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Mag1cian

Mag1cian

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Mag1cian
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  • @DNet89 said:

    Did you report this as a bug?

    Well I report it here, guess it's kinda counts. I'm not sure if it's a bug but there was nothing about that in a patch note and if it's intentional change it's kinda f up.

  • True, there's also a lot of cases where this system censors normal words and it's just annoying, option to turn it off would be nice.

  • It's too complicated, all needed to be done is tie recharge of tokens to the chase instead of terror radius to people hide less. But they completely killed the perk lol

  • @HexHuntressThighs said:

    Just played a match with Rapid who has 8,000 hours, Me who has 2,500 hours on PC, and another survivor with 4,000 hours, with the 4 survivor being cross plat so I couldn’t check there hours but they were P100.

    Our killer was an P12 Pyramid Head that only had 101 hours in the game. How is this possible? I knew the MMR would get loose after a while of searching but it only took 15 seconds to find that match, maybe less.

    This explains why I see all those clips of 10,000 hour survivors bullying clearly brand new killers. And honestly proves that survivors don’t Smurf at all, they just play normal matches. It’s kind of insane that the MMR is that broad.

    Does anyone have any clue how the MMR in this game works at all? I thought I had a high MMR because I went against Mish the other day but clearly that meant nothing.

    That's just how it works (how it doesn't work), it's the same for me:
    1. You get 300-500-800 hrs teammates in soloq against 2-5k hrs killer with full meta
    2. You lose cuz yout teammates don't know what to do or get tunneled fast
    3. You start a new game and what will happen is (A) - the same scenario as prev game (B) - you will get 2-5k hrs teammtes to bully killer with 300-500-800hrs who will get 1-3 hook stages, just to let you win some games so you don't quit it entirely.
    That's what devs call variability, great aren't it? But idk for who.

  • @TieBreaker said:

    The game has always had mediocre online play. My ping in this game is always twice as high as every other game I play. Not to mention that people will use a VPN to go against players on the other side of the world, basically giving them god mode.

    It would be nice if BHVR would optimise the game better, so these things aren't part of the core experience. Having disgustingly high ping should make the experience bad for you, not the other players.

    Well that's straight up facts… My ping in DBD is 50-60 and there's still a lot of garbo hits and unfair situations. It's due to servers location, in CS my ping around 30-40 for example (due to servers being located in Poland). That's true, I don't really know any other game where high ping gonna benefit you…

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794401#Comment_3794401

    You could easily fix the hitboxes and not effect looping. Just do what TF2 does and make 2 boxes, one is your actual hitbox and the 2nd is a bounding box which is what determines your interaction with the environment. So the pill would be the bounding box while an actual hitbox would be added to surviovrs.

    That's actually a good idea, in some old Q&A they were talking about "survivor hitboxes for projectiles" and I wonder did they ever comeback to this? But guess for better hitboxes they will need better servers…

    https://youtu.be/56aSD99gmTI?t=2625
  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794416#Comment_3794416

    The reason survivors can loop so well is because their Hitboxes is a straight cylinder and easily slides off of objects and doesn’t get caught on objects as much as the bigger killer Hitboxes do. Survivors hitboxes being the way they are is the reason why looping even became a thing in the first place.

    So if they made it bend and follow the survivor you would get caught on way more objects and wouldn’t be able to hug loops as tightly either equaling less distance.

    As for Billy it could be related to his internet connection or yours, because they never stated that they changed his hitboxes.

    Any confirmation about "looping" thing actually being true? I know about survivors hitbox being cylinder but never seen anyone talk about looping problem. The other part of the problem why high ping works in your favor in this game?
    About Billy. It wasn't just this one Billy,it was in many matches against him so they clearly did something and this is bhvr, they could do something and not state it anywhere.
    About desink by the way:

    https://youtu.be/OmCKN07fUbk

    And it's common issue, they need to do something about it.

  • @HexHuntressThighs said:

    I can’t believe we have to keep going through this but this really just comes from ignorance on how the Hitboxes are in this game. Bhvr needs to release an official diagram of Hitboxes to put this to rest, but I’ll explain it for you. Since even some veterans don’t know this either.

