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Xernoton

Xernoton

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  • @WaveyTrey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542623#Comment_3542623

    What you’re arguing is what survivors do against any competent killer. Take them to strong loops… She simply pressures you from doing that as long as you may have wanted. Which you hate her. I think.

    SM can mess up if she sucks at chases. Which is why players gen lock with her. They suck at chasing competent survivors. So they go to toxic route because they can. Playing against SM is like playing against GF. She can expose you, and make herself undetectable. Which makes you use your brain more. I’ve had players run a good lap while exposed before getting caught as they were confident in their running abilities.

    The ONLY time SM is very strong is when players claw themselves too much, and that’s their fault. YOU give her Haste. The simple trick is simply not hacking her drones, and to face her while exposed. You’re all just too chicken to deal with her when she throws her drone up. So you run away every single time because “Oh no! I’m exposed!”. Exposed/Undetectable doesn’t matter if it happens where it’s safe. I run her like crazy while exposed because I treat her as I would Myers, GF, Starstruck, or MYC.

    People also hate SM because of her tacky design. Which I agree. If it was The Predator (Intended), or more cyborg-like everyone would love this killer. It’s a very personal issue. Is what I noticed.

    I’m going to keep enjoying my Devour Hope + Thrill of the Hunt SM. I can dedicate to good chases all I want without worrying about gens/totems being lost every chase. Get 3-5 stacks, and go to work. More consistently than any killer so far.

    Nothing is more satisfying than to have the most hated killer mori everyone. Seeing them D/C when it happens. Does that make me a terrible person? Perhaps. Haha. Hopefully she does get a Predator skin. I would buy that.

    I hate her because she reduces both sides to bots. There is no thinking involved for either side. That's what makes her this unfun to verse in chase. And playing as her isn't any better.

    I'm fine with oppressive anti-loop powers as long as both sides have possible skill expressions. Take Blight for example. He is way stronger than SM but he allows both sides to go for skillful plays. That's what SM lacks.

    Play her. I don't care. I just won't be happy, if I have to verse you at some point.

  • @Dogma_loki said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542549#Comment_3542549

    Dude seriously lets not get into technical aspects and using math to justify (bad) mechanics.

    There's killers with powers that literally break the laws of physics and it s just fine for killer mains, as long as things are broken in killers favor, its not a issue.

    Tell me how I'm wrong. The math is sound and numbers don't lie.

    I don't see what the laws of physics have to do with this in particular. Nurse is broken, if that's what you want to hear. But that has nothing to do with Xenomorph.

  • Bloodlust? That seems to be a case of Bloodlust. Although I don't get why that would happen on Huntress.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542574#Comment_3542574

    I think the hitbox on objects is probably bugged at the moment. No proof, but if feels that way to me.

    How so? I didn't feel any difference in that regard when I played it yesterday. Although, I'll admit I only played 1 game of Xenomorph since the nerf, so it is possible I just didn't notice.

  • Damn, can this game just hurry and die already? It's been 7 years of it dying.

    Seriously, the only the way this game is going to die is by it killing itself. We are not talking about a small colony of ants here. We are talking about giant mountain, that inhabits billions of ants. You need a nuke to get rid of it at this point. And even then DBD would probably survive. With all these licenses, there is absolutely no way another game takes its place.

    What other game allows you to play Nicholas Cage versus Michael Myers?

  • @WaveyTrey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540908#Comment_3540908

    That is not what survivor players do. At all. They find the best/safest loops, and they take the killer there… Wasting all the killer’s time. Then everyone escapes. Possibly tbagging or running backwards on the way out the EG.

    There’s little brain use at a safe pallet. Mind games are for structures that you know that are never safe. Where you take the risk of getting hit, or getting rewarded by stunning the killer there.

    One issue I learned is that survivor mains are REALLY entitled. So much so they feel that killers should waste their precious time on them. As eliminating survivors too fast, or too slowly is the problem. They want killers to eliminate survivors at a pace just right. Nurse can potentially do it too fast. Problem. Skull typically does it too slow. Problem.

    Another issue is that killer mains are as toxic as survivors are entitled. They’ll do whatever trick it takes to win. Path of least resistance. Camping, and Tunneling. The issue with Skull is her power conditions the 4k obsessed players to not chase. It is the sweaty/toxic killer meta that makes it this way. Why have fun when you can 3-gen lock all day for a win?

    I’m not like that with her. Lol

    Against Dull Merchant? No doubt they play like this. That's exactly what I do against her as well. Take her to the strongest set up I can and switch loops, when she uses her drones. Otherwise the answer to her is predropping. What else can you do, when the killer permanently moves at a faster speed than normal? The game is not designed around killers suddenly raising their base movement speed. That is why Bloodlust is such a big deal and disappears when the killer breaks a pallet or gets a hit.

    Playing against SM is a slog. No matter her play style. Her power is just not fun to play against. I can play against killers with oppressive anti loop powers. Most of them offer counter play other than Shift + W and predropping every pallet. Nemesis is pretty fun to play against in my opinion. Because you can actually play around his power by using your brain and you end up screwed when the Nemesis plays better. SM cannot mess up because she doesn't do anything even remotely ambitious or skillful.

    This is not an issue of entitlement or toxicity. It's simpley a killer, that is not fun to play against. In any way. I have yet to find a single person that makes an argument on how fun it is to play against her. Legion might be annoying but SM is bot mode for the whole family. It's like watching a movie. Just one that you didn't want to see in the first place. You'd rather do something completely different.

