NuclearBurrito
NuclearBurrito
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Ace because ace
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1413819#Comment_1413819
Oh fo rizzle? I honestly didn't know that, I thought you could see him with his "Predator Invisibility" no matter what but I suppose I would have never seen him standing still :D
Alright, then I guess that changes that part. I don't know if the devs would eventually look into a bunch of reports without video evidence if a ton of reports came in. So I guess if for some reason you want to ruin 4 people's game by going AFK and maybe not getting in trouble for it, this might work. I would imagine the devs would eventually look into it if they kept getting reports but I am not a dev and therefore cannot answer for them.
Of course you haven't. No one has. He's invisible.
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1413805#Comment_1413805
...OK?
You're still AFK. I know Survivors have a bad rep among killers for being brain-dead but I'm pretty sure they'd notice the killer never did anything, even if you were invisible at the time.
EDIT: Really the only advantage you might have is that the survivors wouldn't have video of it (though you can still see The Wraith, it's just harder when he's invisible, so if you get a really determined survivor, they will still find you and get the video needed to report you).
The wraith is completely 100% invisible while standing still. The slight shimmer is only visible while moving.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1410735#Comment_1410735
It's not "just adding a skill cap"
When the only change you make is a negative one you raise the skill floor and lower the skill ceiling. Here's a picture to show what I mean.
https://us.v-cdn.net/6030815/uploads/4PIBWDQ2RHJG/skill-gap.png
Ok, what exactly is that scale measuring.
Because in order to get a full picture of a Killers learning curve you need a 2d graph showing the Effectiveness depending on Effort put in.
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@coppersly said:
If you're altering files it's likely the VAC system will catch it and ban you and if it does there is nothing the Devs can do to help you.
The technical/practical side of what I'm wanting to do isn't what I'm worried about here. I wouldn't be able to get anything meaningful working any time soon regardless of the answer to my question.
I just don't to put in all the effort only for the devs to get mad at me and shut it down themselves. The existence of speed hacks and scratch mark manipulation hacks act as a proof of concept that these kinds of edits are at least possible on some level, although obviously using those in public matches is DEFINITELY against the rules.
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Really? Because I still have 0 hero's. Just some Murderers and Selfish bystanders
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@BadMrFrosty said:
A better competitor that could grab the same licensed killers. If it wasn't for the familiar faces in this game like Myers, Freddy, etc. I'd of left a long time ago, and BVHR knows it.
Pretty much the same except I don't care about licenses.
The only reason I'm not playing deathgarden as we speak is because BHVR stopped supporting it
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1412842#Comment_1412842
Not familiar with the term? Is this why things like Monitor and stealth killers can be stronger in some circumstances?
Yup. Also Killers like Huntress and Billy
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This is why Gap Closing is such an important stat. Covering the initial distance is a big part of a chase
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@NEETQT said:
https://forum.deadbydaylight.com/en/discussion/comment/1412619#Comment_1412619
You're right I shouldn't use the term. I just couldn't think of a term off hand and to be honest it wasn't the most important thing to me, more so what it does. It's not a completely fleshed out idea.
Your analysis of the powers is right - there are many similarities between the plague, but how they play out in game is drastically different. Let me explain:
Both Plague and Witch spend time "infecting/terrifying" survivors.
Infection does not effect the standard chase at ALL other than making them one health state less. Terrify makes them unable to see The Witch's stain, this effects how survivors loop/run tiles against the killer. It's drastically different inside of a chase.
infection give perma broken status throughout the game, except if survivor plays poorly, is on death hook, or at the end of the game to make a game saving play.
Terrify is more of a MIX of playing against Ghostface as you have NO red stain, and doctor "having perma witch's chase music" and confusing you with where they are, the idea is to not want to be terrified like Madness T3 and Dream from Freddy. People don't care about being infected, they should be wanting to be "unterrified".
As for Secondary power, I think it's more closely linked to Myers or Ghostface, but it is meant to be around the same strength as Myers/Plague in terms of how it plays out in game.
Again, I do think there are a lot of similarities but to say she's a "worse plague" isn't just imo but we can agree to disagree!