    The Hitboxes are a solid cylinder that is bigger than the survivor on every side. The Hitboxes also follow about 2 feet behind moving survivors that’s why you hear advice to throw projectiles at the survivors but or feet. This appears even more egregious when a survivor is injured as they slouch over and the Hitboxes does not follow the slouch.

    But if you fix this and have the Hitboxes for the survivors be more accurate then you would not be able to loop tight at all and killers would become much stronger. You could shrink the survivors Hitboxes but then it would lead to scenarios where the projectile clips through the survivor model but doesn’t count as a hit.

    It also releated to killer itself, they made something with Billy's saw, I can tell 100% that he wasn't that busted before, rn he's just hiting air with it and still hits you, it wasn't like that before at all so they did something to his chainsaw in terms of hitbox.

  • @HexHuntressThighs said:

    I can’t believe we have to keep going through this but this really just comes from ignorance on how the Hitboxes are in this game. Bhvr needs to release an official diagram of Hitboxes to put this to rest, but I’ll explain it for you. Since even some veterans don’t know this either.

    The Hitboxes are a solid cylinder that is bigger than the survivor on every side. The Hitboxes also follow about 2 feet behind moving survivors that’s why you hear advice to throw projectiles at the survivors but or feet. This appears even more egregious when a survivor is injured as they slouch over and the Hitboxes does not follow the slouch.

    But if you fix this and have the Hitboxes for the survivors be more accurate then you would not be able to loop tight at all and killers would become much stronger. You could shrink the survivors Hitboxes but then it would lead to scenarios where the projectile clips through the survivor model but doesn’t count as a hit.

    I know about it and I've seen it numerous of times on reddit. But it's not only that it's combination of things together which makes it even worse. They need to fix it and make it work. Why wouldn't you be able to "loop tight" if they make it normal?

  • This is the answer to your question:
    (they don't care about solos)

    https://youtu.be/S7IMXyFiYJY?t=2307
  • +1 , tired of Nurse / Blight / Billy putting MacMillan / Azarov key. Or SkullM with indoor map offering. I'm sure killers tired of that too.
    Maybe not remove them completely but make that it increase chance to go on the map, not 100%.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789121#Comment_3789121

    Now that you mention it, is the fog only gone when versing Dracula? I've played against him so much that I'm unsure now if it's missing against other killers too. That would make sense if it was just Dracula, so his castle was visible. On the plus side I can find the exit gates alot easier too lol

    It's for every killer, tested it. So it has to be bug then…

  • @Royval said:

    intentional to see the castle outside the map I assume 🙂

    So they butchered all the maps just cuz of 1 killer? Seems unreasonable.

  • Yeah "my problem" , DBD's matchmaking is in a perfect state and I'm just lying xdddd
    Instead of fixing real problem they're doing stupid band aid fixes like this, as always…

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788594#Comment_3788594

    Lobby dodge what? Their teammates' cosmetics? Their usernames?

    No.

    Low hrs players, default skin players (like they did before). So devs literally forcing you to play with 300-500 hrs anon mod Claudette. Great decision by them, it's really gonna creat matches more enjoyable 👍

  • @Caiman said:

    Survivors lobbydodge each other too, it's fair the way it is now.

    People will still lobby dodge, so he's right it should be visible for teammates.

  • That's why I as a solo player quit playing DBD for a month already, the game is misarable for solo players and MMR is pure garbage. So you either playing full SWF and somewhat enjoying the game or playing solo and suffer because devs just doesn't care about solo players at all which was proven numerous of times cuz in DBD it's completely fine that playing solo and in swf is night and day difference.

  • @Rogue11 said:

    Changing the backfill logic of throwing out any mmr and just pulling a baby Meg / Trapper when someone leaves a lobby would have a far better impact on matchmaking than hiding prestige. Killers that want to lobby shop will just use other perceived proxies for "skill" like cosmetics, items, full lobby of the same character or all playing on the same platform. You're not solving the problem.