    If I had fun playing SM in any way I probably would play her. I'm one of those people that didn't run Eruption + CoB + Overcharge and camped 3gens every game. Because I hated it! Instead I played like I always do. Chase oriented with focus on the actual fun aspects of chase. Like mind games and jukes. I can't do that with SM. Because survivors cannot play against her in that way. So they of course use a different way to counter her. Do you expect them to just die?

  • @GensByDaylight said:

    The survivors were non-stop screaming, at least 2x the amount of the MFT complaints.

    Thats how BHVR balances, whoever whines the most

    DH would like a word with you. It was the most complained about thing on this forum by far and it took them quite a bit to nerf it. And then they had to nerf it again because it was still too strong.

    It has nothing to with the amount of complaints. It is more of a: "BHVR's ways are inscrutable." situation.

  • It's you.

    A killer that wants their 4k will slug anyway. So Ultimate Weapon makes little difference in that matter.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542549#Comment_3542549

    The tail attack is fairly easy to hit, imo. Especially with how you can drag it.

    The cooldown speed could be put somewhere in the middle.

    If you are so good with it, that you can hit with the tail consistently, then props to you. But so far I've only seen people that missed it fairly often. Even those that were pretty good already. I myself struggle with it too for multiple reasons and I dodged way more often than I was hit with it too.

    I hope they'll test it out and adjust it again. I'm all for making the power punishing, so that it actually requires you to get better with it but making it so punishing, that people end up scared to use it and rather play M1 killer doesn't sit right with me, when the idea is that survivors should use turrets to give them an edge in chase.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542532#Comment_3542532

    Were you asking for this buff from the PTB? I didn't hear anyone asking for buffs for it.

    If the buff had never happened, nobody would care. People just hear nerf and revert back to a tribal mentality thinking that the Devs must be against them.

    I said back then, that the tail felt awful to use (unresponsive) and very punishing. So I guess you could say that.

    I'm not asking for the bug to return, I'm asking for reasonable punishment. Let's be honest, the tail attack is strong but also incredibly easy to miss and when it's that little of a threat, that you might end up only having to dodge every 9 seconds (assuming you don't make it to a window to get more distance), I see hardly any reason why you would bother using the turrets.

    It's not tribal mentality. It's just facts. Math doesn't lie. I don't think the devs are against anyone with this. I just think it is an overreaction. We haven't even seen it work properly and they clearly thought it was safe to buff Alien from the PTB.

  • @Pulsar said:

    Oh no, how dare they slightly nerf a Killer. How will anyone go on?

    I mean, I get it. Alien was pretty oppressive with no speed penalty to missed tail attacks, so it's good they fixed it. But reverting the buff from the PTB is so unnecessary. Is it not enough, that a survivor makes 4 metres of distance when the killer misses? Did it have to be 5.6 metres?

    Think about it. 5.6 metres of distance means about 9.3 seconds of Shift + W. To a power, that can be completely denied. This is pretty damn punishing. I guess Alien will be a STBFL killer after all. Because using the M2 is so risky, that you'll only use it when survivors are locked in animation.

  • The part about survivors being interrupted by this perk isn't ideal. I would prefer, if it only gave a loud noise notification. That way the killer would still need to interrupt survivors themself and Ultimate Weapon would stay a good perk.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542405#Comment_3542405

    you would be surprised by how many people just believe in the things they say. they could be trolling, but they could also be 100% serious.

    but rest assured, sluggin is not bannable.

    it is written in the rules, you can check them here https://forums.bhvr.com/dead-by-daylight/kb/articles/139-game-rules

    important part

    Discarded report reasons

    THE FOLLOWING ARE NOT CONSIDERED BANNABLE OFFENSES - PLEASE DO NOT REPORT:

    Camping

    Slugging

    Tunneling

    Streamsniping

    Teabagging

    Bodyblocking

    Looping

    I heard if you send enough of these you essentially get put into a "auto ignore" list. but I cannot confirm this

    The fact that they had to put looping on that list... 🤣

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542144#Comment_3542144

    I mean, seriously, play better then if you struggle. Or just take the loss, because it is completely fine to lose in a videogame. This would be compareable to getting an Action Speed-Buff as Survivor when one of your mates is dead. The Survivor-Team did not play well, why should they be rewarded?

    The system deactivates in Endgame, which is fine (even tho, I think this is just a pity kill at this point when the only way you get a Kill is when almost all Survivor-Defenses are deactivated), but it should not do more than that.

    Yes, it makes more sense to camp at 2 Gens left compared to 5 Gens left. I get it. But it does not really make sense to reward the Killer for playing badly.

    "Play better, if you get caught early and face camped. Just don't go down. Or take the loss, because it is completely fine to lose in a videogame." See, I reversed it and it sounds stupid. This is not a good argument.

    I think it's good they do something about this but I don't want to see it ending up replacing one issue with another. And sadly, that could very well happen here.

  • @SleepyLunatic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542087#Comment_3542087

    And always assuming everyone is in good sports and innocent is better you think?

    What do you think could mess with your life more?

    To be honest, I'm not entirely convinced OP isn't a troll either. But I find it best not to assume too much from the get-go. OP's post seems more uneducated than anything else, so sticking with the facts is enough to debunk their argument.

  • @Mr_pig2099 said:

    wow are they gonna buff another killer again?

    What, you'd prefer SM to stay the way she is? I'd take a killer that kills me in 20 seconds over a killer that holds me hostage for 50+ minutes any day.

