Shroompy
Shroompy
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This here CLEARLY means shes a C tier killer at best
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302619#Comment_3302619
Pretty much why none of my friends will touch DBD.
They have a 1,000 hour grind to get the perks they want ahead of them. Or like $100.
1000 hours? Come on now, thats a bit generous
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@Emoba said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302452#Comment_3302452
With that English of yours I can easily confirm this.
bruh I made 2 mistakes and went to a French school cut me some slack 😫
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302222#Comment_3302222
Not even remotely at the level of comp. Even if you run into comp players in a pub, there's a 99% chance they're just goofing around, not treating it like a scrim or actual game, or not even an active team and just have a clan tag. MMR is a circus.
Couldnt of said it better myself
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@Katzengott said:
If you're MMR is high enough, just play at 11:00 AM - 16:00 PM in EU. Maybe at the same time in NA or other regions, idk.
It's even more sweatier than "comp" as they have no extra rules and can play with the most busted builds on both sides.
Trust me, nothing you play against is comp level.
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Correction
Its fun to verse a good Billy who knows what theyre doing
An experienced Hillbilly might as well be any other M1 killer
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Yes
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you know his guards stop hunting the moment you start the unhook right? You can run up to a hooked survivor, tap the unhook and the guard goes away. The boring ways of playing him are probably the least efficient ways of doing so. I'm not saying some times placing your guard at a loop or hell even some times near a hooked survivor isn't the right play, but ONLY doing so won't give you good results.
Idk why but I keep finding similarities between Knight and Hag. I remember back in the good ol' days the majority of the people playing Hag would just place all their traps at the hook. Now Hag was pretty bad at this point in time (took like 7 seconds to place down one trap) but this playstyle DEFINITELY didn't help. It took her getting buffed a year and a half after her release for people to realize: "wow! maybe placing traps in other spots is a good idea!"
He really isn't as bad as people make him out to be, and I have a feeling its going to take a buff for people to realize it when in reality he doesn't need all that much
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@ByeByeQ said:
BHVR doesn't care about DbD anymore. They only care about MyM.
funniest ######### i've seen all day
thanks for the chuckle
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4 weeks is about a month, which is tomorrow
we'll throw a tantrum then if they don't show up
EDIT: Well, would you look at that
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@hatchetChugger said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297409#Comment_3297409
sorry for the late response
i played against you on cold wind and you were swfing with another streamer who was live and playing as james sunderland, and you were playing as meg. do you remember? you also commented on my steam profile
Must've been a bit ago since I don't remember that specifically
Makes sense tho that I'd be SWFing with some one playing as James as one of the people I play Survivor with plays James the majority of the time. Me playing Meg also makes sense since she's been my main Survivor since 2017
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I will say this. Sadako is definitely a lot better than people give her credit for. Is she top tier tho? No.
When looking at a killers viability there are many things to keep in mind. But when youre comparing them you have to mainly look at Maximum Potential.
When comparing killers you have to look at just how good that killer can be in the hands of some one whos mastered them. You cant compare a master Sadako to lets say, an average Wesker, or bad Blight. They also need to be masters at their craft as well. When you do that, you realize that she still falls short compared to the majority of the cast.
Now another thing, its still very much possible to have good results playing as a mid to bottom tier killer. Putting in the work and hours to learning them will wield you pretty good results against the majority of the playerbase
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Check if they're streaming
See that they're not streaming
be sad :(
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womp womp
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The perk should be Level 1 on all killers, and you could just be getting unlucky and its not appearing on the bloodweb, but rather other perks are
If you have all perks unlocked at Level 3 and are still not finding Infectious Fright, I would submit a bug report
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@DashMonsta008XV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298717#Comment_3298717
Oh literally have much grounds to pretty much say alot about the perks and the add-ons.You read back what I've said so, I really know your opinion so I'm guessing you want solo q to receive another buff,so your swf group bully's a killer in high MMR ,let guess your another one solo q and just need extra information
Most of time being verbal and making calls just in time can be a lot of pressure,but if a swf group now knows for them selves without a friend telling them they receive information faster ,I know that you're in the gen has eruption,I decide to let go because maybe you were going down.Eruption goes off but I don't get you incapacitated, which defeats the entire purpose of the perk.Your not supposed to know what's going on, but with the faster information for your able to react quicker for yourself than someone telling anything.
Gen progress your supposed to be lost unknowing lack of communication swf is there but it's not perfect but with knowing how much a gen is being worked on and knowing team is in chase automatically the info you received from the HUD your able to probably finish your gen and their gen robbing the killer yet again of opportunity.You want all of these things but when a counter is purposed to slow down the game for killers and at least ensure a draw or complete victory you automatically oppose
Without even blinking an eye toward any other perk that could become basekit you sound like you just want what you want.This will not change solo que.Theres an icon that show healthy, injured,dying state.If there injured most they were working on a gen.Thats something you couldn't figure out
But nope just buff solo que , and not consider how the game
Tell me. If BHVR were to add a chat wheel to DbD for Survivors to be able to tell each other:
"I'm on a gen! (75%)"
"The killer is near me!"
