dugman
dugman
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3067067#Comment_3067067
No, im saying it was "unbalanced" in terms of bloodpoint gains, thats what they said anyway
I dont care if it doesnt have much effect outside of the match, why do you think some people run thrill of the hunt and beast of prey together? For the BP
I've never heard of people running Beast of Fury let alone pairing it with Thrill of the Hunt. Especially since their bonuses are limited by the 8k cap (soon to be 10k with this patch) the bloodpoint benefit isn't actually that great. What's made BBQ and Chili so popular, on top of it being a decent aura effect, is that unlike the others above its bloodpoint bonus is applied after the caps. So whereas Beast of Fury might earn you maybe 1-2k extra bloodpoints per match (to bring from say 6k to 8k) BBQ and Chili is earning you an additional 20-32k per match.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3066972#Comment_3066972
Nah, sounds like an RPD problem.
We should disable it!
I wouldn't mind seeing RPD get tweaked a bit, I don't think it needs to be disabled. (If they were to actually get rid of anything I'd rather see them toss out map offerings altogether, from above it sounds like there may possibly have been a squad forcing the match to that map with those loadouts. Without map offerings that's less of an issue.)
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/3066994#Comment_3066994
If they take Bloodpoint bonuses off perks, I won't even know what to run as killer anymore. I already don't know what I'm going to do without BBQ.
I personally would prefer useless meme perks that reward Bloodpoints. I wish they'd kept the BP bonus on BBQ and gotten rid of the aura-reading, instead. Give me a perk that replaces blood with confetti and have it reward 100% bonus Brutality, I'd run that.
Don't get me wrong, I'm not against them buffing the baseline number of bloodpoints players get (which they're actually doing a bit this patch, it's upping from 32k max to 40k max). I just don't like the bonuses being in the perks and add-ons.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3066994#Comment_3066994
Yeah but most of the bloodpoint perks have an additional effect, like how beast of prey gjves you undetectable when you get bloodlust, and how distressing gives you a larger terror radius which is useful for killers like the doctor
But people run those perks mainly for the effect itself, the secondsry is just a nice bonus
Now that BBQ no longer will have any bloodpoint gains and only its secondary effect, its usage will drop dramatically
Right, like I said I'd just as soon have those additional effects be good enough that people feel the perk is worth running without throwing in a bloodpoint bonus because bloodpoints are something which are useful between matches but don't help you at all during the match. So if they're using bloodpoints as a balancing mechanism it means either the effect is too weak (since it's partially offset by the bloodpoints) or the effect is a good one and you end up with the situation we had with BBQ and Chili were it was overly popular because some people ran it for the effect, some for the points, and some for both.
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I've never liked the idea of perks that are "balanced" by giving bloodpoints since points have zero effect on the actual match. I'd rather perks and add-ons stick to things which directly impact the match itself and leave bloodpoint bonuses for offerings and rituals and such.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3066919#Comment_3066919
I can think of a few!
- It might (honestly, it almost certainly would) lead to people thinking that they're "supposed" to be making their MMR increase, which means that the things which increase MMR will be seen as an explicit incentive instead of a generalised measure of someone's overall skill level. This is a downside because it's not designed as a ranked ladder, it's designed as a matchmaker.
- As the developers laid out, it would lead to an increase in a certain type of toxicity, where people with a lower MMR have their input entirely ignored and people with a higher MMR are given undue credit and attention for their opinions. This is bad because valuable input is only tangentially related to skill level, and because it's a bad environment to be told to stfu because you're bronze and bad and need to git gud.
- It would almost certainly make people more unjustly mad at the MMR system because they might disagree with how much the number goes up or down based on certain games. This is a bad thing because people still think the core design of the MMR system is bad, and not just really normal and standard, which is not a thing you want to make worse.
So, we've got at least three angles from which it's a bad thing, and no angles from which it's a good thing unless you count satisfying the idle curiosity of a handful of players. I don't personally think it's a good idea, for those reasons.
Hypothetically one upside to showing relative numbers or brackets is it would allow for independent verification of how well the matchmaking algorithm is pairing people up in relation to MMR ranges. More than simply for curiosity, it also can be good for bug reporting, where for instance if the devs make a behind the scenes unexpected tweak that messes up matchmaking players would maybe have some statistical data to back up their anecdotal experience of having a lot of mismatches.