    Also, it won't be a simple buff or nerf. Her concept is fundamentally flawed. She excells at holding a 3gen and defending totems. She isn't weak at the moment and the devs know that (No doubt she has a pretty high kill rate. Nobody wants to play against Chess Merchant after all).

  • @Aven_Fallen said:

    Personally, I would say - yes, it should be considered cheating. First thing of course because not every platform can do this, so it gives an advantage. Second, simply because the Devs have designed things like they are for a reason, you should not make the game super-bright (or elements of it like Scratchmarks or the Red Stain) to gain an advantage.

    However, I dont really think it can actually be detected, so you would only be able to punish those who stream the game with it or post pictures with it. Not ideal.

    I very much agree. However, I would like to point out, that there are some instances like Freddy's Dreamworld and Dredge's Nightfall, that can make your screen so dark, that it might as well turn pitch black. Have you seen how bad the Grim Pantry can be? It get's so dark down there, that even with the most optimal lighting (no light at all) you'll have trouble seeing anything (even scratch marks). And it gets worse with slightly unoptimal lighting. This is definitely an issue because it also causes eye strain.

    Also, there is no denying, that some maps would look way better, if BHVR would just change the filters (looking at you, Haddonfield and Coldwinds).

    I'm also pretty sure they can't actually detect filters. Because these filters don't alter your game files but they affect your screen.

  • I've seen suspiciously more coins than usual and 2 groups that thought they were funny for still using the exploit and holding me hostage. But I haven't seen people do it without a flashlight yet (to which I'm infinitely grateful).

  • @Mr_pig2099 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541649#Comment_3541649

    okay. thank you for pointing out those things. and i was wrong for bringing up killer perks should be nerfed as well.

    there was no real point in these as it was justt pointed out to me that survivors are and have been overpowered for the longest of time where they can insta gen and do 1 sec heals.

    i am at fault for playing the game without knowing that these are things that i can do with the perks available.

    i will try to learn all these things so that i can do insta gens and 1 sec heals every time as well. If i had only known that this was possible i would not have talked about balance and nerfing as survivors are already overpowered and killers are in an unfair state.

    Your opinion does matter when your opinion is what is asked for. But then you would also need to base it on something, if you want to contribute to an argument. That's not what you did and that's why your opinion is getting dismissed.

    Imagine, if I called for survivor nerfs and said: "In my opinion survivors should only move at 80% of their current movement speed, gens should be blocked for 3 minutes at the start of the trial and windows should permanently block after 1 vault." You would rightfully point out that this is ridiculous and that I would have to make an actual argument and explain how this opinion was formed for it to add anything worthwhile.

  • The idea isn't so terrible but constant aura vision in the boon is too much. It makes mindgaming completely impossible and the 2% speed penalty will amplify that further. So the killer is forced to snuff the boon every time. The problem here is that the boon can be reset an infinite number of times (let's be honest, nobody runs Shattered Hope) and the killer won't always know where it is.

    Also: second floor boons. 💀

  • @antag0nisticw0mble said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541498#Comment_3541498

    Ok then make nowhere to hide only work at the generator you kick. Now killers can't abuse it with high mobility killers like nurse, demo, blight, xeno, freddy or onryo

    Wait, what? I mean, I can see that being a problem on Blight (maybe?) or Nurse but the other killers you mentioned gain very little from it. And Nurse and Blight have their own issues. I'll assume you combine it with Lethal Pursuer to give you 7 seconds of aura vision.

    Freddy has to channel his power for 3 seconds and you would also need to look at the gen you want to teleport to and start looking around after the teleport (about 1.5 seconds). So you'd have about 2.5 seconds of aura vision once you're there. Which would only tell you that there are survivors nearby, which you would know anyway because of scratch marks. And this assumes that you always have the teleport ready and use it to get to a gen that survivors are working on, which would mean thar you already where they are. So I fail to see how that would be good or even strong.

    For Demo, the math is even worse (even with pre set portals). So again, not good.

    Sadako might get some value out of it but that would presume that the TV she wants to teleport to isn't turned off and even then she only has about 3.5 seconds of aura vision left when she arrives (at best).

    And for the price of 2 perks, I don't see how that would be problematic. It's so minor, that they could nerf it but I don't see any reason why they should.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541740#Comment_3541740

    Yeah, outside of a few tiles that just don't favor blight using his power in the game there is typically always something you can do bar a straight lack of collision to use. Coldwind long walls I noticed always lack collision on 1 to 2 sides majority of the time, but even then the hug tech allows me to play around that to an extent.

    I really feel for billy players, what's enjoyable for me about most killers is being able to use your power skillfully and often. There are so many things in the game where even a great billy just has to m1.

    I just don't get how the devs can leave him where he is atm when every one loves this killer. I wasn't around before they nerfed him but wasn't the only problem a few overtuned add-ons and the general skill level of survivors being even worse back then? I just hope blight only gets his add-ons hit hard and they don't billy his base kit into something clunky.

    My theory is, that they nerfed him mainly to promote Bubba (yes, I do wear a tin foil hat) and didn't really know what to do with him after.

    A lot of Billy's issues come from the game that has changed around him, while his kit stayed almost the same (besides some nerfs that made him more clunky). I remember the old Coldwinds and while they weren't great from a balance perspective they sure were better than they are now for Billy. But this is something that they can't really fix without going back to more simplistic maps, so I don't blame them for the mess they got themselves into with this killer. Red Forest is another example of this.

    I think Blight could use some very slight nerfs to his base kit too. Just enough to allow them to design actually useful addons for him, that don't completely break him. In my opinion his base kit is pretty much the max strength a killer should reach. But I definitely agree, that butchering him à la Billy would not be the right move.