"Healing! (50%)"
"Hex Totem here!"
and/or they added little status icons to show what action a Survivor is doing. Like repairing, cleansing, blessing, being chased, etc.
how in the world does that buff SWF? The only way I can possibly see it, is they receive information .2 seconds faster than before, mean while Solo Q still has no idea what the hell is going on.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298657#Comment_3298657
With the assasin I get it, letting get the flag is entirely on you, but as you explained, I use the carnifex to waste time, now you explained perfectly why carnifex is better to break stuff but lets go with me using it so chase too people at the same time, when they get chased they wont run to the same direction if they are middly decent at the game, then when you chase one the other takes the banner of the guard thats chasing them, or you try to pressure the banner and the other person gets away, so either the person with the carnifex only loses the time for the banner to spawn or you pressure the banner and the other survivors gets away.
Now with jailer a dimilar scenario may happen, but imo jailer is one of the best guards as he is escentially a glorified nemesis zombie in the fact that he gives you info, since he is slow af and unless you are corraling a survivor there is no way an even mediocre player get hit/doesn't get jailers banner without you chasing them too.
Im asking since you seem yo get more how to play him, and personally when I have versed knight a guard on his own seems more like a minir nuisance rather than a danger while not in chase with knight too.
Yes, the survivor can just grab the banner how ever the majority of the time they're not able to just immediately grab the banner (at least not as fast as the other guards) since Carnifex not only has double the hunt duration, but he also takes twice as long to place down his banner (being 12 seconds instead of 6 seconds). So the majority of the time, the hunt duration will go out, or itll be close to going out.
As for Jailer, you usually set him up at a point of interest and leave it to pressure another area. His longer patrol time means there's more time for a Survivor to end up getting spotted, and when that happens you immediately rush over there. As you said he's pretty good at giving information, and thats exactly what you use him for. Try to move towards the Survivor in a way where you force them to either get hit by you or the Jailer. I will say this though, you can't be too far away for this to work, the reason why it works is because you're usually able to pressure and zone the Survivor away from the banner. If you're too far away they can simply loop back to it and grab it.
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you have to pop out of a snowman and smack em
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@DashMonsta008XV said:
Yeah Eruption is a problem I just got out of this match btw
I wish I recorded the match where I got a 3k 11 stage on a 4 man SWF that had over 10k hours across 3 of their players (4th had their hours hidden) as Billy on Eyrie with no gen slowdown
So then I could just say "SWF is a problem"
Yeah it dont work like that, the more posts you make the more youre proving to every one that you are just a newer player who refuses to learn, which will get you no where.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298425#Comment_3298425
Doesn't this time wastinv/patroling strats only waste somewhat the amount of time it takes to spawn the flag, and then since you are chasing another person or doing something else they grab the banner and thats it? Like I get if it doesn't happen, like people manage to die to trapper and sadako, but against decent players why would they let you waste any more time than say the banner spawn time and two or three seconds to run to it.
Them grabbing the banner is usually your own fault, since they usually have to run back to where the banner was placed and its pretty easy to zone them away from that (especially Assassin)
Carnifex takes twice as long to place down his banner, so even if they do end up grabbing it thats still quite a bit of time they could of spent on gens that they instead ran away, ran back to the banner, and then finally run back to the gen
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@DashMonsta008XV said:
I thought we were here to sacrifice survivors not give legitimate coordinated teams entitled escapes.They more information on HUD isn't the only thing being asked for.
Isn't there a tread saying slugging must be changed and the only way is to give survivors unbreakable for basekit so not only can they pick themselves up on top of that you want a aura basekit.The killer isn't allowed to have NOED as basekit? One thing help which again would only be the same fourth perk because one perk will become dead end game if not two.
Also if a survivor isn't injured because there's multiple boons,what good is terminus.You keep bringing up solo q but negate the fact that swf the 85% will be stronger
It's already stressful as killer,why can't killers have one thing that helps out.
Solo q is more of free 4 all.It's anyone's game, that's the randomness of solo q.Getting a perk basekit does not change how people will play and still does not ensure you an escape.
The only people who benefit from this is teams which you will face often if you have high MMR so killers should keep struggling and blame BHVR but give survivors 7 perks ok sure
oh if you simply want to sacrifice survivors, then I have the perfect solution for you
they just added bots to custom games! youll be able to sacrifice all the survivors you want :)
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them darn pc players always been the problem to everything. had one just last week come into my house, kiss me on the mouth (im straight), kicked my dog (poor guy!!!) and then said i was maidenless (yeah this ones true)
game would TOTALLY be 1000000% better without them. this traumatizing event wouldnt of happened if it wasnt for those bozos
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@DashMonsta008XV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298525#Comment_3298525
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298526#Comment_3298526
Nope I'm not complaining, I'm just letting you know all the changes will just bad ,you guy's want the hand holding
Im not the one asking for basekit NOED
You are
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Blocking some one never stopped you from getting another game with them
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@DashMonsta008XV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298476#Comment_3298476
Isn't rank suppose to be harder,why give teams extra information,if the killer is already at a disadvantage
A rank mode wouldn't make sense anyway because the 1 v 4 is slightly tilted
Rank is supposed to be harder yes.. because everyone is on the same page and all trying their hardest to win... Not because you have base tools to help communicate being taken away from you.
