Weederick
Weederick
About
- Username
- Weederick
- Joined
- Visits
- 4,568
- Last Active
Comments
-
Yes you are dead
-
You can choose to not tunnel and camp. There are 3 other survivors. You can't choose to not survive. All you can do is hiding, gens and loop. Which you will only experience the latter two.
Camping pallets and running straight lines is as effective as respecting pallets and turning wide corners. Doing gens and looping is the only thing survivors can do. While the killer can choose who to focus. And the difference to focusing gens is, it doesnt matter if a gen pops early. Wether you repair two gens to 50% or one gen to 100% doesn't have longterm effects. Tunnelcamping a survivor wins 90% of the game and is irreversible.
Actually, im surprised how some killermains play killer if they get triggereed by looping. Thats the whole gameplay and the main thing you can get good at. Wether its looping yourself or learning all the mindgames and tricks to counter tiles. If it werent for looping, dbd would just be runnning in straight lines until the killer catches up. Wow, much replay value.
-
Played as Claudette for her Selfcare, i wanted to unlock that first and her camouflage was a nice bonus for a beginner. For killers it was Billy. I read "Automatically puts into the dying state" and my gamer instincts kicked in and knew this guy is gonna be the #########. Also he was the underdog back then.
Played against... hm.. probably Wraith because everyone was bing bong. And lots of default r20 lvl 1 dwights. Good times
-
Not gonna happen. They accepted the killer complaints and balance issues, just like old DS. Its a price they pay to keep survivors paying them.
-
Yes and i often combine it with Botany Knowledge for faster heals. Very worth it to me
-
@Tru3Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/423944#Comment_423944
mclean said nurse and billy will get a full rework i hope maybe they wont but i hope
Thats wrong. Nurse is beeing discussed whether they balance or rework her. Billy gets an addon rework with LF and other killers to bring the amount of addons in line. That was months ago though. And McLean obviously misses the flick.
Flick back when McLean😪
-
@SurgDexil said:
https://forum.deadbydaylight.com/en/discussion/comment/422565#Comment_422565
Yet Pig is Mid Tier. Legion, while this sounds good, a confirm hit (kinda like Plague) unlike Plague where she has lethal vomit in the case a survivor is good at looping, Legion really only has that one confirm hit going for him. Which at glance isn't bad, you could use cooldown add ons to make it like a one two combo like the Hatched, regular attack Huntress.
That requires add ons, while Huntress can do that on default.
Yeah but that sounds pretty strong, doesnt it?
Only needing one followup hit to down survivors sounds almost like a noed killer. to compare it to plague: The most efficient play as survivor is to not heal. Which turns legions into a 115% permanoed killer. Who can stall a bit. Unless they heal, then he stalls tremendously.
Similar to plague who is a 115% permanoed killer. Unless they cleanse, then she becomes a toptier killer for a while.
Both are basically 115% permanoed killers. Unless survivors do suboptimal plays, then legion turns into a stalling machine and plague into a chasing machine. Both are pretty toptier if it happens imo. At worst, you have a 115% permanoed killer. Still pretty good
-
@SurgDexil said:
https://forum.deadbydaylight.com/en/discussion/comment/422538#Comment_422538
While it sounds good, remember the infinite question. "Does his power help with the Chase?"
It does. He still has the uncounterable first hit. He will always start a chase with you beeing deep wounded. So legion only has to earn 1 hit. Which is only half of other M1 killers who have to earn 2 hits.
Then add his strong stalling potential and you have all the time to finish chases without gens popping. I find that very strong on pig already and legion is gonna do it better.
-
@SurgDexil said:
https://forum.deadbydaylight.com/en/discussion/comment/422513#Comment_422513
Sure he will (sarcasm)
I called out billy, nurse, huntress and spirit to be toptier at release when everyone thought they were weak. I called legion trash and got a ton of lols and i should wait until people discover his potential. Turned out he is just trash.
Now he becomes a 115% killer with stalling potential who ignores the healthy state. Want to heal? Stall for 1 minute. Dont want to heal? Permanoed. Without the slow movement speed, he is a serious killer.
-
Legion will turn out quite strong.
I call it now
-
@SurgDexil said:
https://forum.deadbydaylight.com/en/discussion/comment/422317#Comment_422317
The title was an odd mistake on my part. I meant which killers are easier to used at the start of the game, and are easy to simply use on those games that will help you latter become better at killer or simply get the bloodpoint grind easier. Which is why Leatherface is number one on this spot. Easy to use killer, plus has BBQ. What else could you need?
