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gibblywibblywoo

gibblywibblywoo

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  • While perks are usually somewhat designed around a killers power they've always seemed to balance them independantly. I think we need to wait to see the thana values before we complain. It'll probably be way stronger for delay when combined with sloppy. Which, lets face it, everyone does. Thana on its own is pretty trash rn anway.

  • The only problem I ever had is the game not registering protection hits. If they fixed that it would be fine. An additional healing speed thats always active would probably be too strong. That downed healing speed should be on Buckle Up or whatever that Ash perk is. No need for it on WGLF. Give it something else.

    Haste for 7 seconds on protection hit or something.

  • @Ghoste said:

    The change seems healthy and fair to me. Question is, will Deathslinger receive similar treatment? He has the same issue as PH where he's able to zone without using his power.

    Deathslinger would need a full on rework. You couldn't give him less chase power when hes already as slow and lacking map pressure as he is.

  • @Johnny_XMan said:

    Yeah because the alternative is that when there is no obsession killers feel more free to tunnel/camp and that is an issue in itself.

    DS should create some type of choice for killers who would otherwise take advantage of both of those two built in mechanics.

    Simple solution. Rework DS to be truly anti-tunnel. Always have an obsession to make both the killer and survivors play more wary of obsession based perks. All around more fair and would still discourage tunneling.

  • Yeah. I think all the traps should spawn within half map range of trapper. He needs to get his 3-4 gen area shut down asap. Sometimes I just have to write off certain traps as I cant afford leaving and giving away a gen.

  • @Kumnut768 said:

    i do genuinely believe i see more entitled killers now than i do survivors

    The reason I don't self identify as a "killer main" even though I definitely play a bit more killer is because of this. Killers are definitely whinier even if they are justified a lot of the time.

  • @C3Tooth said:

    https://us.v-cdn.net/6030815/uploads/2KSKAA34YVJM/image.png

    Those tiny Trapper buffs, I noticed it all. Still waiting for the day he can carry 2 traps as default

    Now all we need is uncommon trapper bag basekit and he might be viable.

    Also if they don't want perks/items outright denying a killers power why does a yellow rope still show his traps?

  • The fact that people are against Scott's rework idea just goes to show that survivors don't want an anti-tunnel perk. They want 60 seconds of invulnerability to do what they want risk free FOR FAILING IN THE FIRST PLACE. It's absurd. Then there's the fact that a limited use perk that is supposed to do the opposite and reward the killer for doing good is being nerfed is absurd.

    His rework would simultaenously make it a stronger anti-tunnel perk against bad killers and less punishing/momentum stopping for good killers.

  • If DS were an actual true anti-tunneling perk I would probably never get hit by it ever again. Unfortunately right now its a slap in the face with the devs standing holding up a waggling finger like "nuh uh uh. You're doing too well. Gotta give the survivors a little extra hand. *shrug*"

  • @oh_0k said:

    Idk man Im hoping It's a really short cool-down like 1 second or something but let's just acknowledge that if it isn't that short like 2.5 seconds or something his ranged attack is gonna be ruined

    The projectile is the same with a shorter cooldown. All they've done is force you to commit to your mindgame more. I doubt his tier rating/viability will change at all.

  • @StarLost said:

    Object is bad enough on an SWF group, but if you get multiple people with this sodding perk (as I've experienced today) - it completely and utterly negates most of my favorite killers.

    Also - is there a way for survivors to see what killer you are in lobby? I recall there being an old trick, but...wow. Every time I try Ghostface or Wraith, there are 2-3 people running this and I have an impossible game.

    Anyway - rant over.

    SPine chill never really bothered me until the Micheal Tier 1 change. It's absurd. A 110% 1 meter lunge that cant gain bloodlust. The other stealth killers have the excuse of always being able to change to 115% at any time but if Micheal gets a SWF on comms or just gets unlucky and gets spotted from far away he can lose the game because he didn't get EW2 early enough. Spine chill decimates him to the point hes basically unplayable.

  • @Blueberry said:

    I just thought they went the complete wrong direction.

    They should've emphasized the silent gen progress part of the perk, not the explosion prevention. Making it completely silence the gen you're working on would've made for some fun builds.

    Now it's just still a perk we'll never see.

    Agreed. I used to think it was pretty mediocre but that was before gens were jet engines. Now that they are it could have been useful for stealth or new players.

