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Xernoton

Xernoton

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  • @Spare_Them_Mori_Me said:

    Every time I get SM I feel genuinely unlucky that I accidentally ran right up to her.

    But!

    Then I feel super lucky, Im guessing the Entity is blessing me, so I try my unhook chances.

    Sadly, I usually don't make it, and then, as luck would have it, my infant/cat/insert whatever you want climbed into the microwave again, and I have to run and save the day. I never make it back before the entity takes me.

    Darn. NEXT

    Have your infant and cat climb into the micro wave together and your spouse getting stuck trying to get them out. That adds another layer of urgency. I also "hate" the "I had something in the oven" situation. Can't let a perfectly good casserole go to waste but too bad, it seems I won't get to enjoy playing against this masterpiece of a killer. And nobody wants to eat a cold casserole, so I had no other choice but to eat it right then and there.

    Also, that is kind of gracious, if you think about it. Your team mates get to enjoy all the more quality time with her after all, now that you are no longer there to hog it all to yourself. 😥

    @GentlemanFridge said:

    If everyone goes next against her, that to me says more about the survivor side than the killer, ngl.

    Y’all never even gave her chance.

    Tbf, why would we? After 2 botched reworks my good will regarding Slog Merchant is completely gone. I despise her. No, that's not strong enough. I abhor her and I have no reason to change my mind now. She still has the same problem that she had before from a killer's POV. She is pretty boring and has little depth in gameplay and from a survivor's POV they created a killer, that has pretty much no real counterplay. Don't mess up (not that you have a whole lot to mess up in the first place) and the survivor is screwed.

  • Nurse has quite the history of nerfs to be fair. Most of which you'll find here. She still needs further adjustments but claiming she hasn't been touched for 7 1/2 years is wrong.

    For Trapper, I am genuinely curious, what you would like to buff about him. He already got some considerable buffs but it doesn't change the fact that his power is pretty bad. It doesn't work as the devs want it to work because setting up a trap where everyone will see it (becomes more of an issue with each new map and map rework because there are so few spots to even try and hide traps), will lead to survivors either disarming your power, in which case your power is to apply a little bit of slowdown but only for investing time that you don't have to begin with, slowing yourself down even more, or just avoid them.

    Billy needs a lot more than just the removal of overheat. I mean, have you played him over the past couple months? The overheat doesn't hold you back as long as you don't play Drifking Billy (R.I.P. my beloved) and he has a million different issues that make him way worse to play. There have been a few Billy threads recently, so I won't go into too much detail here but he needs some adjustments to his collisions, the old animations and POV should be restored, his base speed during a chainsaw sprint should be slightly increased and the Engravings adjusted accordingly, Off-Brand Motor Oil should be base kit, his hitbox on survivors needs some adjustments and his addons need an overhaul. On top of removing the now pointless overheat mechanic.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603280#Comment_3603280

    Yes, the pressure for the gens would make patrolling seem like the more rewarding thing to do for the killer rather than playing around the hook like it used to be before gens were lengthened in time. The idea is to give more time to co-ordinate a save too, or at least allow a little more time (albeit just 10 seconds more or however more in ratio hook timers are to gens) for healing and going to save etc.

    The unhook timers are just to match the m1 cd reductions so like barely a quarter of a second, which got ignored and blamed on hook grabs, whilst with latency taken into account leads to costing 2 states of health regardless of when you try to unhook, precisely what hookgrabs being removed was meant to curb.

    anyways hopefully that clarifies a little

    There was never a time in DBD's history where camping was weaker than it is now thanks to the AFC. Proxy camping should stay an option for a killer. I get that it may seem pretty unfun and unhealthy but the more you make every decision for the killer, the less appeal there is to actually play that role.

    I've also seen a lot of people claim, that the game would be in a much better state, if killers would just "pressure gens" and chase more. But these are the same people, that will tell a killer to just drop the chase, when the survivor reaches a set up that is too strong for them to deal with. So you basically have a weird situation where you want killers to chase but also to stop chasing. The only set ups in which this becomes successful are either holding a 3 gen (you get to the gen, start chasing, then drop the chase once that survivor is away from your 3 gen), which is getting 'fixed' early next year, or playing hit and run (also not a very appreciated play style and not very accessible for most killers).

    Basically, you need to leave the killer some options on a base level. If you use perks (like Reassurance), then it is the killer's job to play around them but if you don't, then you can't expect the game to fix that for you. This is not a 1v1 game but 1v4, so there has to be some way to play the 1v4 component more than the 1v1. Otherwise, you'd need to change the entire game to a large degree.

