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Weederick

Weederick

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Weederick
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  • No need to change your mind.

  • Know all the ######### structures that survivors run to? Strong windows, shack, main buildings etc. Put a trap near the entrance so it covers the most routes. Then trap all the sneaky routes from gen to gen, or gen to loop. The pathes you would take while playing survivor.

    Hear 3 gens pop and then watch everything fall apart for the survivors, while they run into your traps.

  • No slowdown while uncrouching. So survivors cant just leave the loop with a 20m lead

  • @SewerSwans said:

    The mistake here is the idea that random rank 1 survivors aren't, on the whole, boosted. They are. The entire meta of DbD at a high level is "play wounded, rush gens". What do you think that means for a killer whose only power is to wound people easily, and has no way beyond regular chasing to incentivize a heal? No counter to pallets? No nothing?

    Legion sprints halfway to the kill and crawls the rest. Spirit sprints, takes a moment to recharge her power and sprints again. That's not the same vs skilled loopers.

    True. Both killers punish a specific health state. Legion punishes healthy survivors but has a hard time downing injureds. Spirit is the other way around which happens to be the more efficient way. I do think legion is a bit underrated, not strong but certainly not among the weakest.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1433183#Comment_1433183

    it's also vastly more powerful than all the powers you mentioned and again can be used infinitely just with a short cooldown.

    His power isnt that powerful if you're good at looping. Just depends on the survivors skill level which power is stronger. You might be too biased to realise, that good survivors actually dont mind the chainsaw. Just ask the good streamers for example.

  • @Prex91 said:

    Good killer vs good survivor the killer has to play almost perfect and capitalize survivor errors. Too much second chance perk and coordinate plays, 2 pairs of survivor doing gens in couples. If they gens rush you can only slowball, slug, camp or tunneling, making pressure with fast-downs and hooks. Hope the New start game thing will prevent the two gens popping instant.

    Yep, pretty much. The games are extremely different facing optimised squads vs solo queue potatoes.

    When the early game change releases, i could see the game become generally balanced or maybe even killersided depending what it does.

  • He is op, his power has no downsides. Enjoy your free 4ks while you can trash killer

  • @magicmaster2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1431862#Comment_1431862

    Just leave them alone. The whole reason people do that is to waste time anyway. You're wasting all that time waiting for one person while you could be going for the others. While I disagree that it is to stop tunneling the reason people get hit by it so much is cause they only go for the one person.

    I try to not tunnel, but some DS users make it a goal to be annoying as possible during that time. They unhook right in front of you, jump in lockers and bodyblock while you're chasing someone else. Thats not tunneling if he jumps onto my weapon

  • @Valor188917 said:

    you do NOT speak for most of the community, on the contrary, it's safe to assume that most of the community will be absolutely okay with hillbillynerfs seeing as hillbillyplayers are a minority among a minority (actual killer mains) among a minority (redranks, people who play this game with ridiculous hours) and among THAT minority you're a minority of people who watch billyplayers or participate on the forums.

    Statistically only 0-1% of players should complain about the billy nerfs. But DBD is on fire right now, says a lot about it when even survivor mains and people who shouldnt care about it, care about it ;)

  • @Sunri said:

    https://forum.deadbydaylight.com/en/discussion/comment/1431491#Comment_1431491

    I dunno what you are trying to prove i'm not the greatest killer i lost to swf multiple times but my point is if you are great killer you will win 100% no ma matter if u play against swf or normal solo q and i gave example of a player that achieved that.

    Thats wrong and any killer will admit they will likely lose to depip squads. Even those who advertise with "unbeatable" win streaks lose in tournaments with 1 kill. Its the nature of the game and once you've played them enough you know your chances are slim, depending how much they ######### up.

  • Currently no, since it builds too much heat just for feathering it which removes most skillful ways to use the chainsaw. And mobility and overheating it on purpose to M1lly around is not why i play a fearsome, screaming chainsaw killer.

  • Its mostly the map changes that made it easier. You can take a highskilled survivor like noob3 or zubat and put him on hawkins and he wont get much out of it. But put even a mildly skilled survivor on the old autohaven maps with 2-3 double pallet setups right next to each other and he will loop you for minutes. Then add the obligatory old DS and it felt unwinnable against anyone remotely efficient with pallets.

