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glitchboi

glitchboi

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glitchboi
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  • Slinger technically didn't really have anything going for him, just an extremely oppressive 1v1 thanks to his quickscope and a bad 1v4. Now he has an oppressive 1v1 and horrible 1v4 since Stealthslinger got nerfed and he lost his precious 24m radius.

    He could probably use a more forgiving cooldown for shooting and slighty faster reload speed. His punishment for missing is crazy because he not only has to reload, but he has to wait for the entire cooldown of shooting the redeemer, then he loses more distance because of the slowed movement speeds for waiting out the cooldown and reloading.

  • @humanbeing1704 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643435#Comment_3643435

    they made medkits boring to use

    also dislike the way they changed botany knowledge

    I kinda like the current Bot Knowledge. I think the faster healing for a slower med-kit heal is a fair trade-off but I can see why you prefer the previous variant of it. I wouldn't mind if they revert it because 33% was still really good.

    (Actually, looking back I feel like the slower med-kit compensation is obsolete because of how med-kits are now, and the fact that the downside was only added when people talked about how busted it would be with pre-6.7.0 med-kits.)

  • Rat Tail base-kit for Demo would be nice. Setting up portals feels too damn slow and sluggish. And there's also the fact that you have to activate them to turn them into tracking devices... very slow early game for Demo.

    I agree with Clown, Sticky Soda Bottle needs to be base-kit. It's the only add-on I ever use for him.

  • Keep the condemn cooldown (reduce it to 6-8 seconds preferably), remove the condemn stack lock limit the way it was in the PTB. Last two changes are excellent that will help her in chase. It's an improvement I guess but I still don't understand why the condemn limit needs to be locked.

    I'd like to hear what a Sadako main thinks though, as they might have a better take on this.

  • I know you ignored the can't be bothered to learn so nerf type threads, but it's worth noting the same thing happened with Wraith about a year or two ago (lost count). Newer survivors that didn't know how to play against Wraith complained about his base-kit cloak speed buff to the point where the devs decided to nerf his post-uncloak speed boost from 1.25 to 1 second. (All Seeing Blood was admittedly busted but that's all they needed to nerf) I enjoyed going against him and did fine against him, but I guess some people can't be bothered to blame themselves. This is now happening with Billy. So the forums are basically the same as ever.

    (I hope they revert that nerf someday because it increased Wraith's skill cap for hyperlunging in loops, I can only play Wraith with Swift Hunt now because of how god awful the speed reduction while uncloaking is.)

  • I'm glad you're having a good time with solo queue, but I don't have it in me...

  • @Heliosse said:

    Hello,

    I play Xenomorph a lot (my favorite killer with executioner and nemesis), i don't think it needs anything, it is imo, the perfect killer, i had beef with executioner adaptation, or nemesis one, but the Alien... With the limitations of dbd, it's perfect, favorite to play, favorite to verse, i queue in hope of seeing one.

    The tail is cluncky because the range is so short you are next to the survivor when you use it (4.8), so it deserves a big CD. You could lower the CD a bit i guess, right now it's 3s, so the biggest CD for all ranged killer. Bringing it to 2.5s should be okay, a ptb would be interesting, to compensate, you could lower the speed even more, but it would not really matter at this point.

    To the guy that said "Tail is like stbfl, when you don't miss, the CD is lower", where did you find this information ? As far as i know, tail strike is 3s with 1.2m/s, no variation.

    And bugs ? Same as before, as far as im concerned, all bugs with the tail strike have been corrected. Right now it's normal. The CD is long and the tail is cluncky, just like in ptb. It could use a CD buff to make people like to play it (kinda Billy like) but it's more than fine as it is.

    I phrased it wrong, so I apologize. It is similar to STBFL in the sense that survivors make less distance when hit by the tail strike rather than an M1.