  • I very much agree with nearly everything you said. Although, I would want to see their reaction, if they were to nuke STBFL on the PTB to see in how terrible of a state M1 killers are overall. I also think that nerfing STBFL to it's pre 6.1.0 state would only have a placebo effect. Killers would still get the same effect out of it. The survivor still has to play around the next loop they get to, instead of running halfway across the map before they have to actually loop again.

    Regarding Blight I am unsure of what to do with him. I can see how nuking his addons might sound like a good solution and it is on a surface level. But I think every killer should have addons that are at least worth running. For Blight, his addons should have more minor but useful effects. Maybe that would require a few base kit nerfs though because he is already so strong without any addons. I don't really like the idea of addons just filling up bloodwebs instead of adding anything meaningful to a killer.

  • Yes. Please stop healing against a killer with an inbuilt stealth ability and a power to ambush you or hit you around loops. Makes my games so much easier.

    Jokes aside. You do not want to stay injured against Chucky. At least not for long. His power has a pretty high cooldown, which you only get to use against him by either dodging or taking the hit while healthy and if you were able to dodge him that easily, you wouldn't be injured to begin with.

  • Easy 4k at 5 gens sounds pretty balanced to me. 😈

    Seriously though, that's something I don't think you can define by numbers alone. It can be a perfectly balanced match until one tiny slip up happens and the game just ends.

    I'd say it's a balanced match when there are a lot of back and forths with both sides playing similarly effective. That doesn't necessarily mean, that a match in which 4 gens pop by the time the killer gets their 2nd hook is unbalanced, because after that it can still very much turn around with all survivors dying before the last gen is completed. Ideally both sides should progress their objectives to at least 50%-60% before the other wins. DBD is a bit finicky that way because even when the killer still has 3 gens left, the survivors could very well all escape in the next 30 seconds. Just as a killer that has only 5-6 hooks can make a sudden comeback late in the game and kill all survivors.

    I consider pretty much every match that doesn't end overly one-sided balanced. The Nurse that ends the game in 2 minutes with all 4 survivors on the ground and the comp SWF that break a Padded Jaws Trapper's will to live, don't count.

  • There is an in-between. It's just very rare. Every so often you will have a pretty close game. But honestly I think this is better than the alternative for most players. When MMR was first introduced many players were extremely unhappy with how their matches felt (myself among them). The devs have done a lot fine tuning since and I think it's very much comparable to the old emblem system now.

    You could face either the sweaty Blight main with 4 meta perks and C33 and Alch Ring or play against a Padded Jaws Trapper. This makes the game a lot less stale and repetitive than the alternative. Most of us don't like it when we only have the option to sweat or to get stomped by default, so having a more unpredictable matchmaking at least makes it feel like you don't know the outcome before the match even starts.

    With that being said, I reckon it would feel a lot better, if the game didn't currently pace at break neck speed. I don't think there was a time over the last 3 years, when matches where overall shorter. This makes the whole "stomp or get stomped" experience feel even worse. I have had some matches before where one side seemingly achieved very little but could have easily turned it around, if the game had went on for a few more minutes. If these game weren't quite that short, it would result in less "stompy" games.

  • There are many ways in which the devs could try to push killers towards a more healthy / fun play style, that would also make playing survivor less painful. Instead, they accidentally did the opposite.

    The base kit BT change was highly requested but we didn't think about the consequences at the time. Instead of helping with the situation, it made it worse because survivors use less anti tunnel perks and as a result are stronger when the killer doesn't tunnel. The DS nerf only made this worse.

    A killer used to be able to dodge up to 8 perks per game when they didn't tunnel. Now they get hit by all 16 perks anyway and survivors use their base kit BT to bodyblock but don't run DS anymore. Basically, tunneling became a stronger play style, while spreading hooks became weaker.

  • It feels extremely underdeveloped. I had hoped for something like Bubba's old faces that you would unlock by playing a character with maybe some extra badges for skins and events as well as prestige. But this is sad. I was honestly excited for this feature but this is just lazy. I'd have happily waited for a bit longer, if it meant there would be at least some different options.

    The game tracks so many different stats, that could all be used to earn badges.

  • I don't get the appeal either. Slog Merchant is just boring to me. You do very little for maximum results and I really can't see how you would be able to mess anything up when you play her. With other killers you need to think about what you're doing. With Slog Merchant it's always the same approach and it works because there is so little counterplay.