Ok, thats a whole different question. Yeah i could agree on the bulk, atleast the reasonings behind them. Idk if it makes much sense for so many tiers. There are noobstompers like Freddy, Wraith and Doctor. There are slower unique playstyle killers, which are not recommended to start. The rest are M1 killers, which can help you in specific areas.
The best suited to learn for the long run would be a base killer. Someone who does not help you find survivors, down them, sneak on them or does completely different M2 things.
Trapper and Leatherface come to mind. But if you choose Leatherface, may as well go with Billy if you are a hardcore gamer. He will emphasize mobility and map pressure more than other killers though, so not the pure learning experience. Could a good thing too though, since killers dont learn to play around hooks to win.
-
@SurgDexil said:
https://forum.deadbydaylight.com/en/discussion/comment/422078#Comment_422078
You're missing the point. I'm not looking at Billy applying all of the various skills you can add on him, you can do all of that, but you're missing the point. I'm looking him at the hands of new killer players.
If newer players can't handle his chainsaw doesn't mean that others can't handle it. It depends on the player. But in general, Billy is easy to play. At least when I first starting playing Billy. I didn't even know how to chainsaw dash. Took me a tutorial to get an idea of it.
But again, I'm not looking at Billy at the hands of Rank 1. I'm looking at him at the hands of rank 20 killers. So change your mentality for a second and just think differently for a moment.
But then your title and your intentions are two opposites. Your title asks for skillceiling, while now you are asking for skillfloor. You cant mix up both and if you ask for skillfloor, Doctor, Wraith and Freddy are the universal noob stompers.
You should change the title for easy killers to start, not for easy killers to master.
-
@SurgDexil said:
https://forum.deadbydaylight.com/en/discussion/comment/421806#Comment_421806
Well the difference between the two is that Huntress, you kinda relly on her hatchet throws to damage survivors. You don't throw them at point blank (unless insta down hatches).
Billy on the other hand, you can go up and chainsaw them at point blank and you wouldn't be wrong to do it. Heck I do it for easier chainsaw downs. Is much easier than manouvering with the drift add ons and drifting just so the survivors move the other way. On the higher ranks you're less likely to get chainsaws because people would know how to juke it.
I'm looking at these killers as if I was starting with them. In other words rank 20 and stuff like that. Where survivors don't know how to juke, and stuff. A plaffe where beginners start their grind and journey.
Looking at it that way, you usually use Billy's chainsaw at point blank for easier downs. Something still used in the higher ranks. After all, isn't it easier to down a survivor with the chainsaw at closer range? Sure they'll juke, but at that point even the killer is experienced.
Billy is an easy killer, but does have a high ceiling to improve at.
Huntress does indeed throw her hatchets at point blank. Its her infamous M2-M1 combo. Hitting melee hatchets and backrevs takes skill. Compared to all the other killers in dbd, those are one of the few things that need skill and can be messed up.
Even a backrev is much harder to master than a wraith, pig, myers etc. And that is just the starting point of billys way to mastery. On higher ranks, good billys dont get juked, they get outmaneuvered. They dont give billy an opportunity to chainsaw by standing close to pallets and windows. Those jukes are predictable, a seasoned billy will hit most backrevs. His mastery includes much more, like playing pallets, zoning, fakereving, bodyblocking etc. Up to the pinacle which is cutting loops by flicking around corners and hitting the tip of an unexpecting survivor.
What i've read so far in my 3 years of dbd, that beginners can not handle the chainsaw and usually dont play him because of that. The backrev is hard to master already, but thats still comparatively easy to his true potential. Its a oneshot bound to twice the speed, almost uncontrollable in the first second and then easily dodged after. The potential is gigantic. Thus he is hard to master, which is your title of the thread.
-
@Acromio said:
https://forum.deadbydaylight.com/en/discussion/comment/420545#Comment_420545
Pallet looping is an exploit, whether you like it or not. McLean said so during a dev stream without even realizing it. It's an exploit because it shares several features with other exploits.
The survivors' collision is smaller than the killers', so survivors can turn around corners faster and make sharper turns. This causes the killers' faster movement speed to become less relevant, and it only gets worse when you take into account that survivors (the most experienced ones at least) literally hug walls and debris in general, and the killer, because of their 1st person POV, can't do the same.