Also the killer really aint at a disadvantage, even when talking at the top level its not as bad as people make it out to be
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Proximity chat would be great for the memes, I can already imagine a Bubba singing Amazing Grace while facecamping a Meg...
Jokes aside, wouldnt do all too much, we just need straight up VC for the Survivor side. As long as these things would happen:
-Queues prioritize players that have the same language set as you
-Give an option to mute other players
-Give an option to outright disable VC
If all these were a thing, I dont see how it could be an issue. It isnt for literally every single other game out there with VC and I dont see any of those games have people complaining of it being a feature.
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@DashMonsta008XV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298394#Comment_3298394
So you think not being a surprise would make it less impactful? Most survivors expect the killer to have NOED
He's another thing if this is about buffing solo q they could have all of these things separate in a rank mode where as No basekit BT, Kindred,extra info for hud ,if big if NOED became basekit that way there's a mode for casual DBD and Classic DBD
If most Survivors expect a killer to have NOED, more totems would be cleansed and it wouldnt activate nearly as much. Also its not a very popular perk compared to a few years ago, since now killers have many more perks that are viable picks, making it even less picked.
Also why remove things from ranked? That just doesnt make ANY sense
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@DashMonsta008XV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298394#Comment_3298394
How would it not be impactful, how i described it? It should even deactivate if the killer plans to camp with it ,I throw another solution how about even deactivating permanently if killer stands by hook for any indefinite amount of time sort of like DS.
If survivors will be able to pick them selves up with unbreakable and reset chases,killers should have something in there arsenal to secure a kill.Like I said the perk can be deactivated if the killer is with in the range of hooked meters ,so survivors still have room to maneuver?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298398#Comment_3298398
I agree with you on killers needing fun powers like Nemesis. The tentacle and infection rate could remain,but it needs to build up to something not just length and a visual change hmmm 🤔 that doesn't sound right.I understand the devs don't give us direct responses but, I've been asking for a Nemesis rework and no one has responded to say we're working on it or not now or something.Personally, running around like Oni and punching survivors would be fun.They could keep zombies but make the remake version like 99 Nemesis and make him run how he did in that original Re3 or just make him 99 Nemesis and make remake legendary so it makes more since.That would be fun to me as a Resident Evil fan and he should be able to mori like Pyramid Head if survivors are infected on death hook because,he does that in the games.That was disappointing for every Nemesis fan and now they have Wesker and completely forgot about the first chapter
Rework each killer individually, that's entirely to much when you can just set the gap with basekit NOED and people like the killers power that they have currently but no one in the resident evil community likes his power except for zombies.Nemesis shouldn't have to rely on zombies for map pressure but be a presence him self and the kit from the original game is the Nemesis Resident Evil fans expected.I understand it's a Capcom decision but they should have waited the one we have isn't scary, people find him annoying and it's comical how he looks running.
I described exactly how it wouldn't be as impactful
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@faithfulknight said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297880#Comment_3297880
why? i think he really need help
Because he has a really high skill ceiling. Only recently have I felt like I actually have a decent understanding with him and how the devs intended for him to be played, and that was no easy task. In fact its probably the longest amount of time it took me to understand how to play a killer.
The reason why I mentioned Hag in my previous reply is because surprisingly, thats the closest thing I can compare his guards to. A mobile phantasm trap. His movement speed being 4.6m/s (115%) is sort of misleading, making you think hes supposed to be a chase killer, (hes similar to Wesker as well in this regard, where hes better in the 1v4 than he is in the 1v1) but instead hes a micro manager, able to stall the game while picking away at Survivor resources. The more resources that are gone the more opportunities you create for yourself to start committing to chases.
Using or setting up a chase with your guards is different depending on which one is at your disposal.
Carnifex is who you want to use Order on the most, hes also pretty good at wasting time al though thats a bit more situational. Majority of the time you instantly order him to break a pallet or wall (NEVER use him to break a gen) to be able to continue pursuit to get a hit or down. You only want to plop him down when you see 2 Survivors together (most of the time thisll be on a gen or healing) you send him out first right on top of them, and then who ever he chases you ignore them and chase the other. This way youre pressuring 2 Survivors at once.