  • @Babyyy_Boyy said:

    R.I.P. to everyone that faked his power to zone the survivor. Now you’ll really have to M1 or predict your punishment of the damned perfectly.

    Oh no I have to commit to not just get a free hit anymore. Also lol at "perfectly" if you aren't using a range extender and they're in range you should be hitting them at least 90% of the time. If they're centered as it appears its going to hit.

    I might start playing him again. He seems less boring now that they made it more viable to use the projectile outside of windows and pallets.

  • @Acromio said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643205#Comment_1643205

    Placebo changes at best. Again, the lst torunament hosted by that famous streamer whose name I can't remember showed once and for all that the game is essentially no different than when the Depip Squad experiment took place.

    It gets even better when you remember survivors weren't allowed to use full meta builds and only 2 of each perk were allowed. We didnt even get to see a 4 man meta build squad. Also a few killers even had an easier time due to the DS bug.

  • @Leachy_Jr said:

    Why would you even think to do this? Like stop the "oh it's not final and it's just a sneak peek towards the mid chapter", no.

    Why would you even think of nerfing pop without thinking of nerfing DS or UB.

    It's pretty stupid to call the devs survivor biased, but when they do stuff like this it's hard to call them not.

    This needs to be balanced out from both sides, pyramid is getting nerfed, his lose lose scenarios is what made him good, we'll have to see how he turns out though. Other survivor perks are getting buffed (thankfully none of them look busted) and now pop is getting nerfed with nothing to the survivor meta being nerfed along side it.

    Pop is still going to be pretty good and usable, but just why did they need to nerf it in the first place? AND why not nerf DS UB in the mean time if we're touching meta perks?

    I kind of agree with the long timer point but my god does their reasoning not make any sense when compared with unbreakable and DS. absolutely insane.

  • It's been buffed? As far as I'm concerned as long as that "below 50% gen progress" part exists it will be eternal trash.

  • lmao just bring small game. Literally all you have to do is cleanse any totem you find. If they're in a chase they have to drop it for you which gives your team a ton of breathing room. if they dont easy pickings.

  • @Babyyy_Boyy said:

    Aside from playing Hag and Trapper, Why is this perk so annoying to killers? A lot of killers say that it’s broken in a SWF because the user can make call outs but in a SWF even without the perk the whole team will make call outs, that’s the point of comms. I personally don’t mind it when playing Killer because I like to see how the survivor performs in chase with it and I’ll feel good knowing that I outplayed them at some point of the chase. I actually use Object Of Obsession in solo que more than anything because if the killer decides to go for you, you can improve on your chases. I also use it because 80% of the time my teammates don’t do well in chases so it can buy time if the killer goes for you.

    Because if you're in a survive with friends you now have more information at all times than any combination of all 16 survivor perks could possibly ever give.

  • @TheClownIsKing said:

    I’ve had my fun with Blight, but no other killer feels as “right” in my hands as Clown.

    Far too many times as Blight where I’ve come up short and I’ve thought “if I were playing Clown right now...”

    • I can cut survivors off between tiles (or restrict options) and get hits in just like Blight, BUT i’m not restricted in my ability to hit the survivor.
    • Clown’s power is more dangerous than Blights at loops, and I don’t have to risk losing sight of a survivor or over shooting.
    • I just really don’t need to be travelling to opposite sides of the map quickly as Clown.

    Well thanks Blight but I’m shelving you as an “every now and then” killer. I’ve had too many chases where I’ve missed a hit and thought “I wouldn’t have had this problem as Clown”

    Anti loop doesnt matter if you have no mobility to make up for it. That's why Clown sucks. I've said a million times I love the way that he plays in regards to herding survivors and punishing them for misplaying, but he is really, really bad against even slightly good survivors.

    Also, to add. Blight is significantly better at punishing survivors out in the open. He can counter some loops, but most cant if the survivor uses their eyes to see where you're bouncing.

    A lot of BLight players seem to think they should use their power at any loop and it'll be free. Part of learning his power is knowing when its best to just play the loop normally.

  • @ItzNobody said:

    Lot of people be sayin' the Slinger ain't got no counter.

    Wait, this fella here?

    https://us.v-cdn.net/6030815/uploads/UPH01471D3H1/deathslinger.jpg

    This guy? The gun-tootin, harpoon-spearin, deep spittin, quick scope'n, violin stringin, gee-tar playin, Micah's redemption, Texas Dallas Cowboy?