Survivors are not passively just using pallet looping because it is there, they caused it to exist in the first place* and they have not practised any playstyle that doesn't crutch with pallet loops in two years.
*at one point, in the early days of Dead by daylight, survivors started to use pallets to farm and grief the killer rather than escape chases. Killers complained, got told to "just adapt", and we did. We started playing the hokey-cokey at pallets, when survivors were about to drop them. Long story short, the survivor dropped the pallet, missed the stun, and the chase continued. The situation worsened when a bug that caused stuns to award max boldness points was introduced. Some survivors would even disconnect after missing a stun, they were so desperate for the points, lol. Anyway, at that point killers started lunging mid cokey to get hits in and cut the BS short. Survivors went ballistic and drowned the forums in over nine thousand threads about "unfair" hits through pallet drops. So, patch 1.1.1 dropped and brought several buffs to pallets with it, the most noticeable one being the so-called "pallet vacuum". But there were also a set of unlisted changes that included changes to both the range and time-window for a pallet stun, and also a reduction in the survivors' collision box.
Who says that pallets are not supposed to be played that way? Its creative, optimized usage of ressources.
I did the math on hitbox differences for looping btw. It takes 10-15% longer to catch up. Not much impact tbh
-
@Mc_Harty said:
I'm ######### happy. No more Deep Wound bullshit in a chase. No more line of sight cheese. Now the question is, is he going to be good?
115%. Guaranteed first hit with frenzy. Able to spread deep wound onto nearby survivors with aurareading. Seems like a Wraith with stalling potential.
I think legion will turn out strong. Not toptier, but good.
-
@SurgDexil said:
https://forum.deadbydaylight.com/en/discussion/comment/421759#Comment_421759
He isn't the easiest because manuvering and aiming his chainsaw is a thing
Right, he would be the easiest to master if not for aiming.
Just like Huntress, also the easiest killer if you dont count aiming.
-
I always love seeing billy at the bottom of the skill list. Surprised he isnt easier than leatherface. Travel to gen, M1 or sprint away. Mastered ;D
-
@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/412749#Comment_412749
Ah ok. Thanks <3 have a nice day, i'll try it.
Have a nice one too :)
-
I'd guess that's surround sound simulation. I only have the german option: Raumklang which translates to spatial sound.
It should help, but dont count on my guess. I use Razer surround for that, its free and simulates surround sound.
-
@Incirion said:
https://forum.deadbydaylight.com/en/discussion/comment/412594#Comment_412594
So you want killer vs solos to be a 4 minute gen rush too then?
You know that im more of a killermain??
I want balanced matches that are not determined pregame wether they swf or not.
Its basically the survivor equivalent of wanting every killer to be viable and at around the same strength. Then killers in general can be better balanced. And you dont have to think about overtuning billy, while underperforming as freddy.
-
@Incirion said:
So they're trying to balance solo with SWF instead of balancing killer with SWF? Sounds like something they'd do.
As they should. If killer gets balanced around overpowered 4-swfs, then killers would be overpowered.
The solution is bringing solos and swfs in line and remove the gap between them. Then every match could be balanced simply as killer vs survivors. Not like now, where killer vs solos is a 4k and killer vs swf is a 4min genrush. Exaggerated, but you know what i mean.
-
@Incirion said:
https://forum.deadbydaylight.com/en/discussion/comment/412544#Comment_412544
Everything you're saying is just telling me that SWF is the problem with the game.
An unsolvable by itself. Which is why dbd needs changes to bring solo on par with swf, which the devs are aiming for. Things like totemcounters or other features that can replicate voice communication in effect.
-
@Incirion said:
It's there to counter the genrush. It's not toxic. It's quite easy to break all the totems. If someone breaks a totem, it stays there, so you can see that it's broken when you're looking for them, and add that to your mental count. It's not hard.
You dont know how many totems are left. If you break 4, you still dont know wether all totems are gone or not. You may have wasted 50s for nothing, or you may waste minutes looking for an already broken totem. You simply dont know as a solo survivor and thats the cheap part about it.
Thats also what pushes swf even further since they know. All it does, is bringing solo survivors, who definetely need help, more on par with swf. While helping with the genrush meta and the toxic surprise effect of noed.