  • Uhm... Chief, there seems to be a misunderstanding here. Fast vaults were NOT nerfed! They were first buffed, which created a number of different issues and then reverted. Unfortunately one of the bugs that came with the buffed fast vaults was carried over. BHVR are aware of this and currently work on a fix.

    Second, survivors didn't heal too much. They healed too fast. When a killer invests at best 15 seconds (very, very optimistic) to get a hit and a single survivor can heal themself in 5 seconds multiple times per match, then that becomes a problem.

    Flashlights are not disabled because they are too strong. There was an exploit, that enabled survivors to glitch themselves into lockers and become completely invincible by using flashlights. This allowed them to hold the game hostage. They are not getting nerfed but fixed. So crying about this is completely unwarranted.

    Almost all veteran players agree that maps in general are problematic because they are too big and too stacked with safety zones. Complaining that maps are too small shows that you have not yet experienced what large maps actually mean for killers. Killers did not get any speed buffs in general either (except maybe Waterlogged Shoe Hag?!). Which further contributes to why big maps are problematic. Survivors still move at the same speed as always. And currently the pacing of this game is a lot faster on both sides. Survivors have more ways to speed up gen progression and killers have less ways to delay gens than a few years back. The 10 seconds extra per gen doesn't compensate for that. Instead you will see killers playing hyper aggressive and do everything in their power to keep chases short.

    Cosmetics do very little when it comes to giving one side an advantage. There is the meme of the P3 Claudette but that's about it. Most killers can easily be spotted from across the map and equipping an easy to spot cosmetic is a choice. Don't do it, if you don't want to.

    I'm also not sure how running aura vision is cheating? Survivors have an item that gives them on demand aura vision in chase! So complaining that a killer runs aur perks is a bit weird. Unless you mean actual cheaters. Like people who fly, move at the speed of light and do gens instantly.

  • @JustAnotherNewbie said:

    It will be, you forgot that UW synergizes incredibly well with Dead Man Switch. To say this perk is overtune would not be enough. Just watch as we're gonna be getting Eruption tier "counterplays" and how actually it's not an op perk and MfT can counter it cause it buys you more time in chase etc. etc.

    I'm not sure I would call it overpowered but that is regrettable. I guess they could change it, so that the killer gets the notification but the survivor doesn't let go of the gen. I just hope they don't change it to aura vision. It's refreshing having a perk, that gives you a sound clue when it activates for a change.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540915#Comment_3540915

    I get why it happens and it's just sad. I've gotten one really good billy as survivor and that was a fun experience. I've always thought and said that the more maps they make that are bad for blight for one reason or another are far worse for billy. When I played garden for the first time that was my first thought. I hope they make a return to billy sometime with a really good change to his kit.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541033#Comment_3541033

    I think it's just rare to run into an experienced billy in the first place, people just try billy in their early killer days. I feel you though, I have only run into one blight I would consider good in all my time playing survivor. All the other ones are typically running c33 to supplement the fact they aren't good(at least yet).

    I'm not sure that's the intention behind maps like Garden of Misery but it is true. An experienced Blight will find ways to overcome these issues. An experienced Billy will either go for a M1, leave chase when the setup is too strong or try a million times from different angles, with different timing, positioning and mindgaming until they either get you or the game ends (me 💀).

    The problem is that Billy cannot really readjust in the way that Blight can. Take Haddonfield for example. These houses are an absolute nightmare for Billy but they are somewhat manageable for a good Blight. You vault a window? Well, Blight can follow you, catch up and maybe still get a hit. Billy will have to stop his chainsaw and try to catch up to you again. Which is more than likely going to end the chase and reset the house. And the only solution to that is Bamboozle (Hex: Crowd Control is too unreliable).

    They did say that Billy was on the list of killers to receive some changes and after the massive amount of backlash they got when they tried to nerf Engravings I think they know that this is a killer, that many players are passionate about. Which, in my opinion, makes it more likely that they will look at the feedback these players gave them and go from there (copium). I would already be happy with a little bit more speed at base and a rework to his overheat addons (they are all completely useless now).

  • @Mr_pig2099 said:

    really? you want to nerf MFT but not perks from killers? you only play killer i gather.

    What killer perk would you like to see nerfed and how? Because right now there really aren't any overpowered killer perks. MFT on the other hand? 3% haste as a reward for messing up and a secondary Endurance effect is a bit much. Especially, when you consider that Bloodlust is a thing in this game. And with good reason at that.

  • @Pulsar said:

    Hopefully they fix her lore, animations, power, look and sounds.

    You and me both.

  • @BlueRose said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541347#Comment_3541347

    To be competely honest it can be worse in a few ways. They could do nothing for her chase and just nerf her 3 gen stuff meaning she could be so weak that Trapper would be stronger than her or they could pull Sakoro and somehow make her too strong and easy to play as. I bet ppl said the same thing about the sakoro rework.

    I see where you're coming from but we are talking about a rework. Not a simple nerf or buff. So they won't just tweak a few numbers. If they wanted to do that, then that wouldn't take as long.

  • @Alther_Primus said:

    Time to place your bets, will she be reworked in an interesting way that makes her healthier for the game or will she just get gutted to the point where No Mither looks preferable to playing as her?

    Whatever they do, it can hardly be any worse than what we have now.

    Edit: Ok, you're not wrong. I shouldn't jinx it.

  • @antag0nisticw0mble said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541288#Comment_3541288

    Your HITBOX still takes the same amount of time to move as a MEDIUM vault and that's the underlying issue.