    I still think that map/tile design has the biggest impact on balance. Even great survivors cant make much out of hawkins pallets, but would loop you for minutes on any old map.

  • @aylawell said:

    It's not "the point" of "killing them all" or "escaping" it's something deeper that I've found with other veterans of this game. It's a feeling... A knowing. It's unexplainable. Those that know will understand.

    We just wanna have fun despite all the bs that we know we can abuse? "Guys, guys, i know this bs window is in the game, i could tunnel you to death for an easy win or DS jump in a locker, but lets just play clean and enjoy without salting each other, ok"? Mutual-agreement-until-its-broken kind of thing?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1429341#Comment_1429341

    Yeah but what I'm saying is that this forum has a lot of 14yrs that are trolling and it makes having a discussion more difficult because of constant interjection. There are good arguments to be made and there are plenty of people here who aren't like that. I'm just pointing out the fact that there's a lot of them and it makes this site more unappealing than it really should be.

    I can see why many dont want to deal with this or internetforums in general. I wouldn't too, but its the only way to give feedback to the devs and if the game is important enough to you, you can just write it down in the ptb feedback and be done with it. Discuss with the few people that are friendly and open and ignore the rest, just like real world :D

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1428816#Comment_1428816

    Yeah I wonder why nobody wants to share thoughts on this forum. Have you seen how people treat each other here?

    They treat each other like everywhere else in this world. You dont have to take 14 yo trolling edgy kevin to heart, but there are are good arguments with others to make.

  • I dont like overly nice or evil killers. Just dont pity or tunnel me and its all good. I enjoy the horror settings and farming ruins it for me, just as hard tunnelcamping. I can see your point, but the middle road is the sweet spot to me.

  • @nicnc82 said:

    Almo has also stated he is very happy with how current DS is now. So hopefully that means it's not gonna be changed. Same with BT since killers wanna whine they can't get a a kill end game guaranteed but camping hooks.

    How dare they play the hook when all the gens are done. They can patrol hot air on the other side of the map, but play the only remaining objective instead. Dumbass killers, amirite?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1428698#Comment_1428698

    Yeah make sure to compare that to the number of steam players that don't have that as their name.

    If we count the amount of players who share your opinion vs the ones who protest against the billy changes, you are in the minority. Havent seen a single name who is for billy changes but countless names against it. But you can count rice bags in china as an countgerargument if you want

  • @[Deleted User] said:

    Believe it or not the forums are a vocal minority. Most people are satisfied, if you're wondering where these people are they don't post because nobody here can't stop attacking opinions.

    Ingame i actually see names like "Justice for billy", "Dont nerf billy", "Free billy" from survivors in every second lobby

  • They need to address the overheat numbers. They are the exact opposite of keeping skillful interactions. Overheat CAN work, but not if it only allows dumb long range travelling while punishing every skillful mindgame rev. If overheat rewarded good billys while keeping mobility M1llys in check, fine. But right now its the opposite

  • I remember and thats exactly why we have to be vocal about billys murder. They do great work all around, but when they do mistakes we have to remind them right now in the ptb, cause he will be left in that state for years afterwards and you know it. They worked on billy to make sure he can still travel, but billy is much more than that and the dev working on billy doesnt know about that. He just makes sure he can still travel, which misses the point about billy and we gotta write constructive feedback what needs to be done to keep his skillset. Because the devs genuinely dont play him well and you can feel it in the rework.

  • Vanilla billy, easily

  • They removed instasaw completely, i like it. No more charge and cooldown reduction as crutches

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1421877#Comment_1421877

    I think people are overreacting personally. I think the only thing this mechanic is gonna hurt is back revving which definitely doesn't ruin Billy.

    Some are, but i'll guarantee you this nerf hits in more ways than just backrevving. You can play one pallet per chase, you cant zone effectively, fakerev a dropped pallet to force reactions, fakerev to prevent window vaults. You have to be so limited in your revs.... We will see how it plays out, but 28 seconds cooldown sounds ridiculous

  • @Kolonite said:

    People getting this upset about billy getting a slight nerf after all this time is funny to me. Like keep pretending he isn't gonna still be A tier after getting a cooldown that you could probably avoid ever activating.