And as far as the toxicity downside goes, I'm pretty skeptical the level of toxicity in the forums and aftergame chat is lowered by not showing those numbers. People who want to be rude to other people who disagree with them will still do it, they'll just use a different rationale for their behavior.
Also since MMR goes up or down based on kills and escapes players actually ARE supposed to be striving to do those things in the game. Killers are supposed to be trying to kill survivors and survivors are supposed to be trying to escape, that's how the game is designed. So the idea that killers will artificially try to "kill more often", for example, makes no sense, they're already supposed to be trying to kill as much as possible.
Now there is a possible argument that showing the exact MMR might point to some hidden parameters that can allow people to tweak their MMR up or down more than they should. But then again most people who want to game the MMR system want to lower their rating so they can face easier opponents, not raise it, and it's already obvious how to lower your MMR - you simply throw games. You don't need to know your rating at all to understand that. So I'm not exactly sure what harm in this respect knowing your rough MMR bracket or even your exact rating would have. 🤷♂️
And there is an actual downside to not showing the ratings at all - the lack of transparency exacerbates mistrust in the system. Personally I believe MMR is working pretty well just based on my own matches, but that's just a guess. I don't have any numbers to back it up, so I have no specific argument for someone who just says that their matches are all screwed up. Some visibility of the ratings would probably increase overall faith in the numbers, assuming it's working obviously.
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I like Otz but I'll believe it when I see it if Pig gets nerfed. If the new box system were causing her to have too high a kill rate they probably would have already tweaked it by now.
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@Impailer said:
https://forum.deadbydaylight.com/en/discussion/comment/3066948#Comment_3066948
https://forum.deadbydaylight.com/en/discussion/comment/3066948#Comment_3066948
Your statement is stupidly. I was trying to hook the whole time kind of hard to do so when 2 are running soul guard and boon ex with breakdown boil over with sabo toolboxes on rpd
Sounds like you had more problem with the boil over and sabo than the revives from Exponential and Soul Guard then.
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As I recall when Blight first came out he was getting stopped by all kinds of things that shouldn’t stop him. They reduced the size of his collision box to prevent that, but it does make it so he sometimes doesn’t stop when he hits something you expect would stop him. It’s probably just one of those parameters that’s got a very tricky balance point so it’ll never look perfect. 🤷♂️
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3066447#Comment_3066447
It was never according to plan. It was after they released the game, after having Kill Your Friends and by popular demand.
And by the way, the dev chat I posted is from 2018, well before that 2019 patch you're citing, so I have no idea why you think survivors weren't playing in swfs on comms from 2016 through 2018.Because Discord was not that popular back in the day, I suppose. Players need something easy to use when doing Voice Comms because the game does not support voice comms natively. As it would be blatantly cheating, and again, because they never had it planned in first place.
They did have it planned in the first place, you're just being willfully ignorant of the timing and the dev's answer to that question at this point.
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Spine Chill as it currently stands is a little too strong. It would be a good perk even if it had no action speed bonus. So it did deserve to get a nerf of some kind. They may have over-nerfed it in the new version, but it did need an adjustment of some sort.
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3066423#Comment_3066423
The third time I am telling you. The networking code was already implemented, the lobbies, the match making it was all already there.
SWF was a tweak rather than a full blown feature. Yet still, from my link above:
https://us.v-cdn.net/6030815/uploads/QHVPO3PY1GT6/image.png
Following popular requests != according to plan. SWF as it is now is from 2019 though it seems.
Nevertheless, SWF is a mistake when it becomes to balancing the game, specially when people say "Nurse breaks the rules of the game", I suppose we refer to the Entitled Survivors Rules of The Game.
It was according to plan, I already posted the devs talking at great length about how it was according to plan, and your claim that this was something that was developed in three to four weeks from scratch with no testing is incredibly far fetched. And them saying it was added by popular request is true because it was requested well before release as well. That doesn't mean they suddenly got so many requests that they added it in three weeks with no testing at all.
And by the way, the dev chat I posted is from 2018, well before that 2019 patch you're citing, so I have no idea why you think survivors weren't playing in swfs on comms from 2016 through 2018.