    Wow, finally someone who understands…

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772555#Comment_3772555

    yes this is very true, lobby dodging does throw out matchmaking A LOT.

    And when we did the AB testing there was less lobby dodging as a result, hence there is a correlation between the two things.

    From my experience when I not dodging lobbys I still get a new players in my lobby (sometimes even players with 10-100hrs) so it doesn't really matter, it otherwise when you dodge you have a chance sometime to meet decent players in lobby so please fix matchmaking, it's awfully random for quite sometime now and terrible expirience for solo players.

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772599#Comment_3772599

    You're putting a desire to show off how you spend your Bloodpoints over the health of the game and the quality of matches.

    We know prestige doesn't show skill. However, because prestige is shown in the lobby, many players give it importance simply because it's there and they can see it. They assume the P100 is a cheater or a god or a bully. They assume the P0 is a baby or a smurf. It doesn't matter that they're wrong when it still causes them to dodge lobbies. There is a lot of lobby dodging, and lobby dodging ruins the matchmaking.

    It was the goal of the devs in the first place to show dedication to the character with high prestiges update. Nobody cares when it's shown in the endgame screen. And yeah like I said before I don't think prestiges affect "health of the game and quality of matches" much but awful matchmaking system itself, fix matchmaking and you woudn't need to remove prestiges from pre-game lobby, but devs doing band aid fixes as always and it's completely unnecessary. Players who lobby dodged before still gonna do it when seeing player with default skin or low amount of hrs, it's not gonna do anything, people still gonna dodge. And people thinking that "P100 is a cheater or a god or a bully" it's their own problem, I swear people trying to make a problem literally out of everything in DBD, complains about prestiges / distortion etc is perfect example.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772553#Comment_3772553

    But lobby dodging is what makes the matchmaking even worse than it already is, so any step to reduce it, even by a small margin, is a good one.

    Then again just make it optional so people who have a problem with it can hide their prestige.

    As stated above, if it was optional, people would assume that a hidden Prestige level is a P100 and then act accordingly, which would defeat the purpose of hiding Prestiges.

    "assume" this is just stupid to think like that, they can assume whatever they want doesn't actually mean that player who hide prestige is P100. Like I said lots of people don't want to hide their P100, that's just show dedecation to the character and nowadays like literally everyone has P100, even new players.

  • @Nazzzak said:

    Killers don't get to show their prestige off until endgame and no one seems to have an issue with that. It'll be no different for survivors. If the devs have determined that matchmaking can improve by hiding prestige in pre-game then I'm not sure why they wouldn't implement this. Or why people would complain about it tbh. We all know matchmaking is an issue and we potentially have a means of improving it now.

    Game quality is, imo, more important than bragging rights.

    The main problem with matchmaking and quality of matches is MMR system which works terribly not prestiges, prestiges is like 5% of the problem if any.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771910#Comment_3771910

    The other part of it is, people don't want to be forced to play other Survivors to hide their Prestige. They should be able to play their favorite Survivor without worrying about being lobby dodged or targeted.

    Then again just make it optional so people who have a problem with it can hide their prestige.

  • @Laluzi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771910#Comment_3771910

    But that's why it was changed. As annoying as it is to have a baby player on your team, people seeing a P0 Meg and going 'oh hell no' was half the problem - and the killer seeing a P100 Meg and doing the same was the other half. Matchmaking gets borked when people leave the initial lobby it puts together, because to prevent longer wait times, it eschews MMR and just grabs whoever it can find to fill in the vacant spot.

    I dodged baby teammates because the info was right there and solo queue is hard enough, but I've always held it was super bad for the game and it's for the best that we're removing avenues to lobby shop. That hypothetical baby Meg shouldn't have to wait 5 minutes to load into a match because all her prospective teammates saw she was brand new and walked out, and by the end of it, her lobby is a Frankensteined mess of players entering and leaving because "ew, a noob" or just frustration that this lobby is taking too long, so when the match finally starts, Baby Meg has a mismatched mishmash of teammates up against a sweatlord curveBilly who also shouldn't have been paired with a brand new player. And at that point, after getting her teeth kicked in, Baby Meg is probably thinking this game sucks. I'm not saying that's all that's wrong with the new player experience, it's a lot more than that, but it definitely isn't helping.