Look. No red stain resolves like doing a red glow mind game every time you round a corner. Which is helpful, but I can always just ACTUALLY do a red glow mindgame every time I round a corner. Especially if I'm plague and the Survivor is sufficiently noisy that I don't really need sight to help me.
Ghostface is threatening because he has full speed undetectable that he can attack out of and expose out of. Not having a red stain in a chase is only a very minor help and Survivors just loop you like normal. I would know, I play a lot of Ghostface.
Myers meanwhile is threatening because of his enhanced base stats. If his T3 didn't have an extended lunge and his T2 didn't have a 16 meter TR he wouldn't be a good Killer.
Doctor is threatening because of a combination of stall, tracking and his M2 being effective anti-loop. The madness effects are nice but are just the cherry on top, rather than what makes him a threat in the first place.
This Killer has some tracking, some minor annoyances and an impractically conditional exposed effect.
Ghostface gets a 45 expose after staring at someone for 2.5-5 seconds. Myers gets a 60 second expose after staring at someone for 6 seconds. This Killer gets a 60 second expose after 4 downs, 4 prerequisite channels after each down, applying an easily removed status effect and then preforming a 5th channel at a specific designated location.
And since broken is exposed but with better perk synergy and a tracking component, that means Plague can skip everything but the "applying a status effect" part and get the same payoff but with no time limit.
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@R52G said:
I do love it. Only recommendation is make the power work for a bit more than 2 meters for Killer’s Instinct. Otherwise it just feels like it can easily be avoided. Other than that it looks interesting. 😎👍🏼
It kinda has to be easily avoided since he can instantly teleport there on a dime.
Even with 2 meters it does have the use case it revealing Survivors ALMOST hit by the recalling dagger.
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Ok first of all, Oblivious is an existing status effect. So don't use the term.
But second of all and more importantly, this Killer is completely outclassed by the Plague.
Here, lets compare the 2 powers:
Witch:
- Partial fear goes away over time
- Terrified Survivors are easier to track
- Terrified Survivors are SLIGHTLY worse at tracking the Killer
- Terrified status can be removed with a channel for free
- Terrified status is removed over time
- After several downs the Witch can preform a channel at a specific location to expose terrified Survivors
Plague:
- Partial infection goes up over time
- Infected Survivors are easier to track, even partially infected Survivors
- Fully infected Survivors are immediately broken
- Infection status can be removed with a channel at a specific location at the cost of giving the Plague corrupt and alerting her if your location
- Infection status remains forever and will even spread if not cleansed
- Once per game and an additional time per cleanse the Plague can preform a channel at a specific location to become OMEGA HUNTRESS
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1411848#Comment_1411848
Myers is a basic attack killer which is seen because dark devotion works off it, hence Otzdarva's zero terror radius tier 3 Myers
https://www.youtube.com/watch?v=2CTitN-NF7k
you telling me this is not a basic attack when this video shows it, I have just played it and the wiki also agrees with the "alt attack" (t3) being a basic attack
https://tvtropes.org/pmwiki/pmwiki.php/Main/MyFriendsAndZoidberg
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1411848#Comment_1411848
Myers is a basic attack killer which is seen because dark devotion works off it, hence Otzdarva's zero terror radius tier 3 Myers
https://www.youtube.com/watch?v=2CTitN-NF7k
you telling me this is not a basic attack when this video shows it, I have just played it and the wiki also agrees with the "alt attack" (t3) being a basic attack
I said M2 Killers AND Myers.
2 separate groups are being named here. I wouldn't say M2 Killers and Billy because Billy is already covered under M2 Killers.
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Huntress because she needs an addon pass and that comes with a basekit tax.
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Huntress. She doesn't have the proper addon distribution
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Give him haste in his own gas. Bam, now he has mobility to help with patrolling and stuff.
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@HuntressMain said:
Fun is subjective.
For me plague is unfun to play against, does that mean plague is unbalanced?
No because fun and balance are different scales.
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Fixed up some formatting
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Oh? So it doesn't just reduce how often you can use the chainsaw with no compensation buff?
