speak for most of the streamers, but Otz played Billy very infrequently in recent months because he didn't find him as interesting as most of the other killers. If he's this vocally against the changes when he isn't even playing him frequently anyway...I feel like that's indicative of there being an actual problem.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1425482#Comment_1425482

    It would definitely be bad, since bloodpoints are a 32 bit signed integer and only go up to 2,147,483,647. After that, they flip and go negative. Everyone would be billions of BP in the hole.

    Yay, nerd stuff.

    Note to self, BP are not using a long...

  • @Vox_Nocturne said:

    I was trying to find posts or info that confirmed the devs were happy with the way he was. I couldn't find it, but found a few posts which stated that they were happy with his power but wanted to update his add-ons.

    As survivor, Max was perfectly fine to face. If he hit an object, even the best add-on to reduce the stagger still punished him sufficiently. It takes much practice to get him right for chainsaw mind games and even then it's not guaranteed. He had good map pressure, but you could also hear him, even with a decent sound reduction.

    I admit I'm at a loss as to what they were trying to achieve here. Unless there is some bizaar code they've put in that is being used for both Bubba and Max (& I can't imagine that could even be a thing) that links their chainsaws and power, I really do not get it.

    On the positive side, the perk changes to Lightborn and Tinkerer are much needed. Not sure about Franklin's power of making the item disappear after a set period of time. They could perhaps change that to the object being thrown 20 metres or so in a random direction from where the survivor is downed to take some more time to find it.

    However, it's strange this was considered. I did see some people earlier in the year requesting changes, and no I don't believe in this idea of the devs taking sides - there's ample evidence around to prove this. But this is definitely a mistake. Hopefully they'll realise this before the actual release, but I fear at most they'll just lengthen the time you can rev a chainsaw before cooldown.

    image.png

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/BTLCRJJGYD1W/devupdatejuly.png

    We’re back with another Developer Update, a series of blogposts detailing various changes coming to Dead by Daylight in the near future. This time around, we’re diving into everything chainsaw related, as well as some quality of life improvements coming to the game.

    The Cannibal Update

    In the 4.1.0 update, we’ve taken some time to revisit Leatherface, as well as some of his perks and his add-ons.

    Base Kit Changes

    First, The Cannibal’s chainsaw now activates like the Hillbilly’s, rather than needing to be fully charged and then released. This small change prevents instances where you release the button a sliver too early and cancel your chainsaw accidentally. You won’t want to hold it for too long, though, or else Leatherface will go into a tantrum.

    Bubba’s Chainsaw now has three charges by default. When starting your Chainsaw Sweep, one of these charges will be consumed. Pressing the power button again while the sweep is active will refresh it and consume another charge, allowing you to continue using your chainsaw for another two seconds. You’ll want to assess the situation carefully, though: Each charge you use will also extend the tantrum and missed attack cooldown, so using more charges can backfire if you’re not able to follow through. Charges refill automatically at a rate of one every few seconds.

    Additionally, Leatherface’s maximum movement speed while using his power has been increased from 5.06m/s to 5.29m/s. This, in conjunction with the other changes mentioned above, will make The Cannibal feel much better to play as and much more threatening to play against.

    Here’s a preview of the changes in action…

    https://youtu.be/IcB3fSRGZs8

    Add-on Changes

    We’ve done a pass on The Cannibal’s add-ons, with nearly all of them receiving some sort of change. These changes will modernize his add-ons and bring them in line with the standards for Killer add-ons, which are:

    • 4 common
    • 5 uncommon
    • 5 rare
    • 4 very rare
    • 2 ultra rare

    There’s far too many add-ons to list them all here, but here’s a few examples of what you can expect:

    https://us.v-cdn.net/6030815/uploads/XPOBE76FO6TB/annotation-2020-06-29-153000-2.png

    https://us.v-cdn.net/6030815/uploads/XYTAT5WX7BW4/annotation-2020-06-29-153000.png

    https://us.v-cdn.net/6030815/uploads/YXGSNHT6EJSB/annotation-2020-06-29-153000-3.png

    We’re looking forward to seeing what you guys can do with these new add-ons!