    What you're saying it's just how it works to begin with, it will give you "Baby Meg" right from the start and not because someone is lobby dodging. But with this change it will be harder to notice so you will play with baby meg against "sweatlord curveBilly" anyway and that's the long term problem with MMR itself. But now they literally forcing u to play with anon mod 100hrs baby Meg so you won't even be ably to check, another great change by BHVR…

  • @Hex_Ignored said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771761#Comment_3771761

    If it was an option, lobby shoppers would just automatically assume that those who have it hidden are p100s, meaning nothing would change at all

    No they woudn't, not everyone wants to hide their p100, otherwise people want to show it off and who doesn't can just swap to other character. The only players who benefit from this a new low prestige players which gonna make matches worse.

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771793#Comment_3771793

    Why do you care if it's removed if you don't think it means anything?

    I mean skillwise it don't but it's just cool to show off your P100 characters and high prestige in your team feels a little better then P1-3 anyway.

  • @nodforkiss said:

    i dont want it removed either, as a survivor i couldnt care less about other players seeing my prestige because i have nothing to fear of, and as killer i would rather see the surv prestige so i can play accordingly.

    P100 doesn't even mean anything nowadays cuz even new (500h-1000h) players can have up to 2 P100 characters so whatever.

  • @Mooks said:

    It’s still visible in after game lobby, no?

    So showing off isn’t really taken away.

    And if you wanna get the killer to chase you, there is plenty of other options (in-game with taunting, cosmetics, name,…) - these options are also more reliable(-ish) than prestige in pre-lobby

    It is visible after game but still seeing prestiges in pre-game is better. And IMO prestiges not the main problem of Matchmaking quality right now but MMR itself.

  • @Mandy said:

    Making it an option would not fix the issue of lobby dodging - which has a negative effect on matchmaking and match quality, so making it optional would not likely be something we'd implement.

    I appreciate the answer but I've never seen someone complaining about lobby dodging due to prestige, if survivors with P100 have a problem that killers dodging them they can just hide it which comes down to option but sometimes survivors dodge lobbys with low prestige survivors (incuding me) and it comes down to poor quality of matchmaking itself, so if you want to increase match quality of matches better imporve MMR system itself which is working very bad right now (even old rank system with emblems was better) but it's other disscussion.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750707#Comment_3750707

    Current Billy isn't uncounterable, though? Even without Interloper Gear, Mage Hand is not a guaranteed hit. It's just far too strong for a Magic Item, and it stands out above the rest significantly.

    Also, the Iri Book and Horn makes it so only 3 skeletons spawn. They're comically easy to dodge. The only people that's going to hit are people who don't know about the addon. Also, having to dedicate 2 addon slots to make a Killer's power consistent is not a good thing.

    I know the tech for Vecna. I'm very aware of it, and I use it. It just doesn't sit right with me that that is the only way you're going to get a hit against a Survivor who knows what his power does. They don't even have to be good, they just have to know you can crouch the skeletons.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750655#Comment_3750655

    All of the other Magic Items give you a greater awareness of the ability itself, but they don't directly buff you. They just make it easier to see it coming. Interloper is an outlier in this regard, and I don't think it should be as it is. It'd be like if you could find an item that makes you speed up every time Doctor shocked you.

    I do also know Raven Feather exists. That doesn't change my point about Fly.

    Exposed on the sphere would be far too much.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750564#Comment_3750564

    I'm not sure if making it faster would solve the issues with it, honestly. I don't know. Having a lingering trail could be nice, but I think it'd create scenarios where dodgy hits occur often, like Huntress for example. I'd really much rather have them make the Skeletons actually able to hit people somewhat consistently.

    Remote Hooking is kind of jank as it is in the event, I'm not sure if they'd be able to smooth it out enough for a killer power. You generally can't use killer powers while you're carrying someone as well, so I think a Remote Pickup would fit better in the game's design rules.