    I get not wanting to sweat every match but when I have nothing to think about and it always plays out the same, then I lose interest in the game. This is also how I feel playing against her. It feels like nothing you do has any impact on her because in the end, you will get claw trapped and you will go down quickly. You can't outplay her and you can't really play around her. The only option left is to win before she does, which you achieve by keeping the game as short as possible. But then, why would I play the game, when my goal is to not play the game?

  • Please, no! Just have a look at some of her add-ons, consider an alternative way to reload when no lockers are around and give her a crosshair.

    @humanbeing1704 said:

    My prediction is they’ll add some form of small time immunity from hatchets

    have you seen those videos of people two tapping as huntress?

    I really hope they won't do something like this. It is one of the highest forms of skill expression possible and I have only seen 2 players do that more or less reliable. Is it strong? Sure but when a player reaches that level, they should be pretty scary.

  • @Vanishlord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603071#Comment_3603071

    Really! Thank you for correcting me I haven't gone up against him much. I thought that was only for ranged killers.

    Tbf, they are pretty incosistent when it comes to movement speed. Trickster is now 115%, Hag has always been 110% as has Spirit and now Chucky. There really seems to be no rule behind who is allowed to move how fast anymore, so I understand mixing that up.

  • @Cyber686 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603142#Comment_3603142

    People around the world playing CS and don't have any problems communicating with each other. Even 7 y.o nowadays can speak english on basic level. Devs already balancing game around swf so it's common sense to have in game voice chat.

    If the devs balanced around SWFs, solo queue would have a real problem. This has never been the case. The hieratchy is solo queue < killer < SWF. A coordinated SWF can defeat most killers in this game by default without too much of a struggle. The ability for this level of coordination allows you to maximise efficiency, share information and set up win-win situations for yourself. If you truly think that killers are balanced around this, then you should probably play a bit more killer and experience first hand how strong coordination in this game really is.

  • I saw you answered my post but it seems the response disappeared. I'll assume you told me the same thing.

    You are correct that a mute option would in theory solve this issue. But it would cause a different issue. We wouldn't have this debate, if comms weren't a significant advantage. Adding a voice chat would have a big impact on the overall balance as a result, so the devs would need to make further adjustments with that in my mind. But when you mute the voice chat, you don't have that advantage anymore, which leads to that 13 year old screaming like a banshee having an even worse impact on the match. Apart from that, there is a language barrier between people across the world. Yes, most of us speak English and are able to communicate but that is not the case for everyone and it could easily lead to misunderstandings.

    Both of these cannot happen with a chat wheel. Which is why I think it'd be a better option.

  • It's not really necessary anymore. You have the HUD to see who is doing what. When someone doesn't do anything for more than 5 seconds, it's safe to assume they go for the unhook. When everyone is working on objectives, then you go for the unhook. It really is that simple.

  • @jokere98 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603071#Comment_3603071

    i swear it feels faster. i was easily catching survivors sprint bursting away from me. It almost feels like Blight dash, maybe even faster

    SB makes you move at 6.0 m/s so it does make sense, that he catches up still. I know what you mean though. Chucky feels pretty fast but I reckon a lot of that has to do with his 3rd person POV when you play as him and him being so small when you play against him. He looks faster than he actually is.

  • For Doctor I hope they make his brown range addon base kit and maybe give him a slightly faster shock as well as some more addon variety. He really doesn't need the same 4 addons in 3 different rarities.

    For Clown I expect one more bottle base kit, faster reload (either shorter time or higher movement speed) as well as some addon changes.

  • Chucky has a base movement speed of 4.4 m/s (110%). The speed modifier of Slice & Dice is 1.5, so Chucky moves at 4.4 m/s x 1.5 = 6.6 m/s (110% x 1.5 = 165%).

    @Vanishlord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603066#Comment_3603066

    At least 150% speed with Chucky being a 115% default speed killer

    Incorrect. Chucky isn't a normal movement speed killer. He is 110%.

  • More meta = more wins. And people like winning.

  • 1) Slog Merchant. For obvious reasons.

    2) Wraith. Cheaters! All of them! There is no other explanation why all the pallets and windows immediately disappear whenever he finds me and come back right after I'm hooked.

    3) Spirit. I play without head phones, so it's always a pain to play against her.

  • EUW seems normal. Killer queues take a while and survivor queue times are pretty fast during the day and early mornings (7 am - 7 pm). During the evenings and nights, killer queues are pretty much instant (30 seconds max).