    This is because during a successful basic attack cooldown, your movement speed is reduced to 0.575 m/s for a 4.6 m/s killer. On the other hand, Xenomorph's tail strike successful hit movement speed is 1.2 m/s with the attack cooldown being 0.3 seconds longer than the basic attack cooldown (2.7 seconds, I had no idea it was shorter actually! I swear the tail strike's hit cooldown felt shorter). This is a huge difference that allows for her to quickly close the distance between her and the survivor that she had hit.

    STBFL allows for survivors to make less distance, similar to Xenomorph's tail strike.

  • Is Mangled that big of an issue that needs to be addressed? I'll admit the slower healing speeds are annoying to go against, but it's not too slow either. Plus, it only works on M1 attacks. Sloppy Butcher is also one of the only good general killer perks (and also the only general slowdown perk) meaning that if the perk gets butchered then there goes another good perk for beginners. I wouldn't mind if it got Hemorrhage removed from it, but I think the perma Mangled until fully healed is fine. Also, nerfing Mangled would also nerf my favorite (yet balanced) Scourge Hook perk, Gift of Pain.

    I do hope my main Clown gets himself an extra bottle base-kit, and slightly faster reload movement speed. Maybe Black Heart base-kit for Demo because shred attacks could be more rewarding considering that STBFL has been nerfed.

  • I still enjoy facing Billy and I believe he's fine as he is (though the dissipation add-ons could be replaced because they're god-awfully useless). I've played a lot of Billy even before the Overheat rework, so I understand his counterplay.

    Many newer players haven't played against a threatening Hillbilly due to how rare they were. Before Overheat happened, Hillbilly had better map collision, stronger add-ons, and more players. Once Overheat dropped, everything about his strengths were abolished. More indoor maps, worse add-ons... Now that Overdrive dropped, people are willing to learn Billy because he's far less painful to play as.

    It makes me hope that BHVR does not listen to that crowd because this is the same thing that happened with Wraith. He pub stomps newer players that don't know how to play against a now threatening Wraith, they complain about it, and BHVR nerfs his base-kit speed boost from 1.25 to 1 second.

  • I don't think Thompson's Mix should be removed but it should be changed to only affect successful chainsaw hits as it was originally intended in the PTB, but with the cooldown reduction buffed to 20% or 24% and the limitation where it only works outside of Overdrive. Same applies to Greased Throttle.

    I think Billy's base-kit cooldown is fine because it feels like the old TM pre 4.1.0 built-in (which is good, I think his cooldown needed to be tuned down), so I would rather have TM allow for super fast chainsaw hit cooldowns rather than reducing the cancel cooldown. If Leafy Mash was brought back as well, it would be an excellent add-on to combo with it.

    Replace the weird dissipation add-ons with the more interesting add-ons that Overheat Billy had, such as Big Buckle, Mother's Helpers (as you stated), Pighouse Gloves, Leafy Mash, etc.

  • @The_Yosh said:

    I've never dropped so many indoor map offerings in my life. After the third game of getting instant chainsawed while trying to run between loops, I got over it. I replied to a post recently comparing Bubba (my main) to Billy and highlighted how ridiculous the new Billy is. However, people seem to think he is balanced now.

    For reference Billy:

    -Has no cooldown.

    -Has overdrive.

    -Has no tantrum when he bumps, if he does bump, he can almost instantly use his saw again.

    -He can eat through pallets and keep his chainsaw going.

    -He can zoom across the map and get someone down within the first 10 seconds of the game.

    -And he can stand just outside of anti face camp, feathering his chainsaw and waiting for someone to unhook, while making his power more powerful with overcharge.

    Billy definitely has it good right now, and it is evident when we compare him to Bubba.

    Billy has it better than Bubba right now but give him his time to shine, he deserves it. Bubba was given a massive power overhaul that made him the prime chainsawer of DBD, while Billy was thrown in the trash in that same update and egged on by the continuous map reworks that screwed his collision. He's been neglected for the past 3-4 years, so I fully believe he deserves to be in the spotlight again, just like Bubba has.

  • @Beano744 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641885#Comment_3641885

    I feel like a small buff wouldn't hurt anything... It just makes me not want to use his tail, using his tail basically gives so much distance. Maybe I'm wrong or overexaggerating, but it certainly feels like they get so much distance.