    Fast vaults were originally fixed to correctly give distance when fast vaulting however that was rolled back.

    Go back to some old trapper footage you'll notice traps at a distance from a window to account for this but now we're back to how it was. You fast vault a window and the trap still gets you if it's against the window and btw when I say old trapper footage I mean like pre 6.0

    Wrong. This is either a blatant lie or a misconception.

    If that was true, that would lead to the survivor hitbox lacking behind considerably. With no chance of it fixing itself as long as the survivor doesn't stand still for a moment. That would even allow the survivor to glitch into objects momentarily. But that it is not the case.

  • How exactly is this new? Most of the time survivors weren't running around the killer hoping to get a flashlight save anyway because surprise they knew they would die, if they wasted too much time.

    I feel barely any difference in how long my games go. The game has been quite fast paced for a while. Although, I have seen 2 very obvious cheaters over the last 3 days (I can understand losing 1 gen in 60 seconds. Maybe 2. But not 3 with the next 2 mere seconds later.)

    Both sides are playable but it can sometimes feel like the game is terribly unfun. This can result in you playing worse and amplifying that feeling even more. The best you can do, is to take a deep breath, try to stay calm and keep playing as long as you're still enjoying yourself. If that is no longer the case, take a break and come back after a few days to see how you feel. It happens to the best of us and there are almost no long time players that have never taken a break from the game.

  • @antag0nisticw0mble said:

    Yes they do result in different animations. But the hitbox for fast vault is still the same as a medium vault. This is the real issue that needs to be addressed. To hell with the animation. Why do we have fast vaults if it's just going to count as a medium.

    First off, male survivors do get more distance. It's not only a visual bug.

    Second, fast vaults even on female survivors right now are different from medium vaults. For female survivors it is true to say that they get about the same amount of distance for fast vaults and medium vaults, however the fast vault is still considerably faster. A fast vault takes 0.5 seconds while a medium vault takes 0.9 seconds. So a fast vault is almost double the speed. This also means that the hitbox is in fact not the same because it moves at a much quicker pace.

    Fast vaults on male survivors give you more distance as well. You can stand still behind a window and the killer should not be able to hit you (granted the game doesn't do a funny).

  • You do realise that this did not happen due to the tail attack, right? They were using the iri addon.

    If Xenomorph's cooldown wasn't bugged, then I'm pretty sure they would have been too far away from the pallet to get stunned, which would have countered them. They are aware of this issue and they are working on a fix.

    What Peanits was responding to was the general framing that the turrets are best left ignored because they don't work anyway. So not only did you pick an example that only came to be because of a bug but you also responded to something unrelated to your clip.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540915#Comment_3540915

    I would agree that Overheat can be removed because it does not serve any purpose anymore because it was watered down a lot.

    However, when it was implemented, I think Overheat was a good thing. If you are good with Billy, you wont notice it anyway because your Chainsaw will most likely only need to cool down while you carry Survivors to the Hook. And a punishment for missing too many chainsaws was fine IMO. However, in retrospecit, I think removing Chargetime and Cooldown might have been enough. Because the bad Billy-players who got rewarded with Chainsaw Hits where those who had a combination of Chargetime and Cooldown (mostly Tuning Guide and Thompson Mix) because there was not really a punishment for missing. So the fact that those got removed probably would have been enough already.

    But I totally agree with the Maps. Some Maps are just horrible for Billy because of all those little twigs and things which stick out at loops where you bump into. Also since they reworked his animations, he does not really feel good and Shadowborn is mandatory for me.

    IMO if they fix the FoV and shrink his Chainsaw-Hitbox a bit (it is massive, makes it easier to hit Survivors, but also easier to bump into things), I think this would already help him a lot. And I think this would help more than removing Overheat or changing his Add-Ons.

    That was more so the case before the most recent change to overheat honestly. I mean, it feels great getting to use your chainsaw in loops constantly without worrying of the overheat but it comes at the cost of much quicker overheat when traversing a map. You used to be able to do at least 1 1/2 laps around a map before you overheated. That is sadly not the case anymore. Now you overheat pretty quick even for just 3/4 of a lap. This doesn't really have anything to do with skill, so you can't really avoid it. I guess this not going to matter for much longer, seeing as how it becomes increasingly more difficult to get around the map without Dad's Boots or Spiked Boots (just compare Red Forest before and after the rework).

    As far as I am aware it was initially implemented to counter camping at least by a bit. That is no longer the case, so I don't see any benefit in letting it in the game. I never got to experience the old Billy addons first hand but I saw some videos about those and it's good that the charge time addons don't exist like that anymore. But it's also no secret that his current addons aren't great. He has some good and a few decent addons but more than half of them are either incredibly situational (both iri addons, Black Grease, Tuned Carburettor and Leafy Mash), completely worthless (Off-Brand Motor Oil, Junkyard Airfilter, Punctured Muffler and Pighouse Gloves) or undertuned (Steel Toe Boots and Mother's Helpers).

    Maps are mostly the reason why Billy has fallen from grace so bad. He doesn't deal too well with massive amounts of pallets, indoor maps, clutter, hitboxes, unique loop shapes and many filler loops in general. We keep complaining about maps but let's be honest no matter what happens, BHVR are not going to go back to 2017's maps, which as terrible as they were benefitted Hillbilly. So most of these problems will only get worse and are amplified even further by the removal of Skybilly which could help with some of these issues (at least in theory).