    Perk Changes

    Finally, we’ve reviewed some of Leatherface’s perks to make them more appealing.

    Franklin’s Demise

    Your vicious attacks make the Survivors drop their item on impact. 

    The lost item will be consumed by the Entity after 120/100/90 seconds if it is not picked up before the timer runs out.

    Reveal the aura of items on the ground within 32/32/32 meters in a white aura. The aura of items fade to red until they are consumed by the Entity.

    Knock Out

    Survivors put into the dying state by your basic attacks are not revealed to other Survivors when they are standing outside of a 32/24/16 meter range. 

    Survivors put into the dying state by your basic attacks crawl 50/50/50% slower for 15/15/15 seconds.

    During this time, Survivors are affected by the Blindness status effect.

    The Hillbilly Update

    Keeping with the theme of everything chainsaws, The Hillbilly is also receiving some changes in this update. For the most part, we are happy with the way The Hillbilly performs. His power is very versatile, allowing him to quickly traverse the map, zone out Survivors and instantly down them. From a Survivor’s perspective, there is also a reasonable amount of counterplay, leading to interesting chases where the best player often comes out on top.

    Base Kit Changes

    Given that we’re already pretty happy with the way The Hillbilly performs, the changes to his base kit are minimal. We are not removing any of the options you have with his chainsaw (traversal, feathering, curving, etc.). Instead, we want to focus on the skill-based gameplay and put an emphasis on using your chainsaw effectively, only adding a small drawback to misusing your chainsaw.

    In 4.1.0, The Hillbilly’s chainsaw will now feature a new Overheat mechanic. Revving the chainsaw will now cause it to accumulate heat, which can be seen both in the lower left corner around the power icon and on the chainsaw itself. Sprinting with the chainsaw will also cause it to heat up as a much lower rate. This heat will dissipate over time whenever the chainsaw is not being used.

    If the Overheat meter fills up completely, it can no longer be used until it has completely cooled down. When this happens, it will cool down at an increased rate. If the chainsaw overheats as you are sprinting, your sprint will not be interrupted.

    The goals behind this change is to add a small drawback to misusing the chainsaw, and to add a bit more depth to the chainsaw with resource management.

    Check out the Overheat mechanic in action…

    https://youtu.be/HJK95Srk5WI

    Add-on Changes

    Like The Cannibal, we’ve done a pass on The Hillbilly’s add-ons and brought them up to date with the rest of the roster. Once again, we can’t list all of them here, but we look forward to seeing what you can do with them!

    https://us.v-cdn.net/6030815/uploads/CMS4F21QWIF7/annotation-2020-07-02-145502.png

    https://us.v-cdn.net/6030815/uploads/83MCQ0B0R0TH/annotation-2020-07-02-145502-2.png

    https://us.v-cdn.net/6030815/uploads/DIV4KIXNNNNC/annotation-2020-07-02-145502-3.png

    Perk Changes

    We’ve also taken the opportunity to revisit two of The Hillbilly’s lesser used perks and spruce them up.

    Lightborn

    Unlike other beasts of The Fog, you have adapted to light. You are immune to blindness caused by flashlights and firecrackers. Survivors that attempt blinding you have their aura revealed for 6/8/10 seconds.

    Tinkerer

    When a Generator is repaired to 70% repair progress, it triggers a loud noise notification and you are granted the Undetectable status effect for 12/14/16 seconds.

     

    Server Improvements

    Currently, hits are handled on the Killer’s end. If they appear to be within range of a Survivor, they will be able to hit them. In most cases, this works well: The Killer is able to reliably hit Survivors, and the Survivors see roughly the same thing on their end with a small amount of latency. If the Killer has a weak connection to the server, however, it can cause some strange looking hits that appear to be out of range, most notably at pallets and windows.

