Steel_Eyed
Steel_Eyed
About
- Username
- Steel_Eyed
- Joined
- Visits
- 9,306
- Last Active
Comments
-
There is a requirement for evidence in order to ban players. There is a support system to get this going referenced in the above comments. In my experience, players lose their ability to play DBD on their accounts in about two business days (honestly less) if you jump through the hoops of providing evidence.
-
I do not want Enfravings basekit on Billy. The speed is good. The increase to base chargetime is completely unwelcomed.
-
@Kira4Evr said:
Honestly, Billy is mostly fine, so I wouldn't change him that much. But is Add-Ons could get a small tweak. And here's how I would do it:
https://us.v-cdn.net/6030815/uploads/EXX3N1WOH03K/screenshot-10.png
I would be on board with most of these changes. I do not think overheat needs to be removed, but the add on changes are in line with my feelings.
Make more mini-iridescent bricks (Mothers Helpers and Belt Buckle).
Give straight up charge time back. Without conditions; without handicaps. Acceptable nerfs could include increased overheat (to compensate in reverse of the current engravings) or only active while in a chase.
Pighouse Gloves could be a weaker Engravings (but without a charge time penalty). Maybe +10%. I would also change Tuned Carberator to remove the movement speed debuff.
The Iridescents could both do with a small amount of turn speed. Half a Dad’s Boots each so he has a small amount of mobility. Otherwise the Hillbilly player is gambling that they won’t get Lerys or other maps with many collisions (nullifying the current two second condition).
A little nitpicky here: make Mothers Helpers the +10%. Make Leafy Mash the -12 meter Terror Radius. Make Black Grease either an inbetween of Dads Boots and Spiked Boots (remove the bump penalty from Spiked Boots and lower turning by a smidge) OR make it Dads Boots plus chainsaw noise reduction.
Lastly I agree that Hillbilly was quietly, less noticeably nerfed in bumping objects. Both of his bumper addons give less benefit than they used to. Increase it back.
-
Zombies do kinda stop next to lockers. I have been embarassingly downed by zombies multiple times trying to head on them.
-
I think Deathslinger and Pig should have slightly smaller terror radiuses than they currently have. 28 meters.
-
Deathslinger is still good. Still one of the best chasers in the game. If you played him pre-nerf, you need to get used to his new ADS timing.
If you are missing a lot of shots, just don't take every shot. Faking with his weapon is still very effective. It's not the meme it used to be; they made it take a full second cooldown to aim and un-aim (a nerf). But if survivors like to wiggle and shake their butts, he moves faster while aiming (a buff) compared to the pre-nerfed version (75% -> 85%). Wriggling survivors gain lose distance to ADS fakes.
Basically all the strategies of pre-nerfed Deathslinger are still present. I just went back to my original build on him, focusing on the perks Monitor and Abuse and Save the Best for Last and he feels very similar to before.
-
@MikaelaWantsYourBoon said:
I think it will be Meg. I bet my all money on her.
You would lose all your money I fear.
-
This is an old dream. I’m of the opinion that the combo Plague/Spirit is why this will never happen. Like how do you balance certain combinations?
Its a nice thought 💭
-
She needs reductions of her cooldown for shooting two or more birds. If a bird is destroyed, she shouldn’t face consequences for it. Shooting “two” birds when one is destroyed is horrible.
-
@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2829818#Comment_2829818
I don't know what perks my teammates have in solo Q
Not the point.
@Nebula said:
https://forum.deadbydaylight.com/en/discussion/comment/2829818#Comment_2829818
And this is inherently the problem. Survivors shouldn’t be forced to run perks to avoid an outcome that can be fixed by better game design.
This is the point.
-
@Brokenbones said:
There's a big problem where if you decide not to run DS, if the killer decides to risk it - you essentially become the weak link in the team by default. People wonder why everyone runs DS, it's for this reason
Nobody likes being the weak link because they made 1 mistake
If you and your team decide not to run Decisive Strike, you and your team have decided to forfeit all matches where the killer is willing to pick up a recently hooked survivor.