    I agree that they should do something about his FOV. Even with Shadowborn the chainsaw takes up so much of your screen, that it's easy not to see a survivor or object right in front of you. The thing about Hillbilly's hotbox is that he does have seperate hitboxes for survivors and objects. His hitbox on survivors is actually not that big. I know this may seem weird because some hits he can get look weird but this is mostly because of how survivor hitboxes actually work. The hitbox of a survivor doesn't perfectly fit their character model. The survivor is leaning forward while running but their actual hitbox is centered right above their feet.

    This is also why some of Huntress's hits look so weird even with low ping on the killer. It is further proven by the fact that there are some ways to bodyblock a Hillbilly while he is using the chainsaw. When this happens, his chainsaw hitbox doesn't connect with the survivor but his body's hitbox does. So he can't bump or hit because the chainsaw doesn't connect but he also can't keep running because his path is blocked. This causes his chainsaw sprint to end after a short time. There are multiple ways to do this with 1 very consistent option.

    I'm not certain that changing his collisions with objects would really solve the issue either. It would help but seeing as there are for example the vines on the walls of Eyrie's main tiles with hitboxes as thick as half your character model I doubt the issue would go away. I've tested these hitboxes excessively using the M1 to get an idea of how they are actually shaped and it's pretty damn terrible.

  • @Sava18 said:

    It's unfortunate that 8/10 billies i get just start hard proxy camping by 2 gens. Has really soured my opinion of him to an extent.

    That's the logical consequence when BHVR nerf his mobility with the overheat adjustments, invisible walls to prevent Skybilly and unnecessary clutter on most maps, as well as maps like RPD that have exactly 3 spots to use the chainsaw for mobility (outside, main room and the corridor in the east), all while buffing his camping capabilities and creating more and more maps with loop shapes that make it almost impossible to play around with the chainsaw (looking at you Borgo, Eyrie, Garden of Misery, Toba Landing and Nostromo).

    I (and many others) warned them, that this would happen, if they keep nerfing his mobility. At this point, they should just remove the overheat mechanic. It doesn't serve any healthy purpose anymore and there are other killers (like Xenomorph) who are allowed to use their mobility constantly as well. It would also bring back Driftking Billy.

  • @WaveyTrey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540890#Comment_3540890

    You can with MFT. Everyone I faced over my vacation this week had Haste, which they get just from being hit. Minimum of 2 MFT per match. If anything she’s evening the odds, and that’s only if survivors hack her drones.

    I finally got what I call a Hex Killer. I can dedicate to using Hexes without constantly worrying about them being broken whenever I decided to chase someone for more than 10 seconds. Without needing Undying to keep a particular perk around.

    Great. You can play against her and not feel like you're screwed no matter what as long as you use a perk that is argued to be broken and will likely get a nerf pretty soon. And only, if she doesn't use specific addons or changes her play style...

    I don't like these oddds.

    @WaveyTrey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540890#Comment_3540890

    If “fun stuff” for survivor you mean loop around the same spot? Then pallet toss when BL starts? That isn’t fun. It’s really boring. With Windows I do this all the time as survivor since I get an idea of tile layouts with it.

    Forcing survivors to move away from strong loops like that means survivors have to use more of their brains. To think of where you want to take the killer quicker than they normally would. Again, with MFT that is so easy to accomplish. Survivors always reach spots they wouldn’t have, or must find 2 strong loops that connect. Even when I play Skull. Heck, I use MTF, Dark Theory, and Windows. I can run the killer all day before they realize I’m way too fast.

    What I meant was playing around pallets and structures. Mind gaming, faking and outsmarting. All of that doesn't work when one is just way faster than normal. I hate when I get equalized to a bot. And that is exactly what this killer does. You don't have any complex plays against her. You don't get to mind game and chase like you do with other killers because you can't play around her power. Instead you turn off your brain and do exactly what a bot would do without ever thinking about it.

    Play her, if you must but don't expect other people to like it. In my opinion she is the single most unfun killer to play against and playing as her (for me) isn't any better.

  • I'm more shocked by the fact that this absolute specimen of a Billy player curved without Shadowborn.

    That's something I still struggle with. And I have more than 9k chainsaw hits by now.

    Anyways, good for you encountering a good Billy.

  • @WaveyTrey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540022#Comment_3540022

    After I made the Devour Hope build on her I don’t do anything else. I have to chase, and down players to get stacks. 2 drones for her totems. 1 for a gen. 1 for chases. Players still get to do gens. Players still get to engage in chase. It’s fun being able to Mori at the expense of some gen pressure sometimes. If you play her right it’s often that she gets 5 before all the gens are done.

    Complaining about her 3 gen lock is like complaining about tunneling/camp. It works. So that is what people will often do. Is it fun? Nope. I’m sorry most experiences with her is awful, but that is a player issue. It just proves how toxic the player base is. She can do all kinds of cool stuff, but people love to choose no brainer strategies in DBD.

    Tunneling and camping progress the game, so that isn't really a fair comparison to playing Caitlyn 3Genner.

    And honestly, good for you if you enjoy her with the Devour build but it still isn't fun to play against. You get to do gens. But the actual chasing part? That is still the same. She finds you, sets up a drone, you leave the loop, rinse and repeat until you get hit. Occasionally you might predrop a pallet but that's about all that will happen. You can't really loop against a killer that basically has infinite blood lust. So you also can't do any of the fun stuff in chase.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540780#Comment_3540780

    Its almost like people WANT to play against nurse blight and spirit every game.

    And Wesker! Don't forget Wesker. We do love Dead By Wesker.

  • Oh no, why do I always face the same 2-3 killers? I know, let's nerf STBFL. That will definitely make more people play different killers.