-
@Incirion said:
https://forum.deadbydaylight.com/en/discussion/comment/412501#Comment_412501
If you add a totem counter, then changes are NOED will never proc. If they add a totem counter to Small Game, I'd be fine with that. But just in general, that's too much information.
Even if it never procs, regardless wether you use it or not, it will still delay the game by 70s and help with the genrush meta.
It will still help solos to catch up with swf.
And survivors can stop complaining, since the tools to counter it are actually available. With a totemcounter one can really say, thats your fault.
3 good reasons to turn a toxic, unhealthy perk to something beneficial for the game
-
Its cheap. 2 things i dislike about noed:
- Noed furthers the gap between solo and swf, since solos dont know how many totems are left. You may aswell waste time for nothing. Add a totemcounter next to the gencounter and its fine.
- It is uncounterable against campers, which is a solo-stomping strategy already. Doing totems against campers is a guaranteed loss. You cant waste any second against campers not doing gens. Which will in turn activate noed. Lose-Lose for survivors against campers, in which case it has no counterplay.
-
@Slayer said:
https://forum.deadbydaylight.com/en/discussion/comment/404971#Comment_404971
You can turn more than usual with it yeah it definetely gives him ability to snipe survivors right?
It makes it a lot easier to turn a perfect, consistent curve with 150-200% of what should be possible.
With the mouse, you have to care not to break out, so you can only turn at 70-90% of whats possible, unless you risk losing control. Beeing unable to turn twice as much consistently wihtout effort. Yes that does make it a looot easier to snipe someone. Tried and tested and it felt like cheating to play T-walls and shack with it. You do yours though. I'm of the opinion, that you shouldnt be able to skip and improve a very hard technique by rebinding a button, which started off as an unintended glitch for billy.
-
Billyboy, Bunnymom and Miss Piggy
-
Currently, i just want a functional game
It not even balance issues, just beeing unable to play a 1vs4 without disconnects, leaver, suiciders, R1 vs R15 and infinite load screens 2,5 years into the game.
-
@AshleyWB said:
The thing is a lot of survivors complain when a particular killer gets into a Chase with you and hooks you. This being the case for myers as he pops t3 and hag when she slaps you down after treading on her traps.
You complain saying OP when in fact if you don't give stalk and don't rush over her traps, you'll find it that the killer is nothing special.
Myers you rely on teammates to be targeted with t3 and them not to give him evil within. Hag you just crouch. It's not hard yet hag is placed higher in tier because a lot of you are too impatient to crouch.
You know that hag is not about placing traps around hooks?
She's about trapping areas you run through when you're getting chased or common routes, that are too far from windows/pallets. Chokepoints, Shack, main buildings, ways to palletloops, etc
Thats where she gets the toptier value. Kinda like Billys, who discover that the chainsaw is better for killing survivors rather than just mobility. Thats where the real value lies
-
@AshleyWB said:
Hag is only a really good killer if you as a survivor trigger her traps and she's right next to you murdering your face.
Hag is an average and weak killer if you are careful and don't trigger her traps.
If you're gonna be negative about it. Only bad survivors rate hag highly because they are the ones so incompetent as to set off all her traps and die a horrible horrible death.
Is that you, Tydetime?
Myers was never considered toptier or strongest, he started off decent but only due to bugs. When they got fixed, he was pretty bad before M&A came. Back in the Trapper, Billy and Nurse meta, Wraith, Hag and Myers were considered weak. Now he looks decent, since they released 10 weaker killers.
Hag is toptier even before the buff. You cant crouch in a chase and her real counter requires two flashlights warriors, preferably on voicecom. For most players, she will just take over the map, until you have no where good to run. As soon as someone is on the hook, its going downhill anyways. You can only genrush and forget your hooked friends for the most part. Cant think of a more oppressive killer than hag. She takes everything away, until you inevitably lose.
-
I found it helpful on Spirit. You usually cant hear injured grunts up to max range and it may drown in chase music or other sounds. Having Stridor basically increases the audible range and counters iron will. Although i have mixed experiences with Stridor vs Iron Will. Fengs are so silent at 50% volume, that they may aswell have iron will. Davids are countered by stridor.
Takes some time getting used to, but i can track a lot better with it on Spirit, so i'll take the perk for the results.
