Avatar

ays12151

ays12151

About

Username
ays12151
Joined
Visits
0
Last Active
—

Comments

  • I think Overdrive mechanic is completely fine. One thing that needs a nerf on Hillbilly it's his intial turn rate - it's 1 second - previously it was 0.75 seconds, so they should bring it back to 0.75 seconds and he would require much more skill on the loops and he wouldn't be that oppresive.

    I really don't want Overdrive nerf, because I don't like Engravings. With nerfed Overdrive, Engravings may be a must have Add-On sometimes.

  • I have 6200 Hours in the game and I'm a Killer Main. I'm even a Bubba Main.

    Increased hook phases are good and bad in the same time. It's hard to tell. If it gonna push Killers to play more for chases and apply pressure - that's great. Removing camping & boring Gameplay is very good idea. But in the same time it makes Killer harder to punish Survivors for their mistakes and late reactions. After hooking a Survivor, Killer is going away to get another chase. He played well and ended chase quickly. Survivors choosed to stay on the Generator and they finished the Generator before going to unhook and these additional 10 seconds give them opportunity to get a trade or even safe unhook. Just an example where Killer wanting to apply pressure in fun way and play for chases is punished and he can't punish Survivors for their mistakes. Like I said - it can be bad - it can be good. Personally I wouldn't change hook timer, but okay. I think adding Kindered Base Kit & Corrupt should be the next step.

  • I hope I don't need to make another 30 posts about the same problem to actually being noticed by BHVR and get the bug fixed…

  • Add Base Kit Unbreakable I guess

  • This Gamemode is Survivor Sided as the whole game, but who cares to be fair. There is no MMR, so balancing aspect doesn't matter at all. Let's just have fun with you mate as Killer!

  • @crystaldbag said:

    2 killers vs 8 survivers you can have 6 people rushing gens and 2 people taunting the killer and the game is over in mins... no way to stop it, because you can only go after one person at a time. Like, if you could pick any killer and your own perks it might be possible but right now its garbage.

    someone has skill issue - okay - I think it's Survivor Sided like the whole DBD, but the mode is very fun and you can dominate as Killers

  • They should bring back generators time to 90 (or 80 seconds).

    70 seconds Generators are kinda fast… but the mode is very fun, so I don't care 😅

  • It is Survivor Sided, but it doesn't matter, because MMR doesn't exist and even when 1 side is losing - both sides have fun.

    People that say this Gamemode is garbage are just weird and they will never find happiness in their life… Sorry.

  • @Kuris said:

    Basically - everything is bugged and DbD needs a quick and effective Bug Fix… Not in 1 or 2 weeks - it should take max 2 days…

    Wow I cannot wait to see what incredible programming hack you have unlocked to magically fix bugs in a much faster timeframe. These things take time.

    Every different single game can fix gamebreaking bugs in few hours… BHVR needs 1 week and afterall they make it even worse… Like cmon man…

  • It's annoying when a bad player can loop you kinda long, because he is using Windows & Lithe together. That's all what I wanted to say.

  • @Yippiekiyah said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760715#Comment_3760715

    Well these forums spent years telling us SB was better than Lithe, so only fair it gets nerfed too.

    Sprint Burst is the best perk in this game, but when used properly. So only very good players understand that.

  • @Nun_So_Vile said:

    This thread reeks of skill issue. Nothing really to see here.

    I can reach 200 Win Streak on Bubba against these Lithe / Windows Of Opportunity players, but it's just boring and it feels like they can make you suffer without even thinking about making a play or using their knowledge (if they have). That's the problem. Perks like Deja Vu / Windows / Lithe are most boring perks Survivors can use. They just turn off their brains by that, but they can make suffer many - even good Killers, because these perks (Lithe e.g.) are too easy to use and too strong.

  • @Alionis said:

    I doubt that that is a bug, because it's how they coded the tantrum mechanic to work.

    Before 8.0.0, the power gauge had a capacity of 5 charges. Revving the chainsaw would add charges and stopping to rev would remove charges.

    Why is it 5 charges? Because the tantrum lasted 5 seconds. These two are linked. When you enter a tantrum, you are effectively decharging the power gauge. By default, charge and decharge rates are 1 charge per second. 5 charges divided by 1 charge per second equals 5 seconds.

