Xernoton
Xernoton
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- Xernoton
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Billy has a lot more than 1 bad addon on the PTB. Some are undertuned and others have no possible use (Discarded Air Filter and High Speed Idler Screw come to mind). His addons are a lot better than they used to, but that isn't a high bar.
@Chaosrider said:
To be fair, well skilled people never had issues with overheat while playing billy at all. In fact it just brought to light who was just revving chainsaws through loops with no other idea how to play and who actually mastered billy. Also billy with double engravings wasnt a good idea to begin with.
And the last reworks were fine? Trickster and especially skull merchant is still trash gameplay.
The inital overheat mechanic was terrible all around. It really held this killer back on all levels of play. The only people that weren't affected were the ones, who would only use it to back revv. If you actually wanted to curve (and keep the chainsaw revved while mind gaming) it definitely came into play.
The last 2 versions weren't much of an issue but it was still annoying, that it was there to begin with. Double Engravings Billy was more fun than anything else. It wasn't the strongest combination of addons he could use (that goes to Doom Engravings + LoPro Chains) but it was one of the few reliably good combinations of addons that he had. Most of his addons on live are pretty bad, so you won't use them.
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I won't use it. I don't like the idea of blocking all gens for 12 seconds each time I hook a different survivor. It's strong but I don't like it. Worse yet, it has a synergy with DMS, that is quite overtuned.
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I noticed that too but I think this is partly the reason why they increased the base regression of each kick and removed gen tapping. I'm not sure, if this is a good idea (given that slowdown perks can already buy you a huge amount of time) but we'll see.
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@Zenislev said:
Have you considered that this is a god awful compromise? Because it is. This is just twisting the knife that was already lodged firmly into the spine of all gen kick perks. Why would anyone run nowhere to hide, or surveillance, or oppression (not that anyone was using that joke of a perk as it was) or dragon's grip?
Surge, pop, and pain res, and maybe ruin (but not really, its numbers are still abysmal) are now the only regression perks worth using, until survivors start complaining about those too and they get nerfed. Oh but hey, trail of torment will last very slightly longer now, I guess. Yay.
What exactly are killers getting that's comparable to the death of both gen kick regression and gen kick info perks?
How many times did you plan to use Pop, Pain Res and whatever other gen kick perks you use?
You can use them 8 times on each gen. That is still a maximum of 8 x 7 = 56 (way more than you could ever need). Even if you were to focus on only 3 gens, that means you can activate your perks 24 times. How is that not enough? You are not playing around 1 gen but 7 in total and you can spread the effects of your perks between these and delay multiple gens. That's what usually happens anyway.
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You know, it's a good thing when these mechanics don't come into play, right? They are not supposed to interfere with normal gameplay but to prevent the absolute extremes. Which is exactly what this will do.
No more 3 gen for all eternity. Eventually the killer will have used the 8 stacks on the last 3 gens and then you just progress. Just like the AFC stops face camping but doesn't do much in normal gameplay (or proxy camping).
I don't get it. There were a lot of complaints about how killers just defended 3 gens and it was insufferable. Now they add a mechanic to prevent something like this from happening but it's disregarded completely. Make it make sense.
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More Freddy posts!
I agree with you. Freddy needs to feel like the Nightmare again. Show this poor guy some love, BHVR.
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I have never seen a survivor more confused while being face camped than this Jeff. He looks somewhere between happy (understandable) and depressed (probably because there aren't enough Reassurances in the game to make it last).
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@Hensen2100 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624218#Comment_3624218
I highly doubt it solves one of the main issues with Billy which is hitting a twig at a loop and losing a chase because of the invisible hitboxes. Even a smaller chainsaw hitbox won't resolve that since some of those invisible hitboxes are quite large. I'm sure you will still have instances of hitting the hanging moss hitboxes (lmao) on a map like Family Residence and essentially still be reduced to an M1 killer on some of those loops.
We'll see. Depending on how they do it, it might fix the issue for a while (it will come back eventually thanks to maps becoming more detailed). Most of these collisions happen because the chainsaw hitbox is incredibly big and oddly shaped (way higher than the character model). Heavy Clutch helps with this a lot, so why shouldn't the base kit adjustments help as well?
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@MikaelaWantsYourBoon said:
Perk did not even nerfed that badly lol.
It still same value pre 6.1.0 which perk was fine.
And now m2 killer won't abuse it. If m1 killer is losing stacks for hitting obsession, i don't see reason why m2 killers should not?
Too bad; Wesker, Xeno, Chucky, Demo, Nemmy players who was using this perk will need to learn to use power now.