-
Selfcare and Enduring
-
Base = Leatherface (low midtier)
Broken = Permamyers (high midtier)
Corrupt = Huntress (toptier)
Overall... around Myers
-
Kate is pretty, but im personally more into Megs minus the neanderthaler touch
-
@Coriander said:
It's not supposed to work on chainsaw. It also doesn't work if you're full health, say if NOED is in play. You'll go down anyway. Does this video prove it's such a huge deal? Billy already got one kill and there's still a gen left. Now, there's two injured survivors nearby, and if they heal they'll be visible. Are you suggesting he'll never catch them, no matter what? Granted the saw hit was bugged or something, but... the game is still going, it's not the end of the world. Although that was a clutch basement save using the perk, I'll admit. He should have had that Kate, I'm sure it's just a bug.
Thats just what MoM will become. I've already been basement hookrushed by some suicidal MoM users and they all get away, since there is no counter. I go after the unhooker to play around DS/BT and he just has MoM.
Do you know how op that is? Rushing the basement like a mongo should result in a double kill, but everyone gets out because of free second chances even though i play it right. You cant counter that. And its the worst feeling like BT after gates. Just worse, because you can apply your personal BT whenever you want.
Its only balanced for potatoes
-
@[Deleted User] said:
Of course they leave gens. That’s the point. Interrupting repairs and resuming control of the area again. Wear the survivors down and draw the game time out, eventually leading survivors to get desperate and reckless in their repair attempts because, unless they have a key, they have no choice but to come to the killer and the gens they’re relentlessly guarding.
Which rank? They'll just repair generators everytime you go away. Unless you down someone you're just wasting time and giving survivors free repair time.
If you just run around between gens and kicking them, they'll just repair that generator right after you kicking it. It doesnt even do anything unless you camp the generator and then every other gens gets repaired.
-
@Boss said:
Massive balance flaw in favor of Survivors?
"Just waste a Perk slot to counter it, even though that Perk can be removed in 30 seconds, and even though we can repair through the Perk anyway."
Massive balance flaw in favor of Killers?
Literally patched in 3 days.
Decisive Strike Nerf - 2,5 years
Decisive Strike Buff - 2,5 weeks
🤔
-
Broken survivors can't interact. You have to cleanse before you can work on gens.
-
They released the biggest noobstomper during a free weekend and nerfed him due to his 2x DC-rate.
He was pretty toxic to play though, 16m terror radius meant you couldnt escape even for a bit, he would stick to your booty. Survivors had to wake up before they could be healed. Which made him the god of slugging, since they couldn't tap each other from 99% to 100%, they needed 4.5s to wake up first and that progress wasnt saved. So he could check by and stop the wake up.
As soon as everyone was in the dream world, bad things happened when he slugged. I dont remember what it was, but it was really hard to wake each other up (if it was even possible) or heal at 50% speed, while Freddy has aurareading on everyone.
The aurareading stomped noobs (and still does) and the slugging was crazy strong. Would be cool if they kept the slugging theme, since survivors are really sleeping and lying on the ground ingame. A slugging killer would be interesting and freddy had all it took to become the slugging god. Rip
-
@brokedownpalace said:
I'm sure they're waiting to gather stats so they can get a bigger picture of the situation rather than relying on the hot takes from ~20 dudes on the forums.
That worked perfectly for Decisive Strike, i cant wait to repeat the same with MoM. Lets act real stupid and assume, MoM is not gonna end up exactly like old DS. Now we're really using the forum and providing valuable feedback.
Its obviously very badly designed for anyone who played killer in highranks. Ignoring a hit for free has NEVER worked out in DbD. From OG Sprintburst, Decisive Strike and Instaheal and instablinds, it has all failed and deemed op.
And now killers are rightfully using the feedback on this forum to express their pretty uniform opinion about MoM.
Like every killer streamer says the design sucks, its old DS.
Now the community can really see, wether they prioritise balance changes due to feedback or pay2win
-
Or make Ebony Mori work like a prenerf Ivory mori. Basically turning it into an improved ivory mori. Mori'ing the whole team is a bit drastic. Although my version is probably even stronger...
Ebony Mori - No hook needed (1 person)
Ivory Mori - 1 Hook needed (1 person)
Yellow Mori - ?? 2 Hooks needed ?? Just a fun mori on death hook
Nvm, thats a bad idea. Super unbalanced :D
-
@DaGreenBolt said:
To people saying the 3k is enough, no it isn't anymore. As I have metioned the new changes to the emblem system made it so you sometimes need a 4k to actually pip. And when you play killers like wraith, trapper, doctor, clown, basically low tier and some mid tier killers, you literally need the 4k to pip due to lack of map and gen control. The hatch mechanic isn't making anything better as it always 100% to survivor's favor. Killer can only stand there to prevent the survivors from escaping, and until this is changed, killers will have to slug to get the 4k.