    In my opinion, he's quite fair in theory. Allow me to explain.

    First, we look onto his Pro's:

    • His weapon gives him a bit of range for use, thus closing the gap between him and the Survivor before reeling them towards his chuckling grasp.
    • His terror radius is small, granting him a stealthy advantage at least when it comes to the Survivors' reaction speed. Harder to react when the Killer is much closer than you presume.
    • His music conceals his terror radius. A heartbeat is associated with a terror radius, the louder it beats the closer the Killer is. Deathslinger's Terror Radius comes with a song of the wild wild west (Enter Will Smith with shades) which in turn 'disguises' the heartbeat as it is more difficult to hear. No heartbeat, no idea of proximity for certain. He could be a bit far, or taking aim from around the corner.
    • His bullet has the tiniest hitbox. I've only seen amazing Deathslinger's land a shot through the Killer Shack or through teeny-tiny cracks within junk obstacles in the Azarov Maps. This can cut both ways as it is just as easy to miss the shot, but I placed it as a pro in this case. It is quite sneaky if you can land it, and a sharp aim will cut some chases short. *Snicker Snicker*
    • Windows are your best friend. Who needs Bamboozle when you got a gun? Sure, the gun may have been made by Scorpion from Mortal Kombat but it gets the job done. Shoot em at a window vault, reel yourself towards that window barrier and SMACK! Free hits galore! Just like the Huntress, you want them Survivors to vault them windows.

    Next, we look at the Cons:

    • You are so sloooooooooooooooowwwwwww (Echo) Yes it's true, anyone can tell you his first con is that movement speed. The average Killer runs at 115% Movement Speed. Some Killers move slower at 110% Movement Speed, while all Survivors run at 100%. Though you still have the speed advantage, you will feel that missing 5% when you find yourself struggling to catch up to your objective.
    • Your gun ain't got no range! Okay to be clear, it has decent range at about 18 meters tops to land that shot. However, 18 meters is not 24 meters, and like The Executioner's Punishment of the Damned attack you will morn those moments when you would aim for the attack, but they are just one meter too far.
    • The Deathslinger is a tall Killer, his height hinders him during the chase as it is possible in certain loops with high obstacles for you to see the top of his hat still, this would injure his "mind-game" potential. For those who do not understand, a "Mind-Game" is when a Killer decides to hide the red stain they carry in front of them by facing away from where they are attempting to ambush you. Usually this is why some Killers perform a Michael Jackson Moonwalk when they are being looped, leaving us laughing as we get struck by a smooth criminal :)
    • That gun helps with the chase, but it don't shoot Generators. Slow speed will bite you hardest when it comes to protecting you Generator. Now that I got a hook, my Pop Goes the Weasel is ready. Just gotta pop a Generator aaaaaalllll the way over there. Welp, I made it but they finished the Gen soon as I got there. I know I'm not alone, and this isn't a unique issue for Deathslinger or even average speed Killers. We've all been there, but the slow Killers gotta fight a little bit harder for map mobility.
    • Add-ons, what add-ons? This is the more controversial point here, but I don't think the Deathslinger has good add-ons. Okay well, they are okay but they aren't changing the game by much. Faster reload speed is unanimously agreed to be his best add-ons, although the others aren't bad they aren't too special either. Quicker cooldown for a missed shot? Okay that one is alright. Longer mending time? Eh, I ain't no Legion sweetheart. Smaller Terror Radius while aiming? Basically Furtive Chase but a little better. Not the worst add-ons, but I don't hear nobody mention anything else besides them Warden Keys.
    • Ye can shoot em over pallets but... if that pallet is dropped and between you and yer prey? Welp, either break the chain and suffer a stun or let em go and break that pallet. A dropped pallet can stall a Huntress and wound a Deathslinger bad. Be sure to get em before they get you.
    • A lot of work just to land a hit! If they a bit far, shoot em, reel em, hit em, reload, repeat. Get's the job done, but that's a lot of work to down your average Survivor. This is why Save The Best For Last is looked as a must have on this here fella, helps cut the time short and make him more effective. But without the Shape's perk, this cowboy gonna be a bit rusty...