    Just play whoever has the incentive and you should be fine. Oh and keep your game up to the current version. I once forgot to update my game and had a pretty long queue time as a result.

  • I once had a match as Billy on Haddonfield with an Ace, that really seemed to enjoy my company. He was pretty good and always stuck somewhat close to me but he didn't put himself in any real danger. He also tried to sabo every time I had a down. But because he didn't touch gens, I never really went after him. What I didn't predict however was what would happen next. I chased one of his teammates around a house and was about to curve them, when out of nowhere Ace appeared and took the hit with Mettle of Man. He then looked at me and started nodding slowly.

    That was the moment I realised that I could not win. Not against this absolute specimen of an Ace.


    Something else I experienced with this killer was a golden moment of matchmaking. I went against an anti hook SWF, that would only try to sabo and use break out (anything to only prevent hooks). But I had the backpack build, that consisted of Mad Grit, Awakened Awareness, Agitation and Iron Grasp. They could never make me drop anyone and went down repeatedly for trying to sabo. The end game chat was filled with very wholesome messages of them telling me what a terrible killer / person I was and how I was so toxic for bringing this build. The Steve that I gave hatch to was especially unhappy.

    20230812203121-1.jpg


  • Tunneling is always a killer's choice. Bodyblocking with BT isn't. You basically have 2 people in front of you. One of which is already in range and also more vulnerable than the other and they also decide for you, who you will chase.

    This isn't tunneling. It's chasing whoever is stupid enough to run into you.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602550#Comment_3602550

    Usually pick rate drops after 2 - 3 days. The only exception was Wesker. He was super popular for weeks and still he is. I am seeing Chucky will be similar since he is super fun to play as.

    Xenomorph also took longer. Killer queue times are about back to normal, indicating a drop in his pick rate and I expect it to be somewhat normal again over the course of the next week.

    But I agree that Chucky's pick rate will probably stay higher than normal because he is indeed very fun to play as. Although I doubt, we'll see a situation like with Wesker again.

  • In case you thought survivors had it too rough, you can use Dying Light.

    Regardless, I agree. This perk buffs survivors. Something that the killer never wants. On top of that, it's one of these "win more" perks. It only has a good effect when you already do quite well and in that case, do you really need Dying Light?

    My suggestion would be to drop the whole obession part and instead grant a 5% action penalty on all survivors for each unique hook and make it deactivate once a survivor dies. That would make it a pretty good perk when the killer spreads hooks. We could even argue about a 6% penalty.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602188#Comment_3602188

    The thing is, Overheat does not do anything. It barely did anything on Live anyway, it was only really a thing on the PTB back then. And it got watered down a lot.

    They can remove Overheat at this point, because it does nothing (except from removing a Meme-Build, see @Xernoton below).

    BUT - even if they remove Overheat tomorrow, it will not change anything for Billy player and it will not really lead to more people playing him (aside from a spike after the Overheat-removal), because his issues are elsewhere. E.g. his awful PoV, which basically makes Shadowborn mandatory to use and his general clunkyness, which was added when they changed his animations back then.

    People who complain about Overheat and think that this is actually a reason holding back players from playing Hillbilly just have no idea what they are talking about.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602189#Comment_3602189

    I mean, yeah, Drift King Billy is hindered by Overheat. I agree, but this is more of a Meme-Build than anything.

    When it comes to Overheat itself, I used the Junkyard Air Filter back then, but since the latest changes it is not needed anymore. So yes, Overheat is pointless, but as stated above, it is not the breaking point why people dont play Hillbilly.

    I also think that the Nerfs back then were justified, even outside of camping (I think it is a narrative to just focus solely on camping when it comes to his Nerfs). Because you had a Killer with a really strong mobility and quite an easy to use Instadown. And the game got easier for Killer over time, so it is quite sure that a Killer which was strong and fine in 2016 will have to be adjusted later on.

    That being said, in retrospect I think it would have been enough to just remove Chargetime- and Cooldown-Add ons from his Kit. because those made it possible that you can use the Chainsaw right after a Sprint and made missed Chainsaw Attacks too forgiving. Also, with Blight in mind (that his Add Ons got to stay here for way too long) and with Nurse not being nerfed in any significant way while being stronger than Billy, they messed up back then.

    But I still think that their intentions were justified.

    I agree that the charge time addons were stupid. I only know them second hand but I'm glad they don't exist in this form anymore. However, I wouldn't say that Billy became significantly stronger since his nerf. I would even go as far as to say that this was the least of his problems. The actual problem is that Billy's power can't work when the game works because BHVR have changed maps and loops towards a more detailed and complex design philosophy.