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3066389#Comment_3066389
https://deadbydaylight.fandom.com/wiki/Patches
"A patch or two later" how long is that in months or years? As you can see there on my link, on 3.2.0 was merged as SWF in 2019 so from 2016 that is nearly 3 years. Sure there was a version of SWF after popular request and not because they had it there ready to go and planned. Like I already said, the networking code and the lobbies were already implemented so turning on the feature had virtually no effort and it had to be a game decision.
https://us.v-cdn.net/6030815/uploads/2T1B4VD86WH8/image.png
https://us.v-cdn.net/6030815/uploads/RRCSOMEMP34L/image.png
As we can see however, this has nothing to do with Kill Your Friends, so no similar fashion. At all.
Dbd's live release was June 2016, version 1.0.0. Survive with Friends was added in patch 1.0.3 July 11 2016. So one month give or take between the game's live release and SWF being added. You really think they added a totally new game mode in one month without it being in development before that?
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/3066384#Comment_3066384
Maybe survivors will cleanse a lot more.
Which is good for Plague if that happens.
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3066380#Comment_3066380
There is no conspiracy. They did not make SWF from the start, the rest is just bullshit to make up for it. The don't wanna admit it, it's fine.
I am sure they could have discussed or talked about it, but it does not mean it was INTENDED TO BE THERE, but the opposite is true, they knew deep inside the design of the game was not made for SWF and so they did not do it, until somehow they changed their minds.
Still an error. Clearly.
You honestly think they had a game mode "Kill Your Friends" at release and then just a patch or two later had "Survive With Friends" ready to go in that short a time without it being something that was already in development?
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@Krazzik said:
The perk is getting a very minor buff and is currently -only- really strong on Legion, who is a low-tier killer.
Don't forget Plague.
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3066373#Comment_3066373
My reading is, the guy made that all up. They likely commented about it and reached out the conclusion that it was not a good idea, then they changed their mind for profit.
They then put in place a stupid Q&A and talk to you - a random fanatic from the Internet - about "myths" and what not.
In short: it's mostly made up. Plus as some other user was saying above, they also said in an interview that SWF was untested and not planned initially.
SWF was not intended as it never made it to release. Period.
Lol, sure, it's just a big conspiracy and he made everything he said in the video up. 🙄
Also I literally just posted the dev chat where they talked about this at length. If you think you can find the clip where they say SWF was not planned initially feel free to post it.
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3066306#Comment_3066306
LMAO.
Sure mate. Sure.
From the DBD Dev Q&A session 2018-10-16
"Is using voice communication an intended game mechanic? As in was it designed and balanced for this game in regards to solo survivors and killers?"
McClean - "That reminds me of a neat anecdote. Because I often hear that Survive With Friends was not intended and was only added due to player complaints and player demands. And I was there at the time. And also I think our game director talked about this last time he was on stream. The Kill Your Friends mode and the Survive With Friends mode were always intended. It's just that at the time we only had time to do one of these modes before release and we chose Kill Your Friends.
I've seen that myth out there quite often so, no, from the very beginning we intended to let people play with their friends. That being said this is a game where we try and have this horror atmosphere and sense of isolation, there's no spoken dialog in the game, it's lonely and quiet except for the pounding drums when you're about to die. And that's all intentional, it builds up the feeling of the game. But realistically this is a game in 2018, we're not going to tell people you can't talk to your friends while you play the video game. ... (To Stefan) You've often talked about the desire to lessen the gap a bit by giving more information that a coordinated group could have to solo players.
We don't have a lot of details of what that looks like in the future, we've talked about lots of crazy ideas. ... (For instance) It used to be that if you weren't the killer or the Obsession you wouldn't know who the Obsession was. Now you do and you can get some interesting information like the little entity arms wiggling when the Obsession is being chased. That's information that a Survive With Friends group could have easily given each other but now solo players are able to do that. I would love to see some more subtle things like that and maybe perhaps some bigger ones in the future. Nothing to announce on that end.
But to bring it back to the comms, was the game balanced for them originally? I don't know I'd say it was or wasn't really...?
Stefan - "I think when you look at how much the game has grown over the last two years and how much we've learned about how the game plays and how the mechanics play out, I think it's adjustment period. Comms we knew were never going to be shut down, we just didn't want to have it be forced on players. We didn't want someone to fire up the game and hear someone. We didn't want Trapper to be chasing someone and hear 'AH GONNA GETCHA GONNA GETCHA' and be like 'Just shut up, man!' That's what chase music is for! 😄 I don't think that's something we want to go towards.