    The list can go on but you get my point, I think the Deathslinger has plenty of counterplay. He is slow, his range is limited, and a dropped pallet hurts him plenty. Sure, you can't dodge his shot if he pull out the quick scope, but that's the point. Slinger is deadly when he got you on the run, just like a real Texan-er cowboy, I mean!

    For Survivors, keep your distance and keep obstacles between you two. In Shelter Woods, trees are your best friend. In Azerov's, use them larger Junk obstacles. He's a big fella, so keep your distance and stay strong on those Generators. Hug those walls, keep them pallets on your side, and if you're healthy don't be afraid of getting injured in the chase. It's when you're hurt that he becomes a true threat.

    For Killers, this gunslinger is quite effective in the chase. Don't let the number of Con's fool ya, his Pro's can get some work done with the right plays. Use perks to cover his weaknesses, same as every other Killer. Pallets a bother? Brutal Strength. Wanna cut that chase short? Save The Best For Last. Rabbit season? Monitor and Abuse ya Elmer Fudd lookin' mother fu-

    In Conclusion! Thank you guys for giving my homework essay a read. Let me know what you think, does the Deathslinger have no counterplay? I'm sure I missed a thing or two here, so feel free to add your thoughts down below!

    I think the main problem is that with his fucky TR he can get a first M1 for free into an immediate shot. That if there isnt a safe pallet and los breaker nearby you're screwed. Theres nothing you can do at all to avoid that hit against a good deathslinger. He'll just aim at your ass and get the large invisible hitbox area even if you juke left or right. His map pressure is insanely bad so it kinda balances out. However it also means hes not viable at all against a good team and very map dependant.


    He needs to be reworked to be slightly less opressive in a chase and way stronger map wise.

  • Yeah that map is broken. Too large and the center building can be way, way too strong.

  • @xQueenlyMajesty said:

    Does anyone know when they will patch the hook and the The Plague bugs? I can’t play as killer anymore :’(

    Is plague busted right now? I've been playing her and am not able to consistently hit with corrupt purge at all.

  • @Mekochi said:

    From what I heard the dev who said flashlights were fair and balanced got stomped by flashlight users on stream while playing killer.

    That same week the angel was changed and during Blight update the flash was angled at the center of the screen

    That video is almost 3 years old. Back before instablinds got removed.

  • I've disabled it when going back to my xbox for the rift challenges. Vs a pc nurse/huntress at 20 fps with a controller and awkward camera? no thanks

  • @Moxormog said:

    I'm done.

    You keep nerfing and destroying killers each patch.

    I'm so over doing a barely 1 minute chase in the beginning of the match to have two gens pop off because I don't have corruption or using ruin (When it doesnt get cleansed in the first 30 seconds).

    You've literally ruined huntress. Every other game I am having hatchets that are not connecting when it clearly hits the survivor (with a blood splash)?????

    The amount of idiotic sound bugs that makes it nearly impossible to track survivors or when gens are being worked on.

    almost 2k hours as a killer but I can't handle the amount of abuse and disregard Behavior has towards its killer playerbase.

    But, hey, at least you have your 2-3 killer main streams in a sea of ######### survivor streamers on Twitch.

    Survivors, you keep wondering why your que times are so long?...

    Do you really have to wonder??????

    @Moxormog said:

    I'm done.

    You keep nerfing and destroying killers each patch.

    I'm so over doing a barely 1 minute chase in the beginning of the match to have two gens pop off because I don't have corruption or using ruin (When it doesnt get cleansed in the first 30 seconds).

    You've literally ruined huntress. Every other game I am having hatchets that are not connecting when it clearly hits the survivor (with a blood splash)?????

    The amount of idiotic sound bugs that makes it nearly impossible to track survivors or when gens are being worked on.

    almost 2k hours as a killer but I can't handle the amount of abuse and disregard Behavior has towards its killer playerbase.

    But, hey, at least you have your 2-3 killer main streams in a sea of ######### survivor streamers on Twitch.

    Survivors, you keep wondering why your que times are so long?...

    Do you really have to wonder??????

    Get better internet if thats happening. you're mad survivors arent being punished by you having a crap connection

  • @StarLost said:

    What are they?

    I've had a few that really put me off (generally involving way higher ranked people in SWF being queued into me as killer) but the absolute pits was a recent game as Bubba.

    I was put against a high ranked duo in SWF and two random low ranked people of the same rank as myself.

    After I hooked one early, he suicided on hook and the other rando DCed.