    Similarly to Huntress and Nemesis, Xeno has built-in STBFL due to its tail having a short cooldown after hitting a survivor with it. Try using it in areas that'll guarantee hits (such as animation lock zones like windows and pallets and short wall loops). I made the mistake of playing her like Nemesis where I use my M2 out in the open, but her tail is far less reliable than his tentacle but rewarding enough.

  • The issue with Pig isn't her slowdown; that's the most powerful part of her kit. The biggest problem with Pig is her god-awful built-in chase and stealth powers. Her crouch and ambush in particular are what need to be buffed.

  • Pretty good list! Here is mine:

    my-image (13).png

    I would probably put PTB Onryo at the bottom of A tier, and Pig at the top of B- if STBFL hasn't been nerfed. I agree that Twins is awful to play as, probably the most stressful killer in the game for me.

  • @concubined said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641425#Comment_3641425

    Hello! Thank you for your suggestion, it will not be taken into consideration unfortunately and I will have to remind you to please stay on the subject of “Ultimate Weapon”, a perk belonging to Xenomorph introduced to the hit game Dead by Daylight through the Alien Chapter DLC. If you have concerns about other perks I would be more than happy to discuss it in a thread you create yourself, have an amazing rest of your day/night!!

    Is... is this what I think it is?

  • @concubined said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641410#Comment_3641410

    there are countless scenarios where immersion from survivors is in some degree holding the game hostage. 2 healthy players left at 3/4 gens and they each choose to hide (edge map, locker hopping, item teching to avoid crows you name it). Since we’re moving forward in such a positive way with only allowing 8 damage events to generators to avoid game stalling, let’s ride the same wave to give killers one little perk to counter stealth and immersion. You have yourself a blessed day

    If you're having trouble finding survivors in general, try out Whispers, it's exactly what you're looking for. It's balanced, works similarly to UW where it activates when a survivor enters your terror radius, but it still requires you to know how to find survivors. In scenarios where survivors just sit and hide for the rest of the game, Whispers will help pinpoint the circle of where the survivor could be. Also, Whispers doesn't get trumped by neither Distortion nor Calm Spirit.

    While Whispers helps you get the job done with some effort required on your end, UW does the job for you effortlessly.

  • Stealth and immersion are key parts of what makes Dead by Daylight the game it is.

    Ultimate Weapon isn't a QoL feature, it's a perk that abolishes the skill of actively searching for survivors by simply pressing spacebar on a locker, while other tracking perks like BBQ and Alien Instinct reward you for hooking survivors by helping you pinpoint a survivor's location with it not being a guaranteed find due to the distance they have compared to you, meaning you still need the skill of actively trying to find them.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641396#Comment_3641396

    There was just so much you could do! Using the old Red Paint Brush with Monitor & Abuse reduced your Terror Radius to 0. You could use the blocks to reduce your Dream Transition to either 5.5 or 6 seconds for mindgames. Seeing everyone's aura during the Transition and having less Skill Checks in the Dream World made your power even better for map control.

    It was just so fun! And of course, vastly different then what we have now.

    I always play with Prototype Claw and Nancy's Sketch due to lack of options. He doesn't have anything that is truly worth running, not anymore.

    But I have hope he will change for the better. He has to.

    Yeah, I usually just play him base-kit but if I do run add-ons I tend to use the dream projection cooldown add-ons (Nancy's Masterpiece/Sketch) or Red Paint Brush (i ran out of these).

    It's a shame that they didn't bother with making creative add-ons that benefit Freddy himself and just went with a focus on status effects... and Forever Freddy.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641378#Comment_3641378

    You say that, but then you have Chucky. He has plenty of addons that are actually decent and can be used for different builds and can cause a nice difference in chase.

    I'll give you that, Chucky manages to be an exception that has his fair share of interesting add-ons focusing on changing his playstyle for a much more stealth-oriented one as well as add-ons that enhance his Slice & Dice.