-
She was already spooky in the PTB. Now she’s Spooky+
-
She’s too weak. People talk about how survivors don’t like playing against her as if that’s ever stopped killers.
She has far too much counterplay. Lockers. Long cooldowns. Slowdowns galor when trying to deal with W gamers.
She can quickly change into not having a power. It surprises me when players say she’s an S tier killer. She’s too weak.
-
Honey Locust I would prefer have the effect of Rusted Spike added to it. Hit or break chain. I do think Reeling could use buffs. I would not change speed of the shot.
-
@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2828730#Comment_2828730
Honestly, it might be incredibly smart
I've said this before with this process but I would wager that (at last) 75% of the Dead by Daylight playerbase has no idea all the hoops you have to do to "properly" report someone. So if all these people are flooding the report queue with reports on the super obvious hacker but not filling out the 30 minute paperwork, video evidence, blood of your first born, and showing BHVR that you can pat your head and rub your tummy for at least 30 seconds at the same time, that's taking BHVR resources away from going after the "properly" done reports.
It's kind of genius really. Or maybe I'm just giving them too much credit and they just know that BHVR has such a stupidly archaic report system that they can flaunt it as much as they want and they'll know it won't hurt them.
I wouldn't want the game to ban people without evidence.
-
None of the killers have iridescent powers either ;)
It really should tie to the add ons anyways.
-
When you report ingame it flags that player’s DBD ID by tracing through your DBD ID. Then when you supply a support ticket, provide your DBD ID, and a video; they can attach it to the offender and ban.
Guys, I’ve completed four support tickets in the last month. Three of them were banned in a day. The fourth a little longer.
The ‘report does nothing’ diatribe is propaganda.
-
I’m actually not so sure that any killer is add on dependent. Most killers addons are kinda meh. Nemesis included.
-
@hailxsatanxeveryxday said:
https://forum.deadbydaylight.com/en/discussion/comment/2828153#Comment_2828153
lmfao. Yep, day before yesterday, the guy who inspired this thread gave me almost that exact same comment ("you really be out here running Lightborn") while running almost that exact same build.
He went and spent the entire game hiding in the basement once he realized I had it and tried to convince me in the endgame chat that it was the most epic troll ever despite him and his SWF buddy trying and failing to hit me with Head On repeatedly and then dying lonely deaths in the basement.
How's that build working out? Do you actually get any use out of Devour Hope without Undying?
https://forum.deadbydaylight.com/en/discussion/comment/2828155#Comment_2828155
I'm not one of the people who can effortlessly evade every flashlight, admittedly. I mean, they're not a problem if I bother to pay attention, but survivors will run rings around me with them if I zone out while I'm playing.
https://forum.deadbydaylight.com/en/discussion/comment/2828167#Comment_2828167
I probably only use it one out of every hundred or so games, but I've started using it more the past few days, and the response I've gotten has been interesting. Some people get mad.
But if you could evade the flashlights, would you agree that a perk that helped with chases or slowed survivor progression would help more? This is why I think players say it’s a bad perk.
But if you’re getting salt from bringing it (don’t know why) and that’s the outcome you want, go for it. Imo flashlights are largely more harmful to survivors than helpful because it can make them more brazen and susceptible to mistakes. One down becomes two, etc.
-
I'm convinced Lightborn is a poor choice to bring for killers. I do not have problems with dodging flashlights though. I do have problems with ending chases, slowing generators, and needing more bloodpoints; so I prefer perks in those categories.
-
Pighouse Gloves could become a weaker Engravings but with no charge time penalty. Either ten percent or fifteen (Death Engravings) speed increase.
-
I think the noise was an intentional nerf. It’s kinda weird old Hillbilly when he didn’t nerf. It’s one of those, give them a chance to react things.