McClean - "I would say it does affect our game design now where we're not going to put design where it's going to hinge on some survivors knowing something while other survivors don't. And now when we work on other mechanics we always have to ask ourselves how is this going to work for a solo group versus how is this going to work for a coordinated group. We do keep this in mind these days, even if it's not 'the intended' way to play we have to acknowledge that's how people do.
https://youtu.be/gTpZSllfMmw?t=549So bottom lines are:
- SWFs were always intended to be in the game, they just got delayed a bit at release due to time constraints
- The devs fully expected people to play in swfs and use comms, and over time think they got a better handle on what that meant in terms of how the game plays out
- They have no problem with people using comms but also don't want to force people to use comms, and they like how the game feels in terms of solo survivors being isolated so they don't want to discourage people from playing that way.
- They do take solo groups versus swfs into account when designing new content and recognize there are balance challenges where they'd like to give solo players additional information that players on comms can get for free.
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@Roadrunner said:
https://forum.deadbydaylight.com/en/discussion/comment/3066180#Comment_3066180
Never said that. It's just unfun for both. Could easily be avoided with proper balancing
Speak for yourself, I have no issues with tunneling or camping. (I don't bother face camping because it's an inefficient use of time.)
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@Swampoffering said:
https://forum.deadbydaylight.com/en/discussion/comment/3066189#Comment_3066189
This is a big lie.
SWF was not intented because it wasnt avalible at release. People used to jump between lobbies until the got matched (No crossPlay on that moment). DBD was a failure and players stopped playing like one or two months later, the game was literally dying and they decided to make a master move, SWF.
They never tested it, NEVER. But the game was dying and that was the best idea, they released SWF with zero balance, with zero care about how killers will be abused since that moment until now.... And today, 5 years after the worst idea on this game, they still not balancing SWF because they know that 60+% of players are using this cncerous feature and nerf it is loosing money.
They already said it on a interview - There is nothing we can do to balance the game around survive with friends, we could loose a huge amount of players.
So please, do not speak without info.
It's not a lie. SWF was intended to be in from the start but was delayed for technical reasons, the devs have commented on that a few times.
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@MilManson said:
https://forum.deadbydaylight.com/en/discussion/comment/3066189#Comment_3066189
No, it wasn't balanced around SWF, it was designed for solo players.
SWF wasn't originally in the game you had to keep entering the queue at the same time to try and find your friends.
SWF definitely needs a nerf because what's the point of 30% of the survivor perks then that is to give information which SWF gives instantly.
Or the nerfing of specific killer perks or killers which SWF negates.
Again, that's a myth. SWF was originally intended to be in the game from the start, the devs have said as much a couple of times. It was delayed slightly until a little bit after the initial launch for technical reasons but they always meant for people to be able to play in swfs and, as I said before, they themselves frequently play in swfs.
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@Swampoffering said:
https://forum.deadbydaylight.com/en/discussion/comment/3065713#Comment_3065713
I don´t Know, let me think.....
The fact that this game is not balanced around playing with comms? The fact that you can decide map + build + perks according to that map and win 95% of games abusing of information? The fact that you can coordinate for everything? The fact that SWF was released without testing it just because DBD was a failure at release and they needed players without looking the consequences that It could carry to the future and never balanced around that?
Just Maybe.
https://forum.deadbydaylight.com/en/discussion/comment/3065721#Comment_3065721
When you have a disease like C... you remove the infested organ with the idea of saving the rest of the body from a certain death, the same goes for SWF.
The notion that the game isn’t balanced around comms is a myth. The devs intended swfs to be part of the game from the beginning and they often use comms themselves when they play. Comms are even a built in feature on consoles. Playing on comms isn’t “cheating” or abusive like some people claim, it’s something the devs are totally fine with. There are balance issues in the game where solo survivors are at a disadvantage compared to survivors on comms, but that’s an indication solo survivors need buffs, not that swfs need nerfs.
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I wish people would stop thinking that so called tunneling and camping are somehow unsportsmanlike. Tunneling is just downing someone twice in a row, camping is just zone defense, neither is toxic.
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Achievements are dumb, I don’t get why people get so worked up over doing them but that’s just me.
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I intentionally break every pallet when I have a moment, I’d rather err on the side of having no pallet than a pallet that is gameable but will take me that much longer to actually get the down compared to simply running straight at them. Creating dead zones by destroying pallets is generally better for the long game.