    Well imo he is overbuffed and oppressive to go against but countarable, sometimes... Almost always yes , it is a guaranteed hit in most of the loops. Mage hand also stands out about the rest of the spells significantly, and?

    3 are more than enough, do you need 4? lol Well if you don't know how to use them properly, they are. Yes it is, it's a strong thing and making it need 2 addons is compeletely fine, if you don't know how to use it effectively doesn't mean it's "not strong".

    Like I said sometimes it's hard to reacts and sometimes you can use it when survs a little above of a normal ground level. And what if you weren't able to dodge them with crouch? Vecna just would've got free hits every single time so it would be OP. Pls think about this from the other prospective before you post something.

    Yes, cuz other Vecna's spells aren't OP and not as Strong as Mage Hand so that's fair, you not gonna find Interloper 100% of the times, it's like a little chance. And to all of it you can still disable it so I call it a skill issue.

  • So you basically want them to make Vecna uncounterable on loops and oppressive to go against? Something like current Billy?
    Mage Hand shouldn't be guaranteed hit every time, there's relatively small chance of getting Interloper gear in the chest and even then you can play around (haste doesn't always guarantee you gonna make another loop) and you can use sphere to disable the gear.
    Experienced Vecna's already learned how to use Flight of the Damned in a chase you can use it immediately in some loops and survivor have a little chance to react also you can use it when survivors goes above in some places to hit them. Also there's strong combo of red and green addons which almost always gets you a hit with flight of the damned. So no he doesn't need changes, or at least not this changes, you need to learn him better, right now he's in a good balance place.

  • I wouldn't bring this system back as it was OP especially against SWF. But one thing I would change that if all gens are done = hatch spawns. Cuz making it spawn only when you're the only one left is kinda trash especially in situations when your teammates not leaving and waiting on the exit gates.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708455#Comment_3708455

    I mean the problem with all of these clips is that v1 completely eradicates the .75 second windup of the hug tech. If the blight bumps into in object near point blank it's pretty obvious he's going to go for a hug tech and you have a couple options to deal with that, not to mention quite a lot of tiles will blind a blight for doing so. Standalone it was perfectly fine. Filler tiles could be blight sided, neutral or once in a while even still survivor sided in the context of blight.

    Well, I may not understand everything you said as I'm not an english speaker but guess that's a fair point. Like I said sometimes you can deal with a default Hug as a surv and that's fine but when it comes to v1 yeah I think it's kinda broken leaving survivor with no time to react and can be punished with bump logic even if surv predicted what Blight is going to do. But idk if this things can really be separated from each other as they are kinda connected.

  • @Header said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708624#Comment_3708624

    I’m not that god at survivor tbh but a lot of them just played pallets badly. maybe don’t vault into the blight and don’t run away from the pallet

    Ok I get it… You do understand that survivor needs to play prediction most of the times and even if he predicts right he will still get a hit in most cases. You literally cannot react to this in most of the loops, you don't vault > you got hit, you vault then he can hug backwards and got hit on you due to insane speed, you trying to pre-rotate > he bumps to any nearby object and catch up, like…. You mostly can outplay this when Blight himself makes a mistake not a survivor makes a correct play, that's the point.

  • @Header said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708455#Comment_3708455

    tbf a lot of these hits connected because the survivor played bad. also removing hug tech mainly makes blight less fun/interesting to play so these people aren’t wrong

    That's not even the best examples but how? I see you are the goated survivor, so explain to me how could survivor possibly outplay this most of the times? Even If survivor makes the right play Blight can still use objects around him to catch up so please stop with this bs. Less fun / interesting for Blight mains cuz they can't destroy easily anymore, but not for survivors I guess.

  • @o7o said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708409#Comment_3708409

    V1ing is actually hard to master, and now, it takes actual skill to pull off with hug teching being gone.

    Also, "experienced survivors" know how to counter Blights. It's the survivors that greed pallets/have bad pathing that always complain about him being "broken and unfair".