Assassin is the only one you usually want to have to aid you in chase. His faster movement speed helps zone Survivors. Best way to try to do it how ever, is to try to get him to get the hit and not you. This is because he applies Deep Wounds, which wastes Survivors time. Earlier in the game this wont be as easy to achieve, so most of the time youll find yourself ordering him to break a gen to boot Survivors off (they cant interact with anything being broken) and then chase them away.
Jailer is the one you want to draw long paths with, and not necessarily start a hunt. Patrolling between 2 gens or a point of interest (like a hex totem that survivors know the location of, or an exit gate) to discourage Survivors from interacting with them is usually the best way to go about things. You can also use him as a hag trap with an upgrade in perception by placing him in a way that might cause him to be alerted if a Survivor interacts with a pallet or window. (all guards will start hunting a Survivor if a loud noise notification is done inside their spotting range) This can be achieved easier with the Jailer thanks to his increased spotting range and faster hunt starting speed, which can be used to zone some one.
These arent easy to pull off and took me quite a bit to figure out, but it has brought me quite a bit of success. Hope this helps.
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Wouldnt be nearly as impactful as you think
The strength in NOED comes from Survivors not knowing if a killer has it. If you make it basekit Survivors know what to expect every game, thus making it more like a secondary objective.
Im actually for this as long as they add better ways to communicate as Solo Q to bridge the gap more between them and SWF
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Coldwind has always had quite a few pallets, especially ones that connect with each other
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I think hes fine where hes at, his playstyle is just not very appealing to the masses. Kind of like Hag.
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@hatchetChugger said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297235#Comment_3297235
Unrelated note - but do you stream on twitch? I swear I have played against someone named 'shro0mpy', is that you?
I stream on twitch very rarely, but yes it is me
EDIT: forgot that I actually streamed not that long ago (about a week from now) so its a bit more likely you caught me while streamin
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Ah, an Ardetha video
Gonna be completely honest, out of the few videos Ive watched of his of videos similar to these, he usually leaves out important information and exaggerates things to make them seem way worst than they actually were.
Billy has pretty much remained the exact same basekit, especially if were talking about when the change first happened. It just showed those who abused insta-saw, and the actual Billy mains.
As for what he needs, a few adjustments and an add on pass. I gave my shot a few months ago on what Id do, so here it is:
@Shroompy said:
INTRODUCTION
Hello friends, this is Shroompy (at least according to my username) and today I'm going to ruin yet another killer perfectly in my own image
Now Hillbilly is a tricky one as he's probably a community favorite in terms of playing as and against. I'm normally pretty nuclear when it comes to making changes (in a good way of course!) but Hillbilly is more going to be a few number changes. Now of course its not in Shroom Boom Boom fashion to touch up a killer without changing at least SOMETHING. So, I'm gonna be looking at all his add ons and giving him an add on pass!
Enough with the chit chat lets get that rework goin'
CHAINSAW CHANGES
- Increased Chainsaw sprint speed from 9.2m/s to 10m/s.
- Increased Chainsaw charge time from 2.5 seconds to 2.8 seconds.
- Decreased Chainsaw successful hit cool-down from 3 seconds to 2.5 seconds.
- Decreased Chainsaw missed cool-down from 3 seconds to 2.5 seconds.
- When initiating a Chainsaw sprint, for the first .75 seconds you cannot bump into objects.
- Changed "roar". Only triggers after getting a Successful Chainsaw Hit.
Overheat Changes
Overheating the Chainsaw no longer disables it.
While Overheated:
- Using your Chainsaw will pause heat dissipation.
- Successfully hitting Survivors with the Chainsaw will only damage them for 1 Health State.
- After finishing a Chainsaw Sprint by any means, you suffer a 3.5 seconds cool-down.
These changes aim to make the Hillbilly feel better to play and make one of the more fun aspects of his kit being curving more accessible
Add-on Pass
The Hillbilly has some pretty lack luster add ons, so lets change that!
Some add ons I think are fine and will remain exactly the same, how ever the majority of them I feel are very situational and even then aren't really helpful.
The new/changed add ons will have an asterisk ( * ), those without an asterisk will be add ons that are exactly the same
Common
* Old Chain Brake (Replaces Steel Toe Boots)
A safety mechanism for the Chainsaw. While its seen better days, its still better than most stock ones.
- Reduces Cool-down time after hitting an obstacle during a Chainsaw Sprint by 17%.
Junkyard Air Filter
A cracked and dusty filter which still manages to work better than the stock model.
- Increases Overheat limit of the Chainsaw by 20 charges.
* Heavy Clutch
A well-made clutch that keeps the chain moving smoothly.
- Increases the time you cannot collide with objects when starting a Chainsaw Sprint by 67%.
* Speed Limiter
A mechanical device that limits the amount of fuel small engines can intake at one time, forcing a constant safe speed.
- Grants 100% Bonus Bloodpoints post trial.
- Reduces Chainsaw Sprint movement speed by 17%.
Uncommon
* Spiked Boots (Replaces Dad's Boots)
Boots with strapped-on pieces of metal which burrow into mud for more stability and control with each step.