    This is where Billy's worst problems come from. He cannot play around a terrible map. Terrible collisions -> pretty much no chase power and indoor map -> pretty much no mobility. On top of that, survivors have become a lot better at playing against Billy (the charge time is well known, as are the loops he suffers in). So even, if we were to argue that overheat was a good or at least justified mechanic back then (something I dare not judge, because I hadn't played back then), I'm not sure that is still the case. We have already seen how well Billy did with almost unrestricted map mobility in that regard and it wasn't all that impressive. Driftking Billy was a fun possibility but not all that strong and you didn't overheat anyway (even in loops) because you would simply wait a short time until your chainsaw had cooled down a bit. At least that's what I did and it worked for me.

    As far as I am concerned, the overheat mechanic has no positive effects on Billy's balance anymore and is only there to take up addon spots, that are pretty much wasted because the entire mechanic is irrelevant by now (kind of sad because the Pighouse Gloves had just gotten a niche thanks to Hubris). Overheat is definitely not his biggest issue but it is the opposite of quality of life, something that this killer desperately needs, if we're being honest, so it doesn't really help with that whole situation either.

    I think this is also the reason why Billy is not a popular character to play anymore. Survivors that took a nice long oil bath and (seemingly) can't get hit by the chainsaw, maps that limit his power to a degree where you could play any other killer because you don't really get to use his power a whole lot and bumping / missing by mere inches after going through the effort of setting everything up for the curve and executing it perfectly as well as his reliance on certain perks and addons make him feel pretty depressing at times. So I would really appreciate everything they do to help in that regard. Though, I think there is no way around some kind of collision rework because this problem will only get worse.

  • Without seeing your gameplay we cannot tell. Try playing with and without addons and think about what difference the addon actually made. That is the only way to know, if you are getting carried by it. Can you tell what gens the survivors are on even without the addon or do you find yourself wandering around aimlessly?

    The reason you have such easy matches is that your MMR is too low for skill level and play style. Keep winning / killing survivors though and it will adjust in due time, which will result in much harder matches and more losses.

  • His pick rate has already begun to drop and it will continue to do so over the next couple days. His pick rate will still be higher than average for about another month and then he will probably settle around average. That is how it works when a new killer is released.

    Also, his hitbox only looks so insane because Chucky is so small. He suffers the Freddy syndrome where people think he has an insane hitbox, but the truth is, that it only looks that way because the smaller character model doesn't quite fit the normal hitbox.

    You have 2 options for now. Either take a little break until Chucky's pick rate drops further or you use this overexposure to your advantage and learn some more counterplay. Eventually this might be fun again because you will be able to outplay these killers more frequently.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602457#Comment_3602457

    The 7 could be reduced a few ways so it was only mildly annoying but the near infinite wall hacks plus built in slowdown made up for a lot. Mostly if you could juggle survivors and repeatedly put ppl to sleep, he was decent (though we'll admit that we were somewhat reliant on add ons if we didn't want to sweat bullets). We really miss jump scare freddy...

    @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602457#Comment_3602457

    I started playing in 2018, so that was already the "Old Freddy" everyone is familiar with.

    He was great actually, but played very differently from everyone else. It would be easier to explain if I had footage of my own, but Freddy was all about control. Once you mastered his mechanics, there was quite a lot you could do.

    I'll have to take your words for it. I can't really imagine how exactly Freddy was played but that might also have something to do with how different the game was back then.

    I do think however that his original design was way more interesting than today's. So, I'd be happy to see BHVR rework Freddy to be similar to that old design with some tweaks to adjust him to today's standards.

  • Survivor perks:

    Boil Over. I just have the worst luck with it. It's not overpowered but damn I hate it when I can't get through doorways and have to drop survivors.

    Background Player. Had a match against a full SWF, that only tried to make me miserable. They would always go down under pallets, had Buckle Up + FtP in case I would try to slug and pallet saved every single time I tried to pick up. The match took forever, I lost interest in it after the first couple pallet saves and FtP + Buckle Up plays and the fact that they sent me to The Game, so they wouldn't run out of pallets only made it worse.

    Blast Mine. I don't kick gens very often but when I do... It's always a Blast Mine.

    WoO. It changes the play style of whoever uses it and it's always boring as hell to chase after these people.


    Killer perks:

    Noed. It always hits me first.

    Deadlock. I hate that it activates even when the killer is afk and cannot really be avoided. That gen that you have spent the last 70 seconds repairing will be blocked.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602361#Comment_3602361

    Freddy wasn't awful at the very beginning, he was just very different from the other killers.