Or... you dont care about pips. Then you'll stop wasting time trying to pip in a meaningless system. And can finally play for fun, without beeing a pip slave.
If you really have to care and work for pips, you're probably playing at your skillevel.
-
Waiting for 4 minutes to bleedout is a reason to DC. I despise all DC's, unless they save a lot of time.
Back in the day, i DC'ed after a few minutes of infinites, since i knew it would go on forever for the last guy. Now DC'ing for the hatch is not on the same scale, but i would classify under the same acceptable category. Waiting 4 minutes just for a sweaty killer who would gladly do a 1 hour hatch standoff. Even though i dont DC, this is one of the situations where i would if i liked the other survivor.
-
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/406394#Comment_406394
This is assuming at least one of them is bad and you get a chase. Smart survivors won't do anything and just wait till its over so that the extra time you got from those is meaningless. It basically just delays the start of the game gaining you nothing.
Thats what i thought, but i've been using it on several killers now and i always find someone before the timer runs out. If they're not 4-swf with voicecoms, they dont know what the others are doing. And if i find someone in the first 2 minutes and they dont do gens but wait it out, even better.
I dont think survivors in general have the time to wait out 120s before working on a gen. The risk that someone is found before, is very high. May aswell rush gens aggressively.
But im still new to CI, so things may change, but so far i really like it.
-
@Blueberry said:
This is highly uninformed.
Ruin on every rank is meaningless at any high level. That change is only helping new players.
The Thanataphobia buff never went through if you actually read the patch notes.
Corrupt Intervention is quite bad against any competent survivors. They just wait till it's over and then you're playing with 3 perks for nothing.
DS even after its rework is still an S tier perk and if anything too strong imo.
Corrupt Intervention is pretty good. It does what Ruin should do, without RNG or dependency on survivorskill. While it cant carry games if it spawns well, it also cant break at the start.
It prevents 3 gens popping with the first chase and thats pretty good. But mind, i refuse to use Ruin and it still is the stronger perk.
-
@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/405802#Comment_405802
Absolutely not.
Looping was made possible with Patch 1.1.1 in August 2016, more than a year before Leatherface was added. It started to take on the epidemic dimensions it has now at around 1.3 and 1.4. in December 2016/January 2017.
Looping was possible since release. I've been palletlooping since 1.0, because i refused to use infinites. It was as strong as today, but with twice the pallets. Most survivors still prefered infinites over pallets in 2016, but palletlooping has always been around, even though it had no name until september/october. It was just called juking
Story time weeeh
-
Billy
Huntress
Pig
Spirit
Trapper
Myers
Wraith
Clown
Hag
Doctor
Plague
Freddy
Nurse
Legion
Leatherface
I like two things on killers: High skillceiling and Fair/Fun to vs. (Eg Hag would be a lot higher if they removed traps around hooks.). Not a fan of cheese or cheap strats
For survivors: Meg, Kate, Ace, Dwight
-
@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/406119#Comment_406119
I can see that MoM have non but at the same time i see survivors say " killers have many way to counter this perks"
Sorry that was a sarcastic, salty comment. But there is none and i doubt anytrhing will change apart from the buff
-
There is none. But lets wait a few months or years to confirm this, before we make changes
-
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/404827#Comment_404827
The speed that you can turn with the mouse is the same as the speed you can turn with the keyboard controls. It's the same as if a controller player pushed the stick all the way to the left or the right, they all max out at the same amount. It's just a quality of life difference, it provides no benefit over whipping your mouse across the desk like it's on fire and you're trying to get it away from you.
This is only true after the first second. During the first second, it behaves differently than it should, you can turn more than usual. I'm okay with QE'ing for comfort after the flick. You dont gain or lose anything.
But QE'ing during the first second is skipping his difficulty and even exceeding his intended limits. He's the current toptier killer, which you can choose to play on easy instead hard mode by using QE instead of mouse.
There is a comparison in Pyrus video: 1:25 - 1:42
https://www.youtube.com/watch?v=SWBDMoIX8fo