- Increases Turn Speed during the Chainsaw Sprint by 28%.
Punctured Muffler
A roughly modified muffler that allows for extra air flow.
- Increases Chainsaw cooling speed by 50%.
* Off-brand Motor Oil
Affordable oil, used to reduce friction as well as increasing the longevity of the chainsaw.
- Increases Chainsaw missed cool-down recovery speed by 12%.
* TV Antenna (Replaces Death Engravings)
An old TV Antenna, it reminds Max Jr of the little peace he had. Greatly motivates the user
- Increases Chainsaw Successful Hit recovery speed by 12%.
* Low Kickback Chains (Decreased Rarity from Rare to Uncommon)
A specialized chain that reduces the likelihood of kickback.
- Reduces Cool-down time after hitting an obstacle during a Chainsaw Sprint by 33%.
Rare
* Ma's Tooth (Replaces Mother's Helpers)
A cracked and bloody tooth dropped by Evelyn Thompson during her murder. Fills the user with rage and sorrow
- Decreases Chainsaw Charge Time by 12.5%.
- Does not stack.
* Thompson's Mix (Replaces Leafy Mash)
A special oily substance used in the lubrication of all machinery, concocted by the Thompson's themselves.
- Increases Chainsaw Missed Hit recovery speed by 20%.
* Glass Shard (Replaces Black Grease)
A piece of glass taken from Max Jr's only friend
- Increases Chainsaw Successful Hit recovery speed by 20%.
* Doom Engravings
Engravings found on the Chainsaw body representing the dark beast that lives in the Fog. Fills the user with determination.
- Increases movement speed during a Chainsaw Sprint by 15%.
* Tuned Carburetor
Despite being caked in dirt and oil, this carburetor has been well adjusted.
- Reduces Charge Time of the Chainsaw by 25%.
- Does not stack.
Very Rare
* Thompson's Moonshine
A strong beverage made from corn and a recipe passed down in the Thompson's family.
- Increases Turn Speed during the Chainsaw Sprint by 44%.
- Increases Cool-down time after hitting an obstacle during a Chainsaw Sprint by 28%
* Pa's Hand
The severed hand of Max Thompson Sr, used to endlessly beat and shove Junior around when he wasn't listening . Gives the user a sense of direction.
- After getting a Successful Chainsaw Hit, any Survivor within your Terror Radius is revealed by Killer Instinct for 3 seconds.
- Does not work if Overheated.
"Come on! Show 'em Boy!" -Max Thompson Sr.
* Pighouse Gloves
Rancid smelling gloves, soiled with unknown substances. Despite everything wrong with them, they do have thick fabric.
- Grants the ability to trigger the Dying State on Successful Chainsaw Hits while Overheated.
- Increases Chainsaw Charge Time by 25% while Overheated.
"Ain't no mess can stain a hard-workin' man's soul." -Max Thompson Sr.
Apex Muffler
A masterfully crafted chainsaw muffler that outperforms all others.
- Silences the Chainsaw for all Survivors outside The Hillbilly's Terror Radius.
Ultra Rare
LoPro Chains
Light chains that decrease the weight of the Chainsaw, allowing for greater maneuverability.
- Continue the Chainsaw Sprint after breaking a Pallet or Breakable Wall with the Chainsaw.
- Survivors hit with the Chainsaw within 5 seconds of breaking a Pallet or a Breakable Wall are only damaged for 1 Health State.
* Iridescent Brick
Once representative of Max Jr's confinement, this was the first brick to fall when his room's barricade came crashing down.
- While recovering from a Successful Chainsaw Hit, press the Active Ability button to immediately start another Chainsaw Sprint.
- Survivors hit within 5 seconds of The Hillbilly getting a Successful Chainsaw Hit will only be damaged for 1 Health State.
FINAL NOTES
Well, thats all folks! I really hope you enjoyed reading through this as much I enjoyed writing it! The Hillbilly is a killer that has been wronged in the past and while Overheat is something we wish we could live without, I think its time we embrace it. This was my shot at keeping it while still keeping him enjoyable.
Feedback would be greatly appreciated <3
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@Murgleïs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296210#Comment_3296210
https://us.v-cdn.net/6030815/uploads/F2Q20GAFV48Z/33c34649-9c0e-45bd-9b31-9cf8969fc5d9.jpeg
We have ton of nurse threads with survivors arguing with each other how nurse is broken and every part of her kit should be nerfed. You know it, because you post in every single one of them.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296217#Comment_3296217
You are probably new here because we have already tons of rework nurse threads. It’s becoming boring at this point to see the same spam over and over on these forums.
nah bro you aint climbing out of this one
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Any killer with those perks are gonna have a much easier time, not just Wraith.
