Steel_Eyed
Steel_Eyed
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- Steel_Eyed
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Sounds fun. Cannot wait to watch some streamers when I get home.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/252169/what-happened-to-all-my-bp
https://forum.deadbydaylight.com/en/discussion/comment/2215366#Comment_2215366
I honestly never really understood why they don't just give you infinite bloodpoints on the PTB. The point is to test things out, but if you have to spend a bunch of time unlocking stuff you don't really have time to try it out. Plus i don't have much incentive to play a lot because my progress doesn't carry over.
You have that option in KYFs.
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I didn’t need a YTer for me to rate him highly on release. He wasn’t worth playing with that low POV.
Its not mob mentality. It was the adjustment from the mid chapter patch.
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I like OP’s idea
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I would recommend BBQ, Infectious Fright, Pop Goes the Weasel, and Discordance. He does not need chase perks like other killers may. His power removes pallets.
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In matches like that, I just say 'thank you for the party streamer and gateau.' They're probably hyped for taking on a stridor Spirit.
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I do not think the combo is fun to run. Many of my killer builds now-a-days doesn't include gen regression at all. It makes the matches more fun and I have perks that actually affect my chases instead of buying more time for chases.
The best gen regression the killer has is hooking survivors. Once this clicks, you develop situational awareness, how to win at different loops; everything changes.
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My thought was to have it reduce all stuns on top of its current use. So DS is only four seconds at EGC.
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They usually release the PTB immediately after the dev stream to capitalize on the hype.
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The J-flick was an immediate 180 degree turn. The around corners hits seems to be well liked and kept.
They’re different things that got conflated.
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It’s a tactic to demotivate other players. That’s the only sense I can make from it.
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@Beaburd said:
https://forum.deadbydaylight.com/en/discussion/comment/2202784#Comment_2202784
Wait, was MMR actually confirmed in the RE chapter? Do you have a source?
I ask because I literally just finished reading a mod say there is no ETA for mmr:
https://forum.deadbydaylight.com/en/discussion/comment/2201400#Comment_2201400
It’s not confirmed.
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For m1 killers my go to build is BBQ, PGTW, BS, STBFL.
It’s universal. Doc, Pig, Trapper, Wraith, etc.
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Self cares not bad. Just have some awareness.
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That’s a really good skin
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It's Hillbilly. He needs more turn rate addons, fewer drawbacks to bringing addons (it feels like old nurse where very few addons just do good things), more charge addons, more silent Billy addons that encourage the use of his power (Belt Buckle encourages the killer not use their power), and reversion of Patch 4.1.2.
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I play nice until three gens are left. Every. Game. If they’re getting slaughtered I hit the brakes.
If they did two gens, they had their chance.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2199773#Comment_2199773
Dammit that's the time I have to go to work lol.
Hey boss - I’m calling to let you know I’m going to be sick next week but will quickly recover in about two hours. 🤢💯💯
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@dbd4life said:
https://forum.deadbydaylight.com/en/discussion/comment/2196953#Comment_2196953
Agree, if survivors will get their maps strong as they were before the nurse nerf, then we could talk about reverting billy. even tho i love the killer and mained him for so long, i know he would be easily SS tier on this meta if he was the same as before.
I think Billy could really benefit from more turn speed addons, more silent builds, and better drawbacks to chargetime addons.
I also think the 4.1.2 Patch should be reverted. Would you have a problem with those changes? I detailed this in a Feedback thread: https://forum.deadbydaylight.com/en/discussion/249660/hillbilly-add-on-pass-steel-eyed#latest
I’d appreciate it if more people took a look and responded to the thoughts within.
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If you’re only missing Twins or Trickster, I’d go Trickster. If ‘any other new killers’ means you’re missing Blight, Oni, or Deathslinger then them instead 💯
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Bring the purple addons that make her corrupt purge last longer and move better. I could see this working out.
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Thanks Cash Money
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@Pulsar said:
It's okay, but most decent Survicors can hit Overcharge.
Once it’s called, it’s pretty much not a problem anymore. It is admittedly a difficult skillcheck though. Smaller than DS.
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Why not Oppression? It causes difficult skill checks and kicks abandoned gens.
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My charity is based on bloodpoints earned in the match. The fourth kill awards 2500 deviousness. If my deviousness is already at 7500 or so, I usually grant the hatch. If it’s less than that..