Nope. The effect is a bit weaker than before (won't make much of a difference but still) and more importantly, the perk does even less, if you're not at 8 stacks. This means it takes even longer until a killer can capitalise on it.
As it is, you start to notice the effects at about 4-5 stacks (sometimes 6 depending on the survivors and the map). But with the nerf you will need 1 stack more to get the same effect. That's not much on paper but when M1 killers are already in a bad spot, anything that makes them weaker in chase is a problem.
All of the killers you listed (exception being Demo) weren't good users of STBFL. They dedicate a perk slot to effectively nerf themselves (wasting time playing M1 killer to even build up stacks and then still achieve worse results than normal) . Is that really a problem? Demo still has to play M1 killer a lot because his power doesn't work around many loops but I can live with that change.
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I must say Billy could be in a really good spot depending on how well they execute this update. The proposed changes sound great on paper and they even listened and will do something about his collisions (thank you, devs!!!). They tackled most of his main issues and it makes me think that there might be hope for Billy yet.
I just hope they don't touch Off-Brand Motor Oil (or at least don't remove the effect). It may come as a suprise but there are people who actually appreciate not having their eardrums busted every time they use the chainsaw.
I'm not quite sure why they changed that thing with controller sensitivity, though. It will just mess with some people's muscle memory (though, I personally won't be affected).
I can't wait to test it on the PTB. I expected the worst but the dev update gives me a lot of hope for my boy.
Sadako sounds good too and I like the direction they are taking. The only problem I see is that she might become even more of a noob stomper than she already is because her kit is so complex.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624112#Comment_3624112
But they're not affected whatsoever if you're not kicking a gen 8 times...
I'm a huge fan of NtH, I like to pair it with CoB for better regression + info on stealth killers, but I don't think I've ever had to kick a gen that many times with it.
Just the idea that these perks could be deactivated doesn't sit right with me.
I do not recall a game where I damaged individual gens 8+ times but it can happen and when it does, these perks are affected.
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@[Deleted User] said:
Are killers really dry kicking gens that much? What are we doing? What games are we playing where we need more than 8 regression events on multiple gens? I can not recall a time where a gen got hit with Pain Res+Pop 4+ times and survivors weren't dead by that point.
That's pretty much how I feel as well. The only part that doesn't sit right with me is that (even if only in theory) perks like Trail of Torment and Nowhere to Hide are also affected by this.
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624032#Comment_3624032
Those 8 regression events are easy to spend if you use certain perks or there is a hot gen that needs defending. 5% regression per kick means nothing and once survivors figure out they can't just mindlessly one tap gens, you won't be able able to defend such gens at all.
Gen tapping won't work anymore. They'd need to spend at least 4.5 seconds repairing the gen to make it stop regressing.
We'll see how it goes once the PTB is there but I don't think 8 regression events will be too bad. That's more than enough in most cases. I mean, how do you get 8 regression events on a single gen full, if not in a 3 gen? Without winning anyway that is.
Tunneling is already an issue. This will hardly have any impact on the whole situation. The only thing I can kind of agree on with you is that Nowhere To Hide and Trail of Torment as well as other (weak) gen kick perks get passive nerfs thanks to this, which is not necessary but not a big problem either because once again, you hardly ever damage the same gen 8 times.
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Whoops. Someone forget to refresh the page. 😳
@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624043#Comment_3624043
No it does not count as regression event.
He wrote something like, it‘s the survivors vault, when missing and so the killer doesn‘t do anything.
Thank you.
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623547#Comment_3623547
- There is an indicator when a generator cannot be regressed anymore.
- It would target the second most progressed generator instead.
Quick question: Do failed skill checks also count as regression events? I would especially like to know how this might impact Huntress' Lullaby.
Edit: Nevermind. I withdraw the question.
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Whoever did the math on the FOV slider might want to double check next time. 87 + 15 = 103? That's news to me. 😂
Billy sounds... Interesting. We'll see how this works on the PTB but I'm hyped. I still have my reservations because they were a bit unclear about how his collisions will be changed and they did not mention the 1 button counter to this killer, that has been around for too long already. But overall this looks promising. Can't wait to test it. Undoubtedly he will be stronger than he currently is and maybe he'll feel better to play as well.
Sadako sounds like a big W on paper. But I'd need to test her to have an idea of how well all of this will work.
Blight's addons get some much deserved changes. Although I am not sure, if new Alch Ring actually has much use. It's good for mobility but that's not exactly something that Blight struggles with. C33 sounds like a training wheels addon for players that want to learn Blight, so not bad. His speed addons sound a bit undertuned now. I mean both of them combined are still worse than the old Blighted Crow. Not sure how I feel about that. Adrenaline Vial seems fine now.