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I actually made a post quite a while ago thats similar enough to this, just with more detail
@Shroompy said:
INTRODUCTION
Hello friends, this is Shroompy (at least according to my username) and today I'm going to ruin yet another killer perfectly in my own image
Now Hillbilly is a tricky one as he's probably a community favorite in terms of playing as and against. I'm normally pretty nuclear when it comes to making changes (in a good way of course!) but Hillbilly is more going to be a few number changes. Now of course its not in Shroom Boom Boom fashion to touch up a killer without changing at least SOMETHING. So, I'm gonna be looking at all his add ons and giving him an add on pass!
Enough with the chit chat lets get that rework goin'
CHAINSAW CHANGES
- Increased Chainsaw sprint speed from 9.2m/s to 11.04m/s.
- Increased Chainsaw charge time from 2.5 seconds to 2.8 seconds.
- Decreased Chainsaw successful hit cool-down from 3 seconds to 2.5 seconds.
- Decreased Chainsaw missed cool-down from 3 seconds to 2.5 seconds.
- When initiating a Chainsaw sprint, for the first .75 seconds you cannot bump into objects.
- Changed "roar". Only triggers after getting a Successful Chainsaw Hit.
Overheat Changes
Overheating the Chainsaw no longer disables it.
While Overheated:
- Using your Chainsaw will pause heat dissipation.
- Successfully hitting Survivors with the Chainsaw will only damage them for 1 Health State.
- After finishing a Chainsaw Sprint by any means, you suffer a 3.5 seconds cool-down.
These changes aim to make the Hillbilly feel better to play and make one of the more fun aspects of his kit being curving more accessible
Add-on Pass
The Hillbilly has some pretty lack luster add ons, so lets change that!
Some add ons I think are fine and will remain exactly the same, how ever the majority of them I feel are very situational and even then aren't really helpful.
The new/changed add ons will have an asterisk ( * ), those without an asterisk will be add ons that are exactly the same
Common
* Old Chain Brake (Replaces Steel Toe Boots)
A safety mechanism for the Chainsaw. While its seen better days, its still better than most stock ones.
- Reduces Cool-down time after hitting an obstacle during a Chainsaw Sprint by 17%.
Junkyard Air Filter
A cracked and dusty filter which still manages to work better than the stock model.
- Increases Overheat limit of the Chainsaw by 20 charges.
* Heavy Clutch
A well-made clutch that keeps the chain moving smoothly.
- Increases the time you cannot collide with objects when starting a Chainsaw Sprint by 67%.
* Speed Limiter
A mechanical device that limits the amount of fuel small engines can intake at one time, forcing a constant safe speed.
- Grants 100% Bonus Bloodpoints post trial.
- Reduces Chainsaw Sprint movement speed by 17%.
Uncommon
* Spiked Boots (Replaces Dad's Boots)
Boots with strapped-on pieces of metal which burrow into mud for more stability and control with each step.
- Increases Turn Speed during the Chainsaw Sprint by 28%.
Punctured Muffler
A roughly modified muffler that allows for extra air flow.
- Increases Chainsaw cooling speed by 50%.
* Off-brand Motor Oil
Affordable oil, used to reduce friction as well as increasing the longevity of the chainsaw.
- Increases Chainsaw missed cool-down recovery speed by 12%.
* TV Antenna (Replaces Death Engravings)
An old TV Antenna, it reminds Max Jr of the little peace he had. Greatly motivates the user
- Increases Chainsaw Successful Hit recovery speed by 12%.
* Low Kickback Chains (Decreased Rarity from Rare to Uncommon)
A specialized chain that reduces the likelihood of kickback.
- Reduces Cool-down time after hitting an obstacle during a Chainsaw Sprint by 33%.
Rare
* Ma's Tooth (Replaces Mother's Helpers)
A cracked and bloody tooth dropped by Evelyn Thompson during her murder. Fills the user with rage and sorrow
- Decreases Chainsaw Charge Time by 12.5%.
- Does not stack.
* Thompson's Mix (Replaces Leafy Mash)
A special oily substance used in the lubrication of all machinery, concocted by the Thompson's themselves.
- Increases Chainsaw Missed Hit recovery speed by 20%.
* Glass Shard (Replaces Black Grease)
A piece of glass taken from Max Jr's only friend
- Increases Chainsaw Successful Hit recovery speed by 20%.
* Doom Engravings
Engravings found on the Chainsaw body representing the dark beast that lives in the Fog. Fills the user with determination.
- Increases movement speed during a Chainsaw Sprint by 15%.
* Tuned Carburetor
Despite being caked in dirt and oil, this carburetor has been well adjusted.
- Reduces Charge Time of the Chainsaw by 25%.
- Does not stack.
Very Rare
* Thompson's Moonshine
A strong beverage made from corn and a recipe passed down in the Thompson's family.
- Increases Turn Speed during the Chainsaw Sprint by 44%.
- Increases Cool-down time after hitting an obstacle during a Chainsaw Sprint by 28%
* Pa's Hand
The severed hand of Max Thompson Sr, used to endlessly beat and shove Junior around when he wasn't listening . Gives the user a sense of direction.