    Wanna bet? I considered it a slight nerf until i saw the numbers. 28s cooldown, while 1/3 of the bar is eaten just for activating it. That will drop him out of toptier for sure. Rip sweet prince

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1421520#Comment_1421520

    Against a good billy you have to try and play around those kind of obstacles though, I've had a lot of billies zoom infront of me and turn around, with addons to reduce cooldown I have know here else to go.

    And thats exactly where the problem lies. Cooldown reduction aka instasaw reduces that lead to a minimum, so you can use it to catch up. Thats what should get nerfed as it allowed chainsaw spamming to catch up and try lucky chainsaw again and again.

    Normal billy doesnt even allow that playstyle. Thats instasaw

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1421492#Comment_1421492

    Straight maths doesn't really work for this game I feel though, survivors don't just hold W, they'll go to a loop and stop, and then you're right next to them, I understand what you're saying, if they were racing, yes it would take 20 seconds, but survivors tend not to run in perfectly straight lines.

    Thats a mistake on their part though, not because missing a chainsaw has no consequences. I run straight lines when billies miss chainsaw and i actually do get 20s lead, which leads to very long chases.

    If survivors camp pallets instead of looping them or running to a further loop, its their fault tbh

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1421474#Comment_1421474

    Survivors run at 4 m/s

    Most killers move at (including billy) 4.6 m/s

    Why does it take a survivor 3 seconds to get 12m, but a killer (who moves faster) 30 seconds to catch up? lmao

    3 seconds, where survivors move at 4m/s and killer at 0m/s. 12m distance lead.

    Now killers move at 4,6m/s which makes them catch up with 4,6m/s - 4m/s = 0,6m/s. To catchup a 12m distance lead, it takes 12m / 0.6m/s = 20s. 30 seconds was wrong, its only 20 seconds.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1421422#Comment_1421422

    and yes, survivors as a whole have more bugs than what billy does, or what the other killers do.

    No, his downsides don't correlate at all, he has a 3 second cooldown for missing an insta down, at which point he can then just try and insta down again or M1, the punishment "cooldown" doesn't fit the crime "missing an insta down and being able to try and insta down 3 seconds later", or sooner with addons.

    They aren't balanced "downsides" at all.

    In the 3 second cooldown, you gain 12m distance which takes 30s to catchup. Instasaw aside, missing a chainsaw often leads to losing the game.

    Dont worry, 28.5 seconds overheat cooldown will fix billy forever. This "minimal" change will fix his pickrate, so you dont have to play against billy again. Its time for real skill killers like freddy

  • Addonless billy was the perfectly balanced killer. Good survivors dont get chainsawed, they can loop him optimally since he doesnt have antiloop. It was a fundamental 1vs1 and the only viable killer who wouldnt use snares, shocks, blink, range etc to get their hits. Hence why he was fun and fair to play against, while still able to punish good survivors enough to make him viable.

    His addons were overtuned and needed nerfs. And these weren't detailed in the post, which makes me believe they worked hard on the wrong aspects.

  • Felt like a contract on how much minimal pay wage people want to play highranked killer :D

  • I'd like a healthy change for the hag. Remove traps around hook, like trapper, but give her a buff to compensate. I love her strategic playstyle and her uniqueness, but that camping factor is soo strong and unfun for survivors. If hooktraps are removed she needs a considerable buff though, around half her strength is playing around the hook. Maybe a secondary power related to teleporting to far places to increase her limited map pressure. Or she can imbue a few of her traps to make them permanent and recharge after triggering. I dont want hag to be gutted, just more fun to play against and maybe less counterable, like removing the flashlight counter.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1411908#Comment_1411908

    LOL. Billy isnt about any if that. Its just aboht slapping on instasaw, anti-loop perks and rhen sprinting around instadowning everyone. Snowballing is incredibly easy to do with him, too easy in fact. You dont need to be able to curve to 4k consistently as Billy.

    Yes, you just click the head. Its that easy.