    I decided to try to give the duo a good game, letting them farm etc. but they had a ...different idea.

    Rather than playing the game, they decided to play hide and seek with me - sneaking around and hiding while keeping tabs on me and stalling out the game for 90 sodding miserable minutes. They were clearly way better than me and on the rare occasion I spotted one, they evaded me with ease - but never went for a single generator or chest.

    I eventually caught one and the other hatched but wow, did that game make me not want to play anymore.

    First ever match as Billy. I still remember it. Nearly 4 years ago now. Suffocation Pit. 4 survivors that I'm pretty sure were SWF now all using purple Insta-blinds.. oh god the insta blinds. Old dead hard with old exhaustion that ticked down in a chase


    The big problem was that I assumed you had to end the chainsaw hit on the survivor thanks to the cooldown animation where Billy saws down. So I missed several sure hits over and over because I was ending it on them before the hitbox hit. Game lasted like 40 minutes becuase they just trolled the hell out of me. They all had dead hard or lithe, with the OLD exhaustion that ticked down in a chase/while running and old DS.

    Then when the gens were done they just kept trolling me and refused to leave looping me at the shack that I didnt know how to play around yet.

    God damn nightmare. It nearly put me off the game.

  • @Justalittlepeeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1632205#Comment_1632205

    you okay? just because it can help get round by corners it doesn't mean it should be easily dodged by making the simplest 180 juke while running at him. Blight needs his attack buffed, because his current "flick" feels and is a ######### joke

    Delay your hit if they're trying to spin you. It works 110% of the time. Also what the other guy said. You have perfectly usable add ons for that anyway.

  • Nah. You can easily get round corners by lunging early and open areas are free hits. He doesn't need it. I actually think it would bump him up into unfair tier. Right now hes perfect outside of occasionally not bumping off things.

  • @OllieHellhunter said:

    I've been trying to get adept on Blight for a while now, and almost every game theres a very early DC. Is blight the newest killer considered boring or am I just getting unlucky.

    DCs are an epidemic again because they disabled the penalty for some reason. Happening to me with all killers if I'm winning. As far as I've seen hes not hated.

  • @Zozzy said:

    Watched the first 3 seconds of the video and i am already asking the question. Why are the survivors he hits just holding W and not just turning away from his attack. He can't change direction once he starts the lunge so EZ 360.

    He has pretty good turning on the lunge and if he knows your going to try and spin or dead hard its pretty easy to predict it. Lunging right and quickly left will get you the hit easily as the lunge seems to swing wider on the right. The good survivors ive played against so far seem to know breakingLOS and hugging the wall close is a good way to stop hhim. But if they do you can just accept the cooldown and keep the chase going.

  • Yeah this forum really exposed a lot of reactionary or just straight up bad killers on day 1-2. His lunge gave me a bit of trouble at first but this killer has made me fall in love with dbd again. So good and so much fun

  • A survivor that has the pickup blind timing memorised and knows when and when not to get baited by a fake pickup is still a force to be reckoned with.

    In my opinion the hag trap counter and lightburn still need to go. Same with trap tracker maps.

  • I would say it only begins to feel stupid on a forever freddy in a solo group. Other than that, itd two perks slots dedicated to slowdown that are heavily reliant on a killer getting consistent hooks. And you can just hide and wait out corrupt. you lose no pressure if the killer doesnt find you

  • @JoeyBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/1630813#Comment_1630813

    You're obviously new to the game. It created no infinites because the killer could just chase you the opposite direction, blocking you from dropping. Even if this wasn't the case you only gained ground if there was a window with the passive before the drop.

    There's a reason more people used dead hard than balanced back then.

    You never played haddonfield against a good player with BL did you? Every house was an infinite. You had to give up the chvase if they had it

  • I'd love to be able to use wired but its impossible in my current living situation. Doesnt matter how good your wifi is it will never be consistent

  • @Maxwell said:

    https://forum.deadbydaylight.com/discussion/comment/1626577#Comment_1626577

    Why was compound 21 even nerfed? Entitled Survivors complaining?

    The range was busted combined with the timer. It should have stayed iridiscent

  • @Mekochi said:

    Added/Not Added, What Would It Be And Why?

    What I Want Added:

    Personally, I would love to see Chucky as a killer, he already has the strength of a normal man, and it would be cool to see new animations for bringing a survivor to hook. Also throwing them on the hook.