    During this upcoming Player Test Build (PTB), we’ll be testing Server Side Hit Validation. Any time the Killer hits a Survivor, the server will check and see if the hit was possible within a reasonable margin. If the Survivor was too far to be hit, the hit is negated.

    To put it simply, if you have a stable connection, you won’t notice any difference as the Killer. Your hits will still appear instantaneously and should not be rejected. As a Survivor, however, a Killer with a weak connection should no longer be able to hit your from further away due to their high latency.

    Second, we'll be increasing the tick rate of our servers from 30Hz to 60Hz. Basically, this means that the servers sends out information twice as frequently as before, so what you see as a result is more accurate.

    We will be monitoring these changes closely over the course of the PTB before proceeding further.

    Promo Code System

    Last but not least, a new promo code system will appear in the in-game store. This system is exactly as it sounds: It allows you to redeem a promo code for in-game goodies on any platform.

    Starting will the mid-chapter update, you’ll notice a “Redeem Code” button in the featured page of the store. Clicking this button will bring up a menu where you can enter your promo code to unlock a reward. These rewards can be anything from clothing to Bloodpoints, or even Auric Cells.

    https://us.v-cdn.net/6030815/uploads/4EQ0V3MZHY61/code.png

    Keep your eyes peeled once this system goes out, you’ll have a chance to get some codes soon!

    This brings us to the end of the July 2020 Developer Update. All of the changes and new features mentioned above will be available for testing in the Player Test Build, opening Tuesday, July 7th Wednesday, July 8th. We look forward to hearing what you think once you’ve had a chance to try them out!

    The Dead by Daylight team


    There's the thread and the paragraph that they said it.

  • I still remember being told for a long long time they couldn't make Doctor's illusions match any cosmetics you'd put on him because it was impossible the way the illusions were coded. Imagine my surprise when I came back from my first break from the game and they had that working...

  • I hate agreeing that this is worse than Nurse's nerf, since I used to main Nurse and I've never been a good Billy, but yeah...it's worse. It really is. I cannot fathom why they thought they needed to gut him this badly when they were actively happy with how he performed.

  • If this is how they treat killers that they thought were mostly balanced before "tweaking" them, I am genuinely scared for what they'll do with killers that they think are overperforming. This is...honestly, and I say this with gritted teeth because I'm not as affected personally by this patch...this is worse than Nurse. It really is. I'm appalled.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/169950/first-impressions-of-the-ptb-killer-changes

    I think just like you mentioned with "the Nurse treatment", players who have actual skill with the character will adjust and still get easy 4ks. Even with the Nurse changes, I've seen Nurse's go perkless and get 4ks. And it's simply because she still has mechanics that can end chases really quickly.

    Likewise, I don't think really good Billy players are going to be all that much affected by this. Billy was the only character who had an instadown AND an easy way to cross just about any outdoor map in a matter of seconds. He shouldn't have access to both at all times so I see an overheat mechanic to be fair.

    When I think about the other super strong characters, Nurse, Spirit, and Freddy can get across a map very quickly but none of them have an instadown. Oni has to put in some work to get his and it's time limited. Like.... everyone had some kind of limit to keep them from being broken but Billy players could just be anywhere they wanted, had an instadown, AND I forgot a pallet deleting chainsaw like Demo's Shred. There has to be some downside.

    Now maybe they can change up the numbers when it comes to map transversal and some other things, but the mechanic itself is fair

    Honestly, I disagree. Nurse's problem with the rework was mostly how much less fun she became to play as and against. Billy has become far, FAR less effective. That's a major difference in where the problems lie.

  • Someone speculated in the PTB Feedback that it's MMR coming into play, which would mean it's killer-specific. THIS IS NOT A CONFIRMATION, no dev has said yes this is what happened. But it does make some sense...

  • Hard restart steam and it should be there.

  • @oh_0k said:

    Look at these addons and tell me these are not useless

    https://us.v-cdn.net/6030815/uploads/VLY6VWUCJ01D/avscwqhbon951.jpg

    Ton's of undetectable addon's on a killer with a global sound.