I want bloodpoints.
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@dbd4life said:
as former billy main i dont mind the nerf at this moment because of the maps dead zones and RNG, the old billy with ruin undying would dominate this small maps with no pallets.
Agreed. There’s a connection between the map reworks and Hillbilly’s nerf. My problem is with the addons. I would like more, better addons.
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I made a post in the Feedback Forum, but my prescription is to undo Patch 4.1.2’s heat dissipation changes and rework Billy’s overheat addons to make more turn speed/silent/charge time addons.
Hillbilly is not far off.
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Games like this are a bummer. Especially when your teammates make it super easy for the killer.
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I just learned Sluzzy is one of the top ranked players on Steam. He's literally top fifty and everyone disregards his opinion on here. It's pretty funny.
Here's Sluzzy versus OhToFu for context.
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Hillbilly
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It’s not though haha
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@Yords said:
The big buckle is even worse now. Consider changing it to reduce your terror radius by 16 meters when the chainsaw is overheated.
It's supposed to be a worse version of the iridescent that makes him undetectable. Just a beat longer of not knowing the Hillbilly is coming (via terror radius). Plus, being a yellow it shouldn't have a huge amount of impact; with the yellow engravings, it could be a nice surprise combo of speed and silent Billy addons.
Big Buckle isn't a good perk imo. Billy's shouldn't be overheating much anyways and it's actually a pain to get there with the number of revvs it needs. I play with it sometimes and the handful of seconds you get just doesn't make an m1 Billy feel all that great.
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2192747#Comment_2192747
Okay, I’m confused. That’s my mistake, I read the hear dissipation part wrong.
Side note: I know Speed Limiter is a meme add-on but why not just buff Lopro Chains instead? Have it so that the initial turning rate gets reset when hitting a pallet or breakable wall so that it’s as if Billy just began sprinting when hitting them, and also maybe have it apply Deep Wound?
I hadn't thought about buffing Lopro further. My main 'buff' I would like to see is time indicators for how long the perk works or penalty lasts so the Hillbilly knows when Lopro no longer damages for a single health state.
My thought was the Speed Limiter could remain a meme addon but with the ability to practice Lopro with a worse, cheaper version.
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@thefallenloser said:
Wait, #########, are we re-nerfing Billy again? Automatically bad.
What? What's the re-nerf?
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@SunderMun said:
I'd be wary about decreasing charge time outside of Mother's Helpers, tbh. There's a reason these add-ons got changed.
Mother's helpers is great, but the Carburator currently isn't worth it...I think it just needs to have a new effect altogether.
I agree, there's quite a few addons of Hillbilly's that aren't worth it. I think they should increase the number of good addons and make more rarity types for some groups. How do you feel about making four turn speed addons?
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@Phasmamain said:
Mother’s helpers are actually fine imo.
Id change engravings to reduce heat cost when revving to offset the increased Rev time too
I was thinking about your second sentence. Engravings would not need a heat reduction if the Hillbilly line from Patch 4.1.2 is reverted as heat dissipation would be much improved.
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The rework made the main building much less trouble imo. Windows aren’t as strong as before and the walk ways are unique. And by unique I mean more difficult to traverse.
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@glitchboi said:
Wait, what does the patch revert affect? I'm confused.
Other than that, these are some nice changes.
Thank you. I think this would be a great change for Hillbillys and increase his number of fun addons (his biggest problem).
The revert patch would affect Hillbilly’s base heat dissipation back to his initial release. After the PTB they increase his heat dissipation to 5.0 charges/sec. Patch 4.1.2 decreased it to 3.5 charges/sec; which is what it was during the PTB.
My recommendation is to increase it back to 5.0 charges base (revert patch 4.1.2) and rework all overheat related addons into more fun addons.
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I wrote up an addon rework recently that I think would make him far more fun and build on his current rework: https://forum.deadbydaylight.com/en/discussion/249660/hillbilly-add-on-pass-steel-eyed#latest
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2187205#Comment_2187205
Pig house gloves would be gimmicky and fun and the big buckle would be kinda bad
While snowball was an issue the charge time was a problem due to backrveving. Also it would reduce his overheat gained by revving since he wouldn’t have to rev as long.