    What I Don't Want Added:

    Springtrap. After the whole fake FNAF trailer fiasco, it kinda just flooded the forums for a good week. I can't imagine what would happen if it was real. I also would wanna wait till the FNAF games/movies/books are done being released. Because the lore for the franchise isn't even over yet.

    Jason and Tommy Jarvis or one of the final girls from F13 2/3/4

    Crystal lake map. It's definitely the "big one" it'll never happen thanks to ongoing legal issues but I still have hope.

  • @zoozoom6 said:

    blight with compound 21 and blighted crow is equal to title?

    what is your experience with blight? is he this powerful? are people just not good with him yet? on paper he sounds like this. is he due for a nerf?

    I'm assuming a lot of survivors dont know this add on exists still. I see a staggering amount of teammates just assume the BLight made a mistake running up to that rock, bumping, looking around for a few seconds, doing a cooldown animation and then immediately hitting them round a corner. It's incredible.

  • @SCP_FOR_DBD said:

    Devs confirmed that the main two they're looking at are PH and Clown, If I was a betting man I'd say they're up. Huntress and Myers seem the most likely otherwise.

    Oh thank god I've been waiting for a Clown rework for so long.

  • @Babyyy_Boyy said:

    I’ve been seeing quite a few threads on deathslinger about how he’s annoying to go against and how broken his zoning ability is. I even saw one that said Scott Jund himself said his power was broken? I agree somewhat that slinger’s ability can be kind of annoying as you don’t know when he will shoot because of how instant he can fake his ability. What do you think? Is he next for a rework?

    Hes boring as hell to play against but in no way OP. He has zero pressure or mobility.

  • The problem is that "prep time" Batman is one of the most overpowered characters in fiction. Dude beat THE HULK in a 1v1 melee fight.

    Seeing him beat the ######### ouf of the Legion would be theraputic.

  • @Not_Entitled said:

    Just speaking on my favorite killer with some concerns. I know no one is really speaking about the billy nerf which is understandable because the devs significantly reduced the cooling and its no longer a major issue. However no one plays him anymore because of the changes. Don't get me wrong the add-on changes were great and were necessary. Builds like insta-saw and crack billy were a little much and even the NEW add ons like the stealth ones are awesome. But I never saw a huge issue on his base kit. His base kit was arguably the most balanced thing in the game and if you versed a good add-on-less billy and he hits good curves and wins 99/100 times no one is mad because there is counter-play and skill involved every time the chainsaw is used. That's no longer the case, when i play billy his chainsaw is either mobility, pure chase, or a weak balance of the two. When I play survivor i rarely see billys anymore which is a shame because, like most survivors agree, he's super fun to play against. I missed playing good billys, but the only people playing him are either newer people, people doing dailys, or m1 (basic attack) billys who only use his chainsaw for mobility. Billy now is really weak, but as much as I would love a small revert, I can't speak for a community, what do you guys think?

    Another concern regarding billy, Flick Billy, IN MY OPINION flick billy is a perfect balance of skill/reward/counter-play. One of the issues I have is limitations with controllers. (This also applys to my oni mains on console :) ) Compared to M&K, controller players have such limited flicks. As oni when someone 360s you and isn't within 90 degrees (assuming you're looking forward) you cannot hit them. Not because you missed an attack, but because simple sens limitations. Same thing can apply to billy. When you flick with the saw, because you can't turn as hard compared to M&K, it requires you to position yourself farther out of the object you wanna curve around verses on M&K you can be tugged in a little more and right when you turn the corner, snap 90 degrees at the last turning frames to get a tighter curve. And against really good teams those bit of distance you lose can cost losing a good saw, a hook, and game pressure. I hate knowing sometimes when barely miss a saw if I was on M&K I could've had a tighter turn and got him or her. Another topic is how ridiculous the cooling is when you use DOOM and DEATH engravings. Before the nerf, I was trying to learn flick billy, but now I'm super discouraged because you only have 2 or 3 decent attempts of a flick before you're out of chainsaw. Let me know what you guys think of my billy discussion!

    I can't speak for others but I stopped playing Billy myself because he just got boring. Same killer with minimal changes for 4 years. Yeah the overheat thing is stupid bu tI've literally seen one billy ever overheat and he was rank 17. Smart players will only go for a down in a deadzone so they'll never overheat unless they're circling the map multiple times.