    Xenomorph also has her fair share of decent and unique add-ons, such as the faster vaulting speed in crawler mode (my personal favorite of hers) but then you have some mediocre ones such as Brett's Cap (useless activation of blindness), Molted Skin (far too difficult to tell if you're getting value out of it), and Cat Carrier (requires you to lose your power).

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641378#Comment_3641378

    You can actually see that difference in add-on design with Freddy.

    Old Freddy's add-ons were great! Reduced Dream Transition, increased power range, decreased Terror Radius, invisibility during the Dream Transition, being able to see everyone's aura during the Transition, less skill checks in the Dream World, and even more. There were no gimmicky nor useless add-ons, everything had value.

    And we all know how Freddy's add-ons currently are. Like, Blindness after stepping on a Dream Snare? Really? Or how about making footsteps louder? I am not even going to talk about current Pill Bottle.

    Whenever I am spending my bloodpoints on him I always think to myself: "If Old Freddy was still around, which add-ons would be a priority?". That is how I choose what to get.

    It is heartbreaking to think just how far my favorite killer has fallen.

    I really miss when BHVR was bolder in add-on design to the point where they actually felt meaningful to shuffle between them, and old Freddy was one with a ton of good add-ons. So many of Freddy's older add-ons were useful in their own ways, standing out from each other due to their unique effects that the killer is able to tell they're getting value out of them.

    Freddy's newer add-ons, on the other hand... they're such a mess. I can hear generators from 8 meters further away now whenever they're in the dream world, no way! Blindness after stepping in my snare? I can totally tell that I'm getting value out of that!

    It's just such a shame to see how much he's fallen from his prime. Power, add-ons... you name it.

  • BHVR has been playing it far too safe with add-ons for the past few years, making add-ons very niche compared to what add-ons were like in the past. A good example of this is Billy's Overheat rework where his add-ons were butchered and replaced with far more gimmicky add-ons for his secondary effect. Like come on, who's gonna use these effects during overheat, a literal detriment to his power?

    Some of the older killers tend to have more interesting add-ons, such as Huntress as you mentioned. I like what the Wraith has to offer in particular. Add-ons that focus on his uncloak speed, cloaked movement speed, the gimmicky add-ons being brown rather than green or purple... And The Clown, with his add-ons focusing to make his bottles more effective, faster reloading, etc. (though his rework did get rid of some of his nicer add-ons such as Ether 5 and 10 Vol%) Imagine if Clown had an add-on that makes it so that survivors' auras are shown for like 6 seconds after you hit them with the bottle... too gimmicky and rarely valuable. Or what if he had an add-on that gives all injured survivors Hemorrhage after he reloads? Those two are add-ons that Clown would easily receive if he were released today.

    This is why killers like Pyramid Head and Nemesis have such god-awful add-ons that are so forgettable you don't realize the small value you get out of them. For PH his only good add-ons are the ones that literally affect his main power, the Punishment of the Damned (range add-ons and duration add-ons) and his Cages of Atonement (only Iri Seal of Metatron). What if Pyramid Head could have a faster cooldown add-on after performing his punishment of the damned? Or a slightly faster wind-up (but not too fast)? These types of add-ons are add-ons that you know you're getting value out of them.

    As for Nemesis? Absolutely no tentacle-related add-ons. A faster wind-up add-on for the tentacle would be nice with a side effect that also increases the speed of cancelling the tentacle. Maybe an add-on that decreases your terror radius by 4 metres for each survivor that is contaminated? There's a lot of potential that can be done for add-ons that killers can absolutely tell they're getting value out of them, but instead Nemesis gets add-ons related to... killer instinct after a vaccine? How much more do you need for tracking a vaccinated survivor?

  • I really hope so because custom games could use more customization. Besides, I don't think trashing months of work for a whole new gamemode just for it to only be available for 7 days and inaccessible after by any means would be efficient at all.

    I still feel like it should stay permanently. I get that they're afraid of 'splitting the playerbase/queue' but there are so many people playing DBD all at once on different platforms that I don't think it should be an issue anymore.