    Horrible meme addons

    Only charge addon has a horrible drawback

    Only good set reduces the effect of the nerf

    Yep nurse "addon rework" 2.0

    Don't forget Lightborn Lite 2.0 on two addons! Unbelievable.

  • @ins0 said:

    ..and they're wondering why killer mains stop playing; I'm watching streams on both billie and bubba and all the changes that were made are absolute trash..esp removing the charge time addons from billie and giving him an iridescent addon that makes him a 4,4ms killer; who balances this game? mickey mouse?

    Iridescent add ons really need to stop being major trade offs. I can't remember the last time I took one where I wasn't just deciding to throw the game for the sake of fun.

    This isn't saying stuff like Iri head shouldn't have the trade off, but that's an exception. The new Billy iridescent have such major trade offs I don't think I'd ever use either of them.

  • @YaiPa said:

    let's remember that devs were happy on how billy was performing, ._.

    They thought he was performing well, were happy with his balance, and thought he had ample counterplay so that the more skilled player generally won the 1v1. So clearly he needed multiple levels of nerfs.

  • The problem with DS is it can be used offensively. By this I mean, if player 1 gets unhooked and has DS, they can run directly into the killer and try to get hit so their unhooker can get away. This is them actively trying to get tunneled so they can completely stall the killer's momentum. They can get unhooked and hook rush player 3 because if the killer interrupts it, they get hit with DS and everyone gets away.

    UB is only really a problem when it's paired with DS, because now you have the ability to be completely invincible. The counter to DS being used offensively is to slug the person using it. If you have UB on top of that though, if you get picked up you use DS, if you don't you use UB.

    If you're not getting to use them frequently, you're not playing recklessly because you have them. This is a good thing.

  • They always made a yelping noise like they were in pain (general way for the unhooked person to know their saver is exposed is that they sounded like they were in more pain than the person getting off the hook), but it didn't make a notification since the unhook notification was there. Personally I wouldn't call it a scream, more of a "they feel like they just got hit" sound cue.

  • Pretty sure that's a steam level report, actually, since it's a modification of their steam profile over anything in-game.


    https://support.steampowered.com/kb_article.php?ref=1010-TOKN-8461#:~:text=To%20report%20a%20cheater%3A,if%20known)%2C%20and%20hit%20%22

  • It's not black/white though. Is DbD an ESport? Not in the slightest and I doubt it ever will be, and that's fine. But there's a pretty broad spectrum between ESport and Jackbox Party Pack. To use an obscure example, Move or Die is a ridiculous game, but the more skilled player will more often than not win since there's a surprising amount of skill involved, even if it's an extremely casual game. Doesn't mean the game is wildly unbalanced, and in fact it at least provides some context for why the same person wins so often.

    In a game where it's a player against another player, I would much rather have skill be the deciding factor over luck. Still don't understand why that's controversial.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1422022#Comment_1422022

    The good billys 4k in almost every game, you think that's fair?

    Personally I feel like it's completely fair that the more skilled player comes out on top in a multiplayer versus game. Not sure why that's a controversial opinion.

  • My personal build on him is Infectious Fright, Corrupt Intervention, I’m All Ears, and Surge.

    Infectious lets me know if I should cage or hook to gain the most pressure. Corrupt gives me a few crucial moments early to get the snowball rolling. I’m All Ears has gotten me so many ranged hits I wouldn’t have gotten otherwise. And Surge is decent slowdown throughout the game. Personally I wouldn’t call Surge meta on him, but it’s what I like running.

  • @Flyguy115 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1422782#Comment_1422782

    No. its because we are sick and tired of seeing like 20 post a day of the same thing . it's like how everyone is tired of post about keys /moris and DS /NOED.

    While I applaud OP for taking the time to come up with this stuff , it still gets tiresome .