STBFL got the wrong changes overall. They nerfed STBFL in every situation instead of just cutting the extreme where it would be slightly better than it used to. This incentivises ignoring the obession even more than in the past. A better change would be to cut it down to 6 stacks and give it a 5.5% reduced hit cooldown per stack. That would leave it at 33% max, which roughly equals the old hit cooldown pre 6.1.0 (slightly more but fine imo).
Ormond. Did they just say that they will essentially buff this map for survivors? I did not see anything about making it smaller or dealing with the strongest loops and pallets on that map (like the snow machine and the god pallets in main building). Instead they are about to remove the only dead zone on the map (fine by me, it didn't have much of an impact anyway) and buff the loops on the shack side of the main building. Sounds like a buff to me. One that Ormond absolutely didn't need.
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Why did BHVR remove the ability to carry survivors through portals? It was so nice when a Demo would show you his world.
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Bubba belongs in the "Good Boy" category. Have you seen TCM 1? He was just defending his home.
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Nostromo does lean more towards killer sided but it's not nearly as bad as old Haddonfield was. Old Haddonfield had the original House of Pain, the old houses and a bunch of strong (sometimes super strong) filler pallets. No way in hell is Nostromo even comparable to that monster of a map.
I miss the visuals though...
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@Nick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622926#Comment_3622926
I know how it works, I just find it silly. Also, how does this happen twice in a row?
I see 2 possibilities for this:
1) Incredibly bad luck.
or
2) A dev secretly monitors your game and decided to make fun of you.
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I have no idea, what you are trying to say.
Edit: Nevermind. I think I understand now. You are unhappy about Sacrificial Wards not preventing the realm that is chosen by a map offering, correct?
As far as I know they work just as intended. The map offering is negated and the realm chosen randomly. That does not exclude the realm that would have been chosen by the map offering. So there is still a chance to go there.
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I think it just feels weirdly personal because there is only 1 killer and 4 survivors. So instead of a team game, many consider this a 1v1, which makes toxicity sting a lot more.
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Slog Merchant and Haddie.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622847#Comment_3622847
Pretty much how I feel when it comes to Billy.
As for the 3-gen solution. It will either be pointless or a another way for survivors to crank out gens and killers unable to defend them.
Who, knows? Maybe I'll be eating my words next week.
Trust me, I sincerely hope to be proven wrong about this but the last time I got my hopes up, I was disappointed.
The whole 3gen solution is a double edged blade. There is no way they'll come up with a system that works sufficiently but isn't abusable and if recent bugs have shown us anything it's that people will abuse everything they can, if it gives them even a slight advantage.
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I expect a lackluster Billy update that will still leave him in the same spot as before. They don't know what to do with this killer (3 1/2 years since his nerf and very few changes since). The overheat will stay (not that it really matters for his base kit) and all the addons that work around it will be completely useless. Just as they are now. His QoL issues probably won't be fixed and when it comes to his collisions, I have zero faith, that they will work on that part.
The 3 gen solution will probably be abusable and punish either survivors (still) or killers for poor map design.
For Blight I see only 2 options. Either
1) they Billy him
or
2) he gets away with a slap on the wrist.
Yes, I am pretty pessimistic about this update but with 2 things that are long overdue (which makes me think, they have no idea how to tackle these issues) and a base mechanic to nerf killers in some way, can you blame me? I am not against a solution for 3 gens but I am not looking forward to the update itself.
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@glitchboi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622799#Comment_3622799
I would agree but I really, REALLY want to give Slop Merchant the benefit of the doubt that there is a degree of mastery of using her as a trap-like killer akin to Trapper and Hag. It's such cope on my end honestly.
As for Singularity I don't know why but I do really good but it's probably because I'm on keyboard & mouse. On controller he is atrocious to control cameras with afaik. If you want my tip try to use him more as a chase killer rather than a setup, and try placing biopods in higher areas such as high tree stems in order to get easier scans onto survivors.
I play on M&K myself, so that is not the issue. I always try to get a head start in chase by playing a very aggressive 1v4 (constantly harassing everyone and keeping them slipstreamed). It's the only way I've seen Singularity players actually perform well.
Singularity's chase power just doesn't work without the Soma Family Foto. At least not when survivors know that it's more of a bluff than a real threat. You can simply outrun it every time and then still get to the next safe spot before Larry will get you. There is no need to drop a pallet or even vault until the overclock mode is deactivated again.
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The knowledge, that whenever you lose, the toxicity will amplify tenfold.