I think both of his iridescents could use a small bonus of turn speed. Like half a Dad’s Boots for each. So they can combine like Voltron and have really the one thing that would actually make them feel like iridescents: navigation.
Big Buckle is terrible. I’d argue Leafy Mash isn’t worth using either. I’d like it if both of these became mini-iridescent Bricks where they reduce his terror radius while Sprinting.
Black Grease I think should activate while chasing a survivor with a flashlight (or in general) with a reduced amount of charge time. I do not like that he has add ons that the survivors have to activate. Especially Black Grease.
Enduring helps him with Mothers Helpers. Lightborn negates Black Grease. Plus you basically should never have to take a blind as Billy. You have to let them do it.
Then there’s Pighouse Gloves. I really dislike having to volunteer to overheat your chainsaw in order to get a chase perk advantage, but you disadvantage yourself by slowing yourself to overheat negating the things PGs gives you.
-
@El_Gingero said:
https://forum.deadbydaylight.com/en/discussion/comment/2826723#Comment_2826723
Tomes need to be completed to give bloodpoints and that takes a considerable time; they’re a grind themselves and the rewards aren’t that high either, so I don’t really see how they address the grind issue. As a new player you’re still going to be stuck with rubbish perks for very long time and that’s just with one character.
Well yeah. The two things I brought up both take playing the game. But they do provide massive bonuses in addition to the points earned by normal gameplay. I personally appreciated these changes.
-
I do not know if this is something sus with the players OP saw or if OP is just not informed on how Nemesis’s power works.
-
I don’t think it’s necessary. They’ve indirectly addressed the grind through Tome challenges and now Grade Rewards. Even bumping this to two million last month.
These two changes have massively alleviated the grind, especially for new players. Each Tome has 2.5 to 3M bloodpoints each. And all the past Tome challenges are available.
Ten Tomes. That’s enough to Prestige four characters without considering the points earned from the matches doing it.
What would raising the cap give us? The ability to max prestige a character instantly. The devs have said they are not interested in this happening and it takes quite a lot of planning to make this happen. See: Otz’s video on maxing Nemesis in one hour.
-
I’ve thought about this too. A third add on would be way too strong most of the time. Potential limitations:
- To bring a third add on, the character must be max prestiged. Consider increasing Prestige Levels to four or five.
- The third add on can only be a common (Brown Add On)
- The killer cannot bring an iridescent.
- The third add on has half its statistical effect. Hillbilly’s bumper add on only reduces the stun by 15%. His increased heat capacity is only 10% compared to the usual 20%.
Thing is, this would be broken on many killers. It would also be incredibly costly for many killers.
-
Just remove hook grabs. I agree that suggestions in the vein of OP’s are abuseable. Hook grabs incentivizes camping because two health states can be removed where survivors are at their most vulnerable.
Even Camping Cannibals go for hook grabs.
If it takes two hits to down, near a hook or not, killers will be more inclined to actually chase a player since the advantage is reduced.
The fun of this game is the chases. I think this is the move to bring it back to chases.
-
I think long wall jungle gyms should spawn less frequently. All other tiles I’m fine with.
-
@Lord_Xylum said:
https://forum.deadbydaylight.com/en/discussion/comment/2826235#Comment_2826235
Yeah the red add-ons lately have been pretty underwhelming on recent Killers.
Pinheads are both really strong. Artist is good but maybe too niche. Nemesis’s are not good. I think if Nemesis gave passive speed boost to zombies with the generators speed boost, everyone would instantly love it.
-
That symbol is Sadakos weapon. Currently Artist you can make somewhat red (viney tendrils) with her first prestige.
-
Your MMR stays stagnant currently. But everyone else’s presumably increases.
-
This is usually the result of bad killer game play. Bad killer games do not provide much altruism (low points) mixed with resorting to EGC camping. Killer practically has to.
So survivors on the edge of winning can not wait to get out to avoid the unfun coming their way when a killer is bad.