  • Let's see. When I started playing they released Twins. Back then people weren't too happy with Twins either. Then Trickster. Who is also hated by many people. After that, we got Nemesis. A killer that is very oppressive in chase but can be countered when survivors play smart and treat him similar to Oni. Doesn't change the fact that many have complained about him being too strong in chase.

    After Nemi, they released Pinhead. A killer with a chasing power that is a bit less oppressive but a secondary power to balance it out. A nightmare for solo queue players and also not very popular among survivors. Then we got Artist, who really can't be looped. A chase with her plays entirely different, which is why a lot of people hate playing against her too. Sadako on release had basically no chase power at all (apart from trying to mindgame with her passive phasing), which forced people to find different ways to play her. Which again, people complained about.

    Dredge was the 6th anniversary killer and on release he wasn't received quite so poorly. But now you have people complaining about how it is impossible to loop Dredge because of the Remnant. Wesker was pretty well received at first. But it didn't take long for some people to claim he was stronger than Nurse and impossible to loop. On top of that, people didn't like playing Dead By Wesker. Knight is another killer, that similar to Artist can't be looped. Instead you need to treat him different and maintain distance. He isn't very popular among survivors either.

    Skull Merchant was released without a real chase power, which forced players to play her in a more territorial kind of play style. With her rework she got a chase power, which makes her unfun to loop because it doesn't really work when the killer gets a random speed boost and further cemented Caitlyn 3Genner into the game. Most hated killer in the game. The 7th anniversary featured Singularity. A killer, who can teleport to survivors, forces them to do a side objective and can't be looped or delayed for long, if played correctly. I've seen people complain about that too.

    And now here we are. With Xenomorph. A killer who has a great chase power with counterplay via turrets and mobility. There are a lot of complaints about Xeno too.

    It's almost like there will always be people complaining about a new killer. You can't have a killer with a weak chase power, that doesn't have a pretty unfun second power. Sadako is proof of that. And you also can't have an extremely oppressive chase power without people calling it unfun.

    Not every killer can be Trapper without traps. This is not how it works.

  • The idea is interesting but this would probably change core game mechanics. Imagine if you could use a crawl space while in chase with a killer. It could also be used to hide in places where the killer has no chance to find you.

    It's a bit hard to think of a way to introduce something like this without making some huge changes to the core game.

  • @CatnipLove said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540578#Comment_3540578

    I totally agree with them adding the FOV slider. It's just a shame that a genuinely fun mechanic will die in the process.

    I play with Shadowborn in almost all of my killer games and some FOV techs are still possible. Harder but possible. And the ones that don't work anymore are the same that don't work on experienced killers anyway. So I think the difference will be almost unnoticeable.

  • I'm not sure what has been going on with matchmaking but I've also had some survivors that played their first match against me. I'm not a professional DBD tournament player but that shouldn't happen. One game it was the other way around. I have 2.3k hours in the game and consider myself to be somewhat decent but I can't keep up with a 30k hours SWF that runs their strongest builds on a map of their choice. At least I got to have some fun chases against these guys and they were pretty good sports.

    I've also noticed this when I play survivor. I'm beginning to suspect that it's not caused by backfilling because if it was, why was it never this bad before? I had a Legacy 3 Dwight with 7k hours as a team mate the other day, who could loop the killer for days.

  • That's about the gist of it. Besides laziness and a very strange idea of how solo queue should work. The problem is less solo queue and more players.

  • @CatnipLove said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540500#Comment_3540500

    It would be nice if all the BS in the game got fixed, so we could all just run whatever perks sound fun, instead of running builds to deal with the BS.

    The difference is, that we are talking about an accessibility option here. it's a lot like the visual TR, which was locked behind Spine Chill before.

    If you stretch it out too far, then you would need to get rid of perks all together because there is always going to be a meta. You can of course pick different perks but it's not surprising that they might not work that well.

  • Hillbilly. There is something immensely satisfying to play a killer that in theory always has his power ready and can go for creative high skilled, highly rewarding plays. He has a relatively low skill floor as you can always try and use the chainsaw for mobility, play M1 killer in loops and only go for back revs. He also synergises quite well with a number of different perks. Mind games can be used to make his power more effective and when you can pull off a new curve, mindgame or other trick it feels incredible. I would be lying though, if I said he didn't have his issues. He is probably the most frustrating killer to play, relies heavily on addons and the perk Bamboozle, one of the hardest killers and his counterplay is comparatively easy. Hillbilly's outfits go from pretty cool (Milk Man) to pretty boring (recolours) but there is something for every occasion. For example you can make him look a bit goofy when using a meme build, scary when using a stealth build or more serious when playing normally.

    Leatherface. He is a bit similar to Billy in his abilities in chase but plays a lot easier, less addon dependent, much harder to counter, less frustrating to play because of it and he allows the player to sit back and relax while playing. Surprisingly Leatherface also offers ways to improve (like learning how run around loops as tight as possible without triggering a tantrum) and mind game while using his power. So he isn't quite as straight forward as he may seem at first glance. I very much like Bubba's tux and his prestige face. It's a shame that the faces of original survivors are no longer available. Meg's face even had lipstick on it and it looked so funny.