    I'll add that I just straight up don't want to type out my opinions on yet another FNAF thread for the twentieth time. I've said them a few times, they're generally agreed upon (and generally speaking the OPs of the threads have appreciated how I approach it) but I'm just straight up tired of going and writing out the same argument yet again.

  • @RbLen said:

    So if everything which has been said is true then in summary:

    Using the chainsaw gives 30% overheat.

    Chainsaw feathering is punished with 5% overheat.

    Drift Billy is basically dead.

    "For the most part, we are happy with the way The Hillbilly performs. His power is very versatile, allowing him to quickly traverse the map, zone out Survivors and instantly down them. From a Survivor’s perspective, there is also a reasonable amount of counterplay, leading to interesting chases where the best player often comes out on top." -Developers

    Gee you could have fooled me... You punish one of his mindgames (chainsaw feathering), if your chainsaw overheats you are unable to use it just long enough for bloodlust 1 to build up and end up killing one of his unique play styles. The one playstyle which makes you happy for getting Rotten Fields is gutted since you no longer can freely use your chainsaw as much as you want.

    The two strengths Billy has is his mobility for map pressure and his potential to end chases quickly with an instant down. If this update discourages Billy to use his chainsaw too much and the patch goes through, you basically made Billy an M1 killer with good map traversal. Why use his chainsaw for downing players when it punishes your mobility. I could just play Leatherface in that case. Devs, you said you are already happy with his performance. Apparently not. Why are you slapping a cooldown on every killer? Guess we need to slap one on Wraith too, he needs to wait 30 seconds until he can use his bell after comming out of cloak, sounds good am I right? /s

    You could have easily fixed one of the most glaring problems with Billy, ie the Instant Saw Addons combo and left the rest alone. New and reworked addons? Yes could be interresting and was needed. New reworked perks? Yeah great, they weren't top meta anyway. I am really worried about this "rework" considering the history of past reworks.

    Also RIP Space Billy, we miss you jumping off hills through the air.

    What I find most ridiculous is this completely ruins curve Billy as well - the highest end of his skill cap. I'm nowhere near good enough to do it myself, but the few times I've seen it done, it's a work of art. But with this change you straight up don't have the capacity to slowly get everything in position while you 99% your saw and then let yourself go at the perfect moment. Like, discounting double engravings potentially being removed/reworked as well, the general idea of curving didn't change with the engravings, just let you do it on less favorable tiles. You straight up won't have time to get yourself in position to do it in the first place, especially not if you used the chainsaw for map presence as well. It's a removal of his highest echelons of skill ceiling, and I don't get WHY.

  • I'm really starting to feel like the whole "happy how Billy performs and has enough counterplay" they were talking exclusively about his right hand, because the more I'm hearing about the upcoming nerf, the more I'm thinking he's going to be unwilling to use his power in almost any situation.

    I say this as someone who is an admittedly not great Billy, but the good Billys I've watched have definitely been neutered by this change unless they completely change the playstyle.

  • @SunaIIanu said:

    Theoretically the match making is supposed to do what you suggested:

    https://us.v-cdn.net/6030815/uploads/E2875UNG86A7/screenshot-20200707-203832.png

    But lately matchmaking has been extremely weird, sometimes even without intervention from SWF.

    The Devs said that they are working on a New matchmaking, so we can only hope, that it will come soon and fix those Problems.

    It's definitely not doing that anymore, I've been playing with a couple newer players and the killers have, with a single exception, been from their ranks, not mine.

  • I'm really glad that the survey asked what would hold me back from suggesting the game to new players...the new player experience is so, so, so bad, both in the extreme grind to get anywhere close to relevant perk wise, and in the borked matchmaking. I've run into some brown killers recently and I'm solidly in reds as a survivor, just feels bad facing up against that level of skill gap. Those two issues pretty much stop me dead in my tracks when I consider recommending the game. I joined when there were 6 killers. My grind per chapter feels like so much less than "yeah, you'll want this perk from killer 19, this perk from killer 11..." when they're just starting out.

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