    There's other killers in the game now like Blight or Oni that are just as powerful/mobile and way more fun to play. That's why you're seeing him less.

  • @SuperSaiyan4GT said:

    BE giving killers an advantage? Who knew? You took away one of the things that made this map unique. Tall weeds! BE does everything that benefits the killer. That has been proven with every update. I'm getting sick of it.

    Bro I literally can't see anything on that map as killer. If anything that alone made it infnintely easier for survivor.

  • It would have been nice to get the Season 2 asylum outfit considering we got Ashy Slashy

  • @burt0r said:

    Seems like one of the cases where I would drop the game and camp the slug until they die or dc.

    Normally I would never dc or care to camp but the last time survivor tried to abuse a fat-shaming spot was the only time I dc'ed from a game.

    I can deal with flashlight clicking or tbagging idiots but once you actively try to abuse something, you get the boot.

    Funny story. the game actually ended with a hatch play. A claudette with a flashlight was jumping the god pallet at the shack and blinded me as I broke it. She must have expected me to go for a hit so she could grab the hatch but I just ran up while blind and closed it in her face.

  • @Nutty_Professor said:

    After yesterday's patch fix, the bugs that were fixed were the audio of the killer's radius for survivors, Huntress' hatchet hit boxes, and when you hook a survivor is hooked in the basement, they'll appear to float in the air.

    All these bugs have something in common, they affect survivors. To be honest, I barely noticed them when I was playing survivor, and didn't impact my gaming experience too much (I only saw the basement hook bug once, and that was when I was playing killer).

    However, the game breaking bugs that killers have been experiencing still remain after the patch fix:

    • A bug where you're unable to hook a survivor on a specific hook, you have to try and take the survivor to a different hook to hook them. By the time you got to the other hook the survivor would have wiggled free. To add to this, survivors have been using saboteur, breakout, and using increasing the hook distance offerings.
    • A bug which prevents from the killer from vaulting windows. This seems to happen when you want to vault a window to cut a survivor off at a loop, such as Shack, Jungle Gyms etc.
    • A bug which prevents the killer from being able to kick generators or break pallets from certain sides.
    • Not to mention bugs that have existed before the latest DLC, which were silent slugs and survivors often not having any sound. (Which has been in the game for nearly a year now)

    The bugs above should have been more of a priority to have them fix, than the bugs that were fixed. Because currently killer is nearly impossible to play at higher tier game play. You can work around these bugs against potatoes, but not against good survivors.

    I'm tagging @Peanits as these bugs need to be addressed.

    Theres still a ton of bugs on both sides. Stop being childish. If they prioritised survivors they'd have fixed the DS bug by now.

  • Damn this patch is quite the mess. I assume they're still working from home which probably makes it a lot harder to cordinate fixes and stuff.

  • Theres a lot of things in this patch that feel intentional but aren't in the patch notes. We knew they were going to nerf it anyway so I'm not too fussed.

  • @TWiXT said:

    https://us.v-cdn.net/6030815/uploads/BAIJLWID7RSB/shadownerf-png.png

    It wasn't even in the hotfix patch notes! Poor thing, nerfed before anyone could adapt to playing around it.

    Blights PoV is really low to the ground which keeps him from being able to see over many objects in the world, and 6 seconds of aura reading within 16 meters was a nice way of dealing with that fact, but changing it to 3 seconds barely gives enough time to look around and find a survivor we lost behind a random box at a loop while fatigued, and the 8m distance just makes it so that we have to be practically on top of the survivor, or within audible distance of them, which makes the aura reading a little pointless.

    Can we at least compromise devs? 12m and 4 seconds? That way it has as much distance as Amanda's Letter, and Wraiths All Seeing add-ons, and the extra second of aura reading gives us enough time to recover from the fatigue and catch a glimpse of which direction a survivor is running. Pretty please?

    Edit: I know this change isn't in effect yet, but hope that the devs will at least consider trying the 12m, 4 second compromise before going through with their intended nerf.

    Eh. you couldnt really adapt to playing against the thing anyway. I didnt use it until I was about to prestige, it was absurdly powerful as breaking LOS was reall the only way to force him to wait out or risk wasting his power. The range and distance was absurdly high for a green rarity add on.

    I feel like 8 metres 8 seconds would have been fine though.

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