    You can generalize nurse that way aswell. Just blink in strike range to the survivor, duhh. No skill needed. Just blink and strike. Just chainsaw and win. You sound very inexperienced and salty

  • @Flarefire_Xx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1411908#Comment_1411908

    I agree it’s unnecessary but they probably did it just to make sure they could make enough non repeat addons, I still think he was fine but at least this doesn’t change his spot and he isn’t going into oblivion(hopefully) like nurse

    You're probably right, but thats also why the community is shaking heads right now. Out of all the killers, they spend ressources to change billy. No one really sees the point in it. It doesnt deter skillless plays, it doesnt promote skillfull plays. Not mad about the changes, just confused about their priorities.

  • Yes, because billy is only about mobility and crossing maps, not about mindgames, zoning, curving and snowballing. -M1 crew 7 hours on billy btw

    It wont change anything about skill levels, its just unnecesary

  • Why even spend ressources to fix the perfect killer. He was perfect at release and you keep ruining him. All that time and money wasted instead of fixing actual problems, big oof devs.

  • @CriticalWeasel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1320626#Comment_1320626

    I know but I just want to see some really cool survivor combos in higher ranks. Makes be sad seeing 80% of perks barely being used.

    I once put Deja Vu on for fun but everyone in the endgame chat made me look like a idiot :(

    I like auras mkay?

    Hey man i feel you. But nerfing survivor crutches is forbidden. Infinites took 4 years and that was gamebreaking, yet irrelevant for the devs.

  • Second chance perks are way too strong. Its not an urgent issue though, because 4/5 players like it that way

  • Not an expert, but i've built my own pc for <1k 2 years ago. Now the parts should be cheaper and you'll definetely get more bang for your buck with a PC over laptop and building it yourself. The two most important parts will be graphics card (GPU) and processor (CPU).

    For GPU, look for AMD RX580 or for GeForce GTX 1060. They're cost efficient and run most games well.

    For CPU, AMD Ryzen 1600 is great, but a Ryzen 2600 should be almost the same price now.

    You could probably build a PC for around 600-700 bucks this way. You'll find youtube videos on how to build them. Its not hard, just a bit time consuming.

  • He is a great snowballer with a weak early game. If people dont know how to counter him, he can down multiple survivors in one go with infectious fright. You can still loop him though, especially in jungle gyms, not for long but enough to waste enough of his power. Perkwise, Corrupt for his weak early game, infectious fright to slug and the rest is up to you. I like Enduring and Sloppy/Pop last.

  • Billy and Oni. Though usually i just play the latest released or reworked killer.

  • There is a good variety of toptier killers now (nurse, spirit, billy, freddy, hag, huntress, oni, deathslinger... even plague and doctor are very good). I dont think its bad to have some easier toptier killers, that more casual players can enjoy.

  • Haddonfield the obvious offender with its long fences and houses all over the place.

    Hawkins with the nonexistant gameplay

  • Zubat. Surprised so few mention him. He's really good at both roles

  • @NursesBootie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1296214#Comment_1296214

    It's actually one of the worst designed perks imo. It got designed to counter old nurse, but is just strong to be that versatile nowadays.

    It counters Nurse pretty hard. I can see your frustration playing as her. With other killers, its a perk that takes skill to use unlike all the other second chances, plus its counterable as killer unless its used for distance in a loop. Having interactive elements makes it fun and welldesigned imo.

  • @BlueFirebilly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1296202#Comment_1296202

    I’d probably use dead hard if latency didn’t eat it for breakfast

    Its one of the best designed perks, but it needs to be clientside from the survivors pov.

  • Sprint Burst - unconditional, reliable, turns unsafe zones into safe zones, good against tunnelcamping, stealth killers and oneshot killers, starts any chase at a good tile.

    Dead Hard - would be more fun if it weren't for dedicated servers latency.

  • No one really. If i had to pick one, its Nurse, as she breaks the most mechanics (she was broken before the nerf though). But i've grown to like those gamebreaking killers, they're more fun to verse than M1 killers.

  • @Unicorn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1295857#Comment_1295857

    Then Pig's on Xbox play more strategically than Pig's on PS4 apparently.

    9/10 PC Pigs tunnel the trap too.

  • She's decent, her traps are free map pressure. Her uncrouch needs to be faster, so she can deal with survivors who abandon loops while charging your ambush. You get around 20m distance if you leave when you see her go into crouch, which usually leads to the next tile. Removing the slowdown while (un)crouching would make it viable.

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