    If the devs want to change the time of the tantrum, they have two options from a coding POV: reduce the charge capacity or increase the decharge rate. The former is easier to code, so they did that: reduced the power gauge to 3 charges. It has the desired effect of reducing the tantrum down to 3 seconds, but as a side effect also makes it so you hit the limit quicker when revving chainsaw.

    So, IMO, this isn't a bug at all, just how it's coded.

    Basically the code isn't correct and it needs to be changed. In my opinion something that isn't coded correctly is a bug, but okay.

  • Exhaustion Perks are very limited? Hahahahha. I will not comment that.

    Additonally, "sneak up on them" - yeah with Sprint Burst of course… The best perk in this game. While used properly.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760704#Comment_3760704

    "nowadays"? Compared to when? Since basically all new maps and map reworks opted for a) fewer pallets b) unsafe pallets c) breaking up strong structures to make them extremely weak.

    I get what you mean; though the original ("Sometimes I don't commit to chases after Lithe usage, because usually
    they used Lithe to get a good place to loop and then they can use this perk again… and again… and again.") read as though they use Lithe to get to a good place and once there they can use it again and again and again. Thanks for clearing that up though!

    As I said though: given how maps are, survivors rarely have a choice. They can either shiftW around a rock or in a straight line and be double tap - or they path to the one place that has a strong set up… for one chase. Or never get into chase to begin with by very generously pre-running or Lithing/SBing away in time. It's boring, I hear you, but given the alternative anyone who doesn't want to throw kinda doesn't have another option if they don't happen to be Spitz juicing a Z-wall.

    Maps are still hugely Survivors Sided even after many years. So many players think Macmillan or Azarovs are balanced, but it's not true. These are not that much Survivor Sided as other maps like Badham, Eyrie, Garden I / II, Blood Lodge 20 Pallets, Gas Heaven OP main etc etc. I can count more if you want.

    I said SOMETIMES i drop the chase, but not always. Usually I commit. But I think these perks increase the chase duration too much and it doesn't require that much skill or something. That's a problem.

  • Decent Survivor SWF don't need perks to counter Killers in Public Games at current state of Dead By Daylight.

  • @Halloulle said:

    If someone gets to use Lithe twice in a chase… then that's not because Lithe is such a good or OP perk. That surv could walk the cooldown off. That's a long time.

    But that aside: Personally I really dislike the SB/Lithe/BL-to-a-safe-place as well. - But more often than not I don't even see much of an option. I have slapped WoO on again, mostly to see if I'm going nuts or blind or if regularly I find myself spawning in on the side of the map where 3,4 and 5 (or whatever section of the map I find myself on) have the two pallets that always spawn in the tile and that's that. That's two pallets for a quarter of the map. Heck, there are times where I can count all yellow highlights on one hand when I am almost in the middle of the map. With resources that scarce the literal only option you have is to get as much distance between you and the killer as early as possible and hope they don't commit to the chase - and if they still follow, then juice that one pallet as hard as you can cause only five chases total get to have a playable pallet/tile.

    And once you learn to play like that on the maps that require you play like that, you play like that on other maps too. Especially if you don't have WoO and just assume that resources are scarce - even if they aren't.

    You don't understand. Guy couldn't use Lithe twice in one chase. He used is once and then Killer just left the chase, because it wouldn't be worth to chase specific area of the map with 5 pallets and 2 jgyms nearby. You get it?

    About Pallets - nowadays Survivors have so many Pallets to use except maybe Haddonfield and new map. Other maps are totally safe for Survivors. Many pallets, usually some jgyms, main buildings that are very strong and hard to counter etc etc.

  • @Legendary_deedee said:

    literally no counterplay and the survivors items stay on the ground forever because everytime you go back to pick up the item the killer will know. Like use common sense and once you pick the item up you’re oblivious meaning you won’t even know where the killer is coming from. Too strong needs a nerf or a rework.

    image.png

    Very strong combination - even Survivors without any perks can beat these useless perks (if properly countered).