The alternative of staying in a match to increase survivor bloodpoints and knowing they will get out is often interpreted as bullying the killer. It seems the best move is just to leave.
-
- I do not trust farming.
- We can learn to play Hillbilly. He’s actually a lot of fun.
-
Eh. Remove conditional add ons (like his prenerf version) and I am A. O. K. with his current state. His base kit if fine and as a reminder, his overheat mechanic was implemented with the overall map nerfs they were doing at that time. Smaller maps with unlimited mobility did seem like a troublesome issue.
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2824436#Comment_2824436
It seems like people aren't understanding what add-ons are supposed to be. They're supposed to improve the killer's power in some way, plain and simple. I see far too many people saying, "Yeah, they should do that, but also have downsides to balance out the upsides." which defeats their entire purpose. Why can't an add-on just improve the killer's power, no strings attached?
This is the core to my complaints with Hillbilly's addons. Too many of his addons have straight up handicaps to his abilities or niche conditions required to activate (including conditions that are activated by survivor actions and not Hillbilly's actions). Truly, I wish 100% of these addons had those handicaps and conditions removed. All of them.
Nerf down the strength of them. But unconditional addons.
-
@Shroompy said:
Average Billy Enjoyer: I see no problem here
I see no problem here.
-
I just miss basic, unconditional charge time addons and cooldown addons. Not many people complain about it but the bumper Billy addons were nerfed as well.
At least we still have turn speed addons.
-
Engravings make it overheat slower. I think a couple of addons should becbuffed but he’s not gutted. Just the instsaw options now are crummy.
-
Rounder loops are more difficult for Victor to hit at. My method is to ‘back rev’ survivors at loops like that.
And Toy Sword is a brown add on. They should probably just move that add on to Very Rare (purple) and drop Spinning Top to common.
In my view, Toy Sword should have it’s rarity massively increased or maybe nerfed further. Ideally killers should feel a need to use higher rarity add ons to play better. Not rely on browns.
-
If DS is a concern at the end of a trial, then the killer probably did not have a good game during the beginning and middle portions of a match.
Focus on becoming better in those areas rather then ask that the ends of trials be made easier.
-
@Aurelle said:
Yay. Maybe now I can finally finish presteiging my survivors since I only have a few of them left to do.
I’ve already finished that. Now it’s unlocking every perk on every character. 19 killers done. And nine survivors.
-
I’ve noticed more people play killer during bloodpoint events. So guess I’m working on my survivors.
-
Tombstone Myers
Iri Head Huntress
Iri Coin Slinger
Iri Lament Config Cenobite
Pinky Clown
Many of these counter healing by just instadowning. The Cenobite is massive slowdown.
Black Incense Plague
These are probably the most one sided add ons in the game.
-
I think Legion suffers in Deviousness. Artist does not get Brutality from damaging survivors with her power. Nurse slowly accumulates Deviousness.
Trapper can sometimes have issues if Traps aren’t working.
-
I would guess about 2.5M for each Tome.
-
It is a little paranoid. It might not be some sort of console bias. If there’s negative intent, it may just be trying to remove the weak link in a trial.
-
When properly reporting you’ll enter your player ID, that they use to track your in game reports. In game reporting is not enough for them to take action by themselves. A support ticket is needed.
The player ID in the ticket allows them to trace to the exact player you’re attempting to report by your in game reports. They then take the video you’ve uploaded, compare it to your description of the match and take action.
Since I’ve learned to properly report players, I bookmark their Steam accounts and it sometimes only takes one or two days for their account to get banned.
All of my bookmarks have been banned.
-
I just Ghostfaced this challenge.
-
I think the hook grab on healthy survivors needs to go. Cannibal may well see a nerf but not as sure about that.
-
@Brimp said:
The amount of people who think "this person is only good just because of stretched" is honestly quite incredible
I know quite a few players who want to quit because of the stretched res black bars.