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@SekiSeki said:
Passive gen regression will always be good. Ruin will still be used.
While passive gen regression is good, there are other slowdown perks which don’t require specific actions by the killer (e.g. Jolt, Dead Man’s Switch, Deadlock, Thanatophobia, Dying Light). The new Ruin’s regression is so slow that the other passive slowdowns are going to see a lot more use in comparison, especially since a couple of them even got buffed.
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@tenoresax said:
https://us.v-cdn.net/6030815/uploads/3D03GPBS39OH/my-image-2812-29.png
Ghostface and Sadako are kinda tied but for now I decided to have Ghosty.
I think Dredge and Spirit also would count as stealth killers. Dredge is Undetectable in Nightfall about half the game and teleports invisibly to lockers constantly. And Spirit is literally an invisible ambusher.
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3065526#Comment_3065526
Whispers´´´ aka purple, I use it in 99% of my builds. I have noted recently that in matches it was lit 100% of time which I found odd, but also, the fact that sometimes it stays lit near someone that disconnected and/or died on the hook is also super problematic.
I'll take you're word for it, I've never had Whispers stay perpetually lit in my games. 🤷♂️ (I'm still not sure why you said "25 meters"? Whispers rank 3 is 32 meters.)
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@TheLastHook said:
Problem is playing Killer would still be dreadful. Too many loops, too many pallets and impossible chase... hooking gives you little reward in this version, imagine one like that.
Anyway, I haven´t read your post fully, but I can tell you there will be no DbD 2.
They tried with Deathgarden and that was rather a failure of a game.
For the record I think Deathgarden had player elimination.
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@MilManson said:
Games would finish too fast before the killer even had enough tokens in this system.
That's why survivors must die.
It all depends on how long it takes to finish the gens and open the exits. Obviously those settings would have to be different.
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@Seraphor said:
Sometimes they're doing it to get WGLF stacks.
Sometimes they're doing it to give you more BP.
Sometimes they're taunting you.
But really it's just the third one.
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Whispers range is 48 to 32 meters depending on the level. Where are you getting 25 meters?
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@Seraphor said:
Sounds like a great idea for an asymmetrical game that isn't horror based.
Have you ever seen a horror movie? Most of the cast die.
Evil Dead The Game is horror based but for the most part players aren't eliminated early. The game is structured so they basically all die at once. Likewise for the Dead by Daylight Board Game. It's one of those things where you can trade a bit of theme to improve the overall gameplay loop.
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@foxsansbox said:
It would certainly make the outcome more binary.
That's true, and it's not actually a bad thing. Having an ambiguous win condition has led to its own sorts of problems for DbD, like debates over whether or not the survivors are actually a team or ultimately playing for themselves. Making it clear that the survivors are playing as a group against the killer would actually be a plus for the game I think.
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Totally agree, Phantasm would be a great fit for the game. Tall Man (aka The Pinball Wizard) is a great thematic killer and the pinballs and such open up some neat possible mechanics for his ability. And the mortuary and its surrounding would be a cool map to play in.
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@WeenieDog said:
https://forum.deadbydaylight.com/en/discussion/comment/3065057#Comment_3065057
I mainly say that because the game state would feel frozen for the killer. While survivors still have game progress feedback in terms of generators getting completed and escaping, killers don't. You are playing a game, as a killer, that can't actually kill. You chase survivors around, chew through pallets, perks, and gens getting cranked out. You throw them on the hook and what do you get? A token... it's just not very impactful, it doesn't feel good.
While the survivor count stays at four, the number of generators remaining does impact the killer's gameplay loop. Just like how in the actual game the killer has the hardest time stopping generators in the beginning of the match when all generators are available for repair, as generators are completed it narrows what the killer needs to patrol and makes it easier for them to slow progress.
That said I could see maybe having some secondary effect maybe being added to further spice things up as generators are finished.
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@Ksekwlothreftis said:
Games are still winnable for survivors even in a 3v1. Completely removing the risk of death sounds so boring. Its like playing deathmatch in a shooter. Nobody dies permanently and each side strives to gather enough points before the other. I could see a deathmatch game mode for dbd but the whole game focusing around it is a bad idea
None of this is about whether or not games are winnable at 3v1.
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@WeenieDog said:
Personally, I feel like it would be boring. An asym horror with absolutely zero stakes.