    We had 2 items on the map (bcs you can get items from his chests).

    Stronggggg perks… need nerf… yeah yeah. 😆

  • @Legendary_deedee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760285#Comment_3760285

    Too strong needs a rework. All killers using this perk gets a 3-4k almost a close to a 80-90% win rate since this perk came out. Time for a nerf.

    You are not spreading facts, just your weird opinion. What are these stats? 🤣

  • @TerraEsram said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760008#Comment_3760008

    Twins in the PTB was a real monster, she was stupidly strong, and the buff Billy got make him way more powerfull than old Billy, they are not afraid, but sometimes, they don't know how to buff enough a killer

    And for bubba, the hitbox change was very good on him, you can't deny that

    Was good… but not enough… The same with Pig for example. She got nice buffs, but is it game changer? No.

    In the same time many perks receive huge nerfs and the buffs need to be much better to be fair

  • The changes Cannibal received weren't enough too. Still he needs to play The Beast's Marks Add-On to compete against better players. Nothing changed. It's so stupid they are so careful with bad / weak Killers, but if they decide to touch min A tier Killer they gonna add game changing changes (Chucky, Blight)

  • Perk is very good when Survivors don't try to counter this Perk and that's… good! There is no reason why perk shouldn't be more opressive, because Survivors are too lazy to counter the perk… The mentality of some Survivors Players is very questionable…

    If Survivors decide to counter this Perk, it loses to much Power and Killer just loses 2 perks slots.

  • Guys do you really think every Survivor team or soloq that plays Public Games will play serious every game? Your stats don't matter at all. You can play 10 games against a Survivors that want to win and you will lose many of them.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758173#Comment_3758173

    I wonder whether it‘s true. Maybe if it’s true then you played against bad killers, because your friends are low mmr.

    The game is the easiest it‘s ever been for killer and some people still struggle.

    Some people still struggle? If it's easier to play Killer than years ago, does it mean game is Killer-Sided? You guys completely miss the right spots to talk about it… It's weird.

  • This game is Survivor sided and nothing will change my opinion. There are not things that could do it.

    Today I played with my friends (not even that experienced players) without any perks & items. We won all 10/10 games. Even against Billy, Huntress or Blight.

  • Chucky is Top 5 or Top 6 easily.

  • Deathslinger should be 115% when the gun isn't ready to use.

  • Quiet Mode is so overpowered in my opinion.

  • Current Event isn't Killer Sided. I thought it was Killer Sided at the beginning, but now I can say it's kinda Survivor Sided. Quiet Mode is so overpowered. You can't hear even foot steps - it's insane.

    And Dead By Daylight at all isn't Killer Sided. Years ago Dead By Daylight was extremely Survivor Sided and now when it's slightly less Survivor Sided we can hear complaining…

  • Hillbilly is completely balanced at decent / high level. And that's good. One thing I would change is changing his intial turn rate time from 1 second to 0.8 seconds and that's all. This Killer against a better Survivors will struggle.

  • I see… People prefer to run against 4x Slowdowns Killer rather than some fun builds / aura builds…

  • She has 7 Hatchets at base kit, so she reloads Hatchets less compared to pre-buff Huntress. She has different strong Add-Ons that need a nerf or rework, not Fox.

  • I use this perk with Begrimed Chains on Bubba. Sooo good.

  • He still would be weak Killer though. Killer like Freddy should be able to use his Power everytime. Usually all Survivors are not sleeping. Survivors should be able to wake up only 2 times per game or something like that if we want make Freddy at least B Tier Killer.

  • @Blueberry said:

    Well for me to take comp seriously you'd have to have a lot of things filtered (however that would happen).

    -No tunneling

    -Balanced Maps Only

    -No syringe/styptic/BNP

    -Item limitations

    -No SWF

    NO Tunneling on highest DBD level? And no SWF? It doesn't make sense. You just would create strong soloq…

  • Players that play Event Modifier and don't bring Event Cake are kinda cringe for me. To enter Event Mode the Cake Offering should be needed to join in. Additionally, during the event everyone who brings different offering than Anniversary Cake (can be different year) shouldn't get additional Bloodpoints from other Cake Offerings.