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You will not like to hear this but you're not doing them any favors in helping them escape.
It might feel good for a match but then they go against someone who is potentially even better than their last killer. This is a big flaw with MMR. You helping out baby survivors actually punishes them because the game doesn't care how someone won the game. Just that they did.
The best thing you can do as a killer, is to try not be a jerk and maybe give them a few opportunities to get some BP before you kill them. As a survivor, there isn't much you can do, honestly. Just play the game like normal and hope for the best, I guess.
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I would open a new tier for Singularity called: "Let me grow a second brain first."
For some reason I can never get any good results with this killer (I play addonless though). Whatever I do ends up being a huge waste of time and gets me less positive results than just playing M1 killer.
Slog Merchant is candidate for "zero mastery whatsoever" in my opinion. Place drone in loop (ideally with a little bit of distance) and adjust rotation. There isn't much to her than that. You can do that consistently on your first try just knowing what her power is.
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I hate SM as much as the next person (maybe more) but her drones do not overlap. Or at least they shouldn't (not sure, if there is a bug that allows for this to happen).
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Why Ormond of all maps? I know Ormond isn't the most balanced map but honestly it's not quite so bad.
Can't wait for another map to be better for killers overall but also boring and terrible to play on for Billy.
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Anti tunneling system? Did I miss something?
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How about Shadowborn + Lightborn Billy with only the Off-Brand Motor Oil addon? Does that count as a flex?
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@MentiPento said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621140#Comment_3621140
Freddy’s Lunge is absurd
Freddy has the same lunge as everyone else...
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Hillbilly on a bad day:
https://www.youtube.com/watch?v=ph9KP2_lT5Q&pp=ygUbaSBoYXRlIGV2ZXJ5dGhpbmcgYWJvdXQgeW91Hillbilly on a good day:
https://www.youtube.com/watch?v=kpnW68Q8ltc&pp=ygUfdGhlIG9ubHkgdGhpbmcgdGhleSBmZWFyIGlzIHlvdQ%3D%3D -
SM is not unbeatable but a total slog to play against. There is not much fun in a game against her because the most fun part about this game (the chase) is incredibly boring and predictable. Set up drone, win loop. The only way to beat her, is to dominate the 4v1. The 1v1 against her is best to be avoided at all costs.
These posts are not very convinincing because nobody actually takes the time to explain what is even remotely fun about her counterplay (or lack of). It's not only her 2 previous iterations that are to blame for her poor reputation but BHVR's utter failure when it comes to her.
2 reworks and all they came up with is a killer with no counterplay in chase (every counterplay is eliminated when she doesn't mess up, which isn't even hard) other than Shift + W. I still hate her visuals, chase theme, animations (what is that mori?!), lore on top of her power. For me to change my mind about her, they'd need to make some pretty big changes. Starting with the entire concept of stationary drones. Cut that crap and start from scratch.
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Agreed. Nurse has a power that ignores a good number of mechanics that are implemented to give survivors a chance to delay the killer. She can literally go through walls, elevation doesn't matter to her, pallets and windows are a non-factor for her and even things like bodyblocking don't work against her.
To buy time for themselves, survivors have to counter the killer in one way or another. But Nurse pretty much counters the entire game. She was nerfed so many times already and yet she still remains the number 1 strongesrt killer to this day. Further number changes will not balance her. Neither will further restrictions to what perks she is allowed to use.
She needs some pretty big changes, if we ever want her to be balanced.
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Happy new year, y'all!
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Anti face camp...
And the survivor that is downed next to the hook could simply crawl away.
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No. That's not a good idea. Doctor would become an absolute nightmare to play against, if they ever did that. Better don't fix what's not broken.
The only thing Doctor needs is the Moldy Electrode base kit (maybe the 10% faster shock of yellow Discipline too) and some of his addons could use different effects. He does not need 4 of his addons in 3 different rarities! Oh and they should fix his Order addons. WoO is strong enough without it countering that addon too.
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You have my condolences. The matchmaking for new players is pretty bad (like in most other games too). You get paired with some guys that have a lot more experience than you and there is also a problem with smurfs.
Unfortunately, there is not much you can do other than keep playing. The matchmaking will adjust and put you into some more fair matches eventually. In the meantime many of us would be more than happy to give you a little advice on whatever it is your struggling with and there are also some great videos on YouTube to introduce you to the game as a survivor and as a killer.
Something else that can sometimes help is to play the other side to see how people play against you. That way you'll learn first hand what survivors typically tend to do in a match and you'll also find a few things that do and don't work.