Tell me. What can I now do that I couldn't before thanks to this change?
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@Scourge said:
https://forum.deadbydaylight.com/en/discussion/comment/1410552#Comment_1410552
But than should you not balance the game for high level of play? Like literally any other game out there? Since ok lets just say survivor is harder to play (i disagree but ok), when the Survival rate at highrank is still way to high (i believe there was a static once though it is old now with 80% survival rate in general) shouldn’t there still be messures taken? Why balance for the people without the needed experience and instead balance for the highest level of play. That would also keep people from abusing the same things on lower ranks.
Oh you totally should.
Difficulty and power are not the same axis and being hard doesn't mean they aren't OP.
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M2 Killers and also Myers in addition to the M2 Killers.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1410683#Comment_1410683
Who actually uses Knockout outside of dedicated slug builds?
No one. But those dedicated slug builds are mostly ran on M2 Killers and Myers.
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It's impractical but super cool. Which in my mind makes it the best kind of addon.
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Knock out was nerfed. Now it only works on basic attacks. The compensation buffs aren't worth it.
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That would just make it impossible to play with 4 general perks.
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Empirically speaking Survivor isn't easy.
The proof is simple. As ranks go up so do Survival rates and by a significant margin. Therefor the best Survivors going up against the best Killers do better than the worst Survivors going up against the worst Killers.
I know bad matchmaking exists, but bad matchmaking evens out.
If Survivor was both stronger and easier than Killer then I would expect the Kill rates to be consistently low at all ranks rather than just red ranks.
If Survivor was weaker and easier than Killer then I would expect the Kill rates to go up with rank rather than down (which it does with high tier high skill Killers like Nurse)
Survivors being harder than Killer would make me expect an increase in Survival rates as rank goes up, which there is. This doesn't mean Survivors are weak, far from it, but rather than bad Survivors can't make use of their tools effectively enough to act strong, while bad Killers are still able to capitalize on the mistakes of those bad Survivors.
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1407860#Comment_1407860
He basically said the opposite actually. if you overheat during a sprint, you don't stop sprinting.
that means you can sprint infinitely as normal.
Effectively all this change is (which is why i really don't get the hate on it) is nerfing your ability to pull out the chainsaw too early. you can still flick-curve around things, etc.
pulling it out to early, and trying to immediately use your saw after going around the map are the only two things this effects. ie if you chainsaw sprint around the map and find a survivor but don't hit them, coming out of your sprint will give the survivor a very small window to find a loop etc on which your on cooldown, which then comes to the point of just m1ing, the overheat also degrades more quickly after its fully overheated, so if you overheat whilst sprinting around the map, the cooldown should be similar if not identical to the cooldown you'd get for just stopping chainsawing. its only there to prevent people being instantly sawed upon being found after a sprint, and to punish players pulling it out too early/back revving it only behind survivors till they can get a perfect inescapable hit.
Good billys won't be effected by this "nerf" except for the "out of sprint phase" of which just balances him out very slightly, and that only depends on how long the overheat cooldown lasts when fully overheated during a sprint. otherwise its legit just normal billy, but with cooler addons.
Feathering is used to mindgame Survivors at loops in order to make sure you actually get something out of the resulting flick. The cooldown change make it impractical to do this and impossible to snowball in the hypothetical event that you manage to do it anyways.
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The punishment you mentioned was attempted and highly abused in order to get free unhooks. Remember, camping has to be POSSIBLE on some level, because if it isn't then unhooking stops being a risk and the pressure from hooking even if you DON'T camp the hook massively decreases.
Also the reason why the various anti-tunnel/camp perks don't really work is because they are focused on tanking hits rather than returning the Survivor back into stealth.
This makes Off the Record and Babysitter better at anti-tunnel even if they are worse perks overall.
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Updated with the addons. Plz give feedback
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@Zoomies said:
Freddy: Since he can teleport, his ability to move around has been removed. He can ONLY teleport from generator to generator. We feel Freddy was getting too many kills, and this should balance that.
The Shape: He now walks slower than any Survivor. In fact, if a Survivor slows down, the Shape will also slow down. This brings him more in line with his movie appearances.