- After getting a Successful Chainsaw Hit, any Survivor within your Terror Radius is revealed by Killer Instinct for 3 seconds.
- Does not work if Overheated.
"Come on! Show 'em Boy!" -Max Thompson Sr.
* Pighouse Gloves
Rancid smelling gloves, soiled with unknown substances. Despite everything wrong with them, they do have thick fabric.
- Grants the ability to trigger the Dying State on Successful Chainsaw Hits while Overheated.
- Increases Chainsaw Charge Time by 25% while Overheated.
"Ain't no mess can stain a hard-workin' man's soul." -Max Thompson Sr.
Apex Muffler
A masterfully crafted chainsaw muffler that outperforms all others.
- Silences the Chainsaw for all Survivors outside The Hillbilly's Terror Radius.
Ultra Rare
LoPro Chains
Light chains that decrease the weight of the Chainsaw, allowing for greater maneuverability.
- Continue the Chainsaw Sprint after breaking a Pallet or Breakable Wall with the Chainsaw.
- Survivors hit with the Chainsaw within 5 seconds of breaking a Pallet or a Breakable Wall are only damaged for 1 Health State.
* Iridescent Brick
Once representative of Max Jr's confinement, this was the first brick to fall when his room's barricade came crashing down.
- While recovering from a Successful Chainsaw Hit, press the Active Ability button to immediately start another Chainsaw Sprint.
- Survivors hit within 5 seconds of The Hillbilly getting a Successful Chainsaw Hit will only be damaged for 1 Health State.
FINAL NOTES
Well, thats all folks! I really hope you enjoyed reading through this as much I enjoyed writing it! The Hillbilly is a killer that has been wronged in the past and while Overheat is something we wish we could live without, I think its time we embrace it. This was my shot at keeping it while still keeping him enjoyable.
Feedback would be greatly appreciated <3
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@AshInTheTallGrass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294437#Comment_3294437
I didn't know that. Regardless, how would you feel about a direct chapter (not an "inspired by real events" chapter)?
I mean I would be down, but I just dont see how they could make a power with it
Devs are usually pretty creative when it comes to these things tho, so Im sure they could come up with something
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I mean we sort of already have a killer like that
The Doctor is heavily inspired by a real chinese doctor who uses "electro therapy" to cure gaming addictions. This is also why Feng is the chosen Survivor for Spark of Madness, being shes an eSports player and chinese
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The devs making an Among Us chapter reading all these replies:
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@sailthesky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3293001#Comment_3293001
Which mode are you playing? If you are playing Comp, there is MMR and SR. If you're playing Quickplay (Unranked) and Arcade, MMR and SR aren't there. You get matched up with whoever queues up at the same time as you.
It's the same with League of Legends. If you play Arams or an event mode, you are going to be matched with whoever. I don't play normal mode (unranked) enough to see if people are more skilled than me.
Either way, DbD matchmaking is nothing like other games. The MMR is hidden we are told, yet I see someone like Skermz who solo queues and gets baby survivors who have only been playing for like 20 hours or whatever. Sometimes even baby killers and he's a skilled DbD player.
Trying to justify DbD's matchmaking is nuts to me. I started playing again (only played a total of like 300 hours or so) and the killer had TTV in their name so I went to play back the game I played with them and guess what? Legit a iridescent killer. I am an Ash player, playing against an iridescent killer. ????????????????
was playin Quickplay, also Im not trying to justify this games matchmaking, its also terrible. I have over 5k hours and each game is like a box of chocolates, i never know what Im going to get.
Also Grades have nothing to do with matchmaking, they pretty much just show how much a person has played that month and doesnt really show any indication of skill
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@Hoodied said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292896#Comment_3292896
CoD, LoL, and R6S
thats 3 more from my knowledge
oh yeah how could I forget LoL
my first few games getting absolutely rofl stomped and then being called various slurs because I had no clue what I was doing
good times
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@Lovez600 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292877#Comment_3292877
You just described the reason killers are at a disadvantage. Very few people play solo. It's Always been balanced for solos, and as a result the balance has been consistent in favoring survivors the first day SWF was added.
Maps are a huge problem for both sides. Either the map is extremely oppressive to Survivors, or extremely Survivor sided.
killer objectives v.s Survivor objectives are out of wack to the extreme.
Cell spawns are wild, and wacky. Very seldom is skill involved when running a killer in killer shack, next to meat tree, next to a TL wall, linking into 3 other surrounding loops. How survivors still go down in those situations I'll never know.
Then you have no cell spawns over long distances creating huge dead zones making it a killer playground.
There's so much.
The last time they posted stats about SWF, over half of everyone playing Survivor (57% if I remember correctly) were Solo's. Thats not "very few" in fact thats the majority. Duo's was rougly 25%, and then the rest are 3 and 4 mans.