  • Before everyone was complaining about unavoidable hits after crawling under the Pallet, so I don't really get it why are you saying he was much better before to play against & even as.

    My suggestion would be:

    • increase his Turn Rate or Intial Turn Rate after Scamper while using Slice & Dice
    • slightly increase his cooldown (by 2-3 seconds for example)
  • @ReverseVelocity said:

    Is the increased tantrum charge rate an actual nerf or a bug? I'd really appreciate a dev confirming that.

    They didn't anything in Patch Notes they wanted to change this Bubba's Power ascpect. On Wikipedia it says that it's Undocumented Nerf.

  • Hillbilly is a Killer which needs good coordination and communation from Survivor side. That's why many people don't like him - it requires something more than doing a Generator & sometimes rescue someone from the hook.

    But there is one thing I would change on him - his Intial Turn rate from 1 second to 0.75 seconds (revert) and that's all.

    I would also change his useless Add-Ons to something better.

  • Iron Will with Dead Hard will be very annoying though… We'll see.

  • Bugfix 8.0.2 and still nothing? :(((

  • In my opinion if BHVR would finally make MMR working much better, SoloQ wouldn't be bad at all. Sometimes SoloQ players are much better than SWF-s, because of pure skill. But yeah, if you put these "SoloQ" good players into Voice Call it will be very strong Team.

    About toxicity from SWF-s. There are many SWF-s that bring awful map offerings and that's already not good at all.

    Additionally, there are some SWF-s that abuse EVERYTHING they can… Like EVERYTHING. Toolboxes with BNP, Syringes, all meta perks and map offerings.

  • If you want to add Anti Camp Nerf for Bubba - first he need a very big buff to his Power - not the thing they added in 8.0.0 Patch - like really huge buffs or reworks.

    To be fair Hillbilly is better at camping than Bubba. With Overdrive 99% you can't even trade while not in End Game.

  • Remote Hook should activates after 2 seconds and it would solve the problem.

  • @UndeddJester said:

    I do have a question about this if someone wouldn't mind answering...

    I know Bubba's behaviour and mechanics have always been rather unintuitive and weird... I do play Bubɓa but I haven't played him long enough to have a proper feel for how he has changed.

    To my understanding with the buffs:

    • Chainsaw Sweep duration and window got changed from 2s to 2.5s. (Award Winning Chilli basekit).
    • Movement speed with chainsaw increased from 5.29 to 5.35 m/s. (Knife Scratches basekit).
    • Collision reduced to 10cm from 17cm.
    • Tantrum at base reduced from 5s to 3s.
    • Revving Tantrum build up time reduced from 5s to 3s.

    When it comes to this acceleration issue:

    1. Is this the same behaviour as before for Bubba's acceleration when using the chilli's? Or is this a new effect?
    2. If using the Beast's Marks make Bubba 5.43m/s, how does top speed affect acceleration? Does it have no effect and it takes the expected extra amount of time to reach max speed? Or does the acceleration to top speed go faster?
    3. Does Long Guide Bar (+2s rev time before tantrum) basically make Bubba the same as he was before, just with basekit Chilli and Knife Scratches, reduced tantrum duration and collision?

    With regards to the add-ons, I'd be interested in what you'd change, particularly in relation to chilli's. I remember your previous Bubba suggestions for add-ons were pretty good, and I wonder how those might change with the new state Bubba is in?

    I have some suggestions for Bubba.

    • adjusted acceleration time to 0.8 seconds always (was 1.5 seconds).
    • increased Chainsaw Sweep movement speed to 5.4 m/s (was 5.35 m/s).
    • increased movement speed during the Chainsaw's cooldown to 1.84 m/s (was 1.38 m/s).

    Add-Ons.

    Chainsaw File

    • Increases Chainsaw Revving movement speed by 5%.

    Homemade Muffler

    • Decreases Tantrum duration by 0.5 seconds.
    • After bumping into an object time required to recharge Chainsaw Charge is decreased by 25% for 10 seconds.

    Long Guide Bar

    • Decreases time required to charge the Chainsaw by 10%.

    The Grease

    • Decreases the Chainsaw's cooldown after missed Chainsaw Attack by 0.4 seconds per each Token used.