    Trust me, I speak from pure experience.

    Do you mean before or after the initial nerf?

    I didn't play back then, so I only know second hand information but 7 seconds survivor god mode and people that could bodyblock Freddy from hooks without the danger of getting hit doesn't like a well working killer to me.

  • I want unique icons for all killers and survivors that show how much you have played them. Something like 10k hatchets hit as Huntress or 10k chainsaw hits as the Hillbilly. The game already tracks these stats anyway so making some special badges for certain milestones on all killers and survivors shouldn't be too much work. It would be enough to have the character's face with different backgrounds and a small explanation of what the badge means when you hover the curser over it.

    I would also appreciate, if the page that opens up when you click on the badge had some more customisation options. Like maybe showing off your highest prestige characters and whatnot.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602375#Comment_3602375

    Wasn't the problem that games took...forever? Like how people played merchant forever? Thats what we remember most....

    Yeah. His addons slowed gen progression down to a crawl. It took 160 seconds for a sleeping survivor to repair a gen and pretty much every other part of his kit was also significantly stronger. Combined with the old Ruin + Undying you could regress gens just as fast the survivors would repair them.

  • @Haddix said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602361#Comment_3602361

    wasn't even overpowered tbh, but overplayed and synergized well with the meta so he stomped a lot of lobbies for no effort

    His slowdown addons were definitely not ok. Forever Freddy was a problem not just because he was overplayed.

  • Depending on how you look at; Freddy. He started out as awful, then became overpowered and now he is awful again. We've come full circle, only that we somehow switched the circle along the way.

  • @C3Tooth said:

    Post necro.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432877#Comment_3432877

    I was googling Gabriel for ref. Saw my own drawing in the result which linking to this post, check back seeing this comment.

    Since your profile is private and I cant DM you. Here is what you were asking for

    https://twitter.com/C3_Tooth/status/1724648103079538891

    That must be why Jeff is so rare. He has different things to do. He can't be bothered to humor the entity when he has his loyal subjects to care for.

  • @HugTechLover said:

    I don’t agree with nurse. 50 hours will carry you through low mmr. But good survivors will bully a 50 hour nurse. Low - mid nurses do not fair well against good survivors.

    If you play Nurse for 50 hours straight, I think you get pretty far. 50 hours in total over the course of multiple years? Definitely not. But playing Nurse back to back to back will teach you muscle memory, common survivor movements and ways to play around most strategies that are used against you as well as flicks. You won't win any tournaments but you will probably outperform what every other killer could do in only 50 hours.

  • Great killer. Pretty strong with a lot of possibilities for interesting plays but also some glaring weaknesses. I think Hidey-Ho Mode's cooldown could be a little lower (maybe 16 seconds instead of 18) but he is in a pretty good spot. I'd rate him somewhere between the middle of A-tier and the highest B-tier.

  • @MikeyBoi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602105#Comment_3602105

    The crouch teching needs to go too, it’s so easy to do and punishes billy so much for how little effort it takes from the survivor doing it.

    Yes like reducing the charge time to sprint/curve quicker is what I’m saying might’ve been some misunderstanding there..

    Ahhh, ok. Sorry, I misunderstood. I thought you actually wanted to increae the charge time by lowering the charge speed. Kinda like the Engravings do. And yes, Crouch Tech is unacceptable. It's becoming more common and it really makes me question why I even put up with this. I could just play a stronger killer, put less effort into them, win more and not have to deal with this crap.

    I do. Because I want Driftking Billy back. The overheat has only 2 effects now.

    1) It's something to design addons for. But when overheat becomes irrelevant, then the addons become irrelevant too. I mean, which one is your favorite? The Junkyard Airfilter, that is useless because you don't overheat without double turning addons, the Punctured Muffler, that is useless because you don't overheat without double turning addons, the Big Buckle, that was useless before somehow got even worse, or the Pighouse Gloves, that you will not activate a single time throughout the match?

    2) It arbitrarily hinders his map mobility, which isn't really needed because his mobility isn't that great anyway by today's standards. This is what killed Driftking Billy.

    At this point, it has no positive effect anymore. I could understand when they used it to limit him in camping situations but now that's no longer the case and we also have the AFC, which should do that just fine. So, why do we keep a mechanic, that they try to make irrelevant instead of just removing it?