There's plenty of stakes, either the killer wins or the survivors win depending on if the survivors escape before the killer gathers enough Ritual tokens. The gameplay loop would be mostly the same in the process in terms of chases, avoiding downs, and so on.
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In terms of enjoying playing Sadako it's 4/5. She's one of my favorite killers to play. I like Stealth, I like teleporting around the map, I like her aesthetic, and the occasional Condemned kill is a nice cherry on top. I wouldn't turn down her eventually getting buffed slightly (maybe get rid of her Lullaby? She's the only stealth killer that has one and I'm not sure why. 🤷♂️) But as is she's good enough that I win games with her, about on par with Wraith.
Outside of that I'd say the chapter is "ok". I don't play survivor so I don't really care about the survivor in it either way, and their perks seem "ok" as well from my limited perspective. There's no map though which is too bad, if it had a fun map I'd probably rate the chapter a bit higher.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/3064753#Comment_3064753
Youre not supposed to get a permanent 4stack effect from Thana.
Why are you assuming that the devs didn't know Thanatophobia would be a good perk for Plague and Legion?
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@theblimp said:
https://forum.deadbydaylight.com/en/discussion/comment/3064792#Comment_3064792
And by the time you have hit the couple survivors doing this you eat the stun and they all escape.
If you're talking about literally blocking the hook then only one can actually do it. After you hit the first you can immediately move in to hook position from there.
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Just FYI if you hit the survivor in front of the hook they lose collision and you can move in to make the hook. Most of the time if you do it right you've gotten a free hit on the block and still gotten the hook anyway.
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I'm a killer main so no opinion on playing against them. Survivors are basically just skins so there's not a huge difference. Not so much a specific survivor, but it is annoying when survivors intentionally use the same exact skins just to try and make it harder to tell who's who during the match.
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@Sepex said:
Clown OP thread. I can safely cross this off my bucket list.
To be fair the OP specifically said Clown is weak.
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Yeah, the 3 second duration seems slightly too short. I think Mandy mentioned they had a lot of internal discussion on that number and ended wanting to err on the side of it being maybe too short and then monitor it in live to see if it needs to be tweaked up? My guess is ultimately it will end up being increased slightly again later, maybe to 3.5 or 4 seconds, just to help get the survivors a little more out of range of things like Pyramid Head’s or Demogorgon’s special attacks.
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The first time you played Ghost Face its initial rating was based on the average of all your other killer ratings. I’m assuming you’re at least pretty decent on some other killers so you Ghost Face starting MMR is going to be in that bracket. It does go down as you lose though, and I think the amount it goes up or down in your first, say, 10 matches or so is probably artificially inflated to help you get to the right MMR bracket more quickly out the gate.
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@DEMONANCE said:
yeah, a lot of people have been wanting this and it is finally coming this year according to the roadmap (might be subject to change idk) but i am 99% sure that the people who think they're gonna learn anything going against bots will be heavily disappointed
i think the most you can learn in a bot match is how to use your power, for ex (blight rushes - bubba's chainsaw charges) or if you want to test something real quick without having to wait for someone
but how to effectively use that power in chase? how to run tiles? bots ain't gonna be much help with that.
i recommend watching yt videos and live streams, learn how other players play and then do it yourself and you'll improve.
The biggest benefit of custom matches against bots, other than learning the basics of a new killer’s abilities, is the ability to actually be able to just explore maps if you want without feeling guilty about ignoring the opponents. You can just wander around and check out the layouts and art and such as long as you want while the bots happily do their thing. I’d never consider doing that against human opponents, it’d be really disrespectful, so bots are a neat chance to really go around on my own and look at things more closely.
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I don’t think the whole new Rage ability is necessary, it actually probably just overly complicates him when he’s already kind of difficult to get chainsaw hits with.
I do agree with removing his dumb roar when he starts the chainsaw sprint and with slightly improving his maneuverability. I don’t think he needs a big buff in that area, though, because he’s already pretty decent IF you are extremely good at using him. It’s just that right now he feels so cumbersome to the point of being annoying to play if you aren’t a true Billy main. So a minor tweak to make him more user friendly is good, but not so much that he becomes truly dominating in the hands of mains.
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I’m a killer main and I’m still playing but I am really looking forward to this patch. It’s like I’m still driving around in my old car when I have a new shinier car coming in next week or so, I’m just hoping the new one gets here soon and isn’t held up at the docks. 🙂