    Vegetable Oil

    • Decreases the Chainsaw's cooldown after successful Chainsaw Attack by 30%.

    Shop Lubricant

    • Breaking a Pallet with your Chainsaw immediately recharge one chainsaw charge.

    Depth Gauge Rake

    • Grants 1 additional Chainsaw Charge.
    • Increases time required to charge a Chainsaw by 15% (was 18%).
    • Removed movement speed penalty.

    Carburetor Tuning Guide

    • Removed movement speed penalty.

    Chili

    • Increases Chainsaw Sweep duration by 0.25 seconds (was 0.15)

    Award Winning Chili

    • Grants ability to start the Chainsaw Sweep with maximum speed.
    • Successful Chainsaw Hit grants 5% Haste Status Effect for 12 seconds.

    Rusted Chains

    • Successful Chainsaw Hit grants ability to see Survivors Auras within 20 meters for 6 seconds.
  • @UndeddJester said:

    I do have a question about this if someone wouldn't mind answering...

    I know Bubba's behaviour and mechanics have always been rather unintuitive and weird... I do play Bubɓa but I haven't played him long enough to have a proper feel for how he has changed.

    To my understanding with the buffs:

    • Chainsaw Sweep duration and window got changed from 2s to 2.5s. (Award Winning Chilli basekit).
    • Movement speed with chainsaw increased from 5.29 to 5.35 m/s. (Knife Scratches basekit).
    • Collision reduced to 10cm from 17cm.
    • Tantrum at base reduced from 5s to 3s.
    • Revving Tantrum build up time reduced from 5s to 3s.

    When it comes to this acceleration issue:

    1. Is this the same behaviour as before for Bubba's acceleration when using the chilli's? Or is this a new effect?
    2. If using the Beast's Marks make Bubba 5.43m/s, how does top speed affect acceleration? Does it have no effect and it takes the expected extra amount of time to reach max speed? Or does the acceleration to top speed go faster?
    3. Does Long Guide Bar (+2s rev time before tantrum) basically make Bubba the same as he was before, just with basekit Chilli and Knife Scratches, reduced tantrum duration and collision?

    With regards to the add-ons, I'd be interested in what you'd change, particularly in relation to chilli's. I remember your previous Bubba suggestions for add-ons were pretty good, and I wonder how those might change with the new state Bubba is in?

    1. Bascially after 60% of his first charge he reaches max speed. So acceleration time depends of first chainsaw token duration.
      Old Bubba at base kit could reach max speed after 1.2s (60% * 2s).

    New Bubba at base can reach max speed after 1.5s (60% *2.5s).

    So if you put even more Add-Ons to increase duration - the acceleration time also is increased. If you put both chilis - time required to reach max speed is increased from 1.5 to 1.71s.

    2. He just starts from ~88% instead of 86.25% and ends at ~136.5%, but the acceleration time is the same - 1.5 seconds.

    3. Yes it does.

    Before Knife Scratches could increase speed by 2.64% (bcs 2% * 132.25%). They added 1.5% speed, so it's not even Knife Scratches.

  • @Brightened said:

    I know killer players will be ENRAGED but it's a little ridiculous how frequently a killer can see us on the map.

    Just now I went against a killer with Lethal, Darkness Revealed, and Barb/Chili.

    Now all of the killer mains will come in here and be like "Run distortion then"

    Yeah I was actually. All 3 tokens got taken immediately after the first chase the killer had.

    Solution: Group perk types of survivors and killers and limit the number they can bring.

    For example, a survivor doesn't need to have wire tap and chemical trap. A killer doesn't need to have all aura reading perks.

    With your idea Killer would received a massive nerf. It wouldn't change anything in Survivors Builds, but it would completely destroy the Killer. Killer usually runs 1 Chase Perk (or Aura) and 3 Gen Slowdowns, becaue of current DBD standards.

  • Deathslinger was much stronger than Bubba before the Update and that's why they buffed him less than Bubba.
    Bubba still requires skill - only good players will abuse decreased collision size to cut loops very tight. Average players will just bump less and that's all.

1 2 3 4 … 10