  • @suistar7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600581#Comment_3600581

    I actively play killers myself and it doesn't even take me 5 minutes to kill them all, it's really become extremely easy. it's not really hard to capture all the survivors anymore.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600569#Comment_3600569

    I often have killers waiting around the corner and often from a distance that the anti-camp system can't trigger.

    Then you are either a one in a million talent, your MMR hasn't adjusted properly, or you make it up.

    The MMR prevents this from happening. At some point you will plateau. You will not rise any higher until you improve further but you also won't fall off as long as you keep playing like that. If you keep playing, then MMR will pair you with more and more survivors that are just as good or even better than you at which point you will start losing more. That means, the game can't be easy anymore.

    Something else that keeps your MMR lower than it should be, is letting survivors escape out of mercy. So, if you do that regularly, then your MMR doesn't adjust properly either.

  • My MMR has adjusted a bit and he is now significantly harder to win with. Survivors have already learned some counters to him. He is still very fun though.

  • I feel a pretty significant input delay sometimes but otherwise I don't feel much of a difference. It might just be my game lagging though (although the FPS are quite stable). Just Billy things, I guess.

    I wish for him to get the Off-Brand Motor Oil base kit, so you don't have to turn down the volume to half of what it is normally, a collision rework / fix / Heavy Clutch base kit (otherwise this killer will continue to get worse), some changes to his base chainsaw speed and adjustments to the addons, the removal of overheat (BHVR, do it already. Why keep it when you tone it down so much it doesn't affect the game anyway?), an adjustment to his chainsaw's hitbox to make survivors unable to bodyblock the chainsaw, his old POV and animations and an addon rework.

    A buff I would like to see is the comeback of the old bug that allows him to hit a survivor while the animation ends as a feature. This makes countering him a bit harder than "stepping one single step to the side" and allows him to play around some loops that he otherwise can't. It already happens sometimes and it can also lead to him bumping while the animation ends, so there is a risk to it.

    A lot of quality of life improvements are needed to make this killer feel less terrible but no matter what they change, he will never get back to his former glory. Maps are what really make him suffer and it only gets worse with each map rework and new map.

    I don't get why you would decrease his charge speed though. It already takes long enough to revv the chainsaw, so he doesn't really need that nerf.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601901#Comment_3601901

    I don‘t want perks auto play for you only that they make games feel different and exciting. Right now killer is far too easy and as survivor you feel helpless if you aren‘t the top 5%, which leads to gen rush and tunneling. I would want old dead back, where you could dash, but for that they have to make the weak killers better first. There is no round, where I feel that something was different and exciting. When I play against survivors they have very rarely any chance and I don‘t use only slowdown or nurse.

    Killer being far too easy is true when you play in a MMR that is too low for you (just as it would be for survivor, although to a lesser degree, because you won't beat the killer in a 1v1 and your team mates could pull you down). I could easily win 15 games in a row with no perks after being afk for 60 seconds, if I were to purposefully lower my MMR to the absolute minimum (probably even more, I just don't know how fast MMR actually increases). Because the survivors I'd get wouldn't have a clue how to play.

    As soon as you start to play against survivors, that play just as serious as you do, it becomes very different though. MMR actively prevents that your games become too easy. If your games are too easy, then you need play more because obviously your MMR hasn't adjusted yet. This whole argument doesn't work. If one side was too easy, then we'd have a massive inbalance in MMR, where a way higher percentage of players on one side would reach the highest MMR, which would then lead to further issues in matchmaking becoming more inaccurate and queue times massively increasing. I have heard this same shallow argument before and I can hardly believe people still don't understand that it doesn't work that way.

    Gen rush is not a result of the killer role being too easy. It is a result of the changes in the meta. Second chance builds, that would delay the killer and buy the survivors time, have fallen from grace. Spam healing doesn't work anymore and some maps have improved drastically, giving the survivors much less to work with. This means survivors have less other options than to focus on objective progression. At the same time, we have also changed the killer meta from unlimited regression towards objective focused progression. The difference is that Ruin + Undying could in theory grant a killer an unlimited amount of time, while the current regression meta can't. Pop can only work 8 times before you start winning by hooks, at which point you don't need the regression anymore. Pain Res can be used a maximum of 4 times. So you only get 100% out of it (still a lot but 100/inf -> 0).