    First of all, not it's not. And yeah, I saw how "experienced survivors" play against decent Blights, even with pre-propping every god pallet chase ends in like 30-40 seconds. Yeah bad pathing whatever… I like how people like to pretend there's actually some skill involved, guess that's mostly the people who abused this.

  • @Header said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708437#Comment_3708437

    I do agree that the iris are stupid, but hug tech wasn’t that bad. It gave blight additional options in chase, which is strong ofc, but not uncounterable free hit strong

    Well I do agree that sometimes it's more enterteining to play against against Hug Blight but when Blight is experienced tryhard it's not interesting at all and feels awful. If they could like fix Hug partially and fix "V1" I would agree but I doubt that's possible because they kinda connected to each other.
    Cuz how can u say this is fair:

    https://youtu.be/xkjaDVxpe68

    People who's saying this is like "skill issue" and removing hug "doesn't even do anything except make Blight less interesting" just want to justify this broken exploit that gives them significant advantage.

  • Without hug and double iri = yes , killer with high mobility and guaranteed hits in chase due to exploit = sorry but yes it's unfair and broken.

  • @Header said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708198#Comment_3708198

    if the blight is so good at the game that he can do a hug tech and hit an experienced survivor without the survivor even having time to react then he clearly earned the hit

    Wow, that's such a garbage argument. First of all Hug / V1 is not hard to master, and second thing is no matter how hard killer to learn it's not justifying him being unfair / broken, leaving expirienced survs with no counterplay.

  • @Header said:

    I’d say the amount of hits blight gets because of a hug tech is on average about 2 per match.

    The amount of hits the blight loses because of bugs, bad collision and stuff like that is also about 2 per match on average.

    But since the update the hug tech no longer exists and the amount of lost hits is probably about 4 per match on average. Should be easy to see why blight players are upset

    Nah, you straight up lying. Experienced Blight's gets easy hits using hug tech, even if survivor expects hug it's guaranteed hit most of the times cuz Blight can easily catch up with bump logic even if surv guessed right and I'm not gonna explain broken tech like V1 which is also related to hug, ofc it's skill issue when survivor has no time to react most of the times. Good thing that trash exploit is gone

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705673#Comment_3705673

    It's not your job to counter that, it's these team mates' job. How do you go down right at the start of the match and how do you make that 2 downs? The first thing you do when the match starts is spread out. Especially against an insta down killer. It also doesn't hurt to be a little careful for the first 11 seconds of the match and watch out for cross map chainsaw snip with Lethal Pursuer. Luckily the counterplay to this is quite easy, look towards the middle of the map and position yourself behind an object, so that he can't hit you behind it. Or you do option 2 which is running and then changing directions when he comes closer. His turn rate and speed will not allow him to correct the aim. Even with both Dad's Boots and Spiked Boots you're golden, if you do it correctly. After that, do what I said in the previous post.

    When 2 people disconnect, you won't win the match anymore but this is not on the killer but on your team mates for being entitled dicks. Against a proxy camping Hillbilly, you have 3 options. Either sneak up on the hook so you can get the unhook without him pre-revving, which also allows the unhooked survivor to take the hit, or you fake the unhook and dodge the chainsaw, then unhook during his cooldown, or you commit instantly. The last option is more of a last resort but you will get the unhook still (for him to down you before the unhook becomes inevitable you'd need to make some big mistakes).

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705689#Comment_3705689

    The cooldown addons at this point are more of a placebo. Do the math. It's 10% plus 5% if he uses both. That leaves him at a 2.15 seconds cooldown (the addons do not work in overdrive). At best this will sometimes allow him to get a M1 on an outpositioned survivor.

    I agree though, that LoPros are a bit overtuned now. He needed them before the rework because he couldn't play around most loops thanks to a lack of speed and bad collisions as well as a slightly shorter turn time window. Now, they're no longer required and only push him too far up. The problem is that adding an artificial downside will either not do much or destroy the addon completely, so I'd rather they rework it (along with the overdrive decay addons).