Prestige doesn't mean a lot when it comes to how well someone plays though. I have played against some P100s that looked like total beginners and people with low prestige that completely dominated me. Don't let this number intimidate you.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619336#Comment_3619336
Im such a clown…
But I dont think anyone gets motion sickness with Shadowborne.
There are players that get motion sickness without Shadowborn and they would definitely have to use the FOV slider then. I think you can still get it with Shadowborn (I'm no expert on it but from what I've read it's rather finicky). Punishing players that have to use the FOV slider by making them more vulnerable to flashlights just doesn't seem right to me.
Maybe it's not a big deal but I really don't like the idea. There is no downside for the visual TR either (quite the opposite, if we're being honest).
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@Ayodam said:
Vaults are in a weird place right now. The devs say they’re still working on them.
I must say I lost track of where we are with the vaults now. Are they back to how they used to be or are they still shorter than normal or were they buffed again?
I saw some survivor youtuber (I think it was Ayrun?) claim they were buffed after that whole thing with the bugged vaults but I'm honestly not sure.
I personally don't feel much of a difference. It feels pretty much like it always does. Good ping on both sides = save vaults. Bad ping on either side = I get hit all the way from Uzbekistan.
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@GeneralV said:
I always use it, mostly out of habit.
You're a trooper, you know that? I think most of us don't even remember it exists most of the time.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619317#Comment_3619317
Im always think of that. If killers can pick between 89 to 94 (basekit and Shadowborne) why dont they just set 94. If there is no downside for 94, why anyone ever use anything under 94?
which is why I think it increases the blind angle.
Technically, I think we need more feature like that, like a slight basekit customization. I always think Myers’ mirror addon should be basekit customized instead of taking an addon slot, because of the clear downside come with them.
I don't mean to be rude but your math is off. It's 89° + 15° = 104°.
I understand both sides of the argument. You have people that genuinely get motion sick from playing with the normal FOV and punishing them for using an accessibility feature just doesn't sit right with me.
But on the other hand you have people like me, that could play without the FOV slider but absolutely hate it because the game looks awful that way. I would be fine with the blinding angle being increased for me but of course I can't speak for everyone.
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Honestly, they should overhaul the entire tutorial section for both survivors and killers.
This is not a small game with 4 killers and 4 survivors anymore. There are so many sometimes convoluted mechanics to learn, that a general tutorial is not enough. There is nothing about the AFC, base kit BT, different killer powers, general perk categories (slowdown, second chance, info, end game, etc.), nothing on what to look out for during a chase on both sides... You're basically thrown to the wolves as a beginner.
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619047#Comment_3619047
They said the opposite im pretty sure.
Someone asked if the increased FOV would widen the blinding angle, they said yes it would
Damn. Then it seems I mixed that up.
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I believe they said it wouldn't make flashlight saves easier.
I am honestly fine with it either way. I constantly run Shadowborn and just the thought to free that perk slot is great.
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@Skillfulstone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618441#Comment_3618441
What are you talking about?
Gearhead alone goes through all tokens if you stay on a gen.
Undying alone goes through all tokens if you stay to cleanse the totem (not to mention randomly losing stacks to an unseen nearby Dull totem).
Several add-ons just vaporize Distortion.
Doctor as a whole invalidates Distortion.
Every stealth Killer turn Distortion into a wasted slot.
Just the other day, a Huntress with BBQ and Darkness Revealed burned every token and got a cross-map on me after one hook on someone else, never even saw her. Never managed to get more than one token back before it got deleted again.
Distortion's biggest strength is making some saves easier and making 3-genning situations a tad less impossible alongside giving a sliver of a chance to survive against a half-decent Nurse by doing the only thing possible: hide since you can't loop a Nurse and you can't even lightburn her anymore.
Why are people complaining about Distortion when Buckle Up and FTP, which has no counter except having everyone injured, exists?! Nobody gave a damn about Distortion until MFT got nerfed!
I can say that Lethal Pursuer, Nowhere To Hide, BBQ and Floods of Rage (even when they exchanged on scourge hooks) weren't enough. That's 4 aura reading perks, that in combination should easily burn through. But they didn't. And believe me, I got to activate them plenty in a very short time frame.
I am not saying Distortion is overpowered (although it does become an issue when people abuse it to hold you hostage) but when you get your stacks back so quick that all of this isn't enough, then it's fair to say that you will not have your aura revealed once in a normal match.
You cannot change your killer or build once you load into a match. But you can keep an eye out for Buckle Up + FTP. That doesn't mean that this combination is fine but it does mean that you can do more about that.
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Blindness counters WoO, which immediately wins you the game against a good chunk of players.