Speed limiter is interesting but I actually like current lopro chains a lot. Speed limiter is a meme and I’m fine with that
Agreed on all points.
The gimmick with Pighouse is if approached silently, the survivor is stuck to the gen during the skillcheck (which makes them a sitting duck) or fails (which leaves in the fail animation, making them a sitting duck). It’s doubly difficult to hit because of the approaching killer. I could see it being used effectively in multiple variations of the Silent Billy builds.
Big buckle has to be small because it would be likely stacked with M&A by killers. Agreed kinda bad but even at four or six meters, it would see far more use than the current BB, and would stack solidly with the yellow addons that makes the chainsaw noise quieter or the yellow engravings (less time to react).
Speed limiter gives Billies more chances to practice with a limited lopro addon. I could see players wanting to practice it more with this addon.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2187115#Comment_2187115
Firstly the patch revert is great!
Charge time is a hard one since that’s what caused all his problems in the first place. An overheat penalty on down is fine.
I think the patch revert would be good too and would open up those addon slots to builds that players already enjoy. I’m a big fan of the turn speed addons. I would really like to see more of them.
The new Pighouse and new Big Buckle would make great additions to Silent Billy builds.
If the chainsaw rapidly overheats on a successful down, it limits the snowball which is what made chargetime so negative. Not necessarily the 1v1 which many players are missing and opens up reasonable ‘Crack’ Billy options.
What do you think about new Speed Limiter?
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@Phasmamain said:
Mother’s helpers are actually fine imo.
Id change engravings to reduce heat cost when revving to offset the increased Rev time too
How do you feel about the other eight add on changes?
Would you want all charge time addons to work like Mother’s Helpers? I think overheat penalties are better because it would slow down the potential snowball that charge time addons can give. Maybe even a 25% increase in overheat upon downing a survivor with charge time addons (like Oni).
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I kill all survivors who boop Ghostfaces snoot.
I often spare the fourth survivor if I max deviousness. How important would it be to you to escape if you had max survival points?
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2186202#Comment_2186202
The difference being that the fix to long ques in a working MMR scenario is to take a chill pill and go for 12 hooks or do literally anything that isn't the gens. The fix to not getting demolished by sweaty players is to quit the game and never return.
The playerbase shouldn’t have to compensate for an MMR with this large of an error.
Theres also many players who just play and do not discuss the game. They wouldn’t know about the prescription to drag out matches.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2186174#Comment_2186174
People should never be matched with players outside of their preparedness level. That's the biggest issue with matchmaking right now, and the biggest driver for all the "X OP" threads and people quitting.
There is no point to changing anything about the matchmaking if nothing is going to change.
That’s assuming long queues isn’t a driver for disgruntled players too. But despite this talk, DBD has had a steady playerbase period.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2186132#Comment_2186132
I'm one of those players. I had to wait twenty minutes for a Plague trial. I didn't even try playing Blight, who I was maining during the last test, and my survivor ques... Didn't change much at all, to be honest. Still 20-30 minute wait times.
When players like that go against unprepared teams, it's a massacre. It's a driving factor for why so many don't stick around. And a loose MMR system would force those sorts of interactions and negatively impact the playerbase. So, it's either chill and de-mmr (like deranking but the moment you try to bully anyone you shoot straight back up), or stick with long ques.
If there are players available to play the game, they should be matched. If there was a massive influx of player base with a perfect mixture of high and low, then this dream could happen. For now: high MMR killers should be matched against the highest MMR survivors available. Same for lowest.
I have seen both attempts by the developers. Slower queues for better matchmaking. Faster queues with looser matchmaking.
Being able to play the game was always the better outcome.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2185203#Comment_2185203
I disagree. While I do think the sbmm should be somewhat loose, the high MMR players are the ones that make everyone else quit, whether we like it or not. I'd prefer for the matchmaking times to gently nudge people into being less sweaty.
High mmr players are players too. You shouldn't be discluded from the game because you learned how to play the game.
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Agreed. Good perk. I just preferred other perks over time as I got more experience.
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This game is not designed the way you prescribe, OP.
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No. My thoughts on this lately is losing in this game results in a lot of things being labeled as toxic by the losing party.
There were probably a slew of mistakes made that led to the killers loss and the flashlight save being a more obvious one.
I think often times being ‘just a person’ in the end game chat is the best response, like OP above wrote an example of.