    Freddy. As weird as it sounds, I like that you always know what you're at when you play as him. You don't need to worry too much about different maps, perks, setups and survivor play styles. You are in a pretty bad spot anyway, so it makes little difference. You play M1 killer without a power for most of the match and need to win simply by playing a lot better than the survivors. I also like the visuals of the dream world on some maps. When it isn't pitch black that is. As well as his animations. I don't know what it is but his weapon cooldown animation for a successful hit is weirdly satisfying. Can't really say much about cosmetics here. His prestige weapon is nice.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540471#Comment_3540471

    Killswitching a map is removing it from rotation. The devs are not going to killswitch Garden of Joy, because it's working as intended.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540028#Comment_3540028

    Because it takes time to rework a map and it might not be higher priority than content and changes they are already working on. Not only do they need to redesign the tiles and how they fit together, but also remodel and retexture everything they end up changing.

    It was definitely on the list of priorities when it was released, so the fact they didn't change it back then can't really be excused. After that, they have seen the tons of negative feedback to this map. They reworked Shelter Woods and the Red Forest maps instead. Kind of makes me question how they make these decisions.

    The Shelter Woods rework I'm fine with but Red Forest somehow became worse than before. So they still don't know how to create balanced maps. The last 2 additions are mostly alright but there is the possibility of RNG spawning some ridiculously overpowered setups. Like 3 windows all lining up and connecting to a main tile surrounded by more filler pallets.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536756#Comment_3536756

    Whatever makes you sleep at night.

    It is very much a solo survivors. You cannot gut self-healing to encourage altruistic healing and act surprised the ones suffering are solo players.

    Nor leave strategies like camping, tuneling, slugging and 3-genning in the game and say "survivors" just bad when the game offers you no baseline option to co-ordinate anything (currently you can only co-ordinate Adrenaline because of the UI) unless you bring specific perks which hurt your chasing or gen potential.

    If this was true people would not be crying about SWF that might not be great but can get by on teamwork for the most part. Solo survivors have to be unfairly good at all aspects of the game to get a 3+ man out and sometimes even bad killers can clutch wins cause co-ordination is lacking.

    I started a DBD clone almost 2 months ago and I've ranked both solo and with discord. The difference is insane. I could be looping for 2-3 gens and whether I can talk with people or not can still greatly impact the result of the game even when in that game you can still communicate some rudimentary stuff with randoms unlike DBD that makes no effort whatsoever.

    DBD survivors in comparison are a lot weaker than Identity V survivors, and the killers here have regression perks while the Hunters there don't (since it's hard to compare if killers or hunters are stronger comparatively).

    To get a random team of solo who can beat a 1k+ hours Blight/Nurse etc. should not be considered the baseline for solo survivors and call anything below that bad, it's really uninformed and greatly diminishes the efforts of the survivors as well as their accomplishment in such a case. Imagine the game sense it requires all 4 to have to accomplish that without being able to say "take over this gen for me", "I'll go for the save" etc. ANd the maps are a lot weaker on DBD as well.

    I must be playing against way more SWFs than I thought, then. And I also must play in a SWF as a solo survivor. I never realised. Weird. But I guess you know better.

    Healing is not dead! Anyone claiming that has either no idea what they are talking about or they just lie. 2 years ago people knew that there were perks for everything. And there also was a mutual understanding. You run certain perks to help you in different situations. If you need 4 chase perks, that shows how little you actually know about looping. So instead of blaming everything on solo queue being weak, maybe try to actually learn the game.

    How many chase perks do you actually need? I'm not good at looping myself, but for me 2 chase perks are more than enough. Anything more and I sacrifice something else. This is how it works when you have a limited number of perk slots. You can't expect to run 4 chase perks to extend chases by so much that the killer would definitely lose, if they go for too many hooks (45 seconds chases are BHVR's idea of balance) and have them playing nice.

    Before 6.1.0 survivors were forced use BT and DS pretty much every single game. That wasn't great but it was how the game worked. Because back then survivors and killers understood, that if they didn't bring perks for specific situations they'd be screwed when the situations occured. You expect the killer to use information perks, if they have a hard time finding survivors and slowdown perks because otherwise the game is over before they can really do anything but yet you refuse to do the same.

    Killers can definitely clutch wins. Just as survivors can. Have you ever had a killer game where you ended up with 4 hooks at 5 gens and 20 seconds later you had 4 at 1 gen left? These things happen. It can also happen, that survivors rush their objective and start dropping every pallet on the map without taking the risk of actual looping. And at that point most killers just lose because they can't end the chase quick enough and they can't slow the game without ending chases.

    I speak from experience when I say that solo queue is nowhere near as bad as it's made to be. In 6.1.0 we had kill rates of roughly 60%. That was during where you had someone hook suiciding in every single game. So I think it's fair to assume that the actual win rate would be a little bit lower. By how much I cannot say. Since then, there were more horribly bad maps and the strongest killer perks were killed. Eruption is still ok but it's only a shadow of its former self. And CoB and Overcharge are absolutely useless now. Pain Res is also not as strong as it used to.

    The HUD is one of the biggest game changers the devs have ever introduced. You see your fellow survivors working on objectives, you see when they get chased, you see their progress and by using the perk "Basic Human Deduction" you can gather even more information. Like someone going for the unhook. Most solo survivors I've come across generally know these things and use them. If you can't do that, then that is a player issue. And this is what most so-called solo queue issues come down to. You do not need a lot of game knowledge or skill to use some basic tools in this game.

    There is always a perk to help you in different situations. How hard is it to switch perks, so that you have tools to help you where you struggle? And if you struggle with too many things at once, how is that problem with the game? That just means you are not very good and haven't developed some basic skill yet. Instead of blaming everything on solo queue issues, you could start focussing on improving at the game. This is the same advice that killers are given when they have a rough match. Just get good. Because at some point, that is all there is left to say.

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