  • It's a good thing my favorite user of STBFL, Freddy, is unaffected by this, but the update's easily the worst thing to happen to Pig players out of all the awful changes they've dealt with.

    As @Skillfulstone stated the way STBFL was nerfed was the wrong way to nerf it, rather the potential it had for camping and tunneling was the issue.

  • BBQ & Chili, Lethal Pursuer, I'm All Ears, and Zanshin Tactics.

    BBQ for easy info after hooks, Lethal for a quick first down and extra aura duration, All Ears as a guidance for curving, and Zanshin to help me LoPro flick off of breakable walls or dropped pallets.

    My favorite add-ons for him are LoPro Chains and Iridescent Engravings. If I want to chillax I play Drift King Billy. I mainly play base-kit, though.

  • @Cave17Plays said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641073#Comment_3641073

    I agree with you. Also, in the current state, GE doesn't punish proxi-camping. Let's say Nurse wants to camp a player out. Put grim embrace on, hook someone, blink away, blink back (just for an example, other killers can do this too). That's 12 seconds where survivors can't work on gens and are unable to get a clean unhook in most cases. Since GE doesn't deactivate once the killer re-enters the hook area.

    The whole point of the anti-camp measure was to provide survivors with an alternative solution to the problem - this ignores that.

    (I disagree about UW being not problematic on its own. Remove the blindness effect, and I think it's less frustrating to deal with) .

    Making it so it doesn't activate when a surv is forced off the gen seems alright for now as a solution - I guess we'd see if that'd make things better.

    What do people think about adding the stipulation to grim embrace of it deactivating once a survivor dies?

    Oh no I don't think UW is healthy by any means even on its own. It's Doctor's static blast (one of the best tracking abilities) as an entire perk with zero downsides and for that reason I honestly feel like it should be a Hex perk instead.

    I do think GE and DMS are fine on their own, however.

  • I don't think DMS is problematic on its own but the issue with it lies upon how ridiculous it is when stacked with Grim Embrace and Ultimate Weapon. Same goes with GE, another perk that is fine if not combined with DMS.

    As others have said, make it so that it doesn't activate when a survivor is forced off a generator.

    However I do think Pain Resonance + DMS is fine because of the counterplay it has.

  • I run DS almost always and even if the killer tunnels me, I don't have much room to escape due to the 3 second stun duration. Not to mention one of those seconds go to the animation of me getting off of the killer's back.

    The issue with DS isn't the fact that it doesn't give guaranteed value, but how ineffective it is when it actually activates.

    Off the Record is the overall superior and more reliable anti-tunnel perk.

  • I feel like allowing him to quickly place down a trap by throwing it down and completely disregard a pallet with no chance for a survivor to get away would make his counterplay a little too similar to Skull Merchant where she places a drone at a loop and forces the survivor out of it.

    Currently when Trapper places a trap on a window or a pallet, the survivor still has a chance to get away and Trapper is also capable of faking the trap placing. It also gives Trapper some chase potential as he gets +5% haste after placing down a trap. This gives much more interactive counterplay for both sides chase-wise.

    In my opinion, the issue with Trapper mainly lies upon the spawn locations of the bear traps. Bear traps should always spawn right next to generators (turns out this was already added in 7.3.1!) and not in direct corners of the map. Something that will help him out during his horrible early game is the ability to automatically collect traps from longer distances.

    A passive charge-up (200 seconds/100 charges, +0.5 charges per second) for his power that spikes up each time a survivor disarms a bear trap (+50 seconds/+25 charges). When fully charged up and you have space for another trap, press the Active Ability button to have the Entity grab the selected unarmed trap for you and instantly place it in your inventory.

  • @BlightedTrapper said:

    Great changes! I'd totally kill for the Mother's Helpers to return, especially with the Black Grease integrated like you suggested. I'd love to combine it with Enduring, Two Can Play, and new Shadowborn.