    Another obvious difference is, that Ruin's regression was a lot easier and quicker to apply. Getting a down takes time. Time that can cost you a gen that you would try to defend. With Ruin, you only needed to be there to have it regress. This forces killers overall to further decrease the gen efficiency of survivors, if they want to reach a similar efficiency difference to pre 6.1.0. That is best achieved by getting rid of one survivor. A dead survivor can no longer work on gens, so they can't finish a gen that the killer tries to defend. This is further amplified by the lack of anti tunneling perks in your average match. I could hard tunnel from the start for 20 games straight and I'd eat less DSs than before 6.1.0 without tunneling. Of course, this leads to tunneling becoming a more attractive play style.

    Add in the fact that survivors now have 16 perks against non tunneling killers (compared to pre 6.1.0 where a non tunneling killer could avoid up to 8 perks per match, with some exceptions of DS being used aggressively) and it's easy to see how spreading hooks is a less effective play style than before. This both forces a cycle where survivors gen rush because they can't do much else and the killer might tunnel and the killer tunnels because the survivors might gen rush. This only amplifies further as it's more engrained in the meta.

    Ideally, the meta for both sides should be to delay the other side, while increasing the own efficiency. We now have an extreme where that is absolutely not the case when it comes to perks but it starts to show in play styles. Survivors pre drop more (delaying the killer) and killers tunnel more (increasing own efficiency) while their respective perks do the opposite.

    Old Dead hard is gone for good. I will not get into this discussion again because it has been covered a million times over.

  • There is a difference between a perk making a difference and a perk carrying someone. I consider Bond a very good perk and Open Handed to be very underrated. But they both will not carry you, if you're playing poorly, so they are seen as weak.

    WoO is a good example for a perk that doesn't just make a difference but instead serves as a crutch. You can immediately tell when someone has because they always play exact same way. Pre drop and Shift + W to the next pallet. No looping or mind gaming involved and then generally avoid windows because that is where they immediately get hit.

  • @HugTechLover said:

    Bro got Pluto’d for the first time. Haha

    Is that a thing people actually say? I have never heard that term before.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601475#Comment_3601475

    OK, so? How is he worse than Freddy? Maybe explain your reasoning a it more...

    Freddy's snares are Clowns purple bottles in weaker. They have the same hindered effect but unlike Clown, Freddy cannot use his snares at a distance to help him catch up, his snares have a lower spread, which makes it easy to avoid them in loops and his snares only work when that survivor is asleep. Which is as easy to counter as missing a skill check, doing the wake up action or finding an alarm clock, which even grants immunity to sleep for 30 seconds. So he either has no power for the most part or he gets rushed.

    Clown also has a second ability in chase. The yellow bottles in combination with the purple bottles can get you hits even in the safest of loops. Freddy doesn't have that. Instead, he has a teleport, that has an insane 45 seconds base cooldown and is telegraphed very obvious, so that a survivor sitting on whichever gen he teleports to already makes quite a bit of distance, that he has to catch up even if you do not need any time at all to reorient yourself after the teleport. Getting somewhere quickly is nice. But getting somewhere and then having pretty much nothing to help you with whatever you need to do there is a lot less nice. And that pretty much describes Freddy.

    Clown also has some very good and nasty addons and the ability to punish survivors for small mistakes. All of which Freddy lacks. On top of Freddy losing his power in end game thanks to Adrenaline and him being unable to teleport to finished gens and also starting the match without a power because it takes 60 seconds until the survivors fall asleep passively. So his early game is even weaker than usual, which is a big problem because the early is when the killer is the most vulnerable. They haven't applied any pressure yet and all 4 survivors sit on gens until you chase someone. Then the efficiency is reduced to 75% (still too much) until that person is hooked. While Clown may lose a gen or 2 to get his first hook, Freddy will be happy to have his first down 20 seconds later, which can easily cost him a 3rd gen.

  • I had only two. One was on old Haddonfield as Hillbilly. I did the forbidden thing of using Bamboozle and Engravings. To this day I still feel ashamed for my sins.

    The second was as Nemesis on Badham. One survivor disconnected early on, then the second and third followed right after. The fourth disconnected immediately when I found them. This time it wasn't my fault though. I didn't even have perks and addons and I didn't send myself there.

  • STBFL to a degree.

  • It would be nice, if you could check the description by opening the menu via esc.

    Regardless, I really hope to see this as a feature soon. It makes me appreciate some perks I otherwise would never use (mainly because I'm too lazy to think about perk builds most of the time). They already programmed it. Now all that's left is add it as base feature to toggle on / off.

  • Don't worry. Only a few more days and his pick rate will decrease drastically. It has already started, seeing as how killer queue times are back to normal and it happens with every new patch. Let people test the new killer. It's good for you too, because it allows you to learn the counter play more quickly.

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