These were posted 2 or 3 years ago, but I have no reason to believe these would change too much
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@Seraphor said:
Eh, who choses what is a good map for a certain killer?
Your example of Trapper isn't great, because Trapper can work really well on Lery's and RPD, due to the narrow corridors that can block survivors in dead ends if they're in chase. Bottle necks that force them into traps.
I think most people's issue with maps is actually maps offerings. RNG isn't a huge bug bear unless it's used by your opponent in their favour. But I'm not for abolishing map offerings, I think they're very useful, particularly for certain killers and certain killer builds.
For map offerings. I feel like the only decent solution is to make sure each offering can result in multiple maps. Like the original realms that have five maps per realm, each offerings should have maybe 3-4 different variations. Once that is established, make sure within those variants there are at least one 'survivor sided' option and at least one 'killer sided' option, one 'open' option and one 'less open' option.
This way, there's still an RNG factor at play in terms of who benefits the most. You're playing the offering mostly for the aesthetic, and maybe a bit for the indoor/outdoor choice in the case of certain killer builds that gain value out of LoS blockers or lack thereof.
So what offerings/realms would need changes?
MacMillan/Autohaven/Coldwind - more or less fine as is.
Crotus Prenn - it would be nice to get a third map in this realm, probably one for Blight.
Haddonfield - two additional variants, one slightly bigger, one slightly smaller, maybe stick a bus in the road to block LoS a bit more.
Backwater Swamp - a third map with a main building in the centre.
Lery's - two additional variants, perhaps with larger outdoor areas where the exit gates are.
Red Forest - a Twins related map would work here.
Springwood - rework variants IV and V to be a little more killer sided.
Gideon/Midwich/RPD - when it comes to licensed maps there's probably a limit to what they can do, but more RNG on the tiles couldn't hurt.
Yamaoka - could easily gain one additional variant.
Ormond/Glenvale/Eyrie/Garden/Borgo - honestly, would require far too much work to make it right, you cant even lump these together under one offering because they're almost all survivor sided (besides Dead Dawg) and they each have very different aesthetics. Ultimately they'd have to just focus on existing realms from now on instead of adding to the roster.
Doesn't have to be an amazing map for a killer, just something that doesnt completely neuter their power. Dredge on Swamp, Trickster on Gideon, Billy on Lerys just to name a few (Could also rid maps that are too strong for certain killers, such as Nurse on Autohaven). Its not like these would be final either, as the map pool could change every chapter/midchapter to keep things fresh
As for map offerings, Im not for abolishing them but Im also not for them either. Your idea to have multiple realms in one offering, one thats killer sided, one survivor sided and then 1 open and 1 less open Im not too much of a fan. One of the reasons for my suggestion is to remove maps that favor one side, and one thing that is a factor in that is the variety in killer powers.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292896#Comment_3292896
OW is not as consistently bad as DbD in terms of matchmaking. And at least the bad ones are over quick.
idk man, I just started playing a month ago and I feel like I've gone against people WAY out of my league
People having golden guns and cool skins n ######### and I'm over here just trying to fist people
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Apex Legends
For Honor
Overwatch
There's 3 for you
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@Lovez600 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292845#Comment_3292845
I didn't say it was. I was only driving home how consistent the games balance has been since first launch. It's never going to change. Survivors will always have the upper hand.
This games balance hasn't been consistent since first launch. Consistency implies that its stayed relatively the same. I'd argue that nowadays the intended design of the game is killer sided because the intended design of the game is for Solo Q, not SWF. Pretty much any killer can beat a full squad of solo's.
What I think the issue is, are maps. A killers viability can be very hard to determine because of how inconsistent maps are. In a game like this you're obviously going to have characters that do better on some maps compared to others, any game that has characters with different abilities and maps have this. But in most cases they're extremes.
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First of all, these aren't exploits. An exploit is taking advantage of something that is unintended. Camping and Tunneling are fully intended game mechanics and thats been stated multiple times by the devs. Is it fun? No, and hopefully one day the devs will come up with a solution to reduce its effectiveness and not make it as necessary in some scenarios.
Second of all, while he's in Summon Mode he does have boundaries. First one is he can't see Survivors but much like The Spirit he can still hear them. Second one is he can only draw a path up to 32m in length (42m with an add on). You can also clearly tell that he's in Summon Mode thanks to a distinct animation of him planting his sword into the ground, meaning you are free to go for the save and don't have to worry about being grabbed. "Oh, but he can just let go of Summon Mode the moment he see's the unhook and get a free hit that way!" Same can be said with literally every single killer. In fact I'd argue he's probably one of the worst campers out since his power doesn't assist him in doing so at all. If he sets up a Guard next to a hook, well the Guard will stop a hunt/disappear the moment you go for the unhook. He's not like Hillbilly or Cannibal who can easily down not only the rescuer, but the saved as well.
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@Lovez600 said:
DBD is survivor sided. Has been since its very first PC release.
it ain't even close to first release