    2.15 compared to 3 is Huge, 2.5 by itself is very noticeable. He can easily catch up and get a down with m2, using chainsaw to zone and easily down a survivor, imagine him on like Haddonfield he was strong on the old one but with current butchered ver he will be even stronger.

  • Nothing changed since PTB, lots of cars on center with constant 1 pallet spawn + butchered park loops for no reason when you nerfed all the windows and give openings in most of the buildings.

    1.jpg 2.jpg
  • @Xernoton said:

    "Unstoppable". The same can be said for any killer when you don't apply their counterplay. In Hillbilly's case, your counterplay is mind gaming him, identifying loops where he will definitely hit you and not give him the pallet side, spreading out (you don't want him to start slugging), chaining loops and using loops with bad collision. When he enters overdrive you can also try to play around tight corners as a last resort. The extra speed makes it close to impossible to take these tight turns.

    There is no justification for someone disconnecting in a match as long as all players play by the rules. So, if 2 survivors disconnect against him in the first 30 seconds, it is not "rightfully" so. A good Hillbilly is hard to beat (which is a good thing because a lot of skill goes into playing him). But you can definitely do it.

    Tbh he was more skill dependent before buff. I wouldn't nerf him much but most people not playing him as "curve Billy" , they just like to abuse low cool-down after miss now with Thompsons' Mix on top of it. Billy rn can do lots mistakes with the chainsaw and not really getting punished for it. So I would make his coold-down after miss from 2.5 to 2.7 (was 3s before buffs) and nerf LoPro.

  • Facts, and Chris as well. Current bootleg version of James is awful.
    In Maria's promo art James actually looked like himself

    Chris_James.jpg
  • So basically MMR doesn't exist in this game. Or you can say that vast majority of players are "High MMR". There's a softcap which is pretty easily to go up to and once you're here you can basically match with everyone who's in this softcap.
    As far as I know 1 kill considered a loss, 2 - draw and 3-4 gains you MMR. So you basically matching with these people cuz system is complete garbage and I don't know who can actually like it, it tryes to create some sort of variability but when it's that loose and random it's just feels misarable and boring. Even Emblem system was way better.

    I exprience kinda the same macthes as you are but on survivor side: You stomp baby killer who's under 1k hrs next match you go against 3-4k hrs sweaty Blight with full meta but it throws you teammates with like 200-800 hrs and ofc you will lose and next match it's either the same sweaty killer or it will give you newbie killer again who will do 1-4 hook stages and gets 0k. And the thing is it gives you good survivors against baby killers but against sweaty ones you get like 500 hrs Meg's when it's supposed to be other way around… And I don't really understand who is it good for? This type of "variability" is really unhealthy for the game.

    So this game either need a ranked mod with reworked MM cuz determining skill by just escape is way too stupid, emblem system was a good start for it but they chose the wrong way… DBD have lot of playerbase for it. Or at least make MMR more strict like it was at the very beginning (matches was way better quality vise at the very beginning of MMR) but not "strict strict" to not affect que times much cuz right now it's just way too loose.

  • Well, first of all it's not ok for such feature to "take years" to be implemented and it's been in mobile version for years now. And as for the "hooked icon glow" feature it's not gonna help (well at least for the anti-camp) as people will still run to the hook not knowing if killer is camping preventing the meter to fill. It should create the same meter as for the hooked survivor in HUD, this will help cuz SWF already have all of this info for free why should solo's struggle? And for perks like Deliverance / Wicked hook glow could work or some sort of icon / sign that survivor can unhook himself.

    hook.jpg
  • @RFSa09 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698539#Comment_3698539

    it does, just look at him and loop or drop the pallet

    i never said anything abour impact, i said ´´hug tech have counterplay, heal tech have no counter play´´

    Well, first of all in some textures you can't always react if he has speed addons, second of all if he approaching you from the pallet side you won't do anything. And against healtech you can hit survivor in front of him and he will backflip so it does have parcial counter.

  • Hug doesn't have a proper counterplay and guaranteed a hit most of the time. You had to guess and even if you guessed correctly Blight still can catch up to you with bump logic. Heal tech is not even close to hug in terms of impact on the game.

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