The Hag: Killers now have to use their mouse or controller to make the glyph shape themselves. If they don't get it 100% correct, it is not an active glyph. We feel this will add skill to the Hag.
The Huntress: If she's hit with 3 pallets, her mask will shatter and she will run off the map. This counts as an escape for Survivors. We feel this will reward Survivors for playing risky and dropping pallets.
The Clown: If he breathes in his own tonic, he will start to hallucinate and walk in random directions regardless of player input.
Ghost Face: if Survivors press a button that says 'Think about Ghostface', it will break his Night Shroud. Because it's not already too easy to do so.
Deathslinger: He only has 4 bullets before he can't fire his gun anymore. And if his chain breaks once, it's broken for the remainder of the map.
Considering how crazy Hag mains are, I feel like they'd somehow find a way to turn that change into a buff.
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@Terra92 said:
I know this is a joke, but you should probably brace yourself for the inevitable angry people who take your post waaayyy too seriously.
@MonsterInMyMind said:
Ah yes lets nerf trapper a killer that has the most counters in the game nice bait.
Well now
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1409686#Comment_1409686
When i first read it I didnt catch the basic attack bit of knockout. Its actually a nerf :/
wait WHAT!
That's kinda a big deal. The Killers that get the most out of that kind of perk are also the Killers that down with special attacks. Without that interaction you're better off just using 3rd seal.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1409754#Comment_1409754
Sorry, i meant in correlation to the number of billys we see at all.
So the one billy we see in a decade will use SF+Enduring and Bamboozle.
I just faced a billy with that exact build + ruin lol.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1409173#Comment_1409173
This is exactly what i thought as i saw the changes. We will see a lot of SF+Enduring Billys after the nerf.
No, because we won't see a lot of billy's.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1409324#Comment_1409324
Rarely does it change during it, it's usually after it where people stop complaining, which is a shame most of the time.
Exactly. People see a change. Evaluate it, and because people who play the game are good at evaluating these things they end up being correct and when the PTB drops they aren't convinced of #########. And then the PTB ends, nothing changes anyways most of the time (remember that doc was a exception to that) and because people don't tend to complain forever the hype dies down and only a few people keep complaining with the rest being silently annoyed by the reality of the situation.
The same applies when people LIKE a change except there isn't a problem when nothing happens in response because duh.
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@CrowFoxy said:
https://forum.deadbydaylight.com/en/discussion/comment/1409307#Comment_1409307
Why can't we do that with Nurse?
I don't remember the complaining ever stopping.
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@JephKaplan said:
https://forum.deadbydaylight.com/en/discussion/comment/1409302#Comment_1409302
Well if u noticed all ppl complain about is cuz they can't keep revving and not actual skilled billy play. As the devs said u can still curve feather etc.
Continuing to rev the chainsaw is being complained about because it's a prerequisite for his mindgames.
If you can't hold the rev, you can't do any of his Killer specific mindgames.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1409303#Comment_1409303
Point is don't complain before you've tried it.
Name one time that player opinion significantly changed during a PTB compared to before it without there being a change to the appropriate mechanic within said PTB.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1409271#Comment_1409271
https://forum.deadbydaylight.com/en/discussion/comment/1409273#Comment_1409273
Which we complained about upon release and then got changed.
Well the 3 second thing was PTB.
But as for the rest, yes we continued to complain until it was changed. And then once it was the problem was solved and we could move on.
We noticed the problems immediately and continued noticing them until they were gone.
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@JephKaplan said:
Same for legion when he got the 115 and the massive amount of "nerfs" that same patch. Killer mains will constantly complain about everything just like survivor mains, the game has 2 roles play both of them not just 1 role and then complain about everything regarding it. The game has to be fun for both sides and Billy requiring more skill is apparently gonna make him F tier cuz they don't wanna learn
Legion (who was ######### BEFORE his rework let me remind you) is at the bottom of most tierlists and is one of the Killers people wanted to be buffed the most. And even with the buffs he did get he's still one of the weaker Killers out there.