    Before Billy's rework dropped, I played him with Mother's Helpers and Black Grease with the perks Two Can Play, Enduring, Nemesis (shows auras of survivors that stun me), and Hoarder (for my desperate attempts of survivors getting flashlights). It allowed for some pretty funny plays where survivors were super confused and able to down the survivors with my supercharged chainsaw. Really fun build but it's sadly not possible anymore, hopefully they recommission it.

  • I wrote a list of add-ons that could use some changes (with my suggested changes) as well as add-ons that could use recommissioning over the recently added dissipation add-ons.

    @glitchboi said:

    Unlisted add-ons are add-ons I feel are fine as they are at the moment.

    Common

    Counterweight

    Adds weight to the base, for stability.

    • Reduces the initial Turn rate of the Chainsaw during a Chainsaw Sprint by -70 %.
    • New Effect 1: Disables the Overdrive Meter of the Chainsaw.
    • New Effect 2: Grants +100 % bonus Bloodpoints for Score Events in the Deviousness Category.

    Its original effect is to help newer players get used to the chainsaw, however I believe this is counterintuitive to its goal because learning the initial turn rate is important to learning how to backrev if survivors try to juke the chainsaw in extremely closed distances.

    Disabling the Overdrive effect will help newer Billies learn how to play his normal kit in order to adjust to his base speed and charge time.

    Cracked Primer Bulb

    A button that clears air from the fuel lines.

    This machine needs to be fed.

    • Buff: Increases the Charge rate of the Overdrive Meter by +15 % +50 %.
    • New Effect: After hitting a survivor with the Chainsaw during Overdrive, the Overdrive Meter instantly recharges.
    • Survivors hit with the Chainsaw are only damaged for a single Health State.

    This would be a blessing to the M2-only Billies out there with Overdrive's supersonic speed. The Overdrive meter buff from this add-on just isn't enough, but having borderline-permanent Overdrive would not be overpowered because of the single health state situation.

    Uncommon

    Clogged Intake

    Modifying the airflow is key to modifying the Chainsaw's power.

    • Buff: Extends the duration of Overdrive by +15 % +20 %.

    Small buff to make Overdrive last longer, makes the add-on worth using more compared to others.

    Greased Throttle

    A lubricated trigger.

    One twitch of the finger brings the Chainsaw back to life.

    • New Effect: Reduces the Cool-down time of a successful Chainsaw Hit by -16 %.

    Removes the chainsaw cancel cooldown reduction as I feel the base-kit cooldown is fine as it is. Instead, make the chainsaw hit cooldown shorter to help combo well with other add-ons, such as the charge time add-ons Tuned Carburetor, Mother's Helpers, and Chainsaw Hit add-ons such as Cracked Primer Bulb and Leafy Mash.

    Needless to mention, the current chainsaw cooldown reduction add-ons are problematic with LoPro Chains. Break a pallet, run through it, avoid hitting the survivor by cancelling the chainsaw, then immediately backrevving to secure a down.

    Off-Brand Motor Oil

    Affordable oil that can be used to lubricate noisy chains.

    • Increases the Charge rate of the Overdrive Meter by +15 % +20 %.

    Small buff to make Overdrive charge up faster, makes the add-on worth using more compared to others.

    Thermal Casing Big Buckle (Recommissioning)

    A glorious, shining belt worn by many good ol' country boys.

    • Buff: Reduces your Terror Radius by -8 metres -16 metres during Overheat Overdrive.

    Rare

    Discarded Air Filter Mother's Helpers (Recommissioning)

    A small number of caffeine pills found in Evelyn Thompson's purse. Side effects include nervousness and irritability.

    • Buff: Increases the Charge speed of the Chainsaw by +18 % for 30 45 seconds after being stunned by a Pallet or (New Effect) blinded.

    Adds the same effect as Black Grease in order to make it more viable.

    Ragged Engine Leafy Mash (Recommissioning)

    A wet mash of fragrant leaves that mask a hunter's scent when stalking prey.

    • Buff: Gain the Undetectable Status Effect for 15 30 seconds after hitting a Survivor with the Chainsaw.

    A fun add-on that was fine as it was, which also worked well with Apex Muffler. Fun for stealth builds too, just needed a buff is all.

    The Thompson's Mix

    A special oily substance used in the lubrication of all machinery concocted by the Thompsons themselves.

    • New Effect: Reduces the Cool-down time of a successful Chainsaw Hit by -24 %.
    • New Effect 2: Reduces the Charge time of the Chainsaw by -3 %.

    See Greased Throttle's description for more info.

    The secondary effect is a nod to the old Thompson's Mix, while also adding a helpful effect for getting chainsaw hits.

    Very Rare

    High-Speed Idler Screw Pighouse Gloves (Recommissioning)

    Rancid smelling gloves, soiled with unknown substances. Despite everything wrong with them, they do have thick fabric.

    While the Chainsaw is Overheated During Overdrive, the following effects apply:

    • Buff: Increases the Action speeds for breaking Breakable Walls and Pallets and damaging Generators by +20 % +25 %.
    • New Effect: Increases the Vaulting speed by +25 %.
    • Reduces the duration of Pallet Stuns by -50 %.

    This add-on was borderline useless during the 6.7.0 Overheat era due to how long it takes to purposely overheat. Now with Overdrive, this add-on could be a lot of fun to run due to its unique effects.

  • I forgot to select a tome challenge.

  • I've been steamrolled by him a couple of times, but there's still room for outplaying him. He's a menacing killer to go against now, while also still having the same counterplay as per usual, and that's a good thing.

    Also, playing as the new Billy is the most fun I've had in this game in a while, and that's saying a lot.

  • A generator somehow got magnetic forced into my Pain Resonance and was the only one to ever get hit by it. I kicked it for only the second time, and it got hit by the anti 3-gen. I thought it was bugged until I realized that my Pain Resonance was probably only hitting that generator.

  • Most first-person games have a cap of 120, so having that as the max would be preferred. Depending on the game I actually max it to 120, especially for first-person shooters. However, if some animations look jank then I wouldn't mind a 110 cap.

  • 103, fully to the brim. I would prefer 110, though, as I prefer seeing as much as I can all at once in first-person games. Anything higher than 87 is better than 87, so I won't be ungrateful about it.

  • Back in the day survivor movement felt a lot better prior to 4.5.0, at least from my experience. You can argue that some of the current animations are better, but the movement (not the animations) overall just felt smoother.

    But then again I do think some of the old animations looked more realistic in a survival horror-themed game like DBD, it actually felt like your character was in fear and paranoia. The current ones look too robotic.

  • New killer build just dropped. Grim Embrace, Dead Man's Switch, Pain Resonance, and Ultimate Weapon.

    This might actually be worse than Ruin Undying Tinkerer.

  • Julie's Bush Party, from Tome 3. It feels like Julie's true main attire and gave her a large amount of identity rather than just a female version of Frank, and made her my favorite member of the Legion.

  • The new FOV slider is a welcome addition, however I still believe it should go up to 110 or 120 for the first-person gaming standards. If animations look buggy with 120 FOV, then that's fine because people can choose to lower the FOV down if the animations bother them.

    That being said I am still grateful for this addition, so I appreciate it. Shadowborn being mandatory just for an accessibility option was ridiculous.

  • I don't think he needs any more changes moving forward other than the overdrive dissipation add-ons that are completely useless and Counterweight being god awfully useless. What I suggest is to make Counterweight disable Overdrive completely while giving a 100% bloodpoint bonus like Speed Limiter in order to help beginners learn the basics of regular Billy.

    The missed chainsaw cooldown is fine, it encourages using the chainsaw more often rather than playing M1lly, and allows him to navigate through indoor maps such as Lery's and RPD W/E. Survivors still have very much room to utilize a window or a pallet in order to outplay him.

    Billy is perfect now and has been in the gutter for the past 3-4 years, it's about time he finally got the justice he deserved!

  • It's an interesting change that also shows that it's taking effect. I do feel like I was a little too harsh on this perk last time, so I'll probably try it out when I'm playing with friends to see if it helps them or not. It's also good to hear that they didn't go with that compensation nerf for the repair speeds.

  • Yeah this is kind of concerning actually. Blight is one of the last killers that needs a full-on update or rework now that his add-ons got updated. There are other killers out there that should have been considered for an update (numbers tweaks mainly) alongside Twins, desperate for help.

    I would assume they're going to attempt to rid of his hug tech which is fine (it was fun while it lasted), but I'm hoping they don't touch his base-kit whatsoever.

  • Option D is the closest one I'd pick.

    Remove Hindered from her kit entirely, no add-ons for it either. It's I don't think an action speed bonus would be that worth it, Skull Merchant going Haste mode fits her primal instincts as a hunter-like killer, so I'd be fine with having her Haste buffed by just a little teeny bit to compensate for the removal of the Hindered effect.

    Her radar is my favorite part of her kit, so buffing her tracking ability would be nice by making the claw trap batteries last for 45 seconds rather than 30.

  • Don't keep snares but keep the generator teleport and maybe dream pallets as an add-on. The visuals of snares are awful and they are literally just clown bottles but harder to force survivors into, so just drop them completely. @GeneralV has a really good concept on a Freddy rework that consists of both old and current Freddy's kit!

    Teleporting to generators and then pulling those pesky survivors into the dream world would be sick as hell.

  • @naeveragedjoe said:

    I only dont play with other people cause im shy. Ive tried a few times but I get nervous and it ends up being worse than playing solo for everyone involved @.@

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637288#Comment_3637288

    Lmaooo

    I feel you on that. It's actually the reason why I main killer because it feels like the only viable way to play DBD in singleplayer, and because of my social anxiety I didn't have friends to really squad up with and I got anxious for being a potential reason of sabotaging my team by accident.

    However since then I've come out of my comfort zone and found the perfect people to squad up with for survivor. It might be easier said than done, but you just gotta find the right people to play with! There's a lot of cool people out there that are very forgiving when it comes to survivor mistakes (in fact, every survivor makes mistakes every now and then).

  • Your friend is either goofing around or is a total life of the party.

    SWF is the definitive way to play survivor. DBD works as a great social game so you can spark conversations while playing the game. The escape odds increasing from playing with friends through communication is only a bonus, it's all about the fun times and hilarious bits that happen in-game.

    Most SWFs are just people chilling and playing with each other to have fun. There'll be the sweat squads every now and then to go against with hyper communication, but that's natural. We've all beaten a SWF countless times because they're just normal players, nothing to be proud of.

    The only two advantages I could think of with solo queue is if you're a streamer and you want to talk to chat more while playing survivor, or if you want to listen to a podcast and play survivor at the same time.

  • Mikaela about to hit the griddy on me as she taints my poor Devour Hope with her precious boon in front of me.

  • They were probably working on a full-on rework which is scary to think about considering how well-designed his kit already is. I hope they can that idea entirely and scrap it, tweaking the Singularity's kit instead of fully reworking him.

    Many people suggest Soma Photo base-kit but I personally think the initial slowdown after teleporting should be a bit reduced (he should recover from it a little faster), give him 2 extra biopods base-line, and applying slipstream should be slightly faster.

    Singularity is just too damn awful on indoor maps due to survivors easily breaking LoS, so making his overclock more instantaneous (but not to the point where there's nothing a survivor can do) will make him more capable of navigating through indoor maps and corridors in chase, and being able to apply slipstream faster will be helpful against LoS breaking.

  • Pre-pre-rework Billy was easily stronger than current Bubba because of his better add-ons in the past and more consistent collision due to the realm beyond not taking place at the time of his prime. The older maps were a lot more forgiving for Billy.

    However, with his enhanced base-kit, better collision, new add-ons (with some of his old ones returning even), being overall less map reliant and MAXIMUM OVERDRIVE!!! I am actually quite confident that he'll return as the prime chainsawer of DBD. I really can't wait for the update to drop on Tuesday so I can finally play the Drift Overlord without overheating.

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