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The version that was complained about had to wait 3 full seconds before attacking after a shock and had the old madness system with the actual effects of madness being objectively less impactful
The current version of doctor has to wait only 1.5 seconds, builds madness much faster, doesn't have madness regression mechanics, has basekit reverse skill checks as a madness effect and had buffed addons too.
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Remember when we were completely correct and they had to buff that version of Doctor a few times and THEN he was good?
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Definitely bubba
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@JephKaplan said:
https://forum.deadbydaylight.com/en/discussion/comment/1409176#Comment_1409176
As u wish all knowing hollowsgrief, no one is forcing u to read or even reply to this thread. I don't know what im talking about as a red rank killer and survivor that plays the game for fun as its intended, this game is not competitive and get over it, not every game is meant to be 4k, 2k is a win in itself Billy requiring MORE skill is not bad at all but as u wish idk what im talking about.
This new Billy ALLOWS for LESS skill. Since the high skill tech's his power had relied on being able to hold the saw for an extended period of time.
This isn't like the Nurse change since she didn't have any tech involving back to back blinks, nor is it like the Spirit changes where they reduced her margin of error without effecting what she was potentially capable of.
The perfect Pre-nerf Nurse is roughly as strong as the perfect post-nerf Nurse
The perfect Pre-nerf Spirit is roughly as strong as the perfect post-nerf Spirit
The perfect Pre-nerf Billy is massively weaker than the perfect post-nerf Billy.
That is the difference between this nerf and the other 2.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1409190#Comment_1409190
They said he'd be bad when they gave him a 3-second "can't attack" cooldown after his shock. Somehow the devs saw reason and didn't get that change into the actual game. But beyond that nobody was saying he'd be weak, especially getting that huge area ability. THAT was a rework. THESE are straight up nerfs.
The Billy change is a nerf.
The Bubba change... not so much.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1409187#Comment_1409187
I thought about that, but unless we had the ability to have perk presets 15 seconds might not be enough time to change your entire build if you needed to.
Maybe not, but it should be at least enough time to change out one perk.
Though we should totally get perk presets regardless of this being addressed or not.
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/168253/just-shows-us-again-that-devs-have-no-clue
Er no he does that not due to any mind game but purely to chain anyone down un hooking etc.
@slim0b said:
They didn't remove curving from his base-kit, they just made it impossible in loops. Let me show you what I mean
Below are multiple demonstrations/highlights of curving in loops, what do you notice?
https://youtu.be/AueGkVXMlGc?t=5
https://youtu.be/VxbLxLZJS5E?t=17
Yes, all of them involve revving, tons of revving so you can get that curve timing exactly right and capitalize on distance gain through backrevving and mindgames.
You can already tell it will be impossible to pull off anything shown above with the overheat, but oh well, more "skill ceiling" now as if those curves didn't take any skill.
^^^
post containing video evidence to the contrary.
Even if Billys do feather the chainsaw to camp as one of their uses, removing that at the cost of the high skill portion of his kit (demonstrated in the video's in the thread I linked) simply isn't worth it.
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Btw a way to prevent the swap would be to allow the Killer to alter their loadout in the last 15 seconds of the countdown, but not the Survivors.
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High skill billies will be the ones most effected by this.
This is because the most skillful part of his kit is how to use his flick for anti-looping. And if you watched high level billy gameplay (which to be fair I only did recently because of these upcoming changes) then you would know that doing this involves feathering the saw for upwards of 6-8 seconds to bait the Survivor to get out of position. Now while that may not be strictly speaking impossible, if you take into account the heat needed to get to the Survivor in the first place, you'd often reach the Survivor and be unable to do a flick because of the cooldown.
If you are a low skill Billy, then this won't matter because you don't know how to properly flick the chainsaw anyways. You'd either go for backreving (which you can still do) or M1ing.
But at high level this removes your primary means of anti-looping entirely. This isn't like other cooldowns because most cooldowns in general happen AFTER the action is taken, thus if you already got the value out of the power anyways then it being unusable doesn't really matter all that much, however the cooldown in this case happens BEFORE the action is taken, meaning it can deny